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Help:Equipment Setup

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To observe what setups other players are using in any given situation, please see KCnav

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 some niche setups that are too specific. For those equipment setups, please refer to the relevant pages.

  • See here for a breakdown of all equipment types and their related mechanics.
  • For more details on some mechanics, please see each relevant page.
  • Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.

Standard Combat

"Standard combat" refers to most of the encountered engagements in the game, being surface battles in nature, with some air component.

Battleships (BB) notably utilize Large Caliber Main Gun Large Caliber Main Guns, Reconnaissance SeaplaneRecon Seaplane Recons, and Armor-Piercing Shell AP Shells, having heavy firepower Firepower and armor Armor, but lacking torpedo & ASW stats. They:

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.


Misc

Equipment Notes
Large Caliber Main GunLarge Caliber Main GunSeaplaneSeaplane FighterArmor-Piercing ShellRADAR This is a setup for the Yamato-class Kai Ni and requires a 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.

Standard Aircraft Carriers (CV) notably utilize Dive Bomber Dive Bombers, Torpedo Bomber Torpedo Bombers, Fighter Fighters, required to take part in both Aerial Combat and regular Combat, with their "plane slot" Aircraft stat being the most important. They:

  • Must equip Dive Bomber/Torpedo Bomber bombers to be able to carry any attack.
  • Cannot attack during Night Battle without the right equipment.
Unlike other ship types, equipment placement order matters for carriers. The general rules are:
  • Bombers in top slot
  • Torpedo bomber in largest slot
  • Fighters in the smaller slots
  • Recons and mics equipment in the smallest slots
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.

Misc

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.

Heavy Cruisers (CA) are relatively flexible, utilizing Medium Caliber Main Gun Medium Caliber Main Guns, Torpedoes Torpedoes, and Reconnaissance SeaplaneRecon Seaplane Recons, and having strong firepower Firepower, torpedo Torpedo Attack, and "night attack power Night Battle Power" stats, but no ASW.

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 Torpedo Cut-In (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.

Misc

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.

Light Cruisers (CL) are very flexible, utilizing Medium Caliber Main Gun Medium Caliber Main Guns, Torpedoes Torpedoes, Reconnaissance SeaplaneRecon Seaplane Recons, and Depth ChargesSONAR ASW equipment, and having strong torpedo Torpedo Attack, ASW Anti-Submarine Warfare, and "night attack power Night Battle Power" stats.

  • Also applicable to CT to some extent for standard combat and ASW.
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.


Misc

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/Agano-class/CT reinforcement expansion. By placing a High-Angle Gun in it, it allows to perform artillery spotting and night battle double attacks while freeing up one/two slots for utility purposes. The wild cards can be anything that does not interfere with the special attacks. It can be night battle equipment or a Fleet Command Facility.

Torpedo Cruisers (CLT) have a very high torpedo Torpedo Attack stat, having the strongest "night attack power Night Battle Power" in the game. They:

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.

Destroyers (DD) are very versatile, utilizing Small Caliber Main Gun Small Caliber Main Guns, Torpedoes Torpedoes, and Depth ChargesSONAR ASW equipment, and having high torpedo Torpedo Attack, ASW Anti-Submarine Warfare, and evasion Evasion, and good "night attack power Night Battle Power" stats, to the detriment of firepower and armor. They:

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, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE.
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.

Coastal Defense Ships (DE) are weak ships with high ASW Anti-Submarine Warfare stat, utilizing Depth ChargesSONAR ASW equipment. They:

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, allowing any ship to activate at least AACI 5.

Submarines (SS) have high torpedo Torpedo Attack stats, and are limited to the Opening Torpedo Salvo, the Closing Torpedo Salvo, and Night Battle. They:

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


Misc

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

Seaplane Tenders (AV) notably utilize Reconnaissance SeaplaneRecon/Seaplane BomberBomber/Seaplane Fighter seaplane Recons/Bombers/Fighters, as well as some Main Guns and Midget SubmarineMinisub Midget Submarines, participating in most Combat stages, given the correct setup. They can also be used for an Anti-Installation role, as they can carry most Anti-Ground Equipment.

