Introduction
This article aims to provide you with advice on the best way to farm necessary resources. As a general rule, Expeditions are the best way to gain resources. Sorties do provide a decent return on primary resources ( ) but it works out as trading away one or more primary resource for another.
Only repeatable quests are listed on this page. One-time quests are also a major source of secondary and special resources. Please refer to Quests for more details.
General Tips
Sortie Tips
- Having the lightest possible fleet is recommended to reduce costs and maximise gains.
- Drum Canisters and Landing Crafts will increase the resources gained from nodes.
- The T89, 11th Division and M4A1 do not increase resource gain.
- Amount gained varies from map to map.
- You will need to complete a battle after the resource node in order to claim the resources.
- Exceptions are resource nodes that are dead end nodes.
Expedition Tips
- Always try to sparkle for expeditions. This increases the great success chance which significantly boosts income. Your own tolerance for tedium will determine what is the minimum expedition length to sparkle for.
- Read the expedition requirements carefully. This can prevent wasted time.
- Always remember to resupply your expedition fleet.
- Raw resource returns is not as important as returns per hour.
- The exception is when you will be away from the game for long enough to complete lengthy high-return expeditions.
Quest Tips
Fuel
1-3
The objective is to reach node D then retreat after node E. DO NOT attempt to farm node G. The maelstrom at node H has a chance to deplete all of your fleet's fuel. This is a fairly simple and straightforward map to farm but requires multiple fleets if you want to farm it non-stop. Take note that only the AO fleet guarantees routing to D. The AV fleet has random routing (weighted towards D), unless you bring 4 DE. But 4DE will significantly reduce your resource gains because they cannot carry drums or landing craft. The submarine in both fleet options will be able to tank every enemy you'll encounter.
Resource Gain
Recommended Fleet
- 1AV 4DD 1SS
- 1AO 4DD 1SS
Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | Use whatever mix of barrels and landing craft that you have to maximise your gains. Prioritise landing craft where possible. | |
AO/AV | This setup is for Hayasui. Although her slots are small, they are more than enough to take out the weak enemies in this map. | |
/ | This setup is for Kamoi or an AV. If the AV can carry midget submarines, swap out one seaplane for it. | |
SS | Simply load the SS with torpedoes. Ideally, she should have the 61cm Triple (Oxygen) Torpedo Mount to maximise her armour. |
4-3
This map can be used to farm both fuel and bauxite. The fleet used is the same for both resources. Fuel is obtained from node B. Take note that you do not have to retreat if heavily damaged at G. This is because node J is a dead end node and will end the sortie. Unlike 1-3, a majority of the fleet needs to be combat focused. While this means you cannot bring as many bonus equipment, the base resource gain is higher. This map will cost more buckets compared to 1-3.
Resource Gain
Recommended Fleets
- 1AV/AO 1CL 2DD 2CLT
Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | Because of the limited space for bonus equipment, you do not have the luxury of bringing drums. | |
CL | This setup is for Abukuma Kai Ni or Yura Kai Ni. These two are the ideal girls for farming this map as the opening torpedoes are great at taking out threats. | |
In the event that you are unable to use Abukuma or Yura in this map, simply give your CL a standard artillery spotting setup. | ||
CLT | The midget submarine will allow them to take out some threats early and minimise the damage your fleet takes. OASW is highly recommended, especially since you will encounter submarines enroute. | |
AO/AV | This setup is for Hayasui. Her slots may be a bit small for the enemies present in this map but they're still enough to take out the weaker enemies. Kamoi is not recommended for this map. | |
The AV should have a midget sub to add to the strength of the opening torpedo. The extra seaplane bombers add the airstrike cherry on top. |
Expedition | Yield | Timer | Resource/Hour | Fleet Requirement | Notes |
---|---|---|---|---|---|
5 | 200 | 1:30 | 133 | 1CL 2DD 2XX | An early expedition that will be indispensable for newer Admirals. Although the minimum requirements is only 4 ships (1CL2DD1XX), it is recommended that you run it with 6 sparkled ships to maximise the gains. |
9 | 350 | 4:00 | 87 | 1CL 2DD 2XX | This is a longer expedition that returns more fuel but less per hour. It is a good expedition to run if you anticipate you will be away from the game for 4 hours or more. Similar to Exp5, it is recommended you run more than the minimum amount of ships (sparkled) to maximise gains. |
