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Day CombatEdit

The Day Combat is the phase where the majority of combat takes place. This article will go more in-depth on the stages that takes place in Day Combat, so you're recommended to read the Introduction page first before continuing.

Although it will still be mentioned when the Aerial Combat takes place, keep in mind that this page will not go more in-depth about it due to the complexity of the mechanics behind it. Instead, the Aerial Combat will have it's own article page.

The following Day Phases will happen in the following order:

  • Formation Selection
  • Detection
  • The Opening Phase
    • Aerial Combat
      • Jet Assault
      • LBAS
      • Opening Airstrike
    • Support Expedition
    • Opening Anti-Submarine Warfare (OASW)
    • Opening Torpedo Salvo
  • Engagement Form Modifier
  • The Shelling Phase
    • 1st Shelling Phase
      • Artillery Spotting
      • Anti-Submarine Warfare
    • 2nd Shelling Phase
      • Artillery Spotting
      • Anti-Submarine Warfare
    • Closing Torpedo

Note that in case neither the friendly or the enemy fleet meets the requirements, the phase will be skipped.

Formation SelectionEdit

When approaching a red node, you are given the choice to select a fleet formation. There are 5 formations for the player to choose and each formation has its advantages and disadvantages. The formations will affect the damage, accuracy and evasion of the following attacks:

  • Shelling (this includes support shelling!)
  • Torpedoes
  • Night Battle Attacks
  • Anti-Air
  • ASW

Note: Keep in mind that the formation you select here, will only affect your own fleet.


Formation Icon Damage Modifier
Shelling Torpedo ASW Night AA Aerial
Line Ahead
LineAhead 100% 100% 60% 100% 100% 100%
Double Line
DoubleLine 80% 80% 80% 100% 120% 100%
Diamond 70% 70% 120% 100% 160% 100%
Echelon 75% 60% 110% 100% 100% 100%
Line Abreast
LineAbreast 60% 60% 130% 100% 100% 100%


Formation Icon Accuracy Modifier
Shelling Torpedo ASW Night Aerial
Line Ahead
LineAhead 100% 100% 100% 100% 100%
Double Line
DoubleLine 120% 80% 120% 90% 100%
Diamond 100% 40% 100% 70% 100%
Echelon 120% 75% 120% 80% 100%
Line Abreast
LineAbreast 120% 30% 120% 80% 100%


Formation Icon Evasion Modifier FS Prot
Shelling Torpedo ASW Night Aerial
Line Ahead
LineAhead 100% 100% 100% 100% 100% 45%
Double Line
DoubleLine 100% 100% 100% 100% 100% 60%
Diamond 110% 110% 100% 100% 100% 75%
Echelon 120% 130% 130% 110% 100% 60%
Line Abreast
LineAbreast 130% 140% 110% 120% 100% 60%


  • The values are based from data found in Kancolle Vita. All the analysis and tests done on the browser version seems to match the current values so far.
  • The Icon ASW damage during a night battle is reduced to scratch damage, effectively making submarines unsinkable. There exist 2 exceptions in which the modifier will be 100% as usual:
    • You are using a Combined Fleet.
    • The battle started immediately at night.
  • The enemy's fleet is affected by the same formation modifier as us; furthermore, the formation shown on screen is based on the perspective of both fleet. This may result in the situation where the formations of both sides are shown as "line ahead" icon on-screen, but it is actually "line abreast".
  • Flagship protection is the situation where a non-flagship ship protects the flagship from being damaged by receiving the attack instead. This will only work if there is a healthy (green health) non-flagship ship available in the fleet. In case all the requirements are met, the chance will trigger every time a flagship is targeted.

Factors that decides which formation you should choose:

  • Line Ahead: This formation has the highest offensive power for surface combat. This is generally the choice you should always be choosing when surface combat is involved. Keep in mind though that ASW damage is very poor.
  • Double Line: This formation increases the shelling accuracy, but lowers the damage output in return during the day. This is a good choice in case the enemy fleet contains a mix of submarines and surface fleets, but because of the firepower penalty, you are recommended not to choose this formation for the increased accuracy.
  • Diamond: This formation has the strongest anti-air modifier and is almost as good as Line Abreast for ASW purposes. Diamond is the formation you should always be using when you have to defend yourself in an Air Raid node. This is also a good alternative to Double Line when you are faced with mixed fleets.
    • Keep in mind that Diamond formation is only available when there are at least 5 ships in the fleet.
  • Echelon: A defensive formation which doesn't excel in anything during the day or night and is generally regarded as the most useless formation. The defensive modifiers are inferior compared to Line Abreast while suffering from the same penalties.
  • Line Abreast: Line Abreast is the best formation for anti-sub purposes, but it gives you the worst damage modifiers against surface targets during the day. This formation also gives you the best evasion modifiers, but this comes with surface damage penalties during the day and accuracy penalty during the night.


