For detailed explanations on specific mechanics, see their respective pages:

Combat Stages

For most combat engagements, the battle will begin in day combat and follow the following set of stages. Several stages will not occur unless certain conditions are met.

  • Combined Fleet uses a modified combat order.
  • For Air Battle Only nodes (1-6 and certain event map nodes; may be a single-fleet or Combined Fleet), there is no Opening Torpedo Salvo, and Day Combat is completely replaced by a second round of Aerial Combat.
  • Thus ships that cannot participate in Aerial Combat cannot attack. They can still perform Anti-Air Defense, as usual.
Stage Notes
Formation Selection With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage, hit rate, and defense.
This step is skipped if you have 3 or fewer ships.
Detection Requires planes or high detection stat (usually from RADAR).
Success increases accuracy and evasion.
Failure prevents participation of allied planes in the aerial combat phase (and will result in your Air Superiority value treated as 0).
If no message is shown, it is treated as a failure.
Aerial Combat Participants: CVLs and CVs equipped with fighter or bomber planes; BBVs, CAVs, AVs, and SSVs equipped with seaplane bombers; some enemy-specific ship classes
If a side achieves Air Superiority or Supremacy in this stage, that side can use Artillery Spotting.
All ships capable of launching attack or bomber planes will launch them in this stage (unless Detection is failed), regardless of current HP status.
This step is skipped if there is no eligible participant.
Opening Stages
Expedition Supporting Fire

Supporting Fire from Sortie Support Expeditions. This has an aspect of randomness and may not trigger.

Preemptive ASW attack

Participants:

Isuzu Kai Ni
Any CLs DDs with an ASW >=100 + Sonar
Opening Torpedo Salvo

Participants:

Engagement Form

The orientation of the allied and enemy fleets is displayed. The engagement form affects both fleets equally.

Day Combat
Shelling, 1st Round (Range Order)

Participants: All ships except:

Firing order alternates between allied and enemy sides, starting with allied.

  • Ships with longer range have priority; ships on the same side tied in range will break ties randomly and assigned order within that side.
  • The firing order is set as Allied Order #1 → Enemy Order #1 → Allied Order #2 → ….
  • Only ships qualified as participants are put in the firing order.
  • Ships sunk or incapacitated before their turn is simply removed from the firing order.
  • CVLs, CVs, and Hayasui Kai become unable to attack at moderate damage (中破). CVBs become unable to attack at heavy damage (大破).
Shelling, 2nd Round (Lineup Order)
  • Only occurs when either side has a BB, BBV, or the enemy has one of the special ship classes (鬼 Oni/Ogress, 姫 Hime/Princess) that acts like a BB/BBV.

Participants: Same criteria as 1st round.
Firing order is set at start of this round by alternating ships on each side that are normally capable of attacking during shelling rounds.

  • Ships higher in lineup have priority.
  • Only ships qualifying as Participant will be put in the lineup. For example, allied flagship is a CVL that is not carrying a bomber; 2nd round shelling would begin with the allied ship in the 2nd slot in the lineup (if it's capable of attacking).
  • The firing order is set as Allied Lineup #1 → Enemy Lineup #1 → Allied Lineup #2 → …
  • The firing order is set at the start of the round; ships sunk or incapacitated before their turn is simply removed from the firing order.


Closing Torpedo Salvo

Participants: Requires current HP > 50% of Max HP, Base Torpedo Value > 0 and being one of the following classes:

Like the opening torpedo salvo, all participants attack simultaneously.

  • Note that certain ships (Ooyodo, Maruyu, base Chitose, base Chiyoda) have initial innate torpedo value of 0; without modernization they cannot participate in closing torpedo salvo.
  • Chitose and Chiyoda cannot increase their torpedo stat without remodeling. However, they can launch torpedoes during Opening Torpedo Salvo if equipped with Type A Ko-hyoteki.
Night Combat Participants: All ships except:

The first slot allied ship attacks, then the first slot enemy ship attacks, and so on. If a ship is sunk or critically damaged, the game will skip its turn.

  • The order differs from 2nd Shelling Round in that it does not "skip" ships already sunk prior to the start of the round.

For certain nodes and events, combat begins in the Night Combat stage, then proceeds to Day combat if certain conditions are met.

Formation Selection

With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage and hit rate.

  • Combined fleet uses a different set of formations unless it is a night battle only node. Click here for details.

Formation Modifier

Formation Formation Icon Surface Damage Modifier Anti-sub Damage Modifier Anti-air Modifier Day Shelling Hit Rate Day Torpedo Hit Rate Night Battle Hit Rate[1] Flagship Protection Rate
Line Ahead
単縦陣 (Tanjuu-jin?)
 
100% 45% 100% Medium High High Low
Double Line
複縦陣 (Fukujuu-jin?)
 
80% 60% 120% High[2] Medium Medium Medium
Diamond
輪形陣 (Rinkei-jin?)
 
70% 90% 160% Medium Very Low Very Low High
Echelon
梯形陣 (Teikei-jin?)
 
60% 75% 100% Medium Low Low Medium
Line Abreast
単横陣 (Tan'ou-jin?)
 
