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Help:Equipment Setup

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Revision as of 05:48, 29 December 2022 by DeMatt (talk | contribs) (→‎Carrier (CV/L/B): Fixed link to CVL.)
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This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover niche setups that are specific to a map, a ship, or a mechanic. For those equipment setups, please refer to the relevant pages.

Destroyer (DD)

Equipment Notes
High-Angle GunHigh-Angle GunWildcard This is the most basic combat setup for all destroyers. Green dual-purpose guns like the 10cm Twin High-angle Mount contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the 10cm Twin High-angle Mount + Anti-Aircraft Fire Director is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an Air RADARAir. This will allow any destroyer to activate AACI API5.
Small Caliber Main GunSmall Caliber Main GunRADAR This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage.
TorpedoesTorpedoesTorpedoes This setup is the standard torpedo cut-in (TCI) setup. It should only be used on destroyers with at least 50 Luck. Destroyers with 40 Luck are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
TorpedoesTorpedoesWildcard This setup is an alternative TCI setup. This setup is typically used for either powerful destroyers (E.g. Yuudachi, Ayanami, Naganami) that can hit the night battle cap with two torpedoes or low luck (30 Luck) destroyers. In the case of powerful destroyers, the wild card can be night battle equipment or a main gun. The latter will help them maintain some effectiveness during day combat. For low-luck destroyers, the wild card should be a Lookout. This will help increase their trigger rate somewhat.

Equipment Notes
Small SONARSmallDepth ChargesDepth Charges This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a Depth Charge Projector while the other needs to be a Depth Charge (Racks). Take note that reaching the OASW threshold takes precedence over everything. In this case, just replace depth charges with equipment that has a higher ASW.

Equipment Notes
Landing CraftAmphibious VehicleAnti-Ground Rocket This setup is for dealing with Supply Depot Princess and her variants. Since she is the only installation that takes post-cap damage, this setup will allow any girl to kill her in one shot.
High-Angle GunHigh-Angle GunLanding Craft/Amphibious Vehicle/Anti-Ground Rocket This is the more typical setup for anti-installation work. It still gives significant bonuses against all installations and allows destroyers to double attack at night. Equipment picked for the 3rd slot depends on its upgrade values and/or what the destroyer is capable of equipping.
High-Angle GunHigh-Angle GunAnti-Ground RocketAnti-Ground Rocket This is a unique setup for Tashkent. The two anti-ground artillery gives her a significant boost to firepower that allows her to cap in day and night.

Equipment Notes
High-Angle GunAnti-Aircraft GunLookout This is an anti-PT Imp Group setup. The combination of equipment makes hits nearly guaranteed and their low HP means they can be killed in one hit. It does mean that the destroyer's combat effectiveness is severely reduced against other targets though. Therefore, it is highly recommended to use Reinforcement Expansions to fit the Anti-Aircraft Gun so that another main gun can be used to maintain double attacks.

Destroyer Escort (DE)

Equipment Notes
High-Angle GunHigh-Angle GunWildcard DE are primarily used for ASW. In the event they are used for combat, green dual-purpose guns like the 10cm Twin High-angle Mount contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the 10cm Twin High-angle Mount + Anti-Aircraft Fire Director is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an Air RADARAir. This will allow any destroyer to activate AACI API5.

Equipment Notes
Small SONARSmallDepth ChargesDepth Charges This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a Depth Charge Projector while the other needs to be a Depth Charge (Racks). Take note that reaching the OASW threshold takes precedence over everything. In this case, just replace depth charges with equipment that has a higher ASW. Take note that DEs have bonus armor penetration from Depth Charges.

Light Cruiser (CL)

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunSeaplane This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup.
TorpedoesTorpedoesTorpedo TorpedoesTorpedo This setup is the standard torpedo cut-in (TCI) setup. The usual candidates are Yuubari Kai Ni Toku and Abukuma Kai Ni. the latter needs to be luck-modded to be viable.
Two Torpedoes must not be minisubs, as minisubs do not count as torpedos for TCI.
Midget SubmarineMinisubSeaplane FighterMedium Caliber Main GunHigh-Angle Gun This is a unique setup for Yura Kai Ni that allows her to provide air support while maintaining night battle double attacks and opening torpedoes. The gun in the Reinforcement Expansion must be a 8cm High-angle Mount or 8cm Twin High-angle Mount + Additional Machine Guns.
Midget SubmarineMinisubMedium Caliber Main GunMedium Caliber Main GunWildcard RADAR This is a unique setup for Yuubari Kai Ni Toku when she isn't running the full TCI setup. The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation work, or a sonar for ASW work.

Equipment Notes
Small SONARSmallDepth ChargesDepth Charges This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a Depth Charge Projector while the other needs to be a Depth Charge (Racks). Take note that reaching the OASW threshold takes precedence over everything. In this case, just replace depth charges with equipment that has a higher ASW.

