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Difference between revisions of "Aerial Combat"

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Aerial Combat has the following structure:
 
Aerial Combat has the following structure:
#LBAS's [[Jet Assault]]
+
#LBAS's [[#Jet Assault Phase|Jet Assault]]
#Fleet's [[Jet Assault]]
+
#Fleet's [[#Jet Assault Phase|Jet Assault]]
 
#[[LBAS|Land-Based Aerial Support]]
 
#[[LBAS|Land-Based Aerial Support]]
#[[Air Power|Stage 1 - Battle for Air Superiority]]
+
#[[#Stage 1 - Battle for Air Superiority|Stage 1 - Battle for Air Superiority]]
#[[Anti-Air|Stage 2 - Fleet Anti-Air Defense]]
+
#[[#Stage 2 - Fleet Anti-Air Defense|Stage 2 - Fleet Anti-Air Defense]]
#[[Airstrike|Stage 3 - Airstrike]]
+
#[[#Stage 3 - Airstrike|Stage 3 - Airstrike]]
  
 
If an [[LBAS]] phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.  
 
If an [[LBAS]] phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.  

Revision as of 14:54, 20 March 2023

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


Aerial Combat Breakdown

Aerial Combat is one of the Day Battle intermediary phases. In this phase, allied and enemy fleets indirectly fight each other for aerial dominance and airstrike potential, granting either fleet some substantial advantages in the subsequent combat phases.

Aerial Combat has the following structure:

  1. LBAS's Jet Assault
  2. Fleet's Jet Assault
  3. Land-Based Aerial Support
  4. Stage 1 - Battle for Air Superiority
  5. Stage 2 - Fleet Anti-Air Defense
  6. Stage 3 - Airstrike

If an LBAS phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.

  • See LBAS for more details.

In case neither fleets meet the requirements, the sub-phase will be skipped.

Planes in combat phases
Plane type Detection Contact Airpower Opening airstrike Day Cut-in ASW
FighterNight Fighter Fighters ✔️ ✔️
Torpedo BomberNight Torpedo Bomber Torpedo Bombers ✔️ ✔️ ✔️ ✔️ ✔️
Dive Bomber Dive Bombers ✔️ ✔️ ✔️ ✔️
JetFighterBomber1.pngJetFighterBomber2.png Jets ✔️ ✔️
Reconnaissance Aircraft Carrier Recons ✔️ ✔️
Reconnaissance SeaplaneReconNight Reconnaissance Seaplane Seaplane Recons ✔️ ✔️ ✔️
Seaplane BomberBomberNight Seaplane Bomber Seaplane Bombers ✔️ ✔️ ✔️ ✔️ ✔️
Seaplane Fighter Seaplane Fighters ✔️
Large Flying Boat Large Flying Boats ✔️ ✔️ ✔️
Rotorcraft Rotorcraft ✔️ ✔️
Liaison Aircraft Liaison Aircraft ✔️ ✔️

Jet Assault Phase

Planes that participate in this phase:

  • JetFighterBomber2.png,JetFighterBomber1.png "Jets" (turbojet propelled fighter-bombers)

If any carrier on either side is equipped with Jets, the "Jet Assault" (JA) Phase will commence first of all. The JA Phase may only commence during battles where Airstrikes can be performed. The JA follows the same rules as Stage 3.

The defending side is allowed to defend against the Jets following the same rules as Stage 2, however, Jets possess great Anti-Air Resistance, specifically during the JA, and enemy AACI cannot be triggered during this phase either.

Jets also take part in the regular Stage 3, but in exchange, they are subject to enemy Anti-Air prior to the JA, and again during Stage 2.

Steel Cost: every time the Jet Assault Phase is triggered, Steel is automatically subtracted from the stockpile.

[math]\displaystyle{ \text{Jet Phase Cost} = \sum^{\text{All Jets}} \lceil \text{Plane}_\text{Count} \times \text{Steel Cost} \rceil }[/math]

  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the current plane count at the start of the battle.
  • [math]\displaystyle{ \text{Steel Cost} }[/math] is the steel cost per plane.

Stage 1 - Battle for Air Superiority

Green text at the bottom of the screen indicating an Air Supremacy result.

Planes that participate in this phase:

  • Fighters:
    • Fighter/Night Fighter carrier-based,
    • Seaplane Fighter seaplanes.
    • Liaison AircraftHayabusa ASW Hayabusa
  • Bombers
    • Dive Bomber/Torpedo Bomber/Night Torpedo Bomber/JetFighterBomber1.png/JetFighterBomber2.png carrier-based,
    • Seaplane BomberBomber seaplanes.

Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is to define the Air State imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as Fighter Power (FP).

Fighter Power is defined by each plane equipped in the fleet that participates in this phase.