60% 100% 100% High Very Low Medium Medium
  • The surface damage modifier applies to both shelling and torpedo attacks, but does not affect Aerial Combat or Anti-Submarine attacks.
  • Diamond Formation is only selectable as a formation with 5+ ships.
  • Flagship protection is the situation where a non-flagship ship protects the flagship from being damaged by receiving the attack instead.
  • Line Ahead has the highest offensive power for surface combat. It is the default choice for encounters after the 3rd battle node to preserve firepower because of the remaining ammo penalty.
  • Double Line is generally a good formation for heavy BB/CV fleets. There is a significant accuracy increase that benefits the typically lower accuracy carriers, while BB often still have enough firepower.
  • Line Abreast is the best formation for anti-sub purposes.
  • Echelon has not been tested extensively, but it is hypothesized to be a defensive formation for submarines.

Detection

  • Fleet LOS affects Detection rate.
  • Success increases fleet accuracy and evasion.
  • Failure prevents participation of allied planes in the aerial combat phase.

Aerial Combat

Split into a separate page due to its length.

Opening Stages

The Opening Stages of combat proceed in order with the Supporting Expedition effect, the Opening Torpedo salvo, then the display of the engagement form

  • Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
  • Ships capable of firing in this phase will launch torpedo even if suffering moderate / heavy damage (which prevents launching torpedo during Closing Torpedo phase).
  • Opening torpedoes will prioritize targeting ships that can be damaged by them. If no such target exists, the torpedo will launch but always miss.
  • The Opening stages finish with the display of the Engagement form and the formation of the two fleets.

Engagement Form Modifier

Form Damage Modifier Chance Chance with Saiun
Parallel Engagement
同航戦 (Doukousen?)
100% 45% 45%
Head-on Engagement
反航戦 (Hankousen?)
80% 30% About 40%
Crossing the T (Advantage)
T字戦有利 (T Ji-sen Yuuri?)
120% 15% 15%
Crossing the T (Disadvantage)
T字戦不利 (T Ji-sen Furi?)
60% 10% <1%
  • All engagement forms affect both sides equally, including crossing the T (Advantage or Disadvantage).
  • Regular night battle and aerial combat are not affected by engagement forms. Nodes starting with Night Combat, however, do take engagement forms into consideration (despite it not being displayed).
  • Equipping a  Saiun effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
  • It is speculated that the Engagement form also impacts accuracy.

Day Combat

Day combat is split into 2~3 phases: 1st Shelling, 2nd Shelling (if applicable), Closing Torpedo

Phase Ship Class/Armaments Notes
1st Shelling Phase
(Range Order)

At the start of the 1st shelling phase, the firing order is fixed as Allied Ship with longest RangeEnemy Ship with longest RangeAllied Ship with second-longest Range → …
Ships with the same range have their order randomly decided
Ships rendered unable to attack are included in the firing order but does nothing for its turn
SS and SSVs never act during this phase

Carrier Attacks CVLs
CVs
CVBs
Hayasui Kai (if equipped with  )

Must be equipped with either   or   to attack
Cannot attack if all   or   shot down during aerial combat
Cannot attack if suffering moderate damage (中破) or heavy damage (大破) (CVBs can still attack during moderate damage)
Cannot attack installation-type abyssal ships if any   is equipped

Regarding Seaplane Bombers

CAVs, BBVs, and AVs
Hayasui Kai (if not equipped with  )

Cannot utilize seaplane bombers (shelling attack is based on own firepower), unless performing anti-submarine warfare (see below)
Can perform ASW even if suffering moderate damage (中破) or heavy damage (大破), unlike CVLs.

Anti-Submarine Warfare (ASW)

DDs, CLs, Katori, Kashima, and CLTs
Hayasui Kai (if not equipped with either   or seaplane bomber)

If enemy submarines are present, depth charges will be dropped instead of normal shelling attacks
If enemy has both surface ships and submarines, ASW attacks will be prioritized
If innate ASW value is 0, ASW attacks will not be carried out and regular shelling attacks will take place

CAVs, BBVs, AVs
Amphibious Assault Ship (Currently Akitsu Maru only)
Hayasui Kai (if seaplane bomber equipped but not  )
Battleship Re-Class, Floating Fortress and Escort Fortress
Certain enemy bosses (鬼 Oni/Ogress, 姫 Hime/Princess)

If enemy submarines are present and the ship is equipped with either seaplane bomber, Autogyro, or ASW Liaison, ASW attacks (via plane dropping depth charges) will be carried out instead of normal shelling attacks
If enemy has both surface ships and submarines, ASW attacks will be prioritized
If all planes capable of ASW are shot down, ASW attacks will not be carried out and regular shelling attacks will take place

Hayasui Kai (if equipped with  ) and CVLs

If enemy submarines are present and the ship is equipped with   or  , ASW attacks (via plane dropping depth charges) will be carried out instead of normal shelling attacks
If enemy has both surface ships and submarines, ASW attacks will be prioritized

  • That is,   or {{RedPlane} must be equipped.
  • Cannot attack if suffering moderate damage (中破) or heavy damage (大破)
  • Enemy Light Carrier Nu-Class only performs ASW at Flagship or higher status

BBs, CAs, CVs, CVBs, SS and SSVs

No ASW attacks will be carried out, regardless of equipment setup.
Regarding Range

In order: Very Long → Long → Medium → Short → Very Short
Some equipments can extend the range of a ship, but in no cases will a ship's range decrease due to equipment.
Attacks from carriers are also affected by range, thus by equipping a secondary gun, it is possible to render carrier attacks earlier in the round

2st Shelling Phase
(Lineup Order)

Only takes place when any of the following ships is present (in either side): BBs, BBVs, or the enemy has one of the special ship classes (鬼 Oni/Ogress, 姫 Hime/Princess) that acts like a BB/BBV.
Will take place even if all ships that would enable the 2nd shelling phase are sunk by the end of the 1st shelling round.
At the start of the 2nd shelling round, excluding ships that cannot participate at all (including sunk ships), the firing order is set to Allied Lineup #1Enemy Lineup #1Allied Lineup #2 → ….
Ship that could attack at the start of the 2nd shelling round but rendered unable to attack before its turn loses it turn.
Certain ships that would otherwise be able to attack but incapacitated (such as CV/CVLs suffering moderate damage or worse) are listed in the firing order but have their respective turns skipped.

