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| | {{PortMechanicsPortal}} | | {{PortMechanicsPortal}} |
| | '''"Equipment"''' are gears meant to be fitted on girls to enhance their combat capacity, adding several sets of [[Stats]] and unlocking certain [[Mechanic]]s. | | '''"Equipment"''' are gears meant to be fitted on girls to enhance their combat capacity, adding several sets of [[Stats]] and unlocking certain [[Mechanic]]s. |
| − | *There are '''565 equipent''' as of the {{GameUpdates|2026/02/13}}, with only 458 being genuinely obtainable. | + | *There are '''566 equipent''' as of the {{GameUpdates|2026/03/13}}, with only 457 being genuinely obtainable. |
| | Equipment come in multiple categories & types using different icons (sometimes overlapping between categories), and bringing most mechanics, each with its own behaviors and [[Equipment/Equipability|equipability]]. | | Equipment come in multiple categories & types using different icons (sometimes overlapping between categories), and bringing most mechanics, each with its own behaviors and [[Equipment/Equipability|equipability]]. |
| | | | |
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| | |- | | |- |
| | |{{Med Gun}}Medium Caliber | | |{{Med Gun}}Medium Caliber |
| − | |[[20.3cm (No.3) Twin Gun Mount]]{{·}}[[14cm Twin Gun Mount]]{{·}}'''[[SKC34 20.3cm Twin Gun Mount]]'''{{·}}[[203mm/53 Twin Gun Mount]]{{·}}'''[[Bofors 15.2cm Twin Gun Mount Model 1930]]'''{{·}}'''[[14cm Twin Gun Mount Kai]]'''{{·}}'''[[152mm/55 Triple Rapid Fire Gun Mount]]'''{{·}}'''[[152mm/55 Triple Rapid Fire Gun Mount Kai]]'''{{·}}'''[[6inch Mk.XXIII Triple Gun Mount]]'''{{·}}'''[[6inch Triple Rapid Fire Gun Mount Mk.16]]'''{{·}}'''[[6inch Triple Rapid Fire Gun Mount Mk.16 mod.2]]'''{{·}}'''[[6inch Twin Rapid Fire Gun Mount Mk.XXI]]'''{{·}}'''[[Bofors 15cm Twin Rapid Fire Gun Mount Mk.9 Kai + Single Rapid Fire Gun Mount Mk.10 Kai Model 1938]]'''{{·}}'''[[Bofors 15cm Twin Rapid Fire Gun Mount Mk.9 Model 1938]]'''{{·}}'''[[5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)]]'''{{·}}[[15.2cm Twin Gun Mount Kai]]{{·}}'''[[8inch Triple Gun Mount Mk.9]]'''{{·}}'''[[15.2cm Triple Main Gun Mount]]'''{{·}}'''[[18cm/57 Triple Main Gun Mount]]'''{{·}}'''[[21cm Single Main Gun Mount]]''' | + | |[[20.3cm (No.3) Twin Gun Mount]]{{·}}[[14cm Twin Gun Mount]]{{·}}'''[[SKC34 20.3cm Twin Gun Mount]]'''{{·}}[[203mm/53 Twin Gun Mount]]{{·}}'''[[Bofors 15.2cm Twin Gun Mount Model 1930]]'''{{·}}'''[[14cm Twin Gun Mount Kai]]'''{{·}}'''[[152mm/55 Triple Rapid Fire Gun Mount Kai]]'''{{·}}'''[[6inch Mk.XXIII Triple Gun Mount]]'''{{·}}'''[[6inch Triple Rapid Fire Gun Mount Mk.16]]'''{{·}}'''[[6inch Triple Rapid Fire Gun Mount Mk.16 mod.2]]'''{{·}}'''[[6inch Twin Rapid Fire Gun Mount Mk.XXI]]'''{{·}}'''[[Bofors 15cm Twin Rapid Fire Gun Mount Mk.9 Kai + Single Rapid Fire Gun Mount Mk.10 Kai Model 1938]]'''{{·}}'''[[Bofors 15cm Twin Rapid Fire Gun Mount Mk.9 Model 1938]]'''{{·}}'''[[5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)]]'''{{·}}[[15.2cm Twin Gun Mount Kai]]{{·}}'''[[18cm/57 Triple Main Gun Mount]]'''{{·}}'''[[21cm Single Main Gun Mount]]''' |
| | |- | | |- |
| | |{{Large Gun}}Large Caliber | | |{{Large Gun}}Large Caliber |
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| | |- | | |- |
| | |{{Torpedo Bomber}}Torpedo Bombers | | |{{Torpedo Bomber}}Torpedo Bombers |
| − | |[[Type 97 Torpedo Bomber (931 Air Group)]]{{·}}'''[[Tenzan (931 Air Group)]]'''{{·}}[[Type 97 Torpedo Bomber (Tomonaga Squadron)]]{{·}}[[Type 97 Torpedo Bomber (Skilled)]]{{·}}[[Tenzan (601 Air Group)]]{{·}}'''[[Ryuusei (601 Air Group)]]'''{{·}}'''[[Re.2001 G Kai]]'''{{·}}[[TBD]]{{·}}'''[[TBF]]'''{{·}}[[Prototype Type 97 Torpedo Bomber Kai No. 3 Model E (w/ Type 6 Airborne Radar Kai)]] | + | |[[Type 97 Torpedo Bomber (931 Air Group)]]{{·}}'''[[Tenzan (931 Air Group)]]'''{{·}}[[Type 97 Torpedo Bomber (Tomonaga Squadron)]]{{·}}[[Type 97 Torpedo Bomber (Skilled)]]{{·}}[[Tenzan (601 Air Group)]]{{·}}'''[[Ryuusei (601 Air Group)]]'''{{·}}'''[[Re.2001 G Kai]]'''{{·}}[[TBD]]{{·}}'''[[TBF]]'''{{·}}[[Prototype Type 97 Torpedo Bomber Kai No. 3 Model E (w/ Type 6 Airborne Radar Kai)]]{{·}}[[Tenzan Model 12 (Tomonaga Squadron)]]{{·}}[[Ryuusei Kai (Skilled)]] |
| | |- | | |- |
| | |{{Dive Bomber}}Dive Bombers | | |{{Dive Bomber}}Dive Bombers |
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| | Equipment obtainable through [[Quests]]. | | Equipment obtainable through [[Quests]]. |
| | *Equipment available from "repeatable" quests are in '''bold'''. | | *Equipment available from "repeatable" quests are in '''bold'''. |
| | + | *Equipment requiring limited ones to be obtained are in ''Italic'' |
| | | | |
| | {|class="wikitable" style="width:100%" | | {|class="wikitable" style="width:100%" |
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| | |rowspan=5|Carrier-based Plane | | |rowspan=5|Carrier-based Plane |
| | |{{Fighter}}Fighters | | |{{Fighter}}Fighters |
| − | |[[Reppuu Model 11]]{{·}}'''[[Type 0 Fighter Model 21 (Skilled)]]'''{{·}}[[Reppuu (601 Air Group)]]{{·}}'''[[Type 0 Fighter Model 52 (Skilled)]]'''{{·}}[[Zero Fighter Model 52C (w/ Iwai Flight)]]{{·}}[[Zero Fighter Model 21 (w/ Iwamoto Flight)]]{{·}}[[Zero Fighter Model 52A (w/ Iwamoto Flight)]]{{·}}[[Type 0 Fighter Model 53 (Iwamoto Squadron)]]{{·}}'''[[Type 0 Fighter Model 32 (Skilled)]]'''{{·}}[[F6F-3N]]{{·}}[[FR-1 Fireball]] | + | |[[Reppuu Model 11]]{{·}}'''[[Type 0 Fighter Model 21 (Skilled)]]'''{{·}}[[Reppuu (601 Air Group)]]{{·}}'''[[Type 0 Fighter Model 52 (Skilled)]]'''{{·}}[[Zero Fighter Model 52C (w/ Iwai Flight)]]{{·}}[[Zero Fighter Model 21 (w/ Iwamoto Flight)]]{{·}}[[Zero Fighter Model 52A (w/ Iwamoto Flight)]]{{·}}[[Type 0 Fighter Model 53 (Iwamoto Squadron)]]{{·}}'''[[Type 0 Fighter Model 32 (Skilled)]]'''{{·}}[[F6F-3N]]{{·}}[[FR-1 Fireball]]{{·}}''[[Shinden Kai 2 (Carrier-based Fighter Model Kai 2)]]''{{·}}[[Shiden Kai 4]] |
