The reason Overwatch is being enjoyed by over 40 million players is its low system requirements. This is probably one of a few games that you can enjoy with anyone. It’s very appealing for a younger and older audience. But, many of you probably can’t run it very well. Hence the reason you’re watching this video right now. I’ve covered Overwatch two years ago, but that video is kind of outdated so here I am doing it all over again. So, without any further ado, let’s see how to improve the performance of Overwatch. Better gaming performance is all it’s about on this channel. So, before you do anything else, simply head over to my website and download this little software which is called the Low Specs Experience.
Download link is posted in the description of this video. Low Specs Experience is a free tool that I developed that will allow you to go above and beyond anything possible in-game video options. After you download it, simply install it and you will get these shortcuts on your Desktop. Start it and then go to the optimization catalog section. Once you find yourself on this page, simply select Overwatch from this drop-down menu and then press load the optimization package. Now select the destination folder where your game has been installed. Simply select the destination folder of your game and then press OK and this window will pop-up. Here select the method of optimization and resolution you would like to run your game on.
After you did that simply press the optimize button and then start your game. Feel free to experiment with resolutions and optimization methods to find what suits your system the best. That’s all I had to share with you fine folks for this video. I’m leaving you now with the rest of this gameplay to enjoy. Please do like and subscribe if you found this video useful. Dislike it if you feel the complete opposite. I’ll see you guys next time with a whole new video.
– The info we have right now is brighter screen, thinner and more energy efficient. That inside of itself is very interesting being a contrast to what a lot were suggesting Nintendo would do and go Switch XL on us. – Now I have heard at potentially this will not be a Switch Mini but from a business perspective, it makes more sense because you want to get as many Switch units in to as many homes as you can. – Now, some the rumors that heard was kind of pointing to things like games being specific to that Switch as opposed to the Switch system that are out now. It doesn’t seem to be, I would think, correct. – And then if they will make a push towards streaming software like Netflix and all of that, obviously they have Hulu on it. – Mm-hmm. – The current Switch can output 4K streaming, right? – Yeah. – No problem through HDMI, obviously can’t display it. Uh, I don’t know if it’s much of a selling factor to say now the display is 1080p or anything like that. (television white noise whirring) – I didn’t really want to talk about this mostly because I didn’t think it was that big of a deal but the Wall Street Journal claims that Nintendo will be releasing a new version of the Switch in late 2019.
Now I’m late on the topic but enough of you guys asked me to talk about it and after hearing other people’s opinions on it, I realized I really did have a lot to say about it. Take your expectations and reel them in a little bit. And if you were thinking of waiting until 2019 to buy a Switch? Maybe go get your parent’s credit cards. (rock music) (video game beeping) Hey remember that time people wrote articles about me because I predicted the Switch back in 2015? Oh man, you guys better listen to me. The Wall Street Journal got their information from suppliers that claim to have insider knowledge so not Nintendo themselves but maybe somebody like Nvidia or one of the companies that puts the Switch units together. The report also claims that there will be improvements to the screen in order to make it brighter, thinner and more energy efficient. The Wall Street Journal also claims that these plans are most likely due to the Switch’s diminishing sales. I’m sorry, diminishing in terms of what, exactly? They also mention that Nintendo’s stock rose sharply last year and has been trailing behind.
I don’t think that a new unit is gonna help that much. It seems like shareholders buy and sell shares over the dumbest (censored). I don’t think Nintendo needs new hardware at all. They just need a lot of new games, which they’re working on. First and foremost this new Switch will not be a completely new system with proprietary games. Whatever you play on your Switch currently will work on the new Switch unit and vice versa. Looking back at Nintendo’s history, it’s not usual for them to release a mid generation iteration of a current console, especially a handheld one. Most recently we’ve seen iterations of the 3DS that improved the processor and RAM performance and even included an additional analog stick that looks like a little nub. There was also a cheaper version that got ride of the 3D that nobody was using. This allowed the games to be able to run on cheaper hardware.
There are people who are claiming that we’ll be getting a 4K version or a dock that upscales to 4K. There’s not a chance in hell of that happening. Nintendo does not need to compete against the likes of Microsoft or Sony with their 4K iterations. In Japan they already sell a slightly cheaper Switch bundle that doesn’t come with a dock or a power adapter. This is great for people who already have a Switch in their household but this is very bad for people who just want to play portably. Nothing wrong with getting rid of the dock but you gotta at least include that power adapter because that power adapter is a very hot commodity. You can’t use any other power adapter with your Switch.
I think if they’re looking to refine the Switch, they’re obviously going to try to fix the issues that the Switch has had since around launch time, most notably battery life, which was a really huge deal before the Switch even came out. Once we heard that the battery life was only gonna be around three hours, but it’s not something we really hear too much about anymore because we realized that that’s not that big of a deal. Three hours is a long ass time to be playing your Zeldas in your hands. Also the battery life is way longer if you play anything that’s not one of the big budget triple A games. I’d be willing to bet a whole bunch of money that the new Switch iteration will have a better processor not for more power but for more energy efficiency, similar to what they did with the 3DS. A better example is actually what Apple did with the newest iPhone. The iPhone Xs has a smaller battery than the iPhone X, it just has a much better processor that’s a lot more energy efficient. The actual Switch unit itself can’t really be any smaller or bigger or thinner because it’s size is directly influenced by the Joy-Con.
They could have a new version of the Joy-Con but that would be a horrible idea because then you’d have more than one version of Joy-Con floating around the universe that are proprietary to each version of the Switch, it’d be very confusing. They could bake the Joy-Con into the device itself, making it a portable only device, kind of like a mix between the dockless Switch and a 2DS but I think the most plausible thing Nintendo will do is, of course, give a slight upgrade to the processor but also make the screen a little bit bigger. The entire Switch unit can remain the same size but there’s a lot of room in that bezel to make the screen a little bit bigger and if the processor performance is improved enough they can even throw in a 1080p screen instead of the 720p screen we have now but I really don’t think a lot of people will notice this change or even care that much.
But the size of the screen, the size is definitely somethin’ they could market. That’s something that’s gonna be eye catching and different. So, that’s about all that I think they’re gonna do if they make a new iteration of the Switch in 2019. It’s not gonna be very different, just minor changes. So keep your expectations very low. If you’re holding off on buying a Switch right now because you’re afraid that it’s gonna be upgraded in a whole year, you might want to reconsider.
You’re already missing out on Super Mario Odyssey and Breath of the Wild and you’re gonna be missing out on Pokemon and Smash Brothers and look at how cool this Pokemon bundle is. The only fair argument I’ll give you is that next year’s Pokemon is probably gonna be really cool too, but like anything that hasn’t been confirmed by the company itself, this whole thing could be delayed, it could be canceled or it could never have been a thing at all.
But come on, could you at least fix this kickstand? Mine’s all flop– There it goes, there it goes. What do you guys think about this new iteration of the Switch? What would you like to see different in a new Switch version and put your predictions in the comments below, at me on Twitter and any of this social media garbage. Of course we got new videos and live streams all the time. Our schedule’s in a pinned Tweet over on our Twitter. We got live streams here on YouTube on Sundays and on Wednesdays we got Wulff Den Live, our live Podcast and on Twitch.TV/WulffDen we have gameplay streams on Tuesday and Thursday nights.
I’ve been slowly making my way through Pokemon Hard Gold in preparation of Pokemon Let’s Go. And if you’re a member here on YouTube, meaning that you clicked that join button underneath this video or even if you support us on Twitch, using Twitch Prime, which is free, make sure you link your YouTube or Twitch account to your Discord account and join our Discord. Get in our supporters only Discord and then you get videos like this early, so you can comment first, just like Burgundy Burnouts. Other ways to support us, you could buy a cool shirt like this, link is in the description for that but also, you could support us for free. All you gotta do, is just subscribe. That’s the most important thing that you could do and share this video with a friend, another friend who’s as in to the Switch as you are, and can contribute to this conversation. Maybe somebody who wants to get a Switch and is afraid to. Tell ’em not to be so much of a (censored), thank you guys very much.