Fighter Power

[math]\displaystyle{ \text{Fighter Power} = \sum^{\text{All planes}} \left[ \left(\text{AA}_\text{Plane} \times \sqrt{\text{Plane}_\text{Count}} \right) + \text{Mod}_\text{proficiency} \right] }[/math]

Where:

  • [math]\displaystyle{ \text{AA}_\text{Plane} }[/math] is the Anti-Air AA stat of the plane, including Improvements.
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the number of planes in the slot prior to Stage 1's start.
  • [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the fighter-power proficiency bonus. For maxed proficiency ❱❱ planes it is:

After Fighter Power is calculated for each fleet (FP and EFP for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:

Air State Fighter Power Range Allied Planes Shot Down Enemy Planes Shot Down Airstrike Contact Artillery Spotting Night Contact
Air Supremacy (AS+)
制空権確保!
[math]\displaystyle{ \text{FP} \ge 3\text{EFP} }[/math] 3/120 - 7/120 0% - 100% Allied Only Allied Only Allied Only
Air Superiority (AS)
航空優勢!
[math]\displaystyle{ 3\text{EFP} \gt \text{FP} \ge 1.5\text{EFP} }[/math] 9/120 - 21/120 0% - 80% Allied & Enemy Allied Only Allied & Enemy
Air Parity (AP)
No text
[math]\displaystyle{ 1.5\text{EFP} \gt \text{FP} \gt \frac{2}{3}\text{EFP} }[/math] 15/120 - 35/120 0% - 60% Neither Neither Neither
Air Denial (AD)
No text
[math]\displaystyle{ \frac{2}{3}\text{EFP} \ge \text{FP} \gt \frac{1}{3}\text{EFP} }[/math] 21/120 - 49/120 0% - 40% Allied & Enemy Enemy Only Allied & Enemy
Air Incapability (AI)
制空権喪失!
[math]\displaystyle{ \frac{1}{3}\text{EFP} \ge \text{FP} }[/math] 30/120 - 70/120 0% - 10% Enemy Only Enemy Only Enemy Only

After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.

Proportional Air State Shootdown Formulas

For each slot of the Allied Fleet:

[math]\displaystyle{ \text{Plane Loss} = \left \lfloor \text{Plane}_\text{Count} \times \left( \text{random} \left[ 0 ; \frac{\text{Mod}_\text{Air State}}{3} \right] + \frac{\text{Mod}_\text{Air State}}{4} \right) \times 0.1 \times \text{Mod}_\text{Jet} \right \rfloor }[/math]

For each slot of the Enemy Fleet:

[math]\displaystyle{ \text{Plane Loss} = \Big\lfloor \text{Plane}_\text{Count} \times \big( 0.035 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] + 0.065 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] \big) \Big\rfloor }[/math]

Where:

  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the plane's count in the slot.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier for each side, with:
    • AS+: 1
    • AS: 3
    • AP: 5
    • AD: 7
    • AI: 10
  • [math]\displaystyle{ \text{Mod}_\text{Jet} }[/math] is 0.6 for JetsKikka Kai
    Jet Keiun Kai
    , 1 otherwise.
  • The random function takes a random integer within the range in a linear distribution.
Notes
  • Aircraft will be launched regardless of the carrier's state (except Sunk).
  • The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
  • If both sides launch no planes, the Air State will be Air Parity.
  • By solely using planes with no Anti-Air AA stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
    • In such case, the allied fleet will attain AS+ even if no planes are launched.

Stage 2 - Fleet Anti-Air Defense

Planes that participate in this phase:

  • Bombers

Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.

  • Each bomber is assigned to a random enemy ship.
    • Ships are picked regardless of damage state, ship class, and position in the fleet have no influence.
      • Even ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
      • Sunk ships cannot be chosen to defend[1], but sunk enemy ships can still activate Anti-Air Cut-in for the fleet[2]
  • When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50% chance of success:
    • The first roll, denominated Proportional Shootdown, or Prop for short, reduces the slot size by a given % value.
    • The second roll, denominated Fixed Shootdown, or Fixed for short, reduces the slot size by a given X value.
    • There is therefore a chance of 25% to trigger both effects, 25% to trigger only Prop, 25% to trigger only Fixed, and 25% to trigger neither, for each bomber.
    • Player-side ships are also guaranteed to shoot down at least +1 plane in addition to this, see Anti-Air Cut-in for details.

Adjusted Anti-Air

Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value Ship Adjusted AA applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value Fleet Adjusted AA has the objective of further increasing the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.


Adjusted Anti-Air Formulas

Allied Fleet:

  • Ship Adjusted AA of each ship is defined by[1]:
  • [math]\displaystyle{ \text{AdjAA}_\text{ship} = \text{AA}_\text{ship} + \sum^{\text{All Equip}} \left( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} + \text{AA}_\text{★-Equip} \right) }[/math]
  • Then, if ship has any equipment equipped: [math]\displaystyle{ \text{AdjAA}_\text{ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{ship}}{2}\bigg\rfloor }[/math] (rounded down to the nearest multiple of 2)


  • Fleet Adjusted AA is defined by:
  • [math]\displaystyle{ \text{AdjAA}_\text{fleet} = \frac{2}{1.3} \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} + \text{AA}_\text{★-Fleet} ) \bigg\rfloor \Bigg\rfloor }[/math]


