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Difference between revisions of "Tutorial:Leveling"

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(The section's called 2-4-A you know)
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{{Under Construction|notready=true}}
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==Overview==
 +
This article aims to provide you with a list of the most efficient places to quickly level your ship girls. '''It will only cover sorties'''. Generally [[Exercises]] are the most efficient way to level but are severely limited.
  
This is a guide to leveling your ship girls effectively through sorties. [[Experience and Rank|Experience (XP)]] increases the level of ships, which leads to increases stats of [[Tutorial: FAQ#Equipment.2C_Stats_and_Remodels|Evasion]], [[Line of Sight|LOS]], and [[Tutorial: FAQ#Equipment.2C_Stats_and_Remodels|ASW]], as well as passive accuracy increases. Leveling ships can also unlock [[Remodel|remodels]] at higher levels.
+
[[Experience and Rank|Experience (XP)]] increases the level of ships, which leads to increases in [[Tutorial: FAQ#Equipment.2C_Stats_and_Remodels|Evasion]], [[Line of Sight|LoS]], and [[Tutorial: FAQ#Equipment.2C_Stats_and_Remodels|ASW]] stats, as well as passive increases in accuracy. Leveling ships can also unlock [[Remodel|remodels]] at higher levels.
  
 +
{| class="wikitable" style="text-align:center"
 +
! Map
 +
! Bucket Usage
 +
! Red/Orange Morale?
 +
! Subtank?
 +
! Target Classes
 +
! Notes
 +
|-
 +
![[1-5]]
 +
| Low
 +
| N
 +
| N
 +
| CL, DD, DE, CVL, BBV
 +
| style="text-align: left;" | SS only
 +
|-
 +
![[2-1]]
 +
| Low
 +
| N
 +
| Y
 +
| CV(L), (F)BB(V), CA(V), CL(T)
 +
| style="text-align: left;" |
 +
|-
 +
![[2-2]]
 +
| Low
 +
| Y
 +
| Y
 +
| CV(L), DD, SS(V)
 +
| style="text-align: left;" | Bauxite farm.
 +
|-
 +
![[3-4]]
 +
| High
 +
| N
 +
| N
 +
| CV(L)
 +
| style="text-align: left;" | Ranking map
 +
|-
 +
![[3-5]]
 +
| Low
 +
| Y
 +
| Y
 +
| Any + CV(L)
 +
| style="text-align: left;" |
 +
|-
 +
![[7-1]]
 +
| Medium
 +
| N
 +
| N
 +
| CL, DD
 +
| style="text-align: left;" | Ranking map
 +
|-
 +
![[7-2|7-2 p1]]
 +
| Low
 +
| N
 +
| N
 +
| CVL, DE
 +
| style="text-align: left;" | Majority  Submarines
 +
|-
 +
![[7-2|7-2 p2]]
 +
| High
 +
| N
 +
| N
 +
| FBB, CV(L), CA
 +
| style="text-align: left;" | Ranking map.
 +
|-
 +
![[7-4]]
 +
| Very low
 +
| Y
 +
| N/A
 +
| SS(V)
 +
| style="text-align: left;" |
 +
*Resource farming,
 +
*LBAS proficiency farming.
 +
|-
 +
![[4-4]]
 +
| Medium
 +
| N
 +
| N
 +
| (F)BB(V), CV(L), CA
 +
| style="text-align: left;" | Ranking map
 +
|-
 +
![[4-5]]
 +
| Low
 +
| N
 +
| N
 +
| Any
 +
| style="text-align: left;" | SS only
 +
|-
 +
![[5-2]]
 +
| None
 +
| Y
 +
| N/A
 +
| SS(V), CAV, BBV, CV(L), AV
 +
| style="text-align: left;" | {{EquipmentLink|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} required
 +
|-
 +
![[5-3]]
 +
| High
 +
| N
 +
| N
 +
| Any (Except BBV and CV(L))
 +
| style="text-align: left;" | Night battle map
 +
|-
 +
![[5-5]]
 +
| Low
 +
| N
 +
| N
 +
| Any
 +
| style="text-align: left;" | SS only
 +
|-
 +
![[6-5]]
 +
| Low
 +
| N
 +
| N
 +
| Any (Except CV(L) and CLT)
 +
| style="text-align: left;" | SS only
 +
|-
 +
! Map
 +
! Bucket Usage
 +
! Red/Orange Morale?
 +
! Subtank?
 +
! Target Classes
 +
! Notes
 +
|}
  
 +
=Leveling Locations=
 +
<tabber>
 +
|-|1-5=
 +
This map is a good starting point for leveling DD, DE, and CL. [[OASW]] is required to get the most out of this map. At higher HQ levels, the boss node contains a flagship submarine that can be difficult to sink in just 1 round of shelling. Furthermore, the submarines present will have opening torpedoes in the later nodes. Not having OASW means higher bucket usage.
  
==Suggested places to level:==
+
BBV and CVL also have some use in this map. BBVs allow a 2nd round of shelling that can help weaker ASW ships secure S rank. CVLs can carry a [[Saiun]] to prevent RedT engagements from hampering your fleet's combat ability.
  
*'''[[World 1#World_1-5:_.E3.80.90Extra_Operation.E3.80.91_.E9.8E.AE.E5.AE.88.E5.BA.9C.E8.BF.91.E6.B5.B7_Adjacent_seas_of_the_naval_base|1-5]]''': [Base XP: '''150''', Node(s): '''3'''] Lower level Admirals who haven't cleared 2-4 yet. Good place to level DD/CL early on.
+
''This map can be used for [[Ranking]].''
* [[World 2#World_2-4:_.E6.B2.96.E3.83.8E.E5.B3.B6.E6.B5.B7.E5.9F.9F_Okinoshima_Island|'''2-4A''']]: [Base XP: '''300''', Node(s): '''1'''] Typically used for admirals that have not cleared 2-4 yet.
 
  
*'''[[World 3#World_3-2:_.E3.82.AD.E3.82.B9.E5.B3.B6.E6.B2.96_.7C_The_Kis_Island|3-2A]]''': [Base XP: '''320''', Node(s): '''1'''] Often the default place to level. Features decent xp gain and very easy enemies.  Is very versatile and can be used to level all types of ships. A good goal for newer admirals is to clear 2-4 to unlock the path to 3-2 for easy leveling and preparations for events and following maps.
+
'''Recommended Fleets'''
*'''4-1''': [Base XP: '''310''', Node(s): '''1~2''']
+
* 4DD/DE
*'''[[World 4#World_4-3:_.E3.83.AA.E3.83.A9.E3.83.B3.E3.82.AB.E5.B3.B6.E7.A9.BA.E8.A5.B2_Bombing_of_Ri_Lanka|4-3]]''': [Base XP: '''330''', Node(s): '''3'''] A more challenging place to level. The main focus is to level a specific ship with ASW capabilities (DD, CL) at a fast pace by placing as flagship and achieving MVP.
+
* 2CL 2DD/DE
*'''[[World 5#World_5-2:_.E7.8F.8A.E7.91.9A.E8.AB.B8.E5.B3.B6.E6.B2.96_The_Coral_Islands|5-2]]''': [Base XP: '''380''', Node(s): '''3~4''']
+
* 1BBV 3DD/DE
*'''5-3''': [Base XP: '''400''', Node(s): '''1'''] For submarines. Will increase sortie losses.
+
* 1BBV 2CL 1DD/DE
*'''[[World 5#World_5-4:_.E3.82.B5.E3.83.BC.E3.83.A2.E3.83.B3.E6.B5.B7.E5.9F.9F_Salmon_Sea_Area|5-4A]]''': [Base XP: '''420''', Node(s): '''1'''] A good way to level up the expensive Yamato class. 2 CV/L goes to easier node and SS can be used to tank most of enemy fire.
+
* 1CVL 3DD/DE
*'''[[World 5#World_5-4:_.E3.82.B5.E3.83.BC.E3.83.A2.E3.83.B3.E6.B5.B7.E5.9F.9F_Salmon_Sea_Area|5-4]]''': [Base XP: '''420''', Node(s): '''3'''] A relatively easy map in comparison to base XP.  Can be cleared for both HQ xp and Ship xp.  
+
* 1CVL 2CL 1DD/DE
 +
* 1BBV 1CVL 2DD/DE
  
For editors: Place data in following collapsable form first and we can add to tabbed form later.
+
'''Equipment Setups'''
  
<div class="mw-collapsible mw-collapsed" style="width:100%">
+
''Reaching OASW for DD, DE, and CL overrides all equipment setup suggestions listed below.''
'''[[World 1#World_1-5:_.E3.80.90Extra_Operation.E3.80.91_.E9.8E.AE.E5.AE.88.E5.BA.9C.E8.BF.91.E6.B5.B7_Adjacent_seas_of_the_naval_base|1-5]]''': [Base XP: '''150''', Node(s): '''3''']
+
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DD
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| This balances accuracy and damage for DDs. The SONARS add accuracy and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provides them with ASW synergy damage. An extra SONAR can be added for [[Tashkent]].
 +
|-
 +
! DE
 +
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 +
| Similar to the DD setup with one SONAR swapped out for a [[Type 95 Depth Charge]] or [[Type 2 Depth Charge]]. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
 +
|-
 +
! CL
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| Similar to the DD setup, it aims to balance accuracy and damage.
 +
|-
 +
! BBV
 +
| {{Autogyro}}{{ASWPlane}}{{Seaplane}}
 +
| A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. [[Hyuuga|Hyuuga Kai Ni]] is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
 +
|-
 +
! CVL
 +
| {{BluePlane}}{{Autogyro}}{{ASWPlane}}{{YellowPlane}}
 +
| Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.
 +
|}
  
 +
|-|2-1=
 +
This map is not all that fantastic for experience, but it is the earliest map that is efficient for leveling heavier ships like BB, CA, CV, and CVL. Air power is nearly nonexistent which allows your fleet to have a powerful opening strike that reduces your bucket cost.
  
 +
'''Recommended Fleets'''
 +
* 2CV(L) 1-2BB/CA 0-1CL/T 2DD
  
 +
'''Equipment Setups'''
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DD
 +
| {{GreenGunDP}}{{GreenGunDP}}{{WildCard}}
 +
| Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. They are primarily here to reduce costs. Else, putting more CL and CA in the fleet would still work.
 +
|-
 +
! CL
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
 +
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun.
 +
|-
 +
! CLT
 +
| {{RedGunMedium}}{{RedGunMedium}}{{TorpedoWeapon}}
 +
| CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
 +
|-
 +
! CA
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
 +
| Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
 +
|-
 +
! BB
 +
| {{RedGunHeavy}}{{RedGunHeavy}}{{RedAmmo}}{{Seaplane}}
 +
| Just a standard artillery spotting setup.
 +
|-
 +
! CV(L)
 +
| {{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}}
 +
| You may need to shuffle around some planes in order to hit the 162 fighter power required for AS+. One of your carriers should also have a [[Saiun]] if you can manage it.
 +
|}
  
 +
|-|2-2=
 +
This map requires a minimum of 3 CV(L), allowing you to leech up to 3 other girls. The objective of this leveling method is to '''only hit node B and the bauxite node'''. It doesn't give a lot of experience but it provides safe leveling. The resource cost is very low and it is even possible to get a refund on the bauxite cost. While it is possible to run this map at low morale, you will want to have more carriers to increase the chances the airstrike sinks all the enemy ships. This will reduce the bucket cost.
  
