Equipment

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"Equipment" are gears meant to be fitted on girls to enhance their combat capacity, adding several sets of Stats and unlocking certain Mechanics.

Equipment come in multiple types and categories, using different icons (sometimes overlapping between categories), each with its own behaviors and equipability.

The main ways to acquire equipment are:

Equipment Categories, Types, Icons, and Mechanics

Every piece of equipment in the game has an icon, regrouping them by type, giving a quick visual indicator of what a given equipment is.

  • One icon can be shared with different equipment types.
  • Some icons are used for a single equipment.
  • Some equipment icons on the wiki will be displayed with "text"  Text, indicating special notes like stats or sub-types of equipment.
    • Categories labeled as  Sp are for "special subtypes", types of equipment with the same mechanics as their normal main type, but corresponding to "larger variants", equipable on respectively larger or more capable ships.

Aircraft

Aircraft
Equipment Types Mechanics
For a better understanding of plane-related mechanics, see Aerial Combat
Carriers-Bassed Those planes are mainly equipable on Carriers (CV/CVB/CVL).
   Fighters   Fighters Fighters  /  are one of the main types of plane used by CV(B/L). Their main role is to bring Air Power during the 1st Aerial Stage, with their "Fighter Power"   stat being the most important factor in this regard. Fighters are additionally needed for Aircraft Carrier Cut-Ins (CVCI) during the day Shelling.
  Night Fighters
  Dive Bombers   Dive Bombers Dive Bombers are one of the main types of plane used by CV(B/L). Their main role is to do damage during the Airstrike, with their "Dive Bombing"   stat being the most important factor in this regard. Dive Bombers are additionally needed for dealing damage during day Shelling, especially for Aircraft Carrier Cut-Ins (CVCI).
  Fighter-Bombers "Fighter-Bombers" are "Dive Bombers", both behaving the exact same way, with the only notable difference being the Improvement effects given by  .
    Torpedo Bombers   Torpedo Bombers Torpedo Bombers  /  are one of the main types of plane used by CV(B/L). Their main role is to do damage during the Airstrike, with their "Torpedo"   stat being the most important factor in this regard. Torpedo Bombers are additionally needed for dealing damage during day Shelling, especially for Aircraft Carrier Cut-Ins (CVCI).
  Night Torpedo Bombers
   Jet-powered Fighter-Bombers Jets are a special type of carrier-based bombers that follow the same damage calculation as regular Dive Bombers using the "dive bombing"   stat, while providing great additional "air power"  , as well as "Long Range"  .
  • They will notably carry out an additional exclusive attack called "Jet Assault" (JA) before the beginning of any battle.
  • They cannot trigger the CVCI.
  • They bring some accuracy bonus against PT boats.
  • See Jets for more details.
  Reconnaissance Aircraft   Reconnaissance Aircraft Reconnaissance Aircraft  Sp LB Recon  are planes that:
 Sp Large Reconnaissance Aircraft
Land-Based For a better understanding of land-base mechanics, see Land-Based Air Squadron.
Bombers Attackers   Attackers Land-Based Attackers  bomber   are the main type of bomber used on LBAS. Their most important stats are "torpedo"   against regular ship, and "dive bombing"   against Installations, as well as their "combat radius"  .
 bomber Army Attackers 
  Assault Aircraft (Army Attackers)
  Patrol Aircraft   Land-Based Patrol Aircraft are counted as regular Land-Based Attackers on every aspect.

Additionally, Patrol Aircraft are ASW Aircraft, and so are mainly used for ASW (see here).

