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?
Setups | ||||
---|---|---|---|---|
Role | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Standard | OR | OR | Wildcard | N/A |
Standard+AACI | 10cm HA+AAFD | 10cm HA+AAFD | Air Radar | N/A |
Standard+Anti-Installation | OR | OR | OR | N/A |
Torpedo Cut In | Torpedo | Torpedo | Wildcard | N/A |
(O)ASW duties | Sonar | Sonar | OR | N/A |
(O)ASW duties+Utility | Sonar | OR | Wildcard | N/A |
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
- 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 Kai, Shigure Kai Ni, Hatsushimo Kai Ni, Ayanami Kai Ni 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%
- 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 Ni, Kinu Kai Ni and Isuzu Kai Ni 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 Kai or Yuubari Kai?
Setups | ||||
---|---|---|---|---|
Role | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Standard | Main | Main | OR Wildcard | N/A |
Night Double Attack (No AS) | Torpedo | OR | OR | N/A |
Night Cut In | Torpedo | Torpedo | OR Wildcard | N/A |
(O)ASW duties | Sonar | Sonar | OR | N/A |
Anti-Installation+Type A Kouhyouteki (Abukuma Kai Ni) |
Type A Kouhyouteki | Wildcard | Landing Craft | N/A |
Anti-Installation DA | OR | OR | Landing Craft | N/A |
4 Slot (O)ASW) | Sonar | Sonar | Sonar | OR |
4 Slot Anti-Installation | Main | Main | WG42 | WG42 |
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.
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 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%
- 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[]
- Type A 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 Type A Kouhyouteki or a CD, it is not possible to give them a double attack setup.
4 Slot CL[]
- Yuubari Kai and Ooyodo Kai both have 4 equipment slots, unlike the other CLs.
- Yuubari Kai 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 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 Kai 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 Type A Kouhyouteki to fire an opening torpedo. Torpedo Cruisers are recommended to always have at least a Type A Kouhyouteki equipped.
- Note that Type A 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.
- 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?
Setups | ||||
---|---|---|---|---|
Role | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Standard Setup | Type A Kouhyouteki | OR | OR | N/A |
Torpedo Setup | Type A Kouhyouteki | Torpedo | Torpedo | N/A |
Anti-Submarine Setup | Wildcard | Sonar | OR | N/A |
Standard Setup[]
- Main Gun x2 ORSecondary Gun x2 + Type A 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 + Type A 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.
- Keep in mind that both Kitakami and Ooi already hit the torpedo cap with only the Type A Kouhyouteki. Equipping more torpedoes on them will not boost their torpedo attacks significantly, due to the soft-cap.
- This setup is generally reserved for high ships, generally for those who are really close to 50 . Equipping ships with this setup, especially Kitakami who already has a base luck of 30, is generally bad practice if their luck nowhere near the 50.
- 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 or if you know what you are doing.
- Exceptions are Kiso Kai Ni and Abukuma Kai Ni. Since their stats are nowhere near Kitakami or Ooi, they generally benefit from using this setup if they have a sufficiently high and they are fighting against tougher enemies. Likewise, both Kitakami and Ooi will not benefit as much, due to the soft-cap.
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 Type 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?
Setups | ||||
---|---|---|---|---|
Role | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Standard | Main | Main | OR Wildcard | Recon |
Standard+Anti-Installation | Main | Main | Type 3 | Recon |
Night Double Attack (No AS) | Main | Secondary | Secondary | Secondary |
Night Cut In | Torpedo | Torpedo | OR Wildcard | OR Wildcard |
Maya AACI | CD | HA Gun | Air Radar | OR |
Standard Setup[]
- 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
Seaplane Fighters if you wish.- 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 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?
Setups | ||||
---|---|---|---|---|
Role | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Standard | Main | Main | Wildcard | Seaplane |
Anti-Installation | Main | Main | OR | WG42 |
Seaplane Bomber Mule | Bomber | Bomber | Bomber | Bomber |
Seaplane Fighter Setup | Main | Main | Fighter | Fighter |
Night Double Attack (No AS) | Main | Secondary | Secondary | Secondary |
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)[]
- 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.
CA also generally have marginally more compared to CAV. - 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)[]
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.
- 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 V.V. Class 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?
Setups | ||||
---|---|---|---|---|
Role | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Standard | Main | Main | Recon | AP Shell |
Standard Double Attack | Main | Main | Recon | Wildcard |
Anti-Installation | Main | Main | Recon | OR |
Night Battle Focus | Main | Main | Night Recon | OR Wildcard |
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)[]
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?