 +
''This map can also be used for farming bauxite. See [[Help:Resource Farming#2-2|Resource Farming]] for more details.''
  
 +
'''Recommended Fleets'''
 +
* 3CV(L) 3XX
  
 +
'''Equipment Setups'''
  
 +
''The equipment of the other ships do not matter. Taking barrels and Daihatsu along will increase your bauxite gain.''
  
<div class="mw-collapsible-content">
+
{|class="wikitable" width="100%"
<u>Overview:</u>[[File:World_1-5.jpg|right|400px|World 1-5]]
+
!width="50px"| Ship Type
A relatively easy map. Low xp gain so used early on or for DD/CL which are cheaper to sortie.
+
!width="170px"| Equipment
<u>Suggested Composition</u>: 4+ DD/CL (Other classes can be included as well but you should include some ASW capable ships to improve ranking).
+
! Notes
 +
|-  
 +
! CV(L)
 +
| {{BluePlane}}{{BluePlane}}{{BluePlane}}{{RedPlane}}
 +
| Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the [[Type 2 Recon Aircraft]] in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers.
 +
|}
  
<u>Equipment</u>: Focus on ASW equipment such as sonars and depth charges as you will only face SS.
+
|-|3-4=
 +
This map is primarily for CV(L). The strategy is to load up on your best torpedo bombers and attempt to wipe the nodes before they send your fleet back to port. Be warned that this map costs an exorbitant amount of bauxite. Attempting to reduce the bauxite cost will increase the bucket cost.
  
<u>Guide:</u>
+
''This map can also be used for [[Ranking]].''
*The first three nodes are relatively easy and it is recommended that you end after 3 nodes. Use formation Line Abreast.
 
* 4 or less ships will head to C; more than that will head to D.
 
* The boss node can be reached if you use a composition of 4 ships composing of: 1 CVL or AV, 2 or less CL, DD. A BBV can also be added for an additional shelling phase)
 
  
<u>Tips:</u>
+
'''Recommended Fleets'''
*All the non dead end nodes are composed of SS.
+
* 2CV 2CVL 1CL 1AV
*F and G are dead end nodes that have strong enemy ships.
 
*Use the formation Line Abreast as this is the strongest ASW formation. (Requires a minimum of 4 ships)
 
*Third node has the possibility to drop SS with S rank.
 
*Going to boss node allows more chances to drop SS. However this also gives a lot of HQ xp, which can make it difficult later as events often increase in difficulty.
 
* The SS in the first node, especially at high HQ levels, is more accurate in its torpedo salvo than the SS in other nodes. Echelon formation is strongly advised to reduce torpedo damage/hit rate.
 
  
<u>Pros</u>:
+
'''Equipment Setups'''
* Easy, and simple to unlock
+
{|class="wikitable" width="100%"
* Slow to moderate morale drain.
+
!width="50px"| Ship Type
<u>Cons</u>:
+
!width="170px"| Equipment
* Low Base XP
+
! Notes
<u>Notes:</u> Increases in difficulty at HQ levels 40 and 80 with higher chance to get SS as drop. First node switches to Elite SS after level 80 which makes the map more difficult after that point.
+
|-
</div>
+
! rowspan=2| CL
</div>
+
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
<div class="mw-collapsible mw-collapsed" style="width:100%">
+
| A basic artillery spotting setup. Keep in mind that not taking a CL capable of performing opening torpedoes will reduce your success rate.
[[World 2#World_2-4:_.E6.B2.96.E3.83.8E.E5.B3.B6.E6.B5.B7.E5.9F.9F_Okinoshima_Island|'''2-4A''']]: [Base XP: '''300''', Node(s): '''1''']
+
|-
 +
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}}
 +
| This is for either [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]]. The extra torpedoes will make their opening strike a lot more powerful, allowing it to hopefully take out heavier targets.
 +
|-
 +
! CV(L)
 +
| {{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}}
 +
| You will need to reach a total of 168 fighter power in order to minimize your bauxite losses. At least 1 carrier should have a [[Type 2 Recon Aircraft]] in order to maximize the power of the airstrike.
 +
|-
 +
! AV
 +
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}}
 +
| Similar to the CL, the AV should aim to maximize torpedo power. In this case, all three should be midget submarines.
 +
|}
  
 +
|-|3-5=
 +
This map allows you to level any ship type as the flagship. '''You should retreat after node B'''. 3-4 enemies in the node will be forced to attack a submarine, allowing you to mitigate some damage taken. Note that those enemies have ASW equipment so the sub is unlikely to survive more than one battle. Because the airstrike will do most of the heavy lifting, it is possible to run this map with low morale ships. Beware that this will increase your bucket cost when the airstrike fails to take out enough enemy ships.
  
 +
'''Recommended Fleets'''
 +
* 1XX 4CV(L) 1SS/V
  
 +
'''Equipment Setups'''
  
 +
''The flagship and submarine can be equipped with anything. You may use any of the standard [[Help:Equipment Setup|Equipment Setups]] for the flagship.''
  
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! CV(L)
 +
| {{BluePlane}}{{BluePlane}}{{BluePlane}}{{RedPlane}}
 +
| Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the [[Type 2 Recon Aircraft]] in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers.
 +
|}
  
<div class="mw-collapsible-content">
+
|-|7-1=
[[File:2-4 Map.jpg|thumb|400x400px]]
+
This map is great for leveling CLs and DDs but the requirements are tight if you want to reduce bucket costs. At least 3-4 girls in the fleet must be capable of [[OASW]]. The fewer girls that are capable, the higher the bucket cost will be. Having a CL capable of opening strikes will help by increasing the pass rate at G.
<u>Overview</u>: A map that's not too difficult for low level admirals who have the right vessels. This map is generally for leveling ships that are armor and firepower heavy. Eg CA(V), BB(V), CV(L). The node offers a decent amount of exp at the cost of morale so be aware of that. Not as effective as 3-2 so use it as a leveling spot with the goal of clearing 2-4 to advance to 3-2.
 
  
<u>Suggested Composition</u>: Place the ship you want to level as flagship (CV or BB recommended).  Try to include 1 BB to enter second shelling phase.  Include CV/L with bombers to reduce the enemy numbers and allow artillery spotting.
+
''This map can be used for [[Ranking]].''
  
<u>Alternate Composition</u>: Use a BB or CV (blue planes) as flagship. Fill the rest of the slots with spare CA drops.  
+
'''Recommended Fleets'''
 +
* 1CL 4DD
  
<u>Tips</u>:
+
'''Equipment Setups'''
* Try to utilize artillery spotting if possible.  (e.g. 1 seaplane + 2 main guns). Refer to [http://kancolle.wikia.com/wiki/Combat#Combat_Equipment_Setups Combat] guide for more details on equipment setups.
 
* When using carriers and battleships, don't bother sticking them into the repair docks until they hit minor damage to moderate damage. Since minor damage could easily result in a 1hr timer, just bucket them after some damage. Take note that light damage does not put a disadvantage on ships. Only moderate damage does.
 
* Enemy fleet does not have any air power, so there is no need for fighter (green) planes: Use torpedo (blue) and dive (red) bombers instead.
 
* Never go past the 2nd node. 3rd node will have enemy carriers and battleships and is unsuitable for farming.
 
<u>Notes</u>: The nodes after the first are progressively more difficult.  You can try them out to get a feeling for the difficulty.  Take your time to let your ships recover from fatigue.
 
</div>
 
</div>
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
'''[[World 3#World_3-2:_.E3.82.AD.E3.82.B9.E5.B3.B6.E6.B2.96_.7C_The_Kis_Island|3-2A]]''': [Base XP: '''320''', Node(s): '''1''']:
 
  
 +
''Reaching OASW for DD and CL overrides all equipment setup suggestions listed below.''
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DD
 +
| {{Sonar}}{{DepthCharge}}{{RedGunLight}}
 +
| The SONAR and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provide decent ASW damage against any sub that you will encounter on the map. The gun adds much needed daytime shelling power to reduce retreats at G. An extra SONAR or gun can be added for [[Tashkent]].
 +
|-
 +
! rowspan=3| CL
 +
| {{RedGunMedium}}{{Sonar}}{{DepthCharge}}
 +
| This setup is for CLs without an opening attack. The reasoning behind it is similar to the DD setup.
 +
|-
 +
| {{Seaplane}}{{Seaplane}}{{Sonar}}'''/'''{{DepthCharge}}
 +
| This setup is for [[:Category:Agano Class|Agano-class]], [[Tama|Tama Kai Ni]] or [[Gotland|Gotland Kai]]. The seaplanes should be seaplane bombers. Good SPB like the [[Prototype Seiran]] are important to increase the pass rate. The [[Zuiun]] is not strong enough to reliably sink or disable enemies at G before closing torpedoes.
 +
|-
 +
| {{TorpedoWeapon}}{{Sonar}}{{DepthCharge}}
 +
| This setup is limited to [[Abukuma|Abukuma Kai Ni]] and [[Yura|Yura Kai Ni]]. They are the best choice for CLs on this map. The opening torpedo is nearly guaranteed to kill at least one enemy at G which drastically increases your pass rate.
 +
|}
  
 +
|-|7-2p1=
  
 +
This section is for 7-2 phase 1 that terminates at node G. It is a decent map for leveling DE and CVL. The exp is lower than 1-5, but you can level 1 more girl. Ideally, you will want all your girls to be capable of [[OASW]]. This will allow them to eliminate the submarine threats and take no damage in return. Note that the boss node contains a mix of sub and surface ships.
  
<div class="mw-collapsible-content">
+
'''Recommended Fleets
<u>Overview</u>:
+
* 3DE, 2CVL
  
 +
'''Equipment Setups
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DE
 +
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 +
| Similar to the DD setup with one SONAR swapped out for a [[Type 95 Depth Charge]] or [[Type 2 Depth Charge]]. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
 +
|-
 +
! CVL
 +
| {{BluePlane}}{{BluePlane}}{{BluePlane}}{{RedPlane}}
 +
| Because the boss contains surface ships, you will want to maximize your airstrike along with ASW. The surface ships at the boss are just DD and CL so taking your highest ASW torpedo bombers should be sufficient. One CVL should have a [[Saiun]] to prevent Red T.
 +
|}
  
 +
|-|7-2p2=
 +
This section is for 7-2 phase 2 that terminates at node M. It provides slightly more experience than 4-4 in exchange for harder fights. It is primarily for leveling BB, CV(L), and CA. It also has a very steep fighter power requirement, which limits the effectiveness of the airstrike. Overall, it costs a lot more resources to run compared to 4-4.
  
[[File:3-2 Map.jpg|right|World 3-2|400x400px]]An extremely safe and resource friendly node to farm on. Because all of the enemy ships for each pattern are either CL or DD, this is the perfect place to allow a sub to tank all of their attacks. This way, you only have to repair<u> </u>your sub once it hits red!
+
''This map can also be used for [[Ranking]].''
  
