Combat/Equipment Guide

General tip: an easy way to get equipment in the early game is to take off the stock equipment from ships you are about to use for modernization. The lack of the equipment doesn't have any effect on the stats gained from modernization, but when you modernize and the ship used for modernization is still equipped with its equipment, the equipment will be lost!

Recommended Equipment per Ship Class
See also: Further optimized equipment set ups - Reddit intermediate players' guide

There is no "Equipment Setup You Should Always Have". Admirals have the freedom to choose among different setups, depending on preference and situation.

Destroyer (DD)
Points for equipment selection:
 * Do you need a Double Attack or a Cut In setup for night?
 * Do you need a dedicated destroyer for (O)ASW duties?
 * Is an Anti-Air Cut-In necessary?
 * Are you fighting against an installation?

Recommended equipment setups:

Standard Setup

 * ORMain Gun x2 + Wildcard
 * Using 2x Main Guns allows Double Attack for destroyers in night battle.
 * Wildcard can be anything except a, or
 * Adding any or a 3rd / to this setup will turn it into an inferior cut-in attack.
 * Allows AACI as well if you combine 2x10cm HA+AAFD + Air Radar
 * For Anti-Installation duties, you can use a or  depending on the type of installation you're facing.

Night Battle Cut-in type

 * Torpedo x2 + any, Torpedo x3
 * Setup for strong torpedo cut-in attack at night (150%*2)
 * This setup is reserved for only high destroyers such as Yukikaze, Shigure Kai-2, Hatsushimo Kai-2, Ayanami Kai-2 and those with luck increased via modernization.
 * Because such attacks have a factor and are mostly inconsistent, unlike the Double Attack, you are not recommended to use this setup unless you are facing high armor targets.
 * This applies to high luck destroyers as well. If a Double Attack is capable of defeating your enemies, then you have no reason to use a Cut In either.
 * You can improve your Cut In trigger rate with night battle gear like Searchlight or Star Shell. Flagships also have a higher trigger chance.
 * Any other Cut In setups are inferior to the Torpedo Cut In and are not recommended.

Anti-Submarine type

 * Sonar x2 + Depth Charge OR Sonar
 * Setup for destroyers hunting submarines.
 * Ships can perform pre-emptive OASW attacks on submarines if they have at least 100 AND they have at least a Sonar equipped.
 * There is a synergy effect when equipping at least a AND, which improves ASW damage by 15%
 * Note that while synergy effect is important, being able to perform OASW is even more important. If you can only perform OASW by equipping 3x, simply do that.
 * Useful for maps in World 4 and World 5
 * As some maps have boss nodes which contains an enemy submarine, an OASW is especially useful to be able to efficiently eliminate it. This is especially important as some quests demands that you clear such boss nodes with a S rank.
 * You can utilize the 3rd slot as a Wildcard if the destroyer can reach OASW requirements with only 2 ASW equipment. This allow the destroyer to have an utility role aside from carrying out ASW duties.
 * As ASW damage is heavily reliant on equipment, be careful that your damage output doesn't suffer too much by using your 3rd slot as a Wildcard.

Light Cruiser (CL)
Note:
 * In addition to what destroyers can equip, light cruisers can also equip medium caliber guns, large radar, and recon seaplane.
 * Light Cruisers can increase their range by equipping Main Gun or Secondary Gun with Range Medium, if their range is Short.
 * Fundamentally a strengthened destroyer, please refer to the destroyer section as well.
 * Yuubari, Ooyodo, Abukuma Kai-2, Kinu Kai-2 and Isuzu Kai-2 have special properties.
 * Take note that ships with no plane slots can not utilize Artillery Spotting.
 * Take note that some guns give fit bonuses for CL.

Points for equipment selection:
 * Can you utilize artillery spotting?
 * Do you want a Double Attack or a Cut In during day?
 * Do you need a Double Attack or a Cut In setup for night?
 * Do you need a dedicated light cruiser for (O)ASW duties?
 * Is an Anti-Air Cut-In necessary?
 * Are you fighting against an installation?
 * Are you using Abukuma Kai Ni?
 * Are you using Kinu Kai Ni?
 * Are you using Ooyodo or Yuubari?

Standard Setup

 * Main Gun x2 + Recon Seaplane OR Wildcard
 * Standard setup for light cruisers which enables Artillery Spotting.
 * A seaplane is mandatory for artillery spotting.
 * Allows for double attacks during day and night, great damage can be expected at night.
 * Requires getting air superiority.
 * In case you cannot utilize Artillery Spotting or you want to use the 3rd slot for something else, feel free to use the 3rd slot as a wildcard. The wildcard can be anything except a, , or.

Night Double Attack (No AS)

 * + OR  Secondary Guns x2
 * Make sure it's a Secondary Gun and not a Main Gun, as Small Caliber Guns are treated as Main Guns, while Medium Caliber Guns are treated as Secondary Guns.
 * Mainly used when Artillery Spotting is not possible.
 * Maximizes firepower while maintaining double attack.
 * This setup is not recommended if you only have access to 15.2cm Single Gun Mount, because of the terrible stats. You are better off using the standard setup instead.

Night Cut In

 * 2x + Wildcard; 3x
 * Setup for strong torpedo cut-in attack at night (150%*2)
 * As no CL has a high base to efficiently utilize Cut In attacks, this setup is mostly reserved for ships that have their luck increased through modernization.
 * Because such attacks have a factor and are mostly inconsistent, unlike the Double Attack, you are not recommended to use this setup unless you are facing high armor targets.
 * This applies to high luck light cruisers as well. If a Double Attack is capable of defeating your enemies, then you have no reason to use a Cut In either.
 * You can improve your Cut In trigger rate with night battle gear like Searchlight or Star Shell. Flagships also have a higher trigger chance.
 * Any other Cut In setups are inferior to the Torpedo Cut In and are not recommended.

Anti-Submarine

 * Sonar x2 + Depth Charge OR Sonar
 * Setup for light cruisers hunting submarines.
 * Ships can perform pre-emptive OASW attacks on submarines if they have at least 100 AND they have at least a Sonar equipped.
 * Exception is Isuzu Kai Ni, she can always perform OASW attacks regardless.
 * There is a synergy effect when equipping at least a AND, which improves ASW damage by 15%
 * Note that while synergy effect is important, being able to perform OASW is even more important. If you can only perform OASW by equipping 3x, simply do that.
 * Useful for maps in World 4 and World 5. Especially useful in 1-5.
 * (subtype) (Sonar + Depth Charge + Searchlight OR Star Shell)
 * As some maps have boss nodes which contains an enemy submarine, an OASW is especially useful to be able to efficiently eliminate it. This is especially important as some quests demands that you clear such boss nodes with a S rank.
 * You can utilize the 3rd slot as a Wildcard if the light cruiser can reach OASW requirements with only 2 ASW equipment. This allow the destroyer to have an utility role aside from carrying out ASW duties.
 * As ASW damage is heavily reliant on equipment, be careful that your damage output doesn't suffer too much by using your 3rd slot as a Wildcard.

Anti-Installation Setup

 * Kouhyouteki OR CD + Wildcard +
 * Main Gun x2 ORSecondary Gun x2 +
 * Allows Abukuma Kai Ni or Kinu Kai Ni to have an anti-installation role.
 * In case you want to use a Kouhyouteki or a CD, it is not possible to give them a double attack setup.
 * Guns qualified for Concentrated Deployment are 25mm CD, Bofors and Pom-pom guns.

4 Slot CL

 * Yuubari Kai and Ooyodo Kai both have 4 equipment slots, unlike the other CLs.
 * Ooyodo has terrible base stats, which makes it harder for her to reach OASW requirements, unlike Yuubari.
 * Ooyodo has low stats, but has better  and, which makes her excellent for Anti-Installation purposes.

4 Slot Anti-Submarine

 * Sonar 3x + Depth Charge OR Sonar
 * The same rules applies to the 4 slots light cruisers, the only difference is that you now have another equipment slot available.
 * You only receive the synergy bonus once. Equipping 2x and 2x  will not do anything extra.
 * Because of how poor the base stats is of Ooyodo, Yuubari is better suited for this role.

4 Slot Anti-Installation

 * Main x2 + WG42 x2
 * A setup focused on destroying installations who are weak to WG42 during night battle.
 * As Ooyodo has better survivability, she is recommended for this role.

CLT Abukuma

 * Abukuma Kai Ni is unique in the way that she functions exactly like a CLT, while being classified as a CL.
 * Check the CLT section for more information regarding Abukuma Kai Ni

Torpedo Cruiser (CLT)
Note:
 * Torpedo Cruisers can equip Kouhyouteki to fire an opening torpedo. Torpedo Cruisers are recommended to always have at least a Kouhyouteki equipped.
 * CLTs have no plane slots.
 * Because CLTs cannot utilize Artillery Spotting, using is perfectly acceptable.
 * Abukuma Kai Ni functions exactly like a CLT, even though she is classified as a CL.
 * Take note that some guns give fit bonuses for CLT.

Points for equipment selection:
 * Are you fighting a very tough surface boss?
 * Do you need a dedicated torpedo cruiser for (O)ASW duties?
 * Is an opening torpedo important?

Standard Setup

 * Main Gun x2 ORSecondary Gun x2 +Type A Ko-hyoteki
 * Decent single attack during day battle and double attack during night battle
 * Since Artillery Spotting is not a factor here, the only thing that matters are stats. It does not matter whether you use a or a.
 * Because CLTs have innate very high and  stats, their double attack is incredibly powerful, being able to destroy most of the toughest enemies in the game.

Torpedo Setup

 * Torpedo x2 +Type A Ko-hyoteki
 * Maximizes torpedo damage while allowing a torpedo cut in attack (150%*2)
 * This comes at the cost of having weaker shelling during day, since you're not using guns.
 * This setup is generally reserved for high ships.
 * Torpedo cut-in is only marginally stronger than the double attack, but activates less often and is inconsistent. Use this only if it is truly necessary.

Anti-Submarine Setup

 * Sonar + Depth Charge OR Sonar + Sonar OR Wildcard
 * Allow torpedo cruisers to have an ASW role.
 * Ships can perform pre-emptive OASW attacks on submarines if they have at least 100 AND they have at least a Sonar equipped.
 * There is a synergy effect when equipping at least a AND, which improves ASW damage by 15%
 * Note that while synergy effect is important, being able to perform OASW is even more important. If you can only perform OASW by equipping 3x Sonar, simply do that.
 * If it is possible to reach OASW requirements with 2 slots, you can use the 3rd slot for something else.
 * It is definitely possible to use a Kouhyouteki in this scenario, which allows them to perform opening torpedo attacks aside from ASW duties.

Heavy Cruiser (CA)
Note:
 * Certain guns give night battle fit bonuses for CA(V).
 * Zara Kai and Pola Kai are capable of equipping Seaplane Fighters and Seaplane Bombers.
 * Maya Kai Ni has the strongest AACI in the game, which requires a specific setup.
 * Cannot attack submarines, even if you have Seaplane Bombers equipped.

Points for equipment selection:
 * Can you utilize artillery spotting?
 * Do you want a Double Attack or a Cut In during day?
 * Do you need a Double Attack or a Cut In setup for night?
 * Are you using Maya Kai Ni for her AACI?
 * Are you fighting against an installation?

Standard Setup
Seaplane Fighters if you wish.
 * Main Gun x2 + Radar OR Wildcard + Recon Seaplane
 * Standard setup for heavy cruisers which allows day and night double attack.
 * The wildcard can be anything as long as its not a, or.
 * Requires getting air superiority.
 * In case installations are involved, you can substitute the wildcard for a Type 3 Shell.
 * In case you're using either Zara Kai or Pola Kai, you can substitute the wildcard with a
 * You are not recommended to use Seaplane Bombers, because of their very small slot sizes. Using Seaplane Fighters however, is fine.

Night Double Attack (No AS)

 * Main Gun + OR Secondary Gun x3
 * Make sure it's a Secondary Gun and not a Main Gun, as Small Caliber Guns are treated as Main Guns, while  Medium Caliber Guns are treated as Secondary Guns.
 * Mainly used when Artillery Spotting is not possible.
 * Maximizes firepower while maintaining double attack.
 * This setup is not recommended if you only have access to 15.2cm Single Gun Mount, because of the terrible stats. You are better off using the standard setup instead.

Night Cut In

 * Torpedo x2 + Wildcard x2; Torpedo x4
 * Setup focused on dealing heavy damage (150%*2) through a Torpedo Cut In during night battle.
 * This setup is generally reserved for high ships.
 * Torpedo cut-in is only marginally stronger than the double attack, but activates less often and is inconsistent. Use this only if it is truly necessary.

Maya AACI

 * Concentrated Deployment + + Air Radar +  OR
 * A special setup for Maya Kai Ni which allows her to use the best AACI in the game while retaining the ability to double attack during night. Note that this specific setup only works for Maya Kai Ni.
 * Guns qualified for Concentrated Deployment are 25mm CD, Bofors and Pom-pom guns.

Aviation Cruiser (CAV)
Note:
 * Basically a Heavy Cruiser with additional aviation equipment possible
 * Certain guns give night battle fit bonuses for CA(V).
 * Can attack submarines with the use of Seaplane Bombers and/or Autogyro
 * Each equipment slot have their own size, make sure you make the most of it by equipping Seaplane Bombers on the largest slot sizes.
 * Seaplane Bombers on bigger slots does not increase your damage against submarines.
 * Can equip Drum Canister.
 * Can equip both Type 3 and WG42.
 * Can equip SCAMP.

Points for equipment selection:
 * Can you utilize artillery spotting?
 * Do you want a Double Attack or a Cut In during day?
 * Do you need a Double Attack or a Cut In setup for night?
 * Are you fighting against an installation?
 * Do you want to be able to attack submarines?

Standard

 * Main Gun x2 + Seaplane + Wildcard
 * Standard setup which allows double attack during day and night.
 * Using a Seaplane Bomber can help you to reach air superiority.
 * Good equipments for the wildcard are Radar, Seaplane,, and SCAMP.
 * You cannot use a Seaplane Fighter for Artillery Spotting. Use the Wildcard slot if you need to equip Seaplane Fighters.
 * If equipped with a seaplane bomber, your CAV will prioritize attacking enemy submarines. If this is not desired, switch to a Recon instead.

Anti-Installation

 * Main Gun x2 + Type 3 + WG42
 * Standard anti-installation setup for CAV, which also allows double attack during night.
 * This setup does not utilize Artillery Spotting, but instead focuses on dealing maximum damage during night against installations.
 * You are recommended to use a and  one each. Do not stack Type 3 as the bonuses do not stack.
 * Multiple WG42 does stack, but each extra giving decremented bonuses.

Seaplane Bomber Mule

 * Seaplane Bomber x4
 * Pure Bomber focus, no special attacks during day or night.
 * Usage is extremely situational and restricted to circumstances where you can only use CAVs in a map full of submarines or if for some reason, having a Bomber mule is much preferred.
 * It is perfectly possible to replace Bombers with Autogyro if your goal is only ASW related.

Seaplane Fighter Setup

 * Main x2 + Fighter x2
 * Allows you to establish air superiority with CAV while retaining double attack during night.
 * This is an important setup to utilize if carriers are not available and you want to establish air superiority.

Night Double Attack (No AS)
CA also generally have marginally more compared to CAV.
 * Main Gun + OR Secondary Gun x3
 * Make sure it's a Secondary Gun and not a Main Gun, as Small Caliber Guns are treated as Main Guns, while  Medium Caliber Guns are treated as Secondary Guns.
 * Very rarely used on CAV, mainly because of the other utility options a CAV has in comparison to CA.
 * Mainly used when Artillery Spotting is not possible and you cannot use CA for some reason.
 * Maximizes firepower while maintaining double attack.
 * This setup is not recommended if you only have access to 15.2cm Single Gun Mount, because of the terrible stats. You are better off using the standard setup instead.

Battleship (BB)
Note:
 * BB have high firepower and use main guns to attack enemy ships.
 * Day battle attack power cap can be reached easily with most battleships.
 * The day damage softcap is 150. As most battleships can easily reach this cap, it is preferrable to focus on stats instead.
 * Can use artillery spotting to further increase attack.(Air superiority required)
 * Artillery Spotting is a postcap multiplier that ignores the damage softcap. This allows you to deal even more damage during the day.
 * Fit gun mechanics are drastically different on battleships in the sense that aside from bonuses, there are also penalties included for using overweight guns. Each ship class also have their own set of guns that are fit and overweight, check out this page for more information regarding this.
 * Cannot attack submarines, even if you have Bombers equipped.
 * Can equip AP Shell
 * Italia, Roma Kai, Nagato-class Kai and Yamato-class Kai are capable of carrying Fighters
 * Only Italia and Roma Kai are capable of equipping Bombers.
 * Because of their poor slots, you are not recommended to use any Bombers.

Points for equipment selection:
 * Can you utilize artillery spotting?
 * Do you want a Double Attack or a Cut In during day?
 * Are you fighting against an installation?

Standard

 * Main Gun x2 +Recon Seaplane + AP Shell
 * The most used setup for battleships that allow both day cut-in and double attack.
 * Base is excellent and also allows a decent night double attack.
 * With two special attack types available, artillery spotting will have a higher activation rate.
 * Cut-in (150% modifier) is useful against high armor enemies
 * Also effective when facing Hard Installation targets.