Closing Torpedo Salvo
(Simultaneous)
Torpedo attacks

Requires Current HP > 50% of Max HP (i.e. not in moderate or heavy damage).
Closing torpedo salvo can be launched even if no torpedoes are equipped.
Ships that are either installation (example: Airfield Princess) or submerged (example: submarines) will not be the target of these attacks.
If enemy has only submarines in moderate damage or worse, the phase still occur, but no torpedoes will launch.

  • Chitose and Chiyoda cannot participate in this phase if they're not remodeled.
  • If a ship has innate torpedo value of 0, it cannot participate in this phase even if it otherwise would be able to. In this case, increasing its innate value either by Leveling Up and/or modernization will enable it to participate.
  • In other words, any ship can participate in this phase if its innate torpedo value is 1 or higher.

Night Combat

  • Night battle damage depends on both the Firepower and Torpedo stats for attack power. Consequently, DDs, CLs, CLTs and CAs have drastically increased strength at night.
  • Any vessel at night must not be heavily damaged (red) before attacking in order to participate in night battle.
  • Certain combination of weapon equipment (Main Guns, Secondary Guns, Torpedoes) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
  • If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as Star Shells and Searchlight. Type 98 Recon Seaplane (Night Scout) is also an option.
  • Damage against submarines is greatly reduced during regular Night Battles (to scratch damage).
  • Formation damage modifiers do not apply in Night Battle (always 100% for regular shelling).
  • Nodes begin with Night Battle and in Combined Fleet Night Battle, Formation anti-sub damage modifiers apply.
  • The Engagement Form is not explicitly shown in Night Battle nodes, but the modifier will apply.
  • The animation for ships equipped with 2 different torpedoes may be different but the damage output is still the same.

Damage Calculations

Main Formula

Pre-Cap Attack Power = Base Attack Power + Night Spotting Bonus
Attack Power Before Cap = [Pre-Cap Attack Power × Pre-Cap Modifiers + Light Cruiser Fitted Gun Bonus]
Cap-Adjusted Attack Power = Attack Power Before Cap, if it is less or equal to the Attack Power Cap
Attack Power Cap + √(Attack Power Before Cap - Attack Power Cap), if Attack Power Before Cap is over the Attack Power Cap
Effective Armor = Enemy Armor × 0.7 + Random(0 ~ Enemy Armor -1) × 0.6
Final Attack Power = [Cap-Adjusted Attack Power × Critical Modifier] × Post-Cap Modifiers
Damage = (Final Attack Power - Effective Armor) × Remaining Ammo Modifier
Notes:
  • The game rounds off values at 2 places in the calculation: after pre-cap modifier and after the critical modifier. They are marked by square brackets in the above calculations.
  • If Damage is less than 1, the attack deals scratch damage instead, which is 6-14% of target's current HP, rounded down (can be 0).
  • This formula is under constant review and updated accordingly if there are any inconsistencies or mistakes.
  • Night Spotting Bonus: +5 if Type 98 Recon Seaplane (Night Scout) activates.

Base Attack Power

Type Base Attack Power Notes
Opening Air Strike Modifier × ((Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25) Number of planes is post anti-bomber combat and fleet anti-air defense
Modifier is 1.0 for dive bombers, either 0.8 or 1.5 (50% chance for either) for torpedo bombers
  • Calculated per slot.
Shelling (Carriers) {[Firepower + Torpedo + Effective Bonus (Shelling) + (Dive Bomb × 1.3)] × 1.5} + 55 This is also the formula for Land-Based Abyssal ships during shelling rounds. (Uses the standard Night Battle formula at night.)
Shelling (Others) Firepower + Effective Bonus (Shelling) + 5
Torpedo Torpedo + Effective Bonus (Torpedo) + 5 Applies to both Opening and Closing Torpedo Salvo.
  • Closing torpedo salvo will not be performed if innate Torpedo is 0 even if the ship is of a class that normally can.
Anti-sub warfare √(Base Ship ASW) × 2 + Equipment ASW × 1.5 + Effective Bonus (ASW) + Ship Class Constant Ship Class Constant: 13 for DD/CL/CLT, 8 for CAV/BBV/AV/CVL/LHA
  • ASW stat for recon planes and radars are not counted at all for ASW damage.
  • Even if sonars, depth charges, and other equipments with +ASW values are equipped, if the ship's innate ASW is 0 and no seaplane bomber, autogyro, or ASW liaison equipped, the ship will not carry out ASW. (Example: Ooyodo, Chitose, Chiyoda, BBVs)
Night Battle Firepower + Torpedo + Effective Bonus (Firepower) + Effective Bonus (Torpedo) This is the formula for all ships participating in night combat (including Standard Carrier Wo-Class Flagship and Light Carrier Nu-Class Flagship).
  • Formation Damage Modifier and Engagement Form Modifier does not apply (exception: ASW damage in a Night Battle Only node applies both).
VS Regular Installation Day: 250% (if Type 3 Shell Equipped) × [Firepower + Effective Bonus (Firepower) + Shelling Modifier for the fleet (+5 for regular fleet, varies for combined fleet)] + WG42 Bonus

Night: 250% (if Type 3 Shell Equipped) × [Firepower + Effective Bonus (Night Battle) + Night Contact Modifier (+5 if Type 98 Recon Seaplane (Night Scout) triggered)] + WG42 Bonus

WG42 Bonus:
+75 with 1 Equipped
+110 with 2
+140 with 3
+160 with 4

This applies to all land-base enemies that Type 3 Shell is effective against.