To find out which gun is the best and call of duty black ops for its first discussive few weapon classes that can be dismissed these shotguns and sniper rifles can be fun to use but are too specialized to consider any of them to be the best gun in Call of Duty Black Ops for tactical rifles can be powerful in the right hands but are limited in their usability too for example push a close-range objective the best gun and call of duty black ops 4 must then either be an assault rifle or submachine gun most of the time you will encounter enemies at medium and close range and both weapon classes have guns that are strong or good and a deranged submachine guns are more suited to close-range engagements and flanking enemies to take them by surprise assault rifles are better suited to medium range and taking on enemies head-on in the thick of the fight the main weakness of submachine guns is that in competitive matches you’ll often face enemies behind cover that have entrenched themselves you can take them on with some machine guns but you often have to spend a lot of time flanking with the risk of being spotted and taking out having wasted a time it took to flank with assault rifles you can simply shoot the enemies behind cover and push forward having established assault rifles as the source of the best gun in full of duty black ops 4 it is easy to pick the best gun of the assault rifle Steve vapor xkg with its minimum recall and good damage stands out as the best therefore the vapor xkg is the best gun in call of duty black ops 4
There are five submachine guns in call of duty black ops for to consider to find out which one is the best the mx9 is a strong early unlock that is well suited to flanking enemies and taking them by surprise the gks is a lower fire rate ayuh damage submachine gun that is competitive with assault rifles at medium range and can be used to push an objective head-on the Spitfire is the highest vibrates a machine gun with controllable recoil it is very strong at close range and can be used at medium range to a degree the cordite submachine gun has the largest ammo supply and can be used to go it alone behind enemy lines as a result of its versatility the SOG nine-millimeter is the last submachine gun you unlock and is best suited to thank the enemies and taking them by surprise the main weaknesses of this old 9-millimeter are the low damage at medium range that means you have little chance against the sole foibles and allow immersive like the gks is good at competing against assault rifles that doesn’t fit Beast submachine gun ball of close range superiority due to its low fire rate the mx9 is a well balanced submachine gun but it doesn’t stand out in any way that makes it better than the other submachine guns the cordite is a close second due to its versatility which led to use it to attack an objective or flank enemies without having to worry about running out of ammo or being out fast play assault rifles however the Spitfire with its high fire rate and quick time to death stands out as a very powerful gun with it enemies have little chance at first range as an added bonus the whampire operator mod is a lot of fun and makes you near unbeatable at first range although it does make the Spitfire difficult to control at medium range therefore the Spitfire is the best submachine gun in call of duty black ops port
The salk nine-millimeter submachine gun in full of duty black ops 4 is the last submachine gun you unlock it has excellent handling and a high fire rate it is best used with blank and take it amiss by surprise you have to be careful with the low ammo supply and high fire rate be sure to time your reloads when you are in safe areas due to its low damage it is difficult to use this old 9 millimeter at medium range instead of taking those enemies head-on try to get around them and into a range where you have the advantage the best attachments for assault 9-millimeter are those that help you with its mo problems and then build on your close-range superiority the stock lets you move faster was aiming down the sights and quick corner to bring up the assault 9-millimeter faster buzz thanks that you reload faster helping you out when you are facing many enemies in a row the best year for assault 9-millimeter helps you be aggressive use the slingshot to increase the healing be charged and to let you heal whilst firing from the hip the best perks for assault and millimeter are dose that help you flank and refill your ammunition use scavenger to replenish um a supply from dead enemies and grants use light weight to help you move faster making an even harder target to hit use ghosts to stay off enemy UAVs letting you flank in secret here is the complete best class setup for the sold 9-millimeter submachine gun in call of duty black ops 4
Armor perks are back on armor which I think is just great. But what perks should you be looking out for? And what do some of them even do? That’s what we’re gonna be finding out today in this video with information more dense than a dying sun. We’re going to be going slot by slot and just kind of talking about what the perks are, what they do and the trends of each armor slot, then in the second half, we’re going to make 2 example god roll armor sets, so if you don’t care about what the perks are or what they do, you can just skip there. But first, let’s talk perk tiers: There are 3 tiers of perks. Tier 1 will say “slightly increases,” which is the smallest effect, tier 2 will not have an adjective and tier 3 is the enhanced version of a perk, which gives the greatest effect. Enhanced perks at the moment only come on Dreaming City armor and raid armor, along with exotics.
While I haven’t tested every single combination of perk against it’s enhanced and only slightly increased counterparts, I have no reason to believe that you shouldn’t try to get the enhanced version of any perk that can roll enhanced. That being said, there has been a case where the enhanced version of part of a perk wasn’t as good as a tier 2 version, but for the most part, you probably don’t need to worry about these fringe cases. The helm slot resolves around targeting perks, super energy perks, special weapon reserves and power weapon reserves. The helm slot can roll any individual weapon targeting perks, literally every type of weapon, not to mention that it can roll enhanced targeting on some weapons as well or it can roll a clustered targeting perk, like “all precision weapons.” Targeting perks improve accuracy, target acquisition and aim down sight speed on that weapon.
Target acquisition is more relevant on console than on PC, or rather those on controller compared to mouse and keyboard, it’s essentially the “stick” factor on a weapon. That’s not to say targeting perks are worthless on PC, they do have some other values like bullet magnetism. Accuracy is mainly a hip fire based bonus, but again, also has other slight benefits for aim down sights. The enhanced targeting perks that can roll on a helm are: hand cannon, bow, sniper, and linear fusion. Next, we have super energy perks where you get bonus super energy on grenade, melee, shotgun, sniper, or heavy weapon kills. Heavy weapon and grenade kills can roll the enhanced perk on the helm slot. So how much energy are we talking here? Well, a normal super with no mods takes 5 minutes to charge if you are idle.
Pump Action reduces this by 5-6 seconds, or 1.7% cooldown reduction per kill, with Remote Connection, aka sniper kills, giving a 7 second reduction. Ashes to assets is approximately the same thing, with Enhanced Ashes to Assets being about 9 seconds. Hands-On is about 9-10 seconds reduction, with 2 kills back to back giving us a super is 4:42. Heavy Lifting was also approximately 9 seconds. Keep in mind all of these reductions include the energy gained from a kill as well as the bonus. Some of this seems kinda off to me, like why is grenade the weakest when it takes the longest to regenerate. Heavy Lifting is ANY weapon, but then again, I guess it is power weapon which is ammo limited.
Hands-On seems really good, but maybe that’s the risk factor of it? Anyway, moving on.\par Then we have the reserves perk, these perks increase the maximum size of your reserves for that particular weapon. In the helm slot, we can roll fusion, sword, rockets, grenade launcher, linear fusion, shotgun, and sniper reserves, so, basically non-primary weapons. You can also roll special or heavy ammo finder, increasing the frequency of which you find those bricks of ammo on the ground. However some research was done recently on reddit by user u/BoxofRingsAndNails (and u/KrystallAnn) and their friends that showed that stacking more than one heavy ammo finder perk may actually have no impact or even a negative impact on the drop rates of heavy ammo. Bungie knows about this post and say they are investigating, so for now, I can’t recommend stacking this beyond 1 and even then, it may be difficult to notice a large difference in drops.
