If stacking AS is what you need but you'd rather not focus on carriers, look no further. The 12 SHELLS deal 20 bdmg with 135/95/70 armour modifiers. 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. Have fun. While DDs aren't particularly good at AA, they do get Main Gun +1 and their skill actively encourages hunting those planes down. Gain +5% AA, Aviation and Reload for every KMS unit in the fleet. Her DPS starts out low but - given enough time and luck - grows to respectable levels and is further helped by the Armour Break; speaking of which, the slash she fires has low damage too but it is well capable of piercing enemies from one end of the screen to the other, which is nice (and concerning if you let so many enemies pile up). Her retaliatory barrage is pretty strong, but you should try not to proc it; les torpeilleures can't patch themselves back up! Upon battle start, gain a frontal torpedo shield; the shield lasts 20s and is respawned every 30s. Beware the lack of support, though; while her AA isn't Helena-tier bad, it is still bad by CL standards, and her buffs only affect herself. Ok. Desc: They wanted a Yamato. Gear is very important in order to have them perform. 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). If the Airspace Control status isn't Air Denial or Air Incapability, gain +15% FP/Torp/Reload. Well, the Kai's come and gone, and Warspite's left in a slightly better position than she originally was - as far as PvE is concerned, at least. That said, like most KMS DD, her normal torpedoes are pretty bad and will bank on her gunnery to pull through. If deployed with USS CV/L, grant them +7% AA and +15% Aviation; if sortied without, gain +12% FP and +15% Evasion. The first real DD to hit the seas, and boy does it show. Had that been it, they would've made for a roughly equivalent pair; but as it stands, she is saddled with a detrimental ammo swap mechanic that prevents her from fully harnessing her power and a shield skill that is only marginally better than Prinz's by virtue of being a guaranteed proc (and the least said about the Dev35 buff it enjoys, ie. AA light cruisers can usually equip DD guns as their main guns therefore this is a viable option for both gun damage and AA bonus. Good torpedoes on a gunboat frame are unique more than they're rare, but you can't fault the results. No, she's still a Taskhent and this means she's still a beast with a few caveats. Gain +12% FP and Reload; if sortied with KGV / Monarch / Duke of York / Prince of Wales / 3+ HMS units, gain a further +12% FP and AA. At long last, here is the "frontline BB" the playerbase has dreamed of for ages, and how closely does she match that moniker! tldr; BB/BC and CV/CVL do different things, holding them to the same standards makes little sense. The Jolliest Roger of them all. About U-81... she torpedoes harder and gains more than the others from having fellow countrychildren around. 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. Tough, reliable and prodigal of bullets workhorse of the Northern Parliament, Chapayev sweeps the field with both her regular barrage and her special one; neither is especially powerful, per se, but the volume of fire is considerable and the patterns are just about the right size to land damage on enemy waves, meaning it can and will add up if given the chance. One of the most peculiar examples of carrier the war has birthed, Béarn is a very unconventional creature focusing on providing semi-costant fire support, be it through her barrage and CL guns or the accelerated airstrike and the post-cooldown extra airstrikes. DO THIS. Upon launching torpedoes, 30% chance to launch a special torpedo barrage and gain +12% Evasion for 6s. Her second skill being susceptible to killsteals by allied carriers or AA, and her third skill being nigh-on useless when planes aren't involved, doesn't help matters either. Mob-to-boss fleet carrier support; mob fleet carrier support, light AA support, light DPS. Upon firing AA guns, 25% chance to gain +40% AA and lose -20% FP for 3s. Besides, fireworks go great with a nice, starry night. 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. Ever wanted to use Hammann but didn't want to deal with her terrible stats and weaponry? Giulio Cesare's status as a WW1-era dreadnought is made very apparent by her lacking statline, as well as the hilarious amount of shots the puts out when barraging; and while they are solid shots, by most indications, they're still tied to a coinflip you'd rather not make if you could help it. As it turns out, the much-desired third Dido-class member for the vanguard Dido wants is Dido herself. 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. Prémiere vanguard CVeerlader, Yuugure Kai is a rather standard IJN DD (great torpedoes, non-existent gunnery and AA) with a no-nonsense, straightforward couple of buffs for your precious backline carriers. Max 12 stacks. 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. Gain +20 Oxygen and deal +15% damage to Light Armour; also, launcha a special torpedo barrage upon surfacing. It has the unique distinction of being so bad it's not worth even taking into consideration when picking gear. The triple 406 has a whopping dps of 19.48 and shot damage of 3x156 with a reload of 24s. Forget about the self-buff if sortied with Akatsuki-class DDs, they aren't worth using in the first place unless you particularly like them. Her staying power is also impressive, in part because of the excellent statline, in part because of the +Evasion, and in part because of the anti-torpedo shield (which counterintuitively you want to keep safe, as it increases her damage output). Fairly straightforward, extremely capable. Increases experience gained by CV/L by 15%. Deal +50% Damage with the first 3 torpedo spreads. Serviceable enough. Profiting from their underlings and giving next to nothing in return. A. DPS can be Gun, Torp, Plane or Barrage focused, and can be Light / Below Average / Medium / Above Average / Heavy / Extreme. Launches a special torpedo barrage with 70% Ignition chance upon surfacing. Upon battle start, grant +12% Aviation and +10% Reload to every CV/L in Casablanca's fleet and her first airstrike's cooldown is -25% shorter; also grants +8% Aviation and +8% Reload to every CV/L in the fleet Casablanca is NOT in. Upon battle start, grant +10% Main Gun Efficiency and +15% Accuracy to all Northern Parliament DDs armed with Northern Parliament guns. Every 20s, 25% chance to grant +25% Reload to the entire fleet for 8s. It's a good set of skills, to be sure, but it's unlikely to see much usage. Fine. Her torps in particular have shot up a fair few notches, going from an afterthought to her main source of damage, while also making adequate gains in staying power. They are modified by 100% of the unit's FP. Both are modified by 100% of the unit's FP. lv120, BiS gear, SL10 across the board). I-19's torpedoes lose 1 Speed and deal +12% Damage. "Repair Ship" is a misnomer for these crafts, to say the least. They are modified by 80% of the unit's Aviation stat. Well me neither, but there she is anyway. Both are modified by 100% of Intrepid's Aviation stat. [General Purpose] F6F Hellcat; SB2C Helldiver; Ryusei; Hydraulic Catapult; Homing Beacon, [Poverty] F4U Corsair; SB2C Helldiver or JU87 Stuka; Tenzan; Hydraulic Catapult; Homing Beacon. At 10s and every 15s after that, launches a random amount of torpedo bombers that number from 5 (7%) to, 3(12%), 2(51%), 1(30%) dropping 2 parallel torps each. The 4 TORPEDOES deal 54 bdmg with 70/90/120 armour modifiers. Jeanne d'Arc one-ups Sheffield in the 'vanguard protector' role, as her shields apply to every ship regardless of HP and are proper shields instead of a damage reduction, meaning at least some damage will be blocked entirely; better yet, if the personal shields were to break (as they are wont do during enemy bursts), the subsequent 2s of invulnerability let those units evade even more damage. 30% chance upon torpedo launch to launch a second spread. åãã¥ã¼ã¹ãµã¤ããé¦é½åã»é¢æ±å°æ¹ã®ãã¥ã¼ã¹ã¨çæ´»æ
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ã®æ¹ã«ã§ã親åã§ãã®ã§ããæ°è»½ã«åå ãã¦ä¸ããï¼æã®ã¿ã®åå ã大æè¿ã§ãï¼æ¥½èããæã¡ä¸ããï¼ é²è¡ (p)ãã°ä¼è¤20æãªã¼ãã³ 20æ30åã¹ã¿ã¼ã 23æ30åçµäºæé ¥2300(ã¯ã³ ⦠Nothing spectacular, but still very capable. Mounts a unique CA gun instead of the regular DD guns. Every 20s and if placed as vanguard rear, 70% chance to gain +15% damage and grant +15% damage to the vanguard lead for 10s. Le Memin returns to the fore as an angelic idol while retaining the kit concept behind the original: very good gunnery, valuable if quirky support, middling torpedoes, excessive amounts of speed. Every 12s, commence RNG FIESTA! 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. A useful and tough Torp-CA, all in all. Role: Upon performing ANY attack (autoguns, main guns, torpedoes; AA does not count), 40% chance to gain +40% FP for 8s. 60% chance upon Main Gun fire, grant all BB/C +20% damage output for 8s. As such, this section does not contain tiers but specific recommendations and groupings - let's get to them. Very solid and dependable, but obviously better with other Fletchers. Ships are evaluated according to their ability to act as a STAND-ALONE unit. If her Main Gun shots hit an enemy 10 times, that enemy takes +12% dmg from any destroyer in the fleet; also, upon destroying an enemy, Le Malin gains a +2% FP stack (up to +20%). They are modified by 100% of the unit's FP. 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. If you upgrade an enhanced equipment, you will receive a full refund of the plates (untested: T4 plates) and a partial refund of the coins used to enhance the equipment. Shortens Ignitions sustained by the flagship by -3s; gain +15% FP/AA for 8s when an enemy plane is shot down. DD : Ayanami = Z23 > Laffey > Kagerou = Tanikaze = Z1 > Nicholas = Cassin/Downes > Javelin > Foxhound = Shiranui, CL : San Diego* > Jintsuu > Leipzig = Leander > Kinu = Emile Bertin > Helena > Curlew/Curacoa > Abukuma = Ping Hai/Ning Hai (ONLY WITH YAT SEN) > Ajax/Achilles, CA : London > Mogami > Portland > Furutaka/Kako > Suffolk > Exeter, BB/C : Hyuuga > Warspite* > Ise > Yamashiro/Fusou (DO NOT TAKE LAST TWO NODES) = Nevada/Oklahoma, CV/L : Hiryu/Soryu > Shouhou > Langley > Ranger = Saratoga, PR1 : Monarch > Ibuki > Saint Louis > Neptune > Roon (unless focusing on KMS), PR2 : Georgia > Kitakaze = Gascogne > Seattle > Azuma > Friedrich der Grobe (unless focusing on KMS), PR3 : Odin = Champagne > Cheshire > Mainz > Drake. Upon joining the battle, launch a unarmed Saiun and grant +10% Damage to the backline. Gain a stack of +5% FP/RLD/Accuracy for every HMS units deployed in the fleet. Her Swordfishes and 'conventional' torp bombers are pretty brutal. On her 2nd, 4th and 6th battle of the sortie, take -12% dmg. Upon joining the battle, launch a Type 0 Seaplane armed with a single bomb and grant +10% Accuracy to all subs in the fleet. Every 12s, randomly launch a flight of 2 Hornets / 2 Fireflies / 2 Avengers. 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. Her buffs and layout are good enough to warrant usage even solo; so good, in fact, that you don't want to use her with Zuikaku. Increases Firepower of the entire vanguard by 15%. 5% chance on firing main gun to boost Firepower by 60% for 8s. The 10 SHELLS deal 140 bdmg with 135/85/70 modifiers; the 14 NEEDLES deal 30 bdmg with 100/8'/0 modifiers. Triple 381mm Prototype (BL 15" Mk III) Design. Gain +3 Speed and +18% Reload; for every KMS sub in the fleet, gain +6% Torp/Eva/Accuracy (up to +18%). Or don't, the buffs are minimal and there's no guarantee you'll get the ones you want when you actually need them. Has no additional MGM. Awful PR? Nicholas is a rarity among destroyers, in that she boasts both enough Firepower to face off with the best in her class and very solid defensive capabilities; a true generalist, even more so than Laffey considering her actually good torpedoes. Yes please! Duke of York) or both (eg. The 14 AP SHOTS deal 28 bdmg with 40/125/120 armour modifiers; the 44 HE SHOTS deal 20 bdmg with 120/60/60 armour modifiers. 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. Efficiency stays 160%. 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. She mounts CL guns (for a greater FP boost and better anti-fireship prowess), her FP and Efficiencies are much better, her barrage is AP (great for handling lategame priority targets and bosses) and she can even heal herself, extending her operational time well beyond that of her 'predecessor' while gaining Reload for every % of missing HP... what more could one possibly want from a battleship? 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. When alive in fleet, allied CV/L take -15% damage. Has Medium Armour, MGM+1 and torpedoes. So many cat puns. The historical records are curiously silent on the subject of suspiciously familiar-looking guardian faeries, but one cannot fault her effectiveness nonetheless: for all the 50s she's active it puts out a shocking amount of DPS, roughly equivalent to that of a second gun mount backed by her stats, and also doles out a little bit of slows along the way (not too relevant, but it's better than nothing anyway). A jack-of-all-tradeish unit whose skillset betrays her obvious Plane Hell oriented design, but who still packs a significant enough punch and remarkably useful enough support to put up a good showing for herself even outside the boundaries of W12 and W13. Upon surfacing, launch a torpedo barrage; also, her gunfire and barrage torpedoes have a 70% chance to lower the Reload/Acc of the enemies struck by 10%. 70% chance on Main Gun fire, launches a frontal barrage (damage based on skill level), also if the fleet contains 4 or more Sakura Empire ships she gains -45% cooldown on first Main Gun volley. 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. I-168's torpedoes lose 1 Speed and deal +12% Damage. If mounting an IJN DD gun, take -12% damage; if mounting a non-IJN DD gun, lose -50% AA Efficiency but gain +20% Main Gun Efficiency, +50% Torpedo Efficiency and launch a special torpedo barrage alongside the regular barrage. Sharing the same high-end gunship CA statline of her sister Baltimore (with the notable exception of the enhanced AA, a staggering 140% Efficiency), Bremerton can roughly dish out and take the same punishment of her sibling - with the crucial difference that Bremerton may mount either HE or AP guns and have her damage boost fill the gap between the two's anti-Medium performance, whereas Baltimore is locked into AP shelling. Upon taking damage, 8% chance to halve that damage. Also, gain a +5% AA/Evasion stack (up to +15%) upon destroying an enemy. Her first airstrike's cooldown is reduced by 40%; also, gain +10% Aviation for every other Muse unit in the fleet, up to +40%. Once per fight and upon any ally falling below 50% HP, gain +15% AA and reduce the damage taken by that unit by -15% for 12s. Not entirely unlike a few other DDs, most of Z2's DPS comes straight from her barrage rather than anything else; unlike them, however, this is by design and both her skills reinforce that notion, meaning she's at her best when manually controlled and firing non-stop and on the backfoot when she's not. Gain +40% Torpedo CritRate and +65% Torpedo CritDmg. The number indicates how many of that material is used by a recipe. Ever wanted a fourth vanguard ship but the game just won't let you stick in more? Ships unable to evaluated the above criterion (eg. Desc: The best progression BB you'll never use for progression. While this reduces its value as a general-use gun, it's a potent gun when fighting bosses with medium or heavy armour. Upon airstrike launch, reveal all submarines on the screen for 10s and launch three biplanes armed with depth charges and two parallel torpedoes each. 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. Rescued from the brink of ignonimy by a timely Kai, Curlew got the injection of stats and efficienicies she desperately needed to be even a little relevant - as well as a useful little carrier buff. 5s after Main Gun fire, launch. Upon joining the battle, grant +20% Accuracy to the vanguard. "Wait, Vestal? Decrease the damage the vanguard takes from enemy submarines by -12%; upon submarine fleet arrival in battle, heals them by 20% of their max HP; finally, whenever your submarines sink an enemy unit, gain a +3.5% damage stack up to a max of 6 stacks (+21% dmg total). and endure a shocking amount of abuse in the process. 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. 10s after the start of the battle, launch a torpedo spread; every 20s afterwards and on a 25% chance, launch a torpedo spread. Obtainable from: US boxes, 5-1, 8-1, 10-3, 11-1 Twin 100mm (Type 98) AA Gun Isuzu's retrofit went a long way towards cementing her position as the strongest solo AA powerhouse in the game, while also bolstering her thin hull - and giving her something to do when her monstrous AA isn't actually needed, in the form of some sizeable buffs to weapon efficiencies and some free torpedoes. A real one, this time around, and capable of fixing up backliners as well! The 15 STARS deal 122 bdmg with 110/110/110 armour mods; Ignition chance is 1.5% and they prefer to 'fall' on chibi first. and deploy either a 2-torp shield or a 10-shots shield for 10s, randomly picked. Courtesy of two ALEC veterans of ours, xscore#4740 and ʝimmy#8049, have some handy flowcharts. Rude. Upon taking damage (and on a 8s internal cooldown), 10% chance to gain +40% Evasion for 5s; once per battle and upon falling below 30% HP, lock EvaRate to 100% for 5s. Something to bear in mind is that, more than most Torp-CA, she is capable of handling shields; while torpedoes do slip past them, the SKC28 can shoot over them and her 20s barrage has a very high shot count, capable of punching straight through most of them (assuming the barrage lands, at least, which isn't unlikely given its tight and clustered pattern). [General Purpose] VF17; Ryusei; Quad Bofors; Hydraulic Catapult; Hydraulic Catapult, [Poverty] F4U Corsair; Ryusei; Quad Bofors; Hydraulic Catapult; Hydraulic Catapult, On launching an airstrike, heals the escort fleet for 8% HP. While she can work on boss fleets, so long as she gets some kills before it spawns and nobody else wants the flag slot, she's better off playing to her strengths. Their damage is modified by 100% of the unit's FP stat. Still, as long as you employ her for the surgical strikes she's made for, she has little to no rivals in her field. Blessed with one of the best vanguard barrages currently available once upgraded, and bolstered by buffs that naturally improve both her ability to barrage and the barrage itself, she's uniquely positioned to take advantage of an otherwise ignored feature of this class without sacrificing actual gunnery in the process. Is just one flagship not enough for you? Their damage is modified by 100% of the unit's Firepower. Just know that future trend might favor 410mm. 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. Allied ships with lower current HP than Sheffield at the start of battle have a 30% chance to take -50% dmg upon taking damage. As the common method of dealing with the Out of Ammo thing is to have a comp capable of handling those multiple fights, usually reliant on healing of some sort, in order not to take casualties and potentially reduce overall costs; Gloucester's skill grows 'stronger' the more units you take, however, which is something you'd rather avoid in a mob fleet because the costs would increase. Don't be fooled by the seemingly low statline - Mikasa has a lot more Firepower and Reload than meets the eye, courtesy of her truly astounding buff suite, and is the premiere flagship for a gun-focused IJN fleets. Gain a stack of +8% Firepower for every 5 torpedoes launched by Mogami that hit a target. 70% chance upon Main Gun fire to launch an. Skill: 40% chance to fire a special barrage when firing main gun. Your first good bearers of CL secondaries, owing to their high Firepower and Main Gun Efficiency (once partially retrofitted, that is; just DO NOT take the last two nodes). Desc: Kongou-class support craft. 60% activation every 20s, increases own FP by 40% for 10s. As the proud owner of not one, not two, but three whole separate plane 'barrges' and a bombardment-oriented plane loadout, she is guaranteed to set the oceans ablaze multiple times over, if given the chance(s) to do so - and even if said chances weren't forthcoming, her Heavy Armour, massive HP pool and defensive skill allow her to weather the storms until the next die can be cast. Every 20s, 30% chance to lower an enemy's Reload by -30% and Damage by -15% for 10s (targets humanoid ships first). +20% own Damage vs cargo ships, torpedo boats, suicide boats and DDs. Like all other French big guns (Gascogne aside), she too has only two Main Gun Mounts and starts the battle with them pre-loaded. Grant +15% Torpedo to the entire vanguard. She won't hit as often as Wichita or as hard as Chicago, but she's cheap, damn hard to kill and consistent. 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. A final caveat would be that the MK6 won't become a "bad" gun by any means, even in the future, because Azur Lane is an easy game. 381mm Triple M1934 is something of a sidegrade to the prototype 410mm triple. Surcouf is unique among subs for several reasons, not least of which her ability to stand her ground while surfaced. Unlikely to see any use outside of KMS fleets, and even those will find themselves hardly pressed to justify her presence. Packing offensive buffs for her enemies, defensive 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. Standard russian DD, which means she has remarkable bulk, good guns and terrible torpedoes. Gain +15% Eva/Torp, deal +25% damage to Medium Armour targets. That's pretty much it, really. While Tosa has two more barrages, as mentioned, only the main one is worth much credit. Every 24s, 70% chance to fire a mediocre barrage (6/8 spread out shots + thin V-shaped wave of parallel needles); 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). 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). Both are modified by 100% of the unit's FP. Has a 3/2*/3 loadout; her 3rd slot may be filled with a Dive Bomber (launches two planes) or a CL gun (fires twice). All Cruisers (CL/CA/CB) gain +15% Experience. An adequate carrier with no readily distinguishable quality, she doesn't DPS particularly hard (or much, for that matter) nor does she support particularly well; she's competent enough at her job and flings some extra planes about on airstike, but that's kind of it. 25% chance to activate when taking damage, decreases said damage to 1. The damage is modified by 100% of the unit's Aviation stat. Increase HE damage by 25% and chance to Ignite by 3%. The 4 TORPEDOES deal 137 bdmg with 80/100/130 mods. At 10s and every 15s after that, launches a random amount of dive bombers that number from 5 (7%) to, 3(12%), 2(51%), 1(30%) dropping 3 bombs each. Upon airstrike, launch three Swordfishes dropping two parallel torpedoes each. Gain +15% FP, AA and ASW; also, decrease Damage sustained by SS and SSV by 15%. Every 2nd time the backline takes damage, gain a stack of +6% AA/FP until the end of the fight (can gain 2 stacks max). Home; Warning: mysql_fetch_array() expects parameter 1 to be resource, boolean given in /home/httpd/htdocs/primavbr/topo.php on line 71 Upon airstrike launch, reduce all on-screen enemies' speed by 60% and launch 3 biplanes armed with 1 aimed torpedo each. Wichita is THE heaviest frontline DPS in the entire game, bar none. Their damage is modified by 100% of the unit's Aviation stat and a 118% coefficient. [General Purpose] F6F Hellcat; SB2C Helldiver; SB2C Helldiver; Hydraulic Catapult; Hydraulic Catapult, [Poverty] F4U Corsair; SB2C Helldiver or JU87 Stuka; SB2C Helldiver or JU87 Stuka; Hydraulic Catapult; Hydraulic Catapult. Should you still wish for a shorter form writeup on what the units are like, consider checking the Ko-Fi posts here.. From Azur Lane Wiki. (20s Airstrike) The 1 BOMB deals 84 bdmg w/ 100/50/20 armour modifiers. Desc: Pretty fly for a white gal? 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. All in all, the best Lusty you could hope for. Once per battle, if Yorktown's HP falls below 20% she heals herself by 25%. One of the very few carriers fully capable of defending themselves, and actually contributing somewhat to the fight through her barrage. Upon surfacing, fire her barrage and stay on the field for 12s longer. The 3 BB AP SHELLS deal 170 bdmg with 30/130/110 mods. The 6 TORPEDOES deal 96 bdmg with 80/110/130 modifiers. 100mm Twin High-angle Cannon; 102mm AA QF 4" Mk V; 12.7mm AA M2 Browning; 127mm AA Type 89; 2. Starts the battle with a preloaded volley, but has only MGM+1. 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 (only use the recently released golden KMS DD AP gun or stick with the usual quick-firing solutions) and her high torp stat, she puts every other standard DD barrage in the game to shame and is the main reason for her remarkable prowess. Being an IJN CA, this means she gets a much better torp suite than her not-IJN peers and CL-like speed to go with the solid gunnery (mostly because of her 30% chance for double fire); a good deal, if for some reason you think you need a Torp-CA and a tough hull to go along with it (courtesy of the Takao-class specific EvaRate boost upon first barrage). Upon taking damage, 12% chance to halve that damage; also, when sortied as Flagship, grant all IJN units +20% Firepower/Reload. (Has an internal cooldown of 5s; do not give her the 203Mle as the gun will reload in under 5s.). 25% chance every 20s, +15% damage resistance to the entire fleet for 8s. Solid, all things considered. Helena Kai is exceedingly good against bosses and merely alright everywhere else. Unless in possession of skills saying otherwise, every sub carries 2 Ammo with her; this ammo is expended for Map Strikes and Call-Ins, and unlike normal fleets, once they're out of ammo they're completely out of the fight.
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