Setups | ||||
---|---|---|---|---|
Role | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Standard | Main | Main | AP Shell | Seaplane |
Standard Double Attack | Main | Main | Seaplane | Wildcard |
Anti-Installation Night Focus | Main | Main | OR | WG42 |
Seaplane Bomber Mule | Bomber | Bomber | Bomber | Bomber |
Seaplane Fighter Setup | Main | Main | Fighter | Fighter |
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.
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 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 Taihou, Shoukaku Kai Ni A and Zuikaku Kai Ni A, they only stop shelling when they are heavily damaged (大破).
- Carriers cannot participate in night battle.
- Exception is Graf Zeppelin and the base form of Saratoga, 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 Tsu-class.
- 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
Guidelines[]
Best practices when setting up your equipment where carriers are involved. Keep in mind that you can always freely switch slots around on the same ship, by holding your mouse for a few seconds and dragging it.
- Always try to prioritize getting at least AS and preferably AS+ with Fighters. Do not overshoot your fighter power target, fighter power itself only helps you achieve a specific air control, but does not do anything else extra. Do not make the mistake in believing that having more fighter power equals to more opponent planes being shot down.
- When equipping Fighters, prioritize equipping them on the smallest slots. Do not worry about the low plane slots, because fighters only suffer from proportional shot downs.
- After that, use either or Bombers to fill in the rest of the slot. Always attempt to use bombers on the biggest slots or the first slot if possible.
- When trying to conserve bauxite, avoid using big slots and prioritize using plane slot numbers that are closer to 17. This is to minimize proportional shot downs. Do not attempt this though, if the map does not allow you to conserve bauxite.
- Now that your slots are loaded out, it is time to decide whether you want to use a Recon or not. Recons have a higher chance of initiating Contact, which increases the airstrike damage.
- Saiun, if you also want to prevent Red-T during battles.
- Anything else, if you're not interested in preventing Red-T, like Type 2 Recon, Keiun
- 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:
2-5 Carrier setup | ||||
---|---|---|---|---|
Ship | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Tenzan(Murata) x18 | Ryuusei x12 | Ryuusei x12 | Ryuusei x6 | |
Ryuusei Kai x18 | Tenzan(Tomonaga) x28 | Ryuusei x6 | Saiun x3 | |
Ryuusei Kai x24 | Ryuusei x18 | Suisei(Egusa) x20 | M53(Iwamoto) x4 |
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.
4-5 Carrier setup | ||||
---|---|---|---|---|
Ship | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Tenzan(Tomonaga) x28 | Suisei Model 12A x26 | Shiden Kai 2 x26 | M53(Iwamoto) x13 | |
Tenzan(Murata) x30 | Ryuusei Kai x24 | Suisei(Egusa) x24 | M52C(Iwai) x8 |
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 Re-class 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+.
5-5 Carrier setup | ||||
---|---|---|---|---|
Ship | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Reppuu x24 | Reppuu x18 | Reppuu x20 | Reppuu x4 | |
Tenzan(Murata) x30 | Ryuusei Kai x24 | Ryuusei Kai x24 | M52C(Iwai) x8 | |
Tenzan(Tomonaga) x28 | Ryuusei Kai x26 | Re.2001 G Kai x26 | M53(Iwamoto) x13 |
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 critical hit rate and an increased critical damage up to 10%, while also providing minor boost to fighter power.
- 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 critical hit rate and an increased critical damage up to 10%, while also providing minor boost to fighter power.
- 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 critical hit rate and an increased critical damage up to 10%, while also providing minor boost to fighter power.
- Known fighter bombers are:
- Functions exactly like a bomber, while providing a reasonable amount of AA power.
- 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[]
- Jet Keiun Kai; Kikka Kai
- Can only be equipped by Shoukaku Kai Ni A and Zuikaku Kai Ni A.
- 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 enemy tsu classes or Artillery Imps.
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 Tenders are basically an even lighter and flexible version of CVLs, with most of them having the ability to equip a Type 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, Mizuho, Akitsushima, Chitose, Chiyoda, Commandant Teste and Kamoi Kai 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.
Kamoi starts as a fleet oiler and changes class to seaplane tender on her first remodel, on her second remodel she reverts back to fleet oiler.
Akitsushima, while being listed as an AV, is actually a giant flying boat tender. Take note that Akitsushima 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 Type A Kouhyouteki and closing torpedo phase.
- Exceptions are Akitsushima and Commandant Teste, as they both have no stats and are incapable of equipping a Type A Kouhyouteki.
- Can participate in shelling, regardless of whether Seaplane Bombers are equipped.
- 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.
- Akitsushima is incapable of equipping Daihatsus
- As Akitsushima 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?
Setups | ||||
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Role | Equipment #1 | Equipment #2 | Equipment #3 | Equipment #4 |
Standard 3 slot AV | Seaplane | Seaplane | Minisub | N/A |
Full Seaplane focus | Seaplane | Seaplane | Seaplane | Seaplane |
Commandant Teste Double Attack | Main | Main | Seaplane | Wildcard |
Akitsushima | Seaplane | Fighter | Fighter | N/A |
Standard 3 slot AV[]
- Fighter or Bomber / Fighter or Bomber + Minisub
- 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.