<u>Suggested Compositions:</u>
+
'''Recommended Fleets
* (Flagship) Whatever ship you want to level + 1~2CV(L) + 1~2Anything + 1BB(V) +1SS
+
* 1FBB, 2CV(L), 1CA/CL, 2DD
* ex: X/CV(L)/X/X/BB(V)/SS or X/CV(L)/CV(L)/X/BB(V)/SS
+
* 1AV, 2CLT, 3DD
Note: If you're extremely low on bauxite, feel free not to use CV(L). However, make sure you take at least 1~2Strong ship(s) + 1BB(V) to secure a second shelling phase
 
  
<u>Guide:</u>
+
'''Equipment Setups'''
* Always end the sortie once you finish node A.
+
{|class="wikitable" width="100%"
* CV(L) generally run 3 Torpedo Bombers + Saiun, but if you equip too many/strong bombers, your CV(L) will be the MVP.
+
!width="50px"| Ship Type
* MVP can infinitely continue to run the sortie and will not become fatigued as long as they remain MVP. (If someone else gets MVP for 1 sortie, they will become fatigued).
+
!width="170px"| Equipment
* When ships become fatigued, rotate other ships in to continue grinding unless they are the SS. Feel free to use a fatigued SS as long as it's not heavily damaged (red).
+
!Notes
<u>Tips:</u>
+
|-
 +
! DD
 +
| {{GreenGunDP}}{{GreenGunDP}}{{WildCard}}
 +
| Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support.  The wildcard can be a radar for AACI (if using the right guns) or SONARs to help with passing node C.
 +
|-
 +
! CL
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
 +
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. For [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]], the seaplane can be replaced with a midget submarine.
 +
|-
 +
! CLT
 +
| {{RedGunMedium}}{{RedGunMedium}}{{TorpedoWeapon}}
 +
| CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
 +
|-
 +
! CA
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
 +
| Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
 +
|-
 +
! BB
 +
| {{RedGunHeavy}}{{RedGunHeavy}}{{RedAmmo}}{{Seaplane}}
 +
| Just a standard artillery spotting setup.  
 +
|-
 +
! CV(L)
 +
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{GreenPlane}}
 +
| You will need to hit 359 fighter power for AS. Attempting to hit AS+ is futile and will cripple your carrier's combat effectiveness.  
 +
|}
  
Note: Your other ships can still take damage for the torpedo phase if you don't lower all of the enemy fleet's ships to at least Moderately Damaged.
+
|-|7-4=
 +
On [[7-4]], it is possible to use a submarine fleet to route to the Port Node O instead of the Boss, farming fuel and bauxite at the same time. It is also possible to send one LBAS to level up LBAS planes' proficiency at the same time.
 +
*See [[World 7/7-4#Resources_and_LBAS_Farming|here]] for more detail.
  
 +
'''Recommended Fleets:
 +
* 1-6SS(V)
 +
* Route = {{MapRoute|C|red|D|pink|F|blue|J|red|K|red|M|pink|O|green}}
 +
** LoS required: '''≥ 32''' (Cn3)
  
 +
|-|4-4=
 +
This map is primarily for leveling BB, CV(L), CA, or CL. Unlike 7-1p2, it has no speed routing so a wider variety of girls can be used. It can get fairly costly depending on the setup used. It is not recommended to bring more than 1 leech for this map. The pre-boss nodes are fairly dangerous with the flagship Ri that will cause you to retreat. The boss herself has flagship Ta as escorts that will cost you buckets if you do not bring powerful enough girls.
 +
*''This map can also be used for [[Ranking]].
  
<u>Pros:</u>
+
'''Recommended fleets:
*Low repair cost.
+
* 1BB, 2CV(L), 1CA/CL, 2DD
*Allows for a large freedom when choosing the composition.
 
*High experience considering it's easy difficulty.
 
<u>Cons:</u>
 
*Tedious.
 
* High morale drain.
 
*Not optimal for DD or CL as the flagship MVP target, as they have difficulty gaining MVP. Both can be used in the grinding fleet, however.
 
  
 +
'''Equipment Setups'''
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DD
 +
| {{GreenGunDP}}{{Sonar}}{{DepthCharge}}
 +
| The main role of the DD will be to help increase the pass rate at E. [[OASW]] is highly recommended.
 +
|-
 +
! CL
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
 +
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. For [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]], the seaplane can be replaced with a midget submarine.
 +
|-
 +
! CLT
 +
| {{RedGunMedium}}{{RedGunMedium}}{{TorpedoWeapon}}
 +
| CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
 +
|-
 +
! CA
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
 +
| Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
 +
|-
 +
! BB
 +
| {{RedGunHeavy}}{{RedGunHeavy}}{{RedAmmo}}{{Seaplane}}
 +
| Just a standard artillery spotting setup.
 +
|-
 +
! CV(L)
 +
| {{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}}
 +
| The fighter power requirement is very low at 144 for AS+. This allows your carriers to bring a powerful airstrike that will increase your chances of reaching the boss.
 +
|}
  
</div>
+
|-|4-5=
</div>
+
Out of the 3 "1st node submarine" maps, 4-5 is the 2nd best in terms of experience. It also has the added advantage of not being limited by fleet composition. The objective is to '''retreat after node B or D'''. You will require some girls capable of [[OASW]] to reduce the bucket cost. Because your fleet only fights one node, morale can quickly become an issue.
  
<div class="mw-collapsible mw-collapsed" style="width:100%">
+
'''Recommended Fleets'''
'''4-1''': [Base XP: '''310''', Node(s): '''1~2''']:
+
* 3-4OASW 2-3XX
  
 +
'''Equipment Setups'''
  
 +
''Any girl not capable of ASW can just be equipped with anything. Bulges will help reduce the chances that opening torpedoes will damage them.''
  
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DD
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| This balances accuracy and damage for DDs. The SONARS add accuracy and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provides them with ASW synergy damage. An extra SONAR can be added for [[Tashkent]].
 +
|-
 +
! DE
 +
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 +
| Similar to the DD setup with one SONAR swapped out for a [[Type 95 Depth Charge]] or [[Type 2 Depth Charge]]. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
 +
|-
 +
! CL
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| Similar to the DD setup, it aims to balance accuracy and damage.
 +
|-
 +
! BBV/CAV
 +
| {{Autogyro}}{{ASWPlane}}{{Seaplane}}
 +
| A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. [[Hyuuga|Hyuuga Kai Ni]] is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
 +
|-
 +
! CVL
 +
| {{BluePlane}}{{Autogyro}}{{ASWPlane}}{{YellowPlane}}
 +
| Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.
 +
|}
  
 +
|-|5-2=
 +
This is the cheapest and fastest way to level any aviation ship (BBV, CAV, CV(L) and AV). The objective is to '''retreat after node C'''. The [[12cm 30 Tube Rocket Launcher Kai 2]] is mandatory to get the most out of this map. This map is a waste of time and resources if you do not have the Rocket k2. How many girls you can field at once is determined by how many rockets you have. Because it is highly unlikely your girls will take damage, this map can be run non-stop with the flagship guaranteed MVP.
  
 +
'''Recommended Fleets'''
 +
* 1-6XX
  
 +
'''Equipment Setups'''
 +
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! All
 +
| {{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=40px}} ( {{GreenGunMG}}{{GreenGunMG}}{{GreenGunMG}} )
 +
| You only need the [[12cm 30 Tube Rocket Launcher Kai 2]] equipped on your girls to do this map. The aim is to abuse the [[Aerial_Combat#Anti-Air Rocket Barrage|Rocket Barrage]] ability to take no damage from the airstrike. Most girls should be able to reach 100% trigger rate with just 2 RLK2, or with 1 RLK2 and AA guns.
 +
|}
  
 +
|-|5-3=
 +
This map is the fastest way to level F/BB, CA/V, CL/T, DD and DE. Take note that BBV and CV(L) cannot be brought. The objective of this map is to '''target node P'''. This map is very costly bucket-wise. The two night battle nodes are more than capable of heavily damaging any ship girl in your fleet if they get lucky.
  
 +
'''Recommended Fleets'''
 +
* 1XX 1CL 4DD
  
<div class="mw-collapsible-content">
+
{|class="wikitable" width="100%"
<u>Overview:</u>
+
!width="50px"| Ship Type
[[File:4-1 Map.jpg|thumb|400x400px]]
+
!width="170px"| Equipment
This map is similar to 3-2 as it is a multi-purpose map that can train all types of ships. Exp is lower than 3-2 but it compensates by having 2 farmable nodes. This can increase the rate of leveling and also helps with fatigue.
+
! Notes
 +
|-  
 +
! rowspan=2| DD
 +
| {{RedGunLight}}{{RedGunLight}}{{WildCard}}
 +
| This setup is only for the '''DD that is flagship'''. The red guns are interchangeable with {{GreenGunDP}}, just use whatever has the best total night battle power. The wildcard can by anything that does not interfere with her double attack setup. This should enable her to take MVP most of the time.
 +
|-
 +
| {{TorpedoWeapon}}{{Radar}}{{SurfaceShipPersonnel}}
 +
| This setup is for the '''escorting DDs'''. The cut-in that it triggers is low power, has a decent trigger rate even on low luck ships and the setup provides bonus evasion. It provides some much needed survivability and is still good enough to sink the enemies you'll encounter without outshining the flagship.
 +
|-
 +
! CL
 +
| {{RedGunMedium}}{{Searchlight}}{{Seaplane}}'''/'''{{StarShell}}
 +
| The CL should be powerful enough to take out enemy ships with a single attack. She should not have a double attack so that she doesn't steal MVP from the flagship. The [[Searchlight]] increases the chances that the escort DDs will perform their cut-ins. The seaplane must be a [[Type 98 Recon Seaplane (Night Scout)]]. If you are running a CA or BB flagship, the seaplane can be swapped with a [[Star Shell]]
 +
|-
 +
! CA/V
 +
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
 +
| Like the CL, the seaplane must be a night scout. The wildcard can be anything that does not interfere with her double attack setup. She can even equip a star shell to increase the activation chance.
 +
|-
 +
! (F)BB
 +
| {{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
 +
| Like the CL, the seaplane must be a night scout. This is a fairly standard setup for the BB otherwise.
 +
|}
  
<u>Guide:</u>
+
|-|5-5=
 +
Out of the 3 "1st node submarine" maps, 5-5 is the best in terms of experience. It's drawbacks are that you are limited to only 3DD and the enemy submarines are stronger, necessitating [[OASW]]. The objective is to '''retreat after node B'''. Like 4-5, morale quickly becomes an issue.
  