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunAnti-Ground RocketAnti-Ground Rocket Primarily only 4-slot CLs will be used for a dedicated anti-installation role because the DLC-capable CLs are better suited to other roles. The bonus firepower from the anti-ground rockets is more than enough to let any of the 4-slot CLs hit the day and night caps.

Equipment Notes
Midget SubmarineMinisubRADARWildcard High-Angle Gun This is a unique setup for Yura Kai Ni's AACI. The gun in the Reinforcement Expansion must be a 8cm High-angle Mount or 8cm Twin High-angle Mount + Additional Machine Guns. The wildcard should preferably be a Medium Caliber Main Gun to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting.
Medium Caliber Main GunSeaplaneWildcard Wildcard High-Angle Gun This is a setup to take advantage of Ooyodo's reinforcement expansion. By placing a 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns in it, it allows her to perform artillery spotting and night battle double attacks while freeing up two slots for utility purposes. The wild cards can be anything that doesn't interfere with the special attacks. It can be night battle equipment or a Fleet Command Facility.

Torpedo Cruiser (CLT)

Equipment Notes
Midget SubmarineMinisubMedium Caliber Main GunMedium Caliber Main Gun This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
Midget SubmarineMinisub TorpedoesTorpedo TorpedoesTorpedo This setup is the standard torpedo cut-in (TCI) setup. The usual candidate is Kitakami.
Two Torpedoes must not be minisubs, as minisubs do not count as torpedos for TCI.

Equipment Notes
Midget SubmarineMinisubSONARDepth Charges Opening torp + (O)ASW.
This ASW setup maximizes the ASW by taking advantage of the synergy. Take note that reaching the OASW threshold takes precedence over everything. In this case, just replace depth charges with equipment that has a higher ASW.

Heavy Cruiser (CA/V)

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunSeaplaneWildcard This is the most basic combat setup for most heavy cruisers. It provides both day and night double attacks. The wild card can be anything that does not interfere with the double attack setup. The wild card is usually a RADAR of some sort to increase the artillery spotting trigger rate.
Medium Caliber Main GunMedium Caliber Main GunMedium Caliber Main GunSeaplane This is an alternative setup for CAs in the main fleet of a combined fleet. Do not use this setup if CAs are expected to engage in night battle. This setup gives them extra hitting power for artillery spotting at the expense of having a terrible night battle cut in.
Medium Caliber Main GunSecondary GunSecondary GunWildcard This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun.
Medium Caliber Main GunTorpedoesTorpedoesWildcard This is the standard CA setup for TCI. Since any CA that can TCI or should be luck-modded to be capable of TCI can already hit the cap with two torpedoes, it is better to have a main gun over a 3rd torpedo. This will allow them to be somewhat effective during the day and gain the bonus accuracy from equipping an IJN 20.3. The wild card can be anything that doesn't interfere with this setup. It will typically be night battle equipment.

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunSeaplaneAnti-Aircraft Shell This is the typical anti-installation setup for CAs. It is sufficient to allow CAs to hit the daytime shelling cap against most installation targets. It also allows them to perform artillery spotting.
Medium Caliber Main GunMedium Caliber Main GunAnti-Ground RocketAnti-Aircraft Shell This is an alternative anti-installation setup for CAVs. It allows them to do significant damage to all installation types in exchange for not being able to do artillery spotting. CAVs with this setup are able to hit the night battle shelling cap against installations.

Equipment Notes
Medium Caliber Main GunHigh-Angle GunRADARSeaplaneAnti-Aircraft Gun This is a unique setup for Maya Kai Ni. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a Medium Caliber Main Gun for a High-Angle Gun will let her focus more on anti-air at the expense of artillery spotting. If having two 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) or the GFCS variant, it is possible to maintain artillery spotting and AACI.
Medium Caliber Main GunSeaplane FighterSeaplane FighterSeaplane FighterHigh-Angle Gun This setup is for Suzuya Kai Ni and Kumano Kai Ni. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well.

Battleship (F/BB/V)

Equipment Notes
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell This is the most basic combat setup for BBs. The AP shell enables the most powerful artillery spotting attack and provides bonus damage. This setup should be run the majority of the time. For 5-slot BBs, a Fighter or Seaplane Fighter would generally be used for extra air power.

Equipment Notes
Large Caliber Main GunLarge Caliber Main GunSeaplaneAnti-Aircraft Shell This is the typical anti-installation setup for BBs. It is generally not used that often because BBs will already hit the daytime cap and losing out on APCI reduces their power and effectiveness against other targets. This setup is more viable on 5-slot BBs that can also take an AP shell and get the best of both worlds.
Large Caliber Main GunLarge Caliber Main GunSeaplaneAmphibious Vehicle/Landing Craft This is a unique setup for Nagato Kai Ni and Mutsu Kai Ni. While it does give up APCI like the regular BB anti-installation setup, tanks, and landing craft have much better multipliers across a wider range of installation types. This can make for some devastating attacks when combined with their Touch mechanic.

