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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.
 
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#Airstrike|Damage Calculations]] for details on airstrike damage.
  
 
'''Notes:'''
 
'''Notes:'''

Revision as of 12:08, 21 June 2021

Aerial Combat Breakdown

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

Aerial Combat has the following structure:

  • Jet Assault Phase
  • Stage 1 - Battle for Air Superiority
  • Stage 2 - Fleet Anti-Air Defense
  • Stage 3 - Airstrike

Other phases that may happen before Jet Assault Phase:

If a 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. For more information, check the LBAS article.

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

Jet Assault Phase

Planes that participate in this phase:

  • JetFighterBomber2.png Jet-type Fighter-Bombers

If any carriers on either side are equipped with jet-powered aircraft, the Jet Assault Phase will commence first of all. You may only commence a Jet Assault Phase during a combat where you are allowed to perform an Airstrike. The Jet Strike follows the same rules as the Stage 3 - Airstrike phase.

The defending side is allowed to defend against the Jets following the same rules as the ones from Stage 2 - Fleet AA Defense, however Jets possess increased resistance against enemy anti-air fire specifically during the Jet Assault Phase.

Jets are not excluded from the Stage 3 - Airstrike phase, but in exchange they are subject to enemy Anti-Air prior the Jet Strike, and again on Stage 2 - Fleet AA Defense.

Additionally, every time the Jet Assault Phase is triggered, Steel is automatically subtracted from your stockpile.

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

Steel Cost is 2.6 for Kikka KaiKikka Kai and 2.8 for Jet Keiun KaiJet Keiun Kai.

Stage 1 - Battle for Air Superiority

Planes that participate in this phase:

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

Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is defining 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.

[math]\displaystyle{ \text{Fighter Power} = \sum^{\text{All planes}} \left(\text{AA}_\text{plane} \times \sqrt{\text{Slot Size}_\text{plane}} \right) + \text{Proficiency} }[/math]

Where:

  • [math]\displaystyle{ \text{AA}_\text{plane} }[/math] is the Anti-Air stat of the plane.
  • [math]\displaystyle{ \text{Slot Size}_\text{plane} }[/math] is the number of planes in the slot prior to Stage 1's start.
  • [math]\displaystyle{ \text{Proficiency} }[/math] is the bonus granted by Aircraft Proficiency.
    • The value is [math]\displaystyle{ 25 }[/math] for >> ranked fighters, see Plane Proficiency for more details

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 and Enemy Allied Only Allied and 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 (Sorties)

Allied and Enemy (PvP)

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 and Enemy Enemy Only Allied and 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{Slot Size} \times \left[ \text{random} \left( 0, \frac{\text{Airstate}_\text{mod}}{3} \right) + \frac{\text{Airstate}_\text{mod}}{4} \right] \times 0.1 \times \text{Jet}_\text{mod} \right \rfloor }[/math]

For each slot of the Enemy Fleet:

[math]\displaystyle{ \text{Plane Loss} = \left \lfloor \text{Slot Size} * \left ( 0.035 \times \text{random} \left [ 0 , A \right ] + 0.065 \times \text{random} \left [ 0 , A \right ] \right ) \right \rfloor }[/math]

Where:

  • [math]\displaystyle{ \text{Slot Size} }[/math] is the plane's slot size.
  • [math]\displaystyle{ \text{Airstate Mod} }[/math] is the Air State modifier for each side, with:
    • [math]\displaystyle{ \text{Airstate Mod} = \begin{cases} 1, & \text{ for Air Supremacy} \\ 3, & \text{ for Air Superiority } \\ 5, & \text{ for Air Parity } \\ 7, & \text{ for Air Denial } \\ 10, & \text{ for Air Incapability } \end{cases} }[/math]
  • [math]\displaystyle{ \text{Jet}_\text{mod} }[/math] is the Jet-type aircraft modifier. Assumes 0.6 if the plane is a Jet, otherwise assumes 1.
  • 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 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:

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 fleet have no influence.
      • Even sunk ships, or ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
  • 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 applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value has the objective of further increase the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.