Setup for this map is similar to 3-2 however be sure to bring ASW due to the SS in nodes B and G. The optimal formation is Line ahead on first node, Line abreast on second node. There is a chance that you may be sent to I. Refresh the game if you do not intend to take damage or continue if you dislike using refresh.
+
'''Recommended Fleets'''
 +
* 4-5OASW 1-2XX
  
The skeleton setup is
+
'''Equipment Setups'''
* Ship you intend to level
 
* At least 1 BB(V) for 2<sup>nd</sup> shelling
 
* At least 3 ASW capable ships
 
  
* At least 1 SS for tanking
+
''Any girl not capable of ASW can just be equipped with anything. Bulges will help reduce the chances that opening torpedoes will damage them.''
Examples:
 
  
DD, BB, CVL, CVL, CLT, SS
+
{|class="wikitable" width="100%"
 +
!width="50px"| Ship Type
 +
!width="170px"| Equipment
 +
! Notes
 +
|-
 +
! DD
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| This balances accuracy and damage for DDs. The SONARS add accuracy and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provides them with ASW synergy damage. An extra SONAR can be added for [[Tashkent]].
 +
|-
 +
! DE
 +
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 +
| Similar to the DD setup with one SONAR swapped out for a [[Type 95 Depth Charge]] or [[Type 2 Depth Charge]]. These DCs have extra armour penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
 +
|-
 +
! CL
 +
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 +
| Similar to the DD setup, it aims to balance accuracy and damage.
 +
|-
 +
! BBV
 +
| {{Autogyro}}{{ASWPlane}}{{Seaplane}}
 +
| A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. [[Hyuuga|Hyuuga Kai Ni]] is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
 +
|-
 +
! CVL
 +
| {{BluePlane}}{{Autogyro}}{{ASWPlane}}{{YellowPlane}}
 +
| Aside from the [[Saiun]], CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.
 +
|}
  
CA, BB, CVL, CVL, DD, SS
+
|-|6-5=
 +
Out of the 3 "1st node submarine" maps, 6-5 is the worst in terms of experience. Unlike 4-5 and 5-5, you are also unable to bring BB, CV, or CLT. The only reason to run this map for experience is to rank your LBAS alongside. [[OASW]] is mandatory due to the strength of the enemy submarines. You can reduce the number of OASW girls in the fleet if you are running ASW planes in the LBAS.
  
BB, CVL, CVL, DD, CLT, SS
+
''This map can be used for ranking [[LBAS]].''
  
<u>Tips:</u>
+
'''Recommended Fleets'''
* Enemy have no Air Power, no fighters needed (except for boss node)
+
* 5OASW 1CL
* Using CVL is recommended as it eliminates enemies that harm your SS and they can also clear enemy SS in the 2<sup>nd</sup> node.
 
* Do not use Seaplane Bombers as they will direct attacks from your BBV/CAV towards SS
 
* CLT are recommended as they are guarantee to take out an enemy as well as participate in ASW
 
* Node I (Southern path) has Strong enemy BB, so it can be advisable to end sortie after one node if you go SW to node E.
 
* You may advance with a red SS if you have enough bombers to completely eliminate the enemy before shelling in the second node. There is still a chance for your SS to sink and the probability is determined by your bombers and luck. Advance at your own risk.
 
* There is a low chance of 1 CA in the first node so keep in mind that you may take some damage.
 
<u>Pros:</u>
 
* 2 farmable nodes
 
  
* SS can tank
+
'''Equipment Setups'''
<u>Cons:</u>
+
{|class="wikitable" width="100%"
* There may be 1 CA in the first node
+
!width="50px"| Ship Type
 
+
!width="170px"| Equipment
* Slightly lower Exp than 3-2
+
! Notes
* More difficult to control MVP.
+
|-  
</div>
+
! DD
</div>
+
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
<div class="mw-collapsible mw-collapsed" style="width:100%">
+
| This balances accuracy and damage for DDs. The SONARS add accuracy and the [[Type 94 Depth Charge]] or [[Type 3 Depth Charge]] provides them with ASW synergy damage. An extra SONAR can be added for [[Tashkent]].
'''[[World 4#World_4-3:_.E3.83.AA.E3.83.A9.E3.83.B3.E3.82.AB.E5.B3.B6.E7.A9.BA.E8.A5.B2_Bombing_of_Ri_Lanka|4-3]]''': [Base XP: '''330''', Node(s): '''2~3''']:
+
|-
 
+
! DE
 
+
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 
+
| Similar to the DD setup with one SONAR swapped out for a [[Type 95 Depth Charge]] or [[Type 2 Depth Charge]]. These DCs have extra armour penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
 
+
|-
<div class="mw-collapsible-content">
+
! CL
<u>Overview:</u>
+
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 
+
| Similar to the DD setup, it aims to balance accuracy and damage.
This map is specialized for grinding ASW capable ships, DD, CL, CVL. Farming this map requires careful planning of ships as well as equipment. The requirements are more specific and there is much less leeway for customization compared to other maps. The nodes we farm in 4-3 are partial submarine nodes escorted by few small vessels (DD, CL), making this optimal for grinding. However there is a chance to be sent to node J which contains deadly BB, CA, or CVL. In order to survive node J, decent equipment, moderately high level and max stats (AA exception) is recommended.
+
|}
 
+
</tabber>
<u>Map Guide:</u>
 
 
 
Branching rules (according to the Kancolle Wikiwiki):
 
* Having 2 or more DDs will always direct you to
 
node A, which has BBs. 1 or less directs you to F or J.
 
* You MUST have 2+ CAs (not CAV) to go from F->G.
 
* Having 1 or more CAV/AV will direct you from J->K. Similarly, 1 or more CAV/AV will direct you from B->D.
 
* Any other setups will result in random zig-zags.
 
<u>Ship Setup:</u>
 
* Ship you intend to level as flagship (DD, CL, CVL)
 
 
 
* 2CVL – for opening bombing and ASW support
 
 
 
* 1 BB(V) – for 2<sup>nd</sup> shelling and killing any stray ships that survives opening bombing
 
 
 
* 2 Wildcards that will not fulfill any branching rule above
 
<u>Equipment:</u>
 
* Flagship – ASW (Sonar + Depth Charge combo)
 
* CVL
 
** Enough fighters for AS (81)
 
** It is not recommended to aim for AS+ (162) as it will reduce damage output
 
** Bombers should prioritize ASW rather than Torp or Dive Bomb stats
 
** Saiun is recommend
 
** You may use Type 3/Autogyro for lower slots (≤8)
 
* BB(V) – Artillery spotting setup, no seaplane bombers
 
* DD, CL – ASW (No Sonar + Depth Charge combo)
 
* CLT – Midget Sub + Torp + ASW (No Sonar + Depth Charge combo) 
 
<u>Tips:</u>
 
*  Flagship should have Sonar + Depth Charge combo while other ASW ships should not. This is to ensure the Flagship secures MVP.
 
*  CVL should have dual purpose for opening bombing and ASW
 
*  CLT can be important for minimizing damage in node J, as well as assist in ASW
 
*  Bringing SS can minimize damage in node J
 
*   
 
<u>Pros:</u>
 
*  Relatively high rate of Exp for small vessels (DD, CL)
 
*  2 farming nodes 
 
<u>Cons:</u>
 
* Require careful planning and complex setup
 
* CVL is prone to steal MVP
 
* Node J contain BB, CA, or CVL depending on pattern and may critically damage your ships
 
4-3 guide(Please add, edit, and revise)</div>
 
</div>
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
'''[[World 5#World_5-2:_.E7.8F.8A.E7.91.9A.E8.AB.B8.E5.B3.B6.E6.B2.96_The_Coral_Islands|5-2]]''': [Base XP: '''380''', Node(s): '''3~4''']:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
<div class="mw-collapsible-content">
 
<u>Overview</u>: [[File:/5-2_Map.jpg|right|World 5-2|400x400px]]A good place to level DD, CL, CV & CVL with higher base XP and possible some rare drops ([[Taigei]], [[Mikuma]]). This map is similar to 4-1 or 4-2, having 2 or more farmable nodes with medium-level ships (i.e. 30 or above, suggested post-remodel including maximum firepower and armor stats) if you survived the first node.
 
 
 
<u>Suggested Compositions:</u>
 
* (Flagship) Whatever ship you want to level with ASW capability + 2 CV + 1 CVL + 1~2 BB(V) + any other ships (ASW capability unnecessary for this) if you still have empty slot in your fleet.
 
* X are DD or CL, Y are all ships types except CV(L).
 
* Example: X/BB(V)/Y/CVL/CV/CV or X/BB(V)/CV/CV/CVL/Y
 
Note: The first node has at least a Ri flagship CA that can easily rekt your low-level ship in a shot, hence medium-level ships or above have better chance to survive. The 2<sup>nd</sup> node not always give you all-submarine enemy pattern, fighter planes still necessary to increase survivability.
 
 
 
<u>Guide:</u>
 
* You can end the sortie on 2<sup>nd</sup>, 3<sup>rd</sup> or boss node, depending on fleet composition.
 
* Fleet setup is similar to 4-1, be sure to bring ASW equipments to farm submarines in B or F node.
 
* If you intend to reach the boss after 2<sup>nd</sup> node, ensure better fighter planes equipped (i.e. Reppuu/Shiden Kai 2) to handle air superiority and better guns for shelling.
 
 
 
<u>Pros</u>:
 
* Easy for medium-level ships.
 
* Higher base XP.
 
* All submarine enemy fleet always ensures flagship MVP with sparkle.
 
 
 
<u>Cons</u>:
 
* 1~2 flagship CA on first node.
 
* 1 flagship CV/BB on third node.
 
* Not bucket friendly (for boss node run).
 
* Difficult to control MVP even in submarine nodes.
 
  
<u>Tips:</u>
+
=General Tips=
  
Note: Keep in mind that 3<sup>rd</sup> node selection is random, hence you may encounter flagship CV or flagship BB there. Using anti-air cut-in setup will slightly reduce enemy CV chance to rekt your weak ships (DD/CL/CA(V)).
+
* Maps heavily reward clearing them in full with the boss node being worth a significant portion of the map's exp. Unless otherwise noted, '''always clear the map'''.
</div>
+
* For details on how exp works, see [[Experience and Rank]].
</div>
+
** The flagship receives a 50% exp bonus. Have the girl to level the fastest in that slot.
 +
** MVP gives double XP. Can be set as flagship for a total of 3x bonus.
 +
** S-ranks give 20% more exp. Losses have an exp penalty.
 +
** It is good to proceed into night battle for boss nodes to attempt to turn a loss into a victory or A/B rank into S-rank.
 +
*** Do not bother fighting SS in NB.
 +
* Certain maps like [[5-3]] allow some control over who gets the MVP. Take full advantage of that to maximize efficiency by manipulating the flagship to get MVP.
 +
* Unless otherwise noted, girls' morale must be watched. Low morale will affect their combat ability and lower the pass rate.
 +
* Leveling speed can be increased slightly by sortieing with full ship and/or equipment slots. This saves precious time not waiting for the drop animation to play out.
 +
* Be sure to check the [[#Event|Event]] section when there is an event running for the latest leveling spot. Events generally allow to level using a combined fleet.
 +
* Do not be afraid to sortie girls at {{color|orange|'''moderate damage (中破)'''}}. Unless they are severely underleveled and not modernized, they should be able to last a few runs before heavy damage.
 +
** A general rule of thumb is to leave a buffer of 10% max HP from {{color|red|'''heavy damage (大破)'''}}.
 +
*Submarine, PT Imp, Airstrike, and Night Battle nodes consume considerably less fuel and ammo than regular surface battle nodes
 +
*[[Modernization]]: Improves the primary four stats of ships. AA tends to be difficult to modernize but is generally the least important for farming XP. Firepower and armor can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel.
  