Introduced in Fall 2017 Event for the first time along with the Strike Force mechanic, the vanguard is a defensive formation which affects the ships based on how they are positioned in the fleet.

Fleet Halves Damage Modifier Evasion Bonus? Aggro?
Accuracy Modifier
Shelling Torpedo ASW Night Aerial
Top half 50% 100% 100% 50% 100%
80% ??? ??? ??? ???
Bottom half 100% 100% 60% 100% 100%
120% ??? ??? ??? ???


  • This formation can only be selected during events which permits the use of it. However, once it is available, it is possible to use this in regular maps as well.
  • Unlike the other formations, Vanguard can penalize the damage output of night combat as well.
  • It is unknown if the evasion bonus is applied on all ships or only to the ships that are drawing enemy fire.
  • Whether it is actually effective against an airstrike is still under investigations.
  • Support shelling modifier is effectively reduced to 50% when Vanguard is selected.

For more in-depth info about the use of Vanguard, check out this page.


Success Failed
Combat detect success Combat detect fail
Allows the participation of allied planes.

Note: While it states that Icon Hit and Icon Evasion have increased, there is no evidence of that actually being the case.

Prevents the participation of allied planes.
Fleet LOS affects Detection rate.

In detection, your fleet attempts to detect the enemy fleet by either sending out recon seaplanes, using radars or detect them using sonars, in case you are dealing with submarines. The success rate of a detection is influenced by the Icon LOS of your fleet.

In case your fleet fails to detect the enemy fleet, your fleet will not participate in the Aerial Combat Phase, resulting in an automatic Air Incapability. Failing the detection will also run the risk of your recon seaplane getting shot down.

The Opening PhaseEdit

The Opening Phase happens before the Shelling phase and consists of the following:

  • Aerial Combat
  • Support Expedition
  • Opening Anti-Submarine Warfare (OASW)
  • Opening Torpedo Salvo

Keep in mind that even though the engagement form is only displayed at the end of the Opening Phase, all opening attacks are still affected by them with the exception of aerial combat related attacks.

Aerial CombatEdit

The Aerial Combat is the first series of opening attacks that consists of the following:

  • Jet Assault
  • LBAS
  • Opening Airstrike

Each Aerial attack has its own aerial combat sub-phase, in which the air state is determined and the amount of planes each side loses. While an air state can be reached in each sub-phase, the most important one is the one that happens during the Opening Airstrike, because that's the one that determines which side can make use of Artillery Spotting.

The air states are as follows:

  • AS+: Air Supremacy
  • AS: Air Superiority
  • AP: Air Parity
  • AD: Air Denial
  • AI: Air Incapability

In case your opponent does not have any fighter power, you will gain Air Supremacy by default. Failing Detection means that your fleet is not allowed to participate in the Aerial Combat, which can result in an automatic AI. If neither side have aircraft that can participate in the fighter combat, the air control will default to parity.

Jet AssaultEdit

Main article: Aerial Combat


  • CVB equipped with Jets

Damage Cap: ???

CVBs equipped with Jets will launch a Jet Assault and attack the enemy ships. In case the enemy also has Jets equipped, the Jets will engage each other in this phase to fight for the air control.

The Jets are immune to regular fighters and are more resistant to proportional shot downs in this phase, but Jet Bombers are still vulnerable to Icon AA fire. After the attack, the remaining jets will participate in the Opening Airstrike.

Note: Any surviving Jet Bombers will participate in the Opening Airstrike, but their 2nd bombing run damage will be reduced to 70%.[1]


Main article: Land Base Aerial Support


  • A Land Base squadron is set to Sortie and is sent to a node on the map in which the player's fleet travels through.
  • The map supports the use of LBAS.

Damage Cap: ???