Adjusted Anti-Air Formulas

For the Allied Fleet, the Ship Adjusted AA of each ship is defined by:

[math]\displaystyle{ \text{AdjAA}_\text{ship} = \text{AA}_\text{base} + \sum^{\text{All equip}} \left( \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) + \left( \text{Equip}_\text{★mod} \times \sqrt{★} \right) \right) }[/math]

While the Fleet Adjusted AA is defined by:

[math]\displaystyle{ \text{AdjAA}_\text{fleet} = 1.54 \times \left \lfloor \text{Formation}_\text{mod} \times \sum^{\text{All ships}} \left \lfloor \sum^{\text{All equip}} \left( \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) + \left( \text{Equip}_\text{★mod} \times \sqrt{★} \right) \right) \right \rfloor \right \rfloor }[/math]

For the Enemy Fleet, the Ship Adjusted AA of each ship is defined by:

[math]\displaystyle{ \text{AdjAA}_\text{enemy ship} = \left( 2 \times \sqrt{\text{AA}_\text{base}} + \sum^{\text{All equip}} \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) \right) }[/math]

While the Enemy Fleet's Fleet Adjusted AA is defined by:

[math]\displaystyle{ \text{AdjAA}_\text{enemy fleet} = 2 \times \left \lfloor \text{Formation}_\text{mod} \times \sum^{\text{All ships}} \left \lfloor \sum^{\text{All equip}} \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) \right \rfloor \right \rfloor }[/math]

Where:

  • [math]\displaystyle{ \text{AA}_\text{base} }[/math] is the base Anti-Air stat of the ship (without equipment).
  • [math]\displaystyle{ \text{★} }[/math] is the improvement level for the equipment.
  • [math]\displaystyle{ \text{Equip}_\text{★mod} }[/math] is the improvement modifier for the equipment.
    • High-Angle Gun Mounts: 3
    • Air Radar: 1.5, for Fleet Adjusted AA only.
    • Anti-Air Machine Guns: 4, for Ship Adjusted AA only.
  • [math]\displaystyle{ \text{Equip}_\text{AA} }[/math] is the displayed Anti-Air stat of the equipment.
  • [math]\displaystyle{ \text{Formation}_\text{mod} }[/math] is the Formation modifier.
  • [math]\displaystyle{ \text{Equip}_\text{mod} }[/math] is the equipment type modifier, with each value used in its respective formula:
Equipment Type Ship AA Modifier Fleet AA Modifier
High-Angle GunAnti-Aircraft Fire Director
High-angle Mounts, Anti-Aircraft Fire Directors
4 0.35
Anti-Aircraft Gun
Machine Guns & Rocket Launchers
6 0.2
RADAR
AA Radars
3 0.4
Small Caliber Main GunMedium Caliber Main GunLarge Caliber Main GunSeaplane
Main Gun, Seaplanes
0 0.2
Anti-Aircraft Shell
Type 3 Shell
0 0.6
Other Abyssal AA Equipment
Including CIC, High-angle Single-Mount
0 0.2

Proportional and Fixed shootdowns

With the Adjusted AA values calculated, it's now possible to determine the shootdown for each ship. The same ship may defend against multiple bombers at once. For each bomber a ship defends against, it will roll an independent activation of both Prop and Fixed and then decrease the slot by the resulting values.