Equipment Notes
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing ShellRADARHigh-Angle Gun This is a unique setup for Musashi Kai Ni and requires a 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns in her reinforcement expansion. This setup should also only be used in a main fleet of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows Musashi to perform AACI. It also her a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.

Carrier (CV/L/B)

Unlike other ship types, equipment placement order matters for carriers.

The general rules are:

  • Bombers in top slot
  • Torpedo bomber in largest slot

Equipment Notes
Torpedo BomberDive BomberFighterFighter This is the basic setup for CV/Ls. It balances striking power with fighter power. The amount of Torpedo Bomber and Fighter can b adjusted depending on how much enemy airpower is expected. One Fighter can be swapped out with a Saiun if preventing Red-T engagement is necessary.

CVE and Kaga Kai Ni Go are the main carriers effective against submarines.

Equipment Notes
Torpedo Bomber/Dive Bomber/Rotorcraft/Liaison Aircraft/SONAR/Depth Charges ASW Aircraft or just planes with good ASW should be prioritized. It is possible to maintain some surface combat capabilities, by doing a normal CVCI with high ASW panes, or by stacking Torpedo Bomber.

Equipment Notes
Torpedo BomberDive BomberFighterFighter For the standard CV/L setup to work against installations, the Dive Bomber must be one of the anti-installation DBs. Otherwise, all bombers must be Torpedo Bomber. Take note that using only Torpedo Bomber will prevent CV/Ls from doing CVCI.

Equipment Notes
FighterFighterFighterFighter This setup is known as a "fighter mule". The CV/L will be unable to attack and her only role is to provide as much fighter support as possible.
Night Torpedo BomberNight FighterNight FighterAviation PersonnelNOAP This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the NOAPNight Operation Aviation Personnel
Night Operation Aviation Personnel + Skilled Deckhands
, careful consideration needs to be taken when running this setup.
Night Torpedo BomberDive BomberNight FighterNight Fighter This setup is only for CVN as they are able to perform night battle special attacks without the NOAP. The Dive Bomber should ideally be the Zero Fighter Type 62 (Fighter-bomber/Iwai Squadron) to maximize NB damage and allow CVCI during the day.

Submarine (SS/V)

Equipment Notes
TorpedoesTorpedoes This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another Torpedoes or utility equipment like Submarine Equipment or Seaplane.
Two Torpedoes must not be minisubs, as minisubs do not count as torpedos for TCI.
TorpedoesSub_LM + TorpedoesSub_LM By combining Late Model Submarine Torpedoes with Submarine Equipment or with other LM sub torpedoes, the SS will be able to trigger a "new TCI" at night, while keeping the advantages listed above.
TorpedoesSub_LM + Submarine Equipment

Equipment Notes
Amphibious Vehicle / Anti-Ground Rocket Equipping either allows SS/V to attack installations during shelling.

Equipment Notes
Seaplane FighterSeaplane Fighter This setup is used when taking SSV for air support.

Seaplane Tender (AV)

Equipment Notes
Seaplane BomberBomber Seaplane BomberBomber Midget SubmarineMinisub This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.
AV that can't equip Midget SubmarineMinisub or Kamoi Kai can swap for an extra Seaplane BomberBomber. 4-slot AVs can take an extra Seaplane BomberBomber.

Seaplane bombers may be replaced with fighters if more airpower is needed.

Seaplane FighterSeaplane FighterSeaplane Fighter Fighter Mule. Used to maximize the AV's fighter power. 4-slot AVs can take an extra Seaplane Fighter
Seaplane BomberBomber Seaplane BomberBomberMedium Caliber Main GunMedium Caliber Main Gun USE WITH CAUTION. MEDIUM GUNS MAY HAVE VERY BAD OVERWEIGHT ACCURACY PENALTIES ON AV.
This setup is for Commandant Teste. The seaplanes give her a decent airstrike and the guns allow her to perform artillery spotting.
Medium Caliber Main GunMedium Caliber Main GunSeaplane BomberBomber Midget SubmarineMinisub USE WITH CAUTION. MEDIUM GUNS MAY HAVE VERY BAD OVERWEIGHT ACCURACY PENALTIES ON AV.
This setup is for Nisshin. She is able to perform opening torpedoes, an airstrike, and still do artillery spotting.

Equipment Notes
Amphibious VehicleLanding CraftAnti-Ground Rocket Basic anti-installation nuke setup for all AVs. 4-slot CVs can add another Anti-Ground Rocket to increase firepower further.
Medium Caliber Main GunSecondary GunLanding CraftAmphibious Vehicle This setup is for 4-slot AVs. Night double attack + Nuke.

Auxiliary Ships (Aux)

Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling.

See Also