VS Other Land Structures ??? Supply Depot Princess, Artillery Imp, Isolated Island Princess all take extra damage from Daihatsu-class Landing Craft, Daihatsu-class Landing Craft (Type 89 Medium Tanks & Marines), and Type 2 Ka-Mi Tank.

The effective bonus comes from improving equipments, see that page for details.

Pre-Cap Modifiers

These are the factors directly applied to your ship's attack power.

Effects from the modifiers are multiplied cumulatively. Formation Modifier, Engagement Modifier, and Health Modifier are applied sequentially.

Ship's Health Modifier

Damage Modifier
Minor damage (小破, Shōha?) or less 100%
Moderate damage (中破, Chūha?) 70%
Heavy damage (大破, Taiha?) 40%

These modifiers do not affect Aerial Combat.

ASW Synergy

Equipped Both Depth Charge and Sonar? Modifier
Yes 115%
No 100%

Having 2 sets of sonars and depth charges does not increase the synergy bonus.

Night Attack Modifier

 
An example of a cut-in

Certain Equipment setups have a chance to trigger special attacks at night, giving boost to both attack power and accuracy. This stage is usually the most rewarding / dangerous because both sides have drastically increased attack power.

The ship must be able to participate in the night battle in order to trigger the special attacks.

Type Modifier Notes
Special Attack
(Double Attack and Cut-In Attack)
120% for Double Attack.
Varies for Cut-In Attack depending on type.
See here for details.
Any misses on Cut-In Attack and Double Attack becomes scratch damage instead.
Damage cap applied to each attack separately for Double Attack and Cut-In Attacks that calculates damage twice (such as Torpedo Cut-In).
Normal 100%
Anti-Submarine 0% for regular map nodes
Formation Modifier for Combined Fleet battle nodes and Night Battle nodes.
This results in scratch damage against submarines during normal night battles.
Engagement Form modifiers will apply for Combined Fleet battle nodes and Night Battle nodes.

Light Cruiser Fitted Gun Bonus

This is a bonus incorporated when the fitted gun system on light cruisers was introduced. Details may change as more testing is done. [math]\displaystyle{ \text {Light Cruiser Fitted Gun Bonus} = \sqrt{\text{# of Equipped Lightweight Naval Guns }} + 2 \times \sqrt{\text{ # of Equipped Lightweight Twin Gun Mounts}} }[/math]
This bonus applies to light cruisers (CL), torpedo cruisers (CLT), and training cruisers (CLp), and this bonus counts the following guns:

Example: A ship equipped with a 14cm Naval Gun, a 15.2cm Twin Gun Mount, and a 15.2cm Twin Gun Mount Kai gets a bonus of [math]\displaystyle{ 1 \times \sqrt{1} + 2 \times \sqrt{2} \approx 3.8 }[/math]

Some items to note:

Attack Power Cap

Applies after the pre-cap modifiers. This is a soft limit on your effective attack power.

Condition: If your Attack Power Before Cap exceeds:

  • 150 for Day Battle,
  • 300 for Night Battle, or
  • 100 for Anti-submarine attacks,

then the Attack Power Cap will kick-in, reducing attack power. The calculation is:

[math]\displaystyle{ \text {Cap-Adjusted Attack Power} = x + \sqrt {\text {Attack Power Before Cap} - x} }[/math], where x represents the attack power cap applicable to the attack.

Daytime Attack Cap (150) often makes it important to utilize Artillery Spotting since they boost your attack power after the cap, while Night Combat can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power.

Critical Modifier

All attacks have a chance to be a critical hit (although bombing during aerial battle has significantly lower chance to do so). The damage modifier applies after the cap.

Attack Type Modifier
Normal Attack 100%
Critical Hit 150%

A few notes:

  • Any attack that deals 40 or more damage always display as critical damage regardless of whether it actually is a critical hit or not.
  • Any attack that deals 14 or less damage never display as critical damage even if the attack actually is a critical hit.
  • If an attack is determined to be a critical hit, the attack cannot be evaded (the evasion check happens after the critical hit check).
  • A rounding-off takes place after Critical Modifier is calculated, prior to calculating the other Post-Cap Modifiers shown below.

Post-Cap Modifiers

In damage calculation, Post-cap modifiers apply after the cap, but before enemy armor reduction. Thus they are very effective approach to boost your damage output (esp. against heavy armor enemies).

Currently, the post-cap modifiers are from:

Contact

  • Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
  • When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
  • Trigger conditions:
  • More air control than Air Denial
  • At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
  • It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all eligible equipped planes.
  • Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
Type Contact Rate
Torpedo Bomber ~2%
Night Scout ~5%
Seaplane Scout ~20%
Carrier Scout ~50%
Contact Damage Modifier
  • The damage increase depends on the +accuracy bonus   of the squadron performing contact.
Accuracy
Bonus
Damage
Modifier
+0 112%
+1 112%
+2 117%
+3 120%
Notes
  •  Type 2 Recon Aircraft is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
  • With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.

