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=Preamble=
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=Introduction=
  
This page is meant to provide a brief overview of the combat flow '''for a single fleet''' in Kantai Collection. It has been truncated due to length. For more detailed explanations on the various combat mechanics, please see the individual pages below.
+
Combat is a major component of the game in Kantai Collection. Combat is accessed through the [[Sortie]] menu by selecting a map to send a fleet. Multiple mechanics weave together to create an intricate combat dynamic. For more detailed explanations on the various combat mechanics, please see the individual pages below. [[Exercises]] also consist of one surface combat.
 
 
* [[Damage Calculations]]
 
** [[Artillery Spotting]]
 
** [[Night Battle]]
 
** [[Carrier Cut-In Attack]]
 
* [[Accuracy, Evasion and Criticals]]
 
** [[Gun Fit Bonuses]]
 
* [[Aerial Combat]]
 
** [[Plane Proficiency]]
 
** [[Anti-Air Fire]]
 
* [[Combined Fleet]]
 
* [[Land-Based Air Squadron]]
 
* [[Expeditions#Support_Expeditions|Support Expeditions]]
 
* [[Opening Anti-Submarine Warfare]]
 
* [[Anti-Installation]]
 
  
 
=Combat Phases=
 
=Combat Phases=
  
In normal surface engagements, combat will proceed in the following order.  
+
In each node, combat will consist of at least one, up to several Combat Phases. The number of combat phases depends on the node type, with each node type using a different set of combat phases and order.
 +
More information on ''[[Combat/Map Mechanics and Nodes#Nodes|Nodes]]''.
  
# [[#Formation Selection|Formation Selection]]
+
In no particular order, the combat phases are made out of '''[[Aerial Combat]]''', '''[[Battle Opening]]''', '''[[Day Battle]]''', '''[[Night Battle]]''', '''[[LBAS|Land-based Aerial Support]]''', and '''[[Support Expedition]]'''.
# [[#Detection|Detection]]
 
# [[#Jet Assault|Jet Assault]]
 
# [[#Land Based Bombing|Land Based Bombing]]
 
# [[#Aerial Combat|Aerial Combat]]
 
# [[#Support Fleet|Support Fleet]]
 
# [[#Opening Attacks|Opening Attacks]]
 
# [[#Shelling|Shelling]]
 
# [[#Closing Attacks|Closing Attacks]]
 
# [[#Night Battle|Night Battle]]
 
  
'''Exceptions'''
+
==Formation Selection==
  
The following are exceptions to the usual combat flow:
+
If the fleet currently deployed has 4 or more ships, the player will be prompted to pick a fleet formation before every battle. Fleets with 3 or less ships will not have a fleet formation prompt and will default to '''Line Ahead'''.
 
+
* Sunk ships and ships retreated with {{EquipmentLink|Fleet Command Facility|Striking Force Fleet Command Facility|Elite Torpedo Squadron Command Facility}} are not counted.
* [[Combined Fleet#Combat Flow|Combined Fleet]] engagements which have their own flow. Please see the page for more details.
+
* Diamond Formation requires 5 or more ships present in the fleet to be selected.
* '''Air Battle''' nodes that can be found in 1-6 and some event maps that just consists of two airstrikes.
+
* Enemy fleets do not have these restrictions. Enemy fleets in Diamond formation with fewer than 4 ships lack formation graphics on the battle screen.
* '''Air Raid''' nodes that can be found in 6-5 and some event maps that just consist of a single airstrike.
 
* '''Night Battle''' nodes that can be found in 5-3 and some event maps are just have the night battle stage.
 
* '''Night/Day''' nodes that can be found on some event maps begin with a night battle then proceed to day.
 
* '''RADAR Ambush''' nodes that can be found on some event maps where your fleet takes a support shelling attack. There is no formation selection.
 
 
 
==Formation Selection==
 
When you have 4 or more ships in the fleet, you will be required to select a formation before entering combat.
 
* Fleets with 3 or less ships default to '''Line Ahead'''.
 
* Combined fleets use a different set of formations unless it is a night battle only node. Please see the [[Combined Fleet#Fleet Formations|Combined Fleet]] page for details.
 
  
===Formation Modifier===
+
{| class="wikitable" style="max-width: 800px !important; text-align: center"
{| class="wikitable"
 
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:310px;" rowspan="2"|Formation
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!rowspan="2" colspan="2"|Formation
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF;width:69px;" rowspan="2"|Formation Icon
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!colspan="3"|Shelling
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF;width:96px;" colspan="3"|Shelling
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!colspan="3"|Torpedo
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF;width:96px;" colspan="3"|Torpedo
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!colspan="3"|Anti-Submarine
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF;width:96px;" colspan="3"|Anti-Submarine
+
!colspan="3"|Night Battle
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF;width:96px;" colspan="3"|Night Battle
+
!rowspan="2"|AA
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF;width:96px;" rowspan="2"|Anti-Air
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!rowspan="2"|Flagship Protection
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;" rowspan="2"|Flagship Protection
 
 
|-
 
|-
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Damage
+
!Damage
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Accuracy
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!Accuracy
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Evasion
+
!Evasion
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Damage
+
!Damage
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Accuracy
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!Accuracy
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Evasion
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!Evasion
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Damage
+
!Damage
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Accuracy
+
!Accuracy
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Evasion
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!Evasion
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Damage
+
!Damage
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Accuracy<ref name="NBacc">Source: [http://kankoregouchin.blog.fc2.com/blog-entry-37.html '''艦これ-チラ裏検証- '''][http://kankoregouchin.blog.fc2.com/blog-entry-37.html / 夜戦陣形と命中回避] (Jan 1, 2015). Currently the hit rates only apply on nodes starting with night battle (eg. [[World_5:_%E5%8D%97%E6%96%B9%E6%B5%B7%E5%9F%9F#World_5-3:_.E3.82.B5.E3.83.96.E5.B3.B6.E6.B2.96.E6.B5.B7.E5.9F.9F_Sav_Island|5-3-C]]). In addition, please be aware that given limited sample sizes from the exp't, the measured hit rates by using different formations are NOT differing on a large scale, thus using "higher / lower" not simply "high / low".</ref>
+
!Accuracy<ref name="NBacc">Source: [http://kankoregouchin.blog.fc2.com/blog-entry-37.html '''艦これ-チラ裏検証- '''][http://kankoregouchin.blog.fc2.com/blog-entry-37.html / 夜戦陣形と命中回避] (Jan 1, 2015). Corroborated with Vita values.</ref>
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;" |Evasion
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!Evasion
 