When a LBAS is set to Sortie, you can select a target node for the LBAS to carry their airstrike on. Each LBAS is worth 2 waves of attacks and the player can determine how many waves should be sent to each node. In case you find it a necessity, you can even opt to send all waves to one node for maximum aerial support. When the player's fleet reaches a node in which a LBAS is sent to, the LBAS will begin their airstrikes in which they will attack in waves.

In each wave, the fight for the air control happens when the LBAS squadron clashes with the opposing fighters, which will also decide how many planes are lost on each side. After determining the air state, the surviving bombers will then proceed to launch an attack on the enemy ships while also being vulnerable to Icon AA fire. This process will be repeated until all waves have performed their attack.

The LBAS attacks are very powerful and the majority of the boss enemies have shown to suffer extra damage when being attacked by one of them. Their attacks also helps in reducing the enemy fighters, which lowers the fighter power requirements. Keep in mind though that while you can equip carrier bombers on Land Bases, they are by far inferior to the Land Based Attack Aircraft. Another thing to keep in mind is that the map itself can restrict the amount of LBAS you are allowed to use for Sortie.

Note: In case a map allows the use of a LBAS, there exists the possibility that your LBAS gets directly attacked by an enemy air raid. The damage it causes can potentially cost a lot of resources and even destroy your planes, which can make your bombing runs less effective. However, this can be easily mitigated by setting a LBAS to Aerial Defense mode instead.

Opening AirstrikeEdit

Main article: Aerial Combat


  • Carriers/Aviation ships equipped with fighters and/or bombers.
  • Detection was successful.

Damage Cap: 150

The main phase of Aerial Combat, 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 then be eligible to utilize Artillery Spotting during the shelling phase. Stronger air states will also increase the contact chances and the Artillery Spotting rates.

After the fight for control ends, the bombers will individually attack the enemy ships.
The damage dealt is heavily dependent on the plane slot size of the ship it's being equipped on and whether the bomber is a BluePlane or a RedPlane / Seaplane.

Type Attack Type Modifier Notes
RedPlaneSeaplane 1 This value is fixed, regardless the situation.
BluePlane 0.8 or 1.5 About 50% chance of either modifier.

Keep in mind that during the 2nd phase of the Aerial Combat, the bombers are vulnerable to Icon AA fire, which can potentially wipe them out before they are given the chance to perform an attack.

Support ExpeditionEdit

Main article: Expedition/Support Expedition


  • 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 Warfare (OASW)Edit

The opening anti-submarine attack (OASW) can be performed by a ship that meets the minimum required visible ASW stat and necessary equipment requirements.

OASW Ship ASW Stat Required Equipment Required
Any Destroyer/Light Cruiser 100+ ASW Sonar 1 Sonar Equipped
Any Coastal Defense Ship 60+ ASW
w/o Sonar: 75+ ASW
Sonar 1 Sonar Equipped
DepthCharge w/o Sonar: Any Equip with 4+ ASW
Isuzu Kai Ni Banner
Tatsuta Kai Ni Banner
Jervis Kai Banner
Janus Kai Banner
Fletcher Banner
Johnston Banner

Samuel B. Roberts Kai Banner

Can OASW innately N/A
Taiyou Banner
Shinyou Banner
Gambier Bay Banner
Zuihou Kai Ni B Banner
65+ ASW RedPlane BluePlane Subplane Heli
Taiyou/Shinyou: Any Plane with 1+ ASW
Rest: Any Plane with 7+ ASW
Hyuuga Kai Ni Banner N/A HeliHeli2 AutogryosKa Type Observation Autogyro 069 CardO Type Observation Autogyro Kai 324 CardO Type Observation Autogyro Kai Ni 325 Card
Heli1 HelicopterS-51J 326 CardS-51J Kai 327 Card.
  • For TaiyouTaiyou Banner and ShinyouShinyou Banner Kai and Kai ni the bombers are not required, 65 displayed ASW is sufficient (however, if she is not using a torpedo or dive bomber with ASW stat, she will be able to perform OASW attack but will be unable to perform ASW attacks in the shelling phase). OASW attacks will be performed even if she is at medium damage or all her planes were shot down.
  • If several ships fulfill the requirements, then they all can perform preemptive attacks, each attacking a random submarine in the enemy fleet. The firing order is determined by the range order, similar to the First Shelling Phase. The order for ships of the same range is random.
  • The damage follows the usual ASW formula and is affected by the usual modifiers (formation, engagement, health, ammo), as well as equipment improvements.