Large Aircraft   Heavy Bombers   Land-Based Heavy Bombers mostly work like other Land-Based Attackers, but unlike them, they have only 9 planes in LBAS slots, instead of 18, as well as slightly worse damage modifiers, dividing their base attack power by about half.
Interceptors/Fighters   Army Fighters Land-Based Fighters/Interceptors     are LBAS exclusive fighters, that are used to either:
  • Provide Sortie Fighter-Power, where the "fighter Power"  , "interception"  , and "combat radius"   stats are the most important,
  • Intercept enemy bombers, where the "fighter Power"  , "interception"  , and especially the "anti-bomber"   stats are the most important.
  Navy Fighters Navy Fighters
Rocket Interceptors

  • High Altitude Interceptors multiply the total air power of all land bases in Air Defense mode, when defending against enemy High-Altitude Bombers. The multiplier depends on the number of high altitude interceptors equipped and which difficulty the event map is played on:
  High Altitude Interceptors
 
Me 163B
 
Prototype Shuusui
 
Shuusui
Airpower modifier against high altitude raids:
Event Map
Difficulty
Number of High Altitude
Interceptors Defending
0 1 2 3+
Casual/Easy: 1x 1.1x 1.2x
Medium/Hard: 0.5x 0.8x
 LB Reconnaissance Aircraft Reconnaissance Aircraft  Sp LB Recon  are planes that:

Seaplanes Planes only compatible with ships having the appropriate catapult (mainly battleships, cruisers, and auxiliaries)
  "Multi-Role Seaplanes"  Recon  Reconnaissance Seaplanes  Recon Reconnaissance Seaplanes   Seaplanes are the main aircraft type used by non-carrier ships (mainly battleships, cruisers, and auxiliaries).

Reconnaissance Aircraft  Sp LB Recon  are planes that:

  Night Reconnaissance Seaplanes In addition to all Seaplane Recon mechanics:

  Night Recons are normal Seaplane Recon with the extra ability to trigger "Night Contact".

  • The scouting phase animation will not show up like day battles; instead, the night recon plane's animation is played in the enemy fleet's radar.
  • [Bug] In a Combined Fleet situation, if a ship in the fleet equipped with a night scout is evacuated from the combined fleet using the Fleet Command Facility, the night recon can still trigger and activate as the fleet proceeds onward and enters a night battle.
 Bomber Seaplane Bombers   Seaplanes are the main aircraft type used by non-carrier ships (mainly battleships, cruisers, and auxiliaries).

 Bomber Seaplane Bombers additionally act like Dive Bombers, taking part in the same air phases and sharing the same damage formulas. Additionally, they:

  Seaplane Fighters   Seaplane Fighters share all the regular Fighters mechanics, with a different set of ship equippability. Additionally, they:
  Large Flying Boats   Large Flying Boats notably:
  • Can trigger Contact and Detection.
  • Allow AV to perform ASW attacks.
  • Increase the minimum Range of Land Bases, from +1 to +3 range depending on the base's unmodified range.
  • Can be used in the Air Reconnaissance nodes mechanic.
  • When equipped in any slot size, the plane count is dropped down to 1, refunding any bauxite.

Although it is a scout which does not actually participate in Aerial Combat mechanics-wise, it is still included in the launching animation if other planes are launched.

Misc Some auxiliary aircraft, mainly used for ASW.
  Rotorcraft Autogyros   Rotorcraft are ASW Aircraft, being used to trigger some OASW and Land-based ASW attacks.

As they do not have any Dive Bombing   stat, they do not participate to Phases 2 & 3 of Aerial Combat and are immune to shootdown. They:

  • Will launch during aerial battle if other planes are launched, but cannot start an aerial battle on their own.
  • Allow BBV, CAV, AV, and LHA to perform ASW attacks.
  • CVL and Kaga Kai Ni Go equipped with them will still require a   Dive Bomber or a   Torpedo Bomber to attack submarines, as they are unable to attack anything without a bomber.
  • AS, AR, and some CVB can equip them, but the former cannot attack SS, and the latter has a carrying capacity of 0 so they do not function.
  • AO can equip them, but their attack animation will still be a depth charge animation.

Their LBAS Combat Radius cannot be extended.

Helicopters
  Liaison Aircraft Liaison Aircraft are ASW Aircraft, being used to trigger some OASW and Land-based ASW attacks.