This perk isn’t Ruin Wings. Moving to the arm slot, this is all about reload speed, a couple more energy perks, and scavenging ammo. Arms can roll many types of reload speed type perks, individual weapons, groups of weapons, specific groups, and grenade launcher, hand cannon, rockets and shotguns have the possibility of enhanced reload perks . For example, the difference between enhanced rocket reload and regular isn’t too crazy, but ANY bonus makes quite a noticeable difference compared to a default reload. Then we have some energy based perks, Impact Induction and Momentum Transfer, of which both of these perks can roll the enhanced versions. Momentum gives melee energy on grenade hits and impact gives grenade energy on melee attack. Testing Momentum Transfer showed that 1 tick of grenade reduced the cooldown of my melee attack by about 1 to seconds. Yup. That’s it. The effect is on an internal cooldown as well. Fortunately, Enhanced Momentum Transfer was a reduction of 5 seconds, which is a bit better. I think the internal cooldown of the effect is mainly for grenades that have a damage over time effect, but uh…
Feel like this would be ok for a buff, or maybe it’s just broken and needs a fix. Impact Induction has an internal cooldown of about 8 seconds which makes sense since you actually have the ability to punch things whenever you want. However, UNLIKE momentum transfer, the DEFAULT impact induction gives you 7 seconds worth of cooldown reduction, which leads me to believe that Momentum Transfer is just not even working correctly. Then we just have Fastball, which increases grenade throw distance. Scavenger is not the same as reserves, surprising to say the least, I know. Scavenger increases the amount of ammo you get for a particular weapon when you pick up a brick, whereas reserves increases the total amount of ammo you can hold.
On the arms, you can roll a scavenger perk for any non-primary weapon and I believe this perk works in PvP except for normal fusion rifles. You can also roll a special or heavy ammo finder perk, works the same way as the helm. Moving onto the chest armor, this is all about your unflinching perk, where you flinch less when being shot at. Every weapon type is featured here, individual weapons, groups of weapons, with bows, snipers, linear fusions and scouts able to roll the enhanced versions of unflinching. Unflinching is the ONLY thing that can roll in the middle slot by the way, so don’t bother looking for anything else in this column. Then in the right slot we have reserve perks for primary weapons, along with primary ammo and special ammo finders. The legs feature dexterity perks and class ability based perks.
Dexterity increases ready and stow speed of weapons, very important and I think undervalued by the general population in PvP, whereas for PvE, not as big of a deal. Weapons that can roll enhanced dexterity are: hand cannons, shotguns, snipers and rocket launchers. In the same column are class ability perks that generate energy of some kind. Perpetuation will generate class ability energy when you use your class ability, bomber generates grenade on class ability use, outreach is melee energy and dynamo will generate super energy. Bomber can also roll enhanced and Distribution is the other “enhanced” perk which actually gives energy to all abilities. Note that Dynamo is currently being looked at by Bungie for being too strong when combined with other super energy generating… things in PvP. So how much energy are we talking? Let’s start with Dynamo.
A super takes 5 minutes to charge with no activity, Dynamo will reduce the cooldown by 10 seconds or about 3.33, repeating of course, percent of your super. Bomber will reduce a grenade cooldown from to 1:17, so 4 seconds, and Outreach will do the same for your melee cooldown, to 1:17, with Hunters getting a 4 second reduction as well. Perpetuation reduced Titan wall cooldown by about 3 seconds, with Rift being about 5-6 seconds and Hunter about 1 second. In the right side column, we have have scavenger perks for primary weapons and then we have primary ammo and special ammo finders.
The class item revolves around energy when you pick up an orb of light. There are 5 perks that can get you the following: health regen starts on orb pick up, chunk of health on orb pick up, class ability, grenade, or melee energy, with Absolution being the enhanced perk generating energy everywhere. In the other column, it’s just everything, reserves and scavenger perks, all ammo finders, it’s a mess. This brings us to the question: what the hell should I actually get on my armor? WELL, that is going to depend on the weapons you’re using, your playstyle and what you’re doing, but let’s try to come up with some example god roll armor sets. Note that we will not be including exotics when coming up with this list. The first thing you’re going to want to do is have some form of a weapon loadout so you know what perks to look out for, then figure out if you can roll any enhanced perks for those weapons. I’m going to take my most common loadouts and try to make some god roll armor sets. In PvP, it’s a pulse rifle, shotgun and grenade launcher and in PvE, we’ll say I’m doing the raid, so it’s pulse rifle, shotgun and sniper rifle and I’ll be on my Titan.
Unfortunately, there isn’t a single enhanced pulse rifle perk in the entire game, so we’re off to a bad start. We have two enhanced shotgun perks arms and legs, we’ll look at legs first, which also have some other good perks on them. In PvE, I don’t really value stow and ready speed at all, whereas in PvP, I value it a lot. So, for PvP, we’d look at the enhanced shotgun ready speed, but for PvE, we’d be looking for an energy generation perk instead. Which one? Depends on how you play. Maybe you have enhanced ashes to assets where you’d want grenade energy a lot, thus you’d want enhanced Bomber, just an example. We’ll just go to the helm next, we’re probably going to be looking for pulse rifle targetting for PvP, but something like targetting may not have as much value to you in the PvE experience, so we’d look for an energy perk instead. Again, depends on the situation you’re in. In the raid, I’m not really using my special or power weapons to actually kill things very often, I use them for damage on bosses, meaning ashes to assets or hands-on would be the play.
In a strike using a rocket launcher, heavy lifting may be the way to go if you’re going for add clear. Your reserve perk would be for whatever special or heavy you’re using. Moving to arms, we’re looking at reload speed perks and melee/grenade perks. Now reload speeds are pretty universally good, but I’m the kind of person who values ability energy over reload speed in a PvE setting, so for my arms, I’d want enhanced impact induction or momentum transfer. In PvP, my pulse rifle has outlaw on it, so I don’t really need another reload speed perk on top of that, but my shotgun could use some help, so we’d grab enhanced shotgun reload speed. The scavenger perk would likely be shotgun, I don’t really run into ammo problems with my pulse rifle, but maybe you’re a hand cannon user and do have some ammo problems, all depends. Chest armor is ONLY unflinching, so we’re looking for pusle rifle unflinching here, but if I’m in the raid using a sniper, maybe I grab enhanced unflinching sniper rifle for safety purposes or if I’m sniping in PvP.
On chest armor or maybe leg armor, this is where I’d grab the special ammo finder. I think primary scavenger, reserves and ammo finder are all not really that important, but if you find them important, then go for it. Class item is where you maybe pick the heavy ammo finder, since the helm and arms have non-primary reserves and scavenger that you MAY want to utilize, but you’re not gonna get a TON of ammo from an individual reserve perk, so maybe you don’t care that much, but if you stack 2 reserves, you get a little more, meaning you could use the heavy ammo finder on gloves, you see how fluid this situation is? I personally like chunks of health for orb pick up, or a health based perk in general, so I’m looking for recuperation or better already.
So, my PvP god roll armor would look like this, going from top down: helm has pulse targetting and shotgun reserves, arms with enhanced shotgun reload and shotgun scavenger, chest with unflinching pulse and insert whatever for the other, boots are enhanced shotgun dexterity and whatever scavenger, with the class item having recuperation and maybe shotgun scavenger.\par My PvE raid god roll armor would look like this, going from top down: helm has enhanced ashes to assets with shotgun reserves, arms are enhanced impact induction with shotgun scavenger, chest is enhanced unflinching sniper with special ammo finder, legs are Distribution with pulse scavenger, with the class item being recuperation and heavy ammo finder. Again, these are just examples with my loadouts, they don’t include exotics and they’re just ONE example. Your god roll armor will not be the same as mine and you need to decide on loadouts that you use for X activity, then build armor sets around those loadouts.