OASW Level TableEdit

The following tables show how much base ASW is needed (in form of required ship level) to enable OASW with a given equipment setup (T4: Type 4 Passive Sonar, T3: Type 3 Active Sonar, DC: Type 3 Depth Charge Projector ASWR: Prototype 15cm 9-tube ASW Rocket Launcher).

Ship 3 Slots 2 Slots 1 Slot
39 + 61
36 + 64
34 + 66
32 + 68
30 + 70
28 + 72
24 + 76
22 + 78
20 + 80
18 + 82
12 + 88
10 + 90
Asashio K2DAsashio Kai Ni D Banner 85 97 102
Umikaze K2Umikaze Kai Ni Banner 82 88 92 96 99 110 114
Libeccio KaiLibeccio Kai Banner
Maestrale KaiMaestrale Kai Banner
52 60 65 70 75 80 90 95 99 104 119 124
Satsuki K2Satsuki Kai Ni Banner 75 78 82 90 94 98 101 113 117
Fumizuki K2Fumizuki Kai Ni Banner 77 78 82 90 94 98 101 113 117
Asashimo KaiAsashimo Kai Banner 59 66 70 75 79 84 93 97 102 106 120 124
Grecale KaiGrecale Kai Banner 56 63 68 73 78 83 92 97 102 107 121 126
Shigure K2Shigure Kai Ni Banner 66 74 78 82 87 91 99 104 108 112 125 130
Ushio K2Ushio Kai Ni Banner 67 74 79 83 88 93 102 106 111 116 129 134
ВерныйVerniy Banner 70 77 81 86 90 95 104 108 113 117 131 135
Akizuki KaiAkizuki Kai Banner
Teruzuki KaiTeruzuki Kai Banner
Hatsuzuki KaiHatsuzuki Kai Banner
74 81 85 90 95 99 109 114 118 123 137 142
Harukaze KaiHarukaze Kai Banner 78 84 88 92 96 99 107 111 115 119 131 135
Matsukaze KaiMatsukaze Kai Banner 82 88 92 96 99 103 111 115 119 123 135 139
Kamikaze KaiKamikaze Kai Banner 80 87 91 95 99 104 112 117 121 125 138 143
Yuudachi K2Yuudachi Kai Ni Banner
Murakumo K2Murakumo Kai Ni Banner
Hatsushimo K2Hatsushimo Kai Ni Banner
Mutsuki K2Mutsuki Kai Ni Banner
80 87 92 97 102 107 116 121 126 131 145 150
Hatsuharu K2Hatsuharu Kai Ni Banner 79 87 92 97 102 107 117 122 127 132 148 153
Kisaragi K2Kisaragi Kai Ni Banner 81 88 92 97 102 107 116 121 125 130 144 149
Fubuki K2Fubuki Kai Ni Banner 83 90 95 99 104 109 118 123 128 132 147 151
Kasumi K2/K2BKasumi Kai Ni Banner
Kasumi Kai Ni B Banner
82 90 95 99 104 109 119 124 129 134 149 154
Asakaze KaiAsakaze Kai Banner 86 92 96 99 103 107 115 119 123 127 139 143
Akatsuki K2Akatsuki Kai Ni Banner 86 94 99 105 110 115 126 131 136 141 157 162
Ooshio K2Ooshio Kai Ni Banner 92 99 105 110 115 120 131 136 141 146 162 N/A
Ayanami K2Ayanami Kai Ni Banner
Kawakaze K2Kawakaze Kai Ni Banner
94 102 107 113 118 123 133 139 144 149 165 N/A
Arashio K2Arashio Kai Ni Banner 105 114 120 126 132 138 150 156 162 N/A N/A N/A
Shimakaze KaiShimakaze Kai Banner
Yukikaze KaiYukikaze Kai Banner
106 115 121 127 134 140 152 158 164 N/A N/A N/A