|-
 
|-
 
| Line Ahead<br />{{Nihongo|単縦陣|''Tanjuu-jin''|}}
 
| Line Ahead<br />{{Nihongo|単縦陣|''Tanjuu-jin''|}}
Line 94: Line 60:
 
| <center>{{DoubleLine}}</center>
 
| <center>{{DoubleLine}}</center>
 
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''120%'''<ref name="DL_SAcc">Source: [http://bs-arekore.at.webry.info/201412/article_2.html '''半製造BSアレコレ雑記帳''' / 「艦これ」砲撃命中率について・複縦陣 中間報告]'' (Dec 5, 2014). If more relevant sources are discovered please add them in.''
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|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''120%'''<ref name="DL_SAcc">Source: [http://bs-arekore.at.webry.info/201412/article_2.html '''半製造BSアレコレ雑記帳''' / 「艦これ」砲撃命中率について・複縦陣 中間報告]'' (Dec 5, 2014).'' Corroborated with Vita values.
 
</ref>
 
</ref>
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''120%'''
+
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
Line 127: Line 93:
 
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''75%'''
 
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''75%'''
 
|-
 
|-
| Echelon<br />{{Nihongo|梯形陣|''Teikei-jin''|}}
+
|rowspan="2" | Echelon<br />{{Nihongo|梯形陣|''Teikei-jin''|}}
| <center>{{Echelon}}</center>
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|rowspan="2" | <center>{{Echelon}}</center>
 
|style="text-align: center; border-style: solid; border-width: 1px;" |75%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |75%
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''120%'''
+
|rowspan="2" style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''120%'''
 +
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''140%'''<ref>https://twitter.com/Xe_UCH/status/1304783506275409920</ref>
 +
|rowspan="2" style="text-align: center; border-style: solid; border-width: 1px;" |60%
 +
|style="text-align: center; border-style: solid; border-width: 1px;" |75%<ref>https://twitter.com/Divinity__123/status/1177455647593353217</ref><ref>https://docs.google.com/spreadsheets/d/1L854d9MjPHc4yNELEp1oRz029-LHz2aMRF089_MO2vo/edit#gid=1875509487</ref>
 +
|rowspan="2" style="text-align: center; border-style: solid; border-width: 1px;" |130%
 +
|style="text-align: center; border-style: solid; border-width: 1px;" |110%
 +
|rowspan="2" style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''120%'''
 +
|rowspan="2" style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''130%'''
 +
|rowspan="2" style="text-align: center; border-style: solid; border-width: 1px;" |100%
 +
|style="text-align: center; border-style: solid; border-width: 1px;" |90%<ref name="echelon1">https://twitter.com/Divinity__123/status/1228686473119064066</ref>
 +
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''130%'''<ref name="echelon1"></ref>
 +
|rowspan="2" style="text-align: center; border-style: solid; border-width: 1px;" |100%
 +
|rowspan="2" style="text-align: center; border-style: solid; border-width: 1px;" |60%
 +
|-
 +
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |120%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |120%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |130%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |110%
 
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''120%'''
 
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''130%'''
 
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |110%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |110%
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
 
 
|-
 
|-
 
| Line Abreast<br />{{Nihongo|単横陣|''Tan'ou-jin''|}}
 
| Line Abreast<br />{{Nihongo|単横陣|''Tan'ou-jin''|}}
Line 148: Line 121:
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
 
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''120%'''
 
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''120%'''
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''130%'''
+
|style="text-align: center; border-style: solid; border-width: 1px;" |130%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |30%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |30%
Line 157: Line 130:
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |80%
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''120%'''
+
|style="text-align: center; border-style: solid; border-width: 1px;" |120%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
Line 167: Line 140:
 
|style="text-align: center; border-style: solid; border-width: 1px;" |??
 
|style="text-align: center; border-style: solid; border-width: 1px;" |??
 
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''100%'''
 
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''100%'''
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''100%'''
+
|style="text-align: center; border-style: solid; border-width: 1px;" |??
 
|style="text-align: center; border-style: solid; border-width: 1px;" |??
 
|style="text-align: center; border-style: solid; border-width: 1px;" |??
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |100%
Line 182: Line 155:
 
|style="text-align: center; border-style: solid; border-width: 1px;" |??
 
|style="text-align: center; border-style: solid; border-width: 1px;" |??
 
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''100%'''
 
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''100%'''
|style="text-align: center; border-style: solid; border-width: 1px; color:#ff0000;" |'''100%'''
+
|style="text-align: center; border-style: solid; border-width: 1px;" |??
 
|style="text-align: center; border-style: solid; border-width: 1px;" |??
 
|style="text-align: center; border-style: solid; border-width: 1px;" |??
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
 
|style="text-align: center; border-style: solid; border-width: 1px;" |60%
Line 195: Line 168:
 
|}<references/>
 
|}<references/>
  
{{clear}}
+
'''Notes:'''
 
+
* Exceptions to the table: Shelling Accuracy and Anti-Submarine Accuracy are '''100%''' for the following combinations of formations:
'''Important Notes:'''
+
** Double Line attacking Line Abreast
* The values are datamined from KanColle Kai for the Vita. Testing on the browser version has corroborated these values.
+
** Echelon attacking Line Ahead
** Values for vanguard are vague because it was never introduced into KanColle Kai.
+
** Line Abreast attacking Echelon
*The surface firepower modifier applies to only shelling and torpedo attacks.
+
* Exact values were datamined from KanColle Kai for the Vita. Testing on the browser version has corroborated these results.
*Diamond formation is only available when you have 5 or more ships in the fleet.
+
** Values for Vanguard and new Echelon are vague as they weren't introduced for KanColle Kai.
*'''Flagship protection''' is the situation where a non-flagship ship protects the flagship from being damaged by receiving the attack instead.
+
* Echelon modifiers were buffed on the [[Game_Updates/2019/Feburary_27th|2019-02-27 update]]. Split cells contain '''new''' values '''above''' and '''old''' values '''below'''. All '''new''' values are confirmed for Single vs Single fleet battles. However, Single fleets in Echelon fighting Combined fleets (either the player's in 6v12, or the enemy's in 12v6) are confirmed to use the '''old''' shelling damage value of 60%.<ref>https://github.com/Tibowl/KCBugTracker/issues/24#issuecomment-872108225</ref> It is unknown if they use new values or old values for other calculations.
 