| | |- | | |- |
| | |{{Torpedo Bomber}}Torpedo Bombers | | |{{Torpedo Bomber}}Torpedo Bombers |
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| | |- | | |- |
| | |{{Jet Kikka}}{{Jet Shinden}}Jet-Powered | | |{{Jet Kikka}}{{Jet Shinden}}Jet-Powered |
| − | |'''[[Kikka Kai]]'''{{·}}[[Shinden Kai 3 (Prototype Jet Shinden)]] | + | |'''[[Kikka Kai]]'''{{·}}''[[Shinden Kai 3 (Prototype Jet Shinden)]]'' |
| | |- | | |- |
| | |rowspan=2|Land-Based Plane | | |rowspan=2|Land-Based Plane |
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| | |- | | |- |
| | |colspan=2|{{Depth Charge}}Depth Charge | | |colspan=2|{{Depth Charge}}Depth Charge |
| − | |[[Type 2 Depth Charge]]{{·}}[[Type 3 Depth Charge Projector Concentrated Deployment]]{{·}}[[Lightweight ASW Torpedo (Initial Test Model)]]{{·}}[[RUR-4A Weapon Alpha Kai]]{{·}}[[Hedgehog (Initial Model)]]{{·}}[[Mk.32 ASW Torpedo (Mk.2 Thrower)]]{{·}}[[Prototype 15cm 9-tube ASW Rocket Launcher]] | + | |[[Type 2 Depth Charge]]{{·}}[[Type 3 Depth Charge Projector Concentrated Deployment]]{{·}}[[Lightweight ASW Torpedo (Initial Test Model)]]{{·}}[[RUR-4A Weapon Alpha Kai]]{{·}}[[Hedgehog (Initial Model)]]{{·}}[[Mk.32 ASW Torpedo (Mk.2 Thrower)]]{{·}}[[Prototype 15cm 9-tube ASW Rocket Launcher]]{{·}}[[Type 3 Depth Charge Projector Kai]] |
| | |- | | |- |
| | |colspan=2|{{Sonar}}SONAR | | |colspan=2|{{Sonar}}SONAR |
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| | |rowspan=3|Main Gun | | |rowspan=3|Main Gun |
| | |{{Light Gun}}Small Caliber | | |{{Light Gun}}Small Caliber |
| − | |[[12.7cm Twin Gun Mount Model B Kai 2]]{{·}}[[10cm Twin High-angle Gun Mount + Anti-Aircraft Fire Director]]{{·}}[[12.7cm Twin Gun Mount Model C Kai 2]]{{·}}[[12.7cm Twin Gun Mount Model D Kai 2]]{{·}}'''[[12cm Single Gun Mount Kai 2]]'''{{·}}[[12.7cm Twin Gun Mount Model A Kai 2]]{{·}}'''[[120mm/50 Twin Gun Mount mod.1936]]'''{{·}}[[Prototype Long-barrel 12.7cm Twin Gun Mount Model A Kai 4]]{{·}}'''[[5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37]]'''{{·}}'''[[12.7cm Twin Gun Mount Model C Kai 3]]'''{{·}}[[12.7cm Twin Gun Mount Model C Kai 3 H]]{{·}}'''[[120mm/50 Twin Gun Mount Kai A.mod.1937]]'''{{·}}[[12cm Single High-angle Gun Mount Model E Kai]]{{·}}[[10cm Twin High-angle Gun Mount Kai + Anti-Aircraft Fire Director Kai]]{{·}}[[13.8cm Twin Gun Mount Kai]]{{·}}[[10cm Twin High-angle Gun Mount Kai]] | + | |[[12.7cm Twin Gun Mount Model B Kai 2]]{{·}}[[10cm Twin High-angle Gun Mount + Anti-Aircraft Fire Director]]{{·}}[[12.7cm Twin Gun Mount Model C Kai 2]]{{·}}[[12.7cm Twin Gun Mount Model D Kai 2]]{{·}}'''[[12cm Single Gun Mount Kai 2]]'''{{·}}[[12.7cm Twin Gun Mount Model A Kai 2]]{{·}}'''[[120mm/50 Twin Gun Mount mod.1936]]'''{{·}}[[Prototype Long-barrel 12.7cm Twin Gun Mount Model A Kai 4]]{{·}}'''[[5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37]]'''{{·}}'''[[12.7cm Twin Gun Mount Model C Kai 3]]'''{{·}}[[12.7cm Twin Gun Mount Model C Kai 3 H]]{{·}}'''[[120mm/50 Twin Gun Mount Kai A.mod.1937]]'''{{·}}[[12cm Single High-angle Gun Mount Model E Kai]]{{·}}[[10cm Twin High-angle Gun Mount Kai + Anti-Aircraft Fire Director Kai]]{{·}}[[13.8cm Twin Gun Mount Kai]]{{·}}[[10cm Twin High-angle Gun Mount Kai]]{{·}}[[12.7cm Twin High-angle Gun Mount (Late Model)]] |
| | |- | | |- |
| | |{{Med Gun}}Medium Caliber | | |{{Med Gun}}Medium Caliber |
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| | |rowspan=5|Carrier-based Plane | | |rowspan=5|Carrier-based Plane |
| | |{{Fighter}}Fighters | | |{{Fighter}}Fighters |
| − | |[[Type 0 Fighter Model 52 (Skilled)]]{{·}}[[Type 0 Fighter Model 32 (Skilled)]]{{·}}[[F4F-4]]{{·}}[[F6F-3]]{{·}}'''[[F6F-5]]'''{{·}}[[Type 96 Fighter Kai]]{{·}}'''[[Re.2005 Kai]]'''{{·}}'''[[Seafire Mk.III Kai]]'''{{·}}'''[[Shiden Kai 4]]'''{{·}}'''[[F4U-2 Night Corsair]]'''{{·}}'''''[[Ju 87D-4 (Fliegerass)]]'''''{{·}}'''[[Reppuu Model 11]]''' | + | |[[Type 0 Fighter Model 52 (Skilled)]]{{·}}[[Type 0 Fighter Model 32 (Skilled)]]{{·}}[[F4F-4]]{{·}}[[F6F-3]]{{·}}'''[[F6F-5]]'''{{·}}[[Type 96 Fighter Kai]]{{·}}'''[[Re.2005 Kai]]'''{{·}}'''[[Seafire Mk.III Kai]]'''{{·}}[[Shiden Kai 4]]{{·}}'''[[F4U-2 Night Corsair]]'''{{·}}'''''[[Ju 87D-4 (Fliegerass)]]'''''{{·}}'''[[Reppuu Model 11]]''' |
| | |- | | |- |
| | |{{Torpedo Bomber}}Torpedo Bombers | | |{{Torpedo Bomber}}Torpedo Bombers |
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| | |-|Unobtainable= | | |-|Unobtainable= |
| | Equipment currently '''unobtainable''' in-game. They were event rewards, [[Rank Rewards|ranking rewards]], or limited-time quest rewards. They ''may'' return as stock equipment, improvement upgrades, event rewards, or quest rewards in the future. | | Equipment currently '''unobtainable''' in-game. They were event rewards, [[Rank Rewards|ranking rewards]], or limited-time quest rewards. They ''may'' return as stock equipment, improvement upgrades, event rewards, or quest rewards in the future. |
| − | *Equipment obtainable via improvement from "unobtainable equipment" are in '''Bold'''. | + | *"Obtainable equipment" requiring "unobtainable equipment" are in '''Bold'''. |
| | *''This list does not include equipment from event-only ships. | | *''This list does not include equipment from event-only ships. |
| | | | |