Ship 3 Slots 2 Slots 1 Slot
39 + 61
36 + 64
34 + 66
32 + 68
30 + 70
28 + 72
24 + 76
22 + 78
20 + 80
18 + 82
12 + 88
10 + 90
Naka K2Naka Kai Ni Banner 48 49 54 59 65 75 81 86 91 108 113
Kinu Kai/Kai NiKinu Kai Banner
Kinu Kai Ni Banner
42 52 58 64 71 75 80 86 91 108 113
Yura Kai/Kai NiYura Kai Banner
Yura Kai Ni Banner
42 52 58 64 71 77 79 85 91 97 114 120
Tama Kai NiTama Kai Ni Banner 70 72 84 87 92 97 112 118
Abukuma Kai/Kai NiAbukuma Kai Banner
Abukuma Kai Ni Banner
42 52 58 64 71 75 82 88 94 99 117 123
Sakawa KaiSakawa Kai Banner 57 63 66 70 74 77 85 88 92 96 107 110
Kiso K2Kiso Kai Ni Banner 65 68 72 76 80 88 92 96 99 111 115
Agano KaiAgano Kai Banner
Noshiro KaiNoshiro Kai Banner
Yahagi KaiYahagi Kai Banner
62 68 71 75 78 82 89 92 96 99 110 114
Jintsuu K2Jintsuu Kai Ni Banner 60 65 70 75 80 90 95 99 104 119 124
Kitakami K2Kitakami Kai Ni Banner
Ooi K2Ooi Kai Ni Banner
65 71 75 79 82 86 94 98 101 105 117 120
Kuma KaiKuma Kai Banner
Tama KaiTama Kai Banner
Natori KaiNatori Kai Banner
67 72 76 80 83 87 94 98 101 105 116 119
Sendai K2Sendai Kai Ni Banner 64 72 77 83 88 94 105 110 116 121 138 143
Tenryuu Kai NiTenryuu Kai Ni Banner 84 87 91 95 99 105 113 118 122 126 139 144

4 Slots CL/CT/DD
Ship 4 Slots
51 + 49
48 + 52
46 + 54
44 + 56
42 + 58
40 + 60
38 + 62
Tashkent KaiTashkent Kai Banner 50 54 60 66
Yuubari KaiYuubari Kai Banner
Kashima KaiKashima Kai Banner
55 62 66 71 75 80 84
Katori KaiKatori Kai Banner 67 75 80 85 90 95 99
Giuseppe Garibaldi KaiGiuseppe Garibaldi Kai Banner 68 77 83 88 94 99 105
Duca degli Abruzzi KaiDuca degli Abruzzi Kai Banner 70 79 85 91 97 102 108
Gotland KaiGotland Kai Banner 55 58 66 75 83 91 99
Ooyodo KaiOoyodo Kai Banner 125 132 138 143 148 153 158
Ship 3 Slots
39 + 61
36 + 64
34 + 66
32 + 68
30 + 70
28 + 72
Tashkent KaiTashkent Kai Banner 63 72 78 84 90 96
Yuubari KaiYuubari Kai Banner
Kashima KaiKashima Kai Banner
82 88 93 97 102 106
Katori KaiKatori Kai Banner 97 104 109 114 119 124
Giuseppe Garibaldi KaiGiuseppe Garibaldi Kai Banner 102 111 116 122 128 133
Duca degli Abruzzi KaiDuca degli Abruzzi Kai Banner 105 114 120 126 132 137
Gotland KaiGotland Kai Banner 95 108 116 124 132 141
Ooyodo KaiOoyodo Kai Banner 155 163 N/A N/A N/A N/A
Ship 2 Slots 1 Slot
27 + 73
24 + 76
22 + 78
20 + 80
18 + 82
12 + 88
10 + 90
Tashkent KaiTashkent Kai Banner 99 108 114 120 126 144 150
Yuubari KaiYuubari Kai Banner
Kashima KaiKashima Kai Banner
108 115 119 124 129 141 146
Katori KaiKatori Kai Banner 127 134 139 144 149 164 N/A
Giuseppe Garibaldi KaiGiuseppe Garibaldi Kai Banner 136 145 150 156 162 N/A N/A
Duca degli Abruzzi KaiDuca degli Abruzzi Kai Banner 140 149 155 161 166 N/A N/A
Gotland KaiGotland Kai Banner 145 157 165 174 N/A N/A N/A
Ooyodo KaiOoyodo Kai Banner N/A N/A N/A N/A N/A N/A N/A