<div class="mw-collapsible mw-collapsed" style="width:100%">
+
===Using Fodder Ships===
'''5-3''': [Base XP: '''400''', Node(s): '''1''']:
+
If maps require passing a dangerous node (like 5-3 I) first to get to the leveling spot, it is possible to exploit disposable escort ships that can be sunk during the sortie to save on buckets and time. Be aware that sinking Ships intentionally can generate quite a bit of hostility from other admirals. It is generally not recommended to utilize these strategies, but are included here for sake of completion of the guide. Be aware of the following:
 +
*Equipment from sunk ships is permanently lost, do not use anything but the most basic equipment on them
 +
*Losing Ships can affect Battle Ranks
 +
*Unmodernized Level 1 ships with disposable equipment will struggle to make any meaningful contribution to the battle, which will also affect Battle Ranks
 +
*Sinking Ships can also lead to failure to fulfill certain branching rules later on in the same map
  
 +
===Submarine Tanks===
 +
Also known as "Sub Tanks". This strategy is using SS(V) to draw fire from enemy DD, CL, CVL, and, BBV. This can help preserve the rest of the fleet as they will be taking less fire. SS(V) have low sortie costs and are quick to repair when under level 40 and unremodeled. Do note that any enemy with ASW gears will make short work of low level SS(V).
  
 +
===Range===
 +
It may be interesting to control which girl strikes first to better manage who gets the MVP.
  
 +
{{Template:Range Extension}}
  
 +
=Event=
 +
''On some event maps, it may be possible to farm for resources or for leveling, please refer to the current [[Events|event]] page for up-to-date data.''
  
 +
''This section will be updated for relevant events.''
 +
<!--
 +
===[[Fall 2021 Event]]===
  
  
 +
<tabber>
 +
|-|E2=
 +
The objective is to hit the air raid nodes A and E. This is a good map to level aviation ships or submarines. It functions like a better 5-2. If leveling aviation ships, you'll need at least one [[12cm 30 Tube Rocket Launcher Kai 2]] per ship to reduce damage taken from airstrikes.
  
 +
'''Recommended Fleets'''
 +
* Less than 3DD and/or slow fleet.
  
<div class="mw-collapsible-content">[[File:5-3 Map.jpg|thumb|400x400px]]<u>Overview</u>:
+
'''Equipment Setups'''
Good place to level submarines, especially low level like Maruyu.
+
<br>
  
<u>Suggested Composition</u>: 1 SS
+
{| class="wikitable" style="width: 100%;"
 +
|-
 +
!style="text-align: center;  width:50px;"| '''Ship Type'''
 +
!style="text-align: center;  width:170px;"| '''Equipment'''
 +
!style="text-align: center; "| '''Notes'''
 +
|-
 +
| style="text-align: center;" | CV/CVL/AV/BBV/CAV
 +
| {{GreenGunMG}}
 +
| Just stack as many [[12cm 30 Tube Rocket Launcher Kai 2]] as you can to maximise airstrike immunity.
 +
|-
 +
| style="text-align: center;" | SS(V)
 +
| n/a
 +
| Doesn't matter what they equip since submarines can't take damage from airstrike nodes.
 +
|-
 +
|}
 +
|-|E3=
 +
The objective of this is to hit the submarine and airstrike nodes at K, B, E, S1, O1 and S4. It is quite a lengthy route but in gains nearly 2,400 flagship exp in addition to permanent sparkles. In addition, because it's a combined fleet map, you get to level 12 ships at a time.
  
<u>Guide:</u>
+
'''Recommended Fleets'''
* retreat after first battle.
+
* CTF - 2CV2CVL. Slow.
* Slow fleet has 80% chance to go to submarine node
+
** If a sub is taken, you won't be able to reach S4.
B. As submarines cannot attack other subs, your subs won't be damaged, this will result in Rank D Defeat. D Rank gives''' 840 XP '''to flagship and 280 to other ships. Night battle between two submarine fleets finishes very quickly.
+
** If the fleet is fast, you'll skip K.
* If sent to node C, submarine will need to be repaired (low level submarines are very cheap and quick to repair)
+
* STF/CTF - 5BB/CV
<u>Pros:</u>
+
** This fleet can be fast and still reach K.
* Very fast leveling for submarines
+
** You'll be unable to reach S4 no matter what.
<u>Cons:</u>
 
* Badly affects your Win/Lose ratio in sorties, a requirement for participation in events.
 
</div>
 
</div>
 
  
 +
'''Equipment Setups'''
 +
<br>
  
 
+
''Reaching OASW for DD, DE and CL overrides all equipment setup suggestions listed below.''
<div class="mw-collapsible mw-collapsed" style="width:100%">
+
{| class="wikitable" style="width: 100%;"
'''[[World 5#World_5-4:_.E3.82.B5.E3.83.BC.E3.83.A2.E3.83.B3.E6.B5.B7.E5.9F.9F_Salmon_Sea_Area|5-4A]]''': [Base XP: '''420''', Node(s): '''1''']:
+
|-
 
+
!style="text-align: center;  width:50px;"| '''Ship Type'''
 
+
!style="text-align: center;  width:170px;"| '''Equipment'''
 
+
!style="text-align: center; "| '''Notes'''
 
+
|-
 
+
| style="text-align: center;" | DD/DE/CL
 
+
| {{Sonar}}{{Sonar}}{{DepthCharge}}'''/'''{{Sonar}}
 
+
| This balances accuracy and damage for DDs. The SONARS add accuracy and the depth charges provides them with ASW synergy damage. Upgraded sonars are preferred for the extra torpedo evasion. An extra SONAR can be added for any 4-slot ship.
 
+
|-
 
+
|}
<div class="mw-collapsible-content">[[File:Map5-4.jpg|thumb|400x400px]]<u>Overview</u>:
 
Boasting one of the highest Base XP, the first node of 5-4 is still quite manageable. Out of 3 enemy compositions only 2 can not be tanked completely with an SS. This makes 5-4A one of the best spots to level up the expensive Yamato class. A few CA can be brought along for levels as well.
 
 
 
<u>Suggested Composition</u>: Yamato-class, 2 CA or CL, 2 CVL, 1 SS.
 
 
 
<u>Alternate Compositions</u>:
 
* 2 CV, BB, 2 CA/CL/CLT, SS
 
 
 
* 3 CV, 3SS
 
<u>Guide:</u>
 
* 2 CV/L are required for branching to easier A node. 72 Air Power will assure AS+, 36 assures AS.
 
* At least one BB should be taken in order to gain a second shelling phase turn, unless you are using the 3 CV, 3 SS composition.
 
* It is recommended to use 1-3 torpedo bombers on each CV/L to ensure the enemy fleet is wiped by the end of shelling phase. [[Ryuusei]] or slightly lower grade plane will suffice. [[Saiun]] and a radar or a secondary gun is recommended in remaining slots. If you feel confident in your fleet's ability to get S-Rank in day battle, defensive options such as boilers can also be used. [[Type 2 Recon Aircraft]] is also viable in combination with torpedo bombers.
 
* Utilize artillery spotting. Cut-in setup advised on supporting CA/BB to prevent them from stealing MVP.
 
* Use 3 sets of 2 CV/L and cycle ships to regenerate morale.
 
* Can also be done with various alternate compositions similar to 3-2A.
 
* Double Line increases accuracy, but Line Ahead can also be chosen for higher damage
 
Pros:
 
* High XP rate makes it efficient to level higher cost ships and multiple ships at the same time. For those looking to Kai their Maruyu for luck modernization, this is especially notable and allows one to get maximum advantage of her tanking potential while leveling her to Kai fast.
 
* Low repair cost such as in 3-2-A. While ships other than the SS can get heavily damaged, it is not very common.
 
* Able to level SLOW ships, such as the Yamato-class, Nagato-class or BBV. Allows for more freedom when choosing composition when compared to traditional 5-4 three nodes grinding.
 
Cons:
 
* High morale drain. Cycling ships to allow previously deployed ships to regenerate morale is advisable. This is more important here than at the 3-2-A variant, as there is a chance for your other ships to get damaged and due to most enemy ships being of flagship or elite variant, thus having higher survivability.
 
* Can get quite tedious.
 
* Slightly more difficult to control MVP when compared to 3-2-A when it comes to grinding CA(V).
 
</div>
 
</div>
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
 
 
'''[[World 5#World_5-4:_.E3.82.B5.E3.83.BC.E3.83.A2.E3.83.B3.E6.B5.B7.E5.9F.9F_Salmon_Sea_Area|5-4]]''': [Base XP: '''420''', Node(s): '''3''']:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
<div class="mw-collapsible-content"><u>Overview:</u>[[File:Map5-4.jpg|thumb|400x400px|]]This map is primarily used for farming HQ Exp, however it is somewhat possible to level certain ships by modifying the standard setup. Due to branching rules, you may only level '''FAST '''ships in this map. There is another method that allow you to level SLOW ships on this map, which will be written in another section.
 
 
 
<u>Guide:</u>
 
 
 
The standard setup for farming HQ Exp is 2 BB, 1 CLT, 1 CAV/CL (with 4 slots), 2 CV. The CAV/CL must carry 4 drum canisters. We will modify this setup by removing the CLT and adding the ship you wish to level as the flagship. Remember, the ship you are trying to level must be '''FAST''' or else you will hit a maelstrom.
 
 
 
<u>Equipment:</u>
 
 
 
BB(V)/CA(V)/CL: Artillery Spotting Setup, consider AA Radar for auxiliary
 
 
 
CV: AS+ Setup (Suggested Air power: 305)
 
 
 
If your leveling ship is too weak to obtain MVP, use AA Cut-in setup so she won't be a complete deadweight.
 
 
 
<u>Tips:</u>
 
* This map is good for leveling ships who have difficulty obtaining MVP, particularly CA. With high base Exp, this map is the best way for leveling those ships.
 
* Considering using lower leveled CV/BB as the nodes are all pretty easy while very rewarding. This way those ships can be trained too.
 
The higher powered kai-2 CA/V are reasonably effective on this map.
 
* Node H has the highest Air power of all nodes. AS+ requirements are of the following:
 
** Pattern 1: 348
 
** Pattern 2: 300 (suggested: 305)
 
** Pattern 3: 249 (alternative: 254)
 
For the best performance to cost ratio, configure your CV loadout to fulfill these AS+ requirements. Higher Air power means lower damage so do some experimenting on your own to find the optimal setup for you. It typically isn't worth bringing 3 CV/L to meet AS requirements, so Kaga can be helpful to bring with her high slots.
 
 
 
<u>Pros:</u>
 
* High base Exp
 
* Many rare drops
 
* Many CV/CVL drops for those AA mods
 
* Simultaneously farm HQ Exp
 
<u>Cons:</u>
 
* Unless you leveling ships is a BB, she is very unlikely to get MVP
 
* Not bucket friendly
 
* Requires more bauxite as there is stronger opposition.
 
</div>
 
</div>
 
 
 
 
 
 
 
Place in table later after more complete:
 
<tabber>1-5=
 
Overview:[[File:World_1-5.jpg|right|400px|World 1-5]]
 
A relatively easy map.
 
 
Suggested Composition: 4+ DD/CL (Other classes can be included as well)
 
 
 
Equipment: Focus on ASW equipment such as sonars and depth charges as you will only face SS.
 