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| | |rowspan=2|{{Torpedo Weapon}}Torpedoes | | |rowspan=2|{{Torpedo Weapon}}Torpedoes |
| | |Normal | | |Normal |
| − | |[[53cm Bow (Oxygen) Torpedo Mount]]{{·}}[[533mm Triple Torpedo Mount (Model 53-39)]] | + | |[[53cm Bow (Oxygen) Torpedo Mount]]{{·}}[[533mm Triple Torpedo Mount (Model 53-39)]]{{·}}[[53cm Twin Torpedo Mount Kai (Oxygen Torpedoes)]] |
| | |- | | |- |
| | |Submarine | | |Submarine |
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| | |rowspan=4|Carrier-based Plane | | |rowspan=4|Carrier-based Plane |
| | |{{Fighter}}Fighters | | |{{Fighter}}Fighters |
| − | |[[Shinden Kai]]{{·}}[[Reppuu Kai (Prototype Carrier-based Model)]]{{·}}[[Reppuu Kai 2]]{{·}}[[Reppuu Kai 2 (CarDiv 1/Skilled)]]{{·}}[[Fw 190 A-5 Kai (Skilled)]]{{·}}[[Reppuu Kai 2 Model E]]{{·}}[[Reppuu Kai 2 Model E (CarDiv 1/Skilled)]]{{·}}[[Corsair Mk.II (Ace)]]{{·}}[[Prototype Jinpuu]]{{·}}[[XF5U]]{{·}}[[Zero Fighter Model 52C (Hachiman Force)]] | + | |[[Shinden Kai]]{{·}}[[Reppuu Kai (Prototype Carrier-based Model)]]{{·}}[[Reppuu Kai 2]]{{·}}[[Reppuu Kai 2 (CarDiv 1/Skilled)]]{{·}}[[Fw 190 A-5 Kai (Skilled)]]{{·}}[[Reppuu Kai 2 Model E]]{{·}}[[Reppuu Kai 2 Model E (CarDiv 1/Skilled)]]{{·}}[[Corsair Mk.II (Ace)]]{{·}}[[Prototype Jinpuu]]{{·}}[[XF5U]]{{·}}[[Zero Fighter Model 52C (Hachiman Force)]]{{·}}'''[[Shinden Kai 2 (Carrier-based Fighter Model Kai 2)]]{{·}}[[Shinden Kai 3 (Prototype Jet Shinden)]]''' |
| | |- | | |- |
| | |{{Torpedo Bomber}}Torpedo Bombers | | |{{Torpedo Bomber}}Torpedo Bombers |
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| | |- | | |- |
| | |colspan=2|{{Depth Charge}}{{Sonar}}{{Liaison}}ASW | | |colspan=2|{{Depth Charge}}{{Sonar}}{{Liaison}}ASW |
| − | |[[Type 2 Depth Charge Kai 2]]{{·}}[[HF/DF + Type144/147 ASDIC]]{{·}}[[Type 1 Fighter Hayabusa Model II Kai (20th Squadron)]]{{·}}[[Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)]]{{·}}[[Type 3 Command Liaison Aircraft Kai 2]]{{·}}[[Type 3 Depth Charge Projector Kai]] | + | |[[Type 2 Depth Charge Kai 2]]{{·}}[[HF/DF + Type144/147 ASDIC]]{{·}}[[Type 1 Fighter Hayabusa Model II Kai (20th Squadron)]]{{·}}[[Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)]]{{·}}[[Type 3 Command Liaison Aircraft Kai 2]] |
| | |- | | |- |
| | |colspan=2|{{AA Shell}}Shell | | |colspan=2|{{AA Shell}}Shell |
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| | |} | | |} |
| | | | |
| − | Note that the equipment IDs 321, 448, 462, 547, 548, & 563 were never added to the game. | + | Note that the equipment IDs 321, 448, 462, & 563 were never added to the game. |
| | *The [[Reppuu Kai 2 (CarDiv 1/Skilled)]] (ID 337) was added to game files, but never given away. | | *The [[Reppuu Kai 2 (CarDiv 1/Skilled)]] (ID 337) was added to game files, but never given away. |
| | </tabber> | | </tabber> |
"Equipment" are gears meant to be fitted on girls to enhance their combat capacity, adding several sets of Stats and unlocking certain Mechanics.
- There are 566 equipent as of the 2026/03/13, with only 457 being genuinely obtainable.
Equipment come in multiple categories & types using different icons (sometimes overlapping between categories), and bringing most mechanics, each with its own behaviors and equipability.
The ways to acquire equipment are:
Equipment Categories, Types, Icons, and Mechanics
Every piece of equipment in the game has an icon, regrouping them by type, giving a quick visual indicator of what a given equipment is.
- One icon can be shared with different equipment types.
- Some icons are used for a single equipment.
- Some equipment icons on the wiki will be displayed with "text"
Text, indicating special notes like stats or sub-types of equipment.
- Categories labeled as
Sp are for "special subtypes", types of equipment with the same mechanics as their normal main type, but corresponding to "larger variants", equipable on respectively larger or more capable ships.
All icons here and on the rest of the wiki are clickable.
Aircraft
| Aircraft
|
| Equipment Types
|
Mechanics
|
| For a better understanding of plane-related mechanics, see Aerial Combat
|
| Carriers-Bassed
|
Those planes are mainly equipable on Carriers (CV/CVB/CVL).
|
 Fighters
|
Fighters
|
Fighters are one of the main types of plane used by CV(B/L). Their main role is to bring Air Power during the 1st Aerial Stage, with their "Fighter Power" stat being the most important factor in this regard. Fighters are additionally needed for Aircraft Carrier Cut-Ins (CVCI) during the day Shelling.
|
Night Fighters
|
Dive Bombers
|
Dive Bombers
|
Dive Bombers / are one of the main types of plane used by CV(B/L). Their main role is to do damage during the Airstrike, with their "Dive Bombing" stat being the most important factor in this regard. Dive Bombers are additionally needed for dealing damage during day Shelling, especially for Aircraft Carrier Cut-Ins (CVCI).
|
Night Dive Bombers
|
Fighter-Bombers
|
"Fighter-Bombers" are "Dive Bombers", both behaving the exact same way, with the only notable difference being the Improvement effects given by .
|
Torpedo Bombers
|
Torpedo Bombers
|
Torpedo Bombers / are one of the main types of plane used by CV(B/L). Their main role is to do damage during the Airstrike, with their "Torpedo" stat being the most important factor in this regard. Torpedo Bombers are additionally needed for dealing damage during day Shelling, especially for Aircraft Carrier Cut-Ins (CVCI).
|
Night Torpedo Bombers
|
Jet-powered Fighters
|
Jet Fighters are a special type of fighters that follow the same behaviors and calculations as regular Fighters, with extra habilities.
