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Help:Equipment Setup

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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.

  • Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
  • For more details on some mechanics, please see:

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.

Coastal Defense Ship (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.
TorpedoesTorpedo TorpedoesTorpedo Torpedoes This setup is the standard torpedo cut-in (TCI) setup.
One Torpedoes may be a Midget SubmarineMinisub to add an opening torpedo for capable ships. Two Torpedoes must not be minisubs, as minisubs do not count as torpedos for TCI.
Medium Caliber Main GunSeaplane FighterMidget SubmarineMinisub + High-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.
Medium Caliber Main GunMedium Caliber Main GunMidget SubmarineMinisubWildcard 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
Medium Caliber Main GunMedium Caliber Main GunMidget SubmarineMinisub This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
TorpedoesTorpedo TorpedoesTorpedo Midget SubmarineMinisub This setup is the standard torpedo cut-in (TCI) setup.
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. If applicable, on Medium Caliber Main Gun can be replaced by the Aviation PersonnelSCAMP SCAMPSkilled Carrier-based Aircraft Maintenance Personnel to gain the firepower without losing the DA.
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
Torpedo BomberTorpedo BomberDive BomberFighter
This is the basic setup for CV/Ls. It balances striking power with fighter power. The amount of Torpedo Bomber and Fighter can be 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
Torpedo BomberDive BomberDive BomberFighter
For the standard CV/L setup to work against installations, the Dive Bomber must be anti-installation DBs. Otherwise, all bombers must be Torpedo Bomber only. 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 a Night Aircraft 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 Fighter Seaplane Fighter Seaplane Fighter Fighter Mule. Used to maximize the AV's fighter power. 4 slots AVs can take an extra Seaplane Fighter
Medium Caliber Main Gun Medium Caliber Main Gun Seaplane BomberBomber Midget SubmarineMinisub
Seaplane BomberBomber Seaplane BomberBomber Medium Caliber Main Gun Medium Caliber Main Gun
This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform Artillery Spotting with the double guns.

Equipment Notes
Amphibious Vehicle Landing Craft Anti-Ground Rocket Basic anti-installation nuke setup for all AV. 4 slot AV can add another Anti-Ground Rocket to increase firepower further.
Secondary Gun Secondary Gun Landing Craft Amphibious Vehicle Secondary Gun are recommended instead of Medium Caliber Main Gun to avoid "Hidden Accuracy Penalties".
This setup is for 4 slots AV to utilize the "Nuke" with a "Night DA".

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.

Equipment Selection

While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type.

Equipment of a same type are mainly differentiated by their "Stats" (Firepower, Torpedo Attack, Anti-Air, ...), including Fit Bonuses (both visible and invisible) and Improvements (Improved) stats, as well as some more specific attributes, like:

  • Modifiers brought in certain mechanics, ranging from combat to routing,
  • Special mechanics induced by certain equipment...

Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type.

Here, equipment stats are dispatched into 3 categories:

  • Primary Stats: stats that influence the effectiveness of the equipment in its main role, being the main choosing factor,
  • Secondary Stats: stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats".
  • Bonus Stats: All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship.
Equipment Stats Category
Main Armament
Icon Equipment Types Primary Stats Secondary Stats Notes
Small Caliber Main GunMedium Caliber Main GunLarge Caliber Main GunSecondary Gun Main Gun & Secondary Gun Firepower Accuracy
  • for smal caliber Fit Bonus generaly are higher than base stats
  • For Medium and Large caliber Hidden Fit Bonuses plays a major role when choosing a gun
High-Angle Gun High-Angle Gun Anti-Air Firepower Accuracy
  • Having an good AACI takes priority over stats
Anti-Aircraft Gun AA Gun Anti-Air Firepower Accuracy
Torpedoes Torpedo Torpedo Attack Firepower Accuracy
Midget Submarine
SONAR Depth Charges Anti-submarine Weaponry Anti-Submarine Warfare Accuracy Armor Penetration
  • Having OASW takes priority over stats
  • When already having OASW, then ASW Synergy takes priority over stats
Aircraft
Icon Equipment types Primary stats Secondary stats Note
Dive Bomber JetFighterBomber1.png Dive Bomber Dive Bomber Attack AAR ❱❱ Firepower
  • If the main purpose of the ship is ASW then naturaly Anti-Submarine Warfare becomes a primary stat
Fighter-Bomber and Jets Anti-Air Dive Bomber Attack AAR ❱❱ Firepower
Torpedo Bomber Night Torpedo Bomber Torpedo Bomber Torpedo Attack AAR ❱❱ Firepower
  • If the main purpose of the ship is ASW then naturaly Anti-Submarine Warfare becomes a primary stat
Fighter Night Fighter Fighter Anti-Air ❱❱ Firepower
Reconnaissance Aircraft Carrier Recon Line of Sight Accuracy Firepower
  • Equipping a SaiunSaiun
    Saiun (Eastern Caroline Air Group)
    Saiun (4th Recon Squad)
    will override Red T engagements and turn them into Head-on, see here
Seaplane Night Reconnaissance Seaplane Seaplane Recon Line of Sight Accuracy Firepower
Seaplane BomberBomber Seaplane Bomber Line of Sight Dive Bomber Attack ❱❱ AAR
Seaplane Fighter Seaplane Fighter Anti-Air ❱❱
Rotorcraft Liaison Aircraft ASW Aircraft Anti-Submarine Warfare
Other Equipment
Icon Equipment types Primary stats Secondary stats Note
RADAR Surface Radar Line of Sight Accuracy Anti-Air Firepower
  • Because of AACI priority, radar without Anti-Air may be choosed
Air Radar Anti-Air Accuracy Line of Sight
Landing Craft Amphibious Vehicle Anti-Ground Rocket ... Anti-intallation Equipment Anti-installation modifiers
  • The best equipment can change depending on the enemy installation
Armor Extra Armor Armor
  • The Evasion malus is negligible
Engine Improvement Engine Improvement Speed
  • The Evasion gained is negligible
All Other Equipment Are chosen on a case-by-case basis, being often bounded to some specific mechanics
Notes
  • Range Range gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for Special Attacks or when Leveling.

See Also