Azur Lane - Gaming Thread

Well, crud. I have got to the point where I can't just burn through story maps to get diamonds and spand the docks anymore. After getting the exchange reward girls from the current event I will have only about 8 slots left.

This game adds waifus way too frequently for it's own good. At this point, I might as well start over in another server.

PS: I'm starting to think that the dimond drops in Commissions is just a myth. Have done that a dozens times and not once have I got any. Particularly painfull since I need only three to complete 50 diamonds.
 
PS: I'm starting to think that the dimond drops in Commissions is just a myth. Have done that a dozens times and not once have I got any. Particularly painfull since I need only three to complete 50 diamonds.
It comes out once in a blue moon. It is not a myth, It just has a very very very rare chance to pop out. Just keep doing your comissions, you'll get it someday.

I've done Diamond commission only twice since I started this game.
 
It comes out once in a blue moon. It is not a myth, It just has a very very very rare chance to pop out. Just keep doing your comissions, you'll get it someday.

I've done Diamond commission only twice since I started this game.

Yeah, the issue is that not only are diamond commissions rare, it's also only a chance of getting diamonds.

I've done diamond commissions several times, and not once have I actually gotten any diamonds from it.

(I do have a steady supply of diamonds from buying the monthly supply ticket, though.)
 
Yeah, the issue is that not only are diamond commissions rare, it's also only a chance of getting diamonds.
Don't forget Apologems, when the dev team 'messed up' they gave you free gems. We only get coins and oils most of the time though.

I think they did that, when the first client upgrade happens and a lot of people lost their account because Yostar doesn't reminds them to bind their account. Now, we got this reminder every update notices.
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Buying gems just to expand my docks didn't cost me much, since all of my gems expenditure goes to dock expansion. Especially, after they added the costume rental system. It helps my wallet, it curbs my wants.
 
With the massive update of operation siren this week and a new KMS event before the end of the year let's if we can give this thread a 2nd life

New KMS event, Inverted Orthant will also be coming to the EN server on December 29th.
 
Will post ID later but if they let you go by name I've got the guild 'Free tea commission' and it's completely empty bar me.

Help SV, help me secure the seas for tea and freedom
 
Iron Blood always seems to be the weakest of the major factions so I'm always grateful for a chance to get more of them. Also another Sub for their pool is nice given how many of them have synergy bonuses.

Guild: Free Tea Comission (sadly I did mispell it)
ID: 268447333
 
Iron Blood always seems to be the weakest of the major factions so I'm always grateful for a chance to get more of them. Also another Sub for their pool is nice given how many of them have synergy bonuses.

Guild: Free Tea Comission (sadly I did mispell it)
ID: 268447333
Wish I could help but I'm in a pretty good Guild myself

I'm just about to need another Sub to level
 
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So I've been meaning to make a post here for ... two and a half years? I think? Yeah, I know, the thread's dead, most people who play the game use the SB thread; don't care, I no longer visit that site and have basically no idea what goes on there. I've been up for closer to thirty hours than twenty at this point, so it's impossible for me to make bad decisions. That said, I do actually have a point I'm trying to ramble around.

Mostly, it's about faction identities. This really started rolling around in my head ... I think during the Jervis event? Anyway, a bunch of people saying that the new Royal Navy were actually Iris designs because they had the same white/gold motif as some of the Iris ships instead of the more standard red/steel/brown. Kind of got me thinking that it really was kind of a design issue with some of the factions: Iron Blood, Sakura Empire, Sardegna, and Northern Parliament are pretty much instantly identifiable as being from those factions due to the shared design schemes. Royal Navy, Iris/Vichya, and Eagle Union have less standardized designs, although classes within the factions tend to be somewhat similar. That's not what I'm intending to talk about right now, though. I actually want to take a look at the mechanical identities of the factions and how well the Update Loading Screens identify them.

Naturally, a lot of this post is going to be based on pre-powercreep ships, but when I can I will try to use more up-to-date information. Having said that, I don't plan on spending six hours writing this; it's a lot of off-the-cuff with some checking of stats on the wiki.

Article:
When it comes to proper shipbuilding, Royal Navy is often ahead of their opponents due to their long and glorious history of navigation. The faith in her majesty the queen and rich battle experience helps them build ships with perfectly balanced performance. If you wish for peace, prepare for war!
Source: Royal Navy

(Fair warning here: I don't like most of the RN ships and I don't use them. I do not have a firm grasp of their skills for the most part, either.

So this is ... well, it's pretty wrong, I think. Their destroyers are typically lower HP than other factions' DDs, with modest TRP and FP, and very good EVA and ASW. Their CLs are a bit better, with typically middle-low HP and some surprisingly high FP values (but also others that are much closer to average), some quite good AA values on some classes, Torpedo stats strung out all along the range, and some middle-range EVA stats. Their CAs are mostly pretty bad, with a number having Light Armor and/or 4000 HP or lower, FP across the scale, and torpedoes.

Their capital ships are, I think, better. Battleships tend toward good-but-not-great HP, decent FP, and okay AA. (They're also the only faction with Monitors; go Erebus!) Their carriers are the bright spot in the Royal Navy, however, and the first place I'll talk about Skills. Several RN carriers have Slow/Stop effects - Ark Royal, Implacable, Formidable - and even more critically, Royal Navy has the best Healers in Perseus and Unicorn. Perseus in particular with her double-preload that can heal 14% of the Vanguard and 7% of the Main Fleet is just always going to be handy.

Queen Elizabeth herself is a ... fairly bad ship, with only the one skill - but it is a 15% buff to FP, TRP, AVI, AA, RLD, and EVA for all Royal Navy ships in her fleet. It's perhaps a little less focused than some of the other Flagships, but it's always going to affect the ships usefully, and she doesn't need to take the Flagship spot. She just doesn't have any other skills and has mediocre stats.

So, yeah. I disagree with the Loading Screen; early on, Royal Navy ships are fragile and a bit quirky. Newer ships are much better, and they have dangerous carriers, as well as the best healing setup.

Article:
This nation concentrated their strength on developing aircraft carriers and powerful heavy cruisers, which grants them the upper hand when it comes to aerial superiority and open naval combat. Having repair ship as their auxiliary allows to regenerate health in battle. Eagle union represents the true spirit of freedom!
Source: Eagle Union


Well, the first part is definitely true. Eagle Union laughs in Helldivers, and they have lots of great carriers. They also have the best AA - San Diego, Reno, Vestal, North Carolina, Hamman II, all the other Atlanta-class. Their CAs are also not exactly slouches, especially since they're Gun Cruisers instead of Torpedo Cruisers (as are some of their CLs, as well). They don't torpedo well in general, though, although that aside I think they fit the 'balanced performance' better than the RN does. As for that repair ship, though ... well, no. Vestal is terrible as a healer: she has a once-per-battle Zombie effect, she has three out-of-battle 10% fleet heals, and she can equip an item that repairs 15 HP to the most damaged ship every five seconds. Load her up with AA gear and don't use her unless you need planes to die.

Early Eagle Union does have some of the same problems early Royal Navy had: there are Heavy Cruisers with Light Armor and embarrassingly low HP values. Once you get past the rough early ships, though, they get better: some EU destroyers have impressive FP, their later CAs have solid offensive capabilities and aren't made of cardboard, and even their early carriers can (in theory) tear open any enemy thanks to chance-based damage buffs and the potential to launch airstrikes in quick succession. EU battleships are quite good as well, with solid FP and good HP.

They don't have a general-purpose Flagship, either. New Jersey buffs AA and grants slight Damage Resistance for EU ships in her fleet, as well as increasing the FP of Eagle Union Battleship and Battlecruisers(!), Yorktown II buffs Essex- and Yorktown-class carriers, and both buff each other: Yorktown II increases the FP of EU Main Fleet ships, and NJ buffs the AVI of EU CV/Ls if they're in a EU-led fleet. There's also Fletcher with her solid buff to other Fletcher-class ships and a smaller one to DDs in general, and Northampton II and Baltimore synergizing with carriers very well. That, I think, is the main plan for the Eagle Union: designed fleet synergies, rather than a single Flagship buffing everyone.