- They will notably carry out an additional exclusive attack called "Jet Assault" (JA) before the beginning of any battle.
- They are required to trigger the Jet CVCI.
- See Jets for more details.
|
 Jet-powered Fighter-Bombers
|
Jet Bombers  are a special type of bombers that follow the same damage calculation as regular Dive Bombers using the "dive bombing" stat, while providing great additional "air power" , as well as high Ranges .
- They will notably carry out an additional exclusive attack called "Jet Assault" (JA) before the beginning of any battle.
- They cannot trigger normal CVCI but can take part in Jet CVCI.
- They bring some accuracy bonus against PT boats.
- See Jets for more details.
|
Reconnaissance Aircraft
|
Reconnaissance Aircraft
|
Reconnaissance Aircraft Sp LB Recon are planes that:
- Does not contribute Fighter Power in Aerial Combat, and so cannot be shot down during it (can be shot down during Detection).
- When equipped to a Land Base:
|
Sp Large Reconnaissance Aircraft
|
| Land-Based
|
For a better understanding of land-base mechanics, see Land-Based Air Squadron.
|
| Bombers
|
Attackers
|
Attackers
|
Land-Based Attackers bomber are the main type of bomber used on LBAS. Their most important stats are "torpedo" against regular ship, and "dive bombing" against Installations, as well as their "combat radius" .
|
bomber Army Attackers
|
Assault Aircraft (Army Attackers)
|
Patrol Aircraft
|
Land-Based Patrol Aircraft are counted as regular Land-Based Attackers on every aspect.
Additionally, Patrol Aircraft are ASW Aircraft, and so are mainly used for ASW (see here).
|
| Large Aircraft
|
Heavy Bombers
|
Land-Based Heavy Bombers mostly work like other Land-Based Attackers, but unlike them, they have only 9 planes in LBAS slots, instead of 18, as well as slightly worse damage modifiers, dividing their base attack power by about half.
|
| Jet-powered Fighter-Bomber
|
Flying Wing Jet Fighter-Bomber
|
Jet Bombers  are a special type of bombers that follow the same damage calculation as regular Dive Bombers using the "dive bombing" stat, while providing great additional "air power" , as well as high Ranges .
- They will notably carry out an additional exclusive attack called "Jet Assault" (JA) before the beginning of any battle.
- They cannot trigger normal CVCI but can take part in Jet CVCI.
- They bring some accuracy bonus against PT boats.
- See Jets for more details.
|
| Interceptors/Fighters
|
Fighter Jet
|
Land-Based Fighters/Interceptors   are LBAS exclusive fighters, that are used to either:
- Provide Sortie Fighter-Power, where the "fighter Power"
, "interception" , and "combat radius" stats are the most important,
- Intercept enemy bombers, where the "fighter Power"
, "interception" , and especially the "anti-bomber" stats are the most important.
|
Canard Fighters
|
Army Fighters
|
Navy Fighters
|
Navy Fighters
|
| Rocket Interceptors
|
- High Altitude Interceptors multiply the total air power of all land bases in Air Defense mode, when defending against enemy High-Altitude Bombers. The multiplier depends on the number of high altitude interceptors equipped and which difficulty the event map is played on:
High Altitude Interceptors
|
 Me 163B  Prototype Shuusui  Shuusui
|
| Airpower modifier against high altitude raids:
|
Event Map Difficulty
|
Number of High Altitude Interceptors Defending
|
| 0
|
1
|
2
|
3+
|
| Casual/Easy:
|
1x
|
1.1x
|
1.2x
|
| Medium/Hard:
|
0.5x
|
0.8x
|
|
LB Reconnaissance Aircraft
|
Reconnaissance Aircraft Sp LB Recon are planes that:
|
| Seaplanes
|
Planes only compatible with ships having the appropriate catapult (mainly battleships, cruisers, and auxiliaries)
|
Seaplanes
|
Recon Reconnaissance Seaplanes
|
Recon Reconnaissance Seaplanes
|
Seaplanes are the main aircraft type used by non-carrier ships (mainly battleships, cruisers, and auxiliaries).
Reconnaissance Aircraft Sp LB Recon are planes that:
- Does not contribute Fighter Power in Aerial Combat, and so cannot be shot down during it (can be shot down during Detection).
- When equipped to a Land Base:
|
Night Reconnaissance Seaplanes
|
In addition to all Seaplane Recon mechanics:
Night Recons are normal Seaplane Recon with the extra ability to trigger "Night Contact".
- The scouting phase animation will not show up like day battles; instead, the night recon plane's animation is played in the enemy fleet's radar.
- [Bug] In a Combined Fleet situation, if a ship in the fleet equipped with a night scout is evacuated from the combined fleet using the Fleet Command Facility, the night recon can still trigger and activate as the fleet proceeds onward and enters a night battle.
|
Bomber Seaplane Bombers
|
Bomber Seaplane Bombers
|
Seaplanes are the main aircraft type used by non-carrier ships (mainly battleships, cruisers, and auxiliaries).
Bomber Seaplane Bombers additionally act like Dive Bombers, taking part in the same air phases and sharing the same damage formulas. Additionally, they:
|
Night Seaplane Bombers
|
In addition to all Seaplane Bomber mechanics:
Night Seaplane Bombers are required to trigger a special Night Cut-In on certain ships.
- This cut-in also triggers the Star Shell effect and bonuses.
|
Seaplane Fighters
|
Seaplane Fighters share all the regular Fighters mechanics, with a different set of ship equippability. Additionally, they:
|
Large Flying Boats
|
Large Flying Boats notably:
- Can trigger Contact and Detection.
- Allow AV to perform ASW attacks.
- Increase the minimum Range of Land Bases, from +1 to +3 range depending on the base's unmodified range.
- Can be used in the Air Reconnaissance nodes mechanic.
- When equipped in any slot size, the plane count is dropped down to 1, refunding any bauxite.
Although it is a scout which does not actually participate in Aerial Combat mechanics-wise, it is still included in the launching animation if other planes are launched.
|
| Misc
|
Some auxiliary aircraft, mainly used for ASW.
|
Rotorcraft
|
Autogyros
|
Rotorcraft are ASW Aircraft, being used to trigger some OASW and Land-based ASW attacks.
As they do not have any Dive Bombing stat, they do not participate to Phases 2 & 3 of Aerial Combat and are immune to shootdown. They:
- Will launch during aerial battle if other planes are launched, but cannot start an aerial battle on their own.
- Can achieve AS+ if there is no enemy air power.
- Allow BBV, CAV, AV, and LHA to perform ASW attacks.
- CVL and Kaga Kai Ni Go equipped with them will still require a
Dive Bomber or a Torpedo Bomber to attack submarines, as they are unable to attack anything without a bomber.