Enemy Fleet

  • Ship Adjusted AA of each ship is defined by:
  • [math]\displaystyle{ \text{AdjAA}_\text{enemy ship} = 2 \times \Bigg\lfloor \sqrt{\text{AA}_\text{ship} + \sum^{\text{All Equip}} \text{AA}_\text{Equip}} \Bigg\rfloor + \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} ) }[/math]
  • Then: [math]\displaystyle{ \text{AdjAA}_\text{enemy ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{enemy ship}}{2}\bigg\rfloor }[/math] (rounded down to the nearest multiple of 2)


  • Fleet Adjusted AA is defined by:
  • [math]\displaystyle{ \text{AdjAA}_\text{enemy fleet} = 2 \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} ) \bigg\rfloor \Bigg\rfloor }[/math]


With:

  • [math]\displaystyle{ \text{AA}_\text{ship} }[/math] the base Anti-Air AA stat of the ship.
  • [math]\displaystyle{ \text{AA}_\text{Equip} }[/math] the Anti-Air AA stat of the equipment
  • [math]\displaystyle{ \text{AA}_\text{★-Equip} }[/math] the "equipment" Anti-Air AA stat gained from Improvements.
  • [math]\displaystyle{ \text{AA}_\text{★-Fleet} }[/math] the "fleet" Anti-Air AA stat gained from Improvements.
  • [math]\displaystyle{ \text{Mod}_\text{Formation} }[/math] the Formation modifier. See Combat for more details.
  • [math]\displaystyle{ \text{Mod}_\text{Equip-XX} }[/math] the equipment type modifier, with each value used in their respective formulas:
Equipment Type [math]\displaystyle{ \text{Mod}_\text{Equip-Ship} }[/math] [math]\displaystyle{ \text{Mod}_\text{Equip-Fleet} }[/math]
High-Angle GunAnti-Aircraft Fire Director
High-Angle Guns, AAFDType 91 Anti-Aircraft Fire Director
Type 94 Anti-Aircraft Fire Director
4 0.35
RADAR
Radars
3 0.4
Anti-Aircraft Shell
AA ShellsType 3 Shell
Type 3 Shell Kai
Type 3 Shell Kai Ni
0 0.6
Large Caliber Main Gun
46cm Triple Gun Mount46cm Triple Gun Mount[3]
0 0.25
Anti-Aircraft Gun
AA Guns
6 0.2
All other equipment 0
Other Abyssal AA Equipment
Including CIC, HA Single-Guns
0

Proportional and Fixed shootdowns

  • Ship Adjusted AA is used to calculate Proportional shootdown.
  • Ship Adjusted AA and Fleet Adjusted AA are used to calculate Fixed shootdown.
Prop/Fixed Shootdown Formulas

Allied Fleet's ship:

  • [math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Plane}_\text{Count} \right \rfloor }[/math]
  • [math]\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value}}{10} \right \rfloor }[/math]


Enemy Fleet's ship:

  • [math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Plane}_\text{Count} \right \rfloor }[/math]
  • [math]\displaystyle{ \text{Fixed}= \Bigg\lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{enemy fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value} \times 0.75 }{8} \Bigg\rfloor }[/math]

With:

  • [math]\displaystyle{ \text{AdjAA}_\text{xx} }[/math] the previously calculated Adjusted Anti-Air.
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] the current number of attacking planes.
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] the Combined Fleet modifier, being:
    • 1 in Single Fleets
    • 0.8 if the ship is in a CF's main fleet on Surface Nodes
    • 0.72 if the ship is in a CF's main fleet on Air Raid Nodes
    • 0.48 if the ship is in a CF's escort fleet
  • [math]\displaystyle{ \text{K}_\text{value} }[/math] the Anti Air Cut-in (AACI) multiplier.
  • [math]\displaystyle{ \text{AAR}_\text{ship} }[/math] the attacking plane's Ship AA Resist.
  • [math]\displaystyle{ \text{AAR}_\text{fleet} }[/math] the attacking plane's Fleet AA Resist.
Guaranteed Shootdown Formula
  • [math]\displaystyle{ \text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB} }[/math]

With:

  • [math]\displaystyle{ \text{AAR}_\text{AACI} }[/math] the attacking plane's AACI Resist.
    • Value is suspected to be equal to [math]\displaystyle{ \text{AAR}_\text{ship} }[/math], but not confirmed for all planes.[1]
  • [math]\displaystyle{ \text{AACI}_\text{shotA} }[/math] and [math]\displaystyle{ \text{AACI}_\text{shotB} }[/math] are Anti Air Cut-in (AACI) Shot-down values
    • See Shot down per slot column of AACI Patterns for values in tooltips.
      • Player fleet uses [math]\displaystyle{ \text{AACI}_\text{shotA} = 1 }[/math], [math]\displaystyle{ \text{AACI}_\text{shotB} = 0 }[/math] if no AACI triggered
      • Enemy fleet uses [math]\displaystyle{ \text{AACI}_\text{shotA} = 0 }[/math], [math]\displaystyle{ \text{AACI}_\text{shotB} = 0 }[/math] if no AACI triggered
      • Values for API values after 13 are unconfirmed

Anti-Air Resistance

Specific planes, in particular skilled variants, remarkable aces or state-of-the-art aircraft 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 above formulas.