Article:
Shrouded in mysterious fog and falling sakura petals, a beautiful island feigned sleep, silently, waiting for its turn to tremble the world. When the day came ... the sky was darkened with its fighters, the ocean was reddened with its torpedoes, and mankind's fear ... mankind's fear was defined by a new name - the Sakura Empire!
Source: Sakura Empire


This one, I think, is the most accurate so far. The Sakura Empire is all about Torpedoes, and it has some very powerful carriers as well that have paired effects, making them even stronger when they're sortied together. Of course, there are tradeoffs: Sakura destroyers may have the lock for the most powerful torpedoes in the game - the top 37 destroyers by TRP are all Sakura Empire, #38 is a Collaboration ship, and then #48 is an Iron Blood DD - but they have awful FP and gun efficiencies, and are about as durable as RN DDs. That is slightly less true for their CLs, but mainly because there are better CLs in other factions that have strong TRP, as they have abysmal HP and a wide spread of FP values.

Carriers, as I've mentioned, have a number of paired synergies - Akagi/Kaga, Soryuu/Hiryuu, and Zuikaku/Shoukaku being the strongest - as well as having the two other commonly-used Healer CVs, Shouhou and Ryuuhou. They don't have quite the same number of good carriers as the Eagle Union does, but the best are still competitive. Their battleships are in much the same situation, with their better (generally newer) ships being comparable to their peers in other factions. Special mention goes to Amagi, who both debuffs enemy offensive stats and increases the Evasion Rate of the Main Fleet she's in.

Nagato has one of the Sakura Flagship buffs, and increases FP, Reload, and Accuracy for all SE ships, as well as straight increasing the damage dealt by Carriers. She also has one of the most powerful barrages, tied to an infuriatingly low on-fire 40% chance. The other Flagship is Mikasa, who buffs FP and Reload only for SE ships.

Again, generally accurate - Sakura Empire focuses on Torpedoes and Carriers. That isn't to say that it can't field dangerous battleships or that it's entirely reliant on its torpedoes, however. The Sakura Empire is also unique (as of this writing) in being the only faction able to field a full six-ship fleet of Rainbow-rarity ships (two carriers, one battleship, one large cruiser, two destroyers), with the Royal Navy trailing by one (two battleships, one carrier, one heavy cruiser, one light cruiser). The Sakura Empire also has the most Tier 10 ships with four; the only other faction with any Tier 10 ships is the Sardegna Empire.

Article:
There flows no soft blood in their veins, for they shall feel no mercy and no pain! Once a member of Azur Lane, these ruthless sharks have now allied themselves with the Sirens and decided to play with soft jellyfishes no longer, knowing that peace and love are just for weaklings. However, their betrayal is a necessity, for peace can never protect humanity from the unknown. Hail Ironblood.
Source: Iron Blood


... Very explain. Well, the Iron Blood faction focuses on being tough, with high HP, heavier Armor on some ships, and a lot of Shield skills. Their Destroyers also trend toward high FP and high gun efficiency, and Z1 has a particularly powerful buff to FP and EVA for the various Z-class DDs. Unfortunately, Vanguard ships also trend slow with low Evasion - the highest IB DD EVA is 208, while the lowest DD EVA is 192 (another IB), 240+ are the most common values, and the current highest is 315 on a Royal Navy DD. It only gets worse as far as speed and EVA go as the ships get bigger.

Iron Blood does benefit from having the most Research ships (seven, followed by five in both the SE and the RN), and generally powerful heavy cruisers, several of which can equip large-caliber guns if needed to get around shields. Iron Blood is also the faction with the most submarines, most of which have a self-buff that gets stronger with each other IB submarine in the fleet. IB's few full carriers are quite good; two have stop effects and a third grants damage reduction to all IB ships. The faction also focuses heavily on somewhat gimmicky battlecruisers, with seven battlecruisers and five battleships.

Bismarck has two Flagship buffs: the first requires her to be in the Flagship position and increases IB carrier damage by 20%, but the second is not position-dependent and buffs IB Crit Rate for Main Gun, Torpedoes, and Aircraft, and increases Reload of all IB ships, and increases the damage Tirpitz does by 40% if she's in the same fleet as Bismarck.

Iron Blood has the simplest mechanical philosophy, I think: be the Tank, the hardest guy to hurt and actually bring down. I don't think the faction pulls it off well, especially not with the way the game's changed - most of the Shield skills just block X number of shots, which is of minimal use considering some enemies, and raw bulk just isn't as valuable when that bulk gets shredded so quickly because it can't dodge well and the faction has no inherent healing ability.


... So it's been over three hours since I started this, and while the 'minor' factions are probably going to go by pretty quickly due to their currently-small fleet sizes, I really do need to fall asleep at some point. After the rest of the factions, I might do something on the various ship classes and what I think about them, as well as maybe something about skill types and complaining about Shields.
 
Part two of Faction Identities. The smaller fleet sizes of the 'minor' factions is both a blessing and a curse: it's helpful because there are fewer ships that need to be looked at, but it's also hard because with so few ships there might not be enough to determine what the faction identity is supposed to be. Oh well, let's see how this goes.

Article:
Boasting a proud history and magnificent feats of art, Sardegna has much more to be proud of than just its military might. The military organization that controls the navy is the Imperial Guard. Though the voices within its governing Senate are not unified, Sardegna has chosen to become a core member of the Crimson Axis, distancing itself from the Azur Lane.
Source: Sardegna Empire


... Right, I forgot that, also, the minor factions are like Iron Blood: their faction loading screens describe the faction/ideology, but not the ships or design schemes. -_-

Well, it's not like Sardegna's too hard to figure out, at least. They have two main mechanics: SAP guns and torpedo protection. Six of their twenty-five ships have skills that either reduce torpedo damage or create torpedo shields and those abilities are generally useful, if specialized. Semi-Armor Piercing guns have slightly different damage values depending on the caliber: the DD gun has good values against both Light and Medium Armor but does terribly against Heavy; the CA gun is great against Medium armor and equally (moderately) effective against Light and Heavy; and the BB gun does great against Medium, well against Light, and poorly against Heavy. Sardegna has a secondary mechanic in that it has fast Destroyers: four of the seven DDs have skills that increase their speed.

Both carriers are serviceable, and both have heals that can be effective (one is more of a gimmick, the other requires she be outfitted with Fighters in her second aircraft slot). The high-rarity battleships are quite strong, with a few mechanics involving the number of battles they've participated in on a given sortie or whether other Sardegna ships are present in the fleet.

Flagship Vittorio Veneto increases the offensive stats of Sardegna ships in her fleet (Firepower, and Torpedo for Vanguard ships and Aviation for Main Fleet ships), as well as Accuracy for Main Fleet ships and Evasion for Vanguard ships. She also has a fake preload: in a fleet with two other Sardegna ships, she gets an 80% reduction to the loading time of her first salvo.

I haven't used the Sardegna ships very much, but they seem to hew to their mechanics fairly well. As I said earlier, however, the small fleet size makes it hard to tell if those are supposed to be fleetwide traits, or if those are just the traits of the ships that have been released so far.

Article:
When the former Iris Orthodoxy collapsed, some of their naval forces, the Templar Knights, joined the Azur Lane in hopes of rebuilding their fallen country. The newly-formed Iris Libre now stands opposed to both the Vichya Dominion and Iron Blood.
Source: Iris Libre

Article:
A faction born out of the collapse of the Iris Orthodoxy, the Vichiya Dominion was once part of Iris's Templar Knights. They have since joined with the Crimson Axis.
Source: Vichya Dominion

Doing these two together because together they only have 28 ships, and for some reason their ships are fairly similar.

