Sandbox Rules
This sandbox is to be used to construct an event guide for the above-mentioned event map. These guides are to all of the following requirements:
- An overview of the map, including ship/equipment bonuses, Ship Locks, and special mechanics,
- List of branching unlocking requirements (if there are multiple requirements, compositions for each path along with the below requirements will be needed to discuss the unlocking requirements in question),
- A list of working compositions that work: (T=these must have possible alternatives for players who may or may not have all ships needed for a specific path),
- The Paths said compositions will take (to explain each path the composition will/can take),
- A summary or description of what kind of obstacles a composition will face.
- A description of the boss node: what it consists of, and a descriptive guide on what the player should consider for a course of action to successfully win the battle,
- Optional: Tips/guides to farm certain ships and/or resources (this can also require compositions, paths, and possible descriptions).
Editors are to construct their own version of the guide/part of the guide, and complete it in a timely fashion.
No editor is allowed to edit over other editors' work without the consent of the editor and his approval to do so.
Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Spring 2025 Event, being reviewed and updated once more before it can be released.
Overall there should be 3 versions of the guide that have to be constructed, including: Preliminary > Polished > Finalized Guides
With each approval of each version of the guide, the said guide will be updated to the main page, and construction of the next version will begin.
All guides outside of the approved version will be removed and work will begin from the approved version to make it better for the next version until the finalized version is made.
Branching Table
E-5 Branching Rules (Start Points) ▼/▲
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Expand
Nodes |
Rules
|
* = Rule under review
? = Ship type/amount under review
Historical Bonuses
DISCLAIMER: This information is based on user-submitted data and is subject to revisions as more data is gathered. Any version of the ship receives the bonus regardless of remodel.
Ship Bonuses
??
Equipment Bonuses
??
??
Jiga's Guide
Map Overview
E5 is a single and combined fleet, three-phase map consisting of one transport and two boss phases.
- 3 LBAS are available on this map:
- Initially, only 1 can be set on Sortie, the other being useless as no enemy air raid will happen,
- After phase 2, all 3 LBAS can be set on Sortie.
- Thi LBAS is supposed to be a "seaplane base", and so will be nerferd unless using the proper planes (see above)
- This map uses 3 locks:
Operation Rei-go Unit, Starting point 2 (reused from E-4 and in E-6)
Cavite Reinforcement Unit, Starting point 1
31st Squadron, Starting point 1
Gimmick 1 - Unlock
To unlock the 1st boss, the following steps have to be performed:
|
B1 |
B2 |
D2 |
F2
|
Hard |
S |
S |
S |
S x2
|
Medium |
S |
S |
S |
S
|
Easy |
S |
S |
S |
S
|
Casual |
S |
S |
S |
S
|
ExpandNode B1 & B2
|
Fleet Info
|
Single
|
Striking: refer to #Phase 1 - TP's fleet
|
LoS
|
Any
|
Speed
|
Any
|
RouteNode Types: RED: Battle PURPLE: Night Battle PINK: Air Raid/Battle ORANGE: Enemy Ambush/ASS BLUE: Empty/Choice Light Blue: Emergency Anchorage Repair GREEN: Resource/TP VIOLET: Maelstrom
|
1 A B B1
1 A B B2
|
|
Air State (C / E / M / H)
|
AD
|
AP
|
AS
|
AS+
|
0 / 0 / 0 / 0
|
0 / 0 / 0 / 0
|
0 / 0 / 0 / 0
|
0 / 0 / 0 / 0
|
LBAS
|
Range
|
AS Sortie
|
AS Defense
|
Nodes B1 B2: 4
|
0 / 0 / 0 / 0
|
0 / 0 / 0 / 0
|
|
Fleet Notes
|
Both nodes are basic surface nodes
|
LBAS Notes
|
All LBAS should be sent on the nodes.
|
ExpandNodes D2 & F2
|
Fleet Info
|
Single
|
Striking: 1 FBB, 1 CV(B/L), 0-1 CLT, 2-4 DD
|
LoS
|
Any
|
Speed
|
Any
|
RouteNode Types: RED: Battle PURPLE: Night Battle PINK: Air Raid/Battle ORANGE: Enemy Ambush/ASS BLUE: Empty/Choice Light Blue: Emergency Anchorage Repair GREEN: Resource/TP VIOLET: Maelstrom
|
1 C D D1 D2
1 C D E E2 F F2
|
|
Air State (C / E / M / H)
|
AD
|
AP
|
AS
|
AS+
|
25 / 56 / 48 / 59
|
38 / 84 / 71 / 88
|
84 / 189 / 159 / 198
|
168 / 378 / 318 / 396
|
LBAS
|
Range
|
AS Sortie
|
AS Defense
|
Nodes D2 F2: 6
|
89 / 195 / 165 / 204
|
0 / 0 / 0 / 0
|
|
Fleet Notes
|
Bringing an AACI is recommended.