Should heavy ammo finder ever be affected to the point where stacking 3 of them gives a noticeable increase in power ammo bricks found, then things may change again, where you could stack power ammo based perks as much as possible for a super energy build, stuff like that. Anyway, hope this was helpful in your search for the perfect armor set. We’ll explore the issue of weapon rolls in the near future. Thanks for watching, I’ll see you next time. .
With new players coming in trying Azur Lane NA, I wanted to give a shot in making a basic ship guide for players getting in the game. I don’t claim to know everything about this game, so everything in this guide is to help players choose ships. (I deleted the first post to change the title)
Starting out you will be able to choose between 3 starter ships, Z23, Laffey, and Javelin. It doesn’t matter who you choose since they’re all great. But, if you want a recommendation I would choose Javelin only because her remodel comes out earlier than the Z23 and Laffey.
After choosing your starter, you can continue with the tutorial and try to get a feel for the game. This is a sidescrolling bullet hell game similar to Touhou.
IMPORTANT INFORMATION: YOU DO NOT HAVE TO REROLL IN THIS GAME. IN FACT IT IS NOT RECOMMENDED AS IT IS A WASTE OF TIME! THE SSR RATE IN AZUR LANE IS 7% If you have played Kancolle and Girls Frontline you will be familiar with the gacha system of this game. You will get a lot of cubes later on that you don’t have to worry about not getting SSRs (most of the time).
We’ll start off with hull classification codes, which help you understand what type a ship is. If you’ve played Kancolle or World of Warships this should be familiar for you. Each fill a specific role in your fleet.
Hull Classification Codes / Ship Classes:
DD – Destroyer (Ex: Starter ships – Z23, Laffey, Javelin) (High speed and your main source of torpedo damage) They are denoted by a blue torpedo symbol
CL – Light Cruiser (Ex: Helena) (Balanced class that has higher speed that Heavy cruisers at the cost of lower armor. Can use torpedoes if equip-able) They are denoted by an orange gun symbol
CA – Heavy Cruisers (Ex: Prinz Eugen, Admiral Hipper) (Like Light Cruisers, but slower and can carry larger guns. Can use torpedoes if equip-able) They use a similar symbol like light cruisers but CA symbols have a plus.
BB – Battleship/Battlecruisers (Ex: Hood – BC) (Boast heavy armor and firepower, they allow you to use artillery) (Ex:Rodney – BB) Battleships/Battlecruisers use a red gun symbol
CV – Aircraft Carrier (Ex: Enterprise, Illustrious)(Your main source of your air power and can provide bombing runs, each Carrier can carry x2 Air Strikes) Aircraft carriers use a purple plane symbol
CVL – Light Aircraft Carrier (Ex: Unicorn, Langley)(Similar to Aircraft Carriers, but they carry less planes and have a slightly smaller health pool than your standard carrier. They are also faster than aircraft carriers) CVLs use the same symbol as your standard Aircraft Carrier.
Other Hull Classifications: (These are ship types not in the game yet or there are not a lot of them. As a new player you can disregard these until a later date.)
AR – Repair Ships (Ex: Vestal, Akashi) (Their main purpose is to give +1 to your ammo and repair your ship in battle. They also provide Anti-Air.) They use a green cog symbol
SS – Submarine (Ex: U-81, U-47) Support Fleet *Not in NA yet so I won’t be covering them. They use a green torpedo symbol
BM – Monitor – (Ex: Terror, Erebus) (They have the fire power of a battleship, but lack battleship tier armor) They use the same symbol as battleships.
BBV – Aviation Battleships – (Ex: Fusou and Yamashiro) (These battleships can launch planes and replaces one slot in their equipment to equip planes.) They use a red plane symbol .
These are important to know since they can affect your combat efficiency. There are 3 damage types in this game, Standard, High Explosives (HE), and Armor Piercing (AP). If someone can help me with the colors I would gladly change them.
Standard (Yellow shots) – Your basic shell type. These do not do anything special but damage the enemy when the shell hits.
High Explosive (HE) ( Orange/Red colored shots) – These perform similarly to standard shells, but they have the added bonus of dealing fire damage to enemy ships. When a ship is on fire, they take damage over time. HEs also deal area of effect damage when it strikes a target. Note that these type of shells fly slower than the other 2 types.
Armor Piercing (AP) (Purple/Blue shots) – These specialize in piercing heavily armored enemies such as battleships and carriers. When the shots pierce they pass the unit it hits and have a chance to hit allied enemies behind it. AP shells travel faster than the other 2 shell types.
Note that this list will also contain ships that are not usually recommended to players as I am trying to cover even the normal rarity ships. Most ships in Azur Lane are worth using even up to late game if you put in the time to invest in them. I’m trying to recommend ships that are currently in the game so please tell me if I recommend ships not implemented yet. These are in no order. Rarities are next to the ship name.
All SR Starter Trio and Ayanami, when these four ships get their remodels they can be useful in your fleet even during level 90-100 sorties. They are all worth investing in.
N Cygnet – Decent survivability as she has a 15% (30% max) chance of activating a skill evading all attacks for 6 six seconds. Her remodel gives her smokescreen which is useful since it gives your escort fleet evasion. Think of her as a budget Belfast. Her sisters Crescent and Comet also get similar remodels
R Juno – Also has smokescreen and close stats to Cygnet. Another plus is that she doesn’t need remodeling for smokescreen.
R Fletcher – Buffs destroyer torpedo, firepower, and reload. Also increase evasion and firepower of Fletcher class ships. Recommended if you use Fletcher class destroyers.
N Leander – Similar skill like Brooklyn, but also gains a remodel down the line that gives her smokescreen.
SR Edinburgh – Self Buffs AP (armor piercing shots). Better stats except for firepower than Belfast, but more selfish as she doesn’t buff the team.
R Juneau – Good ship to use for pvp since her skill War Martyr heals the fleet when she is sunk.
SSR San Diego – Might be a meme ship, but her anti-air can be useful if you lack it. SSR version Naka in Azur Lane.
SRs Ning Hai/Ping Hai/Yat Sen – Yat Sen is not released yet, so Ping Hai And Ning Hai together still works. They both deal extra damage to Japanese ships which are ships you will fight against most of the time. They get even better when they both get their remodels. Yat sen does not have a remodel but provides Ning Hai and Ping Hai survivability.
R Portland – Great ship, grants damage reduction to your whole fleet. Pair her up with Indianapolis to make use of her First skill. Her remodel allows her to stand on her own even without Indianapolis in the fleet.
SR Indianapolis – Her skill provides your escort fleet with 2 shields that block 8 shots and explode dealing damage to enemies.
SSR Prinz Eugen – 7 day login reward. Great tank and her First skill is an upgraded version of Indianapolis’ shield skill giving 3 shields instead of 2.
SSR Atago – Self buffs HE damage burn and ignition chance. Chain torpedo is a nice skill that gives a chance to fire another torpedo salvo when you activate your torpedo salvo. *Not yet in NA
SSR Takao – Has a chance to deal double damage from main cannons, she also has Chain torpedo.
SR Exeter – Has a future remodel and has Defense Order like Portland which fleet damage reduction.
R Suffolk – Nothing special, but she has Chain cannon which gives a chance to fire another round. Remodel is out on NA.
R Chicago – Has a chance to deal double damage from main guns like Takao.
SSR Hood – One of the best battlecruisers in the game. Her skill Glory of the Royal Navy gives a chance to buff your back row reload. This affects the reload time of your Carrier air strikes allowing them to pump out more planes. She also boasts one of the highest damages dealt with her main guns and barrage which can clear waves of enemies.
SR Arizona – The only battleship that I know of that can heal your front line.
SR Queen Elizabeth – Must have battleship if you are running an HMS fleet composition. Buffs FP, Torp, Air Power, AA, Reload, and Evasion of all HMS in your fleet.