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.

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.

Anti-Submarine

Are listed here some recommended equipment setups for ASW duties. The equipment order is illustrative and does not reasonably matter. As general rules:
  • The first priority is to have OASW, even at the expense of synergy:
    • DE can OASW more easily than DD,
    • Because Anti-Submarine Warfare increase with levels using high-level ships can help,
    • Take note that DEs have bonus armor penetration from Depth Charges.
  • To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use:
    • Small SONARSmall Depth Charge ProjectorDCP Depth Charge RacksDCR
  • When using carriers, it is recommended to use CVE, as they have a base Anti-Submarine Warfare stat.

Equipment Notes
DD/DE/CL/...
Small SONARSmall Depth Charge ProjectorDCP Depth Charge RacksDCRWildcard 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.

Only CVE & Kaga Kai Ni Go should be considered for this task, as other CV/CVB cannot attack submarines, and other CVL lack ASW stats.

Equipment Notes
CVL/Kaga Kai Ni Go
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
Unique setup
Large Caliber Main GunLarge Caliber Main GunSeaplaneWildcard Rotorcraft The Rotorcraft must be an HelicopterS-51J
S-51J Kai
, and should be placed in the smaller plane slot when other planes are used.

Setup unique to Hyuuga Kai NiHyuuga Kai Ni which allows her to do an OASW with a decent base ASW, while keeping some surface combat capabilities like Artillery Spotting.

Anti-Installation

As a general rule:
  • Regarding Anti-Ground Rocket:
    • If a ship's base firepower is low, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage.
    • Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed.
    • Depth Charges ASW MortarType 2 12cm Mortar Kai
      Type 2 12cm Mortar Kai (Concentrated Deployment)
      are inferior substitutes to regular Anti-Ground Artilleries when lacking those.
  • Regarding Landing Craft and Amphibious Vehicle:
    • These provide a high damage multiplier against Installations. Some specialized variants also provide an additional flat damage increase that is multiplicative with certain modifiers.
    • As Landing Craft and Special Amphibious Tanks have separate multipliers, it is recommended to use them in tandem to maximize the effect.
Nuke Setup describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to Installations.
  • Such a setup has a strong anti-installation power against all installations but is hampered by the daytime damage cap.
  • Nuke Setups are recommended to be used when dealing with Supply Depot Princess in particular, utilizing the high post-cap side of the bonuses to deal with her generally high HP pool.
  • The setup's damage can be further improved by using multiple copies of those types of equipment where applicable.
    • For example, equipping multiple Amphibious Vehicle Special Amphibious TanksSpecial Type 2 Amphibious Tank or Landing Craft with unique bonuses instead of anti-ground rockets provides better damage output for the ship, however, it is advised to only do so if you have enough available for the other ships in your fleet that require them.
All "surface" anti-installation setups can be further enhanced by using them in Special Attacks, especially Nelson's Touch.

Equipment Setup Notes
BB/FBB/BBV
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell The basic battleship setup. Because Battleships are not far away from the damage cap compared to other ship types, they do not benefit much from the high pre-cap multipliers that anti-installation equipment provides. The standard artillery spotting setup will allow them to utilize spotting attacks and AP Shell's post-cap bonuses against the installation, as well as be effective against all other targets in the enemy fleet.
Large Caliber Main GunLarge Caliber Main GunSeaplaneAnti-Aircraft Shell This is an option when facing soft-skinned installations. Taking an AA shell will slightly improve their damage versus installations, but will also limit the battleship's effectiveness against all other targets by reducing their artillery spotting attack types.
Large Caliber Main GunLarge Caliber Main GunSeaplaneAnti-Aircraft ShellArmor-Piercing Shell Yamato-class Kai Ni & Ise-class Kai Ni only.
  • "Best of both worlds" for 5-slot battleships.
Large Caliber Main GunLarge Caliber Main GunSeaplaneLanding Craft
Large Caliber Main GunLarge Caliber Main GunSeaplaneAmphibious Vehicle
Nagato-class Kai Ni & Yamato Kai Ni Juu only.
  • The landing craft/special amphibious tank will make their Special Attacks deal significantly more damage to installation enemies. Keeping the seaplane allows to still perform artillery spotting to maintain enough effectiveness against other targets.
Large Caliber Main GunSeaplaneAnti-Ground RocketLanding CraftAmphibious Vehicle+Secondary Gun
or
Large Caliber Main GunSeaplaneArmor-Piercing ShellLanding CraftAmphibious Vehicle+Secondary Gun
Nuke Setup , Yamato Kai Ni Juu only.
  • A proper nuke setup keeping the Double Attack and artillery spotting, that uses Yamato's ability to carry Secondary Guns in her RE, also taking advantage of her Special Attack.
  • An AP Shell may be used to replace the anti-ground rockets to improve performance against other targets, while improving the damage multiplier of Yamato's Special Attacks and Artillery Spotting types.

Equipment Setup Notes
CV/CVB/CVL
Dive BomberTorpedo BomberFighter This is only to be used when having anti-installation dive bombers. It will allow the carrier to still perform CVCI against other targets.
Torpedo BomberTorpedo BomberFighter The numbers of torpedo bombers and fighters in this setup can be varied depending on the amount of fighter power required. This is the standard carrier anti-installation setup. While it does sacrifice CVCI, the carrier shelling formula, and proficiency bonuses, it still ensures that carriers will do significant damage to installations and other targets.
Dive BomberTorpedo BomberLanding CraftLanding Craft CV-Nuke Setup , Gambier Bay Mk.II & Unyou Kai/Ni only.
Dive BomberLanding CraftAmphibious VehicleWildcard Nuke Setup , Houshou Kai Ni Sen, Gambier Bay Mk.II & Unyou Kai/Ni only.
  • Sacrifices CVCI for larger "nuke" bonuses (requires anti-installation dive bomber).
  • The 4th slot can be used to carry a Dive Bomber/Fighter/Liaison Aircraft/Landing Craft/Amphibious Vehicle, depending on the situation.

Equipment Setup Notes
CA/CAV
Medium Caliber Main GunMedium Caliber Main GunSeaplaneAnti-Aircraft Shell The standard anti-installation setup for heavy cruisers. It allows artillery spotting and deals decent damage against installations.
Medium Caliber Main GunMedium Caliber Main GunAnti-Ground RocketAnti-Aircraft Shell
or
Medium Caliber Main GunSeaplaneAnti-Ground RocketAnti-Aircraft Shell+High-Angle Gun
  • This is an alternative setup only for aviation cruisers. It removes the ability to artillery spot for much more powerful anti-installation damage at night.
  • For Mogami-class Cruisers with a Reinforcement Expansion, an option to equip 8cm High Angle Guns in the expansion slot in order to retain a weaker variant of artillery spotting is a viable alternative.
Anti-Ground RocketAnti-Ground RocketLanding CraftAmphibious Vehicle
Medium Caliber Main GunMedium Caliber Main GunLanding CraftAmphibious Vehicle
Medium Caliber Main GunAnti-Ground RocketLanding CraftAmphibious Vehicle+High-Angle Gun
Nuke Setup , Mogami Kai Ni Toku only.
  • The last setup uses Mogami's ability to carry 8cm High-angle Guns8cm High-angle Gun
    8cm High-angle Gun Kai + Additional Machine Guns
    in her RE, making this a true nuke setup while keeping the Double Attack.

Equipment Setup Notes
CL
Landing CraftLanding CraftAmphibious Vehicle
Anti-Ground RocketLanding CraftAmphibious Vehicle
Nuke Setup
Medium Caliber Main GunMedium Caliber Main GunAnti-Ground RocketAnti-Ground Rocket A setup for 4-slot light cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power.

CLT should not engage in anti-installation warfare.

Equipment Setup Notes
DD
Landing CraftLanding CraftAmphibious Vehicle
Anti-Ground RocketLanding CraftAmphibious Vehicle
Nuke Setup
Anti-Ground RocketAnti-Ground RocketLanding Craft
Anti-Ground RocketAnti-Ground RocketAmphibious Vehicle
Anti-Ground RocketLanding CraftLanding Craft
Mini-Nuke Setup
  • Substitute nuke setups to use ONLY when lacking Landing Craft or Special Amphibious Tanks.
Small Caliber Main GunSmall Caliber Main GunLanding Craft
Small Caliber Main GunSmall Caliber Main GunAmphibious Vehicle
Setups that keep the Double Attack while maintaining decent anti-installation power, allowing reasonable effectiveness against installation and other targets at night.
Small Caliber Main GunSmall Caliber Main GunAnti-Ground RocketAnti-Ground Rocket Tashkent only.
  • Functions much like the light cruiser setup with a powerful night battle double attack.
Small Caliber Main GunTorpedoesLanding CraftRADAR
Small Caliber Main GunTorpedoesAmphibious VehicleRADAR
GTR+anti-installation setup (only for high luck DD that can carry radar in RE).
TorpedoesTorpedoesLanding CraftLookout
TorpedoesTorpedoesAmphibious VehicleLookout
TCI+anti-installation setup (useful against Installation-like warships).

DE should not engage in anti-installation warfare.

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

Equipment Setup Notes
AV
Landing CraftLanding CraftAmphibious Vehicle
Anti-Ground RocketLanding CraftAmphibious Vehicle
Nuke Setup
  • 4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot.
Secondary Gun Secondary Gun Landing Craft Amphibious Vehicle Double Nuke Setup
  • 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".

Equipment Setup Notes
LHA
Landing CraftLanding CraftAmphibious VehicleAmphibious Vehicle
Anti-Ground RocketAnti-Ground RocketLanding CraftAmphibious Vehicle
Anti-Ground RocketLanding CraftLanding CraftAmphibious Vehicle
Nuke Setup
  • LHAs can carry some of the strongest 4 slots nuke configurations.
Landing CraftLanding CraftAmphibious VehicleAmphibious Vehicle+Landing Craft
Anti-Ground RocketAnti-Ground RocketLanding CraftAmphibious Vehicle+Landing Craft
Mega-Nuke Setup , Shinshuu Maru Kai only.
Landing ForcesLanding ForcesAmphibious Vehicle Omega-Nuke Setup , No.101 Transport Ship Kai only.
Secondary Gun Secondary Gun Landing Craft Amphibious Vehicle Double Nuke Setup
  • This setup is to utilize the "Nuke" with a "Night DA".

Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.

Exhautic Setups

Other setups that are used in specific situations and/or on specific ships.

Equipment Notes
High-Angle GunHigh-Angle Gun+Anti-Aircraft Gun/Lookout The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. 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.

When applicable, the use of Landing CraftArmed armed boats can further improve the effectiveness of the setup.

Transport Operations requires to bring as much "TP points" per run to be completed:

Notes
  • Even so the Supplies Underway ReplenishmentUnderway Replenishment icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
  • The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
Equipment Setup Notes
CAV/CL/DD/AV/LHA/AO
Landing Craft/Drum Canister/Amphibious Vehicle/Ration As much of those equipment must be equipped in the fleet.
Small Caliber Main GunSmall Caliber Main GunLanding Craft/Drum Canister The main setup that still keeps a DA for boss clearing.
Any "normal" setup In some cases, it is better to keep normal combat setups (on some or all ships) in order to clear the boss or prolong as much the phase to drop some looked-after ships.

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
  • Despite its stats the RLK212cm 30-tube Rocket Launcher Kai Ni is the best on certain ships, due to its unique mechanic.
  • Having an good AACI takes priority over stats
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 naturally 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 naturally 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 Landing Forces Anti-Ground Rocket Anti-Installation 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 Evasion
  • Evasion Evasion is almost always negligible, as the soft-cap is only at 40.
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