See AlsoEdit

Enemy Ships with OASW
Light Cruiser
Light Carrier
Seaplane Tender

Opening Torpedo SalvoEdit


  • The Opening Torpedo Salvo is fired by submarines over level 10, ships with the TorpedoType A Ko-hyoteki (CLTs, AVs, SS, Abukuma Kai NiAbukuma Kai Ni Banner, Yura Kai NiYura Kai Ni Banner) equipped.
  • The Enemy Battleship Re-Class EliteBattleship Re-Class Elite Banner and some Bosses who are equipped with the TorpedoAbyssal Cuttlefish Torpedo are also capable of firing opening torpedoes, as well as Elite and Flagship variants of enemy submarines.
    • 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 ModifierEdit

Form Damage Modifier Chance Chance with Saiun Combat Screens
Crossing the T (Advantage)
T字戦有利 (T Ji-sen Yuuri?)
120% 15% 15% Combat greent
Parallel Engagement
同航戦 (Doukousen?)
100% 45% 45% Combat parallel
Head-on Engagement
反航戦 (Hankousen?)
80% 30% 40% Combat headon
Crossing the T (Disadvantage)
T字戦不利 (T Ji-sen Furi?)
60% 10% 0% Combat redt
  • 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 YellowPlaneSaiun effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.

The Shelling PhaseEdit

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. TaihouTaihou Banner, Shoukaku Kai Ni AShoukaku Kai Ni A Banner, Zuikaku Kai Ni AZuikaku Kai Ni A Banner and Saratoga Mk.II_Mod.2Saratoga Mk.II Mod.2 Banner) who can still attack while moderately damaged. The carriers must also have at least 1 bomber available. Note that Akitsu MaruAkitsu Maru Banner 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 PhaseEdit

  • 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 PhaseEdit

This phase happens if either sides has a (F)BB(V) in their fleet. Note that enemy special ship classes (鬼 Oni/Demon, 姫 Hime/Princess) that acts like a (F)BB(V), also counts. (Destroyer PrincessDestroyer Princess Banner (駆逐棲姫) does not count, while Battleship PrincessBattleship Princess Banner (戦艦棲姫) does.)

  • 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.

Anti-Submarine WarfareEdit

Any enemy submarines will force Destroyers, Light Cruisers, Torpedo Cruisers, Training Cruisiers and HayasuiHayasui Banner to target them. It also applies to Aviation Heavy Cruisers, Aviation Battleships, Seaplane Tender, Light Carrier and Akitsu MaruAkitsu Maru Banner equipped with seaplane bombers, HeliKa-type Observation Autogyro or SubplaneType 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)Edit

Artillery spotting is a day time combat mechanic that allows ships equipped with seaplane recons or seaplane bombers, to perform a series of special attacks during day battle when Air Superiority is gained.

This bonus is considered a Post-Cap Bonus and will be multiplied after daytime shelling soft cap.

Cut-in Type Observed Fire using 1Main 1Sec & Type 91 AP shell


  • Air superiority (AS) or greater achieved in aerial combat phase
  • Not in heavily damaged (大破) state
  • Ship is carrying at least 1 Seaplane or Seaplane BomberSeaplane on a non-zero plane slot.
  • Ship has at least one main gun. RedGunHeavy
  • An eligible equipment setup (See below)

Ships that fulfil multiple equip setups are eligible to roll for any attack that they meet the requirements for.

Attack Mode Prerequisite Notes Damage Modifier Accuracy Modifier Base Rate % per Base Rate
Double Attack RedGunHeavyRedGunHeavySeaplane Any auxiliary equipment 120% x 2 110% 130 0.77%
Cut-In (Secondary) RedGunHeavyYellowGunSeaplane Any auxiliary equipment 110% 130% 120 0.83%
Cut-In ( Radar ) RedGunHeavyYellowGunSeaplaneRadar - 120% 150% 130 0.77%
Cut-In ( AP Shell ) RedGunHeavyYellowGunSeaplaneRedAmmo - 130% 130% 140 0.71%
Cut-In Attack (Primary AP) RedGunHeavyRedGunHeavySeaplaneRedAmmo - 150% 120% 150 0.66%
Cut-In (Zuiun) RedGunHeavySeaplaneSeaplane Ise/Hyuuga K2 Only

Must be a Zuiun

135%  ?? Unknown  ??
Cut-In (Suisei) RedGunHeavyDivebomb iconDivebomb icon Ise/Hyuuga K2 Only

Suisei must have (634 Air Group)
in its name

130%  ?? Unknown  ??
  • Lists of RedGunHeavyMain gun and YellowGunSecondary gun.

