The one and only Azur Lane EN/JP Tier Guides, as curated by Your Waifu Is Ship. If on mobile, tap View Code to show them. (Like what I do? Buy me a https://ko-fi.com. Azur Lane is a brand new 2D-Side Scrolling game for Android and iOS. Check out our Azur Lane guide, tips, cheats & strategy to master the game. Azur Lane is finally out for Android and iOS and challenges you to build a strong fleet by adding the best shipgirls.
Ready to get hooked on another mobile gacha title and upgrade an endless horde of summoned creatures?
At least, in this case, the 'creatures' are a little easier on the eyes. We all knew ships are supposed to be named after women, but apparently in the Azur Laneuniverse, they actually *are* women!
If you're just getting started, you're probably a little lost in all the upgrading, Limit Breaking, and leveling options available. Let's dive right in and see where you should focus your efforts!
Azur Lane Upgrade and Leveling Strategy
Hyper-focusing on just a few ships to the exclusion of your larger dock isn't very helpful for the harder, higher reward events.
On the opposite end, leveling everything to have a bunch of decent ship girls but none that are high level with max skills isn't helpful either.
When upgrading your ships, your goal is to acquire the most experience and rewards for the least amount of oil spent. Because oil serves the same function as energy in other freemium games, you want as much as possible to keep playing.
This means carefully balancing daily quests and events with your farming attempts. By the mid-game, it becomes difficult to grind maps on hard mode and still complete daily quests, as there's just not enough oil to go around.
Limit Breaking all of your ships in the early stages is a waste of oil. Instead, it's better to wait to Limit Break until a ship is nearing max level, or when you are struggling with a specific stage.
When starting off, your first order of business is to reach stage 3-4 and farm there until you manage to get both Kaga and Akagi. From there, you want to build two full fleets (12 ships) of level 70+ with any ships that fit your play style.
When you get to that point, its time to farm stages 6-1 and 6-2 for advanced upgrade materials to get the strongest possible fleet.
Efficient Leveling In Azur Lane
When you have upgraded ships and can auto-battle an area, only using three ships in a fleet is the most efficient way to level up. Two ships are guaranteed to get 1.5 - 2 times bonus experience due to being the flagship or MVP of the battle.
Any ship girl with a good mood (received from spending time in the dorm) gets a further 1.2x experience bonus. Make sure to put your entire leveling team in the dorm to get the good mood bonus before farming!
When using three characters at a time all with the good mood bonus, this is an excellent leveling strategy:
- Use one Limit Break 2 ship that's level 50 or above to act as your main damage dealer/tank
- Use one level 30 or above ship you want to level up
- Use one low-level ship at Limit Break 0 you want to level up
- Auto battle a location you want to farm repeatedly
- Continue farming until the mid-level ship hits level 50+ and your low-level front row ship is ready to Limit Break
- Shift the locations of all the ships for a revamped group of three
- The mid-level ship takes the position of the high-level ship, the low-level ship takes up the position of the formerly mid-level ship, and a new low-level ship joins the fleet to be leveled
- Rinse and repeat to keep leveling your fleet as your oil reserves allow
Obviously, this strategy should be tweaked when you're just starting and don't have level 30+ or 50+ ships yet. Instead, just put your highest level with a mid-level and a low-level ship.
With this strategy, keep in mind that some ships will take longer than others to upgrade. Destroyers have less overall damage output so won't get the MVP bonus as often, for instance. As you move to new chapters, your back line also needs to bet at higher Limit Breaks to survive the increased challenges.
Best Azur Lane Farming and Leveling Techniques
When farming a stage, take a look at the number of triangles on any enemy fleet. If you are overpowered to the stage, go after three triangle fleets immediately.
If you are struggling with a stage, its best to retreat when there are multiple three triangle fleets sailing around the map. You lose 10 oil, but that's cheaper than losing entire battles with a full fleet.
Remember when farming a stage that the flagship boss gives the best drops, and usually has a guaranteed ship drop. To use the least oil for the best return, go straight to the flagship when it becomes available in that stage.
What about leveling up new level 1 ships when you're in the mid-to-late game? You don't want to waste oil farming chapter 1 stages that give you terrible rewards that aren't worth the cost.
Instead of going back to those easy stages, pop your low-level ship girls in the dorm! Ships girls gain experience on the first floor of the dorm if you buy them food. While this does consume gold, you can level up quite quickly this way to make a character viable for farming.
Picking And Upgrading Equipment
Just as important as leveling is getting the proper equipment to maximize your damage and evasion. Your stats modify equipment damage (rather than the other way around) so the better your equipment, the more you will be able to auto-battle harder stages.
When opening boxes for equipment, always stick to purple rarity or higher boxes and remember that you can combine lower grade boxes to get a higher rarity!
In the early chapters, you may end up using blue rarity or lower equipment when no purple is available yet. In these cases, do not upgrade this equipment. It has a lower upgrade cap and is a massive waste of resources. Instead, replace with purple or higher equipment later and then upgrade those weapons instead.
Every day, also be sure to complete the highest hard mode stage you possibly can three times. This gives you core data to spend in the shop on better equipment.
Azur Lane Leveling Tier List
Nearly any ship girl in this game can be useful in different situations. While there are some really great combos that tend to outclass the others (like Kaga and Akagi), in general, any ship can work well from beginning to end.
That being said, there are some ships in each faction that are better suited for different roles. Some ships can easily heal themselves or have other useful skills that make them better at soloing mobs or taking down aircraft for instance.
Below we break down which ships tend to work out best for soloing mobs, having all-around high damage capacity for leveling, and for healing your fleet.
Best for clearing out mobs solo:
- Downes (max blue skill)
- Cassin (max blue skill)
- Fletcher
- Phoenix
- Erebus
- Nelson
- Terror
- Abercrombie
Best for high damage capacity:
- Witchita
- Arizona
- Kaga (must be paired with Akagi)
- Akagi (must be paired with Kaga)
- Ayanami
- Gridley
- Laffey (better after remodel)
- Ajaz (better after remodel)
- Achilles (better after remodel)
- Helena
- South Dakota
- Enterprise
- Javelin
- Chicago
- Suffolk
- Warspite
- Yuudachi
- Fusou
- Yamashiro
Best healers:
- Unicorn
- Akashi
- Shouhou
- Vestal
- Juneau (heals team when sinking)
Do you have any other tips for efficient leveling, farming, and upgrade in Azur Lane? Sound off and let us know your strategy in the comments section below!
VERY IMPORTANT OPENING NOTE
Azur Lane is a special little gem of a game. In a mobile market saturated by predatory, thinly disguised gambling simulators posing as RPGs, where the only valid choice is the rarest, most expensive, most lootboxable one, Azur Lane bucks the trend by having ALL of its units entirely viable for all content, given proper gear and care.
That said, however... to quote a wise Azur Lane Community member, 'just because it works, it doesn't mean it's good': while all units are indeed viable, there are clearly objectively superior ones, and this Tier Guide aims to identify who are they and for what reasons.Indeed, you could even interpret the tiers as a relative measure of how much investment is needed to get these units to perform, if you wish - a T0 would be a beast almost right out of the gate, whereas an untiered unit would require disproportionate amounts of effort - but I'd recommend treating the tiers as they're meant to be, according to the criteria below.
Whatever the case and however you choose to read this guide, I want to stress this - ALL units are viable, SOME are better than others, NONE of them will work if you don't know how to use them.Good reading, and godspeed cap'n!
VERY IMPORTANT OPENING NOTE
Evaluation Criteria:
- Ships are tiered by their PvE PERFORMANCE first and foremost, but notes on notable PvP usage will be made if suitable.
- Ships are tiered according to their ability to act as a STAND-ALONE unit.
- Ships unable to fulfil the above criterion (eg. carriers as a whole, Vestal) are rated according to their ability to act as a SUPPORT unit; buffs/debuffs/aa/heals garner higher ranks than sheer damage output, especially during boss fights. See assorted notes for reasoning.
- Ships are compared to others in their OWN CLASS for tiering purposes; if two ships are have comparable stats and purpose, the least expensive one will be ranked higher.
- Ships in a tier are listed alphabetically and in order of nationality (USS -> HMS -> IJN -> KMS).
- All units are assumed to be MAXED (ie. lv120, BiS gear, SL10 across the board).
- Auto or Manual performance is not taken into consideration, unless it is specifically relevant to the unit.
- The Retrofit Priority List orderings are decided on the basis of how effective is the retrofitted unit, not how much does it need the retrofit; in other words, the better (more powerful/more useful) the retrofit, the higher it is.
Tier Explanations:
- Tier 0 : The best of the best, rivaled by few and matched by none. They set the bar for everyone else.
- Tier 0.5 : Terrifyingly effective units with little to no real competition in their class or function, usually by virtue of exceptionally strong skills and statlines.
- Tier 1 : Generally very effective units, albeit marred by some minor flaw that can be easily overlooked or fixed.
- Tier 1.5 : Niche, quirky or plain but solid, these units can perform their roles well but will need to be handled with care.
- Tier 2 : Very niche and/or flawed but still noteworthy, these units can nevertheless do you good but will require serious work to get them to.
- Not Tiered : Ships that range from 'usable' to 'bottom of the barrel', but in both cases not good enough to make it on the list.
- Pro Team Players : Ships that, while unremarkable on their own, become exceedingly good when deployed with each other. They are tiered as a single unit.
- Honourable Mentions : Ships that, while too weak or unwieldy for general usage, nonetheless possess some interesting or useful quirk that may warrant attention.
Retrofit/Kai Priority List:
- DD : Laffey > Ayanami = Z23 > Cassin/Downes > Kagerou = Tanikaze > Javelin > Foxhound = Shiranui
- CL : Jintsuu > Leander > Ping Hai/Ning Hai > Abukuma > Ajax/Achilles
- CA : Mogami > Portland > Furutaka/Kako > Suffolk
- BB/C : Hyuuga > Ise > Yamashiro/Fusou (DO NOT TAKE LAST TWO NODES) > Nevada/Oklahoma
- CV/L : Shouhou > Hiryu/Soryu > Ranger = Saratoga > Langley
Assorted notes:
- Read the VERY IMPORTANT OPENING NOTE at the top.
- The 'loadout' listed under CV/L entries details the number of planes each unit gets; eg. Unicorn gets 3 Fighters / 0 Dive Bombers / 3 Torpedo Bombers.
- The 'bdmg' listed under barrage entries means 'base damage', while 'coefficient' is basically a damage multiplier.
- The asterisk next to a name in the Priority List means the Kai is tied to some sort of event and may not be available right now; also, if you do not see a name in it, it's because it is not worth prioritizing.
- If you're wondering why carriers are judged differently from the rest, consider the following - they have no self-defence capabilities against suicide boats and are inherently worse than big guns at handling hard targets due to ordnance scatter and unhelpful anti-Heavy modifiers, but their AoE damage dispatches waves better than big guns usually do and come stock with screen clears.tldr; BB/BC and CV/CVL do different things, holding them to the same standards makes little sense.
Credits:
- This guide is far from a solo effort: while the writing is mine, the tierings are researched and approved collegially with Gurosebe#4054, Enbayft#2527, Cantarella#7963 and the #helpful fellows over at the Azur Lane English Community server, while the coding framework that makes this possible was provided by Enbayft#2527 and improved upon by Boz#5174; lastly, kudos to Kopfjäger for providing the original framework for the guide you're now reading.
Without these people, the Tier Guide would never be as comprehensive, accurate or good-looking as it is, and it is to them that I extend my sincere gratitude.
Oh, and one more thing...
Want to buy me a coffee?
- Curating, maintaining and researching for this Guide is something I've been doing for over a year now, ever since a few months after the first CN servers were opened to the public. It's a time-consuming endeavour, to be sure, but one I gladly do.
If you find what I do here and/or on the Discords #helpful and would like to show me your gratitude in a slightly more tangible way, feel free to click here and buy me a coffee - thanks! (https://ko-fi.com/J3J6WRI2)
Table of Contents
DD
Tier 0:
- USS Laffey Kai
- Skill:
- 5% activation upon firing, increases own FP, Reload, and Evasion by 40% for 8s.
- Every 20 seconds, has a 70% chance to active Vanquish Mode, increasing own Reload stat by 200% for 10 seconds and releasing a powerful barrage.
- Desc: 'Vorpal Bunny'.
While pretty good to begin with, once Kai'd Laffey truly stands out thanks to CL-tier Firepower and Efficiency coupled with absurd amounts of Reload, allowing her to akimbo gun down any fool standing in her way. Her torpedoes also come out much quicker than anyone else's, but given the lacking nature of US torps spamming them is one of the few ways to keep them relevant.
The DPS monster to AyaKai's DPH.
The DPS monster to AyaKai's DPH.
- IJN Yukikaze
- Skill:
- While alive in fleet, the backline takes -8% dmg and, once per battle, heals any backliner under 20% HP for 10% of the healed unit's max HP.
- 25% chance to activate when taking damage, decreases said damage to 1.
- Her regular barrage includes 4 conventional torpedoes.
- Desc: 'She protecc, she attacc, but most importantly, she tsun catt'.
Nowhere as devastating as her tier companions (or a good few other IJN DDs for that matter), she is nonetheless quite powerful and has incredible defensive skills for both herself and the backline. Also, her barrage gets a few torps thrown into it for good measure.
- KMS Z23 Kai
- Skill:
- 5% chance on firing main gun to boost Firepower by 60% for 8s
- Every 20 seconds, has a 40% (70%) chance to active Destruction Mode, releasing a powerful barrage and spawning 2 rotating shields that can block 5 enemy shells each, and for 10 seconds own main gun critical rate becomes 100%.
- Can equip CL guns, but shouldn't.
- Desc: 'Gun Fuhrer'.
Z23 takes the opposite approach to Ayanami, in that she goes all in on guns - her base FP is unmatched among DDs and her skills further ehnance her gun DPS to obscene degrees, while also having great uptime.
Torps are even more of an afterthought than they are on Laffey, however, and unlike Laffey she can't make up for it by simply spamming them; she will punch ship-sized holes in Light and Medium Armour, but she'll find herself a little stumped against Heavy.
Torps are even more of an afterthought than they are on Laffey, however, and unlike Laffey she can't make up for it by simply spamming them; she will punch ship-sized holes in Light and Medium Armour, but she'll find herself a little stumped against Heavy.
- KMS Z46
- Skill:
- Whenever enemy planes are shot down within own AA range, increase FP by 15% of own total AA stat (Only base stat and gear is counted) and if skill procs again during its duration, it refreshes the buff
- Increases AP damage by 25%
- Desc: 'KMSan Diego'.
The last word in terms of DD AA and well capable of going toe-to-toe with most CL on their own field of expertise, while being vastly superior in terms of damage output, survivability, ASW prowess and - most importantly - barrage quality.
Proud owner of a quick-firing, high-volume, AP conal barrage with four homing torpedoes to the side that is boosted both by her own +APdmg skill (do not take AP DD guns unless you hate her) and her high torp stat, she puts every other standard DD barrage in the game to shame and is the main reason for her astounding effectiveness; the AA proficiency is a nice cherry on top, but not her main draw.
Proud owner of a quick-firing, high-volume, AP conal barrage with four homing torpedoes to the side that is boosted both by her own +APdmg skill (do not take AP DD guns unless you hate her) and her high torp stat, she puts every other standard DD barrage in the game to shame and is the main reason for her astounding effectiveness; the AA proficiency is a nice cherry on top, but not her main draw.
Tier 0.5:
- IJN Ayanami Kai(T0 vs Bosses)
- Skill:
- 5% chance on firing main gun to boost Torpedo by 60% for 8s
- 70% chance every 20s to fire a special barrage and boost Evasion stat by 30% for 5s
- Desc: Nuclear Launch Detected.
Ayanami is the last word in Torp Damage - with her skill procced, the damage she can inflict with them is completely unrivaled and, with enough buff stacking, can even reach the tens of thousands.
On the flip side, Torpedoes are all she's got and once she's blown her load, she won't have much to do except waiting for them to come back online; and given how massively overkill her torpedoes tend to be, it would be advisable to deploy her in boss fights first, foremost and only.
The DPH monster to LafKai's DPS.
On the flip side, Torpedoes are all she's got and once she's blown her load, she won't have much to do except waiting for them to come back online; and given how massively overkill her torpedoes tend to be, it would be advisable to deploy her in boss fights first, foremost and only.
The DPH monster to LafKai's DPS.