21 | 320 | 2:20 | 137 | 1CL 4DD 1XX | This expedition is superior to Exp5 not only for the higher hourly gain, but because it has an innate ~50% great success chance. This can save your time spent sparkling. It is still advised to sparkle your fleet in order to maximise gains. Loading more drums on your fleet will increase the innate great success chance marginally. |
24 | 500 | 8:20 | 60 | 1CL 4DD 1XX | This is a long-term expedition that is perfect for overnight and school/work dispatch that provides a large fuel return. Like Exp21, extra drums can increase the great success rate. |
41 | 100 | 1:00 | 100 | 3DD/DE | While this expedition does not provide as high hourly returns as Exp5 and Exp21, it has the advantage of being another expedition that has an innate great success chance. The GS chance increases based on flagship level and total ASW of the fleet. Combined with the easy fleet composition requirement, it is very low maintenance to spam. |
36 | 480 | 9:00 | 53 | 2AV 1CL 1DD 2XX | This is another long-term expedition for overnight and school/work dispatch. Though it provides less fuel than Exp24, it also gives a decent amount of steel and bauxite. |
38 | 420 | 2:55 | 144 | 5DD 1XX | This is the best expedition for gaining fuel quickly. Do note that you will be gaining fuel at the expense of other resources. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximise that innate chance. It is still recommended that you sparkle your fleet in order to maximise gains. |
Ammo
3-2
The main method to farm this map is to send one sacrificial DD equipped with a Repair Team and some drums. Simply continue after the battle at node A to reach node B. The repair team will not be consumed. After the sortie, simply move the equipment to a new DD and sortie again. Because you are using a fresh DD each time, this map can be run consecutively. Do note that this method will tank your sortie win ratio. You will need to watch that ratio to ensure you maintain the 75% win rate needed for event participation.
The second method is to send a fleet of 3-6SSV. This method brings a greater return but carries a higher risk and has steeper requirements. SSV can only carry Type 2 Ka-Mi Tanks. This equipment is difficult to obtain and carries a steep cost. Furthermore, there are only 4 non-event SSV. The enemy fleet also contains 1-2 ASW DD that can cost you buckets. All this translates into 18-36 more ammo per run.
Resource Gain
Recommended Fleets
- 1DD
- 3-6SSV
Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | The Repair Team/Goddess is to allow your DD to bypass the auto-retreat mechanic for damaged flagships. The drums are to eke out the extra resources. | |
SSV | Just stack Ka-Mi tanks to maximise your resource gains. For 3-slot submarines like I-13 and I-14, just give them an additional tank. |
Expedition | Yield | Timer | Resource/Hour | Fleet Requirement | Notes |
---|---|---|---|---|---|
2 | 100 | 0:30 | 200 | 4XX | You should be dispatching your 4 lowest cost girls to this expedition. It is generally not recommended to sparkle for this expedition because it's short length will make the constant re-sparkling extremely tedious. As a bonus, it has a fixed 50% chance to return buckets. It is the best expedition you can run for ammo as long as you have the time to micromanage. |
5 | 200 | 1:30 | 133 | 1CL 2DD 2XX | An early expedition that will be indispensable for newer Admirals. Although the minimum requirements is only 4 ships (1CL2DD1XX), it is recommended that you run it with 6 sparkled ships to maximise the gains. |
21 | 320 | 2:20 | 137 | 1CL 4DD 1XX | This expedition is superior to Exp5 not only for the higher hourly gain, but because it has an innate ~50% great success chance. This can save your time spent sparkling. It is still advised to sparkle your fleet in order to maximise gains. Loading more drums on your fleet will increase the innate great success chance marginally. While the ammo gains aren't very high, you will run this to get a combination of both fuel and ammo. |
37 | 380 | 2:45 | 138 | 5DD 1CL | This is a good expedition to supplement Exp2 and Exp5 when needing to focus exclusively on gaining ammo. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximise that innate chance. It is still recommended that you sparkle your fleet in order to maximise gains. |
Steel
1-4
There really isn't a good place to farm steel but this is the only map where it is possible to do it at low cost. This map has random branching which means you are not guaranteed to hit the steel node. The bright side is that you can gain or instead. What you want to do is maximise the power of your opening strike to minimise the damage your DDs will take. Since a majority of the enemies encountered have weak ASW and are forced to target submarines, taking one along can allow you to subtank the map. You will want to retreat in the battle after the resource node.
