User:Jigaraphale/Sandbox/13

Help:Resource Farming

This article aims to provide advice on the better ways to farm the main resources (    ) and consumables (    ).

As some general rules
  • Expeditions are the best way to gain most resources, with the advantage of being AFK compatible,
  • Quests are often the better way to farm consumables, especially screws  ,
  • Sorties generally provide the greatest hourly gain for any resource/consumable, but at the cost of more active playtime and some other resources.
Notes
  • Special resources are not detailed here, as they are difficultly "farmable", please refer to each individual page for more details.
  • Only repeatable quests are listed on this page, as they are the most relevant in a "farming mindset",
    • One-time quests can also be a major source of resources. Please refer to Quests for more details.
  • Expected for screws, monthly expeditions are also omitted here, as even so they reward great amounts of resources and consumables, they are incompatible with a "farming mindset",
  • Events and limited-time quests are often a great way to gain all types of consumables, with some events introducing great resource farming spots.
    • Please refer to the current event's page for more details on such addition.

General Tips

Sortie Tips

Resources in sorties are gained from Resource Nodes and Scraping dropped ships.

  • Using the lightest possible fleet is recommended to reduce the average sortie costs and so maximize gains.
  • For resource nodes, using appropriate gear ( / / ) is essential to maximize gains:
Normal Resource Nodes Gain Modifiers
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name    
(& 7-3 O  )
    
  
  A Toku Daihatsu Landing Craft 
Daihatsu Landing Craft 
Armed Daihatsu 
DLC + T89 Tank 
DLC + Panzer II 
Soukoutei 
Toku DLC + Ho-Ni Tank 
3.0 2.0 0.0
  Ka-Mi Tank 
Ka-Tsu Tank 
Ka-Tsu Tank Kai 
  B Drums  2.0 1.5 0.0
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III J 
0.0
All ships 0.0
Resource Cap N/A
Random Resource Increments 5 0
Notes:
  1. If the total value has a decimal, only the rounded-down value is applied.
  • A battle has to be completed (win or loss) after the resource node in order to claim the resources.
    • Exceptions are resource nodes that are dead-end nodes.

Expedition Tips

Expeditions come in various types and forms, being each more or less suited for some resources or even farming methods.

  • Regarding resources:
    • Some expeditions will reward a "modest" amount of resources, but on a short timer, being great on an "hourly gain" perspective, being more suited alongside active gameplay,
    • Some expeditions will reward a "high" amount of resources, but on a long timer, being great on an "absolute gain" perspective, being more suited alongside AFK periods.
  • Regarding consumables:
    • Some expeditions will reward a "fixed" consumable, being rewarded 50% of the time,
    • Some expeditions will reward a "GS" consumable, being rewarded with "Great Success" only,
    • Since no expedition rewards more than very few consumables, there is no "long timer" expedition adequate for farming, unless the consumable is a side reward of other resources.
  • For most expeditions, having a "Great Success" is advisable, especially for "short timer" ones.
    • This mostly requires sparkling ships, which is time-consuming, but still worth it when trying to reach greater hourly gains,
    • See Success Conditions for more details.

Quest Tips

Quests are mostly used to farm consumables (    ).

  • While it is ideal to use the lightest fleets possible to maximize primary resource gains, it is more important to use fleets that reliably clear the quests.

Landing Craft Carriers

Here is a list of the Landing Equipment  /  capable ships, used in sorties and expeditions.