This property is arbitrary to each aircraft, but loosely fit in the following categories:

  • Extremely high resistance: Aircraft that presents a resistance of 0.5/0.5
  • High resistance: Aircraft that presents a resistance of 0.5/0.7
  • Average resistance: Aircraft that presents a resistance of 0.6/0.7
  • Low resistance: Aircraft that presents a resistance of 0.6/1.0
AA Resist Planes
Plane Air State Modifier Ship AA Modifier Fleet AA Modifier
Torpedo BomberNight Torpedo Bomber Torpedo Bombers
Type 97 Torpedo Bomber (Tomonaga Squadron)Type 97 Torpedo Bomber (Tomonaga Squadron) 1 0.6 1
Tenzan Model 12 (Tomonaga Squadron)Tenzan Model 12 (Tomonaga Squadron) 1 0.6 1
Type 97 Torpedo Bomber (Murata Squadron)Type 97 Torpedo Bomber (Murata Squadron) 1 0.6 1
Tenzan Model 12 (Murata Squadron)Tenzan Model 12 (Murata Squadron) 1 0.6 1
Ryuusei Kai (CarDiv 1/Skilled)Ryuusei Kai (CarDiv 1/Skilled) 1 0.6 1
Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai)Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai) 1 0.6 1
Ryuusei Kai (Skilled)Ryuusei Kai (Skilled) 1 0.6 1
Mosquito TR Mk.33Mosquito TR Mk.33 1 0.6 1
Dive Bomber Dive Bombers
Type 99 Dive Bomber (Egusa Squadron)Type 99 Dive Bomber (Egusa Squadron) 1 0.6 1
Suisei (Egusa Squadron)Suisei (Egusa Squadron) 1 0.6 0.7
Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron) 1 0.6 0.7
Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs) 1 0.6 1
Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs) 1 0.6 1
F4U-4F4U-4 1 0.6 1
AU-1AU-1 1 0.6 1
F4U-7F4U-7 1 0.6 1
Type 0 Fighter Model 64 (Skilled Fighter-bomber)Type 0 Fighter Model 64 (Skilled Fighter-bomber) 1 0.6 1
JetFighterBomber1.pngJetFighterBomber2.png Jets
Jet Keiun KaiJet Keiun Kai 0.6 0.5 0.7
Kikka KaiKikka Kai 0.6 0.5 0.5
Seaplane BomberBomberNight Seaplane Bomber Seaplane Bombers
Zuiun (634 Air Group)Zuiun (634 Air Group) 1 0.6 1
Zuiun Model 12Zuiun Model 12 1 0.6 1
Zuiun Model 12 (634 Air Group)Zuiun Model 12 (634 Air Group) 1 0.6 0.7
Seiran (631 Air Group)Seiran (631 Air Group) 1 0.6 1
Zuiun (634 Air Group/Skilled)Zuiun (634 Air Group/Skilled) 1 0.6 0.7
Zuiun Kai Ni (634 Air Group)Zuiun Kai Ni (634 Air Group) 1 0.5 0.7
Zuiun Kai Ni (634 Air Group/Skilled)Zuiun Kai Ni (634 Air Group/Skilled) 1 0.5 0.5
Prototype Night Zuiun (Attack Equipment)Prototype Night Zuiun (Attack Equipment) 1 0.5 0.7
Liaison Aircraft Liaison Aircraft
Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron) 1 0.6 1
Land-based Attack AircraftLand-based Assault AircraftLand-based Fighter Land Based Bombers
Type 1 Land-based Attack Aircraft (Nonaka Squadron)Type 1 Land-based Attack Aircraft (Nonaka Squadron) 1 0.6 1
Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron) 1 0.6 0.7
Ginga (Egusa Squadron)Ginga (Egusa Squadron) 1 0.6 1
Type 4 Heavy Bomber Hiryuu (Skilled)Type 4 Heavy Bomber Hiryuu (Skilled) 1 0.6 1
Do 217 E-5 + Hs293 Initial ModelDo 217 E-5 + Hs293 Initial Model 1 0.6 1
Do 217 K-2 + Fritz-XDo 217 K-2 + Fritz-X 1 0.6 1
SM.79 bis (Skilled)SM.79 bis (Skilled) 1 0.6 1
Type 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided Missile 1 0.6 1
Ki-102 BKi-102 B 1 0.6 1
Ki-102 B Kai + No.1 Model 1B Guided MissileKi-102 B Kai + No.1 Model 1B Guided Missile 1 0.6 0.7
Mosquito FB Mk.VIMosquito FB Mk.VI 1 0.6 0.7
Type 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided Missile 1 0.6 1
Ginga (Skilled)Ginga (Skilled) 1 0.6 1
Abyssal Planes
Abyssal Night Dive Bomber 1 0.6 0.7
Abyssal Night Revenge Torpedo Bomber 1 0.6 0.7
Abyssal Two-seat Fighter-bomber Hawk 1 0.6? 0.7?
Abyssal Two-seat Fighter-bomber Hawk Kai 1 0.6? 0.7?
[1] [2] [3] [4] [5] [6] [7]

Anti-Air Cut-in

Akizuki performing the API 1 (HHR) AACI.