Most notably, they have a couple mechanics revolving around battleships: Four of the five have Pre-loaded Main Guns, and offsetting this is that none of the released battleships so far have the standard 3-volley Salvo, instead having two volleys per salvo. Burn effects are also notable, from Jeanne d'Arc's self-immolation that boosts her own stats, to Saint Louis's reduced chance to burn in exchange for much greater damage from HE guns, to Richelieu's special burn that reduces the afflicted enemy's offensive stats. (Vichya Dominion has a couple ships that get bonuses when they're actively controlled instead of auto-battled as well.)

They also have quick Destroyers, particularly the gotta-go-fast Le Fantasque-class, which have base Speed of 54, high Firepower, and good Gun efficiency as well as skills that trigger when they've struck particular enemies multiple times in succession. There is one carrier in each faction, but while the Libre's Béarn is notable only for having all three offensive stats, Vichya's Joffre is an executioner who gets boosted Crit chance and damage against enemies with under 25% HP. Their battleships are the stars, however, as the Pre-Load mechanic allows them to fire early in battles, which has a particularly noticeable effect against Elite enemies that tend to show up nearly instantly.

Flagship Richelieu improves ships from both factions, enhancing Firepower, Torpedo, Accuracy, and Reload for all, while increasing Damage output for Iris Libre ships and giving Damage Reduction to Vichya Dominion ships.

I've not played much with the faction as a whole, although I have used several of them individually as parts of other fleets. They do seem to have a general predisposition to ending fights quickly with aggressive BB fire, with high-firepower DDs and Cruisers mopping up the survivors.

Article:
A nation located on the Eastern continent known as the Land of the Gods. A core member of the Azur Lane, they take part in the battle against the Sirens and the Crimson Axis.
Source: Dragon Empery


Early on, I would have said that the faction focus was beating up Sakura Empire ships, as the three Cruisers they had all had the +25% damage against SE ships skill, Light Armor (which is most resistant to Torpedoes), and - when sortied together - hugely increased Evasion Rate and Damage Reduction. The four An Shan-class destroyers had somewhat synergistic buffs - An Shan buffed FP, Accuracy, and EVA for her and her sisters, Chang Chun buffed FP, Reload, and Acc. for all Dragon Empery and Northern Parliament vanguard ships, Fu Shun buffed her own main gun crit rate, and Tai Yuan buffed her own FP, RLD, and EVA if she was in a six-ship fleet.

As time passed, the few ships that the Dragon Empery received - they now have a total of 15 ships - were generally quirky, outdated, and bad: Seaplane tenders, a munitions ship, Light Cruisers with a CA Main Gun that only has 30% efficiency. Then An Shan and Chang Chun were able to be retrofitted to DDGs, firing missiles and able to be in either the Vanguard or the Main Fleet, and they got Harbin, a Light Cruiser with buffs for Dragon Empery DD/DDG and powerful guns and torpedoes of her own.

Yat Sen is the closest thing to a Flagship the Dragon Empery has. Originally she was 'just' the foundation for the Wall fleet: she has the skill that buffs her and the Ning Hai sisters' defenses. With her recent retrofit, however, she now buffs all Dragon Empery ships' damage output slightly and gives them some Damage Reduction.

I'm not sure where the Dragon Empery is going, to be honest. Most of their ships are very slow (Yat Sen has a base speed of 19, although her retrofit lets her boost that to 27), and they're fragile and weak. Naturally, this is because most of the Dragon Empery ships are old, outdated ships - the Chao Ho class are Protected Cruisers built before the First World War. They might keep their current 'identity' of having quirky and oddball ships, but I don't think they're going to stay weak.

Article:
The Northern Parliament was built upon collectivist ideals, the source of her peoples' strength and solidarity. Their fleet has not been active within the Azur Lane for some time now, with some reports claiming that they are tied up with the Sirens in the polar regions.
Source: Northern Parliament


Finally, the Northern Parliament. Currently 23 ships, although I understand that tomorrow that'll be going up to 26. Much like the Iris ships, I haven't really done much with NP as a group, only with certain ships I like.

Curiously, they don't have many synergistic buffs, nor do they have a Flagship; instead, some ships provide buffs: Tashkent is capable of buffing other NP DDs if they have a NP Main Gun equipped. Avrora strongly buffs the Vanguard ships' damage dealt. Kirov increases NP Vanguard ships' damage dealt to enemy CL. Gangut temporarily buffs NP ships' FP, TRP, AA, and RLD when she fires her guns. Sovetskaya Belorussia grants Damage Reduction during and following the third battle of a sortie.

Their Destroyers are similar to IB DDs, with high Gun Efficiency and low Torpedo Stat and Efficiency (even worse than IB gunboats'). Instead of raw bulk and shields, however, several of them have a Skill that reduces damage from enemy DDs, and also temporarily boosts the ship's speed and FP. This makes them fairly useful against other DDs and against CLs, but against heavier ships the lack of a strong torpedo punch could find them wanting. Light Cruisers are a bit of a mix: Pamiat' Merkuria and Avrora are old ships and not particularly impressive on their own; Murmansk is literally an Eagle Union Omaha-class cruiser; Chapayev and Kuybyshev are strong pure-gun CLs, and Kirov is a general-purpose CL. Their lone Heavy Cruiser is an Iron Blood Admiral Hipper-class (albeit with her efficiencies improved).

... And past that? They have a healing CV, and three of their ships come from other factions (the third is Arkhangelsk, former Royal Navy BB Royal Sovereign). Their battleships have nothing wrong with them, really, Gangut's quirk aside - she has a natural 110% efficiency with her Main Gun, which is terrible, but a skill of hers gives her +80% efficiency using the gun she comes with. No true flagship, as Sovetsky Soyuz has not been released (much to the aggravation of some players, I understand). And no overarching Identity for the fleet as a whole that I've seen.


So that's the factions of Azur Lane as I see them. They are all - barring the Dragon Empery - perfectly serviceable when forming full fleets. They have minor drawbacks in some situations, but when I can say that the most crippling flaw of any of them is that the Iron Blood don't have a Healer of their own, I'd say they're pretty well balanced (and for most content, IB doesn't really need a healer; in the content where one is needed, most factions are going to be looking at Perseus or Unicorn anyway). Dragon Empery is the lone exception, as their almost complete lack of useful Main Fleet ships really holds them back; the DDGs can be put in the Main Fleet, but they don't really shine there and there are only two of them anyway, so whoever the third ship is they're going to be largely dead weight. They have a potentially terrifying Vanguard, of course - Yat Sen and Harbin and the DDGs or the Ning Hais can do a lot of damage. But until they get real Main Fleet ships, they aren't really going to be viable as their own fleet.

Anyway, like I said, with this done, next I'll probably do something on ship classes, and possibly Skills (if only so I can complain/rant about Shields).
 
So I spent a bit of time thinking about this, and I'm going to do Battleships first (along with BCs, BBVs, and Monitors). Partly because the big guns only have (to my knowledge) two real distinctions, along with a more common 'floor' that I'll get into in a bit - it matters a lot to certain BB-style ships, but I think it has a bit more relevance in some other classes, and getting it introduced here should make the other places it shows up in shorter.

Battleships: Big Guns Never Tire

So, Battleships. Big ships, lots of armor and HP, and big guns - while the current largest guns available to Vanguard fleets are 330mm on Large Cruisers, the smallest main guns for Battleships are 283mm. Most battleships have a main gun, a secondary gun, and an AA gun, with the secondary gun typically being a CL or a DD gun; there are exceptions, but Main/Secondary/AA is the most common. Some Battleships, most notably the Eagle Union battleships, cannot equip CL secondaries and are forced to use DD secondaries; as CL guns give greater Firepower bonuses, have longer range, and hit harder per shell, this is something of a drawback, but it's not that big an issue; secondaries are normally used to deal with enemy ships that have gotten past the Van, and in most cases even long-ranged CL guns can't target enemies until they're quite close, by which time hopefully the Vanguard ships will have damaged them at least a little. Moreover, the FP difference isn't that large either, as the best DD guns give 35 FP, while all but the rarest and most powerful CL gun give at most 45 FP (that lone superior gun does give 65 FP, to be fair, but considering the difficulty in getting it, there are better ships to use it on).