SR Rodney – Fires a frontal barrage that hits enemy ships. Main difference between her and Nelson is that she has a summer skin.
SR Nelson – Same skill as Rodney, but tsundere. Though she is better at destroying suicide boats than Rodney.
SR Erebus – Monitor class ship meaning she has lower armor than Battleships, but her skill Infinite Darkness fires a barrage that fills up a lane depending on where you place her.
SR Terror – Monitor class ship and shares Infinite Darkness.
SSR Warspite – Divine Marksman targets the furthest enemy ship with the shots having 100% critical chance. Leveling this skill to level 6 changes the shells to AP allowing higher armor penetration against heavily armor targets.
R Fusou – Decent skill and stat. Future remodel changes her from a Battleship to an Aviation cruiser. This allows her to equip certain planes. Remodel is not recommend since she loses firepower in exchange to a plane slot.
R Yamashiro – Same comment as Fusou, future remodel.
Light Aircraft Carriers:
N Ranger – First skill gives a chance for her air strike cool down to reset immediately. Also has a future remodel.
R Long Island – Your first carrier and has a similar skill that ranger has. Has a remodel. Not the best stats, but better than nothing.
SR Unicorn – Launching an airstrike heals your escort fleet and has a skill that increases reload time of escort fleet.
R Shouhou – Similar healing skill that Unicorn has. Has a future remodel that gives a skill that buffs Both types of Aircraft Carriers.
N Langley – Useful for leveling carriers while grinding 3-4 since she gives a 5% (15% max) exp gained. Otherwise not recommended for general use. Has a future remodel.
SR Houshou – Same role as Langley except she can buff Aircraft carrier air power. Like Langely, not recommended for general use.
SSR Enterprise – Lucky E is one of the best skills a carrier can have allowing for your airstrike to deal double damage and allows her to evade all attacks for 8 seconds. This allows her to be tanky and high amounts of damage at the same time.
SSR Illustrious – Her skill Armored Carrier gives your escort fleet a shield scaling with her health.
SR Saratoga – Buffs escort fleet damage and provides supporting cannon fire. Also has a future remodel.
SR Lexington – Increases escort fleet damage, similar skills with Saratoga, but no remodel as of now.
SR Hornet – Has a skill that procs when you launch an airstrike which allows her to launch a secondary airstrike consisting of B-25s.
SSRs Akagi/Kaga – If put together, they both buff their air power. They can also use airstrike earlier than other carriers because of their first skill. Drops at 3-4 with around 0.75% drop rate.
SR Ark Royal – Has a chance to launch swordfish bombers with your airstrikes. These can slow down enemies when it hits.
SR Yorktown – Given to new NA players, first skill heals her when her hp gets low. Second skill buffs escort fleet damage.
Auxiliary Repair Ships:
SSR Akashi – Best repair ship in the game. Can only be crafted after completing her questline. Next to no combat firepower. Can heal your team during battle and gives emergency repair. *Not yet in NA
SR Vestal – Does what Akashi does, but lacks the skill that buffs escort fleet reload.
Gems – Gems are cash shop currency and difficult to come by. Gold – Gold is required for purchasing items, limit breaking waifus and construction. Oil – Oil is required for world map, dailies, purchasing food, and some commissions. Tech 4 boxes – Currently the top tier of box on NA server. The best box.
Purple Plates – Top commodities for raising levels of equipment. Rarely dropped in stages. Decor Tokens – Used to buy furniture and items in the dorm. Cannot be purchased. Wisdom Cubes – While frequently obtained from dailies – should not be missed in your commissions. Tier 3 Books – Great for overnight studying skills, and give more experience per hour than any other book.
Tier 2 books – commonly found in dailies and are frequent in daily commissions. Blue plates – Easily obtained by grinding middle level stages. Retrofit Blueprints – are not in high demand as there are a limited number of ships that support the feature. Elite and Rare Ships obtained from launch ceremonies come with high gold rewards. They are worth grabbing.
Tier 1, 2 and 3 boxes – easily obtained by playing the game. T3 boxes can be crafted. Quick Finishers (aka Drills) – Obtained via completing dailies and usually do not come with any accompanying gold or oil in commissions. White Plates – While required fro raising all gear no matter how far, they are easily obtained by playing the game. Tier 1 books – great for using while grinding due to their abundance and ability to micro-manage study. They are ubiquitous, however.
Strive to always be having commissions running. The faster you get 4 “expendable” shipgirls to level 35 the more flexibility you will have in running 4 valuable commissions at a time. Prioritize quick-ending commissions over longer commissions so you can end your commissions quickly before the night time commissions begin!
Night commissions begin at 10 PM PDT and last for 5 hours, offering good items, gold and exp.
Note that as you progress, your needs and resources pools will fluctuate. The reason for this tier list is to help give you a guide to stay on track with most of what you need while playing. For example, if youa re out of tier 1 books, give them a priority while looking for commissions. Just be sure to remember that if you run out of gold and oil due to taking no gold or oil commissions that they are available!
The above is just a list of guidelines, and not to be treated as 100% fact at all times. Again, Tailor commissions to your needs.
The daily commission that gives a lot of experience and gold, but costs a lot of oil should be used sparingly when you have a wealth of oil. That oil is better spent grinding for materials, and the experience given is more when accounting for MVP and bonused stage experience (1.1, 1.2 and 1.5x modifiers from encounters).
I wrote this guide because I noticed that a lot of the information available to EN players was lacking in detail or rigor, outdated, or mere copy-pastes of older guides containing similar problems. Furthermore, there is a wealth of information in Chinese forums and wikis that EN players have not really been exposed to. This is my attempt to solve these problems, with a guide on HMS teams written from the ground up, tailored exclusively for the EN meta.
1:1: A fleet with one ship in the frontline and one ship in the backline, typically a BB. Other counts can be used with the “<back>:<front>” format. Be sure to avoid confusion with the “World <chapter>-<sub-chapter>” format.
Barrage: Activation of a ship’s skill
BC: Battlecruiser. Falls under the Battleship type.
BM: Monitor. Falls under the Battleship type.
CA: Heavy cruiser. Counts as a cruiser.
CL: Light cruiser. Counts as a cruiser.
CVL: Light Carrier. Falls under the Carrier type.
Gunboat: Any cruiser with a secondary gun instead of torpedoes.
HMS: Her Majesty’s Ship. Identifies ships belonging to the Royal Navy.
LB: Limit break. Usually formatted “LB<level>” or “MLB” for the third limit break.
Proc: A verb for skill activation.
QE: Queen Elizabeth
RNG: Random number generator. Refers to a random or stochastic process.
Shelling: Activation of a BB’s main guns
USS: United States Ship. Identifies ships belonging to the Eagle Union.
Throughout this guide, I will be using a very specific vocabulary to how we arrange our ships. Below is a diagram showing how these ships are arranged in the Details screen and in battle. When I write out teams, I will write them out as they are arranged in the Details screen.
The flagship suffers the most damage from enemy planes, barrages, and stray torpedoes. It is also a defeat condition for PVE. So we typically want to place a durable ship here. At the same time, it is the least vulnerable to suicide ships in PVE and enemy HMS teams in PVP. Top and bottom flank are interchangeable. There is a slight oddity to how far Hood’s skill reaches in the top slot though.
Mileage may vary based on the RNG, but the tank suffers the most damage, especially from torpedoes, because it is in front while moving toward the enemy. The off-tank suffers the second most damage because it is in front while moving away from the enemy. The support suffers the least damage until the ship in the tank slot dies, after which it suffers the greater damage between the two remaining ships by succeeding the tank.
Note also that all images in this guide either have a link below them or embedded inside of them.