Using special equipment setups, ships may perform one of multiple special anti-air maneuvers during Stage 2. These moves are often referred to as AA Cut-ins, or AACI due to the way the equipment is displayed in the screen before they are performed. Particular AACI are often referred to by their acronym, such as BBR for AACI 5.

AACI grants a multiplier to the Fixed Shootdown of all Allied Fleet ships regardless of what ship uses it, referred to as K-value. On top of that effect, AACI will remove a fixed number of planes from each enemy bomber slot. These effects make depleting the entirety of enemy bombers much more feasible.

Although several ships can be equipped with a proper AACI setup, only one ship can perform an AACI. If Stage 2 happens multiple times, like in an Air Battle node, then each Air Phase's Stage 2 might roll an AACI.

If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, an animation will not be shown, but the effects will function normally. It can activate during the regular airstrike phase, but not during LBAS phases.

  • There is a bug that allows enemy ships to activate AACI even if they were sunk[1].

The trigger chance of a given AACI is solely determined by its API value, and is arbitrary. Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS have no bearing in AACI trigger rates. Most trigger chances were datamined from KanColle Vita, and tests in the Browser version corroborated the results.

  • Anti-Aircraft Gun is used to indicate any AA Gun.
  • Air RADARAir is used to indicate an Air Radar.
    • Any Radar with Anti-Air AA stat of 2 or higher is considered an Air Radar, even if not explicitly stated by the game.

AACI Patterns
API value Type Shot down
per slot
K-value Rate User Notes
None - +1A = 1, B = 0 1.0 N/A Player's fleet only Triggers if no other AACI is activated
1 HHR
High-Angle Gun High-Angle Gun Air RADARAir
+8A = 3, B = 5 1.7 65% Akizuki-classAkizuki
Teruzuki
Suzutsuki
Hatsuzuki
Fuyutsuki
HA guns x2 + Air Radar
2 HR
High-Angle Gun Air RADARAir
+7A = 3, B = 4 1.7 58% HA guns + Air Radar
3 HH
High-Angle Gun High-Angle Gun
+5A = 2, B = 3 1.6 50% HA guns x2
4 MSAR
Large Caliber Main Gun Anti-Aircraft Shell Anti-Aircraft Fire DirectorAir RADARAir
+7A = 5, B = 2 1.5 52% Battleships Large Main Gun + AA Shell + AAFD + Air Radar
5 BBR
High-Angle Gun8+ AA High-Angle Gun8+ AA Air RADARAir
+5A = 2, B = 3 1.5 55% All HA guns (≥8 AA) x2 + Air Radar
6 MSA
Large Caliber Main Gun Anti-Aircraft Shell Anti-Aircraft Fire Director
+5A = 4, B = 1 1.45 40% Battleships Large Main Gun + AA Shell + AAFD
7 HAR
High-Angle Gun Anti-Aircraft Fire Director Air RADARAir
+4A = 2, B = 2 1.35 45% All HA guns + AAFD + Air Radar
8 BR
High-Angle Gun8+ AA Air RADARAir
+5A = 2, B = 3 1.4 50% HA guns (≥8 AA) + Air Radar
9 HA
High-Angle Gun Anti-Aircraft Fire Director
+3A = 1, B = 2 1.3 40% HA guns + AAFD
10 HCR
High-Angle Gun Anti-Aircraft Gun9+ AA Air RADARAir
+9A = 3, B = 6 1.65 60% Maya Kai NiMaya Kai Ni HA guns + AA Gun (≥9 AA) + Air Radar
11 HC
High-Angle Gun Anti-Aircraft Gun9+ AA
+7A = 2, B = 5 1.5 55% HA guns + AA Gun (≥9 AA)
12 CGR
Anti-Aircraft Gun9+ AA Anti-Aircraft Gun3+ AA Air RADARAir
+4A = 1, B = 3 1.25 45% All AA Gun (≥9 AA) + AA Gun (≥3 AA) + Air Radar
13 Cannot be activated:
High-Angle Gun8+ AA Anti-Aircraft Gun9+ AA Air RADARAir
+5A = 1, B = 4 1.35 35% All except Maya Kai NiMaya Kai Ni HA guns (≥8 AA) + AA Gun (≥9 AA) + Air Radar
14 HGR
High-Angle Gun Anti-Aircraft Gun Air RADARAir
+5 1.45 62% Isuzu Kai NiIsuzu Kai Ni HA guns + AA Gun + Air Radar
15 HG
High-Angle Gun Anti-Aircraft Gun
+4 1.3 55% HA guns + AA Gun
16 HGR
High-Angle Gun Anti-Aircraft Gun Air RADARAir
+5 1.4 62% Kasumi Kai Ni BKasumi Kai Ni B &
Yuubari Kai NiYuubari Kai Ni (not Toku/DYuubari Kai Ni Toku
Yuubari Kai Ni D
)
HA guns + AA Gun + Air Radar
17 HG
High-Angle Gun Anti-Aircraft Gun
+3 1.25 55% Kasumi Kai Ni BKasumi Kai Ni B HA guns + AA Gun
18 C
Anti-Aircraft Gun9+ AA
+3 1.2 60% Satsuki Kai NiSatsuki Kai Ni AA Gun (≥9 AA)
19 HC
High-Angle Gun7- AA Anti-Aircraft Gun9+ AA
+6 1.45 58% Kinu Kai NiKinu Kai Ni HA guns (≤7 AA) + AA Gun (≥9 AA)
20 C
Anti-Aircraft Gun9+ AA
+4 1.25 65% AA Gun (≥9 AA)
21 HR
High-Angle Gun Air RADARAir
+6 1.45 60% Yura Kai NiYura Kai Ni HA guns + Air Radar
22 C
Anti-Aircraft Gun9+ AA
+3 1.2 60% Fumizuki Kai NiFumizuki Kai Ni AA Gun (≥9 AA)
23 G
Anti-Aircraft Gun3~8 AA
+2 1.05 80% UIT-25/I-504UIT-25
I-504
AA Gun (3 to 8 AA)
24 HG
High-Angle Gun Anti-Aircraft Gun3~8 AA
+4 1.25 40% Tenryuu-class Kai NiTenryuu Kai Ni
Tatsuta Kai Ni
HA guns + AA Gun (3 to 8 AA)
25 Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir Anti-Aircraft Shell +8 1.55 60% Ise-class Kai/NiIse Kai
Ise Kai Ni
Hyuuga Kai
Hyuuga Kai Ni
RLK212cm 30-tube Rocket Launcher Kai Ni + Air Radar + AA Shell
26 Equipment Card 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns.png Air RADARAir +7 1.4 55% Yamato-class Kai NiYamato Kai Ni
Yamato Kai Ni Juu
Musashi Kai Ni
10cm Twin HA Mount Kai10cm Twin High-angle Gun Mount Kai + Additional Machine Guns + Air Radar
27 Equipment Card 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns.png Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir +6 1.55 55% (5%)when accounting for API 8 rate Ooyodo KaiOoyodo Kai 10cm Twin HA Mount Kai10cm Twin High-angle Gun Mount Kai + Additional Machine Guns + RLK212cm 30-tube Rocket Launcher Kai Ni + Air Radar
28 Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir +5 1.4 55% Ise-class Kai/NiIse Kai
Ise Kai Ni
Hyuuga Kai
Hyuuga Kai Ni
&
Musashi Kai/NiMusashi Kai
Musashi Kai Ni
RLK212cm 30-tube Rocket Launcher Kai Ni + Air Radar
29 HR
High-Angle Gun Air RADARAir
+6 1.55 60% Hamakaze B KaiHamakaze B Kai &
Isokaze B KaiIsokaze B Kai
HA guns + Air Radar
Using HA guns (≥8 AA) has a high chance to proc AACI 5/8 instead.
30 HHH
High-Angle Gun High-Angle Gun High-Angle Gun
+4 1.3 45% Tenryuu Kai NiTenryuu Kai Ni &
Gotland Kai/AndraGotland Kai
Gotland Andra
HA guns x3
31 HH
High-Angle Gun High-Angle Gun
+3 1.2 52% Tenryuu Kai NiTenryuu Kai Ni HA guns x2
32 Equipment Card 16inch Mk.I Triple Gun Mount Kai + FCR Type 284.png Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png Equipment Card 20-tube 7inch UP Rocket Launchers.png
+4 1.2 50% Royal Navy Ships &
Kongou-class Kai Ni/CKongou Kai Ni
Kongou Kai Ni C
Hiei Kai Ni
Hiei Kai Ni C
Kirishima Kai Ni
Haruna Kai Ni
16inch Mk.I Triple + FCR16inch Mk.I Triple Gun Mount Kai + FCR Type 284 + QF 2-pounderQF 2-pounder Octuple Pom-pom Gun Mount
OR
20-tube 7inch UP20-tube 7inch UP Rocket Launchers + 20-tube 7inch UP20-tube 7inch UP Rocket Launchers / QF 2-pounderQF 2-pounder Octuple Pom-pom Gun Mount
33 HG
High-Angle Gun Anti-Aircraft Gun4+ AA
+4 1.35 45% Gotland Kai/AndraGotland Kai
Gotland Andra
HA guns + AA Gun (≥4 AA)
34 Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png +8 1.6 55% Fletcher-class 2 5inch Mk.30 + GFCS Mk.375inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
35 Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png
+7 1.55 55% 5inch Mk.30 + GFCS Mk.375inch Single Gun Mount Mk.30 Kai + GFCS Mk.37 + 5inch Single Gun Mount Mk.305inch Single Gun Mount Mk.30 / Kai5inch Single Gun Mount Mk.30 Kai
36 Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card GFCS Mk.37.png
+7 1.55 50% 2 5inch Single Gun Mount Mk.305inch Single Gun Mount Mk.30 / Kai5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37GFCS Mk.37
37 Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png +5 1.45 40% 2 5inch Single Gun Mount Mk.30 Kai5inch Single Gun Mount Mk.30 Kai (not base)
38 Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png +11 1.85 57% Atlanta-classAtlanta 2 GFCS Mk.37 + 5inch Twin CDGFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)
39 Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png +11 1.7 57% GFCS Mk.37 + 5inch Twin CDGFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) + 5inch Twin CD5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)
40 Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
+11 1.7 56% 2 5inch Twin CD5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) / GFCS Mk.37 + 5inch Twin CDGFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) + GFCS Mk.37GFCS Mk.37
41 Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
+10 1.65 55% 2 5inch Twin CD5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) / GFCS Mk.37 + 5inch Twin CDGFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)
42 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp Anti-Aircraft Gun6+ AA +11 1.65 ?% Yamato-class Kai NiYamato Kai Ni
Yamato Kai Ni Juu
Musashi Kai Ni
Very large radar15m Duplex Rangefinder + Type 21 Radar Kai Ni
15m Duplex Rangefinder Kai + Type 21 Radar Kai Ni + Skilled Fire Direction Center
+ 1 or 2 10cm Twin HA Gun CD10cm Twin High-angle Gun Mount Battery Concentrated Deployment + 0 or 1 AA Gun (≥6 AA)
43 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp +9 1.6 ?%
44 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp Anti-Aircraft Gun6+ AA +7 1.6 ?%
45 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp +6 1.55 ?%
Notes
  • If multiple ships can trigger AACI, the ship that rolls the highest API number takes priority.
    • If API numbers are tied, priority goes by fleet slot order from top to bottom.
  • If a single ship fulfills multiple AACI requirements:
    • A single roll is done to check for all AACIs.
    • This means that an AACI with higher priority and higher trigger rate completely blocks lower priority AACI from activating.
      • For example, Akizuki with a High-Angle Gun8+ AAHigh-Angle Gun8+ AAAir RADARAir setup fulfills the requirements of the AACIs with API values 1, 2, 3, 5, and 8, with 1 being the highest priority. Due to this, the only API that Akizuki can trigger is 1, because a success will activate it, and a failure implies that the roll wouldn't meet the 58%, 50%, 55%, and 50% trigger rates as it has failed to meet a 65% rate roll.
    • Conversely, an AACI with lower priority but higher trigger rate has a chance of occurring, if the roll fails to pass the higher priority AACI.
      • For example, Isokaze B Kai with High-Angle Gun8+ AAHigh-Angle Gun8+ AAAir RADARAir fulfils 5 (55% rate) and 29 (60% rate), with 5 having priority. This means that in total, 5 will occur 55% of the time, and 29 will occur the leftover 5% of the time (60% - 55%).
    • Priority is: (1 > 2 > 3, 10 > 11, 14 > 15, 16 > 17, 19, 21, 25, 42 > 43 > 44 > 45) > 4 > 5 > 6 > 8 > 7 > (26 > 27 > 28, 29) > 9 > (33) > 12 > 13 > (18, 20, 22, 23, 30 > 31 > 24, 32)[2][3]
      • Examples:
        • Kinu Kai Ni can trigger both API 20 and 19.
        • The same ship can activate APIs 20, 5, and 29.
      • Note: At some point during 2018-2019(?), priority was changed from 7 > 8 to 8 > 7. Prior to this, both 7 and 8 could be triggered with High-Angle Gun8+ AAAnti-Aircraft Fire DirectorAir RADARAir[4], whereas now only 8 can be triggered.

Sequential AACIs

The Sequential AACIs are the Cut-ins introduced with the implementation of Johnston onwards. So far, they are exclusive to the Fletcher-classFletcher Kai
Johnston Kai
and Atlanta-classAtlanta Kai. Different from Original AACIs, each eligible AACI will be rolled independently if the previous roll has failed. If all Sequential rolls fail, an additional Original Type roll is performed. This grants the specific ships with access to Sequential AACIs extremely high combined trigger rates.

  • Example: Atlanta with 5inch Twin CD5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) + 5inch Twin CD5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) + GFCSGFCS Mk.37 fulfils 39, 40, 41, and 5. Rolled independently, this gives 57% for 39, ~24% for 40, ~10.4% for 41, ~4.7% for 5, for a total of ~96% chance of some AACI occurring.

Sequential AACIs are, in order of priority: (34 > 35 > 37 > 36, 38 > 39 > 40 > 41) > (Original AACI)[2]

Stage 3 - Airstrike

Planes that participate in this phase:

  • Seaplane Reconnaissance Seaplanes
  • Reconnaissance Aircraft Carrier-based Reconnaissance Aircraft
  • Torpedo BomberDive BomberJetFighterBomber2.png Carrier-based Bombers
  • Seaplane Seaplane Bombers
  • Liaison Aircraft Liaison Aircraft with Dive Bomber Attack Dive Bombing stat.

With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as Shelling target selection. The targeted ship is not necessarily the ship that has defended against said bomber during Stage 2.

See Damage Calculations for details on airstrike damage.

Notes
  • Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
  • The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
  • Submarines are untargetable by Airstrike

Contact

Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.