+
** If a player's combined fleet selects Echelon on a Night Battle Node, it also uses the '''old''' shelling damage value of 60%. This can be observed through the damage of Support Shelling, which uses the shelling modifier of the formation.
'''Vanguard Special Mechanics'''
+
<references/>
* Vanguard is only available during event periods.
 
** When it is available, it is usable in all maps.
 
* Vanguard has two values because ships have different bonuses depending on their position in the fleet.
 
** For a fleet with 6 or 7 ships, the top row applies to ships 1-3 and the bottom row applies to ships 4-6/7.
 
** For a fleet with 4 or 5 ships, the top row applies to ships 1-2 and the bottom row applies to ships 2-4/5.
 
* '''Attacks from support fleets are affected by the top row multipliers.'''
 
* Ships at the bottom of a fleet have an increased chance of being targeted by the enemy. See above for how position is determined.
 
** Ships at the top (slots 1-2 or 1-3) have a ~25% chance of being targeted.
 
** Ships at the bottom (slots 3-5 or 4-7) have a ~75% chance of being targeted.
 
** See [https://twitter.com/Xe_UCH/status/972247479956615168] for tested values. Valid as of 09/03/2018.
 
* Vanguard has a further evasion modifier that is '''post-cap''' depending on the ship's position in the fleet. This is very important because it allows you to hit very high evasion values. See above for how position is determined.
 
** For ships at the top (slots 1-2 or 1-3): '''Non-destroyers''' get a '''5%''' bonus. '''Destroyers''' get a '''20%''' bonus.
 
** For the rest of the ships at the bottom (slots 3-5 or 4-7): '''Non-destroyers''' get a '''20%''' bonus. '''Destroyers''' get a '''40%''' bonus.
 
** See [https://twitter.com/Xe_UCH/status/972244541783793664] for tested values. Valid as of 09/03/2018.
 
 
 
===Choosing a Formation===
 
[[File:Formation_Selection_Screen.png|thumb|right|Formation Selection Screen]]
 
* '''Line Ahead'''
 
: This formation has the highest damage output for surface combat but poor anti-submarine. It will be the default formation you use for any surface combat node.
 
* '''Double Line'''
 
: This formation has high shelling and anti-submarine accuracy in exchange for lowered damage output. Because of how easy it is to increase accuracy in this game, it's accuracy benefits are negligible. It's main use is for engaging mixed surface and submarine fleets. The other use is for triggering [[Nelson]]'s special attack.
 
* '''Diamond'''
 
: This formation boasts the highest anti-air modifier. It's primary use is for air raid and air battle nodes in order to mitigate airstrike damage.
 
* '''Echelon'''
 
: This formation is similar to Double Line in effectiveness. You would not be picking this over double line. It's main purpose is to trigger the special attacks for [[Nagato]], [[Mutsu]] and [[Colorado]].
 
:* Echelon was improved in the [[Game Updates/2019/Feburary 27th|February 27th 2019]] update.
 
* '''Line Abreast'''
 
: This formation has the best anti-submarine multiplier but has the worst surface damage modifiers. It is only to be used for submarine-only nodes.
 
* '''Vanguard'''
 
: This formation is used to help fleets pass through difficult nodes where it is unlikely you are able to sink the enemy before they deal heavy damage to your fleet. The post-cap evasion bonus allows destroyers to hit very high evasion rates. Combined with the preferential targeting, it means destroyers in the bottom slots can function as evasion tanks.
 
: Care must be taken as this formation has very poor damage multipliers for the top slots. While placing your powerful ships in here means they can be protected by your destroyers, it also means that their combat effectiveness is reduced. This can result in the enemy being given more attacks on your fleet.
 
: Since the damage multipliers in the top slot affect your support fleet, this can '''severely reduce''' the effectiveness of support.
 
 
 
==Detection==
 
[[File:Successfull_Detection.png|thumb|right|Successfull Detection]]
 
The detection phase involves your fleet attempting to find the enemy fleet. Success is determined by the {{LOS}} of your fleet. If you fail detection your fleet will be '''unable to participate in the aerial combat phase'''. This will result in automatic Air Incapability.
 
 
 
* It is possible to succeed without any reconnaissance planes but there will be no recon plane animation.
 
* It is possible to lose recon planes on failing detection.
 
* Although the display indicates that {{Hit}} and {{Evasion}} has changed on success or failure. Testing has shown that it has no noticeable effect.
 
 
 
==Jet Assault==
 
If there are jets in your fleet, you will have a preemptive attack with them. Jets are subject to interception from other jets and anti-air fire from the enemy fleet. For more details please see [[Aerial Combat]] and [[Anti-Air Fire]].
 
 
 
* Jets follow the dive bomber rules when calculating damage.
 
* Jets will attempt to intercept enemy jets.
 
* Jets will also participate in the regular aerial combat phase. This means they have to pass through interception and anti-air fire '''twice''' per battle.
 
* Currently there are only two jets in game:
 
** [[Kikka Kai]]
 
** [[Jet Keiun Kai]]
 
 
 
==Land Based Bombing==
 
[[File:LBAS_Attack.png|thumb|right|Type 96 LBAA attacking Enemy Fleet]]
 
In 6-4, 6-5 and some event maps, you will have access to Land-Based Air Squadrons. When active, it will send a number of waves to bomb the enemy fleet. For more details, please see [[Land-Based Air Squadron]].
 
 
 
* The land based planes are subject to interception and anti-air fire.
 
* They can be depleted by raids on your air base.
 
 
 
'''Jet Land Based Bombing'''
 
If you have jets in your land base, they will perform a [[Combat#Jet Assault|jet assault]] before the land based bombing. All the same rules for jet assault apply.
 