Artillery Spotting

Certain equipment setups provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. The damage modifiers are applied after the cap (150), thus very effective against heavily armored targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting; it does not benefit certain ships (such as Tenryuu) due to their carry capacity of 0, and it will not trigger if all the seaplanes are shot down (more commonly seen when seaplane bombers are used in cases of CAV/BBV).

AP Shell

When either Type 91 AP Shell or Type 1 AP Shell is equipped alongside a large caliber gun, damage against certain ship classes are increase. The effect works also for enemies in Exercises (PvP).
Eligible targets in which this bonus applies are BB, FBB, BBV, CA, CV, Demon (Oni), Princess (Hime), Fortress. Demon (Oni) and Princess (Hime) include the subtypes of War Demon (War Oni) and War Princess (War Hime) as well as Installation-type enemies, but may exclude Destroyer Princess and Light Cruiser Demon. Unknown whether the bonus applies to armored carrier (Taihou) or CAV.

Equip Combination Modifier Notes
  +   +   +   108%
 
  110%
  115%
  +   114~115%?
  115~116%?

Remaining Ammo Modifier

Remaining Ammunition Modifier
50% or more 100%
40% 80%
30% 60%
20% 40%
10% 20%
0% Scratch Damage
  • More specifically, the modifier is [math]\displaystyle{ \min \{ 100 \%, 2 \times \text {% of Ammo Remaining} \} }[/math]
  • The Remaining Ammo Modifier affects all phases, including the opening Aerial Combat Phase.
  • At the end of the combat, 20% of Maximum Fuel is consumed for all ships. Depending on whether both day and night battle phase occurred, either 20% (if only Day or Night battle occurred) or 30% (if both Day and Night Battle occurred) of Maximum Ammo will be consumed.
  • When entering night battle (from day), the Remaining Ammo Modifier on a vessel remains same as the day battle.
  • Even if you do not engage in night battle along the way, if the boss node is the 5th battle of the sortie, the damage dealt is dramatically reduced. It is even worse if it's the 6th (or later!) battle, as you can only deal scratch damage. Either scenario will dramatically reduce the chance of you winning.
    • An example of the latter scenario would be 2-4's northwest route. Because node G is a combat node if coming from D, the boss battle ends up being the 6th battle. This is the primary reason why players typically end the sortie early if sent on that route.
    • This is also the reason to avoid night battles and maelstroms along the way when trying to win at a boss node.
      • Whirlpools will decrease either   or   of your deployed fleet, which can be disadvantageous in long sorties. Equipping one or more ships with RADAR can help reduce losses taken.
  • Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.

Player Damage Taken

While the above formulas and statements are generally true for damage taken by a player's ships, there are additional limits that apply to friendly units only.

  • For ships entering battle at chūha (orange) or higher HP:
  • Damage taken cannot reduce HP below 1 (i.e. ship cannot sink).
  • At 1 HP, any further hits will become misses.
  • For flagships, as well as ships with 20 morale or more (i.e. not red face):
  • If the incoming damage is greater than or equal to current HP, it is instead reduced to 50%-79% of current HP, rounded down.
  • For attacks with multiple hits (such as night battle torpedo cut-in attacks), each hit is calculated separately (and reduced if appropriate).

Combat Equipment Setup

Night Battle Special Attacks

Night battle special attacks allow your ship to double attack (DA) and cut-in (CI) at night. These special attacks are less demanding on the conditions, but more reliable and powerful than artillery spotting in the day.

Requirement

  • Ability to act at night
  • Current HP > 25% of Max HP
  • Certain equipment setup (see below)

Set up and Attack Modes

Different set ups have chances to trigger different modes of attack. Attack modes are only determined by the prerequisite. Any auxiliary equipment (AP shell , seaplane , AA gun , etc.) can be added without changing the attack mode.

Attack Mode Prerequisite Notes on the Remaining Slots Damage Modifier Trigger Chance
Double Attack    No additional  ,  or  . 120% x 2 ~99%
Double Attack    Any number of additional   allowed. 120% x 2 ~99%
Double Attack    Any number of additional   allowed.
Up to 1 additional   allowed.
120% x 2 ~99%
Cut-In (Mixed)    Up to 1 additional   allowed.
Any number of additional   allowed.
130% x 2

(simultaneous)

Luck based
Cut-in (Sec. Gun)     No additional   175% Luck based
Cut-in (Main Gun)     + Any 200% Luck based
Cut-in (Torpedo)    + Any 150% x 2

(simultaneous)

Luck based
  • When your set up fulfills the prerequisite for multiple attack modes, the one closer to the bottom of the list will be considered.
  • If two simultaneous attacks are made, the total damage is displayed together but the Damage Cap (and Enemy Armor reduction) is applied separately to each attack.
  • When either DA or CI is not triggered by chance, the ship will just do a normal single attack.

Night Double Attack Chance

Has a very high (~99%) and relatively consistent activation chance. Activation rate decreases with damage states (source required), but is not dependent on luck. This typically results in more consistent and higher average damage than cut-in setup for ships with normal luck values.