... I'll be covering Gear separately from the ships; maybe covering relevant gear types after the ship type in question? Or just after all ship types have been finished, I'm not sure.

Battleships have very high firepower, and nearly every true BB has Heavy Armor; by contrast, Battlecruisers have lower firepower, usually Medium Armor - and quite a bit more Evasion. Monitors are a bit odd: Light Armor and, critically, only two volleys per salvo instead of the usual three; on the other hand, they are extremely cheap to field and do have timed barrages, so they have their uses.

Now, that floor I mentioned is Weapon Efficiency. It affects how much damage a particular weapon does in the hands of a particular ship, and so it is very helpful for ships to have high efficiencies in their weapons, but it's simplest to explain with battleships. To demonstrate, we'll use Gangut, because she has a particular skill that affects her main gun efficiency. I'm going to cut out a lot of the extra modifiers and math, so this isn't going to be perfectly accurate, but here goes. Gangut, at max level has a Firepower value of 328 (fairly low for a battleship), and a main gun efficiency of 110%. One of the best general-purpose main guns for BBs (the triple 16"/45 Mark 6) has a base shell damage at max upgrades of 156, and working out the math, this gives Gangut a base damage per shell of ~847 (before armor modifiers come into play or any skill or firepower or formation bonuses). A fairly terrible gun for BBs (the triple 305mm pattern 1907) has a base shell damage at max of 92 - but with this gun, Gangut has a bonus to her Main Gun Efficiency of +80, bringing her Main Gun Efficiency to 190%. And that means that the base damage per shell from that gun becomes ~999 (and the second part of that skill makes her fire faster for the first few salvoes, too!).

Most battleships have Main Gun Efficiencies of between 130% and 140%, but the highest base is, I believe, 180%, shared by BBV Ise (but not Hyuuga) and BBs Champagne and Gascogne. And these numbers are important: Lützow, and IB Battlecruiser with 395 FP and 125% Efficiency, does ~1105 damage per shell with the 16"/45. Despite the sizable difference between her and Gangut's stats, the huge Efficiency boost that Gangut gets puts her a lot closer to Lützow's base damage output even with the inferior stats of the gun. It's worth keeping in mind that Efficiency-altering skills are rare: that battleships that have them are Gangut, Vanguard (improves her AA Efficiency), Marco Polo (Main Gun and AA), Queen Elizabeth META (Secondary Gun Efficiency), and Friedrich der Große (Secondary Gun Efficiency). But the variations in Efficiency itself are worth paying attention to when deciding on which ship you want to use, and in particular the Iris ships have higher-than-average Efficiency to help make up for their fewer volleys per salvo.

Battleships are, IMO, the simpler of the Main Fleet ships to use. They're durable, they can support your Vanguard without the player needing to intervene, they deal a lot of damage when they do fire, and they can have barrages and support abilities. There are even a couple battleships with (unreliable) heals. They do require a bit of work to use to their fullest potential, however: the first volley of a BB salvo gets a 20% boost to damage, but only if it's manually aimed by the player. And, of course, Battleship guns have spread, so they may miss the target entirely - and even if they do 'hit,' BBs tend toward the lower end of the Accuracy scale, so it's easier to dodge their shots. Being rather large ships, BBs also don't evade terribly well, relying on their high HP and Heavy Armor to weather enemy fire.

If you compare Battleships to Battlecruisers, the latter initially come off as quite a bit weaker - and they are, in many ways. Battleship HP goes all the way up past eleven thousand, while the current toughest Battlecruiser 'only' has 8674 HP, the number three spot has 7837, while there are nine BBs above the top BC, and thirty-two between number two and number three. Battleships also have a lot more firepower: the top BC has 426, and the next strongest has 395, but there are twenty-seven BBs above the top spot (and seven tied with her), and another twenty-nine before the next BC. (Efficiency variation is fairly similar between them, perhaps slightly in favor of the BBs). Battlecruisers do have advantages, particularly Evasion: while stock stats have them roughly equivalent, Battlecruisers gain the advantage of up to +22 to Evasion through Fleet Technology (from leveling and faction tech); there are Auxiliary Gear that can significantly increase Evasion, but equipping one means not equipping a gear that enhances Firepower. Battlecruisers also tend to be faster than Battleships - but it's not a hard rule, and in particular, later BBs are as fast as BCs (the current fastest ships of this type are New Jersey (BB), Georgia (BB), Brünhilde (BC), and Renown META (BB), all at 33 speed).


Whew. I think I rambled a bit, and there's certainly a lot more I could say, especially about ship choices, I think I'll leave that (and some of the big differences between ships that come from things like skills) to another post. Maybe a deeper dive into the factions, instead of a broad overview of the faction identity?

Anyway, what I actually wanted to make sure I posted is that Azur Lane does tend to follow the 'Higher Rarity -> Better Unit' trend. An SR is generally better than an E, which is generally better than a Rare. This is most notable in a ship's skills, rather than stats; for an extreme example, compare Mikasa to Nevada (Retrofit) and to Nelson: Mikasa, despite being an SR, has the best Reload (by 12 points), and the best Luck, but is nearly two thousand HP behind a Retrofitted Common (Nevada), and is over fifty points of Firepower behind her, and she and Nelson have the lowest Main Gun Efficiency. Nevada, on the other hand, is a mere 500 HP, 20 FP, 8 EVA, and 3 Speed behind Nelson, who is an Elite. Skillwise, however, Nevada has a small chance to reduce incoming damage and to double her own Main Gun damage; Nelson has a Big Seven barrage; and Mikasa has a better chance to reduce damage she takes, buffs Sakura Empire ships when used as a Flagship, and has a better chance to increase the damage dealt by all BB/BCs in her fleet.

Skills are really, really important, and the main reason I'm doing ship classes first is because while skills are important, knowing why is probably more important, and having a broad, general baseline is needed for that. (And also because good skills are basically unique, and I'm not going to just go through and explain every single skill; I'd rather point out why Ship X having Skill Y is so busted, or rant about Shields being mostly terrible, and the former is more easily done with a different context than a general discussion on skills.)
 
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Aircraft Carriers: Never Let Them See You

And now it's Carrier time. Carriers are, of course, quite different from battleships: importantly, they're a lot less durable. Only two CVs have more than 8000 HP, and only eleven have Heavy Armor, so they're very squishy. They do, however, have a Detection mechanic: all carriers start the battle Hidden, and can get revealed by enemy ships and aircraft, or by launching too many planes too quickly. Evasion affects how quickly carriers are detected, and if enemy ships/planes can be kept away from the Main Fleet, the Detection Gauge will naturally deplete. While HIdden, carriers get two buffs: First, they (generally) cannot be directly targeted by enemy attacks - most clearly visible in Exercises, which can result in battleships sitting and doing nothing against plinking carriers - and it gives them a damage buff by decreasing enemy resistance to aerial damage. Note that while the ships cannot be targeted, they can still be damaged by particularly wide AoE attacks.

There are two carrier variations, Fleet Aircraft Carriers (CV) and Light Aircraft Carriers (CVL). Generally speaking, full Aircraft Carriers have three plane slots, divided in some manner between Fighters, Dive Bombers, and Torpedo Bombers, while Light Aircraft Carriers have two plane slots and an AA Gun slot. Obviously, this makes CVs significantly more powerful than most CVLs: they not only have higher Aviation stats, but they can carry more aircraft to strike with, and since gear have their own stat buffs, they get even higher Aviation. On the other hand, CVs do not have an ASW stat and cannot equip ASW planes, and CVLs have almost universally higher Reload and Evasion.