  Command Liaison Aircraft 
 
 
do not have any Dive Bombing   stat, and so do not participate to Phases 2 & 3 of Aerial Combat and are immune to shootdown. They:

  • Will launch during aerial battle if other planes are launched, but cannot start an aerial battle on their own.
  • CV/L equipped with it will still require a   Dive Bomber or a   Torpedo Bomber to attack submarines, as it is unable to attack anything without a bomber.
  • Cannot have their LBAS Combat Radius extended.

 Hayabusa ASW Hayabusa 
 
have some Dive Bombing   stat that counts toward Shelling and allow them to take part in regular Aerial Combat.

Planes Aerial Combat LBAS
Stage 1 (air-to-air) Stage 2 (air-to-ship) ❱❱ Air Power Surface ASW Extendable Combat Radius
Command Liaison Aircraft/Kai 
 
0 ✔️
Command Liaison Aircraft Kai 2  0 ✔️ ✔️ ✔️
ASW Hayabusa 
 
✔️  counted as 0 25 ✔️ ✔️ ✔️
Special categories
  Sp LB Recon  Reconnaissance Aircraft Reconnaissance Aircraft  Sp LB Recon  are planes that:
Planes with Anti-Air Resistance Specific planes may present a special AA resistance property. AA resistance is presented in form of "Ship AA Resistance/Fleet AA Resistance", with each value being used in the respective formulas seen on the Aerial Combat page.
ASW Aircraft Aircraft with at least 7 ASW  , can be used to trigger special OASW and are required to perform Land-based ASW attacks.
ASW Aircraft
 Rotorcraft Autogyros 
 
 
 
Ka Type Observation Autogyro
 
O Type Observation Autogyro Kai
 
O Type Observation Autogyro Kai Ni
Helicopters 
 
 
S-51J
 
S-51J Kai
 Liaison Aircraft
 
Type 3 Command Liaison Aircraft (ASW)
 
Type 3 Command Liaison Aircraft Kai
 
Type 1 Fighter Hayabusa Model II Kai (20th Squadron)
 
Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)
 
Type 3 Command Liaison Aircraft Kai 2
 Land-based Patrol Aircraft 
 
 
Prototype Toukai
 
Toukai (901 Air Group)
+7 ASW   Torpedo Bombers
 
Type 97 Torpedo Bomber (931 Air Group)
 
Type 97 Torpedo Bomber (931 Air Group/Skilled)
 
Tenzan (931 Air Group)
 
Prototype Type 97 Torpedo Bomber Kai (Skilled) No. 3 Model E (w/ Type 6 Airborne Radar Kai)
 
Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai)

 
Ryuusei Kai (CarDiv 1/Skilled)
 
Swordfish Mk.III (Skilled)
 
Barracuda Mk.III
 
TBM-3D
 
TBM-3W+3S
 
Tenzan Model 12A Kai 2 (Murata Squadron w/ Radar)
+7 ASW  Dive Bombers
 
Ju 87C Kai Ni (w/ KMX)
 
Ju 87C Kai Ni (w/ KMX/Skilled)
 
Type 0 Fighter Model 64 (Two-seat w/ KMX)
+7 ASW  Seaplanes Recons
 
Type 0 Reconnaissance Seaplane Model 11B
 
Type 0 Reconnaissance Seaplane Model 11B (Skilled)
Bombers
 
Swordfish Mk.III Kai (Seaplane Model)
 
Swordfish Mk.III Kai (Seaplane Model/Skilled)
 
Zuiun Kai Ni (634 Air Group/Skilled)
 Anti-Installation Dive Bombers
  Dive-Bombers that can attack installations
This is a segment from a bigger article. See Combat/Anti-Installation for details on Installation mechanics.

Carriers will only attack installations in the shelling phase if equipped with Torpedo Bombers or Anti-Installation Dive Bombers.