 
 
==Aerial Combat==
 
In this phase, both fleets will send out fighters and bombers (if they have any) to contest air control and bomb the opposing fleet. For more details, please see [[Aerial Combat]], [[Damage Calculations#Airstrike|Airstrike]] and [[Anti-Air Fire]].
 
 
 
Aerial combat will proceed in the following order:
 
 
 
* Air combat
 
* Contact
 
* Fleet Anti-Air Defense
 
* Airstrike
 
 
 
==Support Fleet==
 
[[File:Support_Expedition.png|thumb|right|Support Expedition appearing]]
 
In World 5 and events, you will be able to send fleets on support expeditions. If a fleet is on a support expedition, there is a chance they will arrive to assist you with an attack. The damage done and effectiveness depends on the type of support expedition used. Please see [[Expeditions#Support_Expeditions|Support Expeditions]] for more details.
 
 
 
* It is possible to lose planes from Airstrike Support if the enemy has opposing air power.
 
 
 
==Opening Attacks==
 
There are two different opening attacks that can be triggered if certain conditions are met; Opening Anti-Submarine Attacks and Opening Torpedo Attacks. For more details on how damage is calculated, please see [[Damage Calculations]].
 
 
 
* Opening attacks are affected by engagement modifiers even though it only appears after this phase.
 
 
 
===Opening Anti-Submarine (OASW)===
 
If the fleet possesses ships capable of performing OASW, they will begin attacking submarines '''in order of range'''. The firing order will be random among ships with the same range. This phase can disable opening torpedo attacks from enemy submarines if you manage to sink them. For more details, please see [[Opening Anti-Submarine Warfare]].
 
 
 
===Opening Torpedo===
 
If the fleet possesses ships capable of opening torpedo attacks, they will launch torpedoes '''simultaneously'''.
 
 
 
* Opening torpedoes can be fired by [[:Category:Submarines|submarines]] over level 10, any ship equipped with [[:Category:Midget Submarine|midget submarines]] and the elite [[Battleship Re-Class]].
 
* Targets will be picked at random but will prioritise surface ships.
 
* Opening torpedoes can be launched even at moderate or heavy damage; which would disable closing torpedoes.
 
 
 
==Shelling==
 
This phase is where the majority of combat takes place. Surviving ships in both fleets will take turns exchanging fire. The order detailed here only applies to '''single fleet''' engagements. For shelling order in combined fleet engagements, please see [[Combined Fleet]].
 
  
===Engagement Form===
+
===Flagship Protection===
[[File:Engagement_Example.png|thumb|right|Red T Engagement is declared]]
+
'''Flagship Protection''' is when a non-flagship protects the flagship from being targeted by receiving the attack instead. When activated, a "curved shield" animation plays in front of the flagship's banner.
Before the shelling phase begins, the game will roll for one of the following 4 engagements.
+
* Activation rate is determined solely by the selected formation. If activated, a ship with HP above Minor Damage ({{lang|ja|小破}}) is randomly selected to be the protector.
 +
** If no ships are above Minor Damage, flagship protection cannot activate.
 +
** Having more ships above Minor Damage does not increase the rate.
 +
* It may activate on any type of attack, including shelling, torpedo, ASW, airstrike, and support.
 +
* Submarines do not protect surface ships. Surface ships do not protect submarines.
 +
* Installations cannot perform protection, and cannot receive protection if they are flagship.
 +
* In combined fleet, the escort flagship does not receive flagship protection.
  
 +
===Vanguard Formation===
 +
* Vanguard is only available when an Event World is active. It is usable in any map during such time, however.
 +
* The modifiers on Vanguard Formation refer respectively to the '''"upper half"''' and '''"bottom half"''' of the fleet.
 +
** For a fleet with 6 or 7 ships, the top row applies to ships 1, 2 and 3 and the bottom row applies to the remaining ships.
 +
** For a fleet with 4 or 5 ships, the top row applies to ships 1 and 2 and the bottom row applies to the remaining ships.
 +
* '''Attacks from support fleets are affected by the top row multipliers, meaning the 50% damage modifier is applied.'''
 +
* Vanguard has a further post-cap evasion modifier for all ships in the fleet.<ref>https://twitter.com/Xe_UCH/status/972244541783793664 (2018-03-09)</ref>
 +
** For ships at the upper half: '''Non-destroyers''' get a '''5%''' bonus. '''Destroyers''' get a '''20%''' bonus.
 +
** For ships at the bottom half: '''Non-destroyers''' get a '''20%''' bonus. '''Destroyers''' get a '''40%''' bonus.
 +
** Exception: Ships in position '''4''' of a 6 or 7 ships fleet receive the '''upper half''' bonuses, despite being bottom half ships for all other purposes of vanguard.
 +
** This bonus applies to shelling and torpedoes, but not airstrike.
 +
* Bottom half ships have increased chance to be targeted.
 +
** The targeting is determined as follows: 1. Randomly select any ship from the fleet. 2. If the selected ship is an upper half ship, randomly select any ship from the fleet again.<ref>https://twitter.com/Xe_UCH/status/974571652229955584</ref>
 +
** Target rate per ship (without flagship protection) based on the above procedure:
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Number of Ships
 +
! 4
 +
! 5
 +
! 6
 +
! 7
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:200px;" |Form
+
! Upper Half
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:100px;" |Damage Modifier
+
| 12.5%
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:100px;" |Chance
+
| 8%
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:100px;" |Chance with [[Saiun]]
+
| 8.33%
 +
| 6.13%
 
|-
 
|-
|style="border-style: solid; border-width: 1px;"| Parallel Engagement<br />{{Nihongo|同航戦|''Doukousen''|}}
+
! Bottom Half
|style="text-align: center; border-style: solid; border-width: 1px;"| 100%
+
| 37.5%
|style="text-align: center; border-style: solid; border-width: 1px;"| 45%
+
| 28%
|style="text-align: center; border-style: solid; border-width: 1px;"| 45%
+
| 25%
|-
+
| 20.4%
|style="border-style: solid; border-width: 1px;"| Head-on Engagement<br />{{Nihongo|反航戦|''Hankousen''|}}
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 80%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 30%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 40%
 
|-
 
|style="border-style: solid; border-width: 1px;"| Crossing the T ('''<span style="color:green">Advantage</span>''')<br />{{Nihongo|T字戦有利|''T Ji-sen Yuuri''|}}
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 120%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 15%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 15%
 
|-
 
|style="border-style: solid; border-width: 1px;"| Crossing the T ('''<span style="color:red">Disadvantage</span>''')<br />{{Nihongo|T字戦不利|''T Ji-sen Furi''|}}
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 60%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 10%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 0%
 
 
|}
 
|}
 +
<references/>
  
* All engagement forms '''affect both sides equally''', including crossing the T (<span style="color:green">Advantage</span> or <span style="color:red">Disadvantage</span>).
+
===Choosing a Formation===
* Night battle and aerial combat are '''not affected by engagement'''.
 