Night Cut-in chance

[math]\displaystyle{ (\text{Luck} + \text{Placement Modifier} + \text{Health Modifier} + \text{Searchlight Modifier} ) \% }[/math]

In the old formula, it was Luck × 0.85.

  • Either diminishing returns or a hard cap on luck over 50 for torpedo cut-ins. (source 1, 2)
  • Therefore, the torpedo CI chance for Yukikaze (60 luck) would be around the same level as Shigure (50 luck).
  • Either diminishing returns or a hard cap on luck over 40 for three gun cut-ins. (source)
  • Therefore, ships with high luck will suffer from 5~10% lower cut-in chances when using the 3 gun cut-in setup compared to two-torpedo.
  • Either diminishing returns or a hard cap on luck over 60 for mixed cut-ins (source 1, 2)

Modifier

Value

Placement Flagship (+25)
Other +15
Health Little or no damage 0
Minor damage (小破 Shōha) (+5)
Moderate damage (中破 Chūha) +20
Searchlight Allied +5
Enemy -10
Star Shell Allied +5
Enemy -10
  • According to various reports, the exact values of flagship and minor damage modifiers are still in controversy. The mean values are shown in brackets, with deviation of +/- 5.

Anti-Sub Warfare

Any enemy submarines will force Destroyers, Light Cruisers, and Torpedo Cruisers to target them. Cut-In and Double Attacks are ignored. In normal Night Battles, ASW damage is scratch damage only. In battles starting at night, Formation Modifiers apply.

As of June 30, 2016, Destroyers and Light Cruisers, Torpedo Cruisers as well as Isuzu Kai Ni can now perform a preemptive Anti-Submarine Attack on enemy submarines upon the start up of the map. In order to trigger this, a Destroyer, Light Cruiser, or Torpedo Cruisers needs to be armed with a Sonar and have stats greater or equal to 100 ASW. Isuzu Kai Ni can perform Preemptive Anti-Submarine Attack regardless of her ASW stats as long as she is armed with a Sonar. The trigger effect of this ability seems to be garunteed if the conditions are met for every ship that can meet this condition and each ship will perform the preemptive Anti-Submarine Attack until those that meet the conditions complete thier preemptive attacks.

In addition, only the kanmusu's ASW stats based on thier level and base ASW stats from equipment will contribute to performing the Preemptive ASW attack. Modifications done to equipment to improve ASW will not contribute to the triggering Preemptive ASW.

Damaged caused by per-emptive ASW is slightly weaker in comparison to ASW during shell phase.

Common Setups

Destroyers

Function Slot 1 Slot 2 Slot 3 Notes
General Use  / 
Main Gun
 / 
Main Gun
Auxiliary 12.7cm Twin Mount Type-B Kai 2 can be substituted for 10cm Twin High-angle Mounts, and are especially effective after being improved and equipped onto a high-firepower destroyer like Yuudachi or Ayanami. Otherwise, 10cm Twin High-angle Mounts or 10cm Twin High-angle Mount + Anti-Aircraft Fire Directors are preferred for their fleet AA defense modifier, though the latter is difficult to obtain.
High-Luck Night Battle  Torpedo  Torpedo  Torpedo
or Auxiliary
Auxiliary equipments typically are equipped on destroyers; however, luck-based destroyers benefits the most from adding an additional torpedo to their equipment in terms of night battle damage output.. Candidates for night battle cut-ins without luck modernization include: Yukikaze, Hatsushimo, Shigure, Ayanami, and Ushio.
Anti-Sub Warfare  Sonar  Sonar  
Depth Charge
On maps with few subs, or where you don't need to kill the subs, two main guns and a sonar in the third slot are useful.
Anti-Air Cut-In  High-angle Gun  
Anti-Aircraft Fire Director
 
Anti-Air RADAR
or
 High-angle Gun
Using an Air RADAR increases the effect of the Anti-Air Cut-In at the cost of night battle damage (cannot perform double attack with only 1 gun equipped).
Ship-Specific Armaments Slot 1 Slot 2 Slot 3 Notes
Yuudachi/Ayanami  / 
Main Gun
 / 
Main Gun
 RADAR These two have high firepower, so they are typically equipped with guns. Priority equipment includes 12.7cm Twin Mount Type-B Kai 2 and 10cm Twin High-angle Mount + Anti-Aircraft Fire Director, or any improved small caliber main guns.
Hatsushimo/Shigure  
Torpedo
 
High-angle Gun
 
Anti-Aircraft Fire Director
Ships boasting both high luck and AA can also be outfitted for mixed cut-ins instead of torpedo to better utilize their AA capability at the cost of lower effectiveness of the cut-in attack (both chance-to-activate and damage).
Akizuki/Teruzuki  
High-angle Gun
 