HMS PVE is extremely strong due to a large number of farmable, high-synergy ships with excellent durability and defenses against both air attacks and suicide boats. The ship pool can also make some great 1:1 or 2:1 teams along with some help from their USS friends.
HMS PVE heavily relies on slow BBs, so be sure to always bring an SG Radar on one of your backline ships. This greatly improves the efficiency and speed of your clears.
You must have a Queen Elizabeth to make an HMS PVE team. Aside from this, there are no other requirements.
Note that the tier structure is based on relevance to HMS teams in the current meta and not the individual capabilities of each ship or any future content. It is important to underscore that Tier 2 and 3 ships are not strictly worse than Tier 0 or 1 ships. In fact, they may be your strongest ships; if so, you should use them–the same applies for any ship not listed here. Finally, note that Tier 3 contains low-oil cost ships that are best for farming.
HMS DDs are very weak in PVE due to a lack of synergy. We will mostly be using oil efficient USS alternatives.
They are 1 Oil cheaper than a Fletcher frontline, but much more durable with their Phoenix-like self-healing skill. Great for low cost clear teams. Very poor damage output, though that becomes less important as you progress in the game and gain access to stronger backline ships.
I would keep an LB0 pair of these for low cost farming; use them in a 1:2 team with Terror/Erebus and later on, Rodney/Nelson (or maybe Pennsylvania). Be sure to get an extra pair to LB2 to earn Pearl Tears from the Tears of Pearl Harbor collection. Then retire them, since they are useless at LB2.
If you are new, you should build Fletchers, as they are the standard for World 1 to 3 farming. The idea is to squadron Fletcher with one or two of her Common sister DDs. Fletcher has two skills that buff their Firepower (twice), Torpedo, Evasion, and Reload.
Charles Ausburne and Thatcher are the Rare alternatives to Aulick, Foote, and Spence. I typically recommend only the Common Fletchers, but Charles Ausburne has a very strong Speed and Evasion buff that has a 4% chance to proc upon firing. Thatcher is useless, but LB2 her for the collection anyway.
Note that Fletchers are a purely transitional ship. Once you get an entire set, you want to level them to 30 and get them to LB2 to earn the Beaver Squad Tag from the Little Beaver Squadron collection. Retire them after that.
Light Cruiser (CL)
CLs are the workhorses of any frontline, and HMS teams have access to some of the best defensive CLs in the meta.
It is said that Belfast can go on any team–and for good reason. Excellent all-around stats and her Smokescreen make her a very strong pick, especially when paired with other escorts. Her HE guns are also no slouch; Triple 155mm is generally regarded as inferior to Twin 150mm TbtsK, but stacking bonuses from skill, armor types, and burn damage allows Belfast to clear chaff very quickly.
Edinburgh is an excellent tank, but her mediocre damage limits her usefulness in PVE outside of manual play. Cruisers more like Suffolk Kai, which have much faster clear speeds, are much better alternatives for now. Also, be sure to note that she is a construction-only Elite ship, so like Belfast, it may be awhile before you get her.
Phoenix is the nigh unkillable USS tank. Great for 1:1 teams. I would not really use her for any other purpose though, as you can make stronger pairs with the HMS CLs. Stack HP to maximize the effects of her Red Phoenix.
Heavy Cruiser (CA)
Although CAs are pretty much the least competitive class due to their mediocre durability and lack of Evasion, HMS teams have access to one of the only good ones.
Norfolk is a subpar version of Edinburgh that trades Evasion (which is boosted by QE and Smokescreen) for a shield skill (which is not). However, she is farmable and functions with virtually zero investment in her skills, which makes her good for new players. After you replace her, she can still be used for low cost farming or filling in Hard mode requirements, so keep her LB1 (to unlock her skill).
Make her your tank so that her shield can eat bullets. Get the Little Beaver Tag on her, since she lacks Evasion like most CAs.
Suffolk has the highest Firepower of all escorts in the game. When partnered with Leander Kai and Queen Elizabeth, after her Full Firepower procs, her Firepower grows to a monstrous 417 (before gear). With a 25% chance to shoot twice on top of that, she easily outputs more damage with her single gun than most gunboats do with two.
Some dock her points because she has torpedoes instead of a second gun, which lacks synergy with her skills, but I don’t think this is a very strong argument. After all, she has a higher Torpedo stat than Takao.
Be sure to equip her with Evasion and make her your support to improve her survival time.
HMS teams have access to the best BBs in the game bar none.
Note that virtually every single BB has an SG Radar in its recommended gear table. I always recommend your PVE teams bring one for the skill, which helps avoid ambushes, but be sure to only bring one. Otherwise, bring an Autoloader; base Hit ought to be sufficient to handle most NPCs in the current meta.
Backline BBs with rock bottom Oil costs. Great for farming Worlds 1 to 4. However, they do work best in the flagship position due to the pattern of their barrage. But be careful, Monitors are fragile, with Light armor and escort levels of HP.
I would definitely recommend levelling both Erebus and Terror, as they can both be used to protect CVs from suicide boats.
Monstrous stats with an amazing skill that is both offensive and supportive. Build her for procs and watch her barrage wipe entire waves and increase your entire backline’s Reload by 40%. Ideally, she should always be your flagship in PVE to maximize the number of enemies hit by her barrage.
The ship that makes HMS teams possible. QE is a run-of-the-mill BB with a command skill that buffs every visible stat on HMS ships aside from HP, including her own. This command skill stacks with all others, resulting in some ridiculous stat totals.
Despite having the highest unmodified Firepower in the game, Warspite is unfortunately not the best for PVE. Her Oil cost is as high as can be, and her skill is unreliable because it often nukes useless targets. She can be good for bosses though.
To balance out the excellent BBs, I suppose HMS teams don’t have much in the way of CV options at the moment. However, the ones that they do have definitely will stand out in the future.
Ark Royal is the sole option for an offensive HMS CV. However, she is rather underwhelming at the moment. She relies heavily on torpedo bombers to deal damage, but because these aerial torpedoes are launched in two separate volleys, they often miss even slowed targets. Thus, most BBs and Ranger Kai can easily out-damage her, even against bosses. However, future content will make her a lot more powerful in boss fights, so don’t give up on her yet.
Ark Royal is the only CV that I would recommend using the aimed torpedo bombers on for PVE. This is due to her skill’s slow, which reduces the chance of a total miss. (Although her skill specifies the mediocre Swordfish, it works with any torpedo bomber)
Illustrious is a defensively oriented HMS CV with double fighters and a skill that provides an HP shield for your escorts. As is the case with Ark Royal, future content will make her a lot more relevant to PVE.
Ranger Kai is well-known for her sheer damage output ability. With double dive bombers and a torpedo bomber as well as excellent efficiencies as a result of her retrofit, she is a very strong CVL option at any point in the game.
Some might wonder why I recommend Ranger, but not Enterprise. It’s because there is no reason why I would ever run Enterprise in an HMS team. CVs struggle against suicide boats, so you pretty much have to pair them with a BB. However, a maxed Ranger costs 9 Oil, which is the same as LB1 Lv80 Enterprise, all while dealing damage comparable to maxed Enterprise.
The best support CVL in the game is also an HMS ship. Commonly paired with QE and a cruiser frontline to stack her Reload buff with QE and Leander Kai’s.
Many bring the A6M5 Zero to reduce the cooldown of her air strike as low as possible. However, I typically recommend the A7M Reppuu instead. Going from 500lb to 100lb bombs is a significant drop in damage, and Unicorn is helpful in clearing.
Yorktown has a self-heal like many other USS ships, which makes her an excellent low-cost option for filling in Hard mode requirements. Equip her for durability and keep her LB0 to maximize value.