Carriers are easier to use than battleships, but probably harder to use well. There is no aiming mechanic like with battleships, and more importantly, when an airstrike is launched, it clears the screen of most enemy ordnance (shells and torpedoes, but not lasers), which is a useful defensive tool. It does mean that the player has to decide whether to use the carrier as an offensive tool or a defensive one, however ... which is going to depend rather a lot on the planes in use. *sigh*

So, abbreviated Aircraft gears rundown. First, Fighters. They have the strongest effect on Air Combat Value (which gets more and more important over time) and perform in-battle Anti-Air strikes. Most of them carry bombs, as well, and you will rarely see the best AA planes suggested for use, because the best AA Fighters don't have bombs, although the best Fighters with bombs are no slouches in the AA department. Partly this is because you rarely need the sort of AA that the best AA Fighters provide, because ships have their own AA to reduce damage and help shoot down enemy aircraft, and in most cases there simply aren't such an overwhelming number of enemy aircraft that you need to shoot down. Two relatively new Fighters carry Rockets, and are extremely effective against Light and Medium Armor, but have reduced AA capabilities.

Dive Bombers affect areas of the map: they select a target and drop their bombs - between one and six bombs per aircraft - on that target, with a spread and splash damage. Because of the spread, they tend to not do so well against single-target enemies and do better against groups/clusters; Dive Bombers do better against heavier armor than Light. Torpedo Bombers come in two varieties: parallel and converging. Parallel TBs drop their payload (two to four torpedoes per plane) partway across the screen, and are pretty good at dealing with groups or spreads of enemies, or at doing at least some damage to a single target. Converging TBs select a particular target and will launch their payload (2-3 torpedoes per plane) aimed at that target; they are capable of doing a lot more damage to an individual target than parallel TBs, but you have a better chance of not doing any damage at all if the target is maneuvering. Torpedoes are also more dangerous to heavier armor than to Light.

Carriers, in addition to having particular loadouts, can have different numbers of each type of aircraft, starting with one plane per slot. For example, Illustrious has two Fighter slots and a TB slot, with +2 Fighters and +1 TB, for a total of 6 Fighters and 2 TB per launch at maximum Limit Break; Akagi, on the other hand, has one slot of each type of aircraft, with +1 to TB, +1 to Fighters, and +1 to All, for a total of 3 Fighters, 3 Torpedo Bombers, and 2 Dive Bombers per launch. And, of course, these aircraft all have different Efficiencies: Akagi has 125% Efficiency for each of her plane slots, while Essex has 140% Efficiency on her Fighters (3), 130% on her DB (3), and 120% on her TB (2) - Essex, therefore, has much more dangerous Fighters, but Akagi is much more dangerous to ships, because she has more and stronger Torpedo Bombers. And since each aircraft has its own Reload value, and an Airstrike isn't ready until all aircraft in that strike are ready, getting the timing for an effective airstrike can be difficult, especially against erratically-moving targets - unless a Slow/Stop effect is triggered.

Back to offense vs defense: Illustrious has two Fighter slots with good Efficiency, and a TB slot with poor Efficiency, so while she isn't great at attacking surface targets (most of the time), but can shoot down aircraft very well and she has a defensive Skill that triggers when she launches Airstrikes. On the other hand, Saratoga has a decent Fighter slot with fair Efficiency and two DB slots with high Efficency, along with an offensive buff and a barrage that are triggered by launching Airstrikes. Very different priorities for the ships, and more things for the player to pay attention to when deciding whether to use a carrier, and if so, which one.

Light Carriers, with fewer planes to launch and lower base stats, are generally not as good as fleet carriers. They do tend to have higher Reload, leading to faster launches, but that doesn't let them keep up (it's possible, even with strong planes, for CVLs to launch every 16-18 seconds, while CVs usually hang around the 20-22 second mark); the best CVLs are those who have useful skills (like a Heal, or something that assists other carriers) or who have unusually large airwings; as an example, Independence pre-Retrofit has a Fighter slot at 130% and a TB Slot at 145%, with three planes per slot, but after her retrofit has 145% Fighters and 150% TB, with four planes in each slot. Combined with her Skills (extra efficiency when using Eagle Union planes, a barrage when launching an airstrike, and buffs for all friendly carriers in the sortie, as well as herself and Cleveland-class cruisers (if any are present in her fleet), and despite her lower Aviation stat, she is capable striking very hard. On the other end of the scale is Perseus, who has a Fighter Slot (3) and a TB Slot (3), but only 100% Efficiency on both ... but has two preloaded airstrikes, Heals her fleet when launching an airstrike, and has a timed barrage.


Carriers are largely more difficult to use well compared to battleships, as the variations in plane loadout and efficiencies is more complicated than battleships' main guns. The game also makes carriers almost required in later maps - sortieing with insufficient air power penalizes the players' fleets, reducing Accuracy and Evasion and increasing the damage taken from enemy airstrikes, while achieving Air Superiority or Supremacy increases friendly airstrike damage, decreases damage taken from enemy airstrikes, and increases your fleets' accuracy, (and reduces the chance of being Ambushed). Plane configuration leads itself to fairly clear roles: large DB wings with high Efficiency is better at dealing with large numbers of weaker ships, while powerful TBs are better used against bosses, but poor timing can easily lead to whiffed strikes or them not being available when needed.
 
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Their capital ships are, I think, better. Battleships tend toward good-but-not-great HP, decent FP, and okay AA. (They're also the only faction with Monitors; go Erebus!) Their carriers are the bright spot in the Royal Navy, however, and the first place I'll talk about Skills. Several RN carriers have Slow/Stop effects - Ark Royal, Implacable, Formidable - and even more critically, Royal Navy has the best Healers in Perseus and Unicorn. Perseus in particular with her double-preload that can heal 14% of the Vanguard and 7% of the Main Fleet is just always going to be handy.
Yeah, I've been annoyed with the lack of good general use RN fleet screen (what the game calls vanguard) ships for a while. They've got Drake and now Plymouth, who are both part of EX/god tier on the tier list I use, but DR ships take a lot of time to max out. Those two aside, none of their fleet screen ships seem particularly noteworthy, in my experience. The three SR J-class destroyers (including Javelin Retrofit) are solid and some of their CL's are good for particular niches, but I have yet to find someone who's good across the board and isn't a DR. The tier list suggest Scylla is solid for general use, but I haven't gotten around to maxing her out yet.

Meanwhile, the RN has hands down the best mob fleet carriers in Perseus & Unicorn, a solid boss fleet carrier selection, a solid boss fleet battleship lineup, and Implacable, who is supposedly the single best boss fleet carrier in the game according to the tier list. Even if that's not true, she's on par with the other UR/DR carriers so far as I can tell.

We're also missing literally all of the RN submarines for no apparent reason, which annoys me.

Well, the first part is definitely true. Eagle Union laughs in Helldivers, and they have lots of great carriers.
If they ever give us Alaska, Guam, Des Moines, and Salem the latter part should become true. The Elite and lower rarity CAs are all kind of bad though. At least Anchorage is great, supposedly San Fran is good as well but I missed her, and the Baltimore class is solid if not quite durable enough to reliably main-tank late game.

Oh, quick terminology in case there's anyone here who don't know. The front position in the fleet screen (aka vanguard) is the leftmost ship in the formation screen and is called the "main tank" position because that ship tends to take the most hits. The middle position is called the center, middle, or protected position. The rightmost is call the off-tank position, because that position tend to eat more hits than the middle position but less than the main tank.

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Unrelated, I finally managed to break into the top 100 of my server on EX ranking! I'm currently at 96 on Washington for EX of Frostfall. My first two fleets did fairly well, but I need to improve my last three fleets. My "America Rules the air" fleet does well in Op Siren, but fell a bit short against the third boss. I'm guessing it's partially because only Yorktown has dive bombers that are well suited to light armor, so I should probably try and slot a BB with HE guns into the fleet and consider changing Enty's dive bomber to something more appropriate. I wonder if Wale's AVI buff would be worth her mediocre damage output.
 