- IJN Kagerou
- Skill:
- 15% boost of torpedo stat to the frontline
- 30% chance to launch a second salvo on torpedo launch
- Desc:
A relatively common ship that packs a LOT of punch. Combines high torpedo stat with double-torplaunch proc and a vanguard-wide torpedo boost.
- IJN Kawakaze
- Skill:
- All IJN DD deal +15% damage to CL/CA.
- Her torpedoes always deal 115% damage against all targets, regardless of the normal torpedo modifiers (80/100/130)
- Desc: Black Not Shooter.
A veritable turncoat of a DD, Kawakaze's main purpose is making Light Armoured units' lives hell by drilling right through it with her torps and her stellar torpedo-armed barrage - and she accomplishes it beautifully.
Terrifyingly effective against her intended targets, to the point of overtaking even Ayanami Kai - but she does still lose to her when faced with Heavy Armour, against which her skill puts her at a disadvantage.
Terrifyingly effective against her intended targets, to the point of overtaking even Ayanami Kai - but she does still lose to her when faced with Heavy Armour, against which her skill puts her at a disadvantage.
- Poi (IJN Yuudachi)
- Skill:
- 6% chance on Main Gun fire for +40% FP/Torp/Evasion/Reload to self.
- Desc:
Outclassed by 3/4 Starter Kai, but still very valid. Her superior statline, her Laffey-like generalist buff that pretty much boosts EVERYTHING worth boosting on a DD and an excellent barrage let her crank out a lot of DPS even when her torps are offline.
The general strat is to gear her with a super-fast DD gun to proc her skill+barrage as often as possible.
The general strat is to gear her with a super-fast DD gun to proc her skill+barrage as often as possible.
Tier 1:
- USS Cassin KaiUSS Downes Kai
- Skill:
- When HP falls under 20%, heals 25% of max HP once per battle
- 60% chance to activate every 20 seconds, increase own Reload by 40% for 10 seconds
- Desc: 'The bubblewrap fights back!'
Packing a lot of Firepower for destroyers and blessed with a decent Reload buff to go along the excellent self-heal, Cassin and Downes may not have the monstrous damage output of their IJN counterparts but they can and will outlast them many times over.
As it is for Phoenix, they are best used in mobbing fleets.
As it is for Phoenix, they are best used in mobbing fleets.
- IJN Shiranui Kai
- Skill:
- 30% chance upon torpedo launch to launch a second spread
- When alive in fleet, allied CV/L take -15% damage
- Desc:
Ah, the wonders of Kai. Shiranui goes from an excellent 0LB DD meme to a supremely legit pick for normal play, owing to her much improved torp stat and efficiency. The CV/L protection skill is nice to have, too.
Tier 1.5:
- USS Maury
- Skill:
- 40% chance every 10s to raise evasion by 60% for 8s
- Upon launching torpedoes, 30% chance to launch a second spread
- Desc:
Good double torpedoes and merely okay guns? On my USS DD? It's more likely than you think.
Maury does things differently from many of her colleagues, but she does them well - despite not quite reaching the torp heights of the IJN or the gunnery of the KMS, she strikes a comfortable balance between the two factions and proves a reliable, independent addition to most fleets.
Maury does things differently from many of her colleagues, but she does them well - despite not quite reaching the torp heights of the IJN or the gunnery of the KMS, she strikes a comfortable balance between the two factions and proves a reliable, independent addition to most fleets.
- HMS Javelin Kai
- Skill:
- 5% chance on firing main gun to boost Evasion by 60% for 8s
- 70% chance every 20s to fire a special barrage and boost torpedo stat by 30% for 5s
- Desc:
While her starter version is pretty much undeniably the worst out of the three, the Kai does her some justice. Still nowhere as powerful as Ayanami or Laffey, but the EX barrage helps to close the gap while her Evasion is and remains the absolute best in the game.
- Bucky (IJN Fubuki)
- Skill: In battle, increases evasion by 30% and torpedo stat by 10% of all Tokugata (herself, Ayanami, Akatsuki, Ikazuchi, Inazuma) destroyers in same fleet.
- Desc:
The best buddy Ayanami will ever have, and she's damn good on her own too owing to her very high Evasion and Torpedo stat.
- IJN Tanikaze Kai
- Skill:
- When only escort ship alive, increase own evasion by 10% and reduce damage taken from airstrike to self by 50%
- When her torpedo hits an enemy, 17% chance to make said enemy take 40% more damage from all torpedoes for 8s.
- Desc:
Tinykaze sacrifices almost every part of her statline for exceptionally powerful torpedoes and a torpedo-boosting debuff.
Devastating if the stars align and the debuff procs on her first torp hit, but little more than a dead weight while she's stuck reloading. Handle with care.
Devastating if the stars align and the debuff procs on her first torp hit, but little more than a dead weight while she's stuck reloading. Handle with care.
- KMS Z25
- Skill:
- 60% activation every 20s, increases own FP by 40% for 10s
- Reduces the damage taken by the Flagship by 25%; can equip CL guns.
- Can equip CL guns (but shouldn't).
- Desc:
Best of the three ships with the Flagship Protection skill, not only does she have powerful guns and high HP for her class but she also synergises beautifully with her intended protégé, Graf Zeppelin - who can protect her in turn.
That said, if you have no need for such a skill you should probably look for another ship.
That said, if you have no need for such a skill you should probably look for another ship.
- KMS Z35
- Skill:
- 70% activation every 20s, increase firepower by 50% and Reload by 200% for 10s
- Upon expiration, decrease reload by 100% for 3s.
- Desc: Vorpal Häschen
Z35 takes a page from Laffey's book and kicks her guns into overdrive, putting them to similar effect (and wrekcing them in the process for a few seconds).
Very similar in behaviour to her USS counterpart, but whereas she can run a one-bunny show thanks to her Kai statline and skills, Z35 needs Z1's presence to really compare; and while she won't be matching her anytime soon, she'll still be giving many other DDs a run for their money.
Very similar in behaviour to her USS counterpart, but whereas she can run a one-bunny show thanks to her Kai statline and skills, Z35 needs Z1's presence to really compare; and while she won't be matching her anytime soon, she'll still be giving many other DDs a run for their money.
- KMS Z36
- Skill:
- At the start of battle and every 20s afterwards, launch a special barrage (a few HE shots in a cone, two waves of 5 and 4 torpedoes respectively) and gain +24% FP/Torp; the buff loses potency and expires over the next 20s.
- Desc:
Through the sheer power of chuunibyou, Z36 gets to carry extra ordnance and lob it at her enemies every 20s while buffing herself in the process.The tempo she forces upon you is fairly demanding, as the average DD torpedo set reloads in 21-22s and that leaves you precious little time to position yourself for an attack run at full power, but if you can keep up the DPS is fairly remarkable; if you can't, however, you'll be stuck with middling efficiencies and no buff to rescue them.
Tier 2:
- USS Charles Ausburne(T1.5 w/ CA, T0.5 w/ Fletcher)
- Skill:
- 4% activation upon firing, increases Fleet movement speed, and Escort evasion by 40% for 8s
- 60% activation every 20s, increases own FP by 40% for 10s.
- Desc:
Another slippery little bastard, obsessed with justice and GOING FAST.
Her torps are fairly worthless, but her guns are decent and her skill is absolutely amazing - not only does she increase your whole frontline's survivability, she also fixes whatever movement issues you might have at hand. The best DD friend your CAs could ever have.
Her torps are fairly worthless, but her guns are decent and her skill is absolutely amazing - not only does she increase your whole frontline's survivability, she also fixes whatever movement issues you might have at hand. The best DD friend your CAs could ever have.
- USS Eldridge
- Skill:
- Upon taking damage, 15% chance to make entire escort fleet to evade all attacks for 10s. DoT and Ramming damage still apply. CAN'T PROC BEFORE 20s HAVE PASSED (skill starts on cooldown).
- Desc:
Slippery little bastard, despite her CA-like movement speed. Her offensive stats are somewhat lacklustre, but she makes up for it with her skill - it might be RNG and her high Evasion works against it, but 10s of invulnerability is nothing to scoff at. Make sure to have her eat weak shots to minimise exposure to danger.
- USS Fletcher(T0.5 w/ Charles Ausburne and Nicholas)
- Skill:
- Increases Firepower and Evasion of all Fletcher-Class in fleet by 30%
- Increases Firepower, Torpedo, and Reload of DDs in the fleet by 10%
- Desc:
Lynchpin of the Fletcher Trio, think of her as an USS Z1 with a greater focus on gunnery as opposed to torps, as befitting her nation's doctrine. Very solid and dependable, but obviously better with other Fletchers.
- USS Nicholas(T1.5 w/ Fletcher)
- Skill:
- 5% chance on main gun fire for +40% Evasion and -40% plane damage to self for 8 seconds
- 60% chance every 20s for +40% Firepower to self.
- Desc:
The Nick is a true generalist, competent in everything and excelling in nothing.
Good gunnery with a skill that supports it, good Evasion with a proc-on-fire skill for maximum uptime, comparatively high HP, okay torps, okay AA; solid all around, but easily outshone in any of these areas by more dedicated units.
Make sure to bring a Fletcher along to capitalise on her strenghts.
Good gunnery with a skill that supports it, good Evasion with a proc-on-fire skill for maximum uptime, comparatively high HP, okay torps, okay AA; solid all around, but easily outshone in any of these areas by more dedicated units.
Make sure to bring a Fletcher along to capitalise on her strenghts.
- HMS Ardent Kai
- Skill:
- When alive in fleet, allied CV/L take -15% damage.
- Every 20s, 25% chance to lower an enemy's Reload and Damage for 10s (targets humanoid ships first; debuff strength unknown).
- When alive in fleet, allied CV/L deal +15% damage.
- Desc:
Carrier mascotte adequate. While the buffs she provides are undeniably good, they also come packaged with a typically HMS DD statline (ie. poor HP, middling gunnery and torpedoes, high Evasion) that makes her almost worthless in an actual fight.
A hard sell, but perhaps your carriers may appreciate the buffs while someone picks up the slack?
A hard sell, but perhaps your carriers may appreciate the buffs while someone picks up the slack?
- IJN Makinami
- Skill:
- 30% chance to launch a second salvo on Torpedo launch
- Every 20s, 60% chance to boost Firepower by 40%
- Desc:
Aww, how adorable, she thinks she can actually deal damage what that IJN DD(tm) peashooter she's got!
Her torp game is still legit, if nothing else, and she'll be a decent placeholder for the superior and cheaper Kuroshio/Oyashio, whenever they'll come.
Her torp game is still legit, if nothing else, and she'll be a decent placeholder for the superior and cheaper Kuroshio/Oyashio, whenever they'll come.
- IJN Shigure
- Skill:
- 5% chance on firing main gun to boost Evasion by 60% for 8s
- Desc:
Think Javelin before her Kai, except not terrible. Excellent stats, good skill, pretty good to use overall.
- IJN Niizuki
- Skill:
- 25% chance every 20s, Increase entire fleet's Reload by 25% for 8s (does not stack with multiple instances of the same skill)
- 25% chance on firing AA guns to boost AA by 40% and reduce Firepower by 20% for 3s. Has MGM+1.
- Desc:
An oddity among DDs and especially IJN ones, Niizuki focuses on AA and guns over torps - and does so with a decent measure of success, too.
Despite her low FP and an AA skill actively hampering it, her MGM+1 and good Efficiency let her deal constant, solid damage regardless; she's no KMS or USS Gun-DD, but she puts up a good showing and still retains serviceable torps, as well as an unreliable but decent fleetwide buff.
Despite her low FP and an AA skill actively hampering it, her MGM+1 and good Efficiency let her deal constant, solid damage regardless; she's no KMS or USS Gun-DD, but she puts up a good showing and still retains serviceable torps, as well as an unreliable but decent fleetwide buff.
- IJN HarutsukiIJN Yoizuki
- Skill:
- When planes are shot down within the AA circle, +25% own AA and Firepower for 8s.
- Desc:
New-and-improved Niizukis, now with half the clothing and a better AA skill. While DDs aren't particularly great at AA, they do get Main Gun +1 and their skill actively encourages hunting those planes down. Solid even when planes aren't around, better when there are.
- KMS Z1(T0 if running full Z-series setup)
- Skill:
- +40% FP and Eva to all KMS DD.
- Desc:
Z1's main use is for running the Z-class destroyer trio, where she provides a MASSIVE boost to her sisters. She herself is a pretty normal torpedo-focused DD statwise.
Pro Team Players:
- PRAN Anshan, PRAN Changchun, PRAN FushunPRAN Taiyuan(T1.5)
- Skill (Anshan): While in combat, Anshan-class (all PRAN) ships have increased Accuracy, Firepower by 25% and evasion by 10%
- Skill (Changchun): Increases Firepower, Reload and Accuracy by 12% for all North Union and Eastern Radiance (ROC, PRAN) ships in fleet.
- Skill (Fushun): Increase own main gun's critical rate by 20%.
- Skill (Taiyuan): While in combat with 6 ships in the fleet, increase own Firepower and Reload by 25%, and evasion by 10%.
- Description:
This pack of cleverly disguised Gunboat CL possesses a staggering amount of Firepower and Reload for its class as well as somewhat higher HP, but it does so at the expense of their now almost worthless torpedoes.Use Fushun if you don't want to pony up for a full fleet: her DPS won't be as stable as Taiyuan's, but she won't be far off and you'll be burning a lot less Oil.
HMS Crescent Kai, Comet Kai, Cygnet Kai(T2)
- Skill (Crescent): 30% activation every 20 seconds, evade all incoming attacks for 6 seconds || Deploys a smokescreen (+40% Evasion Rate for ships inside the smoke) for 5s at the beginning of the battle and every 15s after that at a 30% chance.
- Skill (Comet): increases the Torp stat of DDs in the fleet by 15%, does not stack with other command skills that have a similar effect || Deploys a smokescreen (+40% Evasion Rate for ships inside the smoke) for 5s at the beginning of the battle and every 15s after that at a 30% chance.
- Skill (Cygnet): 30% activation every 20 seconds, evade all incoming attacks for 6 seconds || Deploys a smokescreen (+40% Evasion Rate for ships inside the smoke) for 5s at the beginning of the battle and every 15s after that at a 30% chance.
- Description: 'Da da da, smoke screen everydaaaay'.
This group of HMS DD is mostly remarkable for their low Oil cost, high Evasion, and being the cheapest delivery vehicle in the game for mass smokescreens.
Unusually for these sorts of teams, its members' statlines differ slightly: Crescent is shooty (high FP), Comet is torpy (high Torp), Cygnet is slippery (high Eva). Equip and wield them accordingly.
Unusually for these sorts of teams, its members' statlines differ slightly: Crescent is shooty (high FP), Comet is torpy (high Torp), Cygnet is slippery (high Eva). Equip and wield them accordingly.
Honourable Mentions:
USS Cassin & USS Downes
- Skill:
- Once per fight, restore 25% max HP upon falling under 20% HP.
- Desc: Cheap and inexpensive bubblewrap.
While their Kai does augment their DPS somewhat, it's fair to say that the star of the show is still their self-rescue skill and their pretty good base HP; therefore, if all you want are some ablative wounds for a more valuable unit or just something to stall with while the backline does all the work, there are no better options than a 0LB Cassin and Downes.
- Skill:
- +18% Exp gain for DDs.
- Desc:
The first real DD to hit the seas, and boy does it show. Her barely combat-worthy statline and lack of any skill beyond the XP boost makes her a very poor candiate for Limit Breaks, and a very good candidate for 0LB shenanigans.
- Skill:
- 30% chance upon launching a torpedo spread to launch a second one.
- Desc:
One of the top DD choices for a 0LB min-cost farm fleet due to her high torpedo stat, low fuel usage, and chain torpedo skill.
- Kizuna AI
- Skill:
- Every 20s, initiate RNG fiesta. (35% chance for -8% FP/Torp/Aviation to all enemies; 35% chance for -6%; 18% chance for -4%; 12% chance for +4% instead).
- Upon taking damage, 12% chance to launch a torpedo barrage, become invincible for 3s and gain +40% Eva for 3s afterwards. This skill may only activate thrice per battle.
- Desc: AI-TAN BIIIIIMU!
Also known as 'Nowaki but not completely awful', DD AI is overall surprisingly okay - a decent statline, a reliable debuff and a nice-if-short lived defensive/offensive skill aren't enough to let her outshine the vast majority of proper DD (and the lack of a real barrage doesn't help), but she's still an interesting and fairly competent addition.