  • Additionally, carriers will attack installations if equipped with non-special dive bombers AND one of the special dive bombers below.
  • Any other dive bomber will completely disable shelling against installations even if the carrier has a torpedo bomber equipped.
  • This can be very useful to manipulate the targeting mechanic so the carriers attack important targets.
 
Ju 87C Kai
 
Prototype Nanzan
 
F4U-1D
 
FM-2
 
Ju 87C Kai Ni (w/ KMX)
 
Ju 87C Kai Ni (w/ KMX/Skilled)

 
Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)
AAR
 
Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)
AAR
 
Type 99 Dive Bomber Model 22
 
Type 99 Dive Bomber Model 22 (Skilled)
 
SB2C-3
 
SB2C-5
 
F4U-4
AAR
Night Planes   =   Night Torpedo Bombers Night Aircraft are planes that contribute to Carrier Night Air Attack damage.
  =   Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs) 
  =   Night Fighters

Main Armement

Main armement
Equipment Types Mechanics
Naval Guns Main Guns    are the main armament used by surface ships. Their main stats are the "firepower"   and "accuracy"  . They are notably required to trigger all Artillery Spotting attacks as well as some Night Cut-Ins, notably the "Double Attack" (DA).
Main Guns   Small Small Caliber Main Guns   Small Caliber Main Guns Small Caliber Main Guns are mostly used on smaller ships like Destroyers.
  • They bring some accuracy bonus against PT Imp.
 Small Small Caliber Main High-Angle Guns
  Medium Medium Caliber Main Guns   Medium Caliber Main Guns Medium Caliber Main Guns are mostly used on medium ships like Cruisers.
 Medium Medium Main High-Angle Guns
  Large Caliber Main Guns   Large Caliber Main Guns Large Caliber Main Guns are used on Battleships.
 Sp Very Large Caliber Main Guns
Secondary Guns   Sec Secondary Guns   Secondary Guns (surface) Secondary Guns  Sec Sp_Sec serve a similar role to Main Guns. Their main stats are the "firepower"   and "accuracy"  . They are notably required to trigger some weaker Artillery Spotting attacks as well as some Night Cut-Ins, notably the "Double Attack" (DA).
 Sec Secondary High-Angle Guns
 Sp_Sec Large Secondary (High-Angle) Guns
  High-Angle Guns (dual-purpose)  Main Main High-Angle Guns  Small Small Caliber Main High-Angle Guns   High-Angle Guns (sometimes "dual-purpose guns"), are anti-air focused guns, that can serve their main surface role, in addition to having extra   AA stats.
  • They are notably required in most AACI.
 Medium Medium Main High-Angle Guns
 Sec Secondary High-Angle Guns  Sec Secondary High-Angle Guns
 Sp_Sec Large Secondary (High-Angle) Guns
  Anti-Aircraft Guns   AA Guns are equippable in RE. They are mainly used to provide "Anti-Air", notably via their AA   stat. They:
  • Are notably required in most AACI.
  • Trigger a tracer-fire effect during air combat.
  • Bring an accuracy bonus against PT boats.
Torpedo Weaponry Equipment with "torpedo"   as their primary stat.
  Torpedoes   Torpedoes (surface)   Torpedoes are almost exlusively used to trigger Night Cut-Ins, especially the Torpedo Cut-In (TCI). Their main stat is the "torpedo"   stat.
 Sub Submarine Torpedoes Submarine Torpedoes
 Sub_LM Late Model Submarine Torpedoes  Sub_LM Late Model Submarine Torpedoes are needed to trigger special Night Cut-Ins.
 Minisub Midget Submarines  Minisub Midget Submarine allow any ship equipping one to perform an Opening Torpedo Salvo. Their main stat is the "torpedo"   stat, being used to calculate damages in all torpedo phases.
Anti-Submarine Warfare Equipment with "ASW"   as their primary stat.
  Sonars  Small Small Sonars   Sonars are the main equipment used for ASW, being required to trigger most OASW, and greatly enhancing ASW Damage Synergy. Their main stat is "ASW"  .
 Large Large Sonars
  Depth Charges  DCP Depth Charge Projectors   Depth Charges are one of the main equipment used for ASW, greatly enhancing ASW Damage Synergy. Their main stat is "ASW"  .
 DCR Depth Charge (Racks)
 Other ASW Mortars  Other ASW Mortars have additional Anti-Installation bonuses similar to Anti-Ground Rockets.