 
 
Guide:
 
*The first three nodes are relatively easy and it is recommended that you end after 3 nodes. Use formation Line Abreast. 
 
* 4 or less ships will head to C; more than that will head to D. 
 
* The boss node can be reached if you use a composition of 4 ships composing of: 1 CVL or AV, 2 or less CL, DD.  A BBV can also be added for an additional shelling phase)
 
 
 
Tips:
 
*All the non dead end nodes are composed of SS.
 
*F and G are dead end nodes that have strong enemy ships.
 
*Use the formation Line Abreast as this is the strongest ASW formation.  (Requires a minimum of 4 ships)
 
*Third node has the possibility to drop SS with S rank.
 
*Going to boss node allows more chances to drop SS.  However this also gives a lot of HQ xp, which can make it difficult later as events often increase in difficulty.
 
 
 
Pros: Easy, and simple to unlock
 
Cons: Low Base XP
 
Notes: Increases in difficulty at HQ levels 40 and 80 with higher chance to get SS as drop.  Map overview.  First node switches to Elite SS after level 80 which makes the map more difficult after that point.
 
|-|2-4A=
 
|-|3-2A=
 
[3-2A]
 
|-|4-3=Third tab content goes here.
 
|-|5-4A={{Template:Leveling5-4A}}
 
|-|5-4={{Template:Leveling5-4}}
 
 
</tabber>
 
</tabber>
 +
-->
  
==General Tips==
+
=See Also=
 
 
*Maps have a base XP, which is typically the same for all nodes. Higher base XP maps can be faster leveling and/or more resource efficient.
 
*Leveling speed, cycling ships
 
*Resource cost: Submarines, Destroyers and Light Cruisers have relatively low consumption.
 
* [[Modernization]]: Improves the primary four stats of your ships. AA tends to be difficult to modernize but also the least effective for farming xp. Firepower and shields can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel.
 
* For more experienced Admirals that do not need ships drops, leveling speed can also be increased by sortieing with maxed out ship slots so that you do not waste time getting new ships.
 
*  Using spare level 1 ship drops can help reduce the cost of sorties. This is usually used with the objective of focusing XP on a single ship as it takes other slots away from being able to gain XP. When the ship is heavily damaged or runs out of supplies (fuel/ammo), they can be used as modernization fodder or scrapped. <u>Examples:</u>
 
 
 
**  Spare BB can be used (e.g Map 3-2A) to grant double shelling without having to resupply them.
 
**  BB/CV + spare ships can be used in 2-4
 
 
 
==Other notes and tricks==
 
 
 
===Submarines as tanks===
 
Submarines draw fire from all ships that can target it (DD, CL) This helps to prevent damage to other ships and lowers your repair costs as submarines have very low repair costs. Early on, submarines can be obtained through [[construction]] or on the map 1-5. They have low sortie costs.
 
 
 
===Sinking===
 
Avoid sinking ships by ending sorties if a ship is heavily damaged. Do not deploy ships that are heavily damaged. Ships entering a new node at Medium damage will not sink, having flagship heavily damaged during sortie will force your fleet return to base and needs immediate repair/change to continue.
 
 
 
===XP Mechanics===
 
*Flagship gives 50% extra XP.
 
 
 
*MVP gives double XP. Can be combined with Flagship bonus for total of 3x bonus.
 
 
 
*MVP is awarded to the ship that does the most total damage with ties going to ship in highest slot.
 
* S rank gives 20% extra xp; C/D- ranks have XP penalty
 
 
 
*Placing a ship at flagship and achieving MVP grants the most XP. This is useful for quickly leveling up a single ship or focusing XP on more resource expensive ships to reduce the resource costs of leveling it up.
 
 
 
*Night battle can increase rank and resulting XP. This is recommended for losing ranks (C-) but not for winning ranks (B+). Night battles increase fatigue and cost 1 bar of ammo. An exception can be when you want to give your flagship another chance to get MVP.
 
* For a combined fleet, entering the night battle will automatically reset the damage dealt by the first fleet, which means the flagship of first fleet will get MVP by default.
 
 
 
===Morale considerations===
 
Morale affects ship performance like accuracy and evasion which can affect rank and help influence MVP
 
-CVL premptive strike is not influenced by morale
 
 
 
===Difference between HQ XP and Ship XP===
 
 
 
*HQ XP and ship XP are different things.  
 
 
 
*HQ XP increases the most when you achieve victory at a boss node.  
 
* Earlier on, It can help to try to reduce HQ XP gain as certain maps like event maps can get more difficult at certain HQ tiers. 
 
* More details on the topic can be found on the [[Experience and Rank]]ings page. 
 
 
 
==== Artillery Spotting ====
 
* Artillery spotting helps increase the chances of doing damage and the amount of damage done.
 
* Achieve air superiority an air phase to utilize it.
 
* Double attack, Mixed and Cut-in will vary damage outputs.
 
* Typically put Double attack (with Radar) or Mixed (AP) on the ship you want to MVP.
 
* Cut-in setup can be good for supporting ships as it helps boost accuracy and damage slightly but does not have chance for high amounts of damage like the other modes.
 
 
 
==== Carrier Equipment Configuration ====
 
* Torpedo bombers tend to do more damage on average. Dive bombers have more consistent damage.
 
* Both contribute similar amounts to shelling damage (Dive bomb stat adds +2 firepower and Torpedo stat adds 1.5 firepower).
 
* You can place torpedo bombers on a carrier you want to MVP, and weaker or less bombers on other carriers.
 
* A Saiun on any carrier avoids getting T crossed (both sides do much less damage). It is often useful to help you achieve consistent results.
 
===Formation===
 
* [[Combat#Formation_Modifiers|Formations]] can help you achieve the best results. Double line reduces firepower but can help if you are having issues with accuracy (Carriers tend to be less accurate in shelling).
 
* Formations can also be used to help influence damage and be used to help certain ships be more likely to achieve MVP.
 
 
 
==== Range ====
 
Range determines which ships attack first. This can be influenced by the range of equipment such as [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] and secondary guns. Increasing the range can help influence which ships have a better chance of MVP.
 
 
 
==== Sortie for loss ====
 
* For a non-critically damaged ship close to level, it is possible to solo a node at 5-5 for D rank of 945 XP and also unlocks damaged art if not already unlocked.
 
* 5-3 can be used for low level SS (80% to SS node for quick D rank XP)
 
* This will reduce your sortie win ratio, which can effect your event participation eligibility. (Try to maintain ~85% win rate to be safe)
 
 
 
==== Links to other Guides ====
 
 
* (Japanese) http://kankoreshuukai.blog.jp/archives/1410107.html
 
* (Japanese) http://kankoreshuukai.blog.jp/archives/1410107.html
* http://kancolle.wikia.com/wiki/User_blog:Ofi123/Powerleveling_kanmusus
+
{{Help}}
==Other ways to level==
+
[[Category:Tutorial]]
*'''PvP''' - can give high amounts of XP with no need to repair and low HQ xp gained.
 
**Only refreshes twice a day for a maximum of 10 opponents per day.
 
**Targeted admiral might change his fleet composition while you are initiating attack.
 
**Different ship types may appear with various base XP gain depending on battle rank achievement and total level of 2 first ships on your opponent fleet.
 
*'''Expeditions''' - Can be a source of xp for lower level ships.
 
**Expeditions 22, 23 focus on xp instead of resources, but these specific expeditions are not recommended in general as they are very slow and resource inefficient as well as taking away the use of a fleet in gathering resources.
 
**Sparkling can help achieve Great Sucess, which doubles the XP gain
 
***It can be useful to combine leveling with sparkling to help increase your resources.
 

Revision as of 09:42, 17 August 2022

Overview

This article aims to provide you with a list of the most efficient places to quickly level your ship girls. It will only cover sorties. Generally Exercises are the most efficient way to level but are severely limited.

Experience (XP) increases the level of ships, which leads to increases in Evasion, LoS, and ASW stats, as well as passive increases in accuracy. Leveling ships can also unlock remodels at higher levels.

Map Bucket Usage Red/Orange Morale? Subtank? Target Classes Notes
1-5 Low N N CL, DD, DE, CVL, BBV SS only
2-1 Low N Y CV(L), (F)BB(V), CA(V), CL(T)
2-2 Low Y Y CV(L), DD, SS(V) Bauxite farm.
3-4 High N N CV(L) Ranking map
3-5 Low Y Y Any + CV(L)
7-1 Medium N N CL, DD Ranking map
7-2 p1 Low N N CVL, DE Majority Submarines
7-2 p2 High N N FBB, CV(L), CA Ranking map.
7-4 Very low Y N/A SS(V)
  • Resource farming,
  • LBAS proficiency farming.
4-4 Medium N N (F)BB(V), CV(L), CA Ranking map
4-5 Low N N Any SS only
5-2 None Y N/A SS(V), CAV, BBV, CV(L), AV RLK212cm 30-tube Rocket Launcher Kai Ni required
5-3 High N N Any (Except BBV and CV(L)) Night battle map
5-5 Low N N Any SS only
6-5 Low N N Any (Except CV(L) and CLT) SS only
Map Bucket Usage Red/Orange Morale? Subtank? Target Classes Notes

Leveling Locations

This map is a good starting point for leveling DD, DE, and CL. OASW is required to get the most out of this map. At higher HQ levels, the boss node contains a flagship submarine that can be difficult to sink in just 1 round of shelling. Furthermore, the submarines present will have opening torpedoes in the later nodes. Not having OASW means higher bucket usage. BBV and CVL also have some use in this map. BBVs allow a 2nd round of shelling that can help weaker ASW ships secure S rank. CVLs can carry a Saiun to prevent RedT engagements from hampering your fleet's combat ability. This map can be used for Ranking. Recommended Fleets

  • 4DD/DE
  • 2CL 2DD/DE
  • 1BBV 3DD/DE
  • 1BBV 2CL 1DD/DE
  • 1CVL 3DD/DE
  • 1CVL 2CL 1DD/DE
  • 1BBV 1CVL 2DD/DE
Equipment Setups Reaching OASW for DD, DE, and CL overrides all equipment setup suggestions listed below.
Ship Type Equipment Notes
DD SONARSONARDepth Charges/SONAR This balances accuracy and damage for DDs. The SONARS add accuracy and the Type 94 Depth Charge or Type 3 Depth Charge provides them with ASW synergy damage. An extra SONAR can be added for Tashkent.
DE SONARDepth ChargesDepth Charges Similar to the DD setup with one SONAR swapped out for a Type 95 Depth Charge or Type 2 Depth Charge. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
CL SONARSONARDepth Charges/SONAR Similar to the DD setup, it aims to balance accuracy and damage.
BBV RotorcraftLiaison AircraftSeaplane A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. Hyuuga Kai Ni is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
CVL Torpedo BomberRotorcraftLiaison AircraftReconnaissance Aircraft Aside from the Saiun, CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.