CL
Tier 0:
- HMS Neptune
- Skill:
- +35% own AP damage.
- Once per fight and upon falling below 20% HP, heals herself for 25% of her max HP and gains +30% Reload.
- +15% damage to Sirens.
- Desc: 'Insistent termaidology.'
Unlike Hood and Monarch's case, there is no real ambiguity here - Neptune does do Phoenix's job better, although at a considerably higher cost.
Armed with an excellent AP barrage and a very powerful AP boosting passive, and protected by the largest HP pool in her class and a better version of Phoenix's self-rescue skill, Neptune is perfectly capable of carrying on the fight for much longer while simultaneously making it much shorter than her USS counterpart could do.
Armed with an excellent AP barrage and a very powerful AP boosting passive, and protected by the largest HP pool in her class and a better version of Phoenix's self-rescue skill, Neptune is perfectly capable of carrying on the fight for much longer while simultaneously making it much shorter than her USS counterpart could do.
- IJN Jintsuu Kai
- Skill:
- -20% Damage taken to self, +10% Torpedo Critical chance and +30% Torpedo Critical Damage to all DD/CL in Fleet
- +20% Reload and Torpedo to all DD/CL in Fleet
- Desc: 'The fox says 'torp'.'
As far as torpedoes are concerned, this is what peak efficiency looks like. Sporting three different superb torpedo buffs for whoever has any business mounting them and stellar torpedo stats+efficiency, she's a powerhouse in her own right with access to a handy damage cut (which she needs, considering her abysmal HP pool) and an uncharacteristically good barrage.
With no real weakness to speak of, her one significant flaw is not being able to bolster CA torpedoes - you'll want to look elsewhere for that.
With no real weakness to speak of, her one significant flaw is not being able to bolster CA torpedoes - you'll want to look elsewhere for that.
Tier 0.5:
- USS Montpelier
- Skill:
- 60% chance every 20s, +25% Firepower and Accuracy to all CL/CA in the fleet and decrease the damage they take by -25% for 8s.
- 25% chance upon firing AA guns, -20% own FP and +40% own AA for 3s.
- Desc:
Creme de la creme of the Cleveland class by virtue of a slightly superior statline (compared to her sisters'), an absolute bomb of a Cruiser buffing skill, and surprising amounts of Luck to make the most out of her already sturdy build.
Most, if not all, Cruiser compositions will benefit by her presence.
Most, if not all, Cruiser compositions will benefit by her presence.
Tier 1:
- USS Helena(T0 vs bosses)
- Skill:
- 20s 60% chance to inflict a -40% damage resistance debuff on all enemies currently on the screen.
- Desc:
Helena is exceedingly good against bosses and merely alright everywhere else.
While the power of her debuff is unparalled, it's hard to make sure she will proc when you need her to - either because the enemy has died already or there's no worthy targets on the screen, as tends to happen on mob nodes, or because it just won't proc due to bad luck; only boss fights tend to drag on for long enough to guarantee her debuff will proc and get some use.
While the power of her debuff is unparalled, it's hard to make sure she will proc when you need her to - either because the enemy has died already or there's no worthy targets on the screen, as tends to happen on mob nodes, or because it just won't proc due to bad luck; only boss fights tend to drag on for long enough to guarantee her debuff will proc and get some use.
- USS Phoenix
- Skill:
- Once per fight and upon falling below 20% HP, restore 25% HP and +30% FP for 15s.
- Desc:
Sturdy, cost-effective and perfectly capable of carrying a fleet through multiple battles with no healing support, Phoenix is a supremely reliable workhorse for any fleet; whether it's farming or a cheeky way to skimp on healers to ramp up the backline damage, she'll get it done.
- USS St. Louis
- Skill:
- 60% chance every 20s to boost her own Firepower, Reload, and Evasion by 30% for 10s
- 25% chance on firing AA guns to boost AA by 40% and reduce Firepower by 20% for 3s
- Desc: 'It's not luck, it's all skill'.
Lewdis' rather impressive statline goes exceedingly well with a solid set of self-buffs to all relevant stats for a Gun-CL like herself, letting her withstand amounts of punishment that would fell a lesser CL or fire harder and faster than much of her competition.
- HMS Edinburgh
- Skill:
- +25% AP dmg.
- Desc: 'Worth her weight in gold.'
Edinburgh is in a similar situation as Cleveland: both have merely 'okay' skills, both have impressive statlines, both will stay in front and tank for days while the rest of the team gets the job done.
The difference lies in how 'safe' they play things, as Edinburgh gets a passive boost to AP damage inflicted, an even bulkier HP pool (4.1k is amazing for both varieties of Cruiser) and no AA skill to burn her FP, but doesn't get that lone shot at the fleetwide buff and may find herself short-changed when planes ARE an issue.
Still, there's very few finer, more reliable frontline tanks than she - and that's a definite plus.
The difference lies in how 'safe' they play things, as Edinburgh gets a passive boost to AP damage inflicted, an even bulkier HP pool (4.1k is amazing for both varieties of Cruiser) and no AA skill to burn her FP, but doesn't get that lone shot at the fleetwide buff and may find herself short-changed when planes ARE an issue.
Still, there's very few finer, more reliable frontline tanks than she - and that's a definite plus.
- HMS Leander Kai
- Skill:
- Increases Firepower of Cruisers (both CL and CA) in the fleet by 15%
- At battle start and 20% chance at every 20s thereafter, create a smokescreen that lasts 5s. Smokescreen provides 40% evasion
- Desc: A great statline, a discount price-tag, a Firepower buff for cruisers, a very annoying smokescreen for your PvP foes to deal with, and a smile to melt your heart. What's not to like?
- HMS Little Bel
- Skill:
- +8 Speed and +25% Evasion.
- Upon battle start, heals the fleet by 3.5% of her max HP.
- Desc:
The cutest Belfast you'll ever see, and with a brand new support-focused skillset to boot.
Not entirely as powerful as her older self, but she's up there without being forced to take a subpar gun, is considerably more Evasive and that full fleet healing is a nice addition.
It shouldn't need mentioning, but since she does not have a HE buffing skill, she doesn't want the Belgun (same as everyone else).
Not entirely as powerful as her older self, but she's up there without being forced to take a subpar gun, is considerably more Evasive and that full fleet healing is a nice addition.
It shouldn't need mentioning, but since she does not have a HE buffing skill, she doesn't want the Belgun (same as everyone else).
- HMS Sheffield
- Skill:
- Allied ships with lower current HP than Sheffield at the start of battle have a 30% chance to take -50% dmg upon taking damage.
- +12% CritRate and +30% CritDmg to self.
- Desc: Amazing how some spit and polish can enhance decimetres thick armour, isn't it?
Rivaled by very few in the field of damage reduction buffs, Sheffield's defensive skill can greatly extend the survivability of almost any given vanguard, especially DD ones (provided she's placed in the middle and her HP has been raised above those she is meant to protect); and she'll do it while still being capable of packing a serious, if swingy, punch.
- HMS Sirius(T0 w/ carriers)
- Skill:
- Grant +10% Aviation and +10% HitRate vs DD/CL/CA to CV/Ls in the fleet; also, gain +7% Firepower/Torpedo/Reload for every CV/L in the fleet.
- Gain +20% FP.
- Can use DD guns, and should.
- Desc: Not 2B taken lightly.
Similar in a few ways to Jintsuu, Sirius offers a spectacular buff to a specific subset of units while benefiting greatly from it herself - significant enough to offset her otherwise unimpressive statline and really get the most out of her DD guns.Gunnery is her main asset, and her barrage even more so - one of the absolute best as far as vanguards are concerned, very quick and hard-hitting despite the unassuming Normal shells, and unique in its narrowing pattern, which makes landing most of the shots from long range a rather simple task.
That said, you will need to deploy a few carriers to get the full experience and with her barrage making up a significant portion of her overall DPS, her auto performance will suffer - handle with care.
That said, you will need to deploy a few carriers to get the full experience and with her barrage making up a significant portion of her overall DPS, her auto performance will suffer - handle with care.
Tier 1.5:
- USS Brooklyn
- Skill:
- +15% FP to all Cruisers.
- Desc:
A full-gun alternative to Leander, somewhat sturdier than she is and in possession of a better barrage. Solid and a vital step on the road to Wichita.
- USS Cleveland
- Skill:
- 25% chance every 20s to boost Damage fleetwide by 25%
- 25% chance on firing AA guns to boost AA by 40% and reduce Firepower by 20% for 3s
- Desc: 'The Original Dadster'.
Units for whom the excellence of their statline outweighs a poor selection of skills are rare and far between, but there's few better examples than this than Cleveland.
Sporting an impressive 3.8k HP, high Reload, slightly higher than usual Evasion and good guns, Cleve doesn't need skills to make her presence felt on the battlefield and excels as a tank; that said, while her AA skill is more of a detriment than a boon, her fleetwide boost is unreliable but potentially great.
All in all, strong and dependable, just like her.
Sporting an impressive 3.8k HP, high Reload, slightly higher than usual Evasion and good guns, Cleve doesn't need skills to make her presence felt on the battlefield and excels as a tank; that said, while her AA skill is more of a detriment than a boon, her fleetwide boost is unreliable but potentially great.
All in all, strong and dependable, just like her.
- USS Columbia
- Skill:
- Lowers damage sustained by the Flagship by 25%.
- 25% upon firing AA guns, -20% own FP and +40% own AA for 3s.
- Desc:
Ever wanted to use Hammann but didn't want to deal with her terrible stats and weaponry? Well, now you can.
All the utility of her skills with the sturdiness and DPS of the Cleveland-class. Neat.
All the utility of her skills with the sturdiness and DPS of the Cleveland-class. Neat.
- HMS Ajax Kai
- Skill:
- 60% chance every 20s to boost Firepower by 40% for 10s
- Increases damage dealt to CAs by 25%
- Desc:
Ajax goes all in on the offensive, sporting a stellar FP/Torp stat bolstered by high efficiencies and a decent skillset - despite the questionable usefulness of the anti-CA buff.
Powerful for her class and rather inexpensive, but beware the severely subpar HP.
Powerful for her class and rather inexpensive, but beware the severely subpar HP.
- HMS Belfast
- Skill:
- Increase HE damage by 25% and chance to ignite fire by 3%
- 10s after battle starts and 20% chance at every 20s thereafter, create a smokescreen that lasts 10s. Smokescreen provides 35% evasion and 35% reduced damage taken from airstrikes
- Desc: Hot maid, in more ways than one.
The only one who can actually get some mileage out of the terrible Belgun (because of her buff to HE guns) and packing better torps than every other HMS cruiser, she tends to have a good answer for most Light and Heavy Armour shaped issues - but not a great one on either side, and her smokescreen is almost entirely useless in PvE with its terrible procrate and planes not attacking you.
Her place is strictly PvP, as there's many other HMS CL who will do what she does - be it DPS or tanking - better for less.
Her place is strictly PvP, as there's many other HMS CL who will do what she does - be it DPS or tanking - better for less.
- IJN Abukuma Kai
- Skill:
- 15% boost of torpedo stat to every DD in the fleet
- 30% chance to launch a second salvo on torpedo launch
- Desc:
Abukuma is the IJN's very own Leander, now with 30% more torpedoes: out go the FP buff and she smokescreen, in come the DD Torp buff and a decent chance to fire her rather excellent torpedo launchers twice.
Not too flashy, but sturdy enough and dependable.
Not too flashy, but sturdy enough and dependable.
- IJN Sendai Kai
- Skill:
- +15% Torp and Reload to all DD/CL in the fleet.
- 10s after battle start and on a 40% chance every 20s afterwards, deploys a flare (-25% Evasion Rate in the area) for 10s.
- Desc:
A slightly weaker Jintsuu who stole a few notes from Aurora's book.
Her statline is still damn good, though, and their buffs can stack - as do the -EvaRate debuffs, if you REALLY want to stick it to those DD in PvP.
Her statline is still damn good, though, and their buffs can stack - as do the -EvaRate debuffs, if you REALLY want to stick it to those DD in PvP.
Tier 2:
- USS Denver
- Skill:
- 60% chance every 20s, +40% FP for 8s.
- 25% upon firing AA guns, -20% FP and +40% own AA for 3s.
- Desc:
The weakest of the Solomon Cavaliers, which means she's still pretty solid.
She'll only buff herself, but a +40% FP never really goes amiss.
She'll only buff herself, but a +40% FP never really goes amiss.
- USS Honolulu
- Skill:
- 20s 60% chance for +40% FP for 8s.
- Desc:
More Firepower and better Efficiency than what Denver gets and doesn't need to worry about planes mugging her precious FP, but at the cost of a much flimsier hull.
A solid pick regardless, especially if you expect aircraft
A solid pick regardless, especially if you expect aircraft
- USS Lena
- Skill:
- Every 20s, 60% chance to reduce the FP/Torp/Aviation of all enemies on the screen by 12% for 10s.
- Upon firing AA guns, gain +25% AA for 5s; once per battle, if sortied with Lil Sandy or Cleveland and either falls under 40% HP, gain +25% FP/Acc.
- Desc: The lolifying beam spares nobody!
So poor Helena got shrunk too. Unfortunate, but at least she gets a better deal than the other two loli of the batch - her statline hasn't dropped at all beyond a -400ish HP compared to the real version, and while there's no doubt a stat debuff is a lot worse than just dealing more damage to all enemies, it is nevertheless nice to have.
The AA buff is also okay, as it helps her withstand aerial punishment without into her FP as the Cleveland-class buff does; the lolibote buff isn't, as neither other loli is worth taking along and it only procs when they're around.
The AA buff is also okay, as it helps her withstand aerial punishment without into her FP as the Cleveland-class buff does; the lolibote buff isn't, as neither other loli is worth taking along and it only procs when they're around.
- HMS Aurora
- Skill:
- Increases own damage against destroyers, transport vessels, torpedo boats, and suicide boats by 20%
- Decreases the evasion rate of all enemy destroyers and light cruisers by 20%.
- Desc:
Excellent but niche DD/CL-busting skills paired with average CL stats, with the glaring exception of her sub-par HP.
More suited for PvP than PvE, especially against HMS frontlines. Oh the irony.
More suited for PvP than PvE, especially against HMS frontlines. Oh the irony.
- IJN Agano
- Skill:
- +15% FP to DDs.
- While alive, CV/L in the fleet take -15% damage.
- Desc:
Agano is an interesting little beastie, proud owner of an unconventional kit (DD FP boost, CV/L defence boost) and... less proud owner of a somewhat unremarkable statline for IJN CL, especially when compared to Sendai and Jintsuu.
While she isn't a bad unit on her own by any stretch, her competitors are more powerful and their skills more wieldy and impactful than hers - which means her best use would be as a DD FP buffer, similarly to London.
While she isn't a bad unit on her own by any stretch, her competitors are more powerful and their skills more wieldy and impactful than hers - which means her best use would be as a DD FP buffer, similarly to London.
- KMS Leipzig
- Skill:
- 10% FP/Eva/Reload to all CL/CA in the fleet.
- Desc:
Leipzig is a solid buff-provider, but is put down by her own somewhat lacking stats. Best used in an all-KMS lineup for maximum impact, as well as Torp-CA fronts, but she has a place in any frontline.
- SN Avrora
- Skill:
- +35% Damage to the entire vanguard.
- Has MGM+1 and Torpedoes.
- Desc: Союз нерушимый республик свободных~ ♪♫♬
The burden and glory of the true revolutionary is heavy indeed, and Avrora shows it through and through.
Her buff is the absolute best in the entire game, no exception allowed; she gets MGM+1 while keeping her torps, a rarity only six other ships have access to; and her Armour is Medium, letting her outlast a good number of her competitors.
As amazing as all this sounds, she is let down by one glaring flaw - her abysmal offensive statline, which even her impressive buff struggles to shore up, compounded with pre-WW1-era engines that grant her the questionable honour of being the slowest ship in the game (tied with Yat Sen).
All that said, unlike Yat Sen she is certainly usable; okay-ish on her own and an amazing force multiplier, having her around won't cut into your DPS to the point of crippling your fleet and will help your other ships MvP.
Her buff is the absolute best in the entire game, no exception allowed; she gets MGM+1 while keeping her torps, a rarity only six other ships have access to; and her Armour is Medium, letting her outlast a good number of her competitors.
As amazing as all this sounds, she is let down by one glaring flaw - her abysmal offensive statline, which even her impressive buff struggles to shore up, compounded with pre-WW1-era engines that grant her the questionable honour of being the slowest ship in the game (tied with Yat Sen).