Submarines: Wolfpack Supremacy

Unlike nearly every other ship class - the sole exception being the Sailing Frigate, which sorties with the Submarine Fleet - submarines are not placed in the normal Vanguard or Main Fleets. Instead, they sortie in their own special 3-ship fleet that then functions to either do some amount of damage to every ship in enemy fleets within their 'Hunting Range,' capping at 25% damage to all enemy ships in that fleet, or they can instead be called into a battle to support the surface fleet for a limited time (One second underwater consumes 10 Oxygen). (... I believe Bosses are immune to Hunting/Attacking submarines, but I'd have to load the game to be certain.) Regardless of which mode is used, the Submarine Fleet can only make up to six attacks - two per submarine - and that's it. Calling submarines into battle costs (a very small amount of) oil, but letting them Hunt only uses up Ammo. Moving the submarine fleet around also costs oil, which is more of a nuisance than anything else, but a couple submarines (U-522 and Leonardo da Vinci) have skills that let them be brought into battle even if the battle isn't inside the Hunting Range.

Naturally, the primary armament of submarines is the torpedo, and they use submarine-only torpedoes instead of the standard surface-ship torpedoes. They also mount deck guns - DD guns in almost all cases - which helps slightly increase their Attack mode damage, and is fired for a few seconds after the submarine surfaces, until it retreats. Unsurprisingly, submarines have low firepower and poor Efficiency; even the exceptional Surcouf, which carries CA-grade guns, only has a base FP of 141 and 120% Efficiency. Other than their exceptionally high Torpedo stat and high Accuracy, submarines have low stats - their Reload is worse than most aircraft carriers', their HP lower than most destroyers', and their Evasion is at battleship tier. Fortunately for them, while underwater they appear to be immune to enemy attacks, so as long as they don't have to surface in the middle of a battle, they should be safe.

Thus, their unique Oxygen stat is incredibly important to keeping them alive, as well as maximizing torpedo firing time, particularly as the low Reload stats mean that they aren't improving their reload rate particularly well. And the highest-O2 ships can, in fact, stay underwater for nearly thirty seconds before having to come up for air, without the benefit of any Auxiliaries or Skills that increase O2 ... and there are others that can only stay under for eighteen seconds. And torpedo Reload times range from twelve seconds to over twenty-four seconds, depending on size, type, and shot count. This makes a simplistic 'equip highest DPS gear' choice one that is not always the best option, because your subs are only going to be firing two, maybe three times, and they might miss, and hopefully they're actually far enough forward to target the enemy ships ....

Illustrative example: My U-81 has base 188 Oxygen, and a Stat+Gear Reload of 128. The Torpedoes she currently has equipped have a Reload time of 20.43 seconds, which means that she shouldn't even get a second round off before she has to surface. Now, she does get a buff to Reload thanks to one of her skills, but because Reload has such diminishing returns, I doubt it gives her enough extra reload to even start firing the second set. Instead, she has an Auxiliary that boosts her Oxygen by 85, letting her stay underwater for 27 seconds, which should let her fire her full second set of torpedoes. Now, I do have other Torpedoes I could give her that have a Reload time of 12.46 seconds, and she might be able to get three full sets off if I have a Meowfficer with a strong Reload buff ... I'm honestly not sure. The torpedoes she has right now fire three stronger torpedoes than the other kind, which fire two torpedoes. Raw DPS says the weaker torpedoes are better (they have better Armor modifiers), and they have better homing so they're more likely to hit. But U-81 currently has Torpedo Base +1, so she fires twice each time she fires: if she gets two full volleys off of the stronger torpedoes, then she's firing twelve torpedoes total just from that one tube. If she gets three of the weaker torpedoes, then she's also firing twelve - but she might not be firing the full set of the third volley of torpedoes.

U-Boats have the short end of the stick, Oxygen-wise: of the ten submarines with the lowest O2 values, eight of them are U-boats. Only two U-boats have Oxygen-increasing skills, and the highest Oxygen U-boat, U-522, only has a base of 228. Dace and Bluegill, on the other hand - Eagle Union submarines - have a base Oxygen of 243, and an O2-increasing skill that brings it up to 283, without needing to use an Auxiliary Gear. I-58 currently has the highest base Oxygen at 268, and her Augment Module increases it by 20.

(I'm relatively free to go into greater depth with submarines because so far, there are about 30 subs in the game, counting the Sailing Frigate, Collab ships, and the Idol.)

So why the title, and why are U-boats featured heavily in the top subs of the game? Skills. Most U-boats have a Wolfpack skill that gives them a buff to several stats based on the number of U-boats in the fleet - 6% or 7% per U-boat in the fleet, depending on the Skill. The common version of the skill buffs Torpedo, Reload, and Accuracy, which means that most U-Boats are effectively going to have an extra hundred or more Torpedo Stat when they enter the fight if they're sortied in a U-boat fleet. There are, however, two other subs that buff subs of their faction: Archerfish, who boosts Critical Damage, Torpedo, and Accuracy for all Eagle Union subs if she's sortied with at least one other EU sub, and I-58, whose Augment Module lets her buff Torpedo and Accuracy for all Sakura Empire subs. Archerfish is probably the strongest submarine buffer so far, because the best EU subs also have high Luck, meaning they have better chances of getting Critical hits than most other subs - EU subs range from 65 to 90 luck, IB U-boats from 18 to 72, and SE I-class from 19 to 58.

That said, the strongest individual subs are probably Leonardo da Vinci and U-47. Leonardo da Vinci combines high base stats with decent Oxygen and an easily-achieved +20% to her own Torpedo and Accuracy stats. U-47 does not have a Wolfpack skill; instead, once she hits a target with one torpedo, for the next five seconds that target takes 40% more damage from U-47's torpedoes. (U-47 also has boosted damage against Battleships (but not Battlecruisers or Aviation Battleships) if she's the only submarine in the fleet, but you shouldn't let it activate.)

Apart from U-boats and their Wolfpack skills, none of the other subs in the game have universal faction skills or synergistic skills. Many submarines across all factions have damage buffs against some kinds of ships, and increased Oxygen skills aren't too rare. Several Sakura Empire subs have plane-related skills (launch a seaplane and buff the Main Fleet or friendly subs, or increasing her own FP/TRP/RLD if the fleet is at least at Air Parity), and several of them also have skills to slow their torpedoes while boosting their damage. Eagle Union does have two more interesting subs after Archerfish. Cavalla gives friendly submarines Damage Reduction and a heal when they retreat. Nautilus, on the other hand, can mount CL guns and has a skill where she surfaces early before functioning normally as a submarine; if she's hit by an enemy, that enemy takes extra damage for a few seconds, and if it's a DD, it gets slowed down.

And there's Surcouf, who actually has HP and sticks around for a long time on the surface to shoot at things with guns instead of torpedoes.

Unfortunately, I don't think many submarines will be added too quickly. While they are extremely useful - possibly even necessary - on higher-difficulty maps, the nature of the Wolfpack skill means that they get more powerful relatively speaking when submarines get released. They're in much the same situation as Destroyers, except that there's less need to keep releasing submarines for any faction except Iron Blood, and even with them there are still surface ships they can use.


I mentioned Sailing Frigates, back at the beginning. There is currently only one in the game - Royal Fortune, a reward from a Halloween Event - and I haven't used her yet. So basically everything I can say about her is based on looking at her stats/skills and extrapolating. First, while she sorties with the submarine fleet, she has 0 Oxygen and surfaces immediately. She will only stay in the battle for 60 seconds, leaving earlier if she drops below 50% HP due to damage. She heals when entering the battle, has Damage Reduction and some damage boosts, and she has deceptively dangerous 12-pounder guns that are very effective against Medium Armor.