High-angle Gun
 Anti-Air RADAR Akizuki and Teruzuki can perform anti-air cut-ins without a fire director; they only need either two high-angle guns or a high-angle gun and an AA RADAR.
  • Light Cruisers
  • Light Cruisers gain access to the Medium size Main guns to buff their firepower as well as seaplanes (with a few exceptions with regards to seaplanes, those being CLTs, Isuzu Kai Ni, Yuubari and both of the Tenryuu class), making Artillery Spotting setups feasible and effective against moderately armored enemy vessels.
  • For light cruisers facing enemy fleets, a setup with 2 Main guns and a Seaplane (   ) offers a potent double attack in both daytime Artillery Spotting and Night Battle.
  • For fleets without air power, one medium main gun and two 15.5cm Triple Gun Mounts (   ) will maximize firepower while maintaining double attacks in Night Battle.
  • Yuubari (and Ooyodo in cases where she is not equipped with a recon plane) can elect to use      or     .
  • The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped with a  Type A Ko-hyoteki (to enable opening torpedo strikes). To diversify their damage output, typically two medium main guns and/or 15.5cm Triple Gun Mounts are equipped to increase shelling damage and enable Night Battle Double Attacks (   ).
  • Before a Torpedo Cruiser's final remodel, due to limited slots it's advisable to use Type A Ko-hyoteki and a torpedo (  ) to make the most of their preemptive attack.
  • Heavy Cruisers/Aviation Cruisers
  • Heavy Cruisers see the introduction of 4 slot setups after remodeling and all of them feature the ability to launch seaplanes for artillery spotting. While they are still limited to the Medium main guns, their higher firepower and armor can make them solid combatants when Battleships are unavailable or overkill.
  • The go-to setup for most situations will be the 2 main guns, RADAR, seaplane setup (    ) which provides day and night double attack potential.
  • Certain Event bosses take additional damage when a ship is equipped with Type 3 Shells. (    )
  • Heavy cruisers Myoukou and Prinz Eugen have high base luck, allowing reliable torpedo or mixed cut-ins at night.     , is recommended for day-time artillery spotting and potent mixed cut-ins at night.
  • Aviation Cruisers can use seaplane bombers instead of regular recon seaplanes; they also can equip SCAMP to increase their attack range and damage.
  • Battleships
  • Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
  • The Armor Piercing Shells that battleships have access to allows for the highly effective 2 Main gun, AP Shell, Seaplane setup (    ) which has a more effective Artillery Spotting Cut-In, while providing better stats than secondary guns.
  • Note: Official tweets state that overuse of cannons larger than what a BB is meant for will make it "overweight" and incur a "minor" accuracy penalty. (I.e. Too many 46cm or even 41cm cannons on Fast Battleships such as Kongou-class and Bismarck.)
  • As with Heavy Cruisers, the Type 3 Shell setup (    ) is effective against installation-type/land base enemies.
  • Carriers
  • Planes. Enough Fighters to achieve Air Superiority or Supremacy, fill out with Torpedo Bombers on larger slots for preemptive bombing damage and/or Dive Bombers on smaller slots for shelling damage.
  • Torpedo Bombers and Dive Bombers are roughly equivalent to each other. While Torpedo Bombers have the advantage in the preemptive aerial bombing, their damage are dependent on number of surviving planes, making air superiority very important for them. In cases where Air Superiority is not feasible, using more Dive Bombers may prove more effective.
  • It is possible to equip Secondary Guns like the 15.5cm Triple Gun Mount or the special SCAMP to increase the carrier's range and put it higher in the Range Order shelling phase, which can be very useful for prioritizing the CV(L) damage when in a DD heavy fleet.
  • To save bauxite (especially in exercises against other fleets), a combination of two 15.5cm Triple Gun Mount and/or SCAMP with a Saiun and a single bomber in the 4th slot can allow powerful shelling attacks at the cost of opening airstrike potency (    ).
  • This, however, has the downside that when the bomber is completely shot down, the carrier becomes unable to attack. This is a dilemma in maps where enemy fleets boast strong anti-air abilities (CL Tsu-class Elite comes to mind).

Full Setup List

  • What follows is an (non-extensive) list of possible equipment setups (and if applicable, whether they can perform Artillery Spotting and/or special Night Battle attacks).
  • Some specific equipment notes:
  • All high-angle guns have the   icon, but could be either a main cannon (shown as   below) or secondary cannon (shown as  ); find the appropriate setup below according to the role of the gun.
  • Type A Ko-hyoteki does not count as a   for special attack purposes; if equipped, look at the equipment setup only considering the other equipments to see what special attack the setup will generate (if any).
  • Remember that a combination of two or more guns and/or torpedoes must be equipped for any special attack to be possible.
  • Yellow: Cut-In or Double Attack Possible

Two Slots

Equipment Day Battle Modifier Night battle Modifier
As no 2-slot setup can trigger special attacks during the day,
these setups usually are night combat oriented.
Only equipment setups using guns and torpedoes are shown here
(all others are Single Attack at 100% for both day and night battle)
    Single Attack 100% Double Attack 120% x 2
    Double Attack 120% x 2
    Cut-In (Mixed) 130% x 2
    Double Attack 120% x 2
    Single Attack 100%
    Cut-In (Torpedo) 150% x 2

Three Slots

Equipment Day Battle Modifier Night battle Modifier
Day Combat Focus
      Double Attack 120% x 2 Double Attack 120% x 2
      Cut-In 110% Double Attack 120% x 2
      Single Attack 100% Cut-In (Mixed) 130% x 2
      Single Attack 100% Double Attack 120% x 2
      Single Attack 100% Single Attack 100%
      Single Attack 100% Cut-In (Torpedo) 150% x 2
Not Listed Above   Single Attack 100% Single Attack 100%
Night Combat Focus
For Night Combat setups, see Day Combat 4 slot setups below and ignore the seaplane.
The Day attack will be a Single Attack at 100%.

Four Slots

Equipment Day Battle Modifier Night battle Modifier
Day Combat Focus
        Double Attack 120% x 2 Cut-In (Gun) 200%
        Double or Cut-In 120% x 2 or 110% Cut-In (Gun) 175%
        Double Attack 120% x 2 Cut-In (Mixed) 130% x 2
        Double Attack 120% x 2 Double Attack 120% x 2
        Double or Cut-In 120% x 2 or 150% Double Attack 120% x 2
        Cut-In 110% Double Attack 120% x 2
        Cut-In 110% Cut-In (Mixed) 130% x 2
        Cut-In 120% Double Attack 120% x 2
        Cut-In 130% Double Attack 120% x 2
        Single Attack 100% Cut-In (Torpedo) 150% x 2
        Single Attack 100% Cut-In (Mixed) 130% x 2
        Single Attack 100% Cut-In (Mixed) 130% x 2
        Single Attack 100% Double Attack 120% x 2
        Single Attack 100% Double Attack 120% x 2
        Single Attack 100% Double Attack 120% x 2
        Single Attack 100% Double Attack 120% x 2
        Single Attack 100% Cut-In (Torpedo) 150% x 2
        Single Attack 100% Cut-In (Torpedo) 150% x 2
        Single Attack 100% Cut-In (Torpedo) 150% x 2
        Single Attack 100% Cut-In (Torpedo) 150% x 2
Any of the above setup that replaces  
with other auxiliary equipment
Single Attack 100% Same as original setup Same as original setup
        Single Attack 100% Cut-In (Gun) 200%
        Cut-In (Gun) 200%
        Cut-In (Gun) 200%
        Cut-In (Gun) 175%
        Cut-In (Gun) 175%
        Cut-In (Torpedo) 150% x 2
        Double Attack 120% x 2
        Cut-In (Mixed) 130% x 2
        Cut-In (Torpedo) 150% x 2
        Cut-In (Torpedo) 150% x 2
        Double Attack 120% x 2
        Double Attack 120% x 2
        Cut-In (Torpedo) 150% x 2
        Cut-In (Torpedo) 150% x 2
        Cut-In (Torpedo) 150% x 2

Victory Conditions

Damage Gauge calculation: (Sum of enemy fleet HP reduced) / (Sum of enemy fleet HP at start of combat) × 100% In PvP, even those considered "sunk" are treated as having 1HP remaining for gauge calculation. (This is clearly visible against a submarine fleet.) Higher conditions have higher priority on this list. Unless specified, the condition assumes no friendly ship sunk.

Perfect S
  • All enemy ships sunk and Enemy Damage Gauge is 0%.
  • In PvP, no damage taken and all enemy ships considered "sunk".
S (Victory)
  • All enemy ships sunk.
  • If any friendly ship is sunk, it is B Victory instead.
  • In PvP, all enemy ships "sunk".
  • If any friendly ship would be considered "sunk", then it would be a B Victory instead, as well.
A (Victory)
  • Required number of enemy ships sunk.
  • In this case damage gauge does not matter.
  • Enemy flagship does not need to be sunk.
  • Cannot happen if enemy fleet consists of only 1 ship.
B (Tactical Victory)
  • Note: This rank is the minimum requirement to clear maps without boss gauge.
  • Enemy flagship sunk (in this case damage gauge does not matter)
  • Enemy flagship alive, A victory condition not met, Damage gauge at least 2.5 times of the enemy damage gauge.
  • Enemy flagship alive, friendly ship sunk, A victory condition met, Damage gauge at least 2.5 times of the enemy damage gauge.
  • Enemy flagship alive, friendly ship sunk, A victory condition not met, Damage gauge at least 3 times of the enemy damage gauge (multiplier in question)
  • Enemy flagship sunk, friendly ship sunk, number of friendly ships sunk < number of enemy ships sunk.
C (Tactical Defeat)
  • Enemy flagship alive, Damage gauge higher than enemy gauge but not reaching 2.5 times as much.
  • Enemy flagship alive, friendly ship sunk, A victory condition met, Damage gauge higher than enemy damage gauge but not reaching 2.5 times as much.
  • Enemy flagship alive, friendly ship sunk, A victory condition not met, Damage gauge higher than enemy damage gauge but not reaching the multiplier required for B Victory (see 4th B Victory condition)
  • Enemy flagship sunk, friendly ship sunk, number of friendly ships sunk ≥ number of enemy ships sunk. (Note that maps with boss gauges, such as 4-4, 5-3, event maps, etc, can be cleared under this condition.)
D (Defeat)
  • Enemy took less than a certain amount of damage (Own gauge is less than 0.05%).
  • Both sides taking 0 damage is also D.
  • Enemy flagship alive, damage gauge lower than enemy gauge (C is possible under this condition if both sides have a high gauge)
  • Enemy flagship alive, friendly ship sunk, damage gauge lower than enemy gauge, but not fulfilling E loss condition.
E (Defeat)
  • Enemy flagship alive, over a certain number of friendly ships sunk. (see below)

Notes

  • The Minimum Sunk Requirement:
  • 4 ships out of a fleet of 6
  • 3 ships out of a fleet of 5
  • 2 ships out of a fleet of 4
  • 2 ships out of a fleet of 3
  • 1 ship out of a fleet of 2
  • Victory status affects the chance of getting drops and rare drops on the specified node.
  • B rank or above is necessary to obtain drops.
  • A rank or above is typically necessary for obtaining rare drops.
  • S rank has a higher chance of obtaining rare drops than A rank, and is required for some very rare drops.

Additional Explanation/Details

  1. Source: 艦これ-チラ裏検証- / 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. 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".
  2. Source: 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.

zh:战斗