- For F2, using a
Smoke on E and ASW dor E2 can help reach the node.
|
LBAS Notes
|
All LBAS should be sent on the nodes.
|
Phase 1 - TP
Phase 1 is a new kind of Transport Operation, where "tanks" do work better:
During "Landing Operation", the TP drain formula is altered, with regular modifiers being nerfed, and tanks gaining additional bonuses:
ExpandTP Depletion Formula
|
[math]\displaystyle{ \text{TP}_\text{drain} = \Bigg\lfloor \text{Mod}_\text{rank} \times \bigg\lfloor \text{Mod}_\text{map} \times \Big( \sum_\text{All equipment} \text{TP}_\text{equip} + \sum_\text{All ships} \text{TP}_\text{ship} \Big) + \sum_\text{All equipment} \text{TP}_\text{tank} \bigg\rfloor \Bigg\rfloor }[/math]
|
- With
- [math]\displaystyle{ \text{Mod}_\text{rank} }[/math] the rank modifier, being:
- 1.0 for S ranks,
- 0.7 for A ranks,
- 0 otherwise.
- [math]\displaystyle{ \text{TP}_\text{equip} }[/math] the regular Equipment TP value,
- [math]\displaystyle{ \text{TP}_\text{tank} }[/math] the additional equipment TP value given by tanks, described below,
- [math]\displaystyle{ \text{TP}_\text{ship} }[/math] the regular Ship TP value,
- [math]\displaystyle{ \text{TP}_\text{equip} \text{ & } \text{TP}_\text{tank} \text{ & } \text{TP}_\text{ship} }[/math] are set to 0 for all ship being either heavily damaged (大破), evacuated, or sunk.
- [math]\displaystyle{ \text{Mod}_\text{map} }[/math] the map nerf mod, reducing the value of regular TP sources,
|
- Notes
- The total amount of TP is computed separately for each fleet in a combined fleet, with a rounding down on each.
- For Kinu Kai Ni, the modifiers are applied to her and her innate DLC separately.
|
Landing Operation success screen
Landing Operation tank counter
Tank TP
The additional "tank bonus" given by equipment Landing Operations is as follows:
ExpandLight Fleet
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Fleet Info
|
Single
|
Striking: 0-2 (F)BB(V), 0-1 CL 3-4 DD, 2-3 AV/AO/LHA
|
LoS
|
Cn3: ? / ? / ? / ? (C/E/M/H)
|
Speed
|
Fast
|
RouteNode Types: RED: Battle PURPLE: Night Battle PINK: Air Raid/Battle ORANGE: Enemy Ambush/ASS BLUE: Empty/Choice Light Blue: Emergency Anchorage Repair GREEN: Resource/TP VIOLET: Maelstrom
|
1 A B B1 H I J K
|
|
Air State (C / E / M / H)
|
AD
|
AP
|
AS
|
AS+
|
0 / 0 / 0 / 0
|
0 / 0 / 0 / 0
|
0 / 0 / 0 / 0
|
0 / 0 / 0 / 0
|
LBAS
|
Range
|
AS Sortie
|
AS Defense
|
Boss K: 2
|
0 / 0 / 0 / 0
|
0 / 0 / 0 / 0
|
|
Fleet Notes
|
A light fleet with a greater TP potential, but may struggle to score A+ ranks.
|
LBAS Notes
|
All LBAS should be sent on the boss.
|
The use of a Special Attack is highly recommended, preferably the Yamato Touch.
Phase 2 - Boss
The use of a Special Attack is highly recommended, preferably a Nelson-class one.
PT Imp Packs are on the boss, it is therefore advised to bring some anti-PT setups:
ExpandAnti-PT boat
|
Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack ) are "very small and fast".
- All ship types suffer a severe
accuracy and firepower penalty against PT boats.
- Attacking them with larger guns is not very effective, smaller guns being recommended instead.
- Support Expeditions are not affect by any of the following[1].
ExpandAttack formula against PT boats
|
The Attack formula against PT boats:[2][3]
- Jet Assault & Airstrike
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]
- LBAS[4]
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]
- Shelling
- [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]
- Opening & Closing Torpedo Salvos
- [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]
- Night Battle
- Night Battle data are unclear yet.
- With
- [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
|
ExpandAccuracy formula against PT boats
|
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
- PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
- Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
- [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion
described bellow,
- The main Accuracy modifiers are
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
- [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
- [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.
|
Amagiri Kai Ni/D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.
- DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
- The PT boat targeting rate is 100% for all affected ships [9].
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
Ship Type |
[math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
|
DD & DE |
1.0
|
CL, CLT, & CT |
0.82
|
All other types |
0.7
|
- Notes
- It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
- Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
- Combining equipment is recommended to see significant boosts to accuracy.
- The
Ka-Tsu Tanks
bonus does not stack with the Armed Boats
ones.