She actually has some Evasion, and good Reload and Firepower, and she has two Main Guns with +1 mounts, and a timed barrage, so she's probably going to function much like a gunboat DD. She does share the Hunting Range and Ammo mechanics with submarines.
 
they might miss, and hopefully they're actually far enough forward to target the enemy ships
Homing torpedoes help with the former and the "pressure resistant hull" equipment from the core shop helps with the latter.

except that there's less need to keep releasing submarines for any faction except Iron Blood
Except to remedy the massive disservice they've done to British and Italian submariners by ignoring them completely and mostly, respectively.
Edit: Okay, that was a bit too much of an exaggeration. Still, it's annoying the devs have completely ignored the British and mostly ignored the Italian submariners, so there are in fact reasons to release subs for factions other than the "definitely not Nazis*" even if they aren't game mechanic based reasons.
*Edit 2: According to the deep lore, in-universe the Iron Blood is nominally still lead by the Kaiser, though based on recent events they're de-facto lead by Bismarck (the shipgirl this time, not Otto), but they still use real life Kriegsmarine iconography.

Heck, we're still missing a couple notable USN subs and probably some notable IJN ones too, but the "I-###" names don't stick with me as well as the USN sub names.
 
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I mentioned Sailing Frigates, back at the beginning. There is currently only one in the game - Royal Fortune, a reward from a Halloween Event - and I haven't used her yet. So basically everything I can say about her is based on looking at her stats/skills and extrapolating. First, while she sorties with the submarine fleet, she has 0 Oxygen and surfaces immediately. She will only stay in the battle for 60 seconds, leaving earlier if she drops below 50% HP due to damage. She heals when entering the battle, has Damage Reduction and some damage boosts, and she has deceptively dangerous 12-pounder guns that are very effective against Medium Armor.

She actually has some Evasion, and good Reload and Firepower, and she has two Main Guns with +1 mounts, and a timed barrage, so she's probably going to function much like a gunboat DD. She does share the Hunting Range and Ammo mechanics with submarines.
Her shells are more accurate, deal a fair bit of damage and work like regular ship shots, and her skills hit constantly. The trade off, of course, is that she is surfaced the entire time, and can therefore take damage a lot faster. In my experience she is a straights up dps bot, who can mulch bosses pretty fast.
 
Her shells are more accurate, deal a fair bit of damage and work like regular ship shots, and her skills hit constantly. The trade off, of course, is that she is surfaced the entire time, and can therefore take damage a lot faster. In my experience she is a straights up dps bot, who can mulch bosses pretty fast.
Speaking of mulching bosses, have you tried Frostfall's EX boss rush? If you have, what do you think of it?

I've been able to beat the monthly Arbiter Showdown on hard for a few months in a row, so I didn't think there was much I could improve on my fleet comp beyond maxing out the PR4 & 5 DR's. Frostfall EX is showing me how much I have left to improve. So far I'm managing to hold in the low-mid 90's in the ranking on my server (Washington, currently rank 96), but I've had to up my game to stay there. I think I can squeeze a few points out of my first three fleets, but I'm still working on reliably S-ranking Omitter.
 
Speaking of mulching bosses, have you tried Frostfall's EX boss rush? If you have, what do you think of it?

I've been able to beat the monthly Arbiter Showdown on hard for a few months in a row, so I didn't think there was much I could improve on my fleet comp beyond maxing out the PR4 & 5 DR's. Frostfall EX is showing me how much I have left to improve. So far I'm managing to hold in the low-mid 90's in the ranking on my server (Washington, currently rank 96), but I've had to up my game to stay there. I think I can squeeze a few points out of my first three fleets, but I'm still working on reliably S-ranking Omitter.
Tried it a couple times, usually it is around the 4th boss where I get in trouble, because by then I lack then umber of heavy hitters to really puss down the boss.
 
Tried it a couple times, usually it is around the 4th boss where I get in trouble, because by then I lack then umber of heavy hitters to really puss down the boss.
I know that feeling, getting five fully equipped fleets was a challenge for me. I'm also a little bit short on heavy hitters for specific teams. It would be really helpful if I had Haku and Agir maxed out, but sadly they're only dev. level 28 & 25, respectively, which probably isn't quite enough to use them where I'd like to. Plus neither is level 120, let alone 125.
 
Heavy Cruisers: We're Gonna Need a Bigger Boat


Heavy cruisers are generally the toughest ships in your vanguard, with typically Medium Armor and (usually) fairly high HP. Speed and Evasion are lacking compared to smaller ship classes, and their AA stats are surprisingly low, more often comparable to destroyers than to lighter cruisers. Due to their larger guns, their gun damage tends to be impressive

There are two main types of heavy cruisers: torpedo cruisers and gun cruisers. The former carry torpedoes, and while some are decent with them, heavy cruisers just don't have the Torpedo stat or (generally) Efficiency to do much damage with them. Gun cruisers carry a secondary DD gun instead of torpedoes, and more importantly, they fire their main guns twice per reload cycle (Main Gun Mount +1). Gun cruisers tend to have smoother and more consistent damage output, while torpedo cruisers need good targets for their torpedoes to hit in order to keep up. Personally, I prefer gun cruisers, but at least some of that is because I just don't like torpedoes in the game, and I very much value consistency over potential. (Additionally, if I want torpedo damage, I'll usually look at DDs or CLs, as they're much better at it than CAs.)

For example, comparing Tallinn to Baltimore (using the SK/C 34 Triple). Tallinn has 265 base FP, and 155% Efficiency (which is fairly high for a CA), while Baltimore has 274 base FP but only 130% Efficiency, which means that Tallinn is doing ~394 damage per shell while Baltimore only does 341 per shell ... but Baltimore is firing twice the shells, so her gun damage output is going to be significantly higher. (Tallinn has fairly mediocre torpedo stats, 199 base Torp and 125% Efficiency; with a Quad 610mm, she does something like ~1045 base damage per torpedo.)

In addition to the standard 203mm guns that heavy cruisers normally use, two classes are also capable of using the much larger 283mm guns - the Deutschland and P-class cruisers. Both are torpedo cruisers with high gun efficiency and very high Firepower, with Prinz Heinrich tying with a Large Cruiser for highest vanguard FP at 314. While most vanguard guns use direct fire and can be blocked by shields, the 283mm guns act like battleship shells, arcing and impacting with a small area of splash damage, bypassing shields entirely. The Deutschland and P-class cruisers are still capable of using standard CA guns, which can be more useful against lighter ships - in particular, between the better modifiers on HE guns and their class Skill, the Deutschlands can do a lot of damage to DDs and most CLs.

It's worth pointing out that the majority of gun cruisers are in the Eagle Union, with a couple in the Sardegna Empire, and two (so far) in the Royal Navy - London and Shropshire, after retrofitting, are allowed to use DD gun secondaries, keeping the very high 160% Efficiency their torpedoes had, although they do not have a second Main Gun Mount. There are also a few hybrids, ships with both Main Gun Mount +1 and a torpedo secondary, although most of them are Research ships (Roon µ in the Core Exchange Shop and Kursk from the Frostfall event are the two outliers).


Large Cruisers: Do These Guns Make Me Look Fat?


A step up in size and capability from heavy cruisers, the few large cruisers in the game have quite a lot going for them. HP that wouldn't look out of place on a battleship, Main Gun Mount +1, and the ability to use larger gun calibers (although they cannot equip true battleship guns). They are also the only Vanguard ships able to equip the VH Armor Plating auxiliary, increasing their Armor from Medium to Heavy (except for Ägir, who starts with Heavy Armor). And, as there are only four ships and their playstyles are actually somewhat different from each other despite similarities, I can briefly go over each one instead of a poor general class overview.