Other Equipment

Other Equipment
Equipment Types Mechanics
  Radars  Small Small Radars   Radars are used to provide boosts to LoS   and accuracy  . They are additionally used for:

"Dual Purpose Radars" are radars that are both Surface Radars and Air Radars.
 SurfaceSurface Radars are radars that:

 Air Air Radars are radars that:

  • Must have 2 or more AA  ,
  • Increase the Anti-Air of the fleet,
  • Are required to trigger most AACI.
 Large Large Radars  Large Large Radars
 Sp Very Large Radars
 Surface Surface Radars
 Air Air Radars
  Submarine Equipment Submarine Equipment are mainly used to trigger special Night Cut-Ins exlusiv to submarines.
  • They can be put in RE.
  Searchlights  Small Small Searchlight    Searchlights are used to trigger a special Night Battle mechanic when equipped, playing a special animation and applying the following effects:
  • Attack accuracy and cut-in rates of the fleet are increased.
  • Cut-in rates of the enemy fleet are decreased.
  • The enemy fleet will target and hit the ship that triggered the searchlight more often, see here.

The activation rate is 100% on ships with 2 or more HP, 0% otherwise.

  • Multiple ships equipped with searchlights do not have stacking effects.
 Large Large Searchlight 
  Star Shell    Star Shells are used to trigger a special Night Battle mechanic when equipped, playing a special animation and applying the following effects:
  • Attack accuracy and cut-in rates of the fleet are increased.
  • Cut-in rates of the enemy fleet are decreased.

The activation rate is 70% on ships with 5 or more HP, 0% otherwise.

  • Multiple ships equipped with star shells do not have stacking effects.
  • There is no side effect, unlike Searchlights.
  Skilled Lookouts 
 
  Surface Ship Personnel are equippable in RE. They:
  • Increase cut-in rates in Night Battles for the ship equipping it,
  • Are required to trigger some "New Type" Cut-ins,
  • Play an animation right before cut-in animations,
  • Bring an accuracy bonus against PT boats.
  Landing Craft  TP Transport DLC 
 
  Landing Craft can serve in several roles:
  • "Transport Craft" (type 1) are best at increasing the resources gained from expeditions,
  • "Landing Tanks" (type 2 & 3) deal more damage to installations, being an essential component of "nuke set-ups" (see Anti-Installation),
  • "Armed Boats" (type 4) act mostly like Landing Tanks, and have some additional bonus, against PT Imp notably.

Each Landing Craft equipped will increase "TP Gauge" drain by 8 during Transport Operations.

Each Landing Craft equipped (except for "Landing Tanks type 3") will increase resource gain on Resource Nodes and Expeditions.