- Using other setups improving accuracy is also advisable:
|
|
[edit]
|
Once on LD, the CG will change to the following:
Phase 3 - Boss
ExpandSouth Route
|
Fleet Info
|
Main
|
1 (F)BB(V), 0-1 CV(B), 0-2 CA(V), 0-2 CL, 0-1 DD, 1 AV, 1 LHA
|
Escort
|
0-1 CA(V)/AV, 1 CL, 4-5 DD
|
LoS
|
Cn3: ? / ? / ? / ? (C/E/M/H)
|
Speed
|
Any
|
RouteNode Types: RED: Battle PURPLE: Night Battle PINK: Air Raid/Battle ORANGE: Enemy Ambush/ASS BLUE: Empty/Choice Light Blue: Emergency Anchorage Repair GREEN: Resource/TP VIOLET: Maelstrom
|
2 L M U1 U2 U3 X P2 R T
|
|
Air State (C / E / M / H)
|
AD
|
AP
|
AS
|
AS+
|
0 / 82 / 95 / 109
|
0 / 123 / 142 / 163
|
0 / 275 / 318 / 366
|
0 / 550 / 636 / 732
|
LBAS
|
Range
|
AS Sortie
|
AS Defense
|
Boss Z: 4
|
0 / 0 / 0 / 0
|
0 / 0 / 0 / 0
|
|
Fleet Notes
|
A slightly longer route that has less fleet restrictions at the cost of 1 more air node.
In order to avoid extra battles at Q or Y, the fleet must contain either:
- (?) to 5 historical ships (depending on difficulty)
- Or at least 6 DD
If No.101 Transport Ship is available, it is very highly recommended to use her in combination with a Nelson-class touch as she is capable of eliminating the boss in a single hit.
|
LBAS Notes
|
All LBAS should be sent on the boss.
|
ExpandNorth Route
|
Fleet Info
|
Main
|
0-1 (F)BB(V), 2 CVL/CAV, 0-2 CL, 0-1 DD, 1-2 AV/LHA
|
Escort
|
0-1 CA(V)/AV, 1 CL, 4-5 DD
|
LoS
|
Cn3: ? / ? / ? / ? (C/E/M/H)
|
Speed
|
Fast
|
RouteNode Types: RED: Battle PURPLE: Night Battle PINK: Air Raid/Battle ORANGE: Enemy Ambush/ASS BLUE: Empty/Choice Light Blue: Emergency Anchorage Repair GREEN: Resource/TP VIOLET: Maelstrom
|
2 L M U U3 X P2 R T
|
|
Air State (C / E / M / H)
|
AD
|
AP
|
AS
|
AS+
|
0 / 82 / 95 / 109
|
0 / 123 / 142 / 163
|
0 / 275 / 318 / 366
|
0 / 550 / 636 / 732
|
LBAS
|
Range
|
AS Sortie
|
AS Defense
|
Boss Z: 4
|
12 / 282 / 326 / 425
|
0 / 0 / 0 / 0
|
|
Fleet Notes
|
A slightly shorter route that has 1 less air node at the cost of more fleet restrictions.
In order to avoid extra battles at Q or Y, the fleet must contain either:
- (?) to 5 historical ships (depending on difficulty)
- Or at least 6 DD
|
LBAS Notes
|
All LBAS should be sent on the boss.
|
The boss is an Installation and requires appropriate gear to be defeated,
- She is especially weak to "Nuke" setups.
The use of a Special Attack is highly recommended, preferably a Nelson-class one.
- Bringing an AACI is recomannded.
- The use of
Smokes is recommended on node U U2 or R.
PT Imp Packs are on the boss, it is therefore advised to bring some anti-PT setups:
ExpandAnti-PT boat
|
Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack ) are "very small and fast".
- All ship types suffer a severe
accuracy and firepower penalty against PT boats.
- Attacking them with larger guns is not very effective, smaller guns being recommended instead.
- Support Expeditions are not affect by any of the following[1].
ExpandAttack formula against PT boats
|
The Attack formula against PT boats:[2][3]
- Jet Assault & Airstrike
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]
- LBAS[4]
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]
- Shelling
- [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]
- Opening & Closing Torpedo Salvos
- [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]
- Night Battle
- Night Battle data are unclear yet.
- With
- [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
|
ExpandAccuracy formula against PT boats
|
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
- PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
- Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
- [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion
described bellow,
- The main Accuracy modifiers are
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
- [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
- [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.
|
Amagiri Kai Ni/D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.
- DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
- The PT boat targeting rate is 100% for all affected ships [9].
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
Ship Type |
[math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
|
DD & DE |
1.0
|
CL, CLT, & CT |
0.82
|
All other types |
0.7
|
- Notes
- It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
- Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
- Combining equipment is recommended to see significant boosts to accuracy.
- The
Ka-Tsu Tanks
bonus does not stack with the Armed Boats
ones.
- Using other setups improving accuracy is also advisable:
|
|
[edit]
|
Gimmick 2 - Debuff
Once LD has been reached, the following steps have to be performed to debuff the boss.
|
? |
? |
?
|
Hard |
? |
? |
?
|
Medium |
? |
? |
?
|
Easy |
? |
? |
?
|
Casual |
? |
? |
?
|
Once on LD, the CG will change to the following:
YY's Guide