Azuma of the Sakura Empire was the first large cruiser in the game, and is tied with Prinz Heinrich for the highest vanguard Firepower. Oddly for a Sakura ship, she does not have torpedoes, and her main gun has very low Efficiency even for MGM+1 at only 100%. Equipping a large-caliber gun - initially only her 310mm Prototype, but later any of the guns with caliber over 280mm - not only increases her Efficiency by 12%, it increases her damage dealt based on the distance between her and the target ship, significantly increases Burn damage she deals, and both improves her Fire X Times barrage and cuts the number of shots needed to trigger it from eight to four. She also can increase her own Accuracy and Evasion, and later can give herself damage reduction against Torpedoes.

Azuma is a solid, powerful ship for all the same reasons that gun cruisers are, and has over a thousand HP more than the toughest heavy cruiser, and is only beaten by another large cruiser. She particularly shines in Sakura fleets, of course: very few Sakura vanguards breach 5000 HP, and her powerful guns let her back up what is normally a torpedo-focused fleet. Both Nagato and Mikasa provide powerful buffs for her, with Nagato trading some Firepower for additional accuracy. The major clash I see with her skills and loadout is that she likes being far away from enemies to get the most extra damage from Blazing Peaks, but torpedoes are best launched from up close to maximize hits, so using her in a torpedo fleet might require some deft maneuvering.

Iron Blood's Ägir has both naturally Heavy Armor - which can be a drawback, depending on enemy fleet composition - as well as the highest health of any vanguard at over 8000. She also has the lowest Firepower of the large cruisers, but also the highest Efficiency at 120%. And while Azuma seems to be set up to be a primary combatant, Ägir has very useful support abilities: her torpedoes inflict a Slowing effect on enemies hit by them, and her main gun inflicts Armor Break on all enemies hit, not just Heavy Armor. Equipping a large-caliber main gun increases her Efficiency by 12%; equipping a Normal or AP ammo gun gives her damage reduction and increases her Critical Rate, while HE guns do more damage but lose the ability to inflict Burns. And while she has torpedoes, she also gets a special Secondary gun, a CL-caliber weapon that inflicts CA-grade Burns.

Ägir is as much a utility ship as she is a brawler, able to set up the enemy for the backline - particularly battleships - to land extremely powerful blows. Her Heavy Armor, particularly vulnerable to torpedoes and aircraft, can be reinforced with universal damage reduction, making her even more resilient, although she isn't quite as relatively more durable when compared to other Iron Blood heavy cruisers, several of which have over 6000 HP and defensive Skills. Bismarck's flagship buffs - increased Reload and primary weapon Critical Rate - are quite useful, particularly the Crit Rate: as a Research Ship, Ägir lacks any Luck until she gets Fate Simulation, and criticals are determined by the difference between Hit and Evasion and the Luck stats, then adding in any bonuses. While wielding a Normal/AP gun and sortieing with Bismarck, Ägir gets a +32% increase to her Critical Rate with her main gun and torpedoes.

Brest is a large cruiser of the Iris Libre with base stats similar to Azuma, although slightly higher main gun Efficiency. Her skills, however, allow her to increase her Firepower, Accuracy, Evasion, Damage Reduction, Speed, Main Gun crit damage, and AA. She can also heal the most-damaged ship in the fleet, and then herself, the first and second times her Fire X Times barrage activates. She also has a special CL Secondary gun that only fires backward at enemies that have gotten past her.

Much like Azuma, Brest is a solid general-purpose ship with no real specialties. Her heal isn't particularly powerful, but healing - particularly targeted as it is - is always useful. While initially weaker than Azuma, Brest's buffs actually give her better Firepower, the same Speed, a permanent Evasion buff instead of one on a timer, and universal Damage Reduction. Inversely to Ägir, however, the Crit Damage buff that Brest gets is not particularly consequential due to her poor Luck, particularly without an outside increase to the Crit Rate. Richelieu grants her considerable bonuses, however: further boosts to Firepower and Accuracy, improved Reload, and a general increase to damage dealt. In the context of Iris/Vichya fleets specifically, she adds a third powerful cruiser to supplement the fairly light roster of DDs and CLs.

Kronshtadt of the Northern Parliament is currently the only non-Collab Large Cruiser that is not a Research Ship, which among other things grants her an actual Luck stat without needing a Fate Simulation. She is also a gun cruiser with a CL secondary, not DD. She buffs her own FP and Evasion and has inherent Damage Reduction against AP weapons, and equipping NP makes it universal Damage Reduction; as equipping NP gear also increases the Efficiency of her secondary gun from 55% to 100%, it's a really good idea to do that. Her secondary gun is also linked to a barrage that reduces the FP of enemies hit by it, and like Ägir she has a special auxiliary CL gun. She has a weak zombie skill that only activates when she is under 10% of her HP. And, as a gacha UR, she has cross-fleet effects: friendly fleets in the same sortie that are led by a battleship have all their battleships' main gun spread reduced, and all friendly fleets in the same sortie are supported by a Cross-Fleet Barrage twenty seconds after the battle starts.

Kronshtadt is very much focused on dealing damage; she has a solid Firepower stat that is increased further by having a Light Cruiser secondary gun instead of a Destroyer secondary. Both guns are linked to barrages, but unfortunately Kronshtadt cannot increase the Efficiency of her main gun. Her special auxiliary is an AP gun and is also improved by by equipping NP gear (to 95%). She is, however, the slowest of the large cruisers - the same Speed as Brest, but without a Skill to buff her Speed - and has the lowest Evasion. Like the other large cruisers, she's a very good strong ship, able to serve as a tank for a more fragile vanguard or just there to add even more big guns. Her zombie skill, I think, is too weak and too late to be of much use: if you're kicked down to 10% and only recover 10% of your HP, you're pretty much going to need your opponent to be in just as bad a shape as you. Her greatest asset, however, is her cross-fleet effects: tightening battleship spread makes them more accurate and more likely for all shells to deal damage, while the slowing barrage comes in at a time when your backline is getting ready to go off and larger vanguard torpedoes are hitting the water.


I realized, as I was finishing up the heavy cruiser section, that I don't really know most of the heavy cruisers of the game very well. Some of them, yes, but a lot of them I just ... don't use. And given my faction preferences, the ones I do use tend to be either MGM+1 or very tanky torpedo cruisers. So from my perspective, there doesn't seem to be much variety in the heavy cruiser 'types,' and differences come down to Efficiencies, stats, and Skills, none of which really are really good ways to break down general roles. Too much of how the individual ships work and perform is bound up in their skills to make broad generalizations. Fortunately, I think I have a much better handle on light cruisers and destroyers, so hopefully those two can be a bit more interesting.
 
I realized, as I was finishing up the heavy cruiser section, that I don't really know most of the heavy cruisers of the game very well.
Part of the problem is that you're breaking them down purely by whether they have MGM+1 what their secondary weapons are, but survivability is just as big a factor for CA's in general, and the dominant factor for some of them like Anchorage. I'd probably break them down into DPS CAs, support CAs, and main tank CAs in addition to than gun / torpedo distinction. Survivability is going to determine where they go in the fleet screen and thus what other roles need to be covered. When using CAs (not all my fleets do) I typically use main tank CAs because that gives me more flexibility in filling the other two slots in the fleet screen.

For what it's worth, half my Op Siren fleets use CB's in the main tank slot and the only non-tank CA I'm currently using there is Northampton II, who I'm using as a support/dps. I'm not yet certain on whether she's my best choice, it's an experiment. My Frostfall EX fleets have four CAs: Heinrich, Drake, Northampton II, and Anchorage. That's two main tanks (Heinrich & Anchorage), one dps/tank (Drake), and one support/dps (Norhampton). At least those are the roles I think they're filling. The other two main tank positions are filled by Kronshtadt and Azuma. I've played around with using Ibuki in the off-tank slot of my Sakura fleet over Noshiro, but I recall that lead to some survivability issues. I also tried using FFNF Saint Louis against one of the light armored bosses, but I wound up completely redoing that fleet so I'm not currently using her.
 
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