  • Note that Kinu Kai Ni have special behaviours in those cases.
Ships that can equip Landing Craft / Amphibious Vehicles
Type Landing Craft   Both   &   Amphibious Vehicle  
DD                                          Kai Ni D      Kai Ni D      Kai Ni D          Kai Ni D      Kai Ni              
CL      Kai Ni D          Kai Ni Toku    
CAV  Kai Ni Toku
(F)BB(V)    Kai Ni Juu    Kai Ni C
CVL      Kai Ni Sen
AV                  Kai Ni Toku
AO      
LHA          
SS(V) All
RE

  Soukoutei (Armored Boat Class) : Shinshuu Maru 
 

   Ka-Tsu tanks 
 
: I-36 
 
 · I-41 
 
 · I-47 Kai  · I-58 Kai 

[edit]

Fuel Fuel

1-3

Node D is a "normal resource node" rewarding 10~20  

  • Has many   Landing Craft and   Amphibious Tanks  should be equipped to maximize fuel gain.
    •   Drums  work as an inferior substitute.
    • Only using those equipment in the fleet is a viable solution.
  • When lacking enough Amphibious Tanks for SS(V), Luigi Torelli is recommended as a substitute that can carry Drums.
  • When using an AO, the reach rate is 100%, but is only 80% when using an AV instead.
  • Once the first battle is complete, "retreat" and "resupply" before going back out.

If done correctly, this can result in an outstanding fuel gain that can surpass expedition gains.

  • Using "cheap" ships to refuel in the fleet (such as Kamikaze-class and Mutsuki-class) will optimize the fuel consumption/farming.
  • It is alternatively possible to use throwaway DDs with Drums that are never refueled until they are critically damaged, and then scraped to save on resources (do not forget to swap their drums with the new ones before doing this).
Recommended Fleets
  • Kamoi/Souya, 4-5DD, 0-1SS(V)
  • 1AV/AO, 4-5DD, 0-1SS(V) (if lacking those AO)
  • Route = A D B E
Equipment Setups
Ship Type Equipment Notes
DD/AO/AV       can serve as Landing Craft substitutes when lacking enough.
SS(V)      are also viable options when lacking enough Amphibious Tanks.

1-3 Souya Immortal Farming[1]

Thanks to her incredible Luck (77+) and Armor (62) stats, Souya (AGB) (not AGS nor AGL) can exploit damage mechanics to farm on fuel on 1-3.

When setup like that, Souya can be sortie alone on 1-3,

  • She will follow the route A D B E
  • One the battle of Node E, thanks to how damages are calculated in Kancolle, she will be virtually immune to damages and so will survive the battle almost every time,
  • Once the battle is completed, the sortie can be ended to gather the fuel and restart a run,
  • It is possible to farm about 900+ fuel/h "risk free" using this method.
Note
  • The method only works on 1-3 Node E, other battles being able to damage Souya.

7-4

7-4 is a great "risck free" place to farm both fuel and bauxite.

  • See the relevant page for more details.

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. You should take the AV over Hayasui because of the latter's cost.

Resource Gain
  • 30-90 (5   increments}}
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 minimize 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.

Short
Expedition Timer Hourly
Yield
Side
Resource
05 01:30 133    
21 02:20 137   
38 02:55 144   
Long
Expedition Timer Total
Yield
Side
Resource
05 01:30 200    
16 15:00 500      
19 06:00 400      
21 02:20 320   
24 08:20 500    
38 02:55 420   
40 06:50 300     

Ammunition Ammunitions

3-2

Node B is a "normal resource node" rewarding 50~150  

It is recommended to use a throwaway DD equipped with  / , and a Repair Personnel 
 
.

  • This saves on spending resources while completing the take. Alternatively, a set of good DD can be used, but they will need to be repaired, slowing down the farming rate.
  • If the battle on A critically damages the DD, select to use the Repair Personnel onward.
  • The Damage control is not consumed while doing this process.
  • Once complete, remove the Damage control from the DD, that can now be scraped, and repeat.

Another method is to send a fleet of 3-6SS(V) using  . This method brings a bit greater return at a higher risk and has steeper requirements.

Doing this farming will bring a lot of "loses", which can impact the overall win rate and so the "event eligibility".


Recommended Fleet
  • 1DD
  • 3-6SSV
  • Route = A B
Equipment Setups
Ship Type Equipment Notes
XX       can serve as Landing Craft substitutes when lacking enough.
SS(V)      are also viable options when lacking enough Amphibious Tanks.