This map is not all that fantastic for experience, but it is the earliest map that is efficient for leveling heavier ships like BB, CA, CV, and CVL. Air power is nearly nonexistent which allows your fleet to have a powerful opening strike that reduces your bucket cost. Recommended Fleets

  • 2CV(L) 1-2BB/CA 0-1CL/T 2DD
Equipment Setups
Ship Type Equipment Notes
DD High-Angle GunHigh-Angle GunWildcard Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. They are primarily here to reduce costs. Else, putting more CL and CA in the fleet would still work.
CL Medium Caliber Main GunMedium Caliber Main GunSeaplane Setup for CLs that are capable of Artillery Spotting. For those that are not, simply replace the seaplane with a radar or anti-air gun.
CLT Medium Caliber Main GunMedium Caliber Main GunTorpedoes CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
CA Medium Caliber Main GunMedium Caliber Main GunSeaplaneWildcard Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
BB Large Caliber Main GunLarge Caliber Main GunArmor-Piercing ShellSeaplane Just a standard artillery spotting setup.
CV(L) Torpedo BomberTorpedo BomberDive BomberFighter You may need to shuffle around some planes in order to hit the 162 fighter power required for AS+. One of your carriers should also have a Saiun if you can manage it.

This map requires a minimum of 3 CV(L), allowing you to leech up to 3 other girls. The objective of this leveling method is to only hit node B and the bauxite node. It doesn't give a lot of experience but it provides safe leveling. The resource cost is very low and it is even possible to get a refund on the bauxite cost. While it is possible to run this map at low morale, you will want to have more carriers to increase the chances the airstrike sinks all the enemy ships. This will reduce the bucket cost. This map can also be used for farming bauxite. See Resource Farming for more details. Recommended Fleets

  • 3CV(L) 3XX
Equipment Setups The equipment of the other ships do not matter. Taking barrels and Daihatsu along will increase your bauxite gain.
Ship Type Equipment Notes
CV(L) Torpedo BomberTorpedo BomberTorpedo BomberDive Bomber Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the Type 2 Recon Aircraft in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers.

This map is primarily for CV(L). The strategy is to load up on your best torpedo bombers and attempt to wipe the nodes before they send your fleet back to port. Be warned that this map costs an exorbitant amount of bauxite. Attempting to reduce the bauxite cost will increase the bucket cost. This map can also be used for Ranking. Recommended Fleets

  • 2CV 2CVL 1CL 1AV
Equipment Setups
Ship Type Equipment Notes
CL Medium Caliber Main GunMedium Caliber Main GunSeaplane A basic artillery spotting setup. Keep in mind that not taking a CL capable of performing opening torpedoes will reduce your success rate.
TorpedoesTorpedoesTorpedoes This is for either Abukuma Kai Ni or Yura Kai Ni. The extra torpedoes will make their opening strike a lot more powerful, allowing it to hopefully take out heavier targets.
CV(L) Torpedo BomberTorpedo BomberDive BomberFighter You will need to reach a total of 168 fighter power in order to minimize your bauxite losses. At least 1 carrier should have a Type 2 Recon Aircraft in order to maximize the power of the airstrike.
AV TorpedoesTorpedoesTorpedoes Similar to the CL, the AV should aim to maximize torpedo power. In this case, all three should be midget submarines.

This map allows you to level any ship type as the flagship. You should retreat after node B. 3-4 enemies in the node will be forced to attack a submarine, allowing you to mitigate some damage taken. Note that those enemies have ASW equipment so the sub is unlikely to survive more than one battle. Because the airstrike will do most of the heavy lifting, it is possible to run this map with low morale ships. Beware that this will increase your bucket cost when the airstrike fails to take out enough enemy ships. Recommended Fleets

  • 1XX 4CV(L) 1SS/V
Equipment Setups The flagship and submarine can be equipped with anything. You may use any of the standard Equipment Setups for the flagship.
Ship Type Equipment Notes
CV(L) Torpedo BomberTorpedo BomberTorpedo BomberDive Bomber Your carriers will want to maximize their airstrike power to increase the chances they sink a majority of the enemy fleet before shelling begins. At least one carrier should have the Type 2 Recon Aircraft in order to maximize airstrike damage. The dive bomber enables the carriers to perform CVCI to clean up any stragglers.

This map is great for leveling CLs and DDs but the requirements are tight if you want to reduce bucket costs. At least 3-4 girls in the fleet must be capable of OASW. The fewer girls that are capable, the higher the bucket cost will be. Having a CL capable of opening strikes will help by increasing the pass rate at G. This map can be used for Ranking. Recommended Fleets

  • 1CL 4DD
Equipment Setups Reaching OASW for DD and CL overrides all equipment setup suggestions listed below.
Ship Type Equipment Notes
DD SONARDepth ChargesSmall Caliber Main Gun The SONAR and the Type 94 Depth Charge or Type 3 Depth Charge provide decent ASW damage against any sub that you will encounter on the map. The gun adds much needed daytime shelling power to reduce retreats at G. An extra SONAR or gun can be added for Tashkent.
CL Medium Caliber Main GunSONARDepth Charges This setup is for CLs without an opening attack. The reasoning behind it is similar to the DD setup.
SeaplaneSeaplaneSONAR/Depth Charges This setup is for Agano-class, Tama Kai Ni or Gotland Kai. The seaplanes should be seaplane bombers. Good SPB like the Prototype Seiran are important to increase the pass rate. The Zuiun is not strong enough to reliably sink or disable enemies at G before closing torpedoes.
TorpedoesSONARDepth Charges This setup is limited to Abukuma Kai Ni and Yura Kai Ni. They are the best choice for CLs on this map. The opening torpedo is nearly guaranteed to kill at least one enemy at G which drastically increases your pass rate.

This section is for 7-2 phase 1 that terminates at node G. It is a decent map for leveling DE and CVL. The exp is lower than 1-5, but you can level 1 more girl. Ideally, you will want all your girls to be capable of OASW. This will allow them to eliminate the submarine threats and take no damage in return. Note that the boss node contains a mix of sub and surface ships. Recommended Fleets

  • 3DE, 2CVL
Equipment Setups
Ship Type Equipment Notes
DE SONARDepth ChargesDepth Charges Similar to the DD setup with one SONAR swapped out for a Type 95 Depth Charge or Type 2 Depth Charge. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
CVL Torpedo BomberTorpedo BomberTorpedo BomberDive Bomber Because the boss contains surface ships, you will want to maximize your airstrike along with ASW. The surface ships at the boss are just DD and CL so taking your highest ASW torpedo bombers should be sufficient. One CVL should have a Saiun to prevent Red T.

This section is for 7-2 phase 2 that terminates at node M. It provides slightly more experience than 4-4 in exchange for harder fights. It is primarily for leveling BB, CV(L), and CA. It also has a very steep fighter power requirement, which limits the effectiveness of the airstrike. Overall, it costs a lot more resources to run compared to 4-4. This map can also be used for Ranking. Recommended Fleets

  • 1FBB, 2CV(L), 1CA/CL, 2DD
  • 1AV, 2CLT, 3DD
Equipment Setups
Ship Type Equipment Notes
DD High-Angle GunHigh-Angle GunWildcard Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. The wildcard can be a radar for AACI (if using the right guns) or SONARs to help with passing node C.
CL Medium Caliber Main GunMedium Caliber Main GunSeaplane Setup for CLs that are capable of Artillery Spotting. For those that are not, simply replace the seaplane with a radar or anti-air gun. For Abukuma Kai Ni or Yura Kai Ni, the seaplane can be replaced with a midget submarine.
CLT Medium Caliber Main GunMedium Caliber Main GunTorpedoes CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
CA Medium Caliber Main GunMedium Caliber Main GunSeaplaneWildcard Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
BB Large Caliber Main GunLarge Caliber Main GunArmor-Piercing ShellSeaplane Just a standard artillery spotting setup.
CV(L) Torpedo BomberDive BomberFighterFighter You will need to hit 359 fighter power for AS. Attempting to hit AS+ is futile and will cripple your carrier's combat effectiveness.

On 7-4, it is possible to use a submarine fleet to route to the Port Node O instead of the Boss, farming fuel and bauxite at the same time. It is also possible to send one LBAS to level up LBAS planes' proficiency at the same time.

  • See here for more detail.
Recommended Fleets:
  • 1-6SS(V)
  • Route = C D F J K M O
    • LoS required: ≥ 32 (Cn3)

This map is primarily for leveling BB, CV(L), CA, or CL. Unlike 7-1p2, it has no speed routing so a wider variety of girls can be used. It can get fairly costly depending on the setup used. It is not recommended to bring more than 1 leech for this map. The pre-boss nodes are fairly dangerous with the flagship Ri that will cause you to retreat. The boss herself has flagship Ta as escorts that will cost you buckets if you do not bring powerful enough girls.

  • This map can also be used for Ranking.
Recommended fleets:
  • 1BB, 2CV(L), 1CA/CL, 2DD
Equipment Setups
Ship Type Equipment Notes
DD High-Angle GunSONARDepth Charges The main role of the DD will be to help increase the pass rate at E. OASW is highly recommended.
CL Medium Caliber Main GunMedium Caliber Main GunSeaplane Setup for CLs that are capable of Artillery Spotting. For those that are not, simply replace the seaplane with a radar or anti-air gun. For Abukuma Kai Ni or Yura Kai Ni, the seaplane can be replaced with a midget submarine.
CLT Medium Caliber Main GunMedium Caliber Main GunTorpedoes CLTs are useful for increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further.
CA Medium Caliber Main GunMedium Caliber Main GunSeaplaneWildcard Just a standard artillery spotting setup. The wildcard can be anything that doesn't interfere with the double attack.
BB Large Caliber Main GunLarge Caliber Main GunArmor-Piercing ShellSeaplane Just a standard artillery spotting setup.
CV(L) Torpedo BomberTorpedo BomberDive BomberFighter The fighter power requirement is very low at 144 for AS+. This allows your carriers to bring a powerful airstrike that will increase your chances of reaching the boss.

Out of the 3 "1st node submarine" maps, 4-5 is the 2nd best in terms of experience. It also has the added advantage of not being limited by fleet composition. The objective is to retreat after node B or D. You will require some girls capable of OASW to reduce the bucket cost. Because your fleet only fights one node, morale can quickly become an issue. Recommended Fleets

  • 3-4OASW 2-3XX
Equipment Setups Any girl not capable of ASW can just be equipped with anything. Bulges will help reduce the chances that opening torpedoes will damage them.
Ship Type Equipment Notes
DD SONARSONARDepth Charges/SONAR This balances accuracy and damage for DDs. The SONARS add accuracy and the Type 94 Depth Charge or Type 3 Depth Charge provides them with ASW synergy damage. An extra SONAR can be added for Tashkent.
DE SONARDepth ChargesDepth Charges Similar to the DD setup with one SONAR swapped out for a Type 95 Depth Charge or Type 2 Depth Charge. These DCs have extra armor penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
CL SONARSONARDepth Charges/SONAR Similar to the DD setup, it aims to balance accuracy and damage.
BBV/CAV RotorcraftLiaison AircraftSeaplane A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. Hyuuga Kai Ni is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
CVL Torpedo BomberRotorcraftLiaison AircraftReconnaissance Aircraft Aside from the Saiun, CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.