    Cut-in Type Mixed Attack Observed Fire with 2 Main & Type 91 AP Shell.

  • Ordering is not important, so long as the correct equipment types are equipped on the same ship.
  • Abyssals are also capable of doing Artillery Spotting on your fleet, provided they obtain AS/AS+ with an eligible spotting setup.
  • The priority order of which attack is rolled first is in reverse order of the table (Example: AP Cut in is checked first, while Double Attack is checked last.)
    • For Ise/Hyuuga K2, Suisei and Zuiun cut-in is checked first.

Trigger Chance of Artillery Spotting
For more information regarding exact spotting rate, please see Artillery Spotting for more information.

  • Trigger Chance is determined by deriving a "spotting rate" calculated from air state (AS/AS+), fleet LOS contribution, and the ship's personal LOS amount, which is then divided by the "base value" of the attack type being checked.
  • The lower the base rate, the more likely the attack type will be activated. Fulfiling multiple attack types will cause the game to roll each attack type in succession if the first one fails, increasing the chance of at least one spotting type to be successful.

Aircraft Carrier "Fighter & Bomber Combination" Cut-in AttackEdit

Sata ci
  • During the 12 September 2017 Post Summer 2017 Event Update, the Aircraft Carrier "Fighter & Bomber Combination" Cut-in Attack (CVCI) was implemented.


  • By equipping certain combinations of planes, Light Carriers, Standard Carriers and Armored Carriers will have a chance to perform cut-in attacks during daytime shelling phases.
  • Air Superiority or higher is required for CVCI to activate.
Attack Mode Prerequisite Damage Modifier Accuracy Modifier Base Rate
FBA GreenPlaneRedPlaneBluePlane 125% x 1 ?? 125
BBA RedPlaneRedPlaneBluePlane 120% x 1 ?? 135
BA RedPlaneBluePlane 115% x 1 ?? 150
  • It's possible for one equipment setup to trigger multiple types of cut-ins (e.g. GreenPlaneDivebomb iconDivebomb iconTorpbomb icon can trigger all 3).
    • Priority order in activation: RedPlaneBluePlaneGreenPlane > RedPlaneRedPlaneBluePlane > RedPlaneBluePlane
  • Slots reduced to 0 aircraft do not count towards triggering CVCI.
  • Jet-powered Fighter Bombers do not count towards triggering CVCI.
  • If CVCI fails to activate, or no CVCI setup is met, a normal carrier shelling attack is performed instead.
  • Certain strong Abyssal Aircraft Carriers (e.g. Standard Carrier Wo-Class Kai) are able to utilize CVCI as well.

Aircraft Proficiency Effects

  • As of the 18-10-2017 update, bomber proficiency will now contribute to the CVCI attacks and affect their critical rate and critical damage.
  • Planes may be equipped in any order to activate CVCI, but the plane in the first slot is considered the "captain", and that plane's proficiency impacts the CVCI critical modifier disproportionately.
    • The amount of extra damage is heavily dependent on the proficiency of the captain..
  • The proficiency of the plane on the first slot contributes to the extra damage. It does not matter whether this plane is a fighter or a bomber. In the case of a fighter in the first slot, its internal proficiency value is used instead, rather than fighter proficiency.[2]


  • If a CVCI attack misses, scratch damage is dealt instead.
  • Dive BomberDivebomb icon, Torpedo BomberTorpbomb icon, Fighter GreenPlane has an increased accuracy modifier.[3][4]

Activation Chance

  • Accuracy and critical chance are still under investigation.

Closing TorpedoEdit

  • The Closing Torpedo salvo can be fired by SS(V), DD, CL(T), CA(V), AV and BB(V). However, ships with 0 torpedo stat will not fire.
    • Ships must not be moderately or heavily damaged to participate.
    • Torpedoes are fired from all ships simultaneously.
      • Under certain rare circumstances involving installation-type enemies and Combined Fleets, only a limited number of torpedoes will be fired.
  • Accuracy, damage and evasion are affected by the selected Formation type.


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