Shootdown Formulas

For an Allied Fleet's ship defending against Enemy planes:

[math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\text{AdjAA}_\text{ship} \times \text{CF}_\text{mod}}{400} \times \text{Slot Size} \right \rfloor }[/math]

[math]\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left( \text{AdjAA}_\text{ship} + \left \lfloor \text{AdjAA}_\text{fleet} \right \rfloor \right) \times \text{CF}_\text{mod} \times \text{K}_\text{value}}{10} \right \rfloor }[/math]

For an Enemy Fleet's ship defending against Allied planes:

[math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\left \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AA Resist}_\text{ship} \right \rfloor}{400} \times \text{Slot Size} \right \rfloor }[/math]

[math]\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AA Resist}_\text{ship} + \text{AdjAA}_\text{enemy fleet} \times \text{AA Resist}_\text{fleet} \right \rfloor}{10.6} \right \rfloor }[/math]

Where:

  • [math]\displaystyle{ \text{AdjAA} }[/math] are the previously calculated Adjusted AA values.
  • [math]\displaystyle{ \text{Slot Size} }[/math] is the attacking plane's slot size.
  • [math]\displaystyle{ \text{CF}_\text{mod} }[/math] is the Combined Fleet modifier.
    • Assumes 1 if Single Fleet.
    • 0.72 if the ship is in Combined Fleet's main fleet, 0.48 if the ship is in the Combined Fleet's escort fleet.
  • [math]\displaystyle{ \text{K}_\text{value} }[/math] is the Anti Air Cut-in (AACI) multiplier.
    • Assumes 1 if no AACI triggers.
  • [math]\displaystyle{ \text{AA Resist}_\text{ship} }[/math] is the attacking plane's Ship AA Resist.
  • [math]\displaystyle{ \text{AA Resist}_\text{fleet} }[/math] is the attacking plane's Fleet AA Resist.

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
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 (CarDiv 1/Skilled)Ryuusei Kai (CarDiv 1/Skilled) 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
Seaplane 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
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
JetFighterBomber1.pngJetFighterBomber2.png Jet-type Aircraft
Jet Keiun KaiJet Keiun Kai 0.6 0.5 0.7
Kikka KaiKikka Kai 0.6 0.5 0.5
Land-based Attack AircraftLand-based Fighter Land-based Aircraft
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

Anti-Air Cut-in

Akizuki performing the API 1 (BBR) 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.

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.

  • High-Angle Gun + AAFD is a custom icon used to indicate a Built-in AAFD High-angle Gun.
    • The High-Angle Gun + AAFD can be a Main Gun or Secondary Gun.
    • Any High-angle Gun with Anti-Air stat of 8 or higher is considered a Built-in AAFD High-angle Gun, even if not explicitly stated by the game.
  • Special MG is a custom icon used to indicate a Concentrated Deployment Machine Gun (also written as CDMG).
    • Any Machine Gun with Anti-Air stat of 9 or higher is considered a CDMG, even if not explicitly stated by the game.
  • RADAR is used to indicate an Air Radar.
    • Any Radar with Anti-Air 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 - +1 1.0 N/A Player's fleet only Triggers if no other AACI is activated
1 HHR
High-Angle GunHigh-Angle GunRADAR
+8 1.7 65% Akizuki-ClassAkizuki
Teruzuki
Suzutsuki
Hatsuzuki
HA mount x2 + Radar
2 HR
High-Angle GunRADAR
+7 1.7 58% HA mount + Radar
3 HH
High-Angle GunHigh-Angle Gun
+5 1.6 50% HA mount x2
4 MSAR
Large Caliber Main GunAnti-Aircraft ShellAnti-Aircraft Fire DirectorRADAR
+7 1.5 52% Battleships Large Main Gun + Sanshiki + AAFD + Air Radar
5 BBR
High-Angle Gun + AAFDHigh-Angle Gun + AAFDRADAR
+5 1.5 55% All Built-in HA mount x2 + Air Radar
6 MSA
Large Caliber Main GunAnti-Aircraft ShellAnti-Aircraft Fire Director
+5 1.45 40% Battleships Large Main Gun + Sanshiki + AAFD
7 HAR
High-Angle GunAnti-Aircraft Fire DirectorRADAR
+4 1.35 45% All HA mount + AAFD + Air Radar
8 BR
High-Angle Gun + AAFDRADAR
+5 1.4 50% Built-in HA mount + Air Radar
9 HA
High-Angle GunAnti-Aircraft Fire Director
+3 1.3 40% HA mount + AAFD
10 HCR
High-Angle GunSpecial MGRADAR
+9 1.65 60% Maya Kai NiMaya Kai Ni HA + CDMG + Air Radar
11 HC
High-Angle GunSpecial MG
+7 1.5 55% HA + CDMG
12 CGR
Special MGAnti-Aircraft GunRADAR
+4 1.25 45% All CDMG + AA Gun + Air Radar
13 Cannot be activated:

High-Angle Gun + AAFDSpecial MGRADAR

+4 1.35 35% All except Maya Kai NiMaya Kai Ni Built-in HA mount + CDMG + Air Radar
14 HGR
High-Angle GunAnti-Aircraft GunRADAR
+5 1.45 62% Isuzu Kai NiIsuzu Kai Ni HA + AA Gun + Air Radar
15 HG
High-Angle GunAnti-Aircraft Gun
+4 1.3 55% HA + AA Gun
16 HGR
High-Angle GunAnti-Aircraft GunRADAR
+5 1.4 62% Kasumi Kai Ni BKasumi Kai Ni B
Yuubari Kai NiYuubari Kai Ni (not TokuYuubari Kai Ni Toku/DYuubari Kai Ni D)
HA + AA Gun + Air Radar
17 HG
High-Angle GunAnti-Aircraft Gun
+3 1.25 55% Kasumi Kai Ni BKasumi Kai Ni B HA + AA Gun
18 C
Special MG
+3 1.2 60% Satsuki Kai NiSatsuki Kai Ni CDMG
19 HC
High-Angle GunSpecial MG
+6 1.45 58% Kinu Kai NiKinu Kai Ni HA + CDMG
(Cannot be Built-in HA)
20 C
Special MG
+4 1.25 65% CDMG
21 HR
High-Angle GunRADAR
+6 1.45 60% Yura Kai NiYura Kai Ni HA + Air Radar
22 C
Special MG
+3 1.2 60% Fumizuki Kai NiFumizuki Kai Ni CDMG
23 G
Anti-Aircraft Gun
+2 1.05 80% UIT-25/I-504UIT-25
I-504
AA Gun (Cannot be CDMG)
24 HG
High-Angle GunAnti-Aircraft Gun
+4 1.25 40% Tatsuta Kai NiTatsuta Kai Ni HA + AA Gun (Cannot be CDMG)
25 GRS
Equipment Card 12cm 30-tube Rocket Launcher Kai 2.pngRADARAnti-Aircraft Shell
+8 1.55 60% Ise-class Kai/Kai NiIse Kai
Ise Kai Ni
Hyuuga Kai
Hyuuga Kai Ni
12cm 30-tube Rocket Launcher Kai Ni12cm 30-tube Rocket Launcher Kai Ni + Air Radar + Sanshiki 
26 HR
Equipment Card 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns.pngRADAR
+7 1.4 55% Musashi Kai NiMusashi Kai Ni 10cm Twin HA Mount Kai10cm Twin High-angle Gun Mount Kai + Additional Machine Guns + Air Radar
27 Unknown
28 GR
Equipment Card 12cm 30-tube Rocket Launcher Kai 2.pngRADAR
+5 1.4 55% Ise-class Kai/Kai NiIse Kai
Ise Kai Ni
Hyuuga Kai
Hyuuga Kai Ni
&
Musashi Kai NiMusashi Kai Ni
12cm 30-tube Rocket Launcher Kai Ni12cm 30-tube Rocket Launcher Kai Ni + Air Radar 
29 HR
High-Angle GunRADAR
+6 1.55 60% Hamakaze B KaiHamakaze B Kai &
Isokaze B KaiIsokaze B Kai
HA + Air Radar
Using Built-in HA mounts has a high chance to proc AACI 5/8 instead.
30 HHH
High-Angle GunHigh-Angle GunHigh-Angle Gun
+4 1.3 45% Tenryuu Kai NiTenryuu Kai Ni &
Gotland Kai/AndraGotland Kai
Gotland Andra
HA + HA + HA
31 HH
High-Angle GunHigh-Angle Gun
+3 1.2 52% HA + HA
32
Equipment Card 16inch Mk.I Triple Gun Mount Kai + FCR Type 284.png
16inch Mk.I Triple Gun Mount Kai + FCR Type 284
Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
QF 2-pounder Octuple Pom-pom Gun Mount

OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png
20-tube 7inch UP Rocket Launchers
Equipment Card 20-tube 7inch UP Rocket Launchers.png
20-tube 7inch UP Rocket Launchers

OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png
20-tube 7inch UP Rocket Launchers
Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
QF 2-pounder Octuple Pom-pom Gun Mount
+4 1.2 50% Royal Navy ShipsNelson
Warspite
Ark Royal
Jervis
Janus
&
Kongou-class Kai NiKongou Kai Ni
Hiei Kai Ni
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 GunAnti-Aircraft Gun
+4 1.35 45% Gotland Kai/AndraGotland Kai
Gotland Andra
HA + AA Gun
34
Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png
5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png
5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
+8 1.6 55% Fletcher-ClassFletcher
Johnston
35
Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png
5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
Equipment Card 5inch Single Gun Mount Mk.30.png
5inch Single Gun Mount Mk.30
+7 1.55 55% The Kai5inch Single Gun Mount Mk.30 Kai variant can also be used in place of the Base5inch Single Gun Mount Mk.30 variant.
36
Equipment Card 5inch Single Gun Mount Mk.30.png
5inch Single Gun Mount Mk.30
Equipment Card 5inch Single Gun Mount Mk.30.png
5inch Single Gun Mount Mk.30
Equipment Card GFCS Mk.37.png
GFCS Mk.37
+7 1.55 50%
37
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png
5inch Single Gun Mount Mk.30 Kai
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png
5inch Single Gun Mount Mk.30 Kai
+5 1.45 40% Both HA guns must be Kai5inch Single Gun Mount Mk.30 Kai variant.
38 Unknown
39
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
GFCS Mk.37 + 5in Dual Purpose Gun (CD)
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
5in Dual Purpose Gun (CD)
+11 1.7 57% Atlanta-classAtlanta
40
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
5in Dual Purpose Gun (CD)
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
5in Dual Purpose Gun (CD)
Equipment Card GFCS Mk.37.png
GFCS Mk.37
+11 1.7 56% The GFCS+5inch(CD)GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) variant of the gun can also be used.
41
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
5in Dual Purpose Gun (CD)
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
5in Dual Purpose Gun (CD)
+10 1.65 55%

Notes:

  • If a ship fulfils multiple AACI requirements, the API with the highest priority will be checked first.
    • A single roll is done to check for all AACIs. This means that an AACI with lower priority but higher trigger rate can be activated.
      • The opposite cannot occur.
    • For example, Akizuki with a High-Angle Gun + AAFDHigh-Angle Gun + AAFDRADAR 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.
  • AACI priority is not completely determined, but some have been observed:
    • 8 has a lower priority than 7, as both can be triggered by the same ship.
    • Kinu Kai Ni can trigger both API 20 and 19.
    • The same ship can activate APIs 20, 5 and 29.
  • If multiple ships trigger AACI, the ship that rolled the highest API number takes priority.

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, from lowest to highest API, 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 trigger rates.

Sequential AACIs are APIs 34, 35, 36, 37, 39, 40 and 41.

Stage 3 - Airstrike

Planes that participate in this phase:

  • Seaplane Reconnaissance Seaplanes
  • Reconnaissance Aircraft Carrier-based Reconnaissance Aircraft
  • Torpedo BomberTemplate:DiveBomb iconJetFighterBomber2.png Carrier-based Bombers
  • Seaplane Seaplane Bombers

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!).