Resource Gain
Recommended Fleets
- 2CVL 3DD 1SSV
- 1AV 1CVL 3DD 1SSV
Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | Ideally you should be using landing craft capable destroyers to supplement the meager resource returns. | |
{ { { | This setup is when you are not using landing craft capable destroyers. | |
CVL | This setup maximises the CVL's airstrike capability and takes AS+ against the enemy CVLs. If using 2CVL, the other one can swap a fighter for a Type 2 Recon Aircraft to maximise airstrike damage. | |
SSV | Just stack Ka-Mi tanks to maximise your resource gains if you can manage it. For 3-slot submarines like I-13 and I-14, just give them an additional tank. | |
If you lack tanks, you can just equip torpedoes on your SSV. Ideally, she should have the 61cm Triple (Oxygen) Torpedo Mount to maximise her armour. | ||
AV | The AV is meant to be a CVL-lite with opening torpedo capability. It is not recommended to use AV that cannot perform an opening torpedo strike. |
Expedition | Yield | Timer | Resource/Hour | Fleet Requirement | Notes |
---|---|---|---|---|---|
3 | 40 | 0:20 | 120 | 3XX | While this expedition provides the highest steel per hour in game, it is not recommended to do unless desperate for steel. Even then, scrapping drops will provide more steel faster. The reason for this is that it does not provide much in the way of other resources and steel is the most abundant resource. |
37 | 270 | 2:45 | 98 | 5DD 1CL | This expedition focuses on ammo and steel. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximise that innate chance. It is still recommended that you sparkle your fleet in order to maximise gains. |
38 | 200 | 2:55 | 69 | 5DD 1XX | This expedition focuses on fuel and steel. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximise that innate chance. It is still recommended that you sparkle your fleet in order to maximise gains. |
Scrapping
Scrapping unwanted drops is an excellent source of . Larger ship girls will provide more steel when scrapped. Remember to unequip any equipment you wish to keep, or use the "unequip" toggle when scrapping.
|}Bauxite
2-2
This is by far the easiest map to farm bauxite. The fleet requirements are light and there is only one battle. As an added bonus, it can be run at low morale because you're depending on the airstrike to kill everything. It also has 2 transports to finish your dailies and weeklies.
Resource Gain
Recommended Fleets
- 3CVL 3DD
Equipment Setups
4-3
This map can be used to farm both fuel and bauxite. The fleet used is the same for both resources. Fuel is obtained from node B. Take note that you do not have to retreat if heavily damaged at G. This is because node J is a dead end node and will end the sortie. Unlike 1-3, a majority of the fleet needs to be combat focused. While this means you cannot bring as many bonus equipment, the base resource gain is higher. This map will cost more buckets compared to 1-3.
Resource Gain
Recommended Fleets
- 1AV/AO 1CL 2DD 2CLT
Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | Because of the limited space for bonus equipment, you do not have the luxury of bringing drums. | |
CL | This setup is for Abukuma Kai Ni or Yura Kai Ni. These two are the ideal girls for farming this map as the opening torpedoes are great at taking out threats. | |
In the event that you are unable to use Abukuma or Yura in this map, simply give your CL a standard artillery spotting setup. | ||
CLT | The midget submarine will allow them to take out some threats early and minimise the damage your fleet takes. OASW is highly recommended, especially since you will encounter submarines enroute. | |
AO/AV | This setup is for Hayasui. Her slots may be a bit small for the enemies present in this map but they're still enough to take out the weaker enemies. Kamoi is not recommended for this map. | |
The AV should have a midget sub to add to the strength of the opening torpedo. The extra seaplane bombers add the airstrike cherry on top. |
Expedition | Yield | Timer | Resource/Hour | Fleet Requirement | Notes |
---|---|---|---|---|---|
6 | 80 | 0:40 | 120 | 4XX | This is the best expedition for gathering bauxite. The downside is that it is only good for that and nothing else. While it is very short, it is still recommended that you attempt to sparkle in order to maximise gains. |
11 | 250 | 5:00 | 50 | 2DD 4XX | This is a long term expedition that is useful when you are going to be away from the game for 5 hours. If you will be away for longer, look into Exp24 or Exp35 instead. |
24 | 500 | 8:20 | 60 | 1CL 4DD 1XX | This is a long-term expedition that is perfect for overnight and school/work dispatch that provides a decent bauxite return. Extra drums can be added to the fleet to increase the innate great success rate. |
35 | 280 | 7:00 | 40 | 2AV/CVL 1CA 1DD 2XX | Although this long-term expedition provides the best returns, it also costs the most fuel and ammo to run. You'll want to use your cheapest AV/CVL and CA for this expedition. It is otherwise a good choice if you're aiming to focus on bauxite. |
Instant Repairs
Recommended Fleets Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD |
Expedition | Yield | Timer | Resource/Hour | Fleet Requirement | Notes |
---|---|---|---|---|---|
Instant Construction
Recommended Fleets Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD |
Expedition | Yield | Timer | Resource/Hour | Fleet Requirement | Notes |
---|---|---|---|---|---|
Development Materials
Recommended Fleets Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD |
Expedition | Yield | Timer | Resource/Hour | Fleet Requirement | Notes |
---|---|---|---|---|---|
Improvement Materials
Expedition | Yield | Timer | Resource/Hour | Fleet Requirement | Notes |
---|---|---|---|---|---|