Contact is a special mechanic that increases the damage of all bombers participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text Making contact! (触接中!, shokusetsu-chū!).

Step 1: Contact Trigger

This step determines if any contact can trigger at all. Each plane that can perform Contact except Torpedo Bomber/Night Torpedo Bomber Torpedo Bombers contributes an independent trigger rate based on the plane's Line of Sight LoS stat and slot size. The Final Trigger Rate is determined using the sum of all independent trigger rates, and is also affected by Air State.

  • If only Torpedo Bomber/Night Torpedo Bomber Torpedo Bombers are present, there is still a very small chance Contact Trigger can succeed.
Contact Trigger Rate Formula[1]

[math]\displaystyle{ \text{Contact Rate}= \frac{1 + \sum^{\text{All Planes}} \left( \lfloor \sqrt{\text{Plane}_\text{Count}} \times \text{LoS}_\text{Plane} \rfloor \right)} {\text{Mod}_\text{Air State}} }[/math]

Where:

  • [math]\displaystyle{ \text{All Planes} }[/math] refer only to all planes that can perform Contact (Reconnaissance Aircraft/Reconnaissance SeaplaneRecon/Night Reconnaissance Seaplane/Large Flying Boat) except Torpedo Bombers (Torpedo Bomber/Night Torpedo Bomber).
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the current plane's slot size.
  • [math]\displaystyle{ \text{LoS}_\text{Plane} }[/math] is the plane's displayed Line of Sight LoS stat.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier.
    • AS+: 25
    • AS: 40
    • AD: 55

A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.

Step 2: Aircraft Selection

After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:

  • Accuracy Accuracy stat, starting from highest.
  • The Carrier's position in the fleet, starting from Flagship.
  • The Equipment slot position, starting from the first.
Aircraft Selection Formula[1]

[math]\displaystyle{ \text{Selection Rate}= \frac{\text{LoS}_\text{Plane}} {\text{Mod}_\text{Air State}} }[/math]

Where:

  • [math]\displaystyle{ \text{Selection Rate} }[/math] applies only to planes that can perform Contact (Reconnaissance AircraftTorpedo Bomber/Night Torpedo Bomber/Reconnaissance SeaplaneRecon/Night Reconnaissance Seaplane/Large Flying Boat).
  • [math]\displaystyle{ \text{LoS}_\text{Plane} }[/math] is the plane's displayed Line of Sight LoS stat.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier.
    • AS+: 14
    • AS: 16
    • AD: 18

The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, Contact will not trigger, even if Step 1 was successful.

If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's Accuracy stat.

Accuracy Accuracy Damage Modifier
0 112%
1 112%
2 117%
3+ 120%
  1. 1.0 1.1 KanColle Kai decompile

Anti-Air Rocket Barrage

Certain ship types have the ability to trigger an "Anti-Air Rocket Barrage" (AARB), completely negating any airstrike damage.

AARB Trigger Rate Formula

The trigger rate for a given ship is:

[math]\displaystyle{ \text{AARB %} = 100 \times \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck}}{400 - \left( 40 \times \text{N}_\text{rocket} + \text{AdjAA}_\text{RLK2} + 30 + \text{Mod}_\text{Ise-class} \right)} }[/math]

With:

  • [math]\displaystyle{ \text{AdjAA}_\text{ship} }[/math] the previously calculated Adjusted AA of the ship.
  • [math]\displaystyle{ \text{Luck} }[/math] the ship's Luck Luck stat.
  • [math]\displaystyle{ \text{N}_\text{rocket} }[/math] the number of RLK212cm 30-tube Rocket Launcher Kai Ni equipped on the ship.
  • [math]\displaystyle{ \text{AdjAA}_\text{RLK2} }[/math] the Adjusted AA of the RLK2, being 48[math]\displaystyle{ \text{8} \times \text{6} }[/math].
  • [math]\displaystyle{ \text{Mod}_\text{Ise-class} }[/math] being 70 if the ship is an Ise-class, 0 otherwise.
Ise triggers AARB, while Choukai triggers a AA Shell barrage, during the Airstrike Stage.

If the AARB triggers on a ship, the ship will slide forward, and Rocket Barrage Successful (噴進弾幕成功, funshindan maku seikō) will be displayed over its card.

  • If the ship does not take any damage during the airstrike, the same animation will also be played, even if the AARB failed to trigger or the ship was not targeted by any bomber.
  • Generally when a ship is targeted by any bomber and takes no damage, the text "miss" will be displayed over the ship's card, but if the AARB actually triggered, nothing will be displayed instead.
Notes
  • It is possible to achieve more than 100% activation rate.
  • There is another anti-air barrage animation in-game for only Anti-Aircraft Shell AA Shells. No effects were found for it.
    • The combination of a AA Shells and the RLK212cm 30-tube Rocket Launcher Kai Ni is also supposed to have extra effects. No effects were found for it.
    • The uselessness/cosmetic-only role of AA Shells in this mechanic might be an historical reference to the real T3 shells, being extremely ineffective in their AA role, and being compared to simple "fireworks".

See Also