HMS is one of the most powerful options in the current meta for PVP and will remain so for quite some time. But why? This is an important question because without an answer, it will be impossible to meaningfully evaluate the ships available to us.
My thesis is simple: HMS is powerful because of a huge stat advantage and the ability to snipe enemy backline ships with barrages.
The way it accomplishes this is by placing Hood and Warspite on the top and bottom flanks and setting QE as the flagship. BBs and CVs normally just shell random targets. But because Hood’s skill always lands on the closest backline ship and Warspite’s skill always lands on the furthest ship from her, their skills will always attack the same target when they are on the flanks. This is huge, because your backline will be killing one enemy ship twice as fast the enemy can kill any one of yours. And once a ship is sunk, there is an immediate drop-off in damage output. Combine the 3v2 situation with the stat advantage, and you can see very quickly that the chance of an inevitable victory grows the longer an Exercise drags on.
As you can see here, the BB backline is pretty much mandatory. There is no real point to playing HMS in PVP without that backline because other fleets can deal much more damage and faster.
Tier 1 ships are your competitive frontline options. The two leading compositions are cruisers (Edinburgh + Leander Kai + Belfast) and defensive cancer (Juneau + Fortune + Belfast).
Tiers 2 contains some substitutes for when you lack Tier 0 or 1 options. I do not expect the teams using these to be competitive though.
DDs don’t have a very prominent role in HMS fleets. This is for a variety of reasons. The first is that there simply aren’t very many good ones. The second is that the HMS frontline synergies are mostly between Cruisers. Finally, because the backline relies so heavily on BBs, you need strong defensive skills to make up for the loss in AA.
The HMS cockroach. She has the highest Evasion in the game, Emergency Evasion, and Smokescreen. Her only downside is that she doesn’t really synergize with anyone else. Indeed, she pretty much competes with the much stronger Leander Kai for the support slot.
Cygnet Kai should be made your support because she is incredibly difficult to kill the longer the Exercise drags on. Take Pearl and the Extinguisher for the best survivability; DDs do not benefit as much from Toolkits due to their small HP pool.
Similar to Cygnet in that she’s sort of a cockroach. However, she trades her Smokescreen for Flank Coverage, which reduces the damage taken by your backline by 15%. This is a huge deal because it applies an effective 118% multiplier to the already massive HP pools of HMS BBs. This effect only compounds with healing effects like Juneau’s Martyr and Pearl Tears.
Always make Fortune Kai your support to maximize her uptime. Oxygen Torpedo helps her output some decent damage. Aside from that, stack HP on her.
Light Cruiser (CL)
In PVP teams, the escort’s job is to survive, and HMS has access to some of the best defensive CLs in the meta. The safest formations use two CLs with a DD or CA sandwiched in between. By default, they should all have Repair Toolkit and Anti-Torpedo Bulge attached; if the enemy utilizes Belfast or gunboats, a Fire Extinguisher may be warranted.
Juneau is the cornerstone of most defensive frontlines in PVP due to her combination of above average durability, sky high AA, and rage-inducing team-healing skill. Although she is not an HMS ship, this actually serves as a plus for her. See, her purpose is two-fold: 1) Repel early air strikes. 2) Die at around 30-45 seconds to heal your team to full.
Always make Juneau your tank. Increase her durability with items like Anti-Torpedo Bulge and Beaver Squad Tag; Repair Toolkit is also good, but because she is expected to die relatively quickly, you won’t get as much mileage out of it. Never put Pearl Tears on her. There is a very real danger of over-healing if she dies too early.
Edinburgh is the most durable cruiser in the game on a team with QE, Belfast, and Leander. She is almost always your tank. The only exceptions are if you are running Juneau and/or need a substitute for Belfast. Note that she is construction-only. Norfolk is a farmable substitute until you get her.
Just as in PVE, Leander Kai is the glue that holds HMS cruiser frontlines together due to her Smokescreen and command skill for all cruisers. When paired with Belfast, your escorts will be protected from both the initial torpedo salvo and Akaga’s quickened air strike.
Leander Kai is typically sandwiched between Edinburgh and Belfast as a support. Give her an Air Radar; Fire Extinguisher is preferred if you are up against a BB backline. In transitional teams, Leander may be used in lieu of Belfast as an offtank. If so, give her Pearl Tears.
The purpose of an HMS frontline in PVP is to stay alive for as long as possible. For this purpose, Norfolk is a subpar version of Edinburgh that trades Evasion (which is boosted by QE and Smokescreen) for a shield skill (which is not). However, she is farmable and functions with virtually zero investment in her skills, which makes her good for new players. After you replace her, she can still be used for low cost farming, so keep her LB1 (when she unlocks her skill).
Make her your tank so that her shield can eat bullets. Get the Little Beaver Tag on her if you aren’t running Suffolk Kai.
Suffolk has the highest Firepower of all escorts in the game. When partnered with Leander Kai and Queen Elizabeth, her Firepower grows to a monstrous 417 (before gear) after her Full Firepower procs. With a 25% chance to shoot twice on top of that, she easily outputs more damage with her single gun than most gunboats do with two.
Some dock her points due to the presence of torpedoes, which lack synergy with her skills, but I don’t think this is a very strong argument. After all, she has a higher Torpedo stat than Takao.
As with all CAs, durability is her Achille’s heel. This problem is worse in PVP than in PVE. Be sure to equip her with Evasion and make her your support to improve her survival time.
Monstrous stats with an amazing skill that is both offensive and supportive. Indeed, most of Hood’s damage comes from her barrage, which deals massive damage to the enemy backline opposite of her. And the 40% Reload bonus improves your entire backline’s Reload.
Do not make the mistake of always making Hood your flagship, even if the opponent’s flagship is Enterprise. That is a strategy found on other teams that doesn’t even work all too well on HMS teams. Always place her on the flank opposite your Warspite as well as opposite your opponent’s most vulnerable flanking ship.
Nelson and Rodney can serve as decent flagships for new players in both PVE and PVP. It is very easy to level them through Exercise. As with Hood, most of their damage comes from their skill barrage, but it would be a mistake to go all-in on it.
In the competitive backline, Queen Elizabeth serves as your flagship. Because this position is at the greatest risk of being hit by bombs and torpedoes, durability is a premium. QE has massive HP and terrible Luck (a hidden stat), so improving her Evasion is the best way to go about this. Hit is the second priority.
When QE is placed on your flanks, you will be getting the most out of her shelling by maximizing Hit. However, this should only happen for transitional teams.
Warspite has a powerful skill barrage that deals AP damage and is guaranteed to crit. When placed on the opposite flank of Hood, Warspite’s barrage will be hitting the same target as Hood. Typically, you will want to target the least durable target, especially a CV or CVL. The idea is to knock someone out of their backline right away and just let sheer numbers do the rest. Remember, CVs deal the most damage after your escort dies, so eliminating them early defangs them.
Warspite the highest unmodified Firepower in the game and needs to improve her mediocre BB Hit. This means SG Radar or 2x Fire Control Radar
Because HMS PVP teams rely heavily on BBs, CVs are pretty much always going to be substitutes.
Note that every CV should have a Drop Tank. This is because in PVP, when planes reach the end of the map, they kamikaze, dealing damage to a random backline ship. Remaining HP figures heavily into the damage dealt.
Ark Royal is the sole option for an offensive HMS CV. However, she is rather underwhelming at the moment. She relies heavily on torpedo bombers to deal damage, but because these aerial torpedoes are launched in two separate volleys, they often miss even slowed targets. Thus, most other backline options will be superior for even a transitional team.
One very important thing to note is that although her skill specifies the mediocre Swordfish, it works with any torpedo bomber.
Enterprise is a balanced CV with a powerful defensive and offensive self-buff. However, her complete lack of synergy with the rest of the HMS team limits her only to only transitional teams and even then, you would need to invest in her skill.