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 Minisub 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 Minisub to begin with.
Commandant Teste 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 Minisub or if they have 4 equipment slots available, while also having reasonable plain slots and base stats. As of now, only Commandant Teste 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.
Akitsushima[]
- Seaplane Fighter or Flying Boat / Seaplane Fighter / Seaplane Fighter
- Allows you to use Akitsushima 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[]
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:
- 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
Currently, Akitsu Maru and Shinshuu Maru are the only members of this class.
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.
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.
Equipment Type[]
Main Gun []
- Main equipment used to increase shelling Firepower .
- Main Guns with green icon give a better anti-air bonus but generally sacrifice firepower. (not always)
- 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.
Main Gun | Small | QF 4.7inch Mk.XII Kai · 12cm Single (Kai 2) · 120mm Twin · 12.7cm Single · 12.7cm Twin (Model A (Kai 2) · Model B · Model C · Model D) · 130mm B-13 Twin | |
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High Angle | 10cm Twin HA · 12cm Single HA ((Late Model)) · 12.7cm Twin HA (Late Model) · 5inch Single Mk.30 (Kai) | ||
High Angle /w AAFD | 10cm Twin HA + AAFD · 12.7cm Twin Model A + AAFD · 12.7cm Twin Model B + AAFD · 5inch Single Mk.30 Kai + GFCS Mk.37 | ||
Medium | 14cm Single · 14cm Twin (Kai) · 15.2cm Twin (Kai) · Bofors 15.2cm Twin · 15.5cm Triple (Kai) · 20.3cm Twin ((No.2) · (No.3)) · SKC34 20.3cm Twin · 203mm/53 Twin | ||
Large | 30.5cm Triple (Kai) · 35.6cm Twin (Proto 35.6cm · (Dazzle Camo) · Kai (Dazzle Camo)) · 38cm Twin (Kai) · 38cm Quad (Kai) · 381mm/50 Triple (Kai) · 38.1cm Twin (/N Kai) · 16inch Mk.I Triple (+ AFCT Kai · + FCR Type 284) · 16inch Triple Mk.7 (+ GFCS) · 41cm Twin (Proto 41cm · Kai · Kai 2) · 46cm Triple (Proto 46cm · Kai) · 51cm Twin (Proto 51cm) |
Secondary Gun []
- Support equipment used to increase shelling Firepower and allow accurate Cut-In attacks.
- 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. As day and night cut-ins involving secondaries are weaker in firepower, avoid using this gun with certain setups if a cut-in is not desirable.
- Secondary Guns with green icon have higher anti-air bonus but sacrifice firepower.
Secondary Gun | 15cm Twin · 15.2cm Single · OTO 152mm Triple · 15.2cm Triple · 15.5cm Triple (Kai) | ||
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High Angle | 8cm Twin HA (Kai + Add. Machine Guns) · 10cm Twin HA (Carriage) · 10.5cm Twin · 12.7cm Twin HA | ||
High Angle /w AAFD | 90mm Single HA · 10cm Twin HA Kai + Add. Machine Guns · 12.7cm HA + AAFD · 5inch Twin Mk.28 mod.2 |
Torpedo Weapon[]
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. Ships equipped with torpedoes will perform an accurate powerful attack during night, but it is heavily dependent on .
- Ships cannot participate in day torpedo phases at moderate damage, though can still attack at night.
- However, ships who can perform preemptive torpedo attacks can always fire regardless of health state.
- There is a Submarine Torpedo Submarine 53cm Bow Torpedo Mount (8 tubes) that's exclusively for Submarines only.
- Adding any torpedoes disables double attacks, allowing cut-ins only. Use it only on high luck ships, or avoid using any torpedoes at all.
Torpedo Weapon | Torpedo | 53cm Twin · 53cm Oxygen Bow · 533mm Triple · 533mm Quint (Initial Model) · 61cm (Triple · Quad) · 61cm Oxygen (Triple (Late Model) · Quad (Late Model) · Quint · Proto Sext) | |
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Sub | Submarine 53cm Bow (8 tubes) · Prototype FaT Type 95 Oxygen Torpedo Kai · Late Model Bow Torpedo Mount (6 tubes) (+ Skilled Sonar Personnel) | ||
Midget Sub | Kouhyouteki (Type A · Type C) |
Type A Kouhyouteki[]
- Allows a preemptive torpedo to be fired when equipped.
- Can be equipped by Torpedo Cruiser, Seaplane Tender, Abukuma Kai Ni and Submarine.
- Submarines can fire preemptive torpedoes without a Type A Kouhyouteki if they're at least level 10.
- It does not count as a torpedo, so this will not prevent ships from doing double attacks.
Carrier-Based Aircraft[]
Carrier-Based Fighter Plane (Fighter) []
- Fighters for Aircraft Carriers, Light Aircraft Carriers, and Amphibious Assault Ships. These aircraft participate in the 1st phase of Aerial Combat to help establish air superiority.
- Each planes contribute to fleet defense, plane count decreases after a battle if shot down, decreasing fleet AA stat accordingly.
- The better the air state you achieve, the less damage your planes suffer and the more your opponent loses their aircraft. Air superiority also enables Artillery Spotting (see Combat) which increases the damage done by your Cruisers and Battleships.
- Aircraft Proficiency is a high flat bonus to the fighter power.
Carrier-based Fighters | Type 96 Fighter (Kai) · Zero (Model 21 (Skilled · Iwamoto) · Model 32 (Skilled) · Model 52 (Skilled · 52A Iwamoto · 52C 601 · 52C Iwai) · Model 53 (Iwamoto)) · Shiden (Kai 2 · Kai 4) · Reppuu (Model 11 · 601) · Shinden Kai · Bf 109T Kai · Fw 190T Kai · Reggiane (Re.2001 OR Kai · Re.2005 Kai) · Wildcat (F4F-3 · F4F-4) · Hellcat (F6F-3 · F6F-5) · Fulmar · Seafire Mk.III Kai |
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Carrier-Based Dive Bomber (Dive Bomber) []
- Aircraft for Aircraft Carriers (CV, CVL).
- Participates along with fighters in the 1st phase to establish air superiority.
- Afterwards, it participates in the 2nd phase where each bomber attacks the 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.
- However, this becomes less relevant as stronger ships and planes are used.
- Has anti-submarine stat . When equipped on Light Aircraft Carrier, attacks on Submarines is possible.
- Some planes have Line of Sight stat . Cannot perform contact.
- Having any equipped prevents you from attacking Installation type bosses during the shelling phase.
- You can still however, bomb them during the opening airstrike.
- Fighter-Bomber variants exists, which have higher than usual, but still function the same as a bomber.
- Aircraft Proficiency is a small increase to fighter power, an increased chance to perform critical hits and a post-cap critical hit damage bonus of up to 10% per plane.
Carrier-Based Dive Bombers | Type 99 (Skilled · Egusa) · Suisei (Model 12A · Egusa · 601 · 634 (634/Skilled)) · Type 0 Fighter-bomber Model 62 (Iwai) · Type 0 Fighter-bomber Model 63 · Prototype Nanzan · Ju 87C Kai (Kai 2 (Skilled)) · SBD · F4U-1D · FM-2 · Skua · |
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Carrier-Based Torpedo Bomber (Torpedo Bomber) []
- Aircraft for Aircraft Carriers (CV,CVL).
- Participates along with fighters in the 1st phase to establish air superiority.
- Afterwards, it participates in the 2nd phase where each bomber attacks the 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.
- 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.
- However, this becomes less relevant as stronger ships and planes are used.
- Has anti-submarine stat . When equipped on Light Aircraft Carrier, attacks on Submarines is possible.
- Has Line of Sight stat .
- Can trigger Contact which increases the damage of your Dive Bombers and Torpedo Bombers. The chance scales with the the stats and the efficiency scales with the stats.
- Can attack Installation type bosses as normal.
- Fighter-Bomber variants exists, which have higher than usual, but still function the same as a bomber.
- Aircraft Proficiency is a small increase to fighter power, an increased chance to perform critical hits and a post-cap critical hit damage bonus of up to 10% per plane.
Carrier-Based Torpedo Bomber | Type 97 (Skilled · 931 (931/Skilled) · Tomonaga · Murata) · Tenzan (931 · 601 · Model 12 Tomonaga · Model 12 Murata) · Ryuusei (Kai · 601) · Re.2001 G Kai · Swordfish (Mk.II · Mk.III) · TBD · TBF |
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Carrier-Based Reconnaissance Plane (Recon Plane)[]
- Aircraft for Aircraft Carriers (CV,CVL).
- Does not participate in the air phases and thus can never be shot down.
- Gives a high amount of while giving you a considerable chance of performing Contact, which increases your airstrike damage.
- Bonus damage from Contact depends on Accuracy stat of plane.
- Saiuns will prevent Red-T.
- Aircraft Proficiency gives a bonus to and Contact rate.
Carrier-Based Recons | Saiun (Eastern Caroline · 4th Recon Squad) · Type 2 Recon · Prototype Keiun |
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Seaplane[]
Reconnaissance Seaplane (Recon Seaplane) []
- Aircraft that is specialized in allowing ships to perform Artillery Spotting if at least Air Superiority is achieved.
- 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. While they can still equip seaplanes and it still does give them stats and , it does not allow them to perform Artillery Spotting.
- Recon Seaplane have anti-submarine stat , but it does not enable any other ships, except CLs to attack submarines.
- There exists a sub-class of recon seaplanes called "Large Flying Boats". They give tremendously more stats than regular seaplanes, but the usefulness is the same and they can only be equipped by Akitsushima.
- The plane only participates in the detection phase and it has a very small chance of getting shot down if you were to fail the detection.
- Failing the detection is almost impossible under any circumstances, so this is something people shouldn't really ever be worried about.
- Aircraft Proficiency gives a bonus to and Contact rate.
Seaplane Bomber []
- Aircraft that is specialized in performing dive bombing attacks on the enemies.
- Participates along with fighters in the 1st phase to establish air superiority.
- Similar to Dive Bombers, seaplane bombers will attack enemy ships with bombs during the 2nd phase of Aerial Combat.
- Can be equipped by Aviation Battleship, Aviation Cruiser, Seaplane Tender, Aircraft-Carrying Submarine and the Italian ships.
- Allows Artillery Spotting as well if at least Air Superiority is achieved.
- At the start of battle helps in detection .
- Cannot trigger Contact unlike Recon Seaplane.
- When equipped by Aviation Battleship, Aviation Cruiser, or Seaplane Tender, can attack submarines , but only during day battle.
- Ships equipped with seaplane bombers will get a damage multiplier bonus against Artillery Imps.
- Aircraft Proficiency is a mediocre increase to fighter power, an increased chance to perform critical hits and a post-cap critical hit damage bonus of up to 10% per plane.
Seaplane Bombers | Zuiun (631 · 634 (634/Skilled)) · Model 12 (634)) · Seiran (Prototype Seiran · 631) · Laté 298B |
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Seaplane Fighter []
- Aircraft that is specialized in achieving air superiority, with superior stats.
- Participates in the 1st phase to establish air superiority.
- Can be equipped by Aviation Battleship, Aviation Cruiser, Seaplane Tender, Aircraft-Carrying Submarine, Italian ships, Nagato Class (Kai)
and Yamato Class (Kai)
. - Each planes contribute to fleet defense, plane count decreases after a battle if shot down, decreasing fleet AA stat accordingly.
- The better the air state you achieve, the less damage your planes suffer and the more your opponent loses their aircraft. Air superiority also enables Artillery Spotting (see Combat) which increases the damage done by your Cruisers and Battleships.
- Does not allow Artillery Spotting.
- Ships equipped with seaplane fighters gets a damage multiplier bonus against Artillery Imps.
- Aircraft Proficiency is a high flat bonus to the fighter power.
Seaplane Fighters | Ro.44 Seaplane Fighter (bis) · Type 2 Seaplane Fighter Kai (Skilled) · Kyoufuu Kai |
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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, with the exception of Kasumi Kai Ni B. 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 and are also mandatory for Anti-Air Cut-In setups, while Surface Radar have higher and Accuracy bonuses, but lacks any form of usefulness.
Radar | Small Air | Type 13 Air Radar (Kai) · SG Radar (Initial Model) · GFCS Mk.37 | |
---|---|---|---|
Large Air | Type 21 Air Radar (Kai) · Type 42 Air Radar · 15m Duplex Rangefinder + Type 21 Radar Kai 2 · FuMO25 Radar · SK Radar (+ SG) | ||
Small Surface | Type 22 Surface Radar (Kai 4 · Calibrated Model) · Type 33 Surface Radar | ||
Large Surface | Type 32 Surface Radar (Kai) |
Armor Piercing Shells []
- Ammunition with special qualities shot from ship's guns.
- Can be equipped by Battleship and Aviation Battleship. Increases Firepower and Accuracy .
- Affects artillery spotting cut-in, but 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 Fast Battleships.
- After the 2014/10/10 update, when Armor Piercing Shell and Large Caliber Guns are equipped together, the ship will gain a post-cap multiplier damage bonus against CA(V), (F)BB(V) and CV(B). As Installation bosses are usually classified as one of them, the bonus damage also applies to them.
- This effect however, does not work during the night.
- AP Shells are also extremely effective against Hard Installations like Artillery Imp.
AP Shells | Type 91 Armor Piercing Shell · Type 1 Armor Piercing Shell |
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Machine Gun and Rocket Launcher []
- AA guns carry a strong multiplier and is effective in helping you shoot down planes.
- Can be equipped by all surface ships.
- AA gun with 9+ stats are treated as Concentrated Deployments and they are required in some Anti-Air Cut-In setups, notably Maya Kai Ni.
- Increases fleet AA by a small amount, but vastly improves the adjusted AA.
- Mandatory equipment for some Anti-Air Cut-In setups.
- An excellent equipment to use for ships with Reinforcement Expansion.
- Take note that AA guns in Reinforcement Expansion DOES count for Anti-Air Cut-In setups.
- If you don't want to affect your double attack/cut-in combination and have empty slots left, you can use this as a wildcard.
- Also increases stats.
Machine Gun | 7.7mm · 12.7mm Single · 2cm Flakvierling 38 · 25mm Single (Twin · Triple) · 3.7cm FlaK M42 · Bi Type 40mm Twin · 12cm 30-tube Rocket Launcher (Kai 2) · 20-tube 7inch UP Rocket Launchers | |
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Concentrated Deployment | 25mm Triple (Concentrated Deployment) · Bofors 40mm Quad · QF 2-pounder Octo |
Anti-Submarine Warfare (ASW) []
- Anti-Submarine Warfare (ASW) equipment used to deal with submarines.
- When a ship equips both Depth Charge and Sonar together, they get a synergy boost that increases the damage by 1.15x against submarines.
- However, this bonus is applied only once per ship. Equipping 2 of each does not double the bonus damage.
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 be able 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.
- There exists also an extra large variant, which only is equip-able by Heavy Cruisers, Aviation Cruisers, Battleships, Carriers and Seaplane Tenders.
- stats on Sonars also give an accuracy bonus against submarines, for each stat it gives.
- Has higher stats in general, compared to Depth Charges.
- Submarine-type ships cannot attack other submarines even when equipped with Sonar.
Sonars | Type 93 Passive Sonar · Type 3 Active Sonar · Type 4 Passive Sonar · ASDIC (Type124 ASDIC · Type144/147 ASDIC · HF/DF + Type144/147 ASDIC) | |
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Large Sonars | Type 0 Passive Sonar |
Ka-type Observation Autogyro Type 3 Spotter/Liaison (ASW) []
- Aircraft mainly tasked with anti-submarine patrolling
- Has a much higher Anti-submarine stat compared to other aircraft.
- Type 3 Command Liaison Aircraft (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
- Keep in mind that Repair Ships and Submarine Tenders cannot attack submarines, even if they are equipped with these aircraft.
- Cannot be equipped by Standard Aircraft Carriers.
- Light Aircraft Carriers can equip then, but they still need a regular bomber for them to be able to attack.
Anti-Submarine Patrol Aircraft | Ka Type Observation Autogyro · Type 3 Command Liaison Aircraft (ASW) |
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Night Battle Equipment[]
- Equipment that are specialized in giving you an edge during the night battle phase.
- Each equipment works uniquely and either needs a certain requirement for it to activate, or it gives you an immediate boost at the cost of something else.
Skilled Lookouts[]
- Surface Ship Personnel
- Increases cut-in chance in the form of a boost on the particular ship it's equipped with during night battle.
- Since it's a boost, this equipment is useless on anyone who already has reached 50 .
Searchlight and Type 96 150cm Searchlight[]
- Uses a Searchlight to seek out the enemy, at the risk of being easier to get detected by the enemy as well.
- Fleet's accuracy and cut-in rate increases while enemy fleet's cut-in rate decreases. The stronger the searchlight, the stronger the effect applied.
- Both Searchlight and Type 96 150cm Searchlight are guaranteed to activate, but the ship with it equipped will receive an penalty and will also be targeted more often.
- The regular Searchlight can be equipped by Destroyer, Light Cruiser, Heavy Cruiser, Aviation Cruiser, Seaplane Tender, Battleship and Aviation Battleship.
- The larger Type 96 150cm Searchlight can only be equipped by Battleships, Zara due and Commandant Teste.
Star Shell[]
- Fire flares to illuminate the skies and discover the enemies.
- Fleet's accuracy and cut-in rate increases while enemy fleet's cut-in rate decreases.
- Unlike the Searchlight, the Star Shell does not have any negative effects when triggered, but this comes at the cost of not being guaranteed to always trigger.
- You can equip multiple Star Shells to increase the chance of this activating.
- The Star Shell can be equipped by Destroyer, Light Cruiser, Heavy Cruiser, Aviation Cruiser, Seaplane Tender, Battleship, Aviation Battleship, Torpedo Cruiser, Repair Ship and Submarine Tender.
Type 98 Reconnaissance Seaplane (Night Recon)[]
- Similar to Recon Seaplane in functionality, but has additional effects during night battle.
- Can trigger Night Contact which boosts the following:
- During day, the night recon functions the same as a regular recon, albeit a bit weaker.
- Night Contact will only trigger if the air state is not Air Incapability or Air Parity if it started during day.
- Night Contact will always have a chance to trigger if the battle started during night.
- If all the requirements are met, Night Contact will always have a chance to trigger, even if it is equipped in a 0 plane slot.
- However, that still does not allow you to perform Artillery Spotting during the day.
- Aircraft Proficiency increases the contact rate of both day and night.
Daihatsus and Anti-Installation[]
- Equipment that specializes in increasing your resource gain, allowing you to clear the TP phase faster during events and deals extra damage against certain installation types.
- Since Installation bosses are immune to , it is essential that you capitalize on their weaknesses. Each Installation is always weak against a certain equipment, so be sure to use them to maximize the amount of damage you can deal.
- The Installation types are classified in the following:
- Soft Installations
- Hard Installations
- Hybrid installations, who shares some, but not all of the weaknesses of the soft/hard installations, are more resistant than usual, or they have a unusual weaknesses that other installations don't share.
Ships that can equip Tanks | |||||
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Ship | Ship | ||||
Destroyer (DD) | |||||
Yes | Yes | Yes | Yes | ||
Yes | Yes | Yes | Yes | ||
Yes | Yes | Yes | Yes | ||
Yes | Yes | Yes | Yes | ||
Yes | Yes | Yes | Yes | ||
Yes | No | Yes | No | ||
Yes | No | Yes | No | ||
Yes | No | Yes | No | ||
Yes | No | ||||
No | Yes | No | Yes | ||
No | Yes | No | Yes | ||
No | Yes | No | Yes | ||
Light Cruiser (CL) | |||||
Yes | Yes | Kai Ni D | Yes | Yes | |
Yes | Yes | Yes | Yes | ||
Yes | Yes | Yes | Yes | ||
Kai Ni Toku | Yes | Yes | Yes | No | |
No | Yes | No | Yes | ||
Aviation Cruiser (CAV) | |||||
Kai Ni Toku | Yes | Yes | |||
Battleship (BB) | |||||
Yes | Yes | No | Yes | ||
Seaplane Tender (AV) | |||||
Yes | Yes | Yes | Yes | ||
Yes | Yes | Yes | Yes | ||
Yes | Yes | Yes | Yes | ||
Yes | No | Yes | Yes | ||
Fleet Oiler (AO) | |||||
Yes | Yes | Yes | Yes | ||
Amphibious Assault Ship (LHA) | |||||
Yes | Yes | Yes | Yes | ||
Ship | Ship | ||||
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Daihatsu Landing Craft[]
- Landing crafts used to transport personnel and equipment to the shore.
- Increases resources gained from expeditions. (5% per Daihatsu, maximum of 20%)
- Can be equipped by any tank carrier on the list.
- Provides a mediocre damage bonus against Hard Installations like Artillery Imp and certain Hybrid Installations like Isolated Island Princess.
- Completely useless against Soft Installations.
Toku Daihatsu Landing Craft[]
- Landing crafts used to transport personnel and equipment to the shore.
- Increases the softcap multipler by 5% and the postcap by 2%, with diminishing returns on post-cap after you use 3 or more, up to the max of 4 Toku Daihatsus.
- Using 2 Toku Daihatsus gives you 10% softcap and 4% postcap.
- Using 3 Toku Daihatsus gives you 15% softcap and 5% postcap.
- Using 4 Toku Daihatsus gives you 20% softcap and 5.4% postcap.
- Can be equipped by any tank carrier on the list.
Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)[]
- Landing crafts outfitted for more of a combat approach. When not performing an assault, it is used to transport personnel and heavy equipment to the shore.
- Increases resources gained from expeditions. (2% per Type 89, maximum of 20%)
- Can be equipped by any tank carrier on the list.
- The T89 Tank covers more weaknesses than the regular Daihatsu does and is much stronger in this regard.
- Provides a strong damage bonus against Hard Installations like Artillery Imp and most of the Hybrid Installations like Isolated Island Princess and Supply Depot Princess.
- Completely useless against Soft Installations.
Special Type 2 Amphibious Tank[]
- Specially developed tanks created for amphibious assaults.
- Also known as the Ka-Mi.
- Increases resources gained from expeditions. (1% per Ka-Mi, maximum of 20%)
- Cannot be equipped by Mutsuki Kai Ni, Kisaragi Kai Ni and Kawakaze Kai Ni.
- Essentially a powered up version of the T89 Tank.
- Provides a very strong damage bonus against Hard Installations like Artillery Imp and most of the Hybrid Installations like Isolated Island Princess and Supply Depot Princess.
- Completely useless against Soft Installations.
Type 3 Shell[]
- Used historically by the larger ships to shoot down aircraft and bombard airfields.
- Known as the Sanshiki.
- Can be equipped by Heavy Cruiser, Aviation Cruiser, Battleship and Aviation Battleship.
- Increases Anti-air stat .
- Provides a very strong damage multiplier of 2.5x against Soft Installations like Harbour Princess and Isolated Island Demon.
- Also gives a very strong damage multiplier against Hybrid Installations that shares the soft attribute, like the Supply Depot Princess.
- A mediocre damage multiplier bonus is given against certain Hybrid Installations like Isolated Island Princess, who are more resistant to such attacks.
WG42 (Wurfgerät 42)[]
- Anti-Ground Artillery.
- Can only be equipped by Destroyers, Light Cruisers, Submarines and all type of Aviation ships.
- Equipping a WG42 on a submarine allows them to attack Installations as well.
- The efficiency of the WG42 depends completely on what kind of installation you're fighting, but it's generally very strong. However, each extra WG42 you equip on the same ship will grant diminishing returns on both flat and multiplier bonuses.
- Flat power boosts are always +75 for the first WG42, +110 on the second.
- For example: against Isolated Island Princess, you are given both a 1.4x pre-cap multiplier and a +75 bonus on top of that. With 2x WG42, that becomes 2.1x and a boost of +110 , which is very strong.
- However, against Supply Depot Princess for example, you are given both a flat power boost and a post-cap multiplier, meaning that the multiplier only takes place after all the other pre-cap modifiers have taken place. This boosts the damages to a ridiculous amount, which is only made possible through the WG42
Engines[]
- Increases ship's evasion .
- Can be equipped by all ships.
- Can also be equipped in the Reinforcement Expansion.
- By making us of both Turbine and Boilers, it is possible for a ship to change to a higher speed. A Slow ship can turn into a Fast ship, for example.
- However, you always require at least 2 equipment slots for this, and the requirements for each ship is unique. Think carefully before you commit the equipment slots for using turbines and boilers.
Engines | Improved Kanhon Type Turbine · Improved Kanhon Type TurbineEnhanced Kanhon Type Boiler · New Model High Temperature High Pressure Boiler |
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Anti Torpedo Bulges[]
- Increases defensive capabilities by adding more armor.
- In exchange for more armor , evasion decreases
- Can be used in Reinforcement Expansion.
- Medium can be equipped by Heavy Cruiser, Aviation Cruiser, Light Aircraft Carrier and certain other ships, like Верный.
- Large Can be equipped by Battleship, Aviation Battleship and Aircraft Carrier.
- Keep in mind that increasing your armor might not be a good idea, if you don't know how Damage Calculation and overkill protection works, as it would actually decrease your chances to survival as opposed to increasing it.
Bulges | Anti-torpedo Bulge (Medium · Large) · New Kanhon Design (Medium · Large) · Pugliese Underwater Protection Bulkhead · Arctic Camouflage (+ Arctic Equipment) |
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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.
- Can also be equipped in Reinforcement Expansion.
- When equipped, the ship will be prevented from being sunk once, and equipment is consumed.
- WARNING: The ship is only protected from further sinking only on the node she sank on. In case you decide to Advance, your ship will at risk of sinking again. Avoid advancing when one of your ships is in the 大破 state.
- Can be obtained as Quest and Event Reward.
Emergency Repair | Emergency Repair Personnel · Emergency Repair Goddess |
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Miscellaneous[]
Drum Canister (Transport Use)[]
- Drums are used for transport operations (Tokyo Express type expeditions), for affecting branching rules on certain maps, and for the TP phases during the events.
- 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 a Repair Ship.
- Increases the number of ships that can be repaired via Akashi's Anchorage Repair.
- Does not do anything during battle.
Skilled Carrier-based Aircraft Maintenance Personnel[]
- Also known as 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-ins.
Fleet Command Facility[]
- Introduced during Summer 2014 Event for use with the Combined Fleet system.
- Allows a Destroyer to tow a heavily damaged (大破) ship back to the base and allows the current fleet to continue the sortie with 2 ships less.
- Both the Destroyer and the heavily damaged ship who got towed back will be drained of all fuel and morale.
- For this to work, you are required to have the Fleet Command Facility equipped on the flagship of the main fleet and when a ship gets heavily damaged, you are required to have at least a healthy destroyer available that is not in any damage state and also not the flagship, on the escort fleet.
- In case you have multiple healthy destroyers, the order gets chosen from top to bottom. The flagship cannot be chosen, even if the flagship is a Destroyer.
- A retreat can only trigger once, so in case you have multiple ships who are heavily damaged in the same node, you will not be able to tow all of them back and you will be forced to retreat if you don't want to risk sinking your ships.
Anti-Aircraft Fire Directors[]
- Anti-aircraft fire control system.
- Allows usage of Anti-air Cut-in when equipped with certain equipment.
- Usage is deprecated with the introduction of High Angle Guns /w Built-In Fire Directors.
Fire Directors | Type 91 Anti-Aircraft Fire Director · Type 94 Anti-Aircraft Fire Director |
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