Short
Expedition Timer Hourly
Yield
Side
Resource
03 00:20 200   
05 01:30 133    
37 02:45 138   
Long
Expedition Timer Total
Yield
Side
Resource
13 04:00 300    
16 15:00 500      
37 02:45 380   
40 06:50 300     

Steel 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 a 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 maximize the power of your opening strike to minimize 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 sub-tank 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 maximizes 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 maximize airstrike damage.
SSV    Just stack Ka-Mi tanks to maximize 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 maximize her armor.
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.

Short
Expedition Timer Hourly
Yield
Side
Resource
03 00:20 120   
20 02:00 75   
37 02:45 98   
38 02:55 69   
Long
Expedition Timer Total
Yield
Side
Resource
15 12:00 300    
18 05:00 300   
37 02:45 270   
38 02:55 200   

Scraping unwanted drops is an excellent source of  .

  • Larger ships will provide more steel when scrapped.
  • Remember that any equiped gear will also be scraped in the process, adding some resources, unless the "unequip" switch is toggled.

Bauxite 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
  • 10-20 (5   increments)
    • +1.5 per  
    • +2 per  
Recommended Fleets
  • 3CVL 3DD
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 maximizes the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors. If possible, you'll want to use medium-range CVLs or long-range bombers to ensure the DDs don't interfere.

7-4

7-4 is a great "risck free" place to farm both fuel and bauxite.

  • See the relevant page for more details.

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
  • 50-100 (5   increments}}
    • +1.5 per  
    • +2 per  
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 minimize 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.

Short
Expedition Timer Hourly
Yield
Side
Resource
06 00:40 120  
B1 00:35 51    
45 3:20 66   
Long
Expedition Timer Total
Yield
Side
Resource
11 05:00 250   
15 12:00 400    
35 07:00 280    

Instant repair Instant Repair Materials

2-4

Node A is a "special resource node" rewarding 1  .

Farming this map can prove a bit frustrating because of the random routing at node C.

  • It is recommended to farm for   DevMats too, as they are rewarded on the off-route path (see below).
  • It is additionally recommended to bring 1  Surface Surface Radar on each girl to diminish the resource losses on the storm maelstrom.
Recommended Fleets
  • 3CV, 2-3CA(V)/CL/SS(V), 0-1DD
  • Route = B C F A
    • 50% chance to route to A, 50% to G
    • No CVL allowed and 1DD max, else, the routing to A becomes even worse.
Equipment Setups
Ship Type Equipment Notes
CA(V)/CL/DD       The   should be whatever brings the most combat/AA power to the ship, being   for an AACI setup, or   for air power.
 /    The   can preferably be a  Minisub if equipped on capable CAV/CL, or a Surface Radar otherwise.
CV     
    
At least 144 fighter power is needed for AS+ on node F. When enough fighters are used to reach this value, the other planes can be bombers to maximize damage.
  • It is recommended to use carriers with at least "medium range", so that their attack takes priority over the other ships. See Range for more details.
  • The Radar can be used to block the largest slot and limit bauxite losses.
SS(V)   
  
When using a SS, it should either use torpedoes to maximize damage, or   to bring additional buckets.

Expedition Timer Yield Side
Resource
Left Right
Short
02 00:55 1 0   
04 00:50 1 0   
A2 00:55 0 1     
41 01:00 0 1    
Long
None

  Daily
Quest Type Yield Notes
Bd2   1
Bd4 2
Bd5 1
Bd7 1
Bd8 1
E3   2
F6   1
F9 1
F66 1
G2   1
  Weekly
Quest Type Yield Notes
Bw4   3
Bw5 2
Bw8 1
F68   1
F69 5
 Monthly
Quest Type Yield Notes
Bm4   3
Bm8 4 Choice
C8   2
C16 2 Choice
 Quarterly
Quest Type Yield Notes
Bq3   4
Bq13 10 Choice
C44   4 Choice
Seasonal
Quest Type Yield Notes
2204 B1   6 Choice
"Large Scale Winter Exercise"   5 Choice
Yearly
Quest Type Yield Notes
By1   8 Choice
By2 6 Choice
By3 5 Choice
By4 5 Choice
By12 9 Choice
C49   5 Choice
C50 4 Choice
C53 3 Choice
C55 4 Choice
D32   5 Choice
D33 4 Choice
D36 6 Choice
D40 5 Choice
G6   1 Choice
G7 2 Choice
G8 2 Choice

Instant construction Material Instant Construction Materials

2-1

Node E is a "normal resource node" rewarding 1  .