* OASW and opening torpedoes are '''affected by engagement''' even though it is only displayed after those phases.
 
*Equipping a {{Template:YellowPlane}}[[Saiun]] effectively makes what would have been Crossing the T (Disadvantage) become Head-on engagement.
 
  
===Shelling===
+
[[File:Formation_Selection_Screen.png|thumb|right|Formation Selection Screen]]
Following the engagement display, ships will begin the shelling phase. This phase is divided into two and involves both surface shelling, aircraft carrier shelling and ASW attacks.
+
When selecting a formation, its modifiers will be applied to the entirety of the next battle node whenever applicable. Picking another formation will discard any previous formation bonuses and penalties and use the new modifiers instead. Each formation has a general use-case archetype based on its modifiers.
  
The following general rules apply for both shelling phases:
+
* '''Line Ahead''': All-out surface combat formation.
 
+
* '''Double Line''': All-around, high accuracy formation.
* Each fleet will take turns shelling.
+
* '''Diamond''': Anti-Air formation.
** It is possible to skip a turn if the ship that is supposed to shell is sunk.
+
* '''Echelon''': Mixed surface-ASW combat formation.
* Aircraft carriers will not attack if they have no bombers.
+
* '''Line Abreat''': ASW formation.
* ASW capable ships will be forced to attack submarines.
+
* '''Vanguard''': Defensive/evasive formation.
** Exceptions are [[Suzuya|Suzuya Kai Ni Kou]] and [[Kumano|Kumano Kai Ni Kou]].
 
* Some ships are capable of performing special attacks during shelling.  Please see [[Artillery Spotting]], [[Carrier Cut-In Attack]] and [[Damage Calculations#Touch Special Attack|Touch Special Attack]].
 
 
 
====1st Shelling Phase====
 
In this phase, both fleets will take turns shelling with the order based off the ship's range. It is possible to modify their range with equipment.
 
 
 
* The order is Very Long → Long → Medium → Short → Very Short.
 
** Ships with the same range will have their turn chosen randomly.
 
** Only Abyssal ships have Very Short range.
 
 
 
====2nd Shelling Phase====
 
If there is a battleship present in the battle, there will be a 2nd shelling phase. The battleship does not have to be alive for the 2nd shelling phase to trigger. The order is based off fleet position with the 1st ship going 1st.
 
 
 
* Ships that are sunk or unable to participate at all in shelling will have their turn passed on to the next eligible ship.
 
* Ships normally able to participate in shelling but rendered unable will be counted but do nothing on their turn.
 
 
 
==Closing Attacks==
 
In this phase, any ship with a torpedo stat will fire a closing torpedo. Any ship with a base torpedo stat of 0 will not participate.
 
 
 
* It will target surface ships at random.
 
* It will not trigger if there are no targets available.
 
* Ships at moderate or heavy damage will not participate in this phase.
 
* Accuracy, damage and evasion are affected by formation and engagement.
 
 
 
==Night Battle==
 
[[File:Night_Attack_Example.png|thumb|right|Uranami using a cut-in-Attack during Nightbattle]]
 
Following the end of day, you will have a choice to participate in night battle. For more details, please see [[Night Battle]] and [[Damage Calculations#Night Battle|Damage Calculations]]
 
 
 
* Firing order is based off position in the fleet.
 
** Turns can be skipped if a ship is sunk or disabled before they can take their turn.
 
* Heavily damaged ships are unable to participate.
 
* It is unaffected by engagement.
 
* Certain equipment setups will allow you to perform special double attacks or cut-ins.
 
  
 
=Victory Conditions=
 
=Victory Conditions=
The damage gauge that is displayed at the victory screen is displayed using the following calculation:
+
A damage gauge that is displayed at the post-combat screen for each fleet, using the following calculation:
  
 
<math>\text{Damage%} = \dfrac{\text{Fleet HP lost}}{\text{Fleet HP}}</math>
 
<math>\text{Damage%} = \dfrac{\text{Fleet HP lost}}{\text{Fleet HP}}</math>
  
{| class="wikitable" style="width: 75%;"
+
The following conditions must be met to attain each rank:
 +
 
 +
{| class="wikitable" style="width: 75%; margin: auto;"
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:10%;"|Victory State
+
!Victory State
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:90%;"|Conditions
+
!Rank
 +
!Common name
 +
!Conditions
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"|'''Total Victory S'''<br>
+
|rowspan="4"; style="text-align: center|'''Victory'''
'''(完全勝利S)'''
+
|style="text-align: center; color:#63620a;"|{{TextGlow|'''Total Victory: S<br>(完全勝利S)'''|black|text-colour=gold|glow-size=2px}}
|style="border-style: solid; border-width: 1px;"|  
+
|style="text-align: center; color:#63620a;"|{{TextGlow|'''Perfect S'''|black|text-colour=gold|glow-size=2px}}
* Sink all enemy ships while taking no damage in return.
+
|  
 +
* Sink all enemy ships, while taking no damage in return.
 
* In special nodes like air raids and RADAR ambush; take 0 damage.
 
* In special nodes like air raids and RADAR ambush; take 0 damage.
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"|'''Victory S'''<br>
+
|style="text-align: center"|{{TextGlow|'''Victory: S<br>(勝利S)'''|black|text-colour=gold|glow-size=2px}}
'''(勝利S)'''
+
|style="text-align: center"|{{TextGlow|'''S rank'''|black|text-colour=gold|glow-size=2px}}
|style="border-style: solid; border-width: 1px;"|  
+
|  
 
* Sink all enemy ships.
 
* Sink all enemy ships.
 
* In special nodes like air raids and RADAR ambush; take less than 5% damage.
 
* In special nodes like air raids and RADAR ambush; take less than 5% damage.
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"|'''Victory A'''<br>
+
|style="text-align: center"|{{colour|red|'''Victory: A<br>(勝利A)'''}}
'''(勝利A)'''
+
|style="text-align: center"|{{colour|red|'''A rank'''}}
|style="border-style: solid; border-width: 1px;"|  
+
|  
* Sink the minimum required number of ships.
+
* Sink 2/3 of the enemy ships.
** Number of ships depends on the size of the enemy fleet. See below for details.
 
 
* In special nodes like air raids and RADAR ambush; take between 5% and 10% damage.
 
* In special nodes like air raids and RADAR ambush; take between 5% and 10% damage.
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"|'''Tactical Victory B'''<br>
+
|style="text-align: center"|{{TextGlow|'''Tactical Victory: B<br>(戦術的勝利B)'''|black|text-colour=orange|glow-size=2px}}
'''(戦術的勝利B)'''
+
|style="text-align: center"|{{TextGlow|'''B rank'''|black|text-colour=orange|glow-size=2px}}
|style="border-style: solid; border-width: 1px;"|  
+
|  
 
* Sink the enemy flagship.
 
* Sink the enemy flagship.
 
** The number of enemies sunk must be greater than the number of your ships sunk.
 
** The number of enemies sunk must be greater than the number of your ships sunk.
* The enemy flagship survives but your Damage % gauge is 2.5x the enemy's.
+
* If the enemy flagship survives, have the enemy Damage % gauge be 2.5x of yours.
* If any of your ships sink, this is the maximum rank you can get.
 
 
* In special nodes like air raids and RADAR ambush; take between 10% and 20% damage.
 
* In special nodes like air raids and RADAR ambush; take between 10% and 20% damage.
 +
* ''If any of your ships sink, this is the maximum rank you can get''.
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:red;"|'''Tactical Defeat C'''<br>
+
|rowspan="4"; style="text-align: center|'''Defeat'''
'''(戦術的敗北C)'''
+
|style="text-align: center"|{{TextGlow|'''Tactical Defeat: C<br>(戦術的敗北C)'''|black|text-colour=Yellow|glow-size=2px}}
|style="border-style: solid; border-width: 1px;"|  
+
|style="text-align: center"|{{TextGlow|'''C Rank'''|black|text-colour=Yellow|glow-size=2px}}
* The enemy flagship survives and your Damage % gauge is between 0.5x and 2.5x of the enemy's.
+
|  
** Also applies if you have any ships sunk.
+
* If the enemy flagship survives, have the enemy Damage % gauge be between 0.5x and 2.5x of yours.
* The enemy flagship is sunk but you have more sunken ships than the enemy and your Damage % gauge is less than 2.5x of the enemy's.
+
** Also applies if you sunk any ships during the battle.
 +
* If the enemy flagship is sunk but you have more sunken ships than the enemy, as well as having the enemy Damage % gauge be between 0.5x and 2.5x of yours.
 
* In special nodes like air raids and RADAR ambush; take between 50% and 20% damage.
 
* In special nodes like air raids and RADAR ambush; take between 50% and 20% damage.
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:red;"|'''Defeat D'''<br>
+
|style="text-align: center"|{{TextGlow|'''Defeat: D<br>(敗北D)'''|black|text-colour=lime|glow-size=2px}}
'''(敗北D)'''
+
|style="text-align: center"|{{TextGlow|'''D rank'''|black|text-colour=lime|glow-size=2px}}
|style="border-style: solid; border-width: 1px;"|  
+
|  
* The enemy flagship survives and your Damage % gauge is less than 0.5x of the enemy's.
+
* If the enemy flagship survives and your Damage % gauge is less than 0.5x of the enemy's.
* Your Damage % gauge is 0.05% (essentially 0).
+
* If your Damage % gauge is 0.05% (essentially 0).
* When both fleets deal no damage to each other.
+
* If both fleets deal no damage to each other.
 
** This applies to submarine vs submarine battles and air battle nodes.
 
** This applies to submarine vs submarine battles and air battle nodes.
 
* Ships are sunk but not enough to meet the conditions for E.
 
* Ships are sunk but not enough to meet the conditions for E.
 
* In special nodes like air raids and RADAR ambush; take heavy damage.
 
* In special nodes like air raids and RADAR ambush; take heavy damage.
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:red;"|'''Defeat E'''<br>
+
|style="text-align: center"|{{TextGlow|'''Defeat: E'''<br>(敗北E)'''|white|text-colour=blue|glow-size=2px}}
'''(敗北E)'''
+
|style="text-align: center"|{{TextGlow|'''E rank'''|white|text-colour=blue|glow-size=2px}}
|style="border-style: solid; border-width: 1px;"|  
+
|  
 
* The enemy flagship survives and the number of sunk ships in your fleet meets the minimum kill requirements.
 
* The enemy flagship survives and the number of sunk ships in your fleet meets the minimum kill requirements.
** Not meeting the requirements defaults to D. Eg 3/6 ships sunk instead of 4.
+
** Not meeting the requirements for a D Rank.
 
|-
 
|-
 
|}
 
|}
  
'''Minimum Kill Requirements'''
+
'''Important Notes'''
  
{| class="wikitable"
 
|-
 
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Fleet Size
 
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Minimum Kill
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 2
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 1
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 3
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 2
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 4
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 2
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 5
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 3
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 6
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 4
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 12
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 8
 
|-
 
|}
 
 
'''Important Notes'''
 
 
* B-ranks are the minimum victory requirements for:
 
* B-ranks are the minimum victory requirements for:
 
** Obtaining drops.
 
** Obtaining drops.
 
** Clearing a map without a boss gauge.
 
** Clearing a map without a boss gauge.
** Counting for quest victories (where minimum rank is unspecified).
+
* Drops (both rate and pool) scale based on rank obtained. Some drops might be exclusive to higher ranks.
* A-ranks are the minimum victory requirements for obtaining rare drops in most cases.
+
* Perfect S (Total Victory) ranks count as a regular S-Rank.
* S-ranks are the minimum victory requirements for obtaining the rarest drops.
+
** Perfect S is fulfilled if all ships' final HPs on battle ended are greater than or equal to initial HPs on battle started.
** It also has the best drop rates out of all the victory conditions.
+
** So it's possible to obtain a perfect S if the only damaged ship has used a '''[[Repair Goddess]]''' in battle, and her final HP is still greater than or equal to her initial. 
** Perfect S (Total Victory) ranks count as a regular S-rank. It has no extra bonuses.
+
 
 +
==MVP==
 +
At the end of combat, one ship is picked as the MVP. She gains bonuses to exp and morale. For more details, please see ''[[Experience and Rank]]'' and ''[[Morale and Fatigue]]''.
  