Illustrious is a defensively oriented HMS CV with double fighters and a skill that provides an HP shield for your escorts. As is the case with Ark Royal, future content will make her a lot more relevant to PVE.
Ranger Kai is well-known for her sheer damage output ability. With double dive bombers and a torpedo bomber as well as excellent efficiencies as a result of her retrofit, she is a very strong CVL option for a transitional team, perhaps even better than Enterprise for this purpose because you don’t need to invest much in her skills for her to be effective. Furthermore, two waves of plane are much stronger in PVP than 2x air strike damage because of kamikaze damage.
Typical HMS team. QE and Leander improve the Firepower of the frontline; Edinburgh and Belfast both have damage multipliers on their respective main guns. Leander and Belfast double smoke to prevent an Akaga blowout.
HMS cancer team. When Juneau dies, she heals the entire team by 25%. When Fortune dies, she heals the entire team by 10% on top of reducing the backline damage received. Altogether, you are massively increasing the effective HP of the backline, which gives Hood and Warspite time to barrage the enemy backline.
Some people point out that Belfast uses the Oxygen Torpedo better than Fortune, but I think switching would result in a case of optimal ship, sub-optimal team. This is because Fortune benefits more than Belfast by having Pearl’s HP, and Belfast benefits more from Fortune dying second to heal her. The object of the frontline, after all, is to stay alive as long as possible to repel air strikes and the enemy escorts.
This team is 100% farmable and most of its components are useable well into late game. Good for when you need to use Exercise to level up ships. Keep Norfolk and Nelson LB1 though.
AA is a very confusing and yet, extremely important subject for HMS PVP. This is because we lack competitive CVs and rely entirely on our AA guns to defend ourselves from the CVs that dominate the non-HMS meta.
Fortunately, we have a huge advantage in our across-the-board 15% buff to AA and Reload. This is because unlike other combat, AA output is a team effort.
Each ship has its own AA damage. This is the most straightforward of the calculations because it is similar to how Firepower is calculated:
So each point of AA increases AA damage by 1%. However, one difference is that your AA guns will deal anywhere from 5% to 100% of their damage at random; that last constant is the average of 0.05 and 1.
Your entire team shares a single AA range; it is visually displayed as a giant circle around your escorts and all guns only target enemies inside this circle, INCLUDING THOSE OF YOUR BACKLINE. When your escort dies, the circle shifts to around your flagship.
It is the average of your ships’ AA guns’ range:
teamRange = sum(gearRange) / numberOfShips
Note that CVs and ships without AA guns still count toward the team’s AA range using some (very low) hidden base value.
AA Reload Time
Your entire team shares a single AA reload time; all of your guns will simultaneously fire at targets inside the circle.
It is the average of your ships’ final reload times:
Since EN just got their first event tease, it’s time to talk about events and the how, when and why happen.
This won’t be an in depth analyzing each event but more of how events work, what can you expect and how can you ease the pain. It contains nearly 5 months of salt, tears, anger, frustration and illness playing this game along with the knowledge of so many players from the unofficial discord server that have my thanks for helping a hopeless case like me in this months, so thank them.
This small guide won’t include essential information found on beginner guides or the wiki and is intended to act as a complement so do your homework properly.
With that said…
(use the search function in your browser to find them faster)
types of events———-[A001]
big events —————[A002]
event day 1 and above–[D001]
Events can be divided in 3 big groups: mini events, events and big events. Most of the time they work on a predefined way but exceptions may happen.
Mini events: this are the most common events in the game and as the alias say they are really small. They usually don’t have maps, stores, may involve a single ship and don’t have a limited time building tab. These are used for single ship releases, skin release, furniture release or maybe even a small feature release. You will see from 1 to an unlimited number of this during a month (usually 2-4). The event is mainly done by completing daily quests and reclaiming the prize; usually takes 7 days to complete with a small amount of effort or even less if you started it late.
Events: These ones may or may not have maps, stores, a dedicated limited build tab but they will at least have one of the mentioned. They tend to be bigger than mini events but smaller than big events (duh). They are grindier than mini events and may or may not include their exclusive currency to obtain the prizes. They will involve more than 1 ship during its release and at least a couple of ships will be limited time only. These ones will include skin releases and some of them may be live2D. They usually are awful to farm good things so you may safely dump them as soon as you finish the content. They may include a side event with milestones that will give you decent enough prizes for doing them but they are not that hard to do. They will either see a delayed full release but usually they release all in one go. They may last from 7 to 14ish days but you can finish them in 6-9 without much issue, even less if you go all in.
[A002]Big events:you will live and die by these events. It’s not joke when the “big” term is used and you can say farewell to your personal grind hell (and maybe your social life) since you won’t be seeing it in almost 2 weeks. They include: a store, maps, limited time building tab, new limited skins, less than 10 ships but more than 5 ships and they may or may not affect other things in the game (like feature releases, modifications to chapters including the new ships on the stages as boss trash or stage trash), specific dailies, all the good stuff. Some of them even have furniture sets as a side release.Most of them are a grind hell but the rewards worth’s it most of the time. Usually they are divided in A,B,C,and D (C and D being hard mode) maps, each map having anywhere from 2 to 4 stages and the event maps are released in 2 phases, the first one including A and C stages while the second will include B and D stages from 36 to 48 hours after the release of the event. B-D stages need to be unlocked by finishing (not 3*ing) hardest stage of each map.C and D stages have stats and type of ship requirements that you must fulfill to do the stage so have that also in mind.
One of the main reasons why you live and die by these events is because of the store and the blueprints you may find on the stages. The prizes will include things like limited time furniture, almost decent gear at the worst, oil, gold, blueprints, ships and maybe even skins; in the future they will also include other things like priority research blank blueprints. To clear the store you will need from 36k to 42k tokens (depending on dailies and other stuff) and you can get up to 180-210 tokens per boss killed the harder the stage you do. A and B stages have a 1 time x3 tokens on each stage per day so you may want to use them if you can’t farm hard mode stages
The gear blueprints may or may not be trash depending on the stage you do but it can be safely assumed that you will find a piece of gear you need in those stages. A-B stages will have blue and purple gear blueprints but C and D stages will have purple and gold blueprints.
You think that was all? No, the other main reason is that they will include a limited time SR (SSR in JP) as a drop or at least something so good you will be forced to farm a single stage for days because you want it.
Want another reason to end up burned out? These events usually include a milestone side event with the prizes getting better the more tokens you get; going from skill books, retrofit blueprints, plates for gear, ships, gold and delicious tier 5 boxes. The important milestones are at around 10k to 15k tokens for one of the event specific rare (SR in JP) ships, 60k for the 4th copy of that ship and 100k to clear the side event. It’s no joke to say that even the 60k milestone requires a lot of grinding and oil; so the easier content you do, the more oil you may end up paying in the long run for a milestone.
And the cherry on top is that these are one of the only places where you will find some of the hardest content (meaning, delicious amounts of experience) up to chapter 9 of the main story and may or may not include a leaderboard of the hardest stage. D stages range from lvl80 nodes all the way to lvl 90’s and they are 5 nodes to boss so you need 6 ammos to clear it without the -50% damage penalty and since they don’t have ammo refill points you will need a really good fleet or 2 decent ones to safely do the hardest hard mode stage.
This events may also include an EX stage and is the hardest content you will find until chapter 10 of the main story. This one doesn’t cost oil but doesn’t give prizes; the only thing you will get from it is bragging rights and to appear on the leaderboard of the EX stage. The crappier the gear and fewer ships you use, the better your score and a higher place on the leaderboard. You can easily skip it if you want.
You will only see one of these events in a month and maybe you won’t even see them in a month. They last around 14 days and you may