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  1. #1
    Kantai Analyst nwrtz's Avatar
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    Loadout Guide 2.0; now with a slice of Akashi Factory

    Table of Cotents















    It has been a while since the first guide was written and a lot of things have changed. Due to these changes updating the former wasn't a feasible task so I decided to write a new one. This one will have a different focus where a lot of fluff will be cut since general mechanics are already known and can be looked up via different sources. If you can read Japanese I'd recommend using wikiwiki whenever possible. Instead the big part will be a new section explaining Akashi improvements since they now play major part in the game.

    The first section will list loadouts and what type of equipment is required for them. It will cover most common ones and some niche options as well but leave out everything else. A description will be provided, however there will be no tier list anymore. This is mainly meant as a quick reference for players since it won't cover mechanics extensively.

    Instead the new section for Akashi will cover specific equipment corresponding to the loadouts mentioned in the first section. It will also cover which equipment is more or less important, how to farm duplicate equipment and general points about efficiency.. This section will follow certain rules on how the equipment is chosen:

    • only endgame equipment is considered, substitutions are just a waste of improvement material
    • except for ranking rewards almost all equipment is eligible including rare stock ones
    • some equipment is not viable due to the extreme cost/reward ratio, these will not be listed
    • break point efficiency is considered
    • overload penalty is considered for battleships
    • covering a wide range of situations and versatility will be favored over specializing in one area
    • this site and wikiwiki will be used as reference for which bonus stats the equipment receives


    The end goal of this guide will be to enable a new player or someone who has neglected Akashi improvement to be able to clear entire events on hard difficulty. Provided they implement what this guide suggests and don't have other glaring hurdles to overcome like missing important ships, no resources or lack of understanding basic game mechanics. While improving equipment is a time consuming process it is now the main option on how to improve the fleet. The main limitation is the amount of improvement material players can gather each month. However significant improvement in terms of power can be made without a lot of effort. Over time players will see diminishing returns when looking at how much time and resources the possible next step in terms of power will take. How far someone is willing to go in this process is up to the player.
















    Standard Destroyer Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryWildcardUnavailable
    The most commonly used setup used for destroyers due to providing the highest daytime firepower and the reliability of double attack in night battle.


    Akizuki-class AACI Loadout
    Slot 1Slot 2Slot 3Slot 4
    10cm + Fire DirectorHigh Angle WeaponryAir RadarUnavailable
    The Akizuki-class needs two HA guns and an air radar to trigger their best AACI. To retain double attacks in night battle the second HA needs to be main- or secondary weapon.


    Destroyer AACI Loadout
    Slot 1Slot 2Slot 3Slot 4
    10cm + Fire DirectorMain WeaponryAir RadarUnavailable
    This setup functions the same as the standard one except that the using one 10cm + Fire Director and an Air Radar (increases trigger chance for AACI) will let standard destroyers perform an AACI. Standard destroyers have a weaker AACI compared to the Akizuki-class.


    Destroyer Torpedo CI Loadout
    Slot 1Slot 2Slot 3Slot 4
    TorpedoTorpedoWildcardUnavailable
    Highly situational and generally only used in event maps where the firepower of double attacks is insufficient. The 3rd slot is either for utility or another torpedo to increase the firepower further. It is highly recommended to only use this setup with destroyers with 50 or more luck to ensure an acceptable trigger rate.


    Destroyer ASW Loadout
    Slot 1Slot 2Slot 3Slot 4
    SonarSonarDepth ChargeUnavailable
    One sonar + one depth charge are required for the ASW bonus. Due to sonars having higher ASW stats a second one is used in the 3rd slot. Destroyers which exceed 100 ASW from base stats and equipment can perform pre emptive ASW attacks which trigger before the opening torpedo. Please note that Akashi improvement bonuses don't factor into this calculation.


    Destroyer ASW Loadout with new Depth Charge
    Slot 1Slot 2Slot 3Slot 4
    SonarNew Depth Charge (Type 95 Depth Charge or Type 2 Depth Charge)Depth ChargeUnavailable
    The game introduced a new type of depth charge and recent tests showed that they provide a post cap bonus. However due to their low stats this is only viable on certain destroyers since player should not give up OASW for it.
















    Standard Light Cruiser Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesUnavailable
    While 3 slot light cruisers have a lower trigger rate for artillery spotting attacks it is still preferable to using 3 secondary weapons. This is the go to loadout for almost all situations.


    Standard CLT Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main- or Second WeaponryMain- or Second WeaponryKo-hyotekiUnavailable
    99.9% of the time players will use this setup. Ko-hyoteki is needed for the opening torpedo and the 2 weapons provide a double attack at night, the ko-hyoteki does not count as a torpedo thus it does not turn into a CI attack.


    Standard Yuubari Loadout
    Slot 1Slot 2Slot 3Slot 4
    Secondary WeaponrySecondary WeaponrySecondary WeaponrySecondary Weaponry
    Due to not having any planes Yuubari is unable to perform artillery spotting. Stacking secondary weapons provides the highest firepower and therefore is favored over using any setup involving main weapons which would be limited to two.


    Standard Ooyodo Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesRadar
    Ooyodo functions like a standard 3 slot light cruiser but the additional slot equipped with a radar provides a boost to the artillery spotting trigger rate.


    Standard Abukuma Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main- or Second WeaponryMain- or Second WeaponryKo-hyotekiUnavailable
    Abukuma Kai Ni functions like a CLT however counts as a normal light cruiser for branching and fleet restriction purposes. Due to this she uses the same loadout as the CLTs.


    Light Cruiser ASW Loadout
    Slot 1Slot 2Slot 3Slot 4
    SonarSonarDepth Charge (3 slot) or Sonar (4 slot)Unavailable (3 Slot) or Depth Charge (4 Slot)
    Light cruisers follow the same rules as destroyers for ASW. Depending on if the ship in question has 3 or 4 slots you will either use 2 or 3 sonars + 1 depth charge. They are also able to perform pre emptive ASW attacks if they 100+ ASW from base stats and equipment combined, Akashi improvement stats do not count for this calculation. Isuzu Kai Ni can always perform pre emptive ASW attacks regardless of her equipment.


    Light Cruiser ASW Loadout with new Depth Charge
    Slot 1Slot 2Slot 3Slot 4
    SonarDepth Charge (3 slot) or Sonar (4 slot)New Depth ChargeUnavailable (3 Slot) or Depth Charge (4 Slot)
    The game introduced a new type of depth charge and recent tests showed that they provide a post cap bonus. However due to their low stats this is only viable on certain light cruisers since player should not give up OASW for it.
















    Standard Heavy- and Aviation Cruiser Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesRadar
    This loadout provides daytime artillery spotting double attacks and double attacks at night. The radar increases the trigger chance for the daytime portion. In most situations aviation cruisers should also use standard recon seaplanes since seaplane bombers can be shot down by enemy AA.


    Maya AACI Loadout
    Slot 1Slot 2Slot 3Slot 4
    High Angle GunAnti Air GunAir RadarWildcard
    Maya Kai Ni has the strongest AACI in the game and is invaluable on event maps. She needs a specific setup which makes her weak at daytime but if the wildcard is a main weapon she can still have double attacks at night.
















    Battleship AP/DA CI Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesAP Shell
    For 99.9% of the game battleships will use this setup regardless of their battleship subclass. It is preferred over the double attack setup because it can trigger both AP CI and DA at day and has a significantly higher trigger rate overall compared to the only DA setup. The AP CI also does bonus damage against heavily armoured targets.


    Battleship DA Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesRadar
    Highly situational due to having a lower trigger rate than the standard setup. Players will almost never use this setup.
















    Standard Submarine Loadout
    Slot 1Slot 2Slot 3Slot 4
    TorpedoTorpedoUnavailableUnavailable
    Submarines are very straight forward, they gain the ability to perform the opening torpedo at level 10. Until then a Ko-hyoteki can be used to peform it. Due to it not counting as a torpedo later on 2 torpedoes should be used to be able to trigger a CI in night battle.
















    Equipping carriers isn't quite as straight forward since some considerations have to be made in advance. First of all it should be explained that the opening airstrike servers 3 functions:


    • Gaining Air Superiority (AS) or Supremacy (AS+)

      This is achieved by having either 150%~300% of the enemy fighter power (AS) or 300%+ (AS+). This will result in fewer attack planes shot down on your side on average and your fleet being able to perform artillery spotting attacks while the enemy can't. Please note that the abyssals are capable of performing artillery spotting with the right equipment and if they have AS or AS+. Players just never see it because this situation should be avoided at all cost. Usually AS is enough but AS+ does result in a lower bauxite bill after each sortie so if the amount required to obtain it doesn't cost several attack plane slots on your carriers it can be worth it.