- AS, AR, and some CVB can equip them, but the former cannot attack SS, and the latter has a carrying capacity of 0 so they do not function.
- AO can equip them, but their attack animation will still be a depth charge animation.
Their LBAS Combat Radius cannot be extended.
|
| Helicopters
|
Liaison Aircraft
|
Liaison Aircraft are ASW Aircraft, being used to trigger some OASW and Land-based ASW attacks.
Command Liaison Aircraft

do not have any Dive Bombing stat, and so do not participate to Phases 2 & 3 of Aerial Combat and are immune to shootdown. They:
- Will launch during aerial battle if other planes are launched, but cannot start an aerial battle on their own.
- CV/L equipped with it will still require a
Dive Bomber or a Torpedo Bomber to attack submarines, as it is unable to attack anything without a bomber.
- Cannot have their LBAS Combat Radius extended.
Hayabusa ASW Hayabusa
have some Dive Bombing stat that counts toward Shelling and allow them to take part in regular Aerial Combat.
|
| Special categories
|
 Sp LB Recon Reconnaissance Aircraft
|
Reconnaissance Aircraft Sp LB Recon are planes that:
- Does not contribute Fighter Power in Aerial Combat, and so cannot be shot down during it (can be shot down during Detection).
- When equipped to a Land Base:
|
| Planes with Anti-Air Resistance
|
Specific planes may present a special AA resistance property. AA resistance is presented in form of "Ship AA Resistance/Fleet AA Resistance", with each value being used in the respective formulas seen on the Aerial Combat page.
|
| ASW Aircraft
|
Aircraft with at least 7 ASW , can be used to trigger special OASW and are required to perform Land-based ASW attacks.
|
Anti-Installation Dive Bombers
|
Anti-Installation Dive Bombers
|
| This is a segment from a bigger article. See Combat/Anti-Installation for details on Installation mechanics.
Carriers will only attack installations in the shelling phase if equipped with Torpedo Bombers or Anti-Installation Dive Bombers.
- Additionally, carriers will attack installations if equipped with non-special dive bombers AND one of the special dive bombers below.
- Any other dive bomber will completely disable shelling against installations even if the carrier has a torpedo bomber equipped.
- This can be very useful to manipulate the targeting mechanic so the carriers attack important targets.
|
 Ju 87C Kai
 Prototype Nanzan
 F4U-1D
 FM-2
 Ju 87C Kai Ni (w/ KMX)
 Ju 87C Kai Ni (w/ KMX/Skilled)
 Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs) AAR
 Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs) AAR
 Type 99 Dive Bomber Model 22
 Type 99 Dive Bomber Model 22 (Skilled)
 SB2C-3
 SB2C-5
 F4U-4 AAR
 SBD (Yellow Wings)
 SBD VB-2 (Bomber Squadron)
 Prototype Myoujou (Additional Trial Model)
 Myoujou Kai
 Type 99 Training Bomber Model 22 Kai (Experimental w/ Night Equipment)
|
|
| Night Planes
|
= Night Torpedo Bombers
|
Night Aircraft are planes that contribute to Carrier Night Air Attack damage.
|
= Night Dive Bombers
|
= Night Fighters
|
Main Armament
| Main Armament
|
| Equipment Types
|
Mechanics
|
| Naval Guns
|
Main Guns  are the main armament used by surface ships. Their main stats are the "firepower" and "accuracy" . They are notably required to trigger all Artillery Spotting attacks as well as some Night Cut-Ins, notably the "Double Attack" (DA).
|
| Main Guns
|
 Small Small Caliber Main Guns
|
Small Caliber Main Guns
|
Small Caliber Main Guns are mostly used on smaller ships like Destroyers.
- They bring some accuracy bonus against PT Imp.
|
Small Small Caliber Main High-Angle Guns
|
 Medium Medium Caliber Main Guns
|
Medium Caliber Main Guns
|
Medium Caliber Main Guns are mostly used on medium ships like Cruisers.
|
Medium Main High-Angle Guns
|
Large Caliber Main Guns
|
Large Caliber Main Guns
|
Large Caliber Main Guns are used on Battleships.
|
Sp Very Large Caliber Main Guns
|
| Secondary Guns
|
 Sec Secondary Guns
|
Secondary Guns (surface)
|
Secondary Guns Sec Sp_Sec serve a similar role to Main Guns. Their main stats are the "firepower" and "accuracy" . They are notably required to trigger some weaker Artillery Spotting attacks as well as some Night Cut-Ins, notably the "Double Attack" (DA).
|
Sec Secondary High-Angle Guns
|
Sp_Sec Large Secondary (High-Angle) Guns
|
High-Angle Guns (dual-purpose)
|
Main Main High-Angle Guns
|
Small Small Caliber Main High-Angle Guns
|
High-Angle Guns (sometimes "dual-purpose guns"), are anti-air focused guns, that can serve their main surface role, in addition to having extra AA stats.
- They are notably required in most AACI.
|
Medium Medium Main High-Angle Guns
|
Sec Secondary High-Angle Guns
|
Sec Secondary High-Angle Guns
|
Sp_Sec Large Secondary (High-Angle) Guns
|
Anti-Aircraft Guns
|
AA Guns are equippable in RE. They are mainly used to provide "Anti-Air", notably via their AA stat. They:
- Are notably required in most AACI.
- Trigger a tracer-fire effect during air combat.
- Bring an accuracy bonus against PT boats.
|
| Torpedo Weaponry
|
Equipment with "torpedo" as their primary stat.
|
Torpedoes
|
Torpedoes (surface)
|
Torpedoes are almost exlusively used to trigger Night Cut-Ins, especially the Torpedo Cut-In (TCI). Their main stat is the "torpedo" stat.
|
Sub Submarine Torpedoes
|
Sub Submarine Torpedoes
|
Sub_LM Late Model Submarine Torpedoes
|
Late Model Submarine Torpedoes are needed to trigger special Night Cut-Ins.
|
Minisub Midget Submarines
|
Minisub Midget Submarine allow any ship equipping one to perform an Opening Torpedo Salvo. Their main stat is the "torpedo" stat, being used to calculate damages in all torpedo phases.
|
| Anti-Submarine Warfare
|
Equipment with "ASW" as their primary stat.
|
Sonars
|
Small Small Sonars
|
Sonars are the main equipment used for ASW, being required to trigger most OASW, and greatly enhancing ASW Damage Synergy. Their main stat is "ASW" .
|
Large Large Sonars
|
Depth Charges
|
DCP Depth Charge Projectors
|
Depth Charges are one of the main equipment used for ASW, greatly enhancing ASW Damage Synergy. Their main stat is "ASW" .
|
DCR Depth Charge (Racks)
|
Other ASW Mortars
|
Other ASW Mortars have additional Anti-Installation bonuses similar to Anti-Ground Rockets.
- Can be equipped in RE of DE, LHA, and some auxiliaries.
|
Other Equipment
| Other Equipment
|
| Equipment Types
|
Mechanics
|
Radars
|
Small Small Radars
|
Radars are used to provide boosts to LoS and accuracy . They are additionally used for:
"Dual Purpose Radars" are radars that are both Surface Radars and Air Radars.