 Tank Landing Tanks
 Armed Armed Boats 
 
  Tanks    Amphibious Vehicles behave similarly to Landing Craft. They:
  Drums    Drum Canisters are not "combat equipment", and so are mostly used for non-combat mechanics. They:
  • Increase resource gains on Resource Nodes in sorties.
  • Can affect Routing on certain maps.
  • Slightly increase TP gauge drain during Transport Operations.
  • Are required to trigger a "New Type" Cut-in.
  • Are required for expeditions 21, 37, 38, 44, & E2.
    • Can also increase the chance of Great Success for those expeditions as well as 24 & 40.
    • They do NOT increase resource gains from expeditions.
  Anti-Aircraft Fire Directors   Anti-Aircraft Fire Directors (AAFD) are quipable in RE.
  • They provide a good Anti-Air boost, and are required to trigger some AACI.
  • They are notably used to provide   AA and   accuracy when improved  .
Shells   Anti-Aircraft Shells   AA Shells are mainly used for an Anti-Installation role, notably dealing great damages to "Soft-Skinned Installations".
  • They also provide some minor Anti-Air boost, and are required to trigger some AACI.
  • The can be equipped in the RE of FBB, BB, BBV, CA, and CAV.
  Armor-Piercing Shells   AP Shells are mainly used for increasing the general damage potential of batleships, with further bonuses for Artillery Spotting and Special Attacks.
  • They also play some Anti-Installation role, notably against "Hard-Skinned Installations".
  Anti-Ground Rockets   Anti-Ground Rockets are only used against Installations.
  • They provide both great multiplicative and flat damages boost against all installation types.
  Extra Armors  Medium Medium Extra Armors   Extra Armors are equippable in RE and give some extra   Armor stat.
 Large Large Extra Armors
  Engine Improvements Ship Speed can be increased to Fast, Fast+, or Fastest by using a combination of   "Turbine" and "Boilers".

  Ship Repair Facility    Ship Repair Facilities  are required for Anchorage Repairs and Emergency Anchorage Repairs.
  Aviation Personnels  SCAMP SCAMP    Aviation Personnels are used to bring various buff and/or mechanics, notably enhancing the performances of Carriers.
  • See each individual pages for more details.
 NOAP NOAP 
 
 AGDP AGDP 
 SDP SDP 
 
  Command Facilities 
 
 
Depending on the type,   Command Facilities provide different fleet support roles, such as:
  Saiun (Disassembled for Transport)  A removed legacy equipment.
Consumables   Underway Replenishment  Fleet Oilers (AO) can notably refuel ships mid-sortie using   Underway Replenishment .
  Emergency Repair Personnel 
 
 
Selection of which type of Emergency Repair Personnel to consume to advance (left buttons), or to retreat (right button).

  "Emergency Repair Personnel 
 
"
are consumable items:

  • As "consumables", they do not take any equipment slot and appear in the Inventory and are equippable in RE.

Ships entering a battle whilst Heavily Damaged (大破) have a chance to be Sunk (撃沈) .

  • In the case of the flagship, being Heavily Damaged (大破) will force a retreat after that node.

Equipping at least one   Emergency Repair Personnel can prevent the equipped ship from sinking, by reviving it after being sunk.

  • If this is equipped on a flagship, the player can use this before heading to another node.
    • If both   Personnel &   Goddess are equipped, then it is possible to choose which one to use (see the picture).
  • Emergency Repair Personnel can only repair the ship they are equipped on.
  • Once repaired, a ship becomes unsinkable for the rest of the battle, including night battle.
  • The item is consumed upon activation.

The restored ships will be as followed:

  Emergency Repair Personnel HP recovered when sunk HP recovered on flagship Fuel/Ammo restored
  Emergency Repair Personnel  20% 50% 0%
  Emergency Repair Goddess  100% 100% 100%
  • Planes are not resupplied.
  Combat Rations 
 
 
 
Selection of whether to use a ration or not, before a boss node.

  "Rations" are consumable items:

  • As "consumables", they do not take any equipment slot and appear in the Inventory and are equippable in RE.

When equipped on a ship, they are consumed during a Sortie when either:

  • The boss node is reached, a prompt appearing to ask whether to consume or not the rations,
  • The sortie reaches 3 battles, having a random chance to trigger onward (probably linked to ship's morale dropping below a certain level).

When rations are consumed:

  • The morale of the carrying ship is greatly increased,
  • The morale of both adjacent ships is moderately increased,
  • If several different rations are equipped, all are consumed, the moral boost synergizing.

Additionally:

Special categories
Anti-Ground Equipment See Anti-Installation for a better understanding.
Notes
  • Some equipment have unique mechanics within their categories.
  • Certain mechanics like AACI and ASW will differentiate equipment within their category depending on their raw stats.

See Also