    • Shooting down enemy attack planes

      Your fighter planes will shoot down enemy attack planes before they attack your ships which can render the enemy opening airstrike useless or at least less threatening.

    • Your bombers attacking the enemy fleet

      Optimizing your carrier loadouts can result in having attack planes equipped in bigger slots and in turn your opening airstrike can do devastating damage as long as the enemy isn't a capital ship. But even those can take significant damage from time to time. The difference optimization can make will be showcased later on.



    The next step is determining if you even need to bring fighter planes on your own. If the enemy has no carriers players can just load up on torpedo bombers and not worry about fighter power. However if the map contains enemy carriers on the way the next step is to figure out how much minimum fighter power is needed. This information can be found on the usual sites like wikiwiki, for events the forum threads in the Event Section will contain the information in the first post.


    Afterwards comes slot optimization which can make a big difference. Generally it is best to equip planes with the highest fighter power on a big slot to get the most out of these rare planes when using a low amount of carriers, usually when only 1~2 of them are in the fleet. However since veteran ranks were introduced small slots have become really useful on ships like Hiryuu Kai Ni, Souryuu Kai Ni, Shoukaku Kai Ni A and Zuikaku Kai Ni A. Due to the bonus fighter power being a flat value based upon the veteran rank of the plane equipping it in a small slot will yield a good amount regardless of the small slot size. In contrast attack planes on a small slot are generally useless because they can be emptied out easily and the opening airstrike formula includes the slot size to determine the damage. Therefore in situations when players use 3 ore more carriers using the fighters in smaller slots to utilize the flat bonus should free up the big ones for attack planes.


    In summary:

    • achieve AS or AS+
    • have a 5%~10% to account for long maps and enemy AA
    • use a Saiun on the smallest slot
    • equip small slots with fighter planes to utilize the flat bonus from veteran ranks
    • any slots that are still empty are equipped with a torpedo bomber



    Example

    To illustrate how big a difference optimization can make I will use 5-5 as an example and show 2 loadouts which in practice will provide drastically different results on average. There is still a factor of RNG as always, But as in everything in Kancolle the goal is to gather enough advantages to tilt the chance of being "successful" in favour of the player.



    nonoptimized loadout


    Fleet Composition
    Ship NameSlot 1Slot 2Slot 3Slot 4
    Kaga KaiTorpedo BomberTorpedo BomberReppuTorpedo Bomber
    Hiryuu Kai NiTorpedo BomberReppuTorpedo BomberSaiun
    Zuikaku Kai Ni AReppuTorpedo BomberTorpedo BomberReppu
    Shoukaku Kai Ni AReppuTorpedo BomberTorpedo BomberReppu



    optimized loadout


    Fleet Composition
    Ship NameSlot 1Slot 2Slot 3Slot 4
    Kaga Kai NiReppuTorpedo BomberTorpedo BomberReppu
    Hiryuu Kai NiReppuTorpedo BomberTorpedo BomberSaiun
    Zuikaku Kai Ni ATorpedo BomberTorpedo BomberReppuReppu
    Shoukaku Kai Ni ATorpedo BomberTorpedo BomberReppuReppu


    Comparing both loadouts makes it very clear that the difference is very significant. If you summarize them this is the result:


    • Loadout 1
    • 9 Bomber slots with 20, 20, 12, 18, 22, 23, 12, 21 and 12 planes respectively.

    • Loadout 2
    • 8 Bomber slots with 20, 46, 36, 22, 34, 24, 34 and 21 planes respectively.




    While the first one has one more bomber slot the second one has 6 slots which have more planes allotted to them. Including the biggest slot on each carrier respectively. This example makes it clear how valuable small slots can be for fighters, especially in a fleet with 3+ carriers. Both examples will meet the AS requirement for 5-5 assuming 376 is the minimum required and will have some buffer on top. The fighter planes used in the calculation are only Reppu in this case. As for calculating your fighter power on your carriers you can use the build in ones from viewers or use aircalc which lets you change some settings on how things are calculated.

    There is also another factor to consider which is double bonus crit damage if a bomber is equipped in the first slot of a carrier. While getting the highest fighter power possible might be important the crit bonus should also be considered. Here is a reference link for tests about this.
















    Installation Setup Guide


    Hi everyone. This is a guide on optimal setup against different kinds of installations. We will start from understanding the various kinds an installation type enemy can take and which characteristics these have. Then, we will look into the pros and cons of some of the setups by looking at the estimated damage of each setup against the specific enemy types.

    Disclaimer: We do not know the exact effect of Toku Daihatsu Landing Craft + 11th Tank Regiment yet. So far, the only thing we know for sure is that unlike all other kinds of daihaitsu type equipment, it will work against the soft installation type. Some of the setups might change if this equipment proves to have superior damage multipliers against certain targets.

    Types of installation:
    Generally speaking, we can classify enemy installations into 4 types. Each has their own strengths and weaknesses. Here, we will only outline the characteristics of each types and the effective equipment against them. For the detailed damage multipliers, please visit the corresponding pages on Enwiki or Wikia.

    1. Soft installation (Northern Princess (3-5), Harbour Princess (4-5), Airfield Princess, etc):

    The main characteristic of this type is that only Type 3 shell, WG42 and Toku Daihatsu Landing Craft + 11th Tank Regiment will work against them. All other daihaitsu-type equipment WILL NOT work.

    2. Pillbox (Artillery Imp):

    This type of enemy is characterized by its immunity against Type 3 shell. Instead, she is weak against a large amount of equipment, which includes WG42, all types of daihaitsu, AP shell and seaplane bombers and fighters. Destroyers and Light Cruisers will also gain damage bonus against them. Another feature of the pillbox-type is that, unlike all other installations, they will still attack if they are chuhai/taihai at day.

    3. Supply Depot hime:

    This type of enemy is characterized by the high post-cap damage bonus that some equipment will provide against them. This includes all types of daihaitsu, WG42 and AP shells (much smaller bonus comparing to the other two). Type 3 shell will also provide a pre-cap damage bonus (x2.5) against her, but not a post-cap bonus. These post-cap bonuses are a multiplier, which is also the reason why you can see 3, or even 4-digit damage numbers against them with some setups.
    This characteristic will greatly affect the optimal equipment choices against her.

    4. Hard-skinned/Special installation (Isolated Island Princess, Harbour Summer Princess, Central Princess, etc)

    Damage bonuses of each type of equipment varies against them. So far, the only thing we can say for certain about them is that WG42 and daihaitsu type equipment will usually work against them, and that T3 shell is not as effective against them as against soft installations.

    Recommended setup for each ship class:
    For this part, I will make use of tables of estimated damage of each recommended setup against Artillery Imps, Supply Depot Princess, and Isolated Island Princess to illustrate the pros and cons of each setup. I chose these 3 enemies because players will often fight against them in both event maps and 6-4. Soft installations are not included in the chart since there really isn't a lot of choices against them. But I will cover them when we discuss each setup type in the following section.

    Each chart shows the estimated damage of each setup against each target. The number in brackets represents the estimated damage when it's a critical hit. The best choice of each category is highlighted in red, and the 2nd best choice in blue. For some scenarios, you will see multiple setups highlighted in red. That is because all of those setups can one-shot the target even with the highest armor roll. Note that the chart only shows damage of ships in single fleet, and that night scout is not triggered.

    Destroyer:
    [+] Spoiler


    Destroyer damage chart:
    [+] Spoiler


    Slot 1Slot 2Slot 3Slot 4
    Main gunMain gunWG42Unavailable
    This is the go-to setup for soft installations, as WG42 is the only effective equipment against soft installations that a DD can use. It's generally a rather suboptimal choice against other installation types. Although it could work better than the gun/gun/kami-tank setup if your kami-tank is not upgraded. Another situation you would use this setup is on an Akizuki class. With 10cm+FD/10cm+FD/WG42, Akizuki class can still trigger a weaker AACI (+4, x1.6), while retaining some ability to damage enemy installations.

    Slot 1Slot 2Slot 3Slot 4
    Main gunMain gunKami-tankUnavailable
    As you can see in the chart, this setup is the superior choice against Isolated Island Princess (and similar targets) at night with full health, and will do serviceable damage against Artillery Imps. However this setup works poorly during chuha, at day time battle and against Supply Depot Hime. Furthermore, this setup depends heavily on the degree of improvement of the equipped tank. With a vanilla tank, this setup works poorer than even the gun/gun/wg42 setup. Also note that while you can use weaker daihaitsu variant in place of kami-tank, this will only further decrease the damage of this setup. Therefore, I would only recommend this setup for when your DD is your finisher at night, and only when the kami-tank is upgraded to a certain degree.