All that said, unlike Yat Sen she is certainly usable; okay-ish on her own and an amazing force multiplier, having her around won't cut into your DPS to the point of crippling your fleet and will help your other ships MvP.
Pro Team Players:
- ROC Ping Hai Kai, ROC Ning Hai Kai, ROC Yat Sen(T1)
- Skill (Ping Hai Kai):
- If the vanguard contains Ning Hai, +35% FP.
- +25% Damage vs IJN units.
- +8 Speed and +15% FP.
- Skill (Ning Hai Kai):
- If the vanguard contains Ping Hai, +35% FP.
- +25% Damage vs IJN units.
- +8 Speed and +15% FP.
- Skill (Yat Sen):
- If deployed with either Ping Hai or Ning Hai (or both), they take -20% Damage and increase their Evasion Rate by +30%.
- +25% Damage vs IJN units.
- Can equip 2 CL guns and has AAGM+1.
- Description: The great wall of China.
Obscenely slow (pre-Kai), pitiful HP and middling torps at best; Yat Sen is somewhat more interesting, with her double guns and twin AA mount, but her statline is severely lacking and has the questionable distinction of being tied with Avrora for slowest unit in the game.
Nothing about these three looks usable, until you start deploying them together - at which point the sisters start evading better than basically anyone else in the game, even on the Single Line formation, achieveing unrivaled amounts of effective HP while dishing out respectable DPS besides.
Lots of investment needed and Yat Sen MUST be protected at all costs (hint, place her between Ping and Ning), but they're the ultimate stonewall - if that's what you're looking for, it's worth it.
Nothing about these three looks usable, until you start deploying them together - at which point the sisters start evading better than basically anyone else in the game, even on the Single Line formation, achieveing unrivaled amounts of effective HP while dishing out respectable DPS besides.
Lots of investment needed and Yat Sen MUST be protected at all costs (hint, place her between Ping and Ning), but they're the ultimate stonewall - if that's what you're looking for, it's worth it.
Honourable Mentions:
- Skill:
- Upon sinking, heals the entire fleet by 25%.
- Desc: SHE DIES FOR YOUR SINS
Cursed to die over and over again in PvP due to her ludicrously powerful healing skill, which can on its own change the course of a fight, this poor girl has little to no place in PvE as you do NOT want your units to die there in the first place and her offensive power is lacklustre at best.
Her one job is being immensely irritating/powerful in the arena, and dying for you. You monster.
Her one job is being immensely irritating/powerful in the arena, and dying for you. You monster.
- USS San Diego
- Skill:
- 15% chance upon firing AA guns, +50% AA to the entire fleet.
- Desc: 'The undisputed, unwanted AA queen'.
San Diego has had, for the longest time, a terrible reputation - hailed as the prime example of rarity not being an indication of quality, her reputation is somewhat deserved, considering her main claim to glory is tons of AA (to the detriment of the rest of her offensive stats) when AA is only really needed in W12, a steep Oil price tag and a tendency to appear in crafting whenever you don't want her to... but that's not all there is to it.
The usual claim is that San Diego can't do anything to surface enemies; if you were to use her as a normal CL this would be correct, as her FP is low and her Gun Efficiency is worse. However, her barrage can dish out surprising amounts of damage and she can mount DD guns, which means she can spam said powerful barrage; moreover, while her Torpedo stat is abysmal, her Torpedo Efficiency is good enough, meaning she can benefit a lot from auxiliary torpedoes.
Does all this redeem her, then? Not really, even in this fashion, you'd need to manually control her and you'd need lots of high-end gear to get her to perform properly. If you're not expecting planes and you don't care about her, feel free to scrap her as you always did; if you do, then Sandy might just be what you need.
The usual claim is that San Diego can't do anything to surface enemies; if you were to use her as a normal CL this would be correct, as her FP is low and her Gun Efficiency is worse. However, her barrage can dish out surprising amounts of damage and she can mount DD guns, which means she can spam said powerful barrage; moreover, while her Torpedo stat is abysmal, her Torpedo Efficiency is good enough, meaning she can benefit a lot from auxiliary torpedoes.
Does all this redeem her, then? Not really, even in this fashion, you'd need to manually control her and you'd need lots of high-end gear to get her to perform properly. If you're not expecting planes and you don't care about her, feel free to scrap her as you always did; if you do, then Sandy might just be what you need.
- IJN Isuzu
- Skill:
- Upon firing her AA guns, 25% chance to gain +40% AA and lose -20% FP for 3s.
- Can take DD guns (and should), and has AAGM+1.
- Desc:
Second only to San Diego in terms of sheer AA prowess, she is rather similar in many regards to her pre-Kai iteration.
Weak gunnery with access to DD guns, weak torpedoes, an AA-focused skill - the differences start with the two very high-efficiency AA guns she carries (deftly pushing her over Sandy base as a flyswatter), the way the AA-focused skill works (being more somewhat more reliable but also a lot more selfish) and the much weaker barrage.
In short, she isn't tough and she isn't powerful - in fact she's really really wimpy - but she's an exceptionally accomplished and cheap sky clearer. Worth having around if enemy planes got you down.
Weak gunnery with access to DD guns, weak torpedoes, an AA-focused skill - the differences start with the two very high-efficiency AA guns she carries (deftly pushing her over Sandy base as a flyswatter), the way the AA-focused skill works (being more somewhat more reliable but also a lot more selfish) and the much weaker barrage.
In short, she isn't tough and she isn't powerful - in fact she's really really wimpy - but she's an exceptionally accomplished and cheap sky clearer. Worth having around if enemy planes got you down.
CA
Tier 0:
- USS Minneapolis
- Skill:
- +15% Firepower and +30% Reload for 12s after killing an enemy vessel, if skill is already active it will refresh the duration
- When Minneapolis' HP falls under 30%, lose 2 Speed but gain -10% damage sustained and heal 4% HP every 3s for 16s (can only proc once per fight).
- Desc: 'Monster Hunter'.
Upgunned, uparmoured, upskilled and, alas, upcosted. In most regards, Minneapolis is indeed a direct step-up from Phoenix: her CA guns massively overpower her predecessor's CL ones, the Medium Armour cuts incoming gunfire damage in half, the heal is somewhat slower but comes with a handy damage resistance buff... but it's the +FP/Rld buff when taking enemies down that's the real deal and kicks her DPS into really high gear, as long as there's targets for her to take down.
- IJN Mogami Kai
- Skill:
- 60% chance every 20s, +40% FP for 8s.
- Take -20% AP damage.
- Gain a stack of +8% Firepower for every 5 torpedoes launched by Mogami that hit a target. Max 3 stacks.
- Has MGM+1 and torpedoes.
- Desc: Oni-chan~
Step aside Portland, there's a new best CA in the game - at least on the offense.While she is definitely less tanky, missing the extra 800 HP and 11 Evasion Port gets, she casts a massive shadow over her DPS thanks to higher Firepower, better Main Gun efficiency, better offensive skills, a much better barrage and, most importantly, still getting Main Gun +1 despite the torps as if she were a gunboat.
- KMS Roon
- Skill:
- Main Gun cycles between HE and AP every 2 salvo, then gains a +3.5% Reload stack for every Main Gun salvo fired. Max 12 stacks.
- Every 30s, generates 4 orbiting shields (two on a very narrow orbit, one on a medium orbit, one on a wide orbit) lasting 8 shots or 15s.
- +15% damage vs Sirens.
- Has MGM+1 and torpedoes.
- Desc: ROON FOR YOUR LIVES!
In many ways, Saint Louis and Roon stand at opposite ends.
Whereas the former starts out strong and loses some of her lustre as the battle drags on, the latter only gets stronger; where the former's barrage is uncomfortably wide, the latter's is very concentrated and devastating; where the former relies on high speed and evasion to stay out of harm's way, the latter simply adds layers of HP and shields to power through the barrages; and as the former gradually mellows out of her cold templar persona, the latter grows ever more violent and unhinged.
As a result, Roon is best served on boss battles - where she has time to rev up her guns and let the concentrated barrage tear single hard targets apart.
Whereas the former starts out strong and loses some of her lustre as the battle drags on, the latter only gets stronger; where the former's barrage is uncomfortably wide, the latter's is very concentrated and devastating; where the former relies on high speed and evasion to stay out of harm's way, the latter simply adds layers of HP and shields to power through the barrages; and as the former gradually mellows out of her cold templar persona, the latter grows ever more violent and unhinged.
As a result, Roon is best served on boss battles - where she has time to rev up her guns and let the concentrated barrage tear single hard targets apart.
- FFNF Saint Louis
- Skill:
- +35% HE damage and -3% Ignition chance
- Upon battle start, gain +8 Speed (permanent) and +30% Evasion (for 40s)
- +15% damage vs Sirens.
- Desc: DESU VULT!
Historically praised by multiple navies as one of the absolute best heavy cruiser designs but robbed of its chance to shine due to the fall of France in WW2, Azur Lane's Saint Louis has come to set the record straight - and does she ever.
Mightiest of all CA by weight of stats and skills, there is no area where she doesn't excel - her guns absolutely melt opposing Light Armour and punch through Heavy Armour better than any other frontliners' in the game, her Speed is slightly superior to that of CLs and enjoys a hefty boost to her already high Evasion for more than half a minute after the battle starts, her AA is uncharacteristically high for her class and she enjoys all the perks of her Spe-CA peers (Medium Armour, MGM+1 and Torpedoes).
The only fault one can find in her would be her barrage - its wide linear pattern helps dispatching multiple weak foes, yes, but also neuters its impact against single targets.
Mightiest of all CA by weight of stats and skills, there is no area where she doesn't excel - her guns absolutely melt opposing Light Armour and punch through Heavy Armour better than any other frontliners' in the game, her Speed is slightly superior to that of CLs and enjoys a hefty boost to her already high Evasion for more than half a minute after the battle starts, her AA is uncharacteristically high for her class and she enjoys all the perks of her Spe-CA peers (Medium Armour, MGM+1 and Torpedoes).
The only fault one can find in her would be her barrage - its wide linear pattern helps dispatching multiple weak foes, yes, but also neuters its impact against single targets.
Tier 0.5:
- USS Portland Kai
- Skill:
- When sortied w/ Indianapolis, gain +15% Firepower, AA and Evasion
- 25% chance every 20s, +15% damage resistance to the entire fleet for 8s
- Desc:
Exceptional HP, twice the base Evasion other CAs get, high Firepower and high AA - in a similar fashion to Cleveland, her stats alone justify her rating and the skills are just icing on the cake. She won't hit as often as Wichita or as hard as Chicago, but she's more consistent and much harder to kill.
- USS Wichita
- Skill:
- Increases Firepower of Cruisers (both CL and CA) in the fleet by 15%
- 25% chance when firing main guns to fire another salvo
- Desc: Can you say 24 shots in a row? She certainly can.
Wichita brings to bear one of the absolute highest vanguard DPS in the game, owing to her Chain Cannon skill and the passive +15% FP.
While her HP is rather lacklustre, it's an easily solved issue and dead enemies can't hurt you anyway.
While her HP is rather lacklustre, it's an easily solved issue and dead enemies can't hurt you anyway.
- IJN Choukai
- Skill:
- Gain +10% Firepower (permanent); 60% chance every 20s, +20% Firepower and Torpedo to all allied CL/CA for 10s
- Upon Main Gun fire, 30% chance to double its damage
- Desc:
The pride and joy of the Takao-class, she's the only one who actually bothers buffing her sisters (as well as other cruisers) and gets that guns are better than torpedoes for heavy cruisers; as a result, she's a notch above her sisters and most Torp-CA.
- IJN Ibuki(T0 vs Sirens/Bosses)
- Skill:
- Gain +40% Torpedo CritRate and +65% Torpedo CritDmg.
- Upon launching torpedoes, 30% chance to launch a special torpedo barrage.
- +15% damage vs Sirens.
- Has TWO preloaded torpedo spreads.
- Desc: What do you mean 'she's not a DD'?
Someone at the design bureau must've missed a memo when they designed Ibuki.
Sporting an IJN DD's skillset and an IJN CA's statline, by all rights she should be a failure on both accounts - but against all odds, she ends up taking both's best attributes and only few of the flaws.
Her IJN DD side shines through her double preloaded torpedo spreads, the ludicrous 185% Torpedo Efficiency and entirely Torpedo-focused skills (including, if Fated, a neat +Eva buff on torpedo launch); her IJN CA side comes to the fore during the lulls inbetween torpedo strikes, as she falls back on her remarkable Torp-CA gunnery and sturdy frame to keep up the offensive.
That said, however, she's much more of a DD than a CA - to perform at her best she needs Oxygen Torpedoes, which limit her survivability (in comparison to other CAs at least, she's still considerably tougher than most IJN DDs), as well as suitable targets, which restricts her use cases to Sirens and bosses or alternatively particularly menacing mobs.Still, as long as you employ her for the surgical strikes she's made for, she has little to no rivals in her field.
Sporting an IJN DD's skillset and an IJN CA's statline, by all rights she should be a failure on both accounts - but against all odds, she ends up taking both's best attributes and only few of the flaws.
Her IJN DD side shines through her double preloaded torpedo spreads, the ludicrous 185% Torpedo Efficiency and entirely Torpedo-focused skills (including, if Fated, a neat +Eva buff on torpedo launch); her IJN CA side comes to the fore during the lulls inbetween torpedo strikes, as she falls back on her remarkable Torp-CA gunnery and sturdy frame to keep up the offensive.
That said, however, she's much more of a DD than a CA - to perform at her best she needs Oxygen Torpedoes, which limit her survivability (in comparison to other CAs at least, she's still considerably tougher than most IJN DDs), as well as suitable targets, which restricts her use cases to Sirens and bosses or alternatively particularly menacing mobs.Still, as long as you employ her for the surgical strikes she's made for, she has little to no rivals in her field.
Tier 1:
- USS Chicago
- Skill:
- 30% chance upon Main Gun fire to double its shots' damage.
- Desc:
What was said about Wichita applies to Chicago as well. Slightly frailer than she is and more selfish, she will nonetheless punch hard and harder than anyone else when she does proc, which she often will - a proc on the first salvo lasts throughout the second, and the second salvo may still proc if the first one didn't.
As a result, her double damage uptime is considerably higher than the 30% may lead you to believe. Bring out the big guns.
As a result, her double damage uptime is considerably higher than the 30% may lead you to believe. Bring out the big guns.
- USS Houston
- Skill:
- 20% chance upon Main Gun fire to gain +100% Eva for 15s.
- Desc: 'Problem? What problem?'
While an Evasion-focused CA sounds ludicrous, and it is under most circumstances, Houston actually makes it work given enough Evasion-boosting auxiliaries: CAs live and die by their Evasion (or lack thereof), so stacking it actually lets her survive under heavy fire for much longer than you'd expect.
What issues she does have are fairly minor: she needs to proc to get tough, obviously, but her uptime is high and she has two chances to proc per firing cycle; and her damage output isn't as high as it could be, since her only skill is that Evasion buff, but it's still higher than most non-CA (and many Torp-CA) frontliners manage.
What issues she does have are fairly minor: she needs to proc to get tough, obviously, but her uptime is high and she has two chances to proc per firing cycle; and her damage output isn't as high as it could be, since her only skill is that Evasion buff, but it's still higher than most non-CA (and many Torp-CA) frontliners manage.
Tier 1.5:
- USS Astoria
- Skill:
- When sortied w/ at least 1 New Orleans-class CA (Quincy / Vincennes / Minneapolis), gain and grant them +10% Firepower, +20% Accuracy and AA.
- Take -20% damage from DD/CL gun attacks.
- Desc:
Leader of the New Orleans class, she emphasises their strengths and shares their reinforced armour plating.
Solid and dependable, if unremarkable. No reason not to take her if you're going to field them at all, but Minneapolis has better things to do than hang out with her sisters.
Solid and dependable, if unremarkable. No reason not to take her if you're going to field them at all, but Minneapolis has better things to do than hang out with her sisters.
- USS Indianapolis
- Skill:
- Every 30s, spawns 2 shields that blocks 8 shots
- 8% chance to reduce any damage taken by 50% on taking damage
- Desc:
The CA you'll use the most early on, thanks to her high staying power and her simply being a gunboat.
Her poor damage output brings her down in the long run, though, and is usually dropped in favour of more powerful CA.
Her poor damage output brings her down in the long run, though, and is usually dropped in favour of more powerful CA.
- USS QuincyUSS Vincennes
- Skill:
- 60% chance every 20s, gain +40% Firepower for 10s.
- Take -20% damage from DD/CL gun attacks.
- Desc:
Sporting a matching set of Medium Armour, anti-DD/CL gunfire skills and considerable AA capabilities, the New Orleans-class CAs focus more on the defence than the offence, unlike almost every other CA in the USS.
A good fit for mob- as well as boss-hunting, considering how frequent are DD and CL bosses, but beware their weaker guns and the need to take Astoria to make the most out of them.
A good fit for mob- as well as boss-hunting, considering how frequent are DD and CL bosses, but beware their weaker guns and the need to take Astoria to make the most out of them.
- HMS Suffolk Kai(T1 when deployed with Queen Elizabeth)
- Skill:
- 25% chance when firing main guns to fire another salvo
- 60% chance every 20s to increase Firepower by 40% for 10s
- Desc:
Boasting the highest Firepower stat out of all the non-event CAs and armed with a pair of skills further capitalising on such Firepower, she's a few notches above every other Torp-CA and has access to QE's buffs to boot.
Just as frail as Wichita, though, and she's still a Torp-CA at heart.
Just as frail as Wichita, though, and she's still a Torp-CA at heart.
- IJN Takao
- Skill:
- 30% chance to do double damage when firing main gun
- 30% chance to launch a second salvo on torpedo launch
- Desc:
Takao is a tad on the RNG side, but sports high HP and a remarkable statline. Her skills are what makes her as good as she is, but they're not exactly the most reliable. Still, they are powerful and thus worth respect.
- IJN Furutaka Kai & IJN Kako Kai
- Skill:
- 60% activation every 20s, increases own FP by 40% for 10s
- Every torpedo launch has a 30.0% chance to launch another spread.
- Desc:
Think Takao, except slightly less powerful with their skills but much more reliable and inexpensive. Often unfairly overlooked, but there's few better Torp-CAs for their cost.
- KMS Deutschland & KMS Admiral Graf Spee
- Skill:
- Deal +35% damage to DD/CL.
- May equip the 283mm SKC28, but shouldn't.
- Desc:
Too large for mere CA and too small for proper BCs, these Pocket Battleships are odd creatures.
Capable of mounting a unique underchambered BB gun, they sport massive amounts of Firepower, a wide and severely damaging barrage and a raging hatred for anyone smaller than they (DD and CL) - but are let down by that same gun's AP element (which underperforms against DD and CL), their lower-than-average Speed and Evasion, and the weak torpedoes they're stuck with.
A wrecking ball against small craft, to be sure, but watch out for when they pick a fight with people her size - and place Spee at the front, as she is slightly tankier than her sister.
Capable of mounting a unique underchambered BB gun, they sport massive amounts of Firepower, a wide and severely damaging barrage and a raging hatred for anyone smaller than they (DD and CL) - but are let down by that same gun's AP element (which underperforms against DD and CL), their lower-than-average Speed and Evasion, and the weak torpedoes they're stuck with.
A wrecking ball against small craft, to be sure, but watch out for when they pick a fight with people her size - and place Spee at the front, as she is slightly tankier than her sister.
- Elegant Kizuna AI
- Skill:
- Gain +6% FP for every other Kizuna unit in the fleet, up to +24%; if no other Kizuna unit is present, take -15% dmg for 30s after the start of the battle. (Pyoko-Pyoko aux lets a 'normal' unit count as Kizuna)
- Ignitions sustained last for -3s and reduces incoming HE damage by 15%.
- Desc:
A sturdy gunboat with remarkable firepower. Sounds familiar?Her direct competitor would be Portland Kai, and while she comes out of that comparison looking pretty weak (lower eHP, the extra FP comes at the expense of higher Oil costs, the lack of a barrage and the need to take at least 2+ Kizunas to outgun her), she is nonetheless a tough nut to crack and she can pack a good punch.
Tier 2:
- USS Northampton
- Skill:
- +15% FP to all CL/CA in the fleet.
- Desc:
What you use when you don't have Wichita but still want a powerful, buff-capable CA.
She will be phased out eventually, alas, but she's good while she's there and you can still use her to augment a second fleet.
She will be phased out eventually, alas, but she's good while she's there and you can still use her to augment a second fleet.
- HMS London
- Skill:
- +15% FP to the entire vanguard.
- Desc:
HMS CA get a bad reputation for being frail and either undergunned or undertorped, despite possessing rather valuable skills.
London is one such example, but she rescues herself from the mediocrity of her statline by virtue of being one of the only two frontliners that can buff DD FP - a small niche, admittedly, but a useful one if you plan on fielding multiple DD with good guns.
London is one such example, but she rescues herself from the mediocrity of her statline by virtue of being one of the only two frontliners that can buff DD FP - a small niche, admittedly, but a useful one if you plan on fielding multiple DD with good guns.
- HMS York Kai
- Skill:
- Upon performing ANY attack (autoguns, main guns, torpedoes; AA does not count), 40% chance to gain +40% FP for 8s.
- Take -40% damage from suicide boats and -15% damage from HE; additionally, her autoguns gain +70% CritRate and ignore armour modifiers.
- Desc:
It speaks volumes about HMS non-CL vanguards that the best they can aspire to is not be irredeemable wrecks.
York Kai is one of the lucky few worthy of such lofty praise, managing to scrape by virtue of an exceptional self-buff and a Kai that gives her the sorely needed FP to make some actual use out of said skill; the second skill is an alright boost, pushing her autoguns into the realm of 'kinda sorta decent' and slightly bolstering her defences, but don't be deceived by her Medium Armour and high Evasion, a tank she ain't and her abysmal luck makes sure she can't play the part for long.
All that said, though - she's alright.
York Kai is one of the lucky few worthy of such lofty praise, managing to scrape by virtue of an exceptional self-buff and a Kai that gives her the sorely needed FP to make some actual use out of said skill; the second skill is an alright boost, pushing her autoguns into the realm of 'kinda sorta decent' and slightly bolstering her defences, but don't be deceived by her Medium Armour and high Evasion, a tank she ain't and her abysmal luck makes sure she can't play the part for long.
All that said, though - she's alright.
- IJN Maya
- Skill: Increases Reload by 35% and 30% chance to launch a second salvo on torpedo launch
- Desc:
Maya trades Takao's double damage chance for a permanent passive reload boost. An interesting concept, and paired with double Autoloaders lets her fire her guns and torps faster than any other CA, which is remarkable on its own right... but is a rather poor trade nonetheless.Also, she's slightly better at AA than her sisters (key word being 'slightly', though).
- KMS Admiral Hipper
- Skill:
- Every 30s, spawns 2 shields that last 15s and blocks 10 shots
- 8% chance to reduce any damage taken by 50% on taking damage
- Desc: 'HAAH?!'
Damage control is about lowering the incoming damage as much as it is about preventing it in the first place, and Hipper learns the right lesson from Prinz Eugen - despite her much lower HP, Hipper's superior offensive statline and slightly improved tanking skills let her fulfil her role better and for cheaper.
Honourable Mentions:
- KMS Prinz Eugen
- Skill:
- 20s 70% chance to spawn 3 rotating shields (durability: 10 shots each).
- Desc:
It's exceedingly rare for a frontliner to have more HP than carriers and battlecruisers, but Prinz Eugen makes it happen. Proud owner of a HP pool larger than 90% of the ships in the game, she pays for this priviledge by being saddled with a semi-useless skill and poor offensive stats.
If you're looking that something that won't die anytime soon, look no further; if you're looking for something that can do anything more than that, look everywhere else.
If you're looking that something that won't die anytime soon, look no further; if you're looking for something that can do anything more than that, look everywhere else.
BB/BC
Tier 0:
- HMS Duke of York
- Skill:
- Every 20s, launch a barrage aimed at the farthest available target; if it hits, the targets are slowed by 40% for 6s.
- The 4 SHELLS deal 108 bdmg with 70/100/90 mods. Their damage is modified by 100% of the unit's FP and a 110% Coefficient.
- Enemies hit by Duke of York's Main Gun fire take +12% damage from all sources for 8s; also, her first volley deals x1.5 damage.
- Every 20s, launch a barrage aimed at the farthest available target; if it hits, the targets are slowed by 40% for 6s.
- Desc:
With stats coming close to Warspite's stellar FP and Reload and a suite of skills aimed at softening the enemy up, not only she can lay on the hurt but she can also make sure her fellow warships do the same. A worthy inclusion in every fleet.
- HMS Monarch
- Skill:
- Upon firing the Main Gun, 70% chance to launch a barrage; if it hits, the targets are slowed by 40% for 6s.
- The 13 SHELLS deal 158 bdmg with 40/125/120 mods. Their damage is modified by 100% of the unit's FP.
- Once per battle and upon falling below 20% HP, restore 3% HP every 2s for 8s; also, for every 1% HP lost during the fight, her Reload increases by 1.
- Upon firing the Main Gun, 70% chance to launch a barrage; if it hits, the targets are slowed by 40% for 6s.
- Desc: Hail to the Monarch, baby.
It'd be easy to regard Monarch as a straight upgrade to Hood. She mounts CL guns, Her FP is much higher, her Efficiencies are better, her barrage is AP and she can even heal herself... what more could one possibly want from a battleship?The truth isn't quite so simple, though. While Monarch's statline is indeed superior (with the glaring exception of AA) and the self-heal greatly extends her operational time even beyond Hood's already impressive one, Monarch's barrage will neither quicken the backline's pace nor can it be used with the same reckless abandon due to the AP modifiers; while she won't fall flat against Light Armour, courtesy of her excellent regular shelling, she doesn't quite match Hood's supportive capabilities and weight of fire.As a result, it would be wise to pick your sovereign of choice with an eye to battlefield conditions - if enemy BB/C are out for blood or Medium/Heavy Armour is getting you down, Monarch will weather their storm and put them in their place with staggering ease.
- IJN Amagi
- Skill:
- -9% FP/Torp/Aviation to all enemies as long as she's alive
- -15% Ignition dmg and +10% Evasion Rate for backline as long as she's alive
- Upon firing the Main Gun, 70% chance to launch a barrage; also, if the fleet contains 4 or more Sakura Empire ships she gains -45% cooldown on first Main Gun volley.
- The 4 AIMED SHELLS deal 226 bdmg with 90/120/70 mods; the 6 SHELLS deal 156 bdmg with 90/120/70 mods; the 16 DD PELLETS deal 25 bdmg with 90/70/40 mods; the 4 TORPEDOES deal 124 bdmg with 80/100/130 mods. All of these's damage is modified by 100% of their relevant stats, but only the torps have a 110% Coefficient.
- Desc: If you can't decide what to pick, pick it all.
Packing offence debuffs for her enemies, defence buffs for her backline, a barrage that includes normal arcing shells alongside linear AP shells and even aimed torpedoes, Amagi has quite literally a bit of everything in herself; and it all comes together as one sleek and effective whole, only marginally hampered by her IJN-standard terrible AA.
- KMS Tirpitz(T2 with BB/BC)
- Skill:
- +30% Damage to self, as long as she is the only BB/BC in the fleet.
- Every 15s, launches a torpedo barrage.
- The 4 TORPEDOES deal 137 bdmg with 80/100/130 mods. Their damage is modified by 150% of the unit's Torp stat.
- Desc: 'Slow and steady torps the race.'
One of the most consistent and hardest hitting BBs in the game, provided you cater to her social anxiety.
Unlike many of her other similarly ranked competitors, Tirpitz isn't flashy in the slightest - no 'real' barrages to speak of, no gamechanging synergies, no ability to take other BB/BC with her - but she doesn't need to be, when hitting hard as a truck with no conditions or strings attached is something none of her rivals can claim.
Tirpitz is, in a way, the 'safe' choice - her abilities can't misfire, her HP+Armour make her tougher than anyone else, her damage buff extends to both her CL guns and torpedo spread, ensuring that even at 0 Ammo she will still be able to strike and defend herself at nigh-peak efficiency regardless.
However, all this becomes quickly irrelevant as soon as she loses her +30% damage buff as it the main reason behind her power; without it she has very little reason to be used and will be easily outshone by pretty much everyone.
Unlike many of her other similarly ranked competitors, Tirpitz isn't flashy in the slightest - no 'real' barrages to speak of, no gamechanging synergies, no ability to take other BB/BC with her - but she doesn't need to be, when hitting hard as a truck with no conditions or strings attached is something none of her rivals can claim.
Tirpitz is, in a way, the 'safe' choice - her abilities can't misfire, her HP+Armour make her tougher than anyone else, her damage buff extends to both her CL guns and torpedo spread, ensuring that even at 0 Ammo she will still be able to strike and defend herself at nigh-peak efficiency regardless.
However, all this becomes quickly irrelevant as soon as she loses her +30% damage buff as it the main reason behind her power; without it she has very little reason to be used and will be easily outshone by pretty much everyone.
Tier 0.5:
- HMS Hood(T0 in Plane Hells)
- Skill:
- Upon firing the Main Gun, 70% chance to launch a barrage and grant +40% Reload to the entire backline.
- The 13 SHELLS deal 174 bdmg with 70/100/90 mods. Their damage is modified by 100% of the unit's FP.
- Upon firing the Main Gun, 70% chance to launch a barrage and grant +40% Reload to the entire backline.
- Desc: More than just a sub.
Second only to Tirpitz in terms of pure staying power and armed with a quickly-proccable, backline-buffing, devastating barrage, she is exceptionally good under almost all circumstances; whether it is tearing apart mob nodes, showering enemy battleships in heavy firepower or providing support, Hood gets it done.
Remember to have her be the flagship to make the most out of her barrage, and that the lower the cooldown on her main gun, the better.
Remember to have her be the flagship to make the most out of her barrage, and that the lower the cooldown on her main gun, the better.
- IJN Hyuuga
- Skill:
- Gain +20% FP.
- Grant +15% FP to the entire backline.
- Desc:
THE cost-effective BB in the game, bar none. No other battleship can boast a Firepower as high as hers, nor can they buff their colleagues' Firepower while they're at it - and Hyuuga does all this at the low, low price of 13 Oil.
- IJN Nagato(T0 w/ IJN CV/L)
- Skill:
- When sortied as Flagship, grant all IJN units +10% Firepower, +20% Reload/Accuracy, and +20% damage output to all IJN carriers.
- Upon firing the Main Gun, 40% chance to launch a barrage.
- The 16 SHELLS deal 125bdmg with 90/120/70 mods; the 44 NEEDLES deal 125bdmg with 120/100/80 mods. The damage of both is modified by 100% of the unit's FP.
- Desc: Mikasa for those who don't like or want more big guns.
A well-rounded warship on her own right compared to her dakka-centric senpai, her set of buffs is about as good as those provided by Mikasa but she needs the flagship slot even more due to her barrage.Place her there and she'll carry your IJN carrier division to glory and triumph; place her to the sides and she's merely okay.
- KMS Bismarck(T0 w/ KMS units around)
- Skill:
- The first salvo of her every volley always crits; also extends the range of any CL gun equipped to 90 units (= white line that pushes you back when approached), but reduces their damage by 35%.
- If flagship, 70% chance to fire a weak barrage (4 shots to the centre of the screen, 2 shots to each side, some mid-ranged DD pellets in the middle); also, passively raise KMS carrier damage by 20%.
- The 8 SHELLS deal 110 bdmg with 70/100/90 mods; the 14 DD PELLETS deal 20 bdmg with 120/60/60 mods. The damage of both is modified by 100% of the unit's FP.
- Grant +20% CritRate to the guns/torpedoes/planes used by KMS units, grant +12% Reload to all KMS units, grant Tirpitz +40% Damage.
- Desc: Here comes Tutorial Girl!
At long last the wehraboos can rejoice - Bismarck has arrived, and she's every bit as good as they'd hoped.
Positively brimming in buffs for herself as well as her countrywomen, her sole presence is enough to kick all their weaponry into overdrive, having them shoot harder and slightly faster, while their carriers (all one/two of them) enjoy a massive Nagato-like damage injection and Tirpitz finally overcomes her social anxiety with oneesan around.Her own guns are no strangers to buffs either, with guaranteed crits on every first salvo of every volley and massively extended CL secondary ranges (at the cost of 1/3 less damage); the former buff easily steals the spotlight, but the range extension allows her to lend a hand to a vanguard that's in over its head (or take potshots at vanguards in PvP).
Last and least, she has a barrage too. It's not particularly good, but it's there and no other KMS backliner has a better one, so have her be the flag.
Positively brimming in buffs for herself as well as her countrywomen, her sole presence is enough to kick all their weaponry into overdrive, having them shoot harder and slightly faster, while their carriers (all one/two of them) enjoy a massive Nagato-like damage injection and Tirpitz finally overcomes her social anxiety with oneesan around.Her own guns are no strangers to buffs either, with guaranteed crits on every first salvo of every volley and massively extended CL secondary ranges (at the cost of 1/3 less damage); the former buff easily steals the spotlight, but the range extension allows her to lend a hand to a vanguard that's in over its head (or take potshots at vanguards in PvP).
Last and least, she has a barrage too. It's not particularly good, but it's there and no other KMS backliner has a better one, so have her be the flag.
Tier 1:
- USS Arizona
- Skill:
- 50% chance on Main Gun fire to heal the vanguard by 10% of their max HP.
- Desc: WAIT DON'T LEAVE JUST YET.
Healing on a cointoss sounds pretty bad, yes, but ask yourself this - how many units can properly heal at all, and how many of them pack the Firepower, sturdiness and self-defence capabilities of a BB?Yup, that's just her - and while her heal isn't as reliable as that of Unicorn or Shouhou, she's an excellent fit for a vanguard who doesn't strictly need the heals to stay alive and keep fighting.
- USS North Carolina(T0 in Plane Hells)
- Skill:
- -15% incoming aviation damage to the backline as long as North Carolina is alive and in the fleet
- Increase FP by 30% of her total AA stat (buffs not included)
- Desc:
Anti-air for backliners is a bit of a meme, but that doesn't mean it can't be a good one.
North Carolina goes harder than anyone else on the AA front, as far as backliners are concerned - not only does she prevent plane damage with her skill, she also grows stronger the more AA she acquires (and she's plenty strong to begin with, sporting a very high base FP thanks to said skill).
Whether you do actually need all that AA is another matter entirely, but rest assured that she will lay on the hurt even if you don't - and if you do, that's just gravy.
North Carolina goes harder than anyone else on the AA front, as far as backliners are concerned - not only does she prevent plane damage with her skill, she also grows stronger the more AA she acquires (and she's plenty strong to begin with, sporting a very high base FP thanks to said skill).
Whether you do actually need all that AA is another matter entirely, but rest assured that she will lay on the hurt even if you don't - and if you do, that's just gravy.
- IJN Kaga (BB)
- Skill:
- Upon firing the Main Gun, 50% chance to launch a barrage.
- The 10 SHELLS deal 195bdmg with 70/100/90 mods; the 20 DD PELLETS deal 35bdmg with 120/60/60 mods; the 8 TORPEDOES deal 96bdmg with 80/100/130 mods. All of these's damage is modified by 100% of their respective stats and a 110% Coefficient.
- 10s after battle start and every 20s, afterwards, launches a torpedo barrage (2 lines of 2 aimed torps).
- Akagi counts her as Kaga, thus proccing her +Aviation buff.
- Upon firing the Main Gun, 50% chance to launch a barrage.
- Desc: A sidegrade to Washington.
Sturdier, more powerful, better armed and in possession of a much more useful synergy (Akagi still gets her +35% Aviation buff with her) in PvE, BB Kaga - affectionately called 'Baga' - does however forfeit some reliability on her enhanced barrage and is stuck with an atrocious AA stat.
She also has a few torps to throw out every now and then, but they're fairly lacklustre.
She also has a few torps to throw out every now and then, but they're fairly lacklustre.
- IJN YamashiroIJN Fusou(Kai)
- Skill:
- Gain +20% FP.
- Upon launching their FIRST airstrike, launch a Zuiun barrage
- The 15 BOMBS deal 173bdmg with 80/85/110 mods. Their damage is modified by 100% of their Aviation stat.
- Desc:
The second most cost-effective BBs in the game, owing to their remarkable statline, Kai nodes and comparatively low Oil costs.
Their Kai is unique in that it is a sidegrade rather than an upgrade: when turned into BBV, they trade their CL guns and 1/3 of their BB salvo for seaplanes, letting them launch airstrikes as if they were carriers.
A steep price to pay, especially considering how weak the seaplanes are in comparison to 'proper' bombers, how slow the launches are in comparison to 'proper' carriers and how much better are Ise and Hyuuga as BBVs.
Their Kai is unique in that it is a sidegrade rather than an upgrade: when turned into BBV, they trade their CL guns and 1/3 of their BB salvo for seaplanes, letting them launch airstrikes as if they were carriers.
A steep price to pay, especially considering how weak the seaplanes are in comparison to 'proper' bombers, how slow the launches are in comparison to 'proper' carriers and how much better are Ise and Hyuuga as BBVs.
- Super Gamer Kizuna AI
- Skill:
- Gain +30% Main Gun CritRate and increase her Main Gun Scatter by +1; also, 70% chance every 16s to fire a special barrage.
- The 20 SHELLS deal 62bdmg with 110/90/70 mods; the 6 TORPS deal 114bdmg with 80/100/130 mods. Their damages are modified by 100% of the relevant stats.
- Gain +25% Evasion and Accuracy.
- Gain +30% Main Gun CritRate and increase her Main Gun Scatter by +1; also, 70% chance every 16s to fire a special barrage.
- Desc: An upgrade to Washington.
Though she may not look much like the part, BB AI does live up to her title; between the very significant crit boost (for which the +1 scatter may as well not be there, insubstantial as it is), the hilariously scattershot but poweful barrage clearing the field for the Main Guns and access to CL defensive guns, there's very little not to like here.
The Accuracy and Evasion boosts are nice to have, too, but not exactly worthy of prime time - especially as the +Acc ends up compensating for her lower-than-usual base stat.
The Accuracy and Evasion boosts are nice to have, too, but not exactly worthy of prime time - especially as the +Acc ends up compensating for her lower-than-usual base stat.
Tier 1.5:
- USS Nevada KaiUSS Oklahoma Kai
- Skill:
- Upon taking damage, 8% chance to halve that damage.
- Upon main gun fire, 30% chance to double the volley damage.
- Desc:
Similar in form, statline and function to their bigger, blacker cousin - AA and backline-wide tank skill aside - these cowgirls operate at a fraction of Sodak's cost while providing similar results.
Still RNG, yes, but still quite solid and there's nobody cheaper than them, at least in their class.
Still RNG, yes, but still quite solid and there's nobody cheaper than them, at least in their class.
- USS South Dakota
- Skill:
- Every 30s, absorb 50% damage taken by main fleet for 8s, then heal for 50% of the damage taken during that time
- 30% chance to do double damage when firing main gun
- Desc:
While her tanking skill isn't good enough to make her the tank she's meant to be, she is undeniably hard to kill thanks to her large HP pool and all-around excellent stats, AA included (a rarity among BB/Cs); her double damage proc needs RNG to work, but when it does it will annihilate whatever she aimed at.
- USS Washington(T1 in Plane Hells)
- Skill:
- Every 20s, 70% chance to launch a barrage.
- The 9 SHELLS deal 174 bdmg with 70/100/90 mods; the 30 DD PELLETS deal 20bdmg with 120/60/60 mods. The damage of both is modified by 100% of the unit's FP.
- When South Dakota's HP falls to/below 30%, South Dakota gains Protection (avoid lethal damage for 5s) while Washington deals +20% damage and absorbs 30% of the damage sustained by South Dakota.
- Every 20s, 70% chance to launch a barrage.
- Desc: Smile for the FCR!
An upgunned, uparmoured and upcosted Pennsylvania with some minor synergy.
As expensive a price tag as 15 Oil is, Washington makes up for it with a slightly better statline (AA aside, which basically doubles) and an improved barrage with some mob-clearing power - as well as a defensive synergy with South Dakota, which sees more usage in PvP than it does in PvE as it hinges on Sodak risking destruction, something you should and most likely can avoid in the first place.
As expensive a price tag as 15 Oil is, Washington makes up for it with a slightly better statline (AA aside, which basically doubles) and an improved barrage with some mob-clearing power - as well as a defensive synergy with South Dakota, which sees more usage in PvP than it does in PvE as it hinges on Sodak risking destruction, something you should and most likely can avoid in the first place.
- IJN Kirishima
- Skill:
- 60% chance upon Main Gun fire, launch a semi-aimed Sanshikidan barrage (8 shells in two waves of four, heading towards the nearest enemies); also, deal +15% damage to BB.
- The 128 SANSHIKIDAN FRAGMENTS deal 20 bdmg with 125/110/90 mods. Their damage is modified by 150% of the unit's FP and a 110% Efficiency.
- 60% chance upon Main Gun fire, launch a semi-aimed Sanshikidan barrage (8 shells in two waves of four, heading towards the nearest enemies); also, deal +15% damage to BB.
- Desc:
(PvE) Airstrike murderer extraordinaire thanks to her barrage, accomplished fireboat slayer owing to her CL guns on a BC frame, and even gets an edge against the most threatening enemies you can face later on.A very solid defensive pick, further helped by the fact her Sanshikidan barrage doesn't need her to be in the flagship slot to do work.
- IJN Kongou
- Skill:
- While alive in fleet, +15% Firepower/Accuracy and +20% Evasion for all Kongou-class (Kongou, Kirishima, Haruna, Hiei).
- Desc: Kongou-class support craft. Not very flashy, but her buffs are anything but unremarkable - the extra Evasion in particular makes a Kongou-class backline powerful and extremely hard to shift.
- IJN Ise
- Skill:
- +20% FP to self.
- Desc: Quite literally an improved non-Kai Yamashiro/Fusou in all respects, from the statline to the efficiencies. Not much to say here.
- KMS Gneisenau(T1 if deployed with Bismarck)
- Skill:
- +25% FP to self.
- 20s, launch 3 unguided torpedoes in a cone.
- Desc:
Think Tirpitz, except not quite as hard-hitting and not as fussy about her company. She will outdamage all her BC competitors (excepting Hood and Amagi), while still being able to defend herself through a set of CL guns.
A force to be reckoned with, especially considering her cost, but don't count on the torps to do much more than stop the occasional fireboat.
A force to be reckoned with, especially considering her cost, but don't count on the torps to do much more than stop the occasional fireboat.
- KMS Scharnhorst(T1 if deployed with Bismarck)
- Skill:
- Every 15s, fires a [barrage] at a random target.
- The 3 SHELLS deal 103 bdmg with 30/130/110 mods. Their damage is modified by 100% of the unit's FP and a 110% Coefficient.
- Every 20s, launch 3 unguided torpedoes in a cone.
- Every 15s, fires a [barrage] at a random target.
- Desc:
Think Warspite, except with a functional barrage and less showboating. Between her regular guns, the CL secondaries, the automated barrage and the torps, she will throw out damage more often than any other backliner in the game.
A force to be reckoned with, just like her sister; and just like her sister, don't count on her torps at all.
A force to be reckoned with, just like her sister; and just like her sister, don't count on her torps at all.
Tier 2:
- USS California
- Skill:
- 30% chance upon Main Gun fire, x2 damage to the entire volley.
- Desc:
By most intents and purposes, a discount South Dakota who gives up her bigger, blacker sister's AA capabilities, a portion of her statline and her shield for a lower Oil cost.
Still hits damn hard, though, and harder still when she's on a good roll.
Still hits damn hard, though, and harder still when she's on a good roll.
- USS Pennsylvania
- Skill:
- Every 20s, 60% chance to launch a barrage
- The 12 SHELLS deal 120 bdmg with 70/100/90 modifiers. Their damage is modified by 100% of the unit's FP.
- Every 20s, 60% chance to launch a barrage
- Desc:
Often overlooked in favour of other barrage ships (eg. Hood, Washington), Pennsylvania plays it different from many others by having a timed proc instead of a main-gun-fire-based one.
While this means you can equip whichever BB gun you'd like to stick on her, it also means that she may proc when you don't need her to and waste the barrage.
A bit fiddly, but arguably more flexible than most and just as powerful.
While this means you can equip whichever BB gun you'd like to stick on her, it also means that she may proc when you don't need her to and waste the barrage.
A bit fiddly, but arguably more flexible than most and just as powerful.
- HMS King George V(T1 if deployed w/ 3 OTHER HMS units)
- Skill:
- Every 24s, 70% chance to fire a mediocre barrage; if KGV mounts a 356mm Quad, reduce the cooldown of her first volley by 75%, gain +20% CritChance on main gun shots, reduce its scatter by 2 and enhance the barrage (slightly better damage, 8 large shots instead of 6).
- The 6/8 SHELLS deal 121/138 bdmg with 80/100/130 mods; the 20 NEEDLES deal 20 bdmg with 80/100/130 mods. The damage of both is modified by 100% of the unit's FP.
- Deal +10% Damage to IJN/KMS/RM/Siren units; if sortied with 3 other HMS units, gain +20% FP/AA/Reload/Evasion.
- Every 24s, 70% chance to fire a mediocre barrage; if KGV mounts a 356mm Quad, reduce the cooldown of her first volley by 75%, gain +20% CritChance on main gun shots, reduce its scatter by 2 and enhance the barrage (slightly better damage, 8 large shots instead of 6).
- Desc: Takes a King to put an upstart Prince in its place.
Heh, typical nobles. Profiting from their underlings and giving next to nothing in return.
While KGV is yet another sovereign who doesn't buff back her fellow countrywomen, there's no denying the buff she receives from them is both quite simple to attain (the HMS is spoiled for good backline choices) and substantial; not only that, her damage buff is hardly ever out of a job considering 99% of the enemies in PvE are IJN.
As for the 356mm, long story short - it only overtakes the good ol' 406MK6 if her first volley lands most of its shots and hits something valuable, otherwise the long cooldown and the subpar damage eventually catch up to her; it won't cripple her but she won't benefit a whole lot from it either, and her barrage is fairly anaemic anyway so buffing it isn't too desirable a prospect.
In short, she's a big burly beatstick that'll benefit from having some HMS cheerleaders around. Only let her be the flag if nobody else has a better barrage.
While KGV is yet another sovereign who doesn't buff back her fellow countrywomen, there's no denying the buff she receives from them is both quite simple to attain (the HMS is spoiled for good backline choices) and substantial; not only that, her damage buff is hardly ever out of a job considering 99% of the enemies in PvE are IJN.
As for the 356mm, long story short - it only overtakes the good ol' 406MK6 if her first volley lands most of its shots and hits something valuable, otherwise the long cooldown and the subpar damage eventually catch up to her; it won't cripple her but she won't benefit a whole lot from it either, and her barrage is fairly anaemic anyway so buffing it isn't too desirable a prospect.
In short, she's a big burly beatstick that'll benefit from having some HMS cheerleaders around. Only let her be the flag if nobody else has a better barrage.
- HMS Queen Elizabeth(T1 w/ FULL HMS fleet, the less HMS units the lower the tier)
- Skill:
- +15% FP/Torp/AA/Aviation/Evasion/Reload to all HMS ships.
- Desc: Monkey business.
The ex-core of every HMS fleet, the simian queen has fallen quite roughly to the wayside in favour of much stronger shellers (eg. Monarch/Hood), supporters (eg. Duke of York) or both (eg. Hyuuga), buff notwithstanding.
Fielding her in a full HMS fleet is one of her few last semi-practical applications, if you can stomach the rather poor quality of the average HMS vanguard.
Also, her age is starting to show...
Fielding her in a full HMS fleet is one of her few last semi-practical applications, if you can stomach the rather poor quality of the average HMS vanguard.
Also, her age is starting to show...
- HMS Renown(T1.5 if deployed w/ Queen Elizabeth)
- Skill:
- Upon first Main Gun fire, +15% Damage to all subsequent salvo (does not stack nor reset).
- Desc:
Lo and behold, owing to solid FP and Reload as well as a good skill the Saberface's damage output is pretty good. DD secondary guns however mean she won't really be able to defend herself properly.
- HMS Warspite(T1.5 if deployed w/ Queen Elizabeth)
- Skill:
- Every 15s and aimed at the farthest available target, launch a barrage.
- The 2 SHELLS always crit and deal 154 bdmg with 30/130/110 mods. Their damage is modified by 80/100% of the unit's FP (PvP/PvE) and a 110% Coefficient.
- Every 15s and aimed at the farthest available target, launch a barrage.
- Desc: 'The Queen's Royal Corgi'.
Warspite's historical achievements may be impressive, but AL does little justice to them beyond giving her the highest base FP of all BB (PR notwithstanding) and an okay statline elsewhere. What brings her down is partly her effective FP being lower than many others', but mostly her useless skill: an automated, autocritting barrage sounds great, until you realise it struggles immensely hitting anything that's not a stationary target and that the AP modifier makes it useless against the very common Light Armour in the game.
Also, she's a corgi.
Also, she's a corgi.
- IJN Izumo
- Skill:
- Upon firing the Main Gun, 70% chance to launch a barrage
- The 36 NEEDLES deal 104 base damage with 50/135/120 modifiers. Their damage is modified by 120% of the unit's FP.
- Take -35% AP damage, but take +6% Ignition damage and extends Ignition duration by 3s.
- Deal +15% damage vs Sirens.
- Upon firing the Main Gun, 70% chance to launch a barrage
- Desc: Consistently bad.
One really has to wonder what has Izumo ever done to developers to warrant such a treatment.As awful in AL as she is in WoWS, Izumo is bad by any standard - her barrage barely scratches Light Armour while being unable to bypass it due to the parallel shots, her 'defensive' skill harms her much more than it does protect her due to the complete absence of enemy BB AP (and prevalence of BB HE), and worse still, as a barrage boat she needs flagship slot... while sharing Mikasa and Nagato's nation.Her sole saving grace is her exceptional statline, and even then it is marred by high Oil costs, comparatively low Efficiencies and is far from making any significant difference.Bad not just by PR standards but as a whole, there is little to no reason to ever use her over any other barrage boat.
- IJN Mutsu
- Skill:
- Upon firing the Main Gun, 40% chance to launch a barrage.
- It's the same barrage Nagato gets.
- Upon firing the Main Gun, 40% chance to launch a barrage.
- Desc:
An oversized monitor like Rodney or Nelson, but with an actually good barrage and better stats.
Honourable Mentions:
- Skill:
- Every 20s, 60% chance to launch a barrage.
- The 30 SHELLS deal 108 bdmg with 100/80/60 mods; the 22 NEEDLES deal 108 bdmg with 100/80/70 mods. The damage of both is modified by 100% of the unit's FP.
- Every 20s, 60% chance to launch a barrage.
- Desc: 'The poor man's Barrage Boat.'
A description partly in jest, and partly absolutely accurate - compared to a normal BB, they are incredibly frail (barely 3k HP with Light Armour) and considerably weaker (low FP, slightly lower Efficiency, one less salvo per volley), but they also cost a fraction than what they do and still get truly impressive barrages.
How does this come together? As pint-sized discount-costed powerhouses for early world farming, that's how: while low, their Firepower is enough to stop fireboats in their tracks, and if given enough Evasion, they can be reliably expected to evade incoming BB salvo, prolonging their operational time much beyond what their abysmal statline would lead you to believe.
Monitors can be expected to auto their way up to W8 or 9 with little resistance. Any further, though, and auto becomes almost impossible as enemies get more accurate, tougher and more powerful: the moment a BB opens up on them, they're already dead.
How does this come together? As pint-sized discount-costed powerhouses for early world farming, that's how: while low, their Firepower is enough to stop fireboats in their tracks, and if given enough Evasion, they can be reliably expected to evade incoming BB salvo, prolonging their operational time much beyond what their abysmal statline would lead you to believe.
Monitors can be expected to auto their way up to W8 or 9 with little resistance. Any further, though, and auto becomes almost impossible as enemies get more accurate, tougher and more powerful: the moment a BB opens up on them, they're already dead.
- HMS NelsonHMS Rodney
- Skill:
- Upon firing the Main Gun, 40% chance to launch a barrage.
- The 44 NEEDLES deal 156 bdmg with 100/80/70 mods. Their damage is modified by 100% of the unit's FP.
- Upon firing the Main Gun, 40% chance to launch a barrage.
- Desc: 'Newbie traps.'
So you just started playing and found these two BBs. Their barrages fire lasers everywhere and melt mobs and they look pretty tough, so they've gotta be good, right?
Well, no, not really. It'll be like that only early on, where enemies tend to fall to a stiff breeze anyway, but the moment they're faced by serious opposition and normal (eg. 1.5k / 2k HP per trash mob) HP pools, the weaknesses of said barrage quickly come to the fore: low proc rate, proc fixed to main gun fire (which means having to take faster and weaker guns to fish for said procs), super-wide pattern subject to massive scatter and unable to hit what's directly in front of them, poor armour modifiers and poor base damage.
In short, their barrage is the only notable feature they have - and it's both unreliable and weak.
Avoid.
Well, no, not really. It'll be like that only early on, where enemies tend to fall to a stiff breeze anyway, but the moment they're faced by serious opposition and normal (eg. 1.5k / 2k HP per trash mob) HP pools, the weaknesses of said barrage quickly come to the fore: low proc rate, proc fixed to main gun fire (which means having to take faster and weaker guns to fish for said procs), super-wide pattern subject to massive scatter and unable to hit what's directly in front of them, poor armour modifiers and poor base damage.
In short, their barrage is the only notable feature they have - and it's both unreliable and weak.
Avoid.
- USS ColoradoUSS West VirginiaUSS Maryland
- Skill:
- Upon firing the Main Gun, 40% chance to launch the same barrage Rodney/Nelson get.
- (Maryland) When her HP drops below 70% increase her damage dealt based on how low her HP is, up to +35%.
- Desc: 'The pits.'
You know what was just said about Nelson and Rodney? Well, they're even worse, courtesy of their weaker statlines and lack of CL guns; as for Maryland's +Dmg on low HP, it goes without saying that if you're taking damage, you're in an undesirable situation to begin with.
Outgunned, outskilled, outcosted. With no hyperbole, they ARE the worst BBs in the game.
Outgunned, outskilled, outcosted. With no hyperbole, they ARE the worst BBs in the game.
BBV
Tier 0:
- IJN Hyuuga Kai
- Skill:
- Grant +15% FP to the backline.
- Gain +20% FP.
- 10s after battle start, 10s cooldown after each use and used only when an enemy gets too close, fire 4 converging CA shells.
- Desc:
The only aviation battleship to improve in every possible respect after her Kai, the new-and-improved Hyuuga doesn't only sport the customary brutal firepower and enough Main Gun Efficiency to thorougly brutalize what she hits despite the loss of one gun mount, but also retains good self-defence capabilities with her protective barrage.
The seaplanes are still middling at best, but you're paying no price for a BB with access to a screenclear - that's more than good enough.
The seaplanes are still middling at best, but you're paying no price for a BB with access to a screenclear - that's more than good enough.
Tier 0.5:
- IJN Ise Kai
- Skill:
- Gain +20% FP.
- Ise Kai's first two airstrikes have their cooldown reduced by 25% and launch 2 Suisei dive bombers; if a CV/L is present in the fleet, these bonuses remain active.
- Desc:
Still the more powerful yet less useful sibling, Ise Kai fully embraces her nature as an instrument of destruction by improving her airstrikes to the point of respectability.Damage's still not on par with proper carriers, sure, but it's leagues better than what other BBVs gets in terms of both damage and cooldown - and the only thing better than a screenclear is a screenclear that can take out some enemies alongside the bullets.
(Dis)honourable Mentions:
- IJN Yamashiro KaiIJN Fusou Kai
- Skill:
- +20% FP to self.
- On first airstrike, launch additional Zuiun.
- Desc:
So this was already mentioned in the BB section, but to reiterate - Yamashiro and Fusou really get the short end of the stick here.
Their gains in term of Firepower and Efficiency are not only insufficient to properly compensate for the MGM-1 (loss of 1/3 salvo), they're vastly outgunned by their superior BBV brethren; and their special BBV skill is a Zuiun airstrike that falls well short of even weak CVL airstrikes.
In short, they're by all accounts a downgrade over their BB forms. Avoid like the plague.
Their gains in term of Firepower and Efficiency are not only insufficient to properly compensate for the MGM-1 (loss of 1/3 salvo), they're vastly outgunned by their superior BBV brethren; and their special BBV skill is a Zuiun airstrike that falls well short of even weak CVL airstrikes.
In short, they're by all accounts a downgrade over their BB forms. Avoid like the plague.
CV/CVL
Tier 0:
- USS Enterprise
- Skill:
- 70% chance on airstrike launch, airstrike deals x2 damage and Enterprise becomes invincible for 8s.
- Has a 3/3/2 loadout.
- Desc:
The best solo CV currently in the game, courtesy of her generally superior statline and a skill that can reliably lay the smackdown on waves and airwings alike - as well as provide some emergency damage absorption against incoming aircraft or shelling.
It's not all bombs and sunshine, though - while her proc rate is high, she is nevertheless very reliant on that proc to perform and her generalist Efficiencies tend to blunt her effectiveness somewhat.
It's not all bombs and sunshine, though - while her proc rate is high, she is nevertheless very reliant on that proc to perform and her generalist Efficiencies tend to blunt her effectiveness somewhat.
- IJN AkagiIJN Kaga
- Skill:
- First Airstrike launches 50% faster
- When paired, increase Air Power by 35%
- Have a 3/2/3 loadout.
- Desc: The Foxes launched first.
Well, there they are, the poster vixens of Azur Lane. Distintctive in both looks and performance, they dwarf literally every other Carrier in the game with their massive amounts of Airpower and get to launch faster than anyone else, guaranteeing swift victories in PvP and one and a half extra airstrike per battle compared to almost any other carrier.
As is customary for IJN sister ships, they truly shine when used together - but even when taken on their own, it cannot be understated how valuable that early launch (and extra screenclear) is.
As is customary for IJN sister ships, they truly shine when used together - but even when taken on their own, it cannot be understated how valuable that early launch (and extra screenclear) is.
- IJN Shouhou Kai
- Skill:
- On launching an airstrike, heals the escort fleet by 8% of their HP.
- On launching an airstrike, +15% Aviation to all CV/L for 8s.
- Has a 0/3/3 loadout.
- Desc:
Trades Unicorn's passive frontline Reload buff for a temporary Aviation buff and a significantly superior statline, HP pool aside.
Can't match Unicorn in air superiority, lacking fighters, but decisively asserts her dominance in raw damage output - which is what tends to matter the most, most of the time.
Can't match Unicorn in air superiority, lacking fighters, but decisively asserts her dominance in raw damage output - which is what tends to matter the most, most of the time.
Tier 0.5:
- USS Ranger Kai
- Skill:
- 15% activation when launching an airstrike, the next airstrike becomes available immediately
- 25% chance of inflicting double damage with airstrike
- Has a 0/6/2 loadout.
- Desc:
Also referred to as RNGer for obvious reasons, and infamous because of her potentially infinite damage, you need luck on your side to get the most out of her; even without the procs, though, very few carriers get close to the sheer damage output she can unleash thanks to her 8 sea-attacking planes and high Efficiencies, and none of them can manage it at her rock-bottom 9 Oil cost.
Beware her near-total lack of anti-air presence, though; without Fighters or AA guns to speak of, there's little she can do about enemy planes.
Beware her near-total lack of anti-air presence, though; without Fighters or AA guns to speak of, there's little she can do about enemy planes.
- HMS Unicorn
- Skill:
- On launching an airstrike, heals the escort fleet for 8% HP
- Increases Reload of escort fleet by 15%
- Has a 3/0/3 loadout.
- Desc:
Arguably the best pure support CVL in the game, between the heal, the reload buff and the fighter support she provides a lot of value simply by existing; and stopping her from existing is quite hard given her large HP pool, at least for the class.
Do not expect much from her in terms of DPS, though.
Do not expect much from her in terms of DPS, though.
- IJN Shoukaku(T0 w/ Zuikaku)
- Skill:
- On launching an airstrike, gives a fleetwide increase of damage dealt by 10% and reduces damage taken fleetwide by 10% for 12s
- When paired, increases Air Power by 30% and INCREASES damage taken by 5%
- Loadout: 2/2/4
- Desc:
More support-based than her sister and frailer than she when her other half is around, but more than makes up for it thanks to the +30% Airpower she gets as well as the buffs she throws out (which incidentally also partially negate the debuff).
Her buffs and layout are good enough to warrant usage even solo.
Her buffs and layout are good enough to warrant usage even solo.
Tier 1:
- USS Saratoga Kai
- Skill:
- Every 10s, fires a 3x2-bullet HE salvo (dmg scales with Airpower).
- Upon airstrike launch, grants +15% damage output to the vanguard for 8s.
- Upon airstrike launch, 70% chance to deploy 3 aimed torps inflicting Ignition and Flooding from three planes.
- Has a 2/6/0 loadout.
- Desc: Puella Magi Toga Magica.
Saratoga's Kai doesn't significantly change her playstyle: she's still the powerful DB-focused CV she's always been, but with a considerably improved statline that further emphasises her strengths. Extremely solid, even from a HP standpoint.
Her Kai skill, just like her gunfire skill, is best regarded as a bit of free additional damage than a reliable contribution to the fight - the extra planes have aimed torpedoes and the DoTs they inflict are fairly weak, but it's still better than most CV do in their downtime.
Her Kai skill, just like her gunfire skill, is best regarded as a bit of free additional damage than a reliable contribution to the fight - the extra planes have aimed torpedoes and the DoTs they inflict are fairly weak, but it's still better than most CV do in their downtime.
- USS Yorktown
- Skill:
- Once per battle, if Yorktown's HP falls below 20% she heals herself by 25%.
- Upon receiving damage and on a 20s cooldown, launches a retaliatory 3-plane barrage.
- The 3 DIVE BOMBERS each carry 1 2000lb bomb (291 bdmg with 70/105/125 mods) and 2 100lb bombs (111 bdmg with 80/85/100 mods). Their damage is modified by 80% of the unit's Aviation.
- Loadout: 3/3/2
- Desc: Putting the 'fleet' in 'fleet carrier'.
One of the hardiest and most well-rounded carriers in the game, Yorktown can cover any role admirably well, courtesy of her balanced plane loadout, her frontline buff, her self-heal and her personal SBD squadron, ready to bust the heads of whoever thought she was easy pickings.
Do NOT think she can solo backline past W6, though. Carriers aren't made for that and she's no exception.
Do NOT think she can solo backline past W6, though. Carriers aren't made for that and she's no exception.
- IJN Hiryuu(T0.5 w/ Souryuu)
- Skill:
- Once a battle, upon taking lethal damage, will not sink and will evade all attacks for 15s, simultaneously launching an additional airstrike
- When paired with Soryu, increases Air Power by 35%
- Loadout: 3/2/3
- Desc:
The stubbornest Kaga ever. Very comparable to the white kitsune in statline and efficiencies, though slightly inferior; what sets her apart from the fox is her skill, allowing her to narrowly avoid death and strike out for one last hail mary. Could win you battles both in PvE and PvP, but don't build on it.
- IJN Souryuu(T0.5 w/ Hiryuu)
- Skill:
- On launching an airstrike, increases escort fleet Damage by 15% for 8s
- When paired, increases Air Power by 35%
- Loadout: 3/3/2
- Desc:
A dive bomber focused Kaga, giving up her fast launch for a frontline buff. Skills aside, what was said about Hiryuu applies to Souryuu as well.
Tier 1.5:
- USS Langley Kai
- Skill:
- Increases experience gained by CV by 15%
- Increases Reload for CVL by 15%, does not stack with other command skills that have similar effect.
- Has a 6/2/0 loadout.
- Desc:
Once considered a liability due to the much reviled F/F/B loadout and an exp boost as a primary skill, Langley Kai's fortunes changed drastically with the advent of Air Superiority mechanics; not only do those fighters contribute almost or over twice the amount other types of planes do, but they're also extraordinarily cost-effective as well as slightly more readily available than usual.
- USS LexingtonUSS Saratoga
- Skill:
- Every 10s, fires a 3x2-bullet HE salvo (dmg scales with Airpower).
- Upon airstrike launch, grants +15% damage output to the vanguard for 8s.
- Have a 2/6/0 loadout.
- Desc:
These two ships are identical in use (albeit not in popularity, only Saratoga has a Kai to this day), and specialize in clearing smaller enemy fleets due to their bomber focus and special salvo.
They don't launch fast, but when they do they really leave a mark - make sure to stagger the launches as to not overwrite the Damage buff, though.
They don't launch fast, but when they do they really leave a mark - make sure to stagger the launches as to not overwrite the Damage buff, though.
![List List](/uploads/1/2/3/5/123591376/686227802.jpg)
- HMS Ark Royal
- Skill:
- Upon airstrike launch, reduce all on-screen enemies' speed by 60% and launch 3 biplanes armed with 1 aimed torpedo each.
- 25% chance to do double damage on Airstrike.
- Has a 0/2/6 loadout.
- Desc:
A rare Torpedo-focused CV, coming stock with two TB slots and a skill that lets her launch even more WHILE slowing any enemy on the screen.
Whether it's boss-busting or wave-clearing, give her the appropriate planes and she'll do a pretty good job - just don't expect much of anything from her terrible DBs, and definitely do not expect your carrier-based torp to magically all hit afterwards.
Whether it's boss-busting or wave-clearing, give her the appropriate planes and she'll do a pretty good job - just don't expect much of anything from her terrible DBs, and definitely do not expect your carrier-based torp to magically all hit afterwards.
- HMS Illustrious
- Skill:
- Upon airstrike launch, grants every vanguard unit a shield for 10% of Illustrious' max HP, lasting 8s.
- Has a 6/0/2 loadout.
- Desc: Zero to (AS) Hero.
A very defensive-focused CV with double fighter slots, a shield generator and staggering amounts of Air Superiority. Her low DPS is the stuff of legend.
Her niche is providing air superiority and protecting the frontline from harm through her shields - helpful, and while they won't replace proper healer support, they WILL help with skills proccing on damage sustained (eg. Eldridge) and keeping vanguards light on HP (eg. DDs) running for longer, especially on torpedo strikes.
Her niche is providing air superiority and protecting the frontline from harm through her shields - helpful, and while they won't replace proper healer support, they WILL help with skills proccing on damage sustained (eg. Eldridge) and keeping vanguards light on HP (eg. DDs) running for longer, especially on torpedo strikes.
- IJN Ryuujou
- Skill:
- Upon airstrike launch, 70% chance for +15% Aviation (self) and +15% Reload (all CVL) and -15% damage received (all CV/L) for 8s
- 5 seconds after her first two airstrikes, launches 3 additional Suisei (dropping x1 1000lb bomb, x2 100lb bombs).
- Has a 3/0/3 loadout.
- Desc:
A decent little cheerleader for the rest of your carriers, armed with a limited complement of surplus Suisei to throw out and a solid statline to supplement the smattering of buffs she throws out. Ok.
- KMS Graf Zeppelin(T0 w/ other KMS units)
- Skill:
- 30% increase in efficiency for equipped German planes.
- All KMS ships in fleet take 15% less damage.
- Has a 2/6/0 loadout.
- Desc: IT'S NOT JUST A PHASE, MEIN KOMMANDANT!
The single toughest CV in the game, courtesy of her ludicrous HP pool (6.8k), the flat damage cut she extends to every KMS unit in the fleet (herself included) and the couple of 150% ME155s she can field to keep the skies clear; and as for the offence, she's no slouch either with her remarkable six 160% Efficiency Stukas.
Her only real flaw is her lacking Reload, a mere 100 compared to most other top-of-the-line carriers - and, of course, her lack of synergy with non-KMS units, so keep her in there and she'll do work.
Her only real flaw is her lacking Reload, a mere 100 compared to most other top-of-the-line carriers - and, of course, her lack of synergy with non-KMS units, so keep her in there and she'll do work.
Tier 2:
- BIG WASP YO (USS Hornet)
- Skill:
- Upon airstriking, 60% chance to launch a barrage.
- The 12 BOMBS deal 222 bdmg with 80/90/110 mods. Their damage is modified by 100% of the unit's Aviation.
- 25% chance to inflict double damage with her airstrike.
- Has a 3/3/2 loadout.
- Upon airstriking, 60% chance to launch a barrage.
- Desc:
Once a meme, now a force to be reckoned with. Think of her as a barrage boat in carrier form - her main job is blasting ships into smithereens, and she does that remarkably well with two powerful skills dedicated precisely to that and a solid statline.
Just don't expect much in the way of support, beyond the air coverage provided by her okay fighters.
Just don't expect much in the way of support, beyond the air coverage provided by her okay fighters.
- HMS Chaser
- Skill:
- Upon airstrike launch, 15% chance to immediately reload it.
- Upon airstrike launch, reveal all submarines on the screen for 10s and launch three biplanes armed with depth charges and two parallel torpedoes each.
- Has a 3/0/3 loadout.
- Desc:
Chaser had a look at Ranger before leaving for the Royals and realised she was up to something good.
With functionally 9 planes at her back and call without giving up her AA guns or high Reload, she can handily rival most other CVL in DPS while keeping some support capabilites to her credit - as well as a decent chance to throw out torrents of planes.
That said, she's still mostly an attack craft - her ASW capabilties, while a nice touch, are entirely useless on non-ASW maps and unnecessary there, given how easily dealt with subs are.
With functionally 9 planes at her back and call without giving up her AA guns or high Reload, she can handily rival most other CVL in DPS while keeping some support capabilites to her credit - as well as a decent chance to throw out torrents of planes.
That said, she's still mostly an attack craft - her ASW capabilties, while a nice touch, are entirely useless on non-ASW maps and unnecessary there, given how easily dealt with subs are.
- IJN Zuikaku(T0 w/ Shoukaku)
- Skill:
- Increases next airstrike damage by 20% on launching airstrike, stacks up to 3 times
- When paired, increases Air Power by 20% and takes 20% less damage
- Has a 2/3/3 loadout.
- Desc:
An extra-tough carrier designed for prolonged fights, which basically means 'boss battles only'.
Her skill barely contributes to most battles, and without her sister ship she's missing out a fair chunk of the stats that let her ramp up be as effective as it can be.
Her skill barely contributes to most battles, and without her sister ship she's missing out a fair chunk of the stats that let her ramp up be as effective as it can be.
Honourable Mentions:
- USS Bogue Kai
- Skill:
- 15% activation when launching an airstrike, the next airstrike becomes available immediately
- Increases AA for backline by 15%, does not stack with other command skills that have similar effect.
- Has a 3/3/0 loadout.
- Desc:
Similar in concept and usage to Ranger, her airstrikes come out faster but don't provide close to the same weight of fire.
Still, high plane efficiency coupled with a neat AA buff for the backline allows her to be decently useful and cost-effective in most situations.
Still, high plane efficiency coupled with a neat AA buff for the backline allows her to be decently useful and cost-effective in most situations.
- USS Wasp
- Skill:
- When deployed w/ at least 1 HMS backliner and upon airstrike launch, 50% chance to launch a Spitfire squadron.
- Has a 3/3/2 loadout.
- Desc: SMOL WASP YO!
The cheapest CV in the game, by virtue of her Blue rarity... and that's pretty much it, as far as remarkable features go.
Her staline is somewhat lacklustre, her skill doesn't add much to her DPS and pushes you into using HMS backliners.
While definitely usable, her only real use case would be plugging Hard Mode enforced ship requirements.
Her staline is somewhat lacklustre, her skill doesn't add much to her DPS and pushes you into using HMS backliners.
While definitely usable, her only real use case would be plugging Hard Mode enforced ship requirements.
- IJN Akagi-chan
- Skill:
- If in a fleet with 3+ IJN units, 12s after the start of the battle launches a special plane barrage (3 Type 99 w/ x1 500lb, x2 100lb bombs; 80% Aviation)
- Upon airstriking, the vanguard ship with the lowest HP becomes invincible for 5s.
- Has a 3/2/3 loadout.
- Desc:
Smol Akagi is an interesting little thing, with those invincibility-granting airstrikes of hers - but lacking a real purpose in an environment crowded with excellent IJN DPS carriers, not least of which Akagi proper (against which her barrage really can't stack up), and a better vanguard protection in the form of Illustrious' bubble.However, invincibility can go where no bubble has gone before in EX maps...
- IJN Houshou
- Skill:
- Increases experience gained by CV/L by 15%
- +15% Aviation to all CV/L for 8s after Houshou launches an airstrike.
- Has a 3/0/3 loadout.
- Desc:
The first carrier to ever sail the seas, and it shows. As THE early prototype for the ships that would later dominate the oceans, she's incredibly weak and brought further down by her mandatory CL gun - which can barely deal scratch damage, owing to her 0 Firepower statline.
Why is she even mentioned, then? Because her +XP skill stacks with Langley's, that's why, and having her around as a 0LB exp booster may be a good idea to hasten the leveling process.
Why is she even mentioned, then? Because her +XP skill stacks with Langley's, that's why, and having her around as a 0LB exp booster may be a good idea to hasten the leveling process.
- KMS Zeppy
![Azur Lane Tier List Azur Lane Tier List](/uploads/1/2/3/5/123591376/634418622.png)
- Skill:
- Every 8s, gain a stack of +80FP; when 3 stacks are reached, fires a special barrage (large V of AP shots with minor diagonal lines of AP shots) with increased damage if mounting a CL gun.
- Gain +5% AA, Aviation and Reload for every KMS unit in the fleet.
- Has a 3/3*/0 loadout; her 3rd slot may be filled with a Dive Bomber (launches two planes) or a CL gun (fires twice).
- Desc:
The one and only carrier fully capable of defending herself, and actually contributing somewhat to the fight through her barrage.
A remarkable claim to fame for her class, but somewhat let down by her poor efficiencies and poor offensive statline; fielding her in a KMS fleet is all but necessary to have her compete in battle effectiveness with light carriers.
She does keep Tirpitz happy, though.
A remarkable claim to fame for her class, but somewhat let down by her poor efficiencies and poor offensive statline; fielding her in a KMS fleet is all but necessary to have her compete in battle effectiveness with light carriers.
She does keep Tirpitz happy, though.
SS
A few preliminary notes
'Submarines' are powerful but specialized tools that behave rather differently from your ordinary fleets.Here's a quick rundown of how they work.
- You cannot control them directly; each sub has her own hunting pattern and different priorities when it comes to movement, and the fleet will stay within the boundaries of its lead sub's hunting range.
- Submarine fleets move up to 2 squares per turn to automatically attack enemy nodes within range, shaving off up to 20% max HP (more with submarine-boosting meowfficers) off of ALL enemies in the node, and may also be summoned in battle if your regular fleets are fighting within hunting range. Map strike damage depends on the sub fleet's overall Power Rating, in-battle damage depends on the usual mechanics.
- Submarine fleets in battle act as a sort of tactical nuke button; when summoned they will join the fight in person and unleash inordinate amounts of torpedoes via barrages to brutalize everything unfortunate enough to be on screen at the time, then stay for roughly 20s (exact amount depends on their Oxygen stat, with 10 Oxy equaling 1s) firing their 'regular' torpedoes until they run out of O2 and have to surface.
- Submarine statlines are generally very similar to one another, barring a few exceptions; as it is with BBs and BCs, skills are the main discriminant here.
Given these premises, it quickly becomes apparent that submarine fleets are meant to be fielded as a trio; whether it be mauling nodes on the map or providing heavy torpedo support, they only reach peak efficiency as a full fleet, and in the case of map strikes such efficiency comes at no oil cost whatsoever.As such, this section does not contain tiers but specific recommendations and groupings - let's get to them.
- KMS U-73KMS U-81KMS U-556
- Skill (U-73):
- Deal +15% Damage to CV/L.
- Gain +6% Torp/Reload per KMS submarine in the fleet.
- Skill (U-81):
- Deal +20% Damage to CV; also, U-81's torps have a 15% chance to inflict Flooding (DoT similar to Ignition; 3s ticks, multiple procs do not stack but refresh duration) for 24s.
- Gain +40% Evasion; also, gain +7% Torp, Reload and Accuracy for every KMS sub in the fleet.
- Skill (U-556)
- Whenever an allied unit falls below 20% HP, launches a torpedo barrage; if Bismarck is in the fleet, the barrage improves.
- Gain +6% Torp/Reload per KMS submarine in the fleet.
- Desc: Achtung - U-Boot!
Given real world Germany's history with submarines, it comes as no surprise that the Ironblood gets the apex specimens of their class.
Simple yet brutally effective, U-81 is the lynchpin of the upcoming KMS trio - but she's no less effective for it, giving you a good taste of how effective the full size strike force will be.
About U-556... yes, having someone reach critical HP is a terrible condition, but she's also your only way to field a full Wofpack, so suck it up.
Simple yet brutally effective, U-81 is the lynchpin of the upcoming KMS trio - but she's no less effective for it, giving you a good taste of how effective the full size strike force will be.
About U-556... yes, having someone reach critical HP is a terrible condition, but she's also your only way to field a full Wofpack, so suck it up.
- USS Dace, IJN I-26, IJN I-58
- Skill (Dace):
- Deal +15% Damage to CA.
- Gain +40 Oxygen.
- Skill (I-26):
- Deal +15% Damage to CV.
- Gain +40 Oxygen.
- Skill (I-58):
- Deal +15% Damage to CA; also, launches a special toepedo barrage upon surfacing.
- Desc: O2 Jamming.
A rather diverse bunch of girls, these ones, but they all share a trait - their Oxygen tanks are ample enough to accommodate for two full Mark 16 torpedo volleys, which means they can safely be ran with dual Oxygen Torpedoes.
I-58 currently is the best one of the bunch, as she gets a special barrage to go along the extra O2.
I-58 currently is the best one of the bunch, as she gets a special barrage to go along the extra O2.
- IJN I-19
- Skill:
- 8s after joining the battle, launches a wave of penetrating torpedoes (up to 2 pierces, similarly to AP shells).
- I-19's torpedoes lose 1 Speed and deal +12% Damage.
- Desc:
An attack sub through and through, armed with a rather powerful penetrating barrage and stronger torpedoes stock.
Them being slower isn't as much of a hindrance as it sounds at first - given the long distances from which subs launch, a slow torpedo has a greater chance to catch the original target on its way back.
Them being slower isn't as much of a hindrance as it sounds at first - given the long distances from which subs launch, a slow torpedo has a greater chance to catch the original target on its way back.
AR
A few notes, and Vestal
'Repair Ship' is a misnomer for these crafts, to say the least. Here are the reasons why ---> https://pastebin.com/RucY4TwC
TLDR; they contribute little to nothing to the fight, their healing is pathetic and vastly outclassed as soon as you use more than a single DD for your vanguard, the +1 ammo is easily negated by a single ambush (and given the inability to attack surface targets they can't assist the fleet in the battle either) and they cost the same as the much superior healer options (Unicorn / Shouhou / Arizona).
However, Vestal - unlike Akashi - has a few redeeming features that make her worth taking along for lategame low(ish)-cost farming, provided you don't mind the increase in clearing times.
TLDR; they contribute little to nothing to the fight, their healing is pathetic and vastly outclassed as soon as you use more than a single DD for your vanguard, the +1 ammo is easily negated by a single ambush (and given the inability to attack surface targets they can't assist the fleet in the battle either) and they cost the same as the much superior healer options (Unicorn / Shouhou / Arizona).
However, Vestal - unlike Akashi - has a few redeeming features that make her worth taking along for lategame low(ish)-cost farming, provided you don't mind the increase in clearing times.
- USS Vestal
- Skill:
- Once per battle, Vestal heals a ship under 20% HP by 20% of the healed's HP; if the target is Enterprise, the healing amount is increased by 50%.
- Begin each Sortie with 3 Emergency Repairs (consumable +10% fleetwide HP heals, used in the map screen).
- Desc: 'Vestal is Bestal'.
'Wait, Vestal? Why not Akashi? Isn't her heal better?', you may be asking yourself - and you'd be right, Akashi's healing capacity is technically better. And it doesn't matter in the slightest.
As covered above, Repair Ships are terrible healers and far outshone by cheaper/stronger/both options; competing with them is a lost cause.
What you seek in a Repair Ship is utility, and Vestal brings a surprising amount of it to the table: be it through her rescue skill, guaranteed to save an ailing backliner's sorry arse, her stellar AA suite (two AA gun slots, each benefiting from the ARs' inbuilt +1 AGM, and three auxiliary slots you can fill with AA radars to kick her plane offence into high gear), and the usual 3 fleetwide consumable heals.
She won't clear quick and she's obviously more suited to high-AA environments, but she will get the job done.
As covered above, Repair Ships are terrible healers and far outshone by cheaper/stronger/both options; competing with them is a lost cause.
What you seek in a Repair Ship is utility, and Vestal brings a surprising amount of it to the table: be it through her rescue skill, guaranteed to save an ailing backliner's sorry arse, her stellar AA suite (two AA gun slots, each benefiting from the ARs' inbuilt +1 AGM, and three auxiliary slots you can fill with AA radars to kick her plane offence into high gear), and the usual 3 fleetwide consumable heals.
She won't clear quick and she's obviously more suited to high-AA environments, but she will get the job done.