=MVP=
+
The way MVP is determined is:
At the end of combat, one ship is picked as the MVP. She gains bonuses to exp and morale. For more details, please see [[Experience and Rank]] and [[Morale and Fatigue]].
+
* The ship who deals the highest total damage (sum of all attacks during the combat) is awarded MVP. This damage is not weighted.
 +
* If multiple ships are tied for damage, the MVP goes to the topmost ship in the fleet order.
 +
** As such, if no damage is dealt to the enemy, the flagship automatically receives MVP.
 +
* Battles ending in an E-Rank have no MVP.
 +
* In a Combined Fleet, each fleet has their own, independent MVP.
  
The following is how the MVP is determined:
 
  
* The ship which deals the highest total damage is awarded MVP.
 
** The damage is not weighted. I.e. 300 damage to a battleship counts the same as 300 damage to a destroyer.
 
** Even though you cannot reduce enemy below 1 in PvP, overkill damage is counted even though it isn't displayed.
 
* If multiple ships are tied for damage, the way MVP is determined is unknown.
 
* In the event where no damage is dealt to the enemy, the flagship automatically becomes MVP.
 
** It usually happens in air raid and RADAR ambush nodes.
 
* In the event of an E-rank, MVP is not awarded to anyone.
 
* In a Combined Fleet, MVP is determined separately for the main and escort fleets.
 
  
=Other Information=
 
 
{{Mechanics}}
 
{{Mechanics}}
[[zh:战斗]]
 
 
[[Category:Game Mechanics]]
 
[[Category:Game Mechanics]]

Revision as of 10:48, 17 May 2022

Introduction

Combat is a major component of the game in Kantai Collection. Combat is accessed through the Sortie menu by selecting a map to send a fleet. Multiple mechanics weave together to create an intricate combat dynamic. For more detailed explanations on the various combat mechanics, please see the individual pages below. Exercises also consist of one surface combat.

Combat Phases

In each node, combat will consist of at least one, up to several Combat Phases. The number of combat phases depends on the node type, with each node type using a different set of combat phases and order. More information on Nodes.

In no particular order, the combat phases are made out of Aerial Combat, Battle Opening, Day Battle, Night Battle, Land-based Aerial Support, and Support Expedition.

Formation Selection

If the fleet currently deployed has 4 or more ships, the player will be prompted to pick a fleet formation before every battle. Fleets with 3 or less ships will not have a fleet formation prompt and will default to Line Ahead.

  • Sunk ships and ships retreated with Fleet Command FacilityFleet Command Facility
    Striking Force Fleet Command Facility
    Elite Torpedo Squadron Command Facility
    are not counted.
  • Diamond Formation requires 5 or more ships present in the fleet to be selected.
  • Enemy fleets do not have these restrictions. Enemy fleets in Diamond formation with fewer than 4 ships lack formation graphics on the battle screen.
Formation Shelling Torpedo Anti-Submarine Night Battle AA Flagship Protection
Damage Accuracy Evasion Damage Accuracy Evasion Damage Accuracy Evasion Damage Accuracy[1] Evasion
Line Ahead
単縦陣 (Tanjuu-jin?)
Formation 1: Line Ahead
100% 100% 100% 100% 100% 100% 60% 100% 100% 100% 100% 100% 100% 45%
Double Line
複縦陣 (Fukujuu-jin?)
Formation 2: Double Line
80% 120%[2] 100% 80% 80% 100% 80% 120% 100% 100% 90% 100% 120% 60%
Diamond
輪形陣 (Rinkei-jin?)
Formation 3: Diamond
70% 100% 110% 70% 40% 110% 120% 100% 100% 100% 70% 110% 160% 75%
Echelon
梯形陣 (Teikei-jin?)
Formation 4: Echelon
75% 120% 140%[3] 60% 75%[4][5] 130% 110% 120% 130% 100% 90%[6] 130%[6] 100% 60%
60% 120% 60% 100% 80% 110%
Line Abreast
単横陣 (Tan'ou-jin?)
Formation 5: Line Abreast
60% 120% 130% 60% 30% 140% 130% 120% 110% 100% 80% 120% 100% 60%
Vanguard[7]
警戒陣 (Keikai-jin?)
Formation 6: Vanguard
50% 80% ?? 100% ?? ?? 100% ?? ?? 50% ?? ?? 110% Medium
100% 120% ?? 100% ?? ?? 60% ?? ?? 100% ?? ?? 110% High

Notes:

  • Exceptions to the table: Shelling Accuracy and Anti-Submarine Accuracy are 100% for the following combinations of formations:
    • Double Line attacking Line Abreast
    • Echelon attacking Line Ahead
    • Line Abreast attacking Echelon
  • Exact values were datamined from KanColle Kai for the Vita. Testing on the browser version has corroborated these results.
    • Values for Vanguard and new Echelon are vague as they weren't introduced for KanColle Kai.
  • Echelon modifiers were buffed on the 2019-02-27 update. Split cells contain new values above and old values below. All new values are confirmed for Single vs Single fleet battles. However, Single fleets in Echelon fighting Combined fleets (either the player's in 6v12, or the enemy's in 12v6) are confirmed to use the old shelling damage value of 60%.[1] It is unknown if they use new values or old values for other calculations.
    • If a player's combined fleet selects Echelon on a Night Battle Node, it also uses the old shelling damage value of 60%. This can be observed through the damage of Support Shelling, which uses the shelling modifier of the formation.