    Slot 1Slot 2Slot 3Slot 4
    Daihaitsu (Type 89 Medium Tank & Landing Force)Kami-tankWG42Unavailable
    It should be rather clear from the chart that this is the best comp for most situations. Only when fighting Isolated Island princess at night and full health will this setup be suboptimal. When chuha, this comp will remain the optimal choice. The thing that separates this comp from the others is its high damage against Supply Depot Princess in any situation, and against everything else at chuha and at day time. This is due to the stacking of damage bonus from different equipment. Since these bonuses are multipliers, this setup is much less affected by the chuha multiplier, and will benefit a lot from the post-cap bonus against Supply Depot Princess. Another advantage of this comp is that it is not as demanding on the improvement level on daihaitsu, and would still do serviceable damage with vanilla equipments.

    On the other hand, this comp is demanding in terms of the number of installation equipment needed, so one has to alter equipment choices according to what each player has available. The key for this comp is to stack different types of equipment. Examples would be things like WG/WG/kami tank, WG/Daihaitsu (Type 89 Medium Tank & Landing Force)/Toku Daihatsu Landing Craft + 11th Tank Regiment as a decent alternative. I generally recommend that your destroyers use this comp as long as supply depot princess exists, when you need day time damage, or when you have other ships serving as a finisher (CAV, FBB, etc).


    Light Cruiser:
    [+] Spoiler



    Light cruiser damage chart:

    [+] Spoiler


    Slot 1Slot 2Slot 3Slot 4
    Main gunMain gunWG42WG42
    This setup is mainly used for Ooyodo, although Agano class could also use it with the help of reinforcement expansion. In this case, they will use a 8cm in the reinforcement expansion slot to replace one of the main guns.

    Overall speaking, this is a decent comp for both Isolated Island Princess and Artillery Imps and would also do serviceable damage against Supply Depot Princess at night. When against a Supply Depot Princess, this is only weaker than Yura's WG42+kami-tank comp when the kami-tank is upgraded. I would recommend this comp for people without a spare upgraded tank for the CL.

    Slot 1Slot 2Slot 3Slot 4 (reinforcement expansion)
    Main gunKami-tankWG428cm HA gun
    This comp is only possible for Yura. Compared to the Ooyodo comp, this will only do marginally better against Isolated Island Hime and Artillery Imps with a max tank when Yura is at full health, unless the tank is not improved. What sets this comp apart is the damage against Supply Depot Hime and the chuha night damage against Isolated Island Hime. Unfortunately this is only true with an upgraded tank. I would only recommend this comp if Yura has a reinforcement expansion and you have a spare highly upgraded tank after equipping your destroyers.


    Heavy Cruiser:
    [+] Spoiler


    Heavy Cruiser damage chart:
    [+] Spoiler


    Slot 1Slot 2Slot 3Slot 4
    Main gunMain gunType-3 shellScout plane
    This setup should only be used for CAs, or when you do not have extra WG42. It's generally not a preferable choice against anything that is not a soft installation.

    Slot 1Slot 2Slot 3Slot 4
    Main gunMain gunWG42Type-3 shell/WG42
    This is the go-to comp for CAV. The equipment choice for the 4th slot depends on the number of WG42 you have available and the enemy fleet. The WG42 x2 comp will do better day time damage against Artillery Imps and Supply Depot Hime, but in other situations it will do the same as the WG42+T3 shell comp. I would only recommend players to go for the WG42 x2 comp if you have extra WG42 left after equipping all your other ships.

    Slot 1Slot 2Slot 3Slot 4Slot 5 (reinforcement expansion)
    Main gunWG42/T3 shellWG42Wildcard8cm HA gun
    This setup is only possible for Suzuya and Kumano k2 with reinforcement expansion. It is a slight upgrade from the above comp due to the extra slot. There is a lot of choices for the wildcard slot. Some choices includes an extra WG42 for more damage, a night scout for night contact or a seaplane fighter for some extra fighter power.


    Battleship:
    [+] Spoiler

    Slot 1Slot 2Slot 3Slot 4
    Main gunMain gunScout planeT3 shell
    This is the standard comp for battleships against all types of installations except Artillery Imps at night. Note that if the battleship is not expected to enter night battle (i.e. combined fleet main fleet), you should NOT use this comp. This is because T3 shell only offers a pre-cap firepower bonus, which will be greatly hindered by the day-battle damage cap.

    Slot 1Slot 2Slot 3Slot 4
    Main gunMain gunScout planeAP shell
    Choose this comp if your BB is not going to enter night battle, or when the enemy comp consists of a large number of Artillery Imps and / or surface targets. AP shell will offer a post-cap bonus against high armor target regardless of their type, so this will work better than a T3 shell for a battleship in combined fleet main fleet.

    Slot 1Slot 2Slot 3Slot 4
    Main gunMain gunWildcardKami-tank
    Only Nagato k2 can use this comp. This could be a more preferable choice if players face a Supply Depot Hime due to the post-cap bonus from daihaitsu-type equipment. For the wildcard slot, you can choose an AP shell, a T3 shell, scout plane or a Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force) depending on the situation.

















    Update History:

    [+] Spoiler

    • November 2016: Creation of the guide and publication
    • January 2017: Small overhauls and updates
    • July 2017: Majer overhaul including revised tier list, setups and Akashi recommendations. Addition of a major installation type section by 211303.



    Recent night scout test concerning improvement stars increasing trigger rate: reference link

    Test for critical damage bonus for bombers in first slot and general plane tests: reference link

    ASW test concerning the new depth charges having a post cap bonus: reference link


    Last edited by nwrtz; 07-09-2017 at 03:30 PM.
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  2. #2
    Kantai Analyst nwrtz's Avatar
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    For the Akashi section the tier list refers to how important a piece of equipment is. Some items might not be clear cut but usually it is fairly easy to determine which ones provide a higher increase in overall performance. A basic outline of what each tier represents will be give so players can follow the chain of thought behind the distribution.


    Tier List Explanation
    Tier 1 equipment is considered essential for every player. They are used in every situation and will also not be replaced by better options in the foreseeable future. These are the most important pieces of equipment and the other tiers should be ignored until this section is covered
    Tier 2 equipment is more situational but still provide a good cost to investment ratio. They are used frequently depending on the situation at hand.
    Tier 3 equipment is very niche either due to being extremely situational or having an extremely high cost to power ratio. It should be neglected for a long time until tier 1 + 2 are covered.
    Tier 4 equipment should be completely avoided since they are a waste of resources. This tier consists of anything that isn't mentioned in the others tiers. However we will specifically point out a few which are traps which new players might fall into.
    Daily Quest will be a tier which will mention equipment which is both useful and only costs 1 improvement material to improve. These are free due to daily quest which requires players to improve one piece of equipment and rewards 1 improvement material in return.




    Tier List
    Tier 110cm + Fire Director (only first two), 20.3cm(no.3) Twin Gun Mount, Type 53 Zero Fighter (Iwamoto Squadron), 61cm Quintuple O2 Torpedo Mount
    Tier 210cm + Fire Director (after the first two), 15.2cm Twin Gun Mount Kai, 20.3cm(no.2) Twin Gun Mount, Type 91 Armor-Piercing (AP) Shell, Type 52 Zero Fighter (skilled), Jet Keiun Kai (only the first one), Type 3 Sonar, Type 3 Depth Charge, Type 13 Air Radar Kai (only the first one), Searchlight (small), Type 2 Ka-Mi Tank
    Tier 3Type 22 Surface Radar Kai 4, Type 3 Sonar, Type 3 Depth Charge, Type 62 Zero Fighter-bomber (Iwai Squadron), 15.2cm Twin Gun Mount, 8cm High-angle Gun Kai + Additional Machine Guns, Prototype 61cm Sextuple O2, Type 98 Recon Seaplane (Night Scout), Type 0 Observation Seaplane, Kyoufu Kai, T2 Skilled Seaplane Fighter, Type 13 Air Radar Kai (additional ones), Type 22 Surface RADAR Kai 4, Type 21 Air RADAR Kai, Type 4 Sonar, Type 1 AP Shell, 25mm Concentrated Deployment, Daihatsu-class Landing Craft (Type 89 Medium Tanks & Marines)
    Tier 412.7cm Twin Gun Mount, 12.7cm Twin Mount Type-B Kai 2, Ro.44 Seaplane Fighter, Type 94 Depth Charge, Big Searchlight, everything not mentioned
    1 Improvement Mat Tier90mm Single High Angled Gun,61cm Triple (Oxygen) Torpedo Mount (only one for F36), T93 Sonars (can be improve to Type 4 Sonars), Daihatsu








    Breakpoint Efficiency








    Improvement material is a severely limited resource in Kancolle. Therefore getting the most out of them is quite important. Each piece of equipment has certain breakpoints that will provide one additional point of stats. For example the Prototype 35.6cm Twin Gun Mount receives one point of additional firepower at 1*, 4* and 9*. The “*” in this case refers to the number of improvement levels the item has.

    Due to the necessity of using the slider for the improvement from 7~MAX those levels cost more improvement material. In addition the item may also start to consume duplicate equipment. These can be quite rare and hard to obtain. Therefore the last break point which falls in the 7~MAX range is a lot harder to reach.
    As a general rule players should only improve equipment until a breakpoint is reached and not blindly stop at arbitrary levels. Since rare equipment is generally necessary for the last break point it is also a good idea to gather those in advance and save them for later.

    Overall this means that the first breakpoint provides the highest increase in power relative to the resources used. The second and if applicable third one are somewhere in the middle of the cost/reward ratio. Unfortunately the last one has a terrible cost/reward ratio because it can possibly be more expansive than the previous ones combined.

    Incremental values are added up, e.g. if 3 pieces of equipment have 3.4 firepower it will result in a total of 10 additional firepower instead of one. However for the sake of simplicity this guide will not mention these since the formula which decides the exact values an improvement provides does tend to still change a lot. This is also mainly a concern for players who already have an extensive list of highly upgraded equipment.

    Each piece of equipment will have a breakpoint highlighted in red which is the first goal in terms of improvement for each item. This will usually be the second breakpoint since that one still has a decent cost/reward ratio. Afterwards players should switch to another piece of equipment instead until at least all of the tier 1 ones are at the highlighted level.
















    One of the initial rules for this guide stated that no substitution equipment will be used. However since obtaining sufficient 20.3cm no.3 can take quite some time this will be the exception. Relying solely on 20.3cm no.2 is not possible because for some reason they do not receive the accuracy bonus in night battle when used on a heavy cruisers.. Fortunately it is enough to use one 20.3cm no.3 to receive the bonus therefore using pairs of 20.3cm no.3 and 20.3cm no.2 is an option.

    Players who have obtained all heavy cruiser remodels will have fifteen 20.3cm no.2 and four 20.3cm no.3 available. Due to this they can easily form 4 pairs of no.3 + no.2 which are good enough until the player can obtain additional no.3 later on. I would not recommend improving the four 20.3cm no.2 past 4* since they will be replaced later on and the last break point is not worth the cost. There is also no point in forming more substitution pairs after the initial four and any additional pairs should be two 20.3cm no.3 instead.











    A lot of players have trouble acquiring enough improvement material. It is the most limited resource in the game right now but there are several ways to obtain them. It mostly comes down to finding a routine for the necessary activities and not ignoring them because they can be time consuming or frustrating sometimes.

    The main source of improvement material is quests. These include one time, weekly, monthly and quarterly ones.


    • Quests


      Quest List
      Quest NameDescriptionRewards
      Weekly Quests
      C4Win 20 PVP battles in one week.1
      D11Complete expedition 37 or 38 7 times in one week (includes one for D9)1
      F34Scrap 6 Anti-air guns in one week.1
      BW5Sink 15 submarines in one week1
      BW7Score 5 victories against bosses found in world 3. (3-3, 3-4, 3-5)3
      BW9Obtain 2 S-rank victories at the boss of 5-2.2
      BW10Score an A-rank victory or better 3 times at the boss node of 1-5.3
      Monthly Quests
      BM3Score a S-rank victory at the boss node of 1-4. Fleet composition: 1~3 CLs (one as flagship) and fill up the remaining slots with destroyers.3
      BM4Score a S-rank victory at the boss node of 5-1. Fleet composition: 3 slow BB/V, 1xCL and up to two other ships4
      BM5Score an A-rank victory or better 10 times at the boss node of 1-5.3
      BM6Score a S-rank victory at the boss node of 4-2. Fleet composition: 2xCV, 2xCV and up to two additional ships.2
      BM7Score a S-rank victory at the boss node of 4-2. Fleet composition: 4xDD (one as flagship, 1xCL and 1xCA (CAV doesn't count).2
      Quarterly Quest
      BQ1Score 2 S-rank victories at the 2-4 boss node.5
      BQ2Score an A Rank at the boss node of 2-4, 6-1 and 6-3. Score a S rank at the boss node of 6-4.4


      As you can see from this table players can obtain 12 improvement materials from weekly quests, 14 from monthlies and 9 from quarterlies. In addition each day has a quest that will reward one improvement material for successfully performing an equipment improvement (F18). This totals to 92 at the end of the month assuming 30 days of daily quests and will already provide a healthy basis for slowly improving equipment.

      There are also several one time quests that reward improvement material but they are too numerous to list at this point. Players should strive to complete these over time.


    • Exchanging Medals


      Another source for improvement material is medals. Each medal can be traded for four of them and at this point players can acquire 6 medals each month. Which means it is possible to acquire one blueprint and 8 extra materials every 4 weeks. 5-5 and 6-5 can be understandably frustrating for a lot of players. However the other 4 extra operations should be cleared each month after the player has played for a reasonable amount of time. This can also be combined with 2 weekly quests where 3-5 is used to complete BW7 and 4-5 will net players some kills for BW6 which is required to get to BW9. If you have trouble with the EOs use the Help & Support subforum to ask for help.

      Even if one ends up spending a lot of resources on clearing the EOs those can be recovered quickly. Losing out on the medals each month stand in no relation to that cost since they cannot be obtained otherwise except in events.


    • Events


      The last source is the Kancolle events. They frequently yield improvement material and/or medals for clearing maps on harder difficulties. While this guide tries to help players get ready to clear these on hard usually only the last map and one additional one prove to be difficult. Therefore it is quite possible to clear the other maps on hard even early on in a players career. One should look out for information on the rewards and then plan which difficulty each map should be cleared on. Since it is always possible to drop the difficulty for the next map or reset the current one it is almost impossible to get stuck.

      How many are given out per event varies but in the past we had several ones where 2~4 medals and/or 15~25 improvement material were rewarded which can make quite the difference.

















    10cm High-angle + Fire Director
    Obtainable viaAkizuki-class stock equipment, Upgrade Type 94 AA Fire Director
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | no equipment
    7~Max4/7 improvement material | 2x 10cm High-angle
    Duplicate Equipment10cm High Angle
    TierTier 1 first two, Tier 2 for the next ones
    AmountMinimum: 2 | Optimal: 8
    DescriptionThe best weapon available for destroyers. It also enables them to perform AACI which makes the first two especially important. There is no point in substituting it with 12.7cm Type B. Try to farm Akizuki class for the guns in events whenever they are available.


    61cm Quintuple O2 Torpedo Mount
    Obtainable viaCLT second remodel stock equipment
    Breakpoints1* | 3* | 7* | 9*
    Cost1~63/5 improvement material | no equipment
    7~Max3/7 improvement material | 1x 61cm Quintuple O2 Torpedo Mount
    Duplicate Equipment61cm Quintuple O2 Torpedo Mount
    TierTier 1
    AmountMinimum: 4 | Optimal: 8
    DescriptionThe 61cm Quintuple O2 Torpedo Mount is the best easily farmable torpedo and players should have at least 3 from leveling their CLTs already. Due to the 3rd breakpoint being at 7* only on additional Quint is necessary to get most of the stats possible. With two of them at 9* the incremental value will add another point of torpedo power to the ship.


    Prototype 61cm Sextuple O2 Torpedo Mount
    Obtainable viaF36 reward
    Breakpoints1* | 3* | 7* | 9*
    Cost1~65/6 improvement material | 2x 61cm Quad O2 Torpedo Mount
    7~Max6/12 improvement material | 1x 61cm Quintuple O2 Torpedo Mount
    Duplicate Equipment61cm Quad O2 Torpedo Mount, 61cm Quintuple O2 Torpedo Mount
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionRight now only one of these is available outside of ranking rewards. Both the quest and improving it are very costly and as a tier 3 equipment it is far down the priority list.


    Type 3 Sonar
    Obtainable viaDevelopment, stock equipment of some remodels
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max3/5 improvement material | 1x Type 3 Sonar
    Duplicate EquipmentType 3 Sonar
    TierTier 2
    Amountlow priority, no specific amount needed
    DescriptionThis is the major sonar you are going to use for ASW. However, since tough ASW bosses are rather rare and generally speaking ASW maps are not too difficult this is not the most important equipment to upgrade.


    Type 3 Depth Charge
    Obtainable viaDevelopment, stock equipment of Arashi Kai and Isuzu Kai Ni
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max2/4 improvement material | 1x Type 3 Depth Charge
    Duplicate EquipmentType 3 Depth Charge
    TierTier 2
    Amountlow priority, no specific amount needed
    DescriptionThis is the major depth charge you are going to use for ASW. However, since tough ASW boss are rather rare and generally speaking ASW maps are not too difficult this is not the most important equipment to upgrade.


    Type 4 Sonar
    Obtainable viaUpgrade from Type 93 Sonar via Akashi
    Breakpoints1* | 4* | 9*
    Cost1~63/5 improvement material | 2x Type 93 Sonar
    7~Max4/6 improvement material | 1x Type 4 Sonar
    Duplicate EquipmentType 93 Sonar, Type 4 Sonar
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionA better sonar than the Type 3 one. Having more raw ASW stat could be helpful in reaching the oasw requirement, but with the introduction of DE and other high base ASW stat, this is of less importance now.


    Type 22 Surface Radar Kai 4
    Obtainable viaChoukai Kai Ni stock equipment, A38 Quest Reward
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x Type 22 Surface Radar
    7~Max4/8 improvement material | 1x duplicate Type 22 Surface Radar Kai 4
    Duplicate EquipmentType 22 Surface Radar | Type 22 Surface Radar Kai 4
    TierTier 3
    AmountMinimum: 1 | Optimal: 2~3
    DescriptionThe best radar available for destroyers. They provide a good accuracy bonus. However, it is rather rare for destroyer to use this radar in real combat. In most difficult stages, DD will use either TCI setup, AACI setup or anti-installation setup. None of those involve surface radar. Therefore, this equipment belongs to tier 3.


    Type 13 Air Radar Kai
    Obtainable viaStock equipment of a handful of remodels like Akizuki Kai, Teruzuki Kai and Ooyodo Kai among others.
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x Type 13 Air Radar
    7~Max4/8 improvement material | 2x Type 13 Air Radar
    Duplicate EquipmentType 13 Air Radar
    TierTier 2 (first one), Tier 3
    AmountMinimum: 1 | Optimal: 2~3
    DescriptionImproving an AA radar will provide your fleet with extra fleet AA. However, you will only use it in AACI setups on destroyers, and in most circumstances you only need one. Therefore, upgrading more is not of the utmost importance.


    Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)
    Obtainable viaUpgrade from Daihatsu via Akashi
    BreakpointsLinear Growth
    Cost1~62/3 improvement material | 1x 25mm Single Autocannon Mount
    7~Max3/5 improvement material | 2x 12cm 30-tube Rocket Launcher
    Duplicate Equipment25mm Single Autocannon Mount, 12cm 30-tube Rocket Launcher
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionWhile upgrading this equipment will provide certain amount of damage bonus against installations, this equipment is only used for the WG/marine/kami-tank comp due to its lower bonus. Ideally, you would want to have both this equipment and Kami-tank for the flexibility, but if you have to choose one due to lack of screw, stay with Kami-tank.


    Special Type 2 Amphibious Tank
    Obtainable viaChain quest starting with F33
    BreakpointsLinear Growth
    Cost1~63/4 improvement material | 2x 7.7mm Machine Gun
    7~Max4/6 improvement material | 2x 12.7mm Single Machine Gun Mount
    Duplicate Equipment7.7mm Machine Gun, 12.7mm Single Machine Gun Mount
    TierTier 2
    AmountMinimum: ~ | Optimal: 3
    DescriptionThis is the best daihaitsu type equipment, and when upgraded, will provide a large amount of bonus against certain types of installation enemies. However, installation map only appears occasionally in event and in 6-4, and this equipment does not have much use other than damaging installation boss and providing minimal expedition bonuses. Also noted that with some setup you can still do decent damage with vanilla tanks (check installation part of this guide). Choose whether or not to upgrade this equipment according to your own situation.
















    15.2cm Twin Gun Mount
    Obtainable viaAgano-class stock equipment
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max2/4 improvement material | 1x 15.2cm Gun Mount
    Duplicate Equipment15.2cm Gun Mount
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionThe 15.2cm Twin Gun Mount is only improved to turn it into the Kai version. However it is very costly and therefore is only considered tier 3 equipment.


    15.2cm Twin Gun Mount Kai
    Obtainable viaUpgrading 15.2cm Twin Gun Mount via Akashi
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | 1x 15.2cm Gun Mount
    7~Max2/6 improvement material | 1x 15.2cm Gun Mount
    Duplicate Equipment15.2cm Gun Mount
    TierTier 2
    AmountMinimum: 2 | Optimal: 4
    DescriptionSometimes accuracy can be more important than pure firepower. These guns can be an alternative for light cruisers in specific situations.


    20.3cm(no.3) Twin Gun Mount
    Obtainable viaStock equipment of Kinugasa Kai Ni, Chikuma Kai Ni, Tone Kai Ni and Mikuma Kai
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max3/5 improvement material | 1x 20.3cm(no.3) Twin Gun Mount
    Duplicate Equipment20.3cm(no.3) Twin Gun Mount
    TierTier 1
    AmountMinimum: 4 | Optimal: 10
    DescriptionThe 20.3cm(no.3) Twin Gun Mount is the best medium gun in the game. Unfortunately obtaining enough copies of it can be extremely time consuming. It should however be a long term goal to obtain 10 of them at 4* or later on 9* for your cruisers.


    20.3cm(no.2) Twin Gun Mount
    Obtainable viaStock equipment of almost all CA/V second remodels
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max2/4 improvement material | 1x 20.3cm(no.2) Twin Gun Mount
    Duplicate Equipment20.3cm(no.2) Twin Gun Mount
    TierTier 2
    AmountMinimum: 4 | Optimal: 4
    DescriptionBeing the lesser of the two special 20.3cm mounts it only serves as a placeholder until players have enough 20.3cm(no.3) Twin Gun Mounts. This is the only time substitution equipment is considered but it is restricted and follows a set out a plan that is explained in the Misc section.


    Type 0 Observation Seaplane
    Obtainable viaDevelopment, Yamato-class and Mizuho stock equipment
    Breakpoints1* | 3* | 7*
    Cost1~63/5 improvement material | 1x Zuiun
    7~Max4/7 improvement material | 1x Type 0 Observation Seaplane
    Duplicate EquipmentZuiun | Type 0 Observation Seaplane
    TierTier 3
    AmountMinimum: 4 | Optimal: 6~8
    DescriptionThis equipment is necessary for artillery spotting, due to this several of them are necessary. However, upgrading them will only grant you extra LOS for routing and contact plane selection rate. Both will only bring minimal benefit to your fleet, unless it is a map with unreasonably high LOS requirement. Therefore, upgrading them should not be a high priority.


    Type 32 Surface Radar
    Obtainable viaDevelopment
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x Tyoe 22 Surface Radar
    7~Max4/7 improvement material | 2x Type 22 Surface Radar
    Duplicate EquipmentType 22 Surface Radar
    TierTier 4
    Amount~
    DescriptionThese are commonly only used for support expeditions which are unaffected by Akashi improvement. It also costs a lot of resources and therefore should be completely ignored and would be a waste of resources.


    OTO 152mm Triple Rapid Gun Mount
    Obtainable viaStock equipment of Littorio-class
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max3/5 improvement material | 1x 15.5cm Triple Gun Mount (Main)
    Duplicate Equipment15.5cm Triple Gun Mount (Main)
    TierTier 3
    Amount~
    DescriptionIt is rather rare to use secondary gun. The only situation to use it is on Commandante Teste. Other than that, the 20.3 (2) and 20.3 (3) guns can be the perfect substitute. Hence, this equipment is of the lowest priority.


    8cm Twin High-angle Mount + Additional Machine Guns
    Obtainable viaReward from quest B97
    Breakpoints5* | 10*
    Cost1~64/5 improvement material | 2x 10cm Twin High-angle Gun Mount
    7~Max6/8 improvement material | 2x 25mm Single Autocannon Mount
    Duplicate Equipment10cm Twin High-angle Gun Mount, 25mm Single Autocannon Mount
    TierTier 3
    AmountMinimum: 1 | Optimal: ~
    DescriptionOnly used for specific setups involving a few ships and if they have an expansion slot. For example the anti installation setups described in the first section of this guide. Very far down on the priority list.
















    20.3cm(no.3) Twin Gun Mount
    Obtainable viaStock equipment of Kinugasa Kai Ni, Chikuma Kai Ni, Tone Kai Ni and Mikuma Kai
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max3/5 improvement material | 1x 20.3cm(no.3) Twin Gun Mount
    Duplicate Equipment20.3cm(no.3) Twin Gun Mount
    TierTier 1
    AmountMinimum: 4 | Optimal: 10
    DescriptionThe 20.3cm(no.3) Twin Gun Mount is the best medium gun in the game. Unfortunately obtaining enough copies of it can be extremely time consuming. It should however be a long term goal to obtain 10 of them at 4* or later on 9* for your cruisers.


    20.3cm(no.2) Twin Gun Mount
    Obtainable viaStock equipment of almost all CA/V second remodels
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max2/4 improvement material | 1x 20.3cm(no.2) Twin Gun Mount
    Duplicate Equipment20.3cm(no.2) Twin Gun Mount
    TierTier 2
    AmountMinimum: 4 | Optimal: 4
    DescriptionBeing the lesser of the two special 20.3cm mounts it only serves as a placeholder until players have enough 20.3cm(no.3) Twin Gun Mounts. This is the only time substitution equipment is considered but it is restricted and follows a set out a plan that is explained in the Misc section.


    Type 0 Observation Seaplane
    Obtainable viaDevelopment, Yamato-class and Mizuho stock equipment
    Breakpoints1* | 3* | 7*
    Cost1~63/5 improvement material | 1x Zuiun
    7~Max4/7 improvement material | 1x Type 0 Observation Seaplane
    Duplicate EquipmentZuiun | Type 0 Observation Seaplane
    TierTier 3
    AmountMinimum: 4 | Optimal: 6~8
    DescriptionThis equipment is necessary for artillery spotting, due to this several of them are necessary. However, upgrading them will only grant you extra LOS for routing and contact plane selection rate. Both will only bring minimal benefit to your fleet, unless it is a map with unreasonably high LOS requirement. Therefore, upgrading them should not be a high priority.


    Type 32 Surface Radar
    Obtainable viaDevelopment
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x Tyoe 22 Surface Radar
    7~Max4/7 improvement material | 2x Type 22 Surface Radar
    Duplicate EquipmentType 22 Surface Radar
    TierTier 4
    Amount~
    DescriptionThese are commonly only used for support expeditions which are unaffected by Akashi improvement. It also costs a lot of resources and therefore should be completely ignored and would be a waste of resources.


    Type 21 Radar Kai
    Obtainable viaUpgrading Type 21 Air Radar via Akashi
    Breakpoints1* 4* | 9*
    Cost1~62/3 improvement material | 1x Type 21 Air Radar
    7~Max4/8 improvement material | 2x Type 21 Air Radar
    Duplicate EquipmentType 21 Air Radar
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionThis air radar basically only used on Maya Kai Ni for the AACI. However the benefits over a Type 13 Air Radar are marginal and it falls down very far on the priority list.


    8cm Twin High-angle Mount + Additional Machine Guns
    Obtainable viaReward from quest B97
    Breakpoints5* | 10*
    Cost1~64/5 improvement material | 2x 10cm Twin High-angle Gun Mount
    7~Max6/8 improvement material | 2x 25mm Single Autocannon Mount
    Duplicate Equipment10cm Twin High-angle Gun Mount, 25mm Single Autocannon Mount
    TierTier 3
    AmountMinimum: 1 | Optimal: ~
    DescriptionOnly used for specific setups involving a few ships and if they have an expansion slot. For example the anti installation setups described in the first section of this guide. Very far down on the priority list.


    90mm Single High Angled Gun
    Obtainable viaFrom event reward, and the stock equipment of Italia nd Roma kai
    Breakpoints1* | 4* | 9*
    Cost1~61/2 improvement material | 1x 10cm Twin High-angle Gun Mount
    7~Max1/2 improvement material | 2x 10cm Twin High-angle Gun Mount
    Duplicate Equipment10cm Twin High-angle Gun Mount
    TierDaily Quest Tier
    AmountMinimum: 1 | Optimal: ~
    DescriptionThis is the best equipment for Maya k2 with AACI setup. Upgrading any HA gun will provide a lot of fleet AA, which will largely enhance the shot down rate of enemy plane. It is also extremely cheap to upgrade, costing only 1 screw per upgrade. Therefore, it is recommended to use this as the filler for whenever you lack screws.

    Noted that the MK28 from Iowa will become a superior choice if it becomes upgradable, and take this in consideration when you think of upgrading a 2nd one.

    Kyoufuu Kai
    Obtainable viaReward from quest B95, Upgrade Tye 2 Seaplane Fighter Kai via Akashi
    Breakpoints5* | 10*
    Cost1~66/8 improvement material | 1x Shiden Kai 2
    7~Max7/11 improvement material | 1x Shiden Kai 2
    Duplicate EquipmentShiden Kai 2
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionDue to the extreme cost of improving these seaplane fighters are very far down the priority list. They could come in handy in specific situations but even unimproved they will be sufficient.


    Type 2 Seaplane Fighter Kai (Skilled)
    Obtainable viaReward from quest F51 and F52
    Breakpoints5* | 10*
    Cost1~67/8 improvement material | 2x Type 0 Fighter Model 32
    7~Max8/10 improvement material | 3x Zuiun
    Duplicate EquipmentType 0 Fighter Model 32, Zuiuun
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionAnother endgame seaplane fighter that requires a lot of resources to improve. As is the case for the Kyoufuu Kai the priority is very low and even unimproved it will function properly.


    25mm Triple Autocannon Mount (Concentrated Deployment)
    Obtainable viaMaya Kai Ni stock equipment, upgrade 25mm Triple Autocannon via Akashi
    Breakpoints1* 4* | 9*
    Cost1~63/5 improvement material | 3x Triple Autocannon Mount
    7~Max6/9 improvement material | 5x Triple Autocannon Mount
    Duplicate EquipmentTriple Autocannon Mount
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionAnother piece of equipment that is mainly used for Maya Kai Ni and her AACI. Can largely be ignored until players run out of things to improve.
















    Prototype 35.6cm Triple Gun Mount
    Obtainable viaQuest reward from A40 and B27, upgrade 35.6cm Twin Gun Mount
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 2x 35.6cm Twin Gun Mounts
    7~Max4/7 improvement material | 3x 35.6cm Twin Gun Mounts
    Duplicate Equipment35.6cm Twin Gun Mount
    TierTier 1
    AmountMinimum: 2 | Maximum: 4
    DescriptionDue to being the only battleship gun that doesn't eat 41cm and having a fit bonus on Kongou-class these are a good place to start. Players should consider upgrading two additional basic 35.6cm Twin Gun Mounts to prototypes to have enough guns available further down the line.


    38cm Twin Gun Mount Kai
    Obtainable viaBismarck DREI stock equipment, upgrading 38cm Twin Gun Mount
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x 41cm Twin Gun Mount
    7~Max4/6 improvement material | 2x 41cm Twin Gun Mounts
    Duplicate Equipment41cm Twin Gun Mount
    TierTier 1
    AmountMinimum: 2 | Maximum: 2
    DescriptionThe reason why it is suggested to improve 2 of these which you will get from Bismarck instead of creating 2 additional Prototype 35.6cm Triple Gun Mounts is the resources involved in the latter. It costs 69 improvement material to create the one from scratch while it only costs 36 to improve the 38cm Twin Gun Mount Kai to 9*.


    16in Triple Gun Mount Mk.7
    Obtainable viaIowa stock equipment
    Breakpoints1* | 4* | 9*
    Cost1~66/8 improvement material | 3x 41cm Twin Gun Mounts
    7~Max8/20 improvement material | 3x 46cm Triple Gun Mounts
    Duplicate Equipment41cm Twin Gun Mount | 46cm Triple Gun Mount
    TierTier 1
    AmountMinimum: 2
    DescriptionCurrently it is believed that the 16inch Triple Gun Mount Mk.7 has no overload penalty on any battleship. Due to having the best stats off all the available guns it makes them invaluable. This justifies the extreme cost involved in improving them.


    16in Triple Gun Mount Mk.7 + GFCS
    Obtainable viaUpgrading 16in Triple Gun Mount Mk.7
    Breakpoints1* | 4* | 9*
    Cost1~68/12 improvement material | 2x Type 22 Surface Radars
    7~Max8/16 improvement material | 2x Type 32 Surface Radars
    Duplicate EquipmentType 22 Surface Radars | Type 32 Surface Radars
    TierTier 2
    AmountMinimum: 2
    DescriptionWhile the upgrade is only 3 accuracy at 9* players are basically looking at an Type 32 Surface radar in terms of stats for each of these equipped. The cost of creating these is probably something player should leave for the endgame but it is worth it in the end. One should leave your basic 16inch at max level until you can immediately improve the upgraded version to at least 4*.


    Prototype 41cm Triple Gun Mount
    Obtainable viaFusou-class second remodel stock equipment
    Breakpoints1* | 4* | 9*
    Cost1~64/6 improvement material | 2x 41cm Twin Gun Mounts
    7~Max5/8 improvement material | ´3x 41cm Twin Gun Mounts
    Duplicate Equipment41cm Twin Gun Mounts
    TierTier 2
    AmountMinimum: 2 | Maximum: 2
    DescriptionRounding out the battleship guns are two 41cm prototype which can be used on slow battleships. They have fairly good stats and are easy obtain. However due to excessive amount 41cm needed in improving battleship guns acquiring more than two is unreasonable and they are limited in their use due to overload penalty.


    Type 0 Observation Seaplane
    Obtainable viaDevelopment, Yamato-class and Mizuho stock equipment
    Breakpoints1* | 3* | 7*
    Cost1~63/5 improvement material | 1x Zuiun
    7~Max4/7 improvement material | 1x Type 0 Observation Seaplane
    Duplicate EquipmentZuiun | Type 0 Observation Seaplane
    TierTier 3
    AmountMinimum: 4 | Optimal: 6~8
    DescriptionThis equipment is necessary for artillery spotting, due to this several of them are necessary. However, upgrading them will only grant you extra LOS for routing and contact plane selection rate. Both will only bring minimal benefit to your fleet, unless it is a map with unreasonably high LOS requirement. Therefore, upgrading them should not be a high priority.


    Type 91 Armor-Piercing (AP) Shell
    Obtainable viaDevelopment
    Breakpoints1* | 4* | 9*
    Cost1~61/1 improvement material | no equipment
    7~Max1/2 improvement material | 1x Type 91 AP Shell
    Duplicate EquipmentType 91 Armor-Piercing (AP) Shell
    TierTier 1
    AmountMinimum: 4 | Optimal: 6~8
    DescriptionThese are part of the bread & butter battleship loadout and very cheap to improve. Therefore players should start on them right away,


    Type 1 AP Shell
    Obtainable viaQuest reward from B31 and B32 and upgrading Type 91 AP Shells via Akashi
    Breakpoints1* 4* | 9*
    Cost1~61/1 improvement material | 2x Type 91 AP Shell
    7~Max2/4 improvement material | 1x Type 1 AP Shell
    Duplicate EquipmentType 91 AP Shell, Type 1 AP Shell
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionThe rarer Type 1 AP Shell has slightly higher stats than the common one. However the duplicate equipment required to get it to 9* is very extreme and this is reserved for veteran players who are running out of things to improve.


    Type 32 Surface Radar
    Obtainable viaDevelopment
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x Tyoe 22 Surface Radar
    7~Max4/7 improvement material | 2x Type 22 Surface Radar
    Duplicate EquipmentType 22 Surface Radar
    TierTier 4
    Amount~
    DescriptionThese are commonly only used for support expeditions which are unaffected by Akashi improvement. It also costs a lot of resources and therefore should be completely ignored and would be a waste of resources.


    Kyoufuu Kai
    Obtainable viaReward from quest B95, Upgrade Tye 2 Seaplane Fighter Kai via Akashi
    Breakpoints5* | 10*
    Cost1~66/8 improvement material | 1x Shiden Kai 2
    7~Max7/11 improvement material | 1x Shiden Kai 2
    Duplicate EquipmentShiden Kai 2
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionDue to the extreme cost of improving these seaplane fighters are very far down the priority list. They could come in handy in specific situations but even unimproved they will be sufficient.


    Type 2 Seaplane Fighter Kai (Skilled)
    Obtainable viaReward from quest F51 and F52
    Breakpoints5* | 10*
    Cost1~67/8 improvement material | 2x Type 0 Fighter Model 32
    7~Max8/10 improvement material | 3x Zuiun
    Duplicate EquipmentType 0 Fighter Model 32, Zuiuun
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionAnother endgame seaplane fighter that requires a lot of resources to improve. As is the case for the Kyoufuu Kai the priority is very low and even unimproved it will function properly.
















    Type 53 Zero Fighter (Iwamoto Squadron)
    Obtainable viaQuest reward from F30 (one time)
    Breakpoints5* | 10*
    Cost1~63/5 improvement material | 2x Zero Fighter Type 52s
    7~Max4/6 improvement material | 3x Zero Fighter Type 52s
    Duplicate EquipmentZero Fighter Type 52s
    TierTier 1
    Amountonly one available
    DescriptionThe best plane available for new players from a long quest chain. At 10* is has 14 fighter power and is invaluable, therefore this equipment has top priority over almost anything else.


    Type 52 Zero Fighter (skilled)
    Obtainable viaQuest reward from F24 (one time) and F25 (monthly quest)
    Breakpoints5* | 10*
    Cost1~63/5 improvement material | 2x Zero Fighter Type 52s
    7~Max4/6 improvement material | 3x Zero Fighter Type 52s
    Duplicate EquipmentZero Fighter Type 52s
    TierTier 2
    Amountas many as possible, they replace Reppu
    DescriptionWhile starting out with 9 fighter power improving them to 10* will result in a total of 11 fighter power which makes them the best farmable fighter plane in the game. They also have 6 range, which makes them decent escort fighter for LBAS. Noted that it will be cheaper to upgrade a vanilla T21 fighter to max, then convert the said plane to Zero Fighter Type 52 (skilled) through quest F22 and F24, rather than modding a Zero Fighter Type 52 (skilled).


    Type 62 Zero Fighter-bomber (Iwai Squadron)
    Obtainable viaQuest reward from F27 (one time)
    Breakpoints4* | 8*
    Cost1~63/5 improvement material | 2x Zero Fighter Type 52s
    7~Max4/6 improvement material | 2x Suiseis
    Duplicate EquipmentZero Fighter Type 52s | Suiseis
    TierTier 3
    Amountonly one available
    DescriptionNot too important but at 8* it has 9 fighter power and is still an attack plane. Can be useful in some situations but being tier 3 players can put off improving it for a while.



    Jet Keiun
    Obtainable viaImproving Prototype Keiun via Akashi
    Breakpoints~
    Cost1~66/8 improvement material | 1x Ryuusei
    7~Max7/10 improvement material | 1x Reppu
    Duplicate EquipmentRyuusei, Reppu, Ne-Type Engine for the Upgrade
    TierTier 2 (only one)
    AmountMinimum: 1 | Optimal: 1
    DescriptionThe Prototype Keiun is only improved to turn it into a Jet Keiun Kai to have a second jet available for the CVBs that can equip them.











    61cm Quintuple O2 Torpedo Mount
    Obtainable viaCLT second remodel stock equipment
    Breakpoints1* | 3* | 7* | 9*
    Cost1~63/5 improvement material | no equipment
    7~Max3/7 improvement material | 1x 61cm Quintuple O2 Torpedo Mount
    Duplicate Equipment61cm Quintuple O2 Torpedo Mount
    TierTier 1
    AmountMinimum: 4 | Optimal: 8
    DescriptionThe 61cm Quintuple O2 Torpedo Mount is the best easily farmable torpedo and players should have at least 3 from leveling their CLTs already. Due to the 3rd breakpoint being at 7* only on additional Quint is necessary to get most of the stats possible. With two of them at 9* the incremental value will add another point of torpedo power to the ship.


    Prototype 61cm Sextuple O2 Torpedo Mount
    Obtainable viaF36 reward
    Breakpoints1* | 3* | 7* | 9*
    Cost1~65/6 improvement material | 2x 61cm Quad O2 Torpedo Mount
    7~Max6/12 improvement material | 1x 61cm Quintuple O2 Torpedo Mount
    Duplicate Equipment61cm Quad O2 Torpedo Mount, 61cm Quintuple O2 Torpedo Mount
    TierTier 3
    AmountMinimum: ~ | Optimal: ~
    DescriptionRight now only one of these is available outside of ranking rewards. Both the quest and improving it are very costly and as a tier 3 equipment it is far down the priority list.















    Type 98 Reconnaissance Seaplane (Night Recon)
    Obtainable viaSendai Kai Ni stock equipment
    Breakpoints10*
    Cost1~63/4 improvement material | 1x Type 0 Reconnaissance Seaplane
    7~Max4/8 improvement material | 2x Type 0 Reconnaissance Seaplane
    Duplicate EquipmentType 0 Reconnaissance Seaplane
    TierTier 3
    AmountMinimum: 1 | Optimal: 2
    DescriptionRecent tests show that star does not affect the triggering rate of night contact. Since then, upgrading it will only give you extra LOS and contact plane selection rate. Since then, this is not a high priority now.


    Type 94 Anti-Aircraft Fire Director
    Obtainable viaUpgrading Type 91FD, Fubuki Kai Ni, Maya Kai Ni
    Breakpoints~
    Cost1~62/3 improvement material | no equipment
    7~Max3/5 improvement material | 1x 12.7cm Twin High-angle Mount
    Duplicate Equipment12.7cm Twin High-angle Mount
    TierTier 3
    Amount~
    DescriptionImproving these is only necessary if you either have no 10cmFD right now and want to have access to AACI for destroyers quickly. I would highly recommend using 12.7cm Twin High-angle Mount for the duplicate equipment since they are easier to obtain than 10cm Twin High-angle Mounts.


    Searchlight
    Obtainable viaSendai Kai Ni, Jintsuu Kai Ni among others
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max2/4 improvement material | 1x Searchlight
    Duplicate EquipmentSearchlight
    TierTier 2
    AmountMinimum: 1 | Optimal: 1
    DescriptionYou will bring this equipment whenever you bring night battle CI ships. Upgrading this equipment increases the taunting rate, and also give bonus firepower to the ship equipping it. It is also rather cheap to upgrade. Since then, it is recommended to get one to +9 or max.
















    One of the biggest problems for most players is the daunting task of actually grinding all the duplicate ships needed for the equipment that will be consumed in the improvement process. However there are some ways to use regular gameplay that will hasten this task. It also helps to plan ahead and keep all the equipment needed in advance, please refer to the duplicate equipment list for a full summary of those.


    There are 3 options which will hasten the grinding process:

    • Your best friend in grinding these ships is PVP. Depending on what kind of battles you get each reset you might be able to bring completely useless fleets into the battle and still win. I’d argue that you should use at least 3 slots permanently for duplicate ships, 4 would actually be better. If you have played for a while and are not missing a lot of remodels you can increase that number. Veterans basically use nothing but duplicate ships to fight their PVP battles.


      There are 3 pieces of equipment that are notoriously hard to farm for Akashi and 2 important stock planes. This is either due to high remodel levels on the ships that have them or the amount of duplicates required. These 4 items are:



      61cm Quintuple O2 Torpedo Mountplayers need additional ones for torpedo CIs and improving existing Quints past 6* costs one copy per level, high prioritystock equipment of Kitakami and Ooi Kai Ni (remodel Level 55)
      20.3cm(no.3) Twin Gun Mountadditional ones are required to equip all your cruisers and improving them past 6* costs one copy per level, high priorityKinugasa Kai Ni (remodel level 55), Mikuma Kai (remodel level 30)
      Type 22 Surface Radarthese are required to improve the mk7 + GFCS, semi important but only if you have the guns availableHamakaze Kai, Yuugumo Kai, Shigure Kai Ni, Hayashimo Kai, Agano Kai, Noshiro Kai, Isuzu Kai Ni and Kumano Kai
      Type 99 Dive Bomber (Egusa Squadron)better planes for the CV/Ls in your support expeditions since they have + accuracy, less important than the first 3 on the listSouryuu Kai Ni
      Type 97 Torpedo Bomber (Tomonaga Squadron)these have a decent amount of + accuracy with a good bombing stat which will help shelling accuracy, less important than the first 3 on the listHiryuu Kai Ni


      As you can see players want to use one of each ship in that list in every PVP fight which will take up 4 slots permanently. Over time this will result in a steady income of the 4 important pieces of equipment.

    • The second option is using duplicate ships in regular gameplay, e.g. daily, weekly and monthly quests. Some of these are too hard to bring subpar ships however there are a few where one can get away with it. One requirement is for these ships to have some modernization so they won’t be heavily damaged from a single hit.

      For example the weekly quest BW7 for world 3 works well here. Using a 3xCV/L + 3xCLT fleet retreats are rare and the cost is fairly low except for ammo which isn’t hard to come by. Players can substitute duplicate carriers and CLTs here to level them at the same time. I would recommend limiting it to two in total or retreats might start to happen more often. This is just one example but anytime you sortie on an easier map consider replacing any of the ships you use with their equivalent from the list above.

    • The last one is the traditional grinding option and depending on how fast players want to progress it is unavoidable. Luckily 3-2-1 provides a good option where you only need 4xCV/Ls and can actually use anything for the last 2 slots. You load up the CV/Ls with your best attack planes and put whoever needs the experience the most as the flagship. A submarine for tanking is not required since you are not limiting the amount of damage your opening air strike can do.









    Duplicate Equipment List








    Duplicate Equipment List
    NameUsed in improvingObtained from
    10cm High Angle10cm High Angle + Fire DirectorDevelopment, stock equipment on a lot of remodeled destroyers
    12.7cm Twin High-angle MountType 94 Anti-Aircraft Fire DirectorDevelopment, first remodel of several ships
    20.3cm(no.3) Twin Gun Mount20.3cm(no.3) Twin Gun MountKinugasa Kai Ni, Chikuma Kai Ni, Tone Kai Ni, Mikuma Kai
    20.3cm(no.2) Twin Gun Mount20.3cm(no.2) Twin Gun MountStock equipment of almost all second remodel CA
    15.5cm Triple Gun Mount (Main)OTO 152mm Triple Rapid Gun MountDevelopment, Mogami and Ooyodo
    35.6cm Twin Gun MountPrototype 35.6cm Triple Gun MountDevelopment, tock equipment on several battleships
    41cm Twin Gun Mount38cm Twin Gun Mount Kai, Prototype 41cm Triple Gun Mount, 16inch Triple Gun Mount Mk.7Development, Kongou-class kai, Nagato-class
    46cm Triple Gun Mount16inch Triple Gun Mount Mk.7Development, Yamato-class
    Type 91 Armour-Piercing (AP) ShellType 91 Armour-Piercing (AP) ShellDevelopment
    61cm Quintuple O2 Torpedo Mount61cm Quintuple O2 Torpedo MountCLT second remodels
    Type 13 Air RadarType 13 Air Radar KaiDevelopment, Shigure Kai Ni, Kiso Kai Ni, Uzuki Kai, Haruna Kai Ni, Kiyoshimo Kai
    Tyoe 22 Surface RadarType 22 Surface Radar Kai 4Development, Hamakaze Kai, Yuugumo Kai, Shigure Kai Ni, Agano Kai, Noshiro Kai, Isuzu Kai Ni, Kumano Kai, Kongou Kai Ni, Yamato-class Kai
    Type 32 Surface Radar16inch Triple Gun Mount Mk.7 + GFCSDevelopment
    Type 3 SonarType 3 SonarDevelopment, Makigumo Kai, Nagami Kai, Amatsukaze Kai, Kiyoshimo Kai
    Type 3 Depth ChargeType 3 Depth ChargeDevelopment, Arashi Kai, Isuzu Kai Ni
    Zero Fighter Type 52Type 53 Zero Fighter (Iwamoto Squadron), Type 52 Zero Fighter (skilled), Type 62 Zero Fighter-bomber (Iwai Squadron)Development, stock equipment on almost all CV/L first remodel
    SuiseiType 62 Zero Fighter-bomber (Iwai Squadron)Development, stock equipment on first remodel CV/L
    Type 0 Reconnaissance SeaplaneType 98 Reconnaissance Seaplane (Night Recon)Development
    ZuiunType 0 Observation SeaplaneDevelopment, Mogami-class remodel, BBV remodel
    Type 0 Observation SeaplaneType 0 Observation SeaplaneDevelopment, Yamato-class, Mizuho
    SearchlightSearchlightStock Equipment Jintsuu Kai Ni, Sendai Kai Ni among others


    Last edited by nwrtz; 07-10-2017 at 04:25 PM.
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