This is the cheapest and fastest way to level any aviation ship (BBV, CAV, CV(L) and AV). The objective is to retreat after node C. The 12cm 30 Tube Rocket Launcher Kai 2 is mandatory to get the most out of this map. This map is a waste of time and resources if you do not have the Rocket k2. How many girls you can field at once is determined by how many rockets you have. Because it is highly unlikely your girls will take damage, this map can be run non-stop with the flagship guaranteed MVP. Recommended Fleets

  • 1-6XX
Equipment Setups
Ship Type Equipment Notes
All Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png ( Anti-Aircraft GunAnti-Aircraft GunAnti-Aircraft Gun ) You only need the 12cm 30 Tube Rocket Launcher Kai 2 equipped on your girls to do this map. The aim is to abuse the Rocket Barrage ability to take no damage from the airstrike. Most girls should be able to reach 100% trigger rate with just 2 RLK2, or with 1 RLK2 and AA guns.

This map is the fastest way to level F/BB, CA/V, CL/T, DD and DE. Take note that BBV and CV(L) cannot be brought. The objective of this map is to target node P. This map is very costly bucket-wise. The two night battle nodes are more than capable of heavily damaging any ship girl in your fleet if they get lucky. Recommended Fleets

  • 1XX 1CL 4DD
Ship Type Equipment Notes
DD Small Caliber Main GunSmall Caliber Main GunWildcard This setup is only for the DD that is flagship. The red guns are interchangeable with High-Angle Gun, just use whatever has the best total night battle power. The wildcard can by anything that does not interfere with her double attack setup. This should enable her to take MVP most of the time.
TorpedoesRADARLookout This setup is for the escorting DDs. The cut-in that it triggers is low power, has a decent trigger rate even on low luck ships and the setup provides bonus evasion. It provides some much needed survivability and is still good enough to sink the enemies you'll encounter without outshining the flagship.
CL Medium Caliber Main GunSearchlightSeaplane/FlareIcon.png The CL should be powerful enough to take out enemy ships with a single attack. She should not have a double attack so that she doesn't steal MVP from the flagship. The Searchlight increases the chances that the escort DDs will perform their cut-ins. The seaplane must be a Type 98 Recon Seaplane (Night Scout). If you are running a CA or BB flagship, the seaplane can be swapped with a Star Shell
CA/V Medium Caliber Main GunMedium Caliber Main GunSeaplaneWildcard Like the CL, the seaplane must be a night scout. The wildcard can be anything that does not interfere with her double attack setup. She can even equip a star shell to increase the activation chance.
(F)BB Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell Like the CL, the seaplane must be a night scout. This is a fairly standard setup for the BB otherwise.

Out of the 3 "1st node submarine" maps, 5-5 is the best in terms of experience. It's drawbacks are that you are limited to only 3DD and the enemy submarines are stronger, necessitating OASW. The objective is to retreat after node B. Like 4-5, morale quickly becomes an issue. Recommended Fleets

  • 4-5OASW 1-2XX
Equipment Setups Any girl not capable of ASW can just be equipped with anything. Bulges will help reduce the chances that opening torpedoes will damage them.
Ship Type Equipment Notes
DD SONARSONARDepth Charges/SONAR This balances accuracy and damage for DDs. The SONARS add accuracy and the Type 94 Depth Charge or Type 3 Depth Charge provides them with ASW synergy damage. An extra SONAR can be added for Tashkent.
DE SONARDepth ChargesDepth Charges Similar to the DD setup with one SONAR swapped out for a Type 95 Depth Charge or Type 2 Depth Charge. These DCs have extra armour penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
CL SONARSONARDepth Charges/SONAR Similar to the DD setup, it aims to balance accuracy and damage.
BBV RotorcraftLiaison AircraftSeaplane A BBV isn't going to be contributing much to combat aside from enabling a 2nd shelling phase. Hyuuga Kai Ni is an exception since she has respectable ASW and is capable of OASW. Just equip the BBV with the best ASW equipment she can carry.
CVL Torpedo BomberRotorcraftLiaison AircraftReconnaissance Aircraft Aside from the Saiun, CVLs should just have whatever your best ASW planes are. Ideally you should take one of the CVLs that are capable of OASW.

Out of the 3 "1st node submarine" maps, 6-5 is the worst in terms of experience. Unlike 4-5 and 5-5, you are also unable to bring BB, CV, or CLT. The only reason to run this map for experience is to rank your LBAS alongside. OASW is mandatory due to the strength of the enemy submarines. You can reduce the number of OASW girls in the fleet if you are running ASW planes in the LBAS. This map can be used for ranking LBAS. Recommended Fleets

  • 5OASW 1CL
Equipment Setups
Ship Type Equipment Notes
DD SONARSONARDepth Charges/SONAR This balances accuracy and damage for DDs. The SONARS add accuracy and the Type 94 Depth Charge or Type 3 Depth Charge provides them with ASW synergy damage. An extra SONAR can be added for Tashkent.
DE SONARDepth ChargesDepth Charges Similar to the DD setup with one SONAR swapped out for a Type 95 Depth Charge or Type 2 Depth Charge. These DCs have extra armour penetration when equipped on DEs. The extra ASW synergy damage also helps overcome their low base ASW.
CL SONARSONARDepth Charges/SONAR Similar to the DD setup, it aims to balance accuracy and damage.

General Tips

  • Maps heavily reward clearing them in full with the boss node being worth a significant portion of the map's exp. Unless otherwise noted, always clear the map.
  • For details on how exp works, see Experience and Rank.
    • The flagship receives a 50% exp bonus. Have the girl to level the fastest in that slot.
    • MVP gives double XP. Can be set as flagship for a total of 3x bonus.
    • S-ranks give 20% more exp. Losses have an exp penalty.
    • It is good to proceed into night battle for boss nodes to attempt to turn a loss into a victory or A/B rank into S-rank.
      • Do not bother fighting SS in NB.
  • Certain maps like 5-3 allow some control over who gets the MVP. Take full advantage of that to maximize efficiency by manipulating the flagship to get MVP.
  • Unless otherwise noted, girls' morale must be watched. Low morale will affect their combat ability and lower the pass rate.
  • Leveling speed can be increased slightly by sortieing with full ship and/or equipment slots. This saves precious time not waiting for the drop animation to play out.
  • Be sure to check the Event section when there is an event running for the latest leveling spot. Events generally allow to level using a combined fleet.
  • Do not be afraid to sortie girls at moderate damage (中破). Unless they are severely underleveled and not modernized, they should be able to last a few runs before heavy damage.
    • A general rule of thumb is to leave a buffer of 10% max HP from heavy damage (大破).
  • Submarine, PT Imp, Airstrike, and Night Battle nodes consume considerably less fuel and ammo than regular surface battle nodes
  • Modernization: Improves the primary four stats of ships. AA tends to be difficult to modernize but is generally the least important for farming XP. Firepower and armor can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel.

Using Fodder Ships

If maps require passing a dangerous node (like 5-3 I) first to get to the leveling spot, it is possible to exploit disposable escort ships that can be sunk during the sortie to save on buckets and time. Be aware that sinking Ships intentionally can generate quite a bit of hostility from other admirals. It is generally not recommended to utilize these strategies, but are included here for sake of completion of the guide. Be aware of the following:

  • Equipment from sunk ships is permanently lost, do not use anything but the most basic equipment on them
  • Losing Ships can affect Battle Ranks
  • Unmodernized Level 1 ships with disposable equipment will struggle to make any meaningful contribution to the battle, which will also affect Battle Ranks
  • Sinking Ships can also lead to failure to fulfill certain branching rules later on in the same map

Submarine Tanks

Also known as "Sub Tanks". This strategy is using SS(V) to draw fire from enemy DD, CL, CVL, and, BBV. This can help preserve the rest of the fleet as they will be taking less fire. SS(V) have low sortie costs and are quick to repair when under level 40 and unremodeled. Do note that any enemy with ASW gears will make short work of low level SS(V).

Range

It may be interesting to control which girl strikes first to better manage who gets the MVP.

It is impossible to reduce the base Range of a ship, but certain equipment can extend it.

Range Range Equipment Notes
Short All Small Caliber Main Gun Small Caliber Main High-Angle GunSmall Small Caliber Main Guns, all Secondary High-Angle GunSec Large Secondary High-Angle GunSp_Sec High-Angle Secondary Guns, all Torpedoes Submarine TorpedoesSubTorpedoes, and Anti-Ground Rocket WG42WG42 (Wurfgerät 42) Cannot increase the range of any ship.
Medium Small Caliber Main High-Angle GunSmall 5" Single Gun Mk.30 + GFCS5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
Small RADARSmall GFCS Mk.37GFCS Mk.37
Large RADARLarge SK + SG RadarSK + SG Radar, Type 274 Fire Control RadarType 274 Fire Control Radar
Small RADARSmall SG Radar (Initial Model)SG Radar (Initial Model) / (Late Model)SG Radar (Late Model) Addtional +1 Range on USN DDs, Dan Yang, and Yukikaze Kai Ni.
Lookout Torpedo Squadron Skilled LookoutsTorpedo Squadron Skilled Lookouts Equipable in the RE
All Secondary Gun Secondary Guns (Yellow)
All Medium Caliber Main Gun Medium Main High-Angle GunMedium Medium Caliber Main Guns (but Long range ones)
Large Caliber Main Gun 38cm Quadruple Gun Mount Kai38cm Quadruple Gun Mount Kai / Deux38cm Quadruple Gun Mount Kai Deux Cannot increase the range of any ship.
Aviation Personnel NOAPNight Operation Aviation Personnel
Long Large Caliber Main Gun 203mm/53 Twin Gun Mount203mm/53 Twin Gun Mount
All Large Caliber Main Gun Large Caliber Main Guns (but Medium and Very Long range ones)
Aviation Personnel SCAMPSkilled Carrier-based Aircraft Maintenance Personnel, NOAP + Skilled DeckhandsNight Operation Aviation Personnel + Skilled Deckhands
Dive Bomber Suisei Model 22 (634 Air Group)Suisei Model 22 (634 Air Group) / SkilledSuisei Model 22 (634 Air Group/Skilled), Ju 87C Kai Ni (w/ KMX/Skilled)Ju 87C Kai Ni (w/ KMX/Skilled)
JetFighterBomber2.png Kikka KaiKikka Kai, JetFighterBomber1.png Jet Keiun KaiJet Keiun Kai
Very Long Large Caliber Main Gun 381mm/50 Triple Gun Mount381mm/50 Triple Gun Mount / Kai381mm/50 Triple Gun Mount Kai, PrototypePrototype 46cm Twin Gun Mount / 46cm Triple Gun Mount46cm Triple Gun Mount / Kai46cm Triple Gun Mount Kai
All Very Large Caliber Main GunSp Very Large Caliber Main GunsPrototype 51cm Twin Gun Mount
51cm Twin Gun Mount
Prototype 51cm Triple Gun Mount
Aviation Personnel SDP + Aviation Maintenance HandsSkilled Deck Personnel + Aviation Maintenance Hands Equipable in the RE of CV(L/B)
+1 Reconnaissance Aircraft Type 2 Reconnaissance AircraftType 2 Reconnaissance Aircraft +1 Range on Souryuu Kai Ni, Hiryuu Kai Ni, and Ise-class Kai Ni

Event

On some event maps, it may be possible to farm for resources or for leveling, please refer to the current event page for up-to-date data.

This section will be updated for relevant events.

See Also