SurfaceSurface Radars are radars that:
Air Air Radars are radars that:
- Must have 2 or more AA
,
- Increase the Anti-Air of the fleet,
- Are required to trigger most AACI.
|
Large Large Radars
|
Large Large Radars
|
Sp Very Large Radars
|
Surface Surface Radars
|
Air Air Radars
|
Submarine Equipment
|
Submarine Equipment are mainly used to trigger special Night Cut-Ins exlusiv to submarines.
- Can be equipped in the RE.
|
Searchlights
|
Small Small Searchlight
|
Searchlights are used to trigger a special Night Battle mechanic when equipped, playing a special animation and applying the following effects:
- Attack accuracy and cut-in rates of the fleet are increased.
- Cut-in rates of the enemy fleet are decreased.
- The enemy fleet will target and hit the ship that triggered the searchlight more often, see here.
The activation rate is 100% on ships with 2 or more HP, 0% otherwise.
- Multiple ships equipped with searchlights do not have stacking effects.
|
Large Large Searchlight
|
Skilled Lookouts
|
Surface Ship Personnel are equippable in RE. They:
- Increase cut-in rates in Night Battles for the ship equipping it,
- Are required to trigger some "New Type" Cut-ins,
- Play an animation right before cut-in animations,
- Bring an accuracy bonus against PT boats.
|
Landing Craft
|
TP Transport DLC
|
Landing Craft can serve in several roles:
- "Transport Craft" (type 1) are best at increasing the resources gained from expeditions,
- "Landing Tanks" (type 2 & 3) deal more damage to installations, being an essential component of "nuke set-ups" (see Anti-Installation),
- "Armed Boats" (type 4) act mostly like Landing Tanks, and have some additional bonus, against PT Imp notably.
Each Landing Craft equipped will increase "TP Gauge" drain by 8 during Transport Operations.
Each Landing Craft equipped (except for "Landing Tanks type 3") will increase resource gain on Resource Nodes and Expeditions.
|
Tank Landing Tanks
|
Armed Armed Boats
|
Amphibious Vehicles
|
Amphibious Vehicles behave similarly to Landing Craft. They:
|
Landing Forces
|
Landing Forces behave similarly to other "Landing Equipment" against Installations. They:
- Are only used against Installations.
- Can only be equipped on "LST" type ships (a subcategory of LHA).
- Provide great damage boost against all installation types.
- Can be a component of a "nuke" setup.
Additionally, when attacking an installation, the attack animation makes the ship physically move across the screen like other Landing Equipment, as it is a "landing craft" itself.
|
Drum Canisters
|
Drum Canisters are not "combat equipment", and so are mostly used for non-combat mechanics. They:
- Increase resource gains on Resource Nodes in sorties.
- Can affect Routing on certain maps.
- Slightly increase TP gauge drain during Transport Operations.
- Are required to trigger a "New Type" Cut-in.
- Are required for expeditions 21, 37, 38, 44, & E2.
- Can also increase the chance of Great Success for those expeditions as well as 24 & 40.
- They do NOT increase resource gains from expeditions.
|
Anti-Aircraft Fire Directors
|
Anti-Aircraft Fire Directors (AAFD) are quipable in RE.
- They provide a good Anti-Air boost, and are required to trigger some AACI.
- They are notably used to provide
AA and accuracy when improved .
|
| Shells
|
Anti-Aircraft Shells
|
AA Shells are mainly used for an Anti-Installation role, notably dealing great damages to "Soft-Skinned Installations".
- They also provide some minor Anti-Air boost, and are required to trigger some AACI.
- The can be equipped in the RE of FBB, BB, BBV, CA, and CAV.
|
Armor Piercing Shells
|
AP Shells are mainly used for increasing the general damage potential of batleships, with further bonuses for Artillery Spotting and Special Attacks.
- They also play some Anti-Installation role, notably against "Hard-Skinned Installations".
|
Star Shell
|
Star Shells are used to trigger a special Night Battle mechanic when equipped, playing a special animation and applying the following effects:
- Attack accuracy and cut-in rates of the fleet are increased.
- Cut-in rates of the enemy fleet are decreased.
The activation rate is 70% on ships with 5 or more HP, 0% otherwise.
- Multiple ships equipped with star shells do not have stacking effects.
- There is no side effect, unlike Searchlights.
|
Anti-Ground Rockets
|
Anti-Ground Rockets are only used against Installations.
- They provide both great multiplicative and flat damages boost against all installation types.
|
Extra Armors
|
Medium Medium Extra Armors
|
Extra Armors are equippable in RE and give some extra Armor stat.
|
Large Large Extra Armors
|
Engine Improvements
|
Ship Speed can be increased to Fast, Fast+, or Fastest by using a combination of "Turbine" and "Boilers".
|
Ship Repair Facility
|
Ship Repair Facilities are required for Anchorage Repairs and Emergency Anchorage Repairs.
|
Aviation Personnels
|
SCAMP SCAMP
|
Aviation Personnels are used to bring various buff and/or mechanics, notably enhancing the performances of Carriers.
- See each individual pages for more details.
|
NOAP NOAP
|
AGDP AGDP
|
SDP SDP
|
Command Facilities
|
Depending on the type, Command Facilities provide different fleet support roles, such as:
|
| Surface Ship Equipment
|
Smoke Generators
|
Smoke Generators can be used in combat to deploy a smoke screen.
Example of a large smoke deployed.
- There are 3 smoke screen sizes, being Small < Medium < Large.
- The maximum smoke size that can be generated is dependent on the number of smoke generators, being respectively 1/2/3.
- Note that
improvements also affect the maximum smoke level possible.
- It sharply reduces the accuracy of all fleets, proportionally to the smoke screen size (the hit rate is still capped at 11%).
- This effect can be partially bypassed by using radars (both sides).
- The effect will last for the day battle, even so the animation will fade before the battle's end.
Smoke activation button next to the Formation ones.
- If equipped, it can be activated with a specific button when selecting the formation.
- It can be activated multiple times per sortie until it triggers, being triggerable once, in day battle only.
- It cannot be activated in Exercises in the current implementation.
- The trigger rate is not 100% and depends on the fleet's flagship's luck
, as well as the amount and type of Smoke Generators used.
- For combined fleets, it is the luck of the main flagship.
- The size of the triggered smoke screen depends on how many smoke generators are used.
- It will only trigger at the beginning of day battle.
The 3 different smoke size
- The trigger rate depends on:
- The number of "Smoke Generators" in the fleet,
- The flagship Level and
Luck (Secretary"1st fleet's flagship" for Combined Fleets),
improvements of the generator.
- Regarding the equipment:
Two formulas have been determined to approximate the trigger rate of smoke screens.
- The 2nd formula is based on the 1st one with additional hypothesis,
- A measurement of the trigger rate can be found here,
- Both formulas can be directly compared here.