Flagship Protection

Flagship Protection is when a non-flagship protects the flagship from being targeted by receiving the attack instead. When activated, a "curved shield" animation plays in front of the flagship's banner.

  • Activation rate is determined solely by the selected formation. If activated, a ship with HP above Minor Damage (小破) is randomly selected to be the protector.
    • If no ships are above Minor Damage, flagship protection cannot activate.
    • Having more ships above Minor Damage does not increase the rate.
  • It may activate on any type of attack, including shelling, torpedo, ASW, airstrike, and support.
  • Submarines do not protect surface ships. Surface ships do not protect submarines.
  • Installations cannot perform protection, and cannot receive protection if they are flagship.
  • In combined fleet, the escort flagship does not receive flagship protection.

Vanguard Formation

  • Vanguard is only available when an Event World is active. It is usable in any map during such time, however.
  • The modifiers on Vanguard Formation refer respectively to the "upper half" and "bottom half" of the fleet.
    • For a fleet with 6 or 7 ships, the top row applies to ships 1, 2 and 3 and the bottom row applies to the remaining ships.
    • For a fleet with 4 or 5 ships, the top row applies to ships 1 and 2 and the bottom row applies to the remaining ships.
  • Attacks from support fleets are affected by the top row multipliers, meaning the 50% damage modifier is applied.
  • Vanguard has a further post-cap evasion modifier for all ships in the fleet.[1]
    • For ships at the upper half: Non-destroyers get a 5% bonus. Destroyers get a 20% bonus.
    • For ships at the bottom half: Non-destroyers get a 20% bonus. Destroyers get a 40% bonus.
    • Exception: Ships in position 4 of a 6 or 7 ships fleet receive the upper half bonuses, despite being bottom half ships for all other purposes of vanguard.
    • This bonus applies to shelling and torpedoes, but not airstrike.
  • Bottom half ships have increased chance to be targeted.
    • The targeting is determined as follows: 1. Randomly select any ship from the fleet. 2. If the selected ship is an upper half ship, randomly select any ship from the fleet again.[2]
    • Target rate per ship (without flagship protection) based on the above procedure:
Number of Ships 4 5 6 7
Upper Half 12.5% 8% 8.33% 6.13%
Bottom Half 37.5% 28% 25% 20.4%

Choosing a Formation

Formation Selection Screen

When selecting a formation, its modifiers will be applied to the entirety of the next battle node whenever applicable. Picking another formation will discard any previous formation bonuses and penalties and use the new modifiers instead. Each formation has a general use-case archetype based on its modifiers.

  • Line Ahead: All-out surface combat formation.
  • Double Line: All-around, high accuracy formation.
  • Diamond: Anti-Air formation.
  • Echelon: Mixed surface-ASW combat formation.
  • Line Abreat: ASW formation.
  • Vanguard: Defensive/evasive formation.

Victory Conditions

A damage gauge that is displayed at the post-combat screen for each fleet, using the following calculation:

[math]\displaystyle{ \text{Damage%} = \dfrac{\text{Fleet HP lost}}{\text{Fleet HP}} }[/math]

The following conditions must be met to attain each rank:

Victory State Rank Common name Conditions
Victory Total Victory: S
(完全勝利S)
Perfect S
  • Sink all enemy ships, while taking no damage in return.
  • In special nodes like air raids and RADAR ambush; take 0 damage.
Victory: S
(勝利S)
S rank
  • Sink all enemy ships.
  • In special nodes like air raids and RADAR ambush; take less than 5% damage.
Victory: A
(勝利A)
A rank
  • Sink 2/3 of the enemy ships.
  • In special nodes like air raids and RADAR ambush; take between 5% and 10% damage.
Tactical Victory: B
(戦術的勝利B)
B rank
  • Sink the enemy flagship.
    • The number of enemies sunk must be greater than the number of your ships sunk.
  • If the enemy flagship survives, have the enemy Damage % gauge be 2.5x of yours.
  • In special nodes like air raids and RADAR ambush; take between 10% and 20% damage.
  • If any of your ships sink, this is the maximum rank you can get.
Defeat Tactical Defeat: C
(戦術的敗北C)
C Rank
  • If the enemy flagship survives, have the enemy Damage % gauge be between 0.5x and 2.5x of yours.
    • Also applies if you sunk any ships during the battle.
  • If the enemy flagship is sunk but you have more sunken ships than the enemy, as well as having the enemy Damage % gauge be between 0.5x and 2.5x of yours.
  • In special nodes like air raids and RADAR ambush; take between 50% and 20% damage.
Defeat: D
(敗北D)
D rank
  • If the enemy flagship survives and your Damage % gauge is less than 0.5x of the enemy's.
  • If your Damage % gauge is 0.05% (essentially 0).
  • If both fleets deal no damage to each other.
    • This applies to submarine vs submarine battles and air battle nodes.
  • Ships are sunk but not enough to meet the conditions for E.
  • In special nodes like air raids and RADAR ambush; take heavy damage.
Defeat: E
(敗北E)
E rank
  • The enemy flagship survives and the number of sunk ships in your fleet meets the minimum kill requirements.
    • Not meeting the requirements for a D Rank.

Important Notes

  • B-ranks are the minimum victory requirements for:
    • Obtaining drops.
    • Clearing a map without a boss gauge.
  • Drops (both rate and pool) scale based on rank obtained. Some drops might be exclusive to higher ranks.
  • Perfect S (Total Victory) ranks count as a regular S-Rank.
    • Perfect S is fulfilled if all ships' final HPs on battle ended are greater than or equal to initial HPs on battle started.
    • So it's possible to obtain a perfect S if the only damaged ship has used a Repair Goddess in battle, and her final HP is still greater than or equal to her initial.

MVP

At the end of combat, one ship is picked as the MVP. She gains bonuses to exp and morale. For more details, please see Experience and Rank and Morale and Fatigue.

The way MVP is determined is:

  • The ship who deals the highest total damage (sum of all attacks during the combat) is awarded MVP. This damage is not weighted.
  • If multiple ships are tied for damage, the MVP goes to the topmost ship in the fleet order.
    • As such, if no damage is dealt to the enemy, the flagship automatically receives MVP.
  • Battles ending in an E-Rank have no MVP.
  • In a Combined Fleet, each fleet has their own, independent MVP.