  • Contact may be triggered only under AS+, AS, and AD. It cannot trigger under AP and AI.
  • At least one Carrier-based SeaplaneReconnaissance Aircraft, Reconnaissance AircraftReconnaissance Seaplane, or Torpedo BomberTorpedo Bomber must be present.
    • SeaplaneSeaplane Bombers cannot perform contact.

Step 1: Contact Trigger

Each plane that can perform Contact has an independent trigger rate based on the plane's Line of Sight stat, type, and slot size. The Final Trigger Rate is equal to the sum of all independent trigger rates.

Contact Trigger Rate Formula

[math]\displaystyle{ \text{Contact Rate}= \sum^{\text{All planes}} \left( \frac{\sqrt{\text{Slot Size}} \times \text{Plane}_\text{LoS}} {\text{Air State}_\text{mod}} \right) }[/math]

Where:

  • [math]\displaystyle{ \text{All planes} }[/math] refer specifically to all planes that can perform Contact (Reconnaissance AircraftTorpedo Bomber and SeaplaneRecon). SeaplaneBomber cannot perform contact.
  • [math]\displaystyle{ \text{Slot Size} }[/math] is the plane's slot size.
  • [math]\displaystyle{ \text{Plane}_\text{LoS} }[/math] is the plane's displayed Line of Sight stat.
  • [math]\displaystyle{ \text{Air State}_\text{mod} }[/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 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

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

Where:

  • [math]\displaystyle{ \text{Plane} }[/math] refer specifically to a planes that can perform Contact (Reconnaissance AircraftTorpedo Bomber and SeaplaneRecon). SeaplaneBomber cannot perform contact.
  • [math]\displaystyle{ \text{Plane}_\text{LoS} }[/math] is the plane's displayed Line of Sight stat.
  • [math]\displaystyle{ \text{Air State}_\text{mod} }[/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 Damage
Modifier
Example Planes
+0 112% Ryuusei Kai
+1 112% Type 0 Recon Seaplane, Ryuusei (601 Air Group), Type 2 Flying Boat
+2 117% Type 0 Observation Seaplane, Saiun, PBY-5A Catalina, Prototype Keiun
+3 or more 120% Type 2 Recon Aircraft, Tenzan Model 12 (Tomonaga Squadron), Type 97 Torpedo Bomber (Tomonaga Squadron)

Anti-Air Rocket Barrage

Ise successfully triggers AARB, while Choukai triggers a Type 3 Shell barrage, during Airstrike Stage.

Certain classes of ships have the ability to completely negate airstrike damage when certain conditions are fulfilled.

The trigger rate is given by:

[math]\displaystyle{ \text{AARB %} = \frac{\text{AdjAA}_\text{ship} \times \text{Luck}}{281} + \left( \text{N}_\text{rocket} - 1 \right) \times 15 + \text{Mod}_\text{Ise-class} }[/math]

Where:

  • [math]\displaystyle{ \text{AdjAA}_\text{ship} }[/math] is the previously calculated Adjusted AA of the ship.
  • [math]\displaystyle{ \text{Luck} }[/math] is the ship's Luck stat.
  • [math]\displaystyle{ \text{N}_\text{rocket} }[/math] is the number of 12cm 30-tube Rocket Launcher Kai Ni12cm 30-tube Rocket Launcher Kai Ni.
  • [math]\displaystyle{ \text{Mod}_\text{Ise-class} }[/math] is the Ise-class bonus of [math]\displaystyle{ 25 }[/math].

If the ship takes no damage from the airstrike, the ship will slide forward and Rocket Barrage Successful (噴進弾幕成功, funshindan maku seikō) will be displayed over the ship's card (regardless of whether Rocket Barrage actually triggered or not).

Notes: