Combat/Day Combat

Opening Stages
The Opening Stages happens before the Day Shelling phase and consists of the following phases:
 * Jet Raid
 * Opening Airstrike
 * Support Expedition
 * Opening Anti-Submarine Warfare
 * Opening Torpedo Salvo

After all the opening phases has passed, the engagement modifier will be displayed. In case neither the friendly or the enemy fleet meets the requirements, the phase will be skipped to the next one.

Jet Raid
Requirements:
 * CVB equipped with Jets

CVBs equipped with Jets will launch a Jet Raid and attack the enemy ships. The Jets are immune to regular fighters in this phase, but Jet Bombers are still vulnerable to fire. In case the enemy also has Jets equipped, the Jets will engage each other in this phase. After the attack, the remaining jets will participate in the Opening Airstrike.

Opening Airstrike
Requirements:
 * Carriers/Aviation ships equipped with fighters and/or bombers.
 * Detection was successful.

In this phase, all carriers and aviation ships will launch their fighters and bombers to fight for the air control in the battle. The side who has reached Air Superiority or higher will be eligible to utilize Artillery Spotting during the shelling phase.

After the fight for control ends, the bombers will individually attack the enemy ships. In case Detection failed, your ships will not launch their planes, which might result in an automatic Air Incapability. In case neither side has planes to launch, this phase will be skipped and the air control will be treated as Air Parity.

Support Expedition
Requirements:
 * World 5 or Event Map and a fleet is sent to the support expeditions

In World 5 and Event Maps, the Sortie fleet can receive a salvo of Support fire from fleets deployed on Support Expeditions. The type of supporting fire depends on the composition of the expedition fleet.

For more information, check out Support Expeditions

Opening Anti-submarine Attack
Requirements:
 * Any ship capable of attacking submarines and has both 100 AND a  equipped.
 * is in the fleet

Opening Torpedo Salvo
Requirements:
 * Submarines above level 10 OR ships equipped with Kouhyouteki


 * The Opening Torpedo Salvo is fired by submarines over level 10, ships with the Type A Ko-hyoteki (CLTs, AVs, SS, ) equipped, and the Enemy.
 * Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 * Unlike in the Closing Torpedo phase, moderately damaged ships can still launch torpedoes.

Engagement Form Modifier

 * Please note that all engagement forms affect both sides equally, including crossing the T ( Advantage or Disadvantage ).
 * Night battle and aerial combat are not affected by engagement forms. Torpedo salvos are affected by engagement forms.
 * Equipping a Saiun effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.

Day Combat
Day Combat consists of up to 3 phases:
 * 1st Shelling Phase
 * 2nd Shelling Phase
 * Closing Torpedo

Keep in mind that the following things apply in both shelling phases:
 * Ships equipped with an Artillery Spotting setup can perform special attacks during day, as long as Air Superiority or higher is achieved.
 * CVLs and CVs must be in good or lightly damaged condition in order to participate in shelling phases, with the exception of Armored Aircraft Carriers (e.g., and ) who can still attack while moderately damaged. The carriers must also have at least 1 bomber available. Note that  is not restricted by this.
 * Submarines will not take part in the Shelling Phase unless there's an Installation Enemy and they meet the criteria to attack it.
 * All ships capable of attacking submarines are forced to shell submarines.

First Shelling Phase

 * During the first shelling stage, the order of fire is determined by the ship's maximum range.
 * Ships are arranged in order from Very Long → Long → Medium → Short → Very Short range.
 * The shelling order alternates from allied ships to enemy ships if able. If two ships on the same side have the same range, the ship that attacks first from between them is chosen randomly.

Second Shelling Phase

 * The second shelling phase moves from the top to the bottom of the combat line.
 * Ships unable to attack at all in the shelling phase (i.e. submarines) will be skipped, but those normally able to attack but rendered unable to (e.g. damaged carriers) will still take actionless turns.

Closing Torpedo

 * The Closing Torpedo salvo is fired by all SS(V), DD, CL(T), CA(V), AV, Bismarck drei, and the enemy Battleship Re-Class.
 * Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 * Ships must not be moderately or heavily damaged to participate.

Anti-Submarine Warfare
Any enemy submarines will force Destroyers, Light Cruisers, Torpedo Cruisers, Training Cruisiers and to target them. It also applies to Aviation Heavy Cruisers, Aviation Battleships, Seaplane Tender, Light Carrier and equipped with seaplane bombers, Ka-type Observation Autogyro or Type 3 Spotter/Liaison (ASW). Cut-In and Double Attacks are ignored as guns are useless against submarines.

In normal Night Battles, ASW damage is reduced to scratch damage only, which renders submarines impossible to kill. In battles starting at night and Combined Fleet, Formation Modifiers apply, allowing you to defeat them as usual.

Day Battle Special Attacks (Artillery Spotting)
Artillery spotting allows your ship with seaplanes to double attack (DA) and cut-in (CI) during day battle.

Requirement
 * Air superiority (AS) or greater achieved in aerial combat phase
 * Not in heavily damaged ( 大破 ) state
 * Ship is carrying at least 1 seaplane. (i.e. slots are not all at 0 remaining)
 * Certain equipment setup (see below)

Set up and Attack Modes

Different set ups provide chances to trigger various modes of attack.
 * Lists of Main gun and Secondary gun.KanColle-140425-16133343.png
 * These are the basic setups used in the game. You don't need to exactly follow the placement (1st slot = main, 3rd slot = seaplane, etc) as long as those equipment are equipped on the same ship.
 * Any other setup variation will NOT change the attack mode or damage modifier. Feel free to add another auxiliary equipment when possible.
 * Mixed Attacks provide chances for both day battle DA and CI.
 * When either CI or DA is not triggered by chance, the ship will just do a normal single attack, dealing 100% damage.
 * Trigger chances were estimated under the following conditions: AS+ & FLoS = 300; Placement: Non-flagship .
 * The enemy is capable of doing Artillery Spotting on your fleet, both DA & CI.
 * For more info on the Day Special Attack mechanics, you may visit page Artillery Spotting.

Trigger Chance of Artillery Spotting
 * The flagship has ~15% higher chance in triggering Artillery Spotting.
 * Losing Air Supremacy (AS+) to Air Superiority (AS) will lower the trigger chances by ~12%. Higher penalty for mixed attack.
 * Higher fleet total LoS (Line of Sight) will slightly increase the chances, around 5% ~ 10% per 100 additional FLoS. Notice that FLoS equals to the sum of LoS stats from all the ships in your fleet. Bonuses from equipment are included in the calculation.
 * Equipment set up will affect the chances (see the table above)