Standard Double Attack

 * Main Gun x2 +Recon Seaplane + Wildcard
 * Allows both day and night double attack
 * Utilize the wildcard depending on what you need
 * Type 3 is to increase damage against soft installation-type enemies.
 * Fighters if you need some support in establishing air superiority.
 * Radar and Recon are alternatives if you lack or you don't want to use it for whatever reason.

Night Battle Focus

 * Main Gun x2 + Night Recon OR Wildcard + Radar OR Wildcard
 * The setup for night battle focused maps.
 * Since bonuses does not apply to night battles, it becomes less useful.
 * Important for maps like 5-3
 * In case you don't have a Night Recon, you can treat the slot as a wildcard.
 * The wildcards can be anything, as long it's not a or

Aviation Battleship (BBV)
Points for equipment selection: Recommended equipment for Aviation Battleship:
 * Basically Battleship with additional equipment possible
 * Can equip Seaplane Bombers for Aerial Combat, Autogyro for anti-submarine attack
 * When equipped with seaplane bombers, can attack submarines during day battle (cannot at night battle)
 * Seaplane Bomber type(Main Gun x2 +Seaplane Bomber x2 ORSeaplane Bomber x4)
 * Equipping bombers is good for 3-2-1 leveling and anti-submarine attacks
 * Can get air superiority if enemy carriers have few fighters
 * Artillery Spotting type(Main Gun x2 +Seaplane Bomber + AP Shell) OR (Main Gun x3 +Seaplane Bomber)
 * Has both strong day attack due to artillery spotting and strong night double attack
 * Can get air superiority even without carrier in your fleet if opponent has no carriers
 * If equipped with seaplane bomber, will prioritize attacking enemy submarines. If this is not desired, switch to recon seaplane
 * First setup is for double attack at night, second is for cut-in for medium firepower 30 luck Ise-class
 * Anti-submarine type ( Autogyro x4)
 * For attacking submarines such as in 1-5. allows for second shelling round for more chances to sink enemy submarine
 * Because Autogyro is relatively rare, Zuiun can be used until more are acquired

Aircraft Carrier (CV) Light Aircraft Carrier (CVL)
Points for equipment selection: Recommended equipment for Aircraft Carrier: Other notes:
 * Artillery spotting by other ships requires Air Superiority or Air Supremacy from Fighters
 * Dive Bomber and Torpedo Bomber can be shot down by Anti-aircraft fire
 * Fighters and Recon cannot be shot down by Anti-aircraft fire.
 * Tsu-class and AA cut-in in PvP are the natural enemies of carriers and your bauxite stockpile.
 * Dive Bomber or Torpedo Bomber equipped in a large slot can deal high damage during Aerial Bombing step
 * This damage may not be enough to sink BB- or flagship-class enemies.
 * Air Superiority is priority over Aerial Bombing.
 * Dive Bomber and Torpedo Bomber can participate in shelling phase
 * Damage calculation is based on carrier firepower and equipped planes.
 * Damage is unrelated to plane count, as long as there is at least one plane.
 * Cannot attack at night or when moderately damaged (heavily damaged for Taihou)
 * Default range is Short but may be increased by equipping Secondary gun with range Medium or SCAMP with range Long
 * Light Aircraft Carrier can attack submarines
 * Must be equipped with either dive bomber or torpedo bomber to do so
 * Can equip Type 3 Spotter/Liaison (ASW) and/or Ka-type Observation Autogyro in addition for higher anti-submarine stat
 * In general, the steps in choosing equipment for carriers:
 * Equip enough fighters for air superiority
 * Equip torpedo bombers and dive bombers for aerial bombing and shelling
 * Equip recon plane to prevent T-cross disadvantage and add more LOS
 * Equip miscellaneous such as secondary gun, SCAMP, turbines, bulges, damecon etc.
 * Ocean Cruising type (Fighter +Torpedo Bomber + Recon)
 * For farming drops, grinding levels and admiral experience
 * Trades Fighter Power for more higher damage. put fighters in smaller slots and bombers in bigger slots
 * Sink weaker enemies during aerial phase to allow high firepower ships to do their work
 * Make sure you have a little more than the required Fighter Power to account for reduced aircraft count in latter nodes
 * Bauxite consumption increase in exchange for less repairs.
 * Air Superiority Oriented type (Fighter x3 + (Torpedo Bomber OR Dive Bomber))
 * For maps that require high Fighter power to get Air Superiority/Supremacy
 * Equip a bomber so carrier can participate in shelling.
 * Equip fighters in three largest slots and bomber in smallest slot.
 * Be careful in maps with enemies with high AA and multiple nodes, if bomber slot is reduced to zero, carrier will not participate in shelling.
 * Air Superiority Exclusive type (Fighter x3 + (Fighter OR Recon OR Damecon)
 * Sacrifices shelling for more fighters or other equipment
 * For pvp/maps with strong enemy AA that can shoot down all bombers, or high defense enemies that can tank carrier shelling.
 * Filled with Torpedo Bombers type (Torpedo Bomber x3 + (Torpedo Bomber OR Recon)
 * For strong Aerial Bombing "get them before they get you" setup
 * Also strong during shelling phase
 * For maps that don't require high Fighter Power or those that don't have enemy carriers
 * When doing 3-2-A leveling with this setup, be careful not to mistakenly advance to next node.
 * Anti-submarine Patrolling type (Ju 87C Kai + (Autogyro OR Type 3 (ASW)) x2 +  Saiun)
 * For light aircraft carriers (CVL) only
 * To attack enemy submarines such as 1-5 or pvp or other maps with enemy submarines
 * Ju87C has +5. If not available, Ryuusei +4 can be used. Other planes may have higher ASW, please check individual plane stats.
 * Autogyro and Type3 (ASW) are from Akitsumaru. They cannot be shot down so less bauxite will be consumed. Note that when equipped on carrier, they cannot attack submarines on their own and need torpedo/dive bomber.
 * Bauxite Economizing type ((Secondary gun x2 OR +Radar x2 OR Bulge x2) +Saiun + Dive Bomber)
 * Equip the bomber on the smallest slot. this minimizes the number of planes that may be lost.
 * For pvp opponents with no carriers, or easy map that requires carrier for branching like 2-2.
 * Advantages of equipping Saiun
 * Avoids T-cross disadvantage in boss nodes to avoid insufficient firepower to get S Rank.
 * Especially important when boss node has single submarine.
 * Allows for Contact and greater damage during aerial phase.
 * Increases LoS which is useful for maps with LoS branching.
 * Some bosses can reach the firepower cap even with T-cross disavdantage.
 * Disadvantages of equipping Saiun
 * Uses up one equipment slot. Some carriers like Kaga have considerable slot size for the smallest slot, equipping Saiun might not be benefit as equipping Dive Bomber.
 * Getting T-cross disadvantage may be beneficial for pre-boss nodes.

Seaplane Tender (AV)
Characteristics: Currently, Mizuho, Akitsushima, Chitose and Chiyoda are the only members of this versatile, but fragile class. Chitose and Chiyoda remain as seaplane tender on first and second remodels and change class to light aircraft carrier on third.
 * Can participate in Aerial Phase when equipped with Seaplane Bombers
 * Can participate in Opening Torpedo when equipped with midget subs
 * Can participate in shelling
 * Can attack submarines
 * Requires seaplane bombers, will always attack enemy submarines if there are any
 * when equipped with depth charge or recon seaplane, will not attack submarines
 * Can do artillery spotting when Air Superiority or better
 * Can participate in torpedo phase
 * Can participate in night battle
 * Cannot attack submarines
 * Can equip Daihatsu to increase resource gained from expedition

Note that there are some equipment that only Mizuho, Chitose and Chiyoda can carry but not by Akitsushima, and the other way round is also true.

For Mizuho, Chitose and Chiyoda, They are very suited to equip Zuiun and Ko-hyoteki. Firepower is low but torpedo stat is relatively high.


 * Recommended Equipment for Seaplane Tender
 * Common
 * Unremodeled (Seaplane Bomber + 15.5cm Triple Gun Mount (Secondary))
 * For expedition purposes, seaplane tender is kept unremodeled for lowest consumption
 * Two attacks when for sinking destroyers when sparkling in 1-1
 * Anti-submarine type (Seaplane Bomber +Depth Charge +Type A Ko-hyoteki)
 * Can additionally attack submarines. anti-submarine attack is not very strong and may have trouble sinking elite and flagship submarines
 * Mizuho, Chitose and Chiyoda
 * Preemptive attack type (Seaplane Bomber + Type A Ko-hyoteki x2)
 * Aerial Bombing and Torpedo attack can sink up to light cruiser enemies
 * For 3-2-A leveling
 * Night battle type ((10cm Twin High-angle Mount OR 15.5cm Triple Gun Mount (Secondary)) x2 +Type A Ko-hyoteki)
 * Limits bauxite consumption on maps that require a seaplane tender for branching
 * 15.5cm gun increases range to medium, may interfere with attacks of other ships
 * Expedition Support type (Daihatsu-class Landing Craft x1~3)
 * Daihatsu increases resource gain from expeditions
 * Suitable for very long expeditions. Some expeditions that require Aircraft Carrier-type ships where it will be "killing two birds with one stone"
 * Seaplane Tender has higher consumption than Destroyer of Light Cruiser, please evaluate gains and losses before using.
 * Akitsushima
 * LoS type (Type 2 Large-sized Flying Boat x1~3)
 * Seaplane Tender has higher consumption than Destroyer of Light Cruiser, please evaluate gains and losses before using.
 * Akitsushima
 * LoS type (Type 2 Large-sized Flying Boat x1~3)
 * LoS type (Type 2 Large-sized Flying Boat x1~3)

Amphibious Assault Ship
Not strong by itself but 2014 Summer and 2014 Fall events have maps where it provide a beneficial branching route.

Characteristics: Currently, Akitsu Maru is the only member of this class.
 * Can participate in Aerial Phase
 * Can equip Fighters, though unremodeled Akitsumaru has 0 plane slots, so this is only effective after remodelling
 * Can participate in shelling
 * Can attack submarines when equipped with Ka-type Observation Autogyro or Type 3 Spotter/Liaison (ASW)
 * Can participate in night battle, but cannot attack submarines at night
 * Can equip Daihatsu to increase resource gained from expedition

Firepower and Armor are lower than a Destroyer, plane count is lower than a Light Aircraft Carrier, she is not suited to fight against other ships. But, she can equip fighters and not count as an Aircraft Carrier for branching and may be useful for those maps. Some event maps have beneficial branching routes where she is in the fleet.

Recommended equipment for Amphibious Assault Ship:
 * Aerial Support type (Fighter x3)
 * To get higher Fighter Power for Air Superiority.
 * May free up your carriers to carry more bombers.
 * Can also be used to allow for Artillery Spotting when no carriers or aviation ships are in the fleet.
 * Anti-submarine type (Fighter + (Autogyro OR Type 3 (ASW)) x2)
 * Can attack submarines while also contributing fighters.


 * Expedition Support type(Daihatsu-class Landing Craft x1~3)
 * Daihatsu increases resource gain from expeditions. Suitable for very long expeditions.
 * Akitsumaru has higher consumption than Destroyer of Light Cruiser, please evaluate gains and losses before using. Compared to Seaplane Tender, Akitsumaru has higher fuel cost and lower ammo cost.

Submarine (SS) Aircraft-Carrying Submarine (SSV)
Before level 10, can participate in opening torpedo only when equipped with midget subs. At Level 10 and higher, will always participate in opening torpedo.

Recommended Equipment for Submarines:
 * Torpedo type (Torpedo x2)
 * Only setup for submarines that allows for night cut-in.
 * For maps where night battle is important or to increase preemptive torpedo damage
 * Aerial Bombing type (Seaplane Bomber x2)
 * Aerial bombing can sink enemy DD/CL. May be used for 3-2
 * Enemy aircraft will surely shoot down these planes but submarine aircraft slots are small so bauxite cost will be low
 * Not effective in later maps with flagship DD/CL
 * Heavy Damage Advancing type ((Torpedo + Damecon) ORDamecon x2)
 * Enemy ships that can attack submarines will always attack submarines.
 * This makes submarines very effective decoys

Main Gun

 * Main equipment used to increase shelling Firepower . Also increases Anti-air stat.
 * Main Guns with green icon give a better anti-air bonus but generally sacrifice firepower.
 * Types of guns based on caliber and which ships can equip them:
 * Small Caliber Gun - Destroyer, Light Cruiser, Torpedo Cruiser, Seaplane Tender, Amphibious Assault Ship, Repair Ship, Submarine Tender
 * Medium Caliber Gun - Light Cruiser, Torpedo Cruiser, Heavy Cruiser, Aviation Cruiser, Battleship, Aviation Battleship
 * Large Caliber Gun - Battleship, Aviation Battleship, Fast Battleship


 * For Large Caliber Guns, 2014/7/28 update 1 2 introduced the Overweight Penalty and Fit Gun Bonus. When equipping a gun "fit" to battleship class, there will be an increase in accuracy. Inversely, when equipping multiple guns that are "overweight" for battleship class, there will be a decrease in accuracy.
 * Influences double attack/cut-in attack for artillery spotting and night battle.

Secondary Gun

 * Support equipment used to increase shelling Firepower . Gives Accuracy bonus.
 * Can be equipped by carriers, light cruisers and other large ships.
 * Influences double attack/cut-in attack for artillery spotting and night battle, but in a different way from main guns. Cannot trigger cut-ins when used alone; main guns must also be equipped. If day battle firepower is less important that night battle firepower or if artillery spotting cannot be done, then secondary guns can be used.
 * Similar to Main Guns, Secondary Guns with green icon have higher anti-air bonus but sacrifice firepower.

Torpedo

 * Equipment that increases Torpedo stat for torpedo phases of battle.
 * Can be equipped by Destroyer, Light Cruiser, Torpedo Cruiser, Heavy Cruiser, Aviation Cruiser, Submarine, and Aircraft-Carrying Submarine. Bismarck drei can also equip torpedoes.
 * Influences night cut-in attacks. Destroyers and other small ships have a chance to deal huge damage to enemy ships.
 * Ships cannot participate in day torpedo phases at moderate damage, though can still attack at night. At heavy damage, can participate in neither and torpedo is useless.
 * There is a Submarine Torpedo 53cm Submarine Bow Torpedo Mount (8 tubes) that's exclusively for Submarine and Aircraft-Carrying Submarine only.
 * Adding any disables double attacks, allowing cut-ins only. Consider using on high luck ships.

Carrier-Based Fighter Plane (Fighter)

 * Air Superiority fighter for Aircraft Carriers, Light Aircraft Carriers, and Amphibious Assault Ships. These shoot down other planes in Fighter Combat stage to establish Air Superiority/Supremacy.
 * Each planes contribute to fleet defense, plane count decreases after a battle if shot down, decreasing fleet AA stat accordingly.
 * If you get Air Superiority/Supremacy, your ships will take less damage from enemy planes and your planes can attack enemy ships better. Also, the number of your own planes shot down will decrease so less bauxite will be consumed when resupplying. Air superiority also enables Artillery Spotting (see Combat) which increases the damage done by your Cruisers and Battleships.

Carrier-Based Dive Bomber (Dive Bomber)

 * Aircraft for Aircraft Carriers (CV, CVL). Attacks enemy ships by dive bombing.
 * Aircraft Carrier, Light Aircraft Carrier needs to be equipped with at least one dive bomber or torpedo bomber to participate in shelling phase.
 * Unlike torpedo bombers, damage dealt during Aerial Combat is consistent.
 * Adds more damage during shelling phase, when compared with Torpedo Bombers.
 * Has anti-submarine stat . When equipped on Light Aircraft Carrier, attacks on Submarines is possible.
 * Some planes have Line of Sight stat.
 * If you lose air superiority, these will be shot down. Amount lost doesn't seem different from Torpedo Bomber.
 * If plane has anti-air stat, it will participate in fighter combat (fighter-bomber)
 * Cannot attack Installation type bosses.
 * Become useless if the carrier become moderate damage (except for Armored Carriers)

Carrier-Based Torpedo Bomber (Torpedo Bomber)

 * Aircraft for Aircraft Carriers (CV,CVL). Attacks enemy ships with torpedoes.
 * Aircraft Carrier, Light Aircraft Carrier needs to be equipped with at least one dive bomber or torpedo bomber to participate in shelling phase.
 * Damage dealt during Aerial Combat is either 80% or 150%. Because of this, torpedo bomber damage is inconsistent: sometimes weak, sometimes strong.
 * Added damage during shelling phase is lower, when compared with Dive Bombers.
 * But, when comparing the top craftable Ryuusei Kai and Suisei M12A, they are almost the same. (Ryuusei Kai: 19.5 | Suisei M12A: 20)
 * Has anti-submarine stat. When equipped on Light Aircraft Carrier, attacks on Submarines is possible. Some models have slightly higher stat than Dive Bombers.
 * Has Line of Sight stat . Can contribute to enemy detection.
 * Can trigger Contact which increases the damage of your Dive Bombers and Torpedo Bombers, but very low trigger chance.
 * If you lose air superiority, these will be shot down. Amount lost doesn't seem different from Dive Bomber.
 * If plane has anti-air stat, it will participate in fighter combat.
 * Japanese name 艦上攻撃機 literally means Carrier-Based Attack Plane so some people call them that.
 * Become useless if the carrier become moderate damage (except for Armored Carriers)

Carrier-Based Reconnaissance Plane (Recon Plane)

 * Aircraft for Aircraft Carriers. Detects enemy ships.
 * Saiun prevents T-cross disadvantage.
 * Can trigger Contact which increases the damage of your Dive Bombers and Torpedo Bombers.
 * Bonus damage from Contact depends on Accuracy stat of plane.
 * Saiun gives 17% and Type 2 Recon gives 20% bonus.

Reconnaissance Seaplane (Recon Seaplane)

 * Aircraft that can land on water, used by ships other than aircraft carriers.
 * Can be equipped by Battleship, Aviation Battleship, Heavy Cruiser, Aviation Cruiser, Light Cruiser, Seaplane Tender, Aircraft-Carrying Submarine, Submarine Tender.
 * Helps in detecting the enemy . Can trigger Contact during Aerial Phase.
 * Some Light Cruisers (Tenryuu-class, Ooi, Kitakami, Yuubari, Isuzu Kai-2) have zero plane count and equipping seaplane will have no effect.
 * Recon Seaplane have anti-submarine stat but cannot attack submarines without seaplane bombers.
 * If this is equipped and you have Air Superiority then Day Battle Double Attack/Cut-in (Artillery Spotting) can trigger. (requires at least one seaplane left)


 * Even though this is only for recon, when your detection stat is low or when enemy has strong Fighter Power, planes may not return and be lost. (same applies to carrier based aircraft and seaplane bombers)

Seaplane Bomber

 * Aircraft that can land on water, used by ships other than aircraft carriers.
 * Can be equipped by Aviation Battleship, Aviation Cruiser, Seaplane Tender, Aircraft-Carrying Submarine.
 * At the start of battle helps in detection.
 * Similar to Dive Bombers, attacks enemy ships with bombs during Aerial Phase.
 * Zuiun has Anti-Air stat and, similar to Fighters, can participate in Fighter Combat Stage.
 * Cannot trigger Contact unlike Recon Seaplane.
 * When equipped by Aviation Battleship, Aviation Cruiser, or Seaplane Tender, can attack submarines, but only during day battle.
 * Can enable Artillery Spotting like Recon Seaplane.
 * Can enable Aerial Superiority.

Night Reconnaissance Seaplane (Night Scout)

 * Similar to Recon Seaplane, but has additional effects during night battle.
 * Can trigger Night Contact which boosts your ships' critical rate.
 * Similar to Contact, Night Contact will trigger only with Air Superiority during the day, or if the battle begins at night.
 * Can trigger Artillery spotting during day battle but with lower effect than normal recon planes.

Radar

 * RAdio Detection And Ranging acronym. Uses radio waves to detect and locate enemies from afar.
 * Small Radar can be equipped by all surface ships but Large Radar cannot be equipped by Destroyer, Amphibious Assault Ship, Repair Ship, Submarine Tender. Cannot be equipped by Submarines or Aircraft-Carrying Submarines
 * Reduces the effect of Maelstrom. Reduction is dependent on the number of ships carrying a Radar and maxes out with 3 Radar-carrying ships.
 * There are Air Radar and Surface Radar. Air Radar have Anti-air stat, Surface Radar have higher Detection and Accuracy  bonuses. Air Radar increases the rate of Anti-Air Cut-In attacks, while Surface Radar increases the rate of Cut-In bombardment attacks from the main guns.
 * Differences between Small and Large Radars, other than being equippable by different ships, are unknown.

Machinery

 * Increases ship's evasion.
 * Can be equipped by all ships.
 * Evasion rate is increased by a small amount in exchange for limited equipment slots. Please think carefully when using.

Shell

 * Ammunition with special qualities shot from ship's guns.
 * AP Shells (Type 91 Armor-Piercing (AP) Shell, Type 1 Armor-Piercing (AP) Shell)
 * Can be equipped by Battleship and Aviation Battleship. Increases Firepower and Accuracy.
 * Affects artillery spotting cut-in, Does not affect night double attack/cut-in.
 * Originally could only be equipped by Nagato-class, Yamato-class and Aviation Battleships; but after the 2014/7/28 update, can also be equipped by Kongou-class and Bismarck.
 * After the 2014/10/10 update, when Armor Piercing Shell and Large Caliber Guns are equipped together, daytime shelling damage and accuracy are increased against enemies with thick armor and installation type bosses.
 * Type 1 AP Shell has higher stats than Type 91 shell, but only 2 can be obtained from quest. As of the January 23rd update, more Type 1 shell can be obtained by upgrading through Akashi's Improvement Arsenal.
 * AA Shells (Type 3 Shell)
 * Can be equipped by Heavy Cruiser, Aviation Cruiser, Battleship and Aviation Battleship.
 * Increases Anti-air stat.
 * Has a large fleet defense bonus, currently the strongest craftable anti-air equipment.
 * Very effective against Installation type bosses. Damage formula becomes Firepower×2.5.

Machine Gun and Rocket Launcher

 * Used against enemy attacks from the air. Launches a barrage to deter enemy planes.
 * Can be equipped by all surface ships.
 * Increases fleet air defense but only by a negligible amount.
 * Currently, there are few reasons to equip them due to limited equipment slots.
 * If you don't want to affect your double attack/cut-in combination and have empty slots left, can be considered as slot filler.
 * Machine Guns add +1 evade stat, which can be useful for low-level Admirals prior to obtaining sufficient numbers of turbines and boilers for the fleet. For instance, on map 1-6, equipping these in bulk on the non-flagship destroyers/light cruisers reduces the chance the other ships get hit by the elite submarines' opening strikes, while ASW gear on the flagship guarantees it the MVP morale/xp bonus.

Midget Submarine

 * Small special-purpose submarine that comes close to enemy ships and fires torpedoes.
 * Can be equipped by Torpedo Cruiser, Seaplane Tender, Abukuma Kai-ni and Submarine.
 * Currently, only the Type A Ko-hyoteki is in this category.
 * Allows Torpedo Cruiser, Seaplane Tender, Abukuma Kai-ni and Submarine with level less than 10 to participate in Opening Torpedo Salvo.
 * Does not count as a torpedo so it does not affect night cut-in.

Depth Charge and Sonar

 * Anti-Submarine Warfare (ASW) equipment used to deal with submarines.
 * When both Depth Charge and Sonar are equipped together, ship receives accuracy and damage bonus against submarines.
 * Depth Charge
 * Bomb that is dropped into water and set to detonate at a certain depth to damage submarines.
 * Can be equipped by Destroyer, Light Cruiser, Torpedo Cruiser and Seaplane Tender
 * Seaplane Tender must also be equipped with Seaplane Bomber to attack submarines.
 * Sonar
 * Sound Navigation and Ranging. Basically works the same way the RADAR does but underwater.
 * Underwater listening device. Uses sound to detect and locate submarines.
 * Can be equipped by Destroyer, Light Cruiser, Torpedo Cruiser, Submarine and Aircraft-Carrying Submarine.
 * Submarine-type ships cannot attack other submarines even when equipped with Sonar, but they increase accuracy for torpedo attack.

Emergency Repair

 * Manages repairs in a ship that has taken enough damage to cause sinking.
 * Also known as DameCon or Damage Control.
 * Can be equipped by all ships.
 * When equipped, the ship will been prevented from being sunk once, and equipment is consumed.
 * Can be obtained as Quest and Event Reward.

Others

 * Ka-type Observation Autogyro Type 3 Spotter/Liaison (ASW)
 * Aircraft mainly tasked with anti-submarine patrolling
 * Has a high Anti-submarine stat compared to other aircraft.
 * Type 3 Spotter/Liaison (ASW) can be equipped by Light Aircraft Carrier and Amphibious Assault Ship.
 * Ka-type Observation Autogyro can be equipped by those and Aviation Battleship, Aviation Cruiser, Repair Ship and Submarine Tender
 * But, even when equipped, Repair Ship and Submarine Tender cannot attack submarines.
 * Standard Aircraft Carrier cannot attack submarines and also cannot equip.
 * Light Aircraft Carrier can attack submarines if also equipped with Dive Bomber or Torpedo Bomber.
 * Daihatsu-class Landing Craft
 * Boat used to transport personnel and equipment to shore.
 * In-game, increases resources gained from expeditions. (5% per Daihatsu, maximum of 20%)
 * Can be equipped by Amphibious Assault Ship, Abukuma Kai-ni, Ooshio Kai-ni, Satsuki Kai-ni, Verniy and Seaplane Tender.
 * Does not do anything during battle.
 * Anti-torpedo Bulge (Medium) Anti-torpedo Bulge (Large)
 * Increases defensive capabilities by adding more armor.
 * In exchange for more armor, evasion decreases
 * Medium can be equipped by Heavy Cruiser, Aviation Cruiser and Light Aircraft Carrier.
 * Large Can be equipped by Battleship, Aviation Battleship and Aircraft Carrier.
 * Searchlight Star Shell
 * During nighttime, used to support fleet's shelling.
 * Fleet's accuracy rate and cut-in rate increases while enemy fleet's cut-in rate decreases.
 * But, ship equipped with the searchlight is more likely to be targeted and hit by enemy ships.
 * Star Shell does not have demerits when triggered but has a chance of not triggering.
 * Searchlight can be equipped by Destroyer, Light Cruiser, Heavy Cruiser, Aviation Cruiser, Seaplane Tender, Battleship and Aviation Battleship.
 * Star Shell can be equipped by those and Torpedo Cruiser, Repair Ship and Submarine Tender.
 * Drum Canister
 * Drums used for transport operations (Tokyo Express type expeditions) and affecting branching on certain maps, and resource amount from certain resource nodes.
 * Can be equipped by Destroyer, Light Cruiser, Aviation Cruiser, Seaplane Tender and Amphibious Assault Ship.
 * Does not do anything during battle.
 * Ship Repair Facility
 * Repair Facility equipped on Repair Ship.
 * Increases the number of ships that can be repaired via Anchorage Repair.
 * Does not do anything during battle.
 * Skilled Carrier-based Aircraft Maintenance Personnel (SCAMP)
 * Can be equipped by Aircraft Carrier, Light Aircraft Carrier, Aviation Cruiser and Aviation Battleship.
 * Increases Firepower +10 and changes Range to Long if range is shorter than Long.
 * For Aircraft Carriers, increases shelling firepower by +15 (same as Ryuusei)
 * Does not affect Artillery Spotting and night double attack or cut-in.
 * Fleet Command Facility
 * Introduced during Summer 2014 Event for use with the Combined Fleet system.
 * For details see equipment page.
 * Type 91 Anti-Aircraft Fire Director Type 94 Anti-Aircraft Fire Director (AA Director)
 * Anti-aircraft fire control system.
 * Allows usage of Anti-air Cut-in when equipped with certain equipment.
 * WG42 (Wurfgerät 42)
 * Anti-Ground Artillery.
 * Increase damage when fired at installation boss.
 * Can equip on many ship class but the effectiveness and (or) ability is lower than Type 3 Shell when facing installation-type boss.
 * Proving the most effective when equipping on ship that cannot equip Type 3 Shell.
 * Skilled Lookouts
 * Surface Ship Personnel
 * Increases cut-in chance and critical hit chance of the particular ship it's equipped with during night battle.