Partials/Equipment Setup

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 =

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?

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, , ,  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 =

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.
 * ,, , and  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 ?
 * Are you using ?
 * Are you using or ?

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 OR Wildcard
 * 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, 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.
 * 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 or  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

 * and both have 4 equipment slots, unlike the other CLs.
 * has no plane slots. While it's still possible for her to equip seaplanes and gain stats and, she cannot perform Artillery Spotting in any circumstances.
 * Ooyodo has terrible base stats, which makes it harder for her to reach OASW requirements, unlike.
 * 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 has better survivability, she is recommended for this role.

CLT Abukuma

 * 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


 * -|Torpedo Cruiser CLT =

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.
 * Note that Kouhyouteki is NOT treated as a torpedo. Equipping one of those will not turn your attacks into Cut Ins.
 * CLTs have no plane slots.
 * Because CLTs cannot utilize Artillery Spotting, using is perfectly acceptable.
 * 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 + Kouhyouteki
 * 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 + Kouhyouteki
 * 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.
 * Exceptions are and . Since their  stats are nowhere near  or, they generally benefit from using this setup if they have a sufficiently high  and they are fighting against tougher enemies.

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 =

Heavy Cruiser (CA)
Note:
 * Certain guns give night battle fit bonuses for CA(V).
 * and are capable of equipping Seaplane Fighters and Seaplane Bombers.
 * 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 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 or, 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
 * Mainly used when Artillery Spotting is not possible.
 * Maximizes firepower while maintaining double attack.
 * is what matters in the end with this setup, simply use your strongest guns to build this setup with your CA.
 * 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 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.
 * Guns qualified for Concentrated Deployment are 25mm CD, Bofors and Pom-pom guns.


 * -|Aviation Cruiser CAV =

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 OR WG42 + 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.
 * Use or  depending on the weakness of the enemy Installation. 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
 * 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.
 * is what matters in the end with this setup, simply use your strongest guns to build this setup with your CAV.
 * 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.


 * -|(Fast)Battleship (F)BB =

(Fast)Battleship ((F)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
 * The, and  are capable of carrying Fighters
 * Only and  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 =

Aviation Battleship (BBV)
Note:
 * Basically Battleship with additional equipment possible
 * Can equip Bombers for Aerial Combat, Autogyro for anti-submarine attack
 * 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.
 * Each equipment slot have their own size, make sure you make the most of it by equipping Seaplane Bombers on the largest slot sizes.

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?
 * Are carriers not available and you still need to establish air superiority?
 * Do you want to be able to attack submarines?

Standard

 * Main Gun x2 +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.
 * Using a Bomber can help you reach air superiority.
 * If equipped with a seaplane bomber, your BBV will prioritize attacking enemy submarines. If this is not desired, switch to a Recon instead.

Standard Double Attack

 * Main Gun x2 +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.
 * WG42 is to increase damage against Installation who are weak against it.
 * Fighters if you need some support in establishing air superiority.
 * Bombers if you need some support in establishing air superiority while also being able to carry out pre-emptive bombing.
 * Radar and Recon are alternatives if the other equipments does not fit your requirements for whatever reason.

Anti-Installation Night Focus

 * Main Gun x2 + Type 3 OR WG42 + WG42
 * Unlike CAVs, BBV have very high and are easily capable of reaching damage cap with one or another. Use this setup only if you are dealing with a hybrid installation type and you cannot reliably hit the damage cap without utilizing both slots for anti-installation purposes OR Artillery Spotting is not available for you.
 * Use or  depending on the weakness of the enemy Installation. 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 BBVs in a map full of submarines or if for some reason, having a Bomber mule is much preferred than being able to do double attacks.
 * 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 BBV while retaining double attack during night.
 * This is an important setup to utilize if carriers/CAV are not available and you want to establish air superiority.
 * Keep in mind that this setup does not allow Artillery Spotting, which is a big prize to pay for a battleship.
 * In case you still want to be able to perform Artillery Spotting with your ship, consider replacing a Fighter with a Bomber or Recon instead.


 * -|Aircraft Carriers CV(L/B) =

Aircraft Carrier (CV(B)) and Light Aircraft Carrier (CVL)
Because the way of how carriers works, there simply is no static setups available for them as each map demands a different setup depending on the situation. However, we will provide guidelines here on how you want to equip your planes on your carriers, so you can maximize your efficiency as much as possible.

Note:
 * Aircraft are capable of ranking up, making them much more efficient in their role.
 * Carriers are capable of launching an opening airstike when equipped with bombers.
 * Dive Bomber and Torpedo Bomber can participate in shelling phase
 * Carriers can NOT attack if they are not equipped with any bombers.
 * Carriers can NOT attack either if all the bombers are shot down during the opening phase.
 * Carriers cannot shell during day when they are medium damaged ( 中破 ).
 * Exceptions are armored carriers like, and , they only stop shelling when they are heavily damaged ( 大破 ).
 * Carriers cannot participate in night battle.
 * Exception is and the base form of, but since their planes are not capable of attacking during night, their uses during night battle becomes very limited.
 * Do not use bombers in a PvP match, because the bauxite loss can be terrifying depending on your opponent setup.
 * Take caution when you are facing enemies with high stats like the.
 * Establishing Air Superiority is your priority, Aerial bombing is just a bonus.
 * Your opening airstrike damage is affected by the plane slots and whether you use a or a.
 * Shelling damage is unrelated to plane count, as long as there is at least one plane.
 * Default range is Short for most of the carriers, but it may be increased by equipping Secondary gun with range Medium or SCAMP with range Long
 * Light Aircraft Carrier can attack submarines
 * Can equip Type 3 Spotter/Liaison (ASW) and/or Ka-type Observation Autogyro in addition for higher anti-submarine stat
 * Keep in mind that and  alone cannot allow you to attack submarines, you are still required to have at least a  or  equipped.

Guidelines

 * Equip Bomber and Bomber on all your carrier slots depending on what you need.
 * After that, swap the bombers with Fighters until you reach enough fighter power for air superiority or air supremacy. Start with the smaller slots first, then gradually work your way up to bigger slots. Avoid using the first slot for Fighters if possible.
 * Now you can consider whether you want to use a Recon or not. Recon gives you a lot of stats and is mostly used for preventing Red-T or to assist in Contact. Swap the smallest bomber slot with that of a Recon if you have made your choice.
 * Saiun is used to prevent Red-T while also giving you a decent modifier for contact.
 * Type 2 Recon or the Keiun is used to increase your contact rate and damage modifier in scenarios where you don't want to prevent Red-T.
 * If you are using a CVL in an submarine infested map like 1-5 for example, you can choose to replace the bombers with and.

Example 1: Note: Assume that all the planes are.

Map 2-5 requires 35/69 to reach AS/AS+ respectively, if you use the south route. With 3 CVL, you can easily reach AS+ with the following setup:

Example 2: Note: Assume that all the planes are.

Map 4-5 requires 207/414 to reach AS/AS+ respectively, while you're using a 2CV(B) setup. Since the boss is an installation and getting AS+ with only 2 carrier is unrealistic, we use Bombers as well as try to aim for AS instead. As you're simply lacking slots on carriers while the engagement modifier is not a threat, a Saiun was not necessary.

Example 3: Note: Assume that all the planes are.

Map 5-5 requires 207/414 to reach AS/AS+ respectively and assume you have 2 CV(B) and 1 CVL available. A Saiun is out of the question as Red-T is very advantageous to you, simply because of how dangerous the enemy is. To make the most out of it, you can also opt to use one of your CVL as a fighter mule and achieve AS+.

Fighters

 * Fighters
 * Primarily used to increase your fighter power for establishing air superiority.
 * Higher ranks gives more flat fighter power bonuses.
 * Keep in mind, if your opponent has no Fighters, your own Fighters become useless as well.
 * Having more fighter power than required will not do anything beneficial, avoid doing that to maximize the efficiency of your slots as much as possible.
 * Fighters only participate in the first phase of Aerial Combat. This means that Fighters only lose planes proportional to the slot size and are immune to fire.
 * This makes it very beneficial to equip fighters to very small slot sizes, because that will effectively prevent you from losing any planes provided you can consistently achieve air superiority or higher.
 * Another reason why equipping Fighters in smaller slots works, is because the majority of your fighter power comes from Aircraft Proficiency.

Torpedo Bomber

 * Torpedo Bomber
 * The primary bomber which you will always be using, except for a few exceptions.
 * Higher ranks gives increased damage up to 10%, while also providing minor boost to fighter power.
 * Bombers on first slots of a carrier receives double bonus and can reach up to 20% increased damage.
 * Has a 0.8x or 1.5x multiplier during pre-emptive attacks.
 * Bombers on bigger slots do more damage during the opening airstrike.
 * Weaker in shelling compared to Bomber, but irrelevant as you use stronger planes.
 * Unlike Fighters, bombers participate in the first and second phase of the Aerial Combat. This mean that bombers are prone to being shot down by enemy fire. It is thus not recommended to equip bombers on very small slots if you know your enemy  is going to be high.
 * Performs weaker in Support Expeditions.
 * Bombers CAN attack installations.
 * Has a chance to trigger contact, unlike Bomber.

Dive Bomber

 * Dive Bomber
 * The secondary bomber which you will be using, in scenarios where using a Bomber is disadvantageous.
 * Higher ranks gives increased damage up to 10%, while also providing minor boost to fighter power.
 * Bombers on first slots of a carrier receives double bonus and can reach up to 20% increased damage.
 * Has a static 1x multiplier during pre-emptive attacks.
 * Bombers on bigger slots do more damage during the opening airstrike.
 * Stronger in shelling compared to Bomber, but irrelevant as stronger planes are obtained.
 * Unlike Fighters, bombers participate in the first and second phase of the Aerial Combat. This mean that bombers are prone to being shot down by enemy fire. It is thus not recommended to equip bombers on very small slots if you know your enemy  is going to be high.
 * Prevents carriers from attacking installations during the shelling phase if the carrier has at least 1 Bomber equipped.
 * This can be advantageous, because carriers lack the necessary anti-installation equipment to be able to efficiently deal with them. Instead, they can help assist in clearing out the other surface enemies.
 * The primary bomber you will be using for Support Expedition.
 * Cannot trigger contact.

Fighter Bomber

 * or Bombers with fighter properties.
 * Higher ranks gives increased damage up to 10%, while also providing minor boost to fighter power.
 * and Fighter Bombers on first slots of a carrier receives double bonus and can reach up to 20% increased damage.
 * Known fighter bombers are:
 * M62 Fighter Bomber
 * M62 Fighter Bomber(Iwai Squadron)
 * Re.2001 G Kai.
 * Functions exactly like a bomber, while providing a reasonable amount of AA power.
 * Because they function exactly like a bomber, they too are susceptible to enemy fire. It is thus not recommended to equip bombers on very small slots if you know your enemy  is going to be high.
 * While they have an unique mechanic, their stats are worse than the Fighters and genuine and Bombers.
 * Unless you have no choice and you have to use those fighter bombers just to barely increase your fighter power above the AS/AS+ range, you generally should attempt to switch your carrier slots around to maximize your fighter power.

Recon Aircraft

 * Saiun; Type 2 Recon; Keiun
 * Higher ranks gives increased contact chance.
 * Does not participate in Aerial Combat phases and thus, cannot be shot down.
 * Saiun is primarily used to prevent Red-T while also giving you a decent modifier for contact.
 * Note that preventing Red-T is not always advantageous or necessary. As Red-T also affects your enemy, it is sometimes even better to get Red-T.
 * Type 2 Recon or the Keiun is used to increase your contact rate and damage modifier in scenarios where you don't want to prevent Red-T.
 * The use of a Recon should only be considered when you can efficiently achieve air superiority while also maintaining a lot of bombers to attack your enemy with it or if the stats provided is necessary for the branching rules.

Jet Aircraft

 * [[File:Jet-powered Fighter-Bomber Icon 1.png]]; [[File:Jet-powered Fighter-Bomber Icon 2.png]]
 * Can only be equipped by and.
 * As of now, only Jet Fighter-Bomber variants exists. The Aircraft Proficiency ranks functions the same as their regular counterpart.
 * Surviving planes uses to resupply, while Jets that are shot down are replenished with  as normal.
 * Jets are unique in the way that they have their own "Jet Assault" phase in which they can preemptively launch an attack on the enemy before the 1st phase happens. After the Jet Assault phase ends, they participate along with the regular aircraft in the 1st and 2nd phase.
 * Jet Fighter-Bombers are susceptible to fire during the "Jet Assault" and the "2nd Phase". This means that they suffer twice the shot downs from the enemy and in theory, they can be attacked twice by AACI. They are however, more resistant to the proportional shot downs in the 1st phase of Aerial Combat.
 * Since they suffer twice the shot down rate from enemy fire, you are recommended to use them in bigger slots if you want them to be useful. You are not recommended to use Jets if the map features several high  enemies like  or.

Anti-Submarine Aircraft

 * Primarily Type 3 Spotter/Liaison (ASW) and Autogyro.
 * Used in conjunction with a or  to increase your.
 * Keep in mind that and  alone cannot allow you to attack submarines, you are still required to have at least a  or  equipped.


 * -|Seaplane Tender AV =

Seaplane Tender (AV)
Seaplane Tenders are basically an even lighter and flexible version of CVLs, with most of them having the ability to equip a Kouhyouteki. While they function pretty similar to a carrier, they perform their shelling without seaplanes, the aircraft they have access to are a lot weaker compared to standard aircrafts and they can attack as normal even when 中破, which separates them from carriers.

Currently,, , , , and 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.

, while being listed as an AV, is actually a giant flying boat tender. Take note that may not be able to equip the same equipments as the other AVs do.

Note:
 * Can participate in Aerial Phase when equipped with Seaplane Bombers.
 * Can participate in Opening Torpedo when equipped with Kouhyouteki and closing torpedo phase.
 * Exceptions are and, as they both have no  stats and are incapable of equipping a Kouhyouteki.
 * Can participate in shelling, regardless of whether Seaplane Bombers are equipped.
 * Can attack submarines, but requires Seaplane Bombers to do so.
 * Can perform Artillery Spotting when Air Superiority is achieved or better.
 * Can participate in night battle.
 * Can equip Daihatsu to increase resource gained from expedition.
 * is incapable of equipping Daihatsus
 * As is a flying boat tender, she is the only ship at the moment capable of equipping flying boats like Taitei and Catalina.

Points for equipment selection:
 * Which AV are you using and how many slots does she have available?
 * Is the air power requirement low?
 * Do you want them to be able to perform Artillery Spotting?

Standard 3 slot AV

 * Fighter or Bomber / Fighter or Bomber +
 * This setup deals an airstrike as well as an opening torpedo attack against your enemies. This will be the most common setup you will be using.
 * AV have small slots to begin with, so be careful of using bombers on small slots and prioritize them in big slots instead.
 * However, there's no problem with fighters on smaller slots, as they are immune to fire from the enemies.

Full Seaplane focus

 * Fighter or Bomber / Fighter or Bomber / Fighter or Bomber / Fighter or Bomber
 * The goal is to use as many seaplane fighters or bombers as you can to establish the air superiority.
 * You will be dropping the in favor of gaining more air power, so only consider this if a standard setup is not sufficient enough, or if you're using an AV that cannot equip the  to begin with.

Double Attack

 * Main / Main / Recon or Bomber / Wildcard
 * Allows you to deal double attacks during day and night.
 * A setup which is only realistic for those who either cannot equip the or if they have 4 equipment slots available, while also having reasonable plain slots and base  stats. As of now, only  fits this criteria.
 * You can substitute the wildcard with either a Seaplane or a Main gun.
 * Keep in mind while it is possible to equip a third main gun for increased shelling power during day, you will lose your double attack during night. If this is undesirable, avoid doing that.


 * Fighter or Flying Boat / Fighter / Fighter
 * Allows you to use as a seaplane fighter mule, as she is literally pretty much useless in any other role.
 * Since she has plane slot sizes of 1, she is the best fighter mule in the game as practically any fighter equipped on her is invincible, even during the 1st phase.
 * She is also capable of carrying giant boats like Taitei and Catalina, which provides a reasonable amount of stats and.
 * You can freely use a seaplane fighter instead, if using a flying boat is not necessary at all.
 * Do not under any circumstances attempt to use bombers on her 1 slots instead, as they are susceptible to fire from enemies.


 * -| Amphibious Assault Ship (LHA) =

Amphibious Assault Ship
The only ship class outside of carriers who is capable of equipping Fighters. While definitely not strong by any means, she has her uses in certain maps.

Characteristics: Currently, 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 Daihatsus to increase resource gained from expedition

Firepower and Armor are lower than a Destroyer, and her plane count is lower than that of a Light Aircraft Carrier, she is not suited at all to fight against other ships. But, she can act as a fighter mule by equipping fighters. This can be useful for maps where LHA branching rules comes into play.

Recommended equipment for Amphibious Assault Ship:
 * Aerial Support type (Fighter x3)
 * To get higher Fighter Power for Air Superiority.
 * Anti-submarine type (Fighter + (Autogyro OR Type 3 (ASW)) x2)
 * Can attack submarines while also contributing fighters.


 * -|Submarines SS(V) =

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 x2)
 * SSV are capable of equipping Seaplane fighters as well as bombers.
 * As your plane sizes are really small, trying to use seaplane bombers is not recommended at all.