  • This map does not pose any challenge, also being a good enough spot to farm steel   from drops.
  • This map should be cleared alongside quest Bd7.
Recommended Fleet
  • 1AV, 1CL, 4DD (Fast)
  • Route = C E H
    • The AV guarantees routing to node E,
    • A slow fleet will hit one extra combat node.
Equipment Setups
Ship Type Equipment Notes
DD    Air Standard setup for DD, with some AA emphasis, with at least one AACI being recommended.
  • Putting more CL and CA in the fleet would still work, but at a greater cost.
CL     Setup for CLs that are capable of Artillery Spotting. For those that are not, simply replace the seaplane with a radar.
AV     The main role of the AV is to bring air power, with 81 being needed to reach AS on the boss.
  •  Minisub and  Bomber can be used if enough air power is reached with minimal SPF use.

Expedition Timer Yield Side
Resource
Left Right
Short
07 01:00 1 0   
10 01:30 1 0    
Long
16 15:00 2 0      

  Daily
Quest Type Yield Notes
Bd7   1
C2   1
E4   1
F5   1
F8 1
  Weekly
Quest Type Yield Notes
Bw1   2
G3   1

Development material Development Materials

2-4

Node G is a "normal resource node" rewarding 1  .

Farming this map can prove a bit frustrating because of the random routing at node C.

  • It is recommended to farm for   Buckets too, as they are rewarded on the off-route path (see above).
  • It is additionally recommended to bring 1  Surface Surface Radar on each girl to diminish the resource losses on the storm maelstrom.
Recommended Fleets
  • 3CV, 2-3CA(V)/CL/SS(V), 0-1DD
  • 3CV/L, 1AO, 2SS(V)
  • Route = B C G H I
    • 50% chance to route to A, 50% to G
    • When farming for buckets too, no CVL allowed and 1DD max, else, the routing to A becomes even worse.
Equipment Setups
Ship Type Equipment Notes
CA(V)/CL/DD       The   should be whatever brings the most combat/AA power to the ship, being   for an AACI setup, or   for air power.
 /    Those are only useful when trying to farm for buckets as well.
  • The   can preferably be a  Minisub if equipped on capable CAV/CL, or a Surface Radar otherwise.
CV/L     
    
At least 144 fighter power is needed for AS+ on node F. When enough fighters are used to reach this value, the other planes can be bombers to maximize damage.
  • It is recommended to use carriers with at least "medium range", so that their attack takes priority over the other ships. See Range for more details.
  • The Radar can be used to block the largest slot and limit bauxite losses.
SS(V)   
  
When using a SS, it should either use torpedoes to maximize damage, or   to bring additional buckets.
  •   are only useful when trying to farm for buckets as well.
AO       Because of their nature, AO do not have a standard setup. The general rule is to make them as less of a dead weight as possible, usually giving them guns, planes, or armor.

6-3

Nodes G H are "Air Reconnaissance", a unique kind of node, rewarding  ,  , and  .

While this map has the potential to return significantly more DevMats than 2-4, it is also costlier and more difficult. The enemies encountered are strong and any node has the potential to force a retreat. Furthermore, to claim the resources, the boss has to be at least B ranked. This can be a tall order when fighting BB, CA, and DD Hime with a light fleet.

Recommended Fleets
  • 1CL, 4DD, 1AV
  • Route = A C E G H J
Equipment Setups
Ship Type Equipment Notes
DD     Because this map has no air power, the guns can be whatever is best on each DD. The wildcard can be anything that does not interfere with the double attack setup, usually a Radar.
  • This setup can alternatively be swapped with other Night Cut-In setup if available.
     It is advisable to have 1-2 DD on OASW duty, preventing some retreats.
CL    Minisub/ /  The CL can play most roles, being a crucial component to defeat the boss. It should therefore be focused for combat/night battle, carrying additional geras if possible (especially true for 4 slots CL).
AV  Bomber/ / Minisub Akitsushima and Nisshin are the only   LFB capable AV, and so should preferably carry as many planes as possible to maximize gains.
  • Other AV are still viable, with the ability to carry either more  Bomber or one  Minisub.
  •  Recon can be used but are a waste of potential.

Expedition Timer Yield Side
Resource
Left Right
Short
A2 00:55 1 0  
20 02:00 1 0  
41 01:00 1 0   
Long
35 07:00 0 1   

  Daily
Quest Type Yield Notes
Bd1   1
Bd2 1
Bd3 1
Bd5 1
Bd6 2
C4   1
D2   1
E4   1
F5   1
F6 1
F7 2
F8 2
F65 1
F66 1
  Weekly
Quest Type Yield Notes
Bw1   2
Bw2 2
Bw3 3
Bw6 2
Bw7 3
Bw8 1
Bw9 2
C4   2
D4   3
D11 2
F34   2
F68 7
G3   2
 Monthly
Quest Type Yield Notes
Bm1   5
Bm4 3
Bm5 5
Bm7 4
Bm8 4 Choice
C16   2 Choice
 Quarterly
Quest Type Yield Notes
Bq4   4
Bq9 4 Choice
C29   3 Choice
C42 8 Choice
C44 4 Choice
D24   4
F39   2
F55 3
F67 4
F70 8 Choice
F72 6 Choice
Yearly
Quest Type Yield Notes
By1   10 Choice
By2 8 Choice
By3 6 Choice
By5 10 Choice
By6 5 Choice
By11 8 Choice
C49   4 Choice
C50 6 Choice
C65 4 Choice
C66 6 Choice
D34   7 Choice
D35 5 Choice
D36 4 Choice
D38 6 Choice
D40 6 Choice
F92   10
F94 10 Choice
F98 5 Choice
F99 5 Choice
F100 10 Choice
F113 8 Choice
G6   2 Choice
G7 3 Choice
G8 3 Choice
G9 4 Choice

Improvement material Improvement Materials

As every Expedition rewarding screws are monthly ones, the timer is irrelevant here.

Expedition Yield Notes
Left Right
A6 0 1 Monthly Expeditions
B4 0 1
B5 0 1
B6 0 1
43 0 1
46 0 1
D3 0 1
E1 0 1
E2 0 1

  Daily
Quest Type Yield Notes
F18   1
  Weekly
Quest Type Yield Notes
Bw5   1
Bw7 3
Bw7 2
Bw9 3
Bw10 3
C4   1
D11   1
F34   1
 Monthly
Quest Type Yield Notes
Bm3   3
Bm4 4
Bm5 3
Bm6 2
Bm7 2
Bm8 2 Choice
 Quarterly
Quest Type Yield Notes
Bq1   5
Bq2 4
Bq4 4
Bq7 4 Choice
Bq10 4 Choice
Bq11 2 Choice
C38   3 Choice
C42 3 Choice
F35   3
F67 4 Choice
Yearly
Quest Type Yield Notes
By1   4 Choice
By4 4 Choice
By5 8 Choice
By7 3 Choice
By12 4 Choice
C53   3 Choice
C62 3 Choice
C65 3 Choice
C66 4 Choice
D32   3 Choice
D34 3 Choice
D35 4 Choice
D38 3 Choice
D40 4 Choice
F92   5 Choice
F94 5 Choice
F95 4 Choice
F98 2 Choice
F99 2 Choice
F100 8 Choice
F102 3 Choice
F113 3 Choice
G7   2 Choice
G9 2 Choice

Other Consumables

Special resources are not detailed on this page, as they are difficultly "farmable", please refer to each individual page for more details:

See Also