- It is possible to have a total trigger rate for all 3 sizes of 100%, giving the FS has enough luck & enough generators are used.
| Trigger Rate Formula 1 [3]
|
| [math]\displaystyle{ \text{P}_\text{0} = 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} }[/math]
|
- If [math]\displaystyle{ \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3 }[/math], then [math]\displaystyle{ \text{P}_\text{0} = 0 }[/math]
| [math]\displaystyle{ \text{K} = \bigg\lceil \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} \bigg\rceil }[/math]
|
|
| [math]\displaystyle{ \text{N}_\text{Generator} = 1 }[/math]
|
[math]\displaystyle{ \text{N}_\text{Generator} = 2 }[/math]
|
[math]\displaystyle{ \text{N}_\text{Generator} ≥ 3 }[/math]
|
| [math]\displaystyle{ \begin{align}
\text{P}_\text{1} &= 1 - \text{P}_\text{0} \\
\text{P}_\text{2} &= 0 \\
\text{P}_\text{3} &= 0
\end{align} }[/math]
|
|
| [math]\displaystyle{ \begin{align}
\text{P}_\text{1} &= 1 - \text{P}_\text{0} - \text{P}_\text{2} \\
\text{P}_\text{2} &= 0.05 \times ( 1 - \text{P}_\text{0} ) \times ( \text{K} + 2 ) \\
\text{P}_\text{3} &= 0
\end{align} }[/math]
|
|
| [math]\displaystyle{ \begin{align}
\text{P}_\text{1} &= 1 - \text{P}_\text{2} - \text{P}_\text{3} \\
\text{P}_\text{2} &= \min ( 0.3 ; 1 - \text{P}_\text{3}) \\
\text{P}_\text{3} &= X \times \text{K} + 0.15 \times ( \text{N}_\text{Generator} - 3 )
\end{align} }[/math]
|
- The X coefficient is unclear yet, being about 0.04~0.045.
|
- With
- [math]\displaystyle{ \text{P}_\text{0}, \text{P}_\text{1}, \text{P}_\text{2}, \text{P}_\text{3} }[/math] the respective rates for the trigger of smokes levels 0 to 3,
- [math]\displaystyle{ \text{N}_\text{Generator} }[/math] the amount of Smoke Generators:
- [math]\displaystyle{ \text{Luck}_\text{flag} }[/math] the flagship's luck,
- [math]\displaystyle{ \bigstar_\text{base} }[/math] the total improvement
level of the base generators,
- [math]\displaystyle{ \bigstar_\text{Kai} }[/math] the total improvement
level of the Kai generators,
|
| Trigger Rate Formula 2 [4]
|
| [math]\displaystyle{ \text{Level 0}_\text{Rate %} = \max \big( 0 ; \min ( 100 ; 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} ) \big) }[/math]
|
- If [math]\displaystyle{ \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3 }[/math], then [math]\displaystyle{ \text{Level 0}_\text{Rate %} = 0 }[/math]
| [math]\displaystyle{ \text{K} = 5 \times \text{N}_\text{Generator} + 1.5 \times \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} }[/math]
|
|
| [math]\displaystyle{ \text{N}_\text{Generator} = 1 }[/math]
|
[math]\displaystyle{ \text{N}_\text{Generator} = 2 }[/math]
|
[math]\displaystyle{ \text{N}_\text{Generator} ≥ 3 }[/math]
|
| [math]\displaystyle{ \begin{align}
\text{Level 1}_\text{Rate %} &= 100 - \text{Level 0}_\text{Rate %} \\
\text{Level 2}_\text{Rate %} &= 0 \\
\text{Level 3}_\text{Rate %} &= 0
\end{align} }[/math]
|
|
| [math]\displaystyle{ \begin{align}
\text{Level 1}_\text{Rate %} &= ( 100 - \text{Level 2}_\text{Rate %} ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\
\text{Level 2}_\text{Rate %} &= ( 3 \times \big\lceil \text{K} - 5 \big\rceil + 1 ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\
\text{Level 3}_\text{Rate %} &= 0
\end{align} }[/math]
|
|
| [math]\displaystyle{ \begin{align}
\text{Level 1}_\text{Rate %} &= \min ( 0 ; 100 - \text{Level 2}_\text{Rate %} - \text{Level 3}_\text{Rate %}) \\
\text{Level 2}_\text{Rate %} &= \min ( 30 ; 100 - \text{Level 3}_\text{Rate %} ) \\
\text{Level 3}_\text{Rate %} &= 3 \times \big\lceil \text{K} - 15 \big\rceil + 1
\end{align} }[/math]
|
|
- With
- [math]\displaystyle{ \text{N}_\text{Generator} }[/math] the amount of Smoke Generators:
- [math]\displaystyle{ \text{Luck}_\text{flag} }[/math] the flagship's luck,
- [math]\displaystyle{ \bigstar_\text{base} }[/math] the total improvement
level of the base generators,
- [math]\displaystyle{ \bigstar_\text{Kai} }[/math] the total improvement
level of the Kai generators,
|
- The smoke gives an Accuracy malus to both fleets when used:
- Please note that these are initial estimations and are subject to change.
- It is currently unknown if the airstrike accuracy is affected by the smoke.
- Some modifiers are near impossible to determine because the fleet hit the lower bound hit rate (11% hard cap).
- There are some inconsistencies between "old" and "new" enemies.
- Having a (surface ?) radar equipped reduces the smoke effect for both fleets, but only for the shelling phase.
- It has been observed that in some cases, the Yamato-class and Nagato-class (but not Nelson-class) Special Attacks may still have decent accuracy despite smoke being active[1]. This may possibly be due to the attack's accuracy mod (which are currently unknown) overcoming the smoke's penalty mod.
| [math]\displaystyle{ \text{Mod}_\text{smoke} }[/math][2]
|
| Day Shelling
|
| Fleet |
Radar Equipped |
Type 1 |
Type 2 |
Type 3
|
| Allied
|
No |
< 0.3 |
< 0.33 |
< 0.37
|
| Yes |
0.35 |
0.25 |
< 0.37
|
| Enemy
|
No |
< 0.69 |
< 0.7 |
< 0.7
|
| Yes |
0.91 |
0.83 |
0.75
|
| Torpedo Phases
|
| Fleet |
Type 1 |
Type 2 |
Type 3
|
| Allied |
0.45 |
0.42 |
0.42
|
| Enemy |
0.7 |
0.6 |
0.5
|
| ASW
|
| Allied |
0.25
|
| Enemy |
1
|
- AA effects:
- The smoke affects the allied shootdown but not the enemy shootdown.
- No fixed shootdown above 2 has been observed under a smoke.
- The guaranteed shootdown does not seem to be affected.
- A modifier to the Adjusted AA is suspected but there is not enough data to confirm it.
- The Smoke reduce the Anti-Air Rocket Barrage trigger rate either directly or by reducing the Adjusted AA.
|
Barrage Balloon
|
Example of a balloon deployed.
Barrage Balloons can be deployed in certain situations during day battles.
- Barrage Balloons can only be deployed on certain combat nodes (notably with Installations).
- Once deployed
- For every ship with a balloon equipped will boost the damage of the fleet and the LBAS (post-cap):
| Balloon Effects
|
|
1 |
2 |
3
|
| Allied Day Shelling Damage
|
| Allied Balloons [9]
|
1.02 |
1.04 |
1.06
|
| Allied LBAS/Airstrike Damage
|
| Allied Balloons [10]
|
1.02 |
1.04 |
1.06
|
| Enemy Balloons [11]
|
0.95 |
0.90 |
0.85
|
| Allied LBAS/Airstrike Accuracy
|
| Allied Balloons
|
? |
? |
?
|
| Enemy Balloons [12]
|
? |
~0.8 |
?
|
- The effect stacks up to 3 balloons, and up to 1 balloon per ship
- The effect applies to LBAS, airstrike and day shelling, with the enemy balloons also negatively affecting allied LBAS and airstrike
- The effect does not apply to torpedo phases or night battles
- If the ship deploying it is sunk, the balloon is then removed, as well as its effects
|
Saiun (Disassembled for Transport)
|
A removed legacy equipment.
|
| Consumables
|
Underway Replenishment
|
Example of Underway Replenishment translated.
Underway Replenishment s are consumable items that are used to restore fuel and ammo mid-sortie when consumed.
When entering a boss node, a prompt will appear giving a choice to use the Underway Replenishment(s) or not.
- The cost of the resupply will be deducted from the stockpile.
- The resupply cannot be activated when having insufficient
fuel or ammo.
- The amount of
fuel and ammo resupplied depends on
- The fleet type (single or combined)
- How many Resupplies are carried.
The resupply rates are as follow:
Used |
Single Fleet |
Combined Fleet
|
| 1 |
25 % |
15 %
|
| 2 |
36 % |
27.5 %
|
| 3 |
47 % |
40 %
|
This mechanic should only be used to avoid Fuel penalty or/and Ammo penalty.
|
Emergency Repair Personnel
|
Selection of which type of Emergency Repair Personnel to consume to advance (left buttons), or to retreat (right button).
"Emergency Repair Personnel
" are consumable items:
- As "consumables", they do not take any equipment slot and appear in the Inventory and are equippable in RE.
Ships entering a battle whilst TaihaHeavily Damaged (大破) have a chance to be Sunk 撃沈.
- In the case of the flagship, being TaihaHeavily Damaged (大破) will force a retreat after that node.
Equipping at least one Emergency Repair Personnel can prevent the equipped ship from sinking, by reviving it after being sunk.
- If this is equipped on a flagship, the player can use this before heading to another node.
- If both
Personnel & Goddess are equipped, then it is possible to choose which one to use (see the picture).
- Emergency Repair Personnel can only repair the ship they are equipped on.
- Once repaired, a ship becomes unsinkable for the rest of the battle, including night battle.
- The item is consumed upon activation.
The restored ships will be as followed:
- Planes are not resupplied.
|
Combat Rations

|
Selection of whether to use a ration or not, before a boss node.
"Rations" are consumable items:
- As "consumables", they do not take any equipment slot and appear in the Inventory and are equippable in RE.
When equipped on a ship, they are consumed during a Sortie when either:
- The boss node is reached, a prompt appearing to ask whether to consume or not the rations,
- The sortie reaches 3 battles, having a random chance to trigger onward (probably linked to ship's morale dropping below a certain level).
When rations are consumed:
- The morale of the carrying ship is greatly increased,
- The morale of both adjacent ships is moderately increased,
- If several different rations are equipped, all are consumed, the moral boost synergizing.
Additionally:
|
| Special categories
|
| Anti-Ground Equipment
|
See Anti-Installation for a better understanding.
|
- Notes
- Some equipment have unique mechanics within their categories.
- Certain mechanics like AACI and ASW will differentiate equipment within their category depending on their raw stats.
Custom icons made up for wiki usage:
Equipment Obtainability
Buildable Equipment
List of equipment that can be crafted in Development.
- Equipment demanding special flagships to be crafted are in Bold.
Unbuildable Equipment
Note that some equipment can appear on more than one list. The lists below do not include buildable equipment. Note that buildable equipment can also be obtained as stock equipment, quests, or improvement upgrades. Please refer to the individual equipment pages to find a more detailed list of where/how to obtain them.
Equipment obtainable as ship girl's stock gears.
- Equipment from event-only ships are in bold
Equipment obtainable through Quests.
- Equipment available from "repeatable" quests are in bold.
- Equipment requiring limited ones to be obtained are in Italic
Equipment available by upgrading other equipment through Akashi's Improvement Arsenal.
- Equipment only obtainable via Akashi Improvements are in Bold.
- Equipment requiring limited ones to be obtained are in Italic
Equipment currently unobtainable in-game. They were event rewards, ranking rewards, or limited-time quest rewards. They may return as stock equipment, improvement upgrades, event rewards, or quest rewards in the future.
- "Obtainable equipment" requiring "unobtainable equipment" are in Bold.
- This list does not include equipment from event-only ships.
Note that the equipment IDs 321, 448, 462, & 563 were never added to the game.
Equipment Rarity
The equipment have two rarities:
- The system rarity, written in the equipment list
- There are 7 rarities from common to SS++
- The card or visual rarity found in the equipment card design in 3 different ways:
- The star ★ number in the bottom left corner from 1 to 7,
- The 5 different card backgrounds,
- The 4 different petals around the icon.
The system rarity determines the HQ level needed to craft any given equipment. Meanwhile, the card rarity is purely cosmetic.
- Note that the rarity is highly unreliable to judge an equipment's worth.
Distribution
| Star |
Background |
Icon Petals
|
Current System
|
|
Old System
|
| Rarity
|
Rarity
|
| ★
|
Gray |
"Iron cross"
|
Rare (レア)
|
Common (コモン)
|
Rare (レア)
|
-
|
-
|
-
|
| ★★
|
Silver |
"12 petals"
|
Holo (ホロ)
|
Holo (ホロ)
|
| ★★★
|
Rainbow |
"16 Petals"
|
S Holo (Sホロ)
|
-
|
S Holo (Sホロ)
|
SS Holo (SSホロ)
|
| ★★★★
|
"Rising Sun Cross"
|
SS Holo (SSホロ)
|
-
|
-
|
★★ ★★★
|
Shining Rainbow
|
-
|
★★★ ★★★
|
★ ★Shining Rainbow★ + ★Stars★ ★ |
SS Holo+ (SSホロ+)
|
-
|
★★★ ★★★★
|
SS++
|
- Old System Notes
At the beginning of the game, there was another less consistent distribution for rarity, but it was abandoned in 2014. Because of this, equipment released in 2013 and 2014 are not considered exceptions despite not following the current rules.
- The S Holo rarity seems to be an anomaly because it follows the current rule right from the beginning of the game. This could indicate that either the rarity of some old equipment has been updated (but no evidence so far) or there were two competing systems from the beginning and at the end one was chosen.
- The "Common" rarity has disappeared in the current system as the last common equipment was added on the 06/06/2014.
- The old system being "messy" and old it is more difficult to identify exceptions so none will be listed.
- Notably with the "Rising Sun Cross" having been changed to the "16 Petals" with updated CGs, that could be either corrections of exceptions or just following the new system.
Exceptions
The following equipment do not respect the current system:
- Rarity
- Background
- Icon petals
- Border
The following equipment are missing the card border: Night Operation Aviation Personnel
, Type124 ASDIC
, Type144/147 ASDIC
, HF/DF + Type144/147 ASDIC
Equipment Cosmetics
Each equipment in the game comes with at least one "Fairy" (just like the other NPC ones).
- Those fairies are mostly alone, but can come in groups or followed by some animals,
- Most fairies are "original characters", being only linked to an equipment.
- Some fairies are seen on several equipment, mostly equipment of the same family,
- Many fairies also represent specific ship girls, often on equipment historically tied to them.
Some gears can also have some historical details on them, especially advanced ones. Those details can be:
- Paintings, like for specific squadron planes,
- Fairy scenery, where the fairies are playing an historical scene,
- The fairies themselves, where the fairies represent some historical element, like a ship's insignia.
Additionally, some equipment can be "glowing", with either the gear, part of the gear, the fairy, part of the fairy, or part of the text, having a glowing halo around them.
- The equipment glowing, the part of the equipment glowing, and the color of the glowing are arbitrary.
See Also