Tutorial:Leveling

Revision as of 15:51, 29 December 2014 by >Eririri (→‎Other ways to level)
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This is a guide to leveling your ship girls effectively through sorties. Experience (XP) increases the level of ships, which leads to increases stats of Evasion, LOS, and ASW, as well as passive accuracy increases. Leveling ships can also unlock remodels at higher levels.


Suggested places to level:

  • 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.
  • 2-4A: [Base XP: 300, Node(s): 1] Typically used for admirals that have not cleared 2-4 yet.
  • 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.
  • 4-1: [Base XP: 310, Node(s): 1~2]
  • 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.
  • 5-2: [Base XP: 380, Node(s): 3~4]
  • 5-3: [Base XP: 400, Node(s): 1] For submarines. Will increase sortie losses.
  • 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.
  • 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.  

For editors: Place data in following collapsable form first and we can add to tabbed form later.

1-5: [Base XP: 150, Node(s): 3]

Overview:

A relatively easy map. Low xp gain so used early on or for DD/CL which are cheaper to sortie.

Suggested Composition: 4+ DD/CL (Other classes can be included as well but you should include some ASW capable ships to improve ranking).

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. First node switches to Elite SS after level 80 which makes the map more difficult after that point.

2-4A: [Base XP: 300, Node(s): 1]

2-4A guide(To be added)

3-2A: [Base XP: 320, Node(s): 1]:

Overview: 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 your sub once it hits red!

Suggested Compositions:

  • (Flagship) Whatever ship you want to level + 1~2CV(L) + 1~2Anything + 1BB(V) +1SS
  • ex: X/CV(L)/X/X/BB(V)/SS or X/CV(L)/CV(L)/X/BB(V)/SS

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

Guide:

  • Always end the sortie once you finish node A.
  • CV(L) generally run 3 Torpedo Bombers + Saiun, but if you equip too many/strong bombers, your CV(L) will be the MVP.
  • 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).
  • 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).

Tips:

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.

4-1: [Base XP: 310, Node(s): 1~2]:

Overview:

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.

Guide:

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.

The skeleton setup is

  • Ship you intend to level
  • At least 1 BB(V) for 2nd shelling
  • At least 3 ASW capable ships
  • At least 1 SS for tanking

Examples:

DD, BB, CVL, CVL, CLT, SS

CA, BB, CVL, CVL, DD, SS

BB, CVL, CVL, DD, CLT, SS

Tips:

  • Enemy have no Air Power, no fighters needed (except for boss node)
  • Using CVL is recommended as it eliminates enemies that harm your SS and they can also clear enemy SS in the 2nd 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.

Pros:

  • 2 farmable nodes
  • SS can tank

Cons:

  • There may be 1 CA in the first node
  • Slightly lower Exp than 3-2
  • More difficult to control MVP.

4-3: [Base XP: 330, Node(s): 2~3]:

4-3 guide(To be added)

5-2: [Base XP: 380, Node(s): 3~4]:

5-2 guide(To be added)

5-3: [Base XP: 400, Node(s): 1]:

Overview:

Good place to level submarines, especially low level like Maruyu.

Suggested Composition: 1 SS

Guide:

  • retreat after first battle.
  • Slow fleet has 80% chance to go to submarine node

B. As submarines cannot 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 sent to node C, submarine will need to be repaired (low level submarines are very cheap and quick to repair)

Pros:

  • very fast leveling for submarines

Cons:

  • will increase sortie losses


5-4A: [Base XP: 420, Node(s): 1]:

File:Map5-4.jpg
400x400px
Overview:

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 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.

Suggested Composition: Yamato-class, 2 CA or CL, 2 CVL, 1 SS.

Alternate Compositions:

  • 2 CV, BB, 2 CA/CL/CLT, SS
  • 3 CV, 3SS

Guide:

  • 2 CV/L are required for branching to easier A node. 72 Air power will assure AS+. Can use axillary equipment like torpedo bulges or turbines, radars, boilers, recon planes for other slots.
  • Utilize artillery spotting. Cut-in setup advised on supporting CA/BB to prevent them from stealing MVP.
  • Use 4 or 6 sets of CV/L and cycle ships to regenerate morale.
  • Can also be done with alternate compositions similar to 3-2A.
  • Double line increases accuracy

Pros:

  • High XP rate makes it efficient to level higher cost ships.

Cons:

  • Cycling ships to regenerate morale is advisable.

5-4: [Base XP: 420, Node(s): 3]:

Overview:

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.

Guide:

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.

Equipment:

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.

Tips:

  • 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.

Pros:

  • High base Exp
  • Many rare drops
  • Many CV/CVL drops for those AA mods
  • Simultaneously farm HQ Exp

Cons:

  • 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.


Place in table later after more complete:

Overview:

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.

[3-2A]

Third tab content goes here.

General Tips

  • 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. Examples:
    • 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, heavily damaged flagship in your fleet automatically send back your fleet to base and you're unable to doing sortie if the heavily damaged flagship is neither repaired nor changed yet.

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.

Morale considerations

Morale affects ship performance like accuracy and evasion which can affect rank and help influence MVP -CVL pre-emptive 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 Rankings page. 

Formation

  • Formations can help you achieve the best results. Double line reduces firepower but can help if you are having issues with accuracy.
  • 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 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

Other ways to level

  • 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/her fleet composition while you are initiating attack.
    • Different type of ships may appear, the XP gain also varies depending on your opponent fleet's HQ level and base level of first 2 ships on them.
  • 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 Success, which doubles the XP gain
      • It can be useful to combine leveling with sparkling to help increase your resources.