The Ships

Destroyers - DDs

Your Starter

So before we continue, if you're reading this guide, odds are that your starter ship is *probably* one of your higher-levelled ships.

The starter ships are Fubuki 吹雪, Murakumo 叢雲, Sazanami 漣, Inazuma 電, and Samidare 五月雨. You're probably wondering how they will fit into your overall strategy, well there's good news and bad news:

The bad news is that only Fubuki 吹雪 and possibly Murakumo 叢雲 have any real long-term potential, as they're the only two with K2 forms that greatly increase their stats. The good news is that for now, we need immediate power, and a well-le

The point here is: With a few key exceptions, destroyers are effectively equivalent to each other until they reach Kai Ni at around level 70. Training a ship to level 70 in the early game is a significant investment in time and resources. If your starter is well-levelled and modernized, she'll do just fine in the context of easy mode, especially since you will be picking up at least Yuudachi and Shigure during your preparation.

Discussing the Destroyers

Examining destroyers gives us a great opportunity to introduce two of the more confusing aspects of the game, overkill mechanics and armor mechanics.

 
This is the He-Flag, she has 57HP, 39 armor, 80 torpedo, and a fantastic chance to send you home if she fires that torpedo.

What A Difference a (few) Points Make #1: 32HP Destroyers - Introduction to Overkill

CAN WE HAVE THIS EXAMINED FURTHER? WIKIWIKI APPEARS TO HAVE MORE NEW INFORMATION ON IT THAT POTENTIALLY MAKES THE OLD OVERKILL CALCULATIONS OBSOLETE

So, while looking at destroyers and gradually working your way to K2s, you'll probably notice that most of them wind up with around 30-34 HP, with a few exceptions like Shimakaze at 36 and the Mutsukis at around 24.

Here's how overkill works:

Whenever a ship takes a shot that would deal more than its maximum HP, she will instead sustain a random amount of between 50%-79% of her HP in damage.

What is most important to note about this with regard to a fully healthy ship is that only the 75-79% portion of this range would results in a taiha, or approximately 1 in 6.

While this is important to be aware of, this should by no means restrict you from using someone like Ayanami, for a reason that's about to become all very clear.

What A Difference a (few) Points Make #2: The Destroyer FP gulf - Introduction to Armor Mechanics

Now, we've just discussed destroyer HP and , now it's time for us to take a look at their firepower, and how much impact daytime firepower has on

The main damage formula essentially boils down to this: Effective Firepower - (0.7-1.3 * Armor) = Damage done. Notice how

Let's look at one well-known enemy you may recognize, the ubiquitous He-Class Flag CL (see picture). When light fleets are involved, your fleet (barring opening torpedoes or support) only has one chance to cripple each enemy (i.e. damage to 50% or lower) before the torpedo phase. The He shells at a relatively-low 51 power, but fires a torpedo of 80 power, which as we've just covered, has an incredibly good chance of scoring a Taiha on a DD.

With 57 HP, we will, on average, only have a single chance to deal at least 28 HP to it

Light Cruisers and Torpedo Cruisers - CLs and CLTs

Jintsuu 神通 - Level 60

Jintsuu has no tricks, she's just really good at hitting targets really hard. Possessing an FP/TP combination of 71/98 makes her the strongest day attacker in terms of raw stats. Two guns and a plane place her at a base of 96 (71+10+10+5)


Abukuma Kai Ni 阿武隈 - Lander/Tank Capable, Minisub Capable - Level 75, Blueprint Required

 
Equipment-wise, 2 guns and a minisub is generally better against lighter opposition (effectively giving her two lighter attacks against different targets), while a full torpedo loadout is superior against heavy opposition, even capable of crippling Flag-Ru

By designation, Abukuma is a CL; however, in practice, she is a CLT. This is because she possesses the unique ability to equip the Kou-Hyouteki, better known as the midget submarine, allowing her to perform opening torpedo attacks. This ability alone makes her probably the single strongest CL in the game.

While her FP/TP is just 56/94 (Jintsuu being 71/98), firing an opening torpedo with a power of at least 111 (94+5+12) early means that she gains an attack phase. Her torpedo serves as her main damage in the day, having the additional benefit of preventing an enemy from shelling, and her short range prevents her from clashing with any ships with stronger shelling power (e.g. Heavy Cruisers).

It often becomes feasible for her to be equipped with dual torpedoes (refer to image). This boosts her daytime torpedo power directly, keeps her range at short to prevent her from clashing with stronger ships, and also enables her to perform a torpedo CI at night. No other surface ship in the game (save perhaps Maya) innately benefits from running a torpedo set (the CLTs are at daytime torpedo cap of 151 already); consequently, she is a natural candidate for luckmodding, which allows her to keep her boosted day power while improving her at night. She can also carry tanks and daihatsus, making her extremely versatile against hardened installations, while also allowing her to contribute on a strategic level as an expedition leader.


The Four-Slotters: Yuubari 夕張 and Ooyodo 大淀

Torpedo Cruisers - CLTs

Discussing the Light Cruisers

Abukuma vs Jintsuu vs Ooyodo

Abukuma and her midget submarine form the the gold standard of damage output, being capable of dealing damage early before enemies are capable of

Despite this, it is most important not to overestimate her, she is incredibly strong and possibly overpowered, but remember that other cruisers do possess their niches, Ooyodo with her four slots in particular is often better at anti-installation combat. She is also extremely expensive to obtain, not only being relatively rare, but only reaching her full combat potential at level 75 while also requiring a blueprint to do so.

Heavy/Aviation Cruisers - CAs and CAVs

 
When a specific ship subtype, such as a CA or CAV is being referred to, the designation is given sans brackets i.e. CA or CAV respectively; when either a CA or a CAV is allowed, a fleet composition will have the designation CA(V)

It is common for new players to neglect levelling Heavy (CAs) and Aviation (CAVs) Cruisers, once they have acquired more powerful classes, such as the battleships. However, CA(V)s play an important role between the light (DD/CLs) and heavy ships.

  • They can often be used in place of Battleships in (Combined) Fleets, especially to achieve favorable map branching
  • While their daytime firepower is not that of Battleships, they are capable of dealing much more damage during Night Battles against enemies vulnerable to their high torpedo power (amongst BBs, only Bismarck drei possesses a torpedo stat)
  • As with Battleships, they can equip Type 3 Shells for better effectiveness against installations
  • CA(V)s begin with three slots (enough for Artillery Spotting), and with four slots after their first remodel (Level 25 in most cases), they have more freedom to equip utility or LoS equipment, as opposed to CLs or DDs, which usually require a combat loadout across all 3 slots
  • All CAVs begin as Heavy Cruisers, and remodel into their new sub-class
  • CAVs in particular can also equip many things that CAs cannot, such as:
    • WG42 rockets, which are effective against hard installations (which Type 3 Shells are ineffective against), but this piece of equipment is difficult to come by early on in the game
    • Seaplane bombers and fighters, which can be used to supplement your Fighter Power, if act as your only source of Fighter Power in the fleet
    • Drum canisters, which are sometimes important for routing and in transport maps
  • Nevertheless, CA(V)s also have their weaknesses; most significantly, their combined HP and Armour makes them particularly vulnerable to being reduced to Taiha / Red Health from damage taken from heavier enemies, or even from critical hits from less heavyweight opponents

Essentially, while CA(V)s may be the most versatile ships out of all the ship classes, they are also particularly vulnerable to damage from enemy ships, due to the way in which combat damage is calculated, along with the "Overkill Mechanic". In spite of that, CA(V)s will still play an important part in your fleet, and neglecting them will only make your life more difficult later on.

Battleships, Fast Battleships, and Aviation Battleships - BB, FBB, BBV

Fast Battleships - FBB

File:File.png
Editor's note, yes, Kongous started out as Battlecruisers which would be designated CCs, but in Kancolle, they're often referred to as FBBs


Aviation Battleships - BBV

Light Carriers - CVL

Fleet Carriers and Armored Fleet Carriers - CVs and CVBs

Armored Fleet Carriers - CVBs

The good news is that there are only three armored carriers in the game, Shoukaku 翔鶴, Zuikaku 瑞鶴, and Taihou 大鳳, the even better news is that since they're all but out of reach for beginners and even intermediate players, there's no real need to worry about them.

In any case, we're going to go through them here, both as a showcase of the Shoukaku-class's capability in future, and on the off chance that you actually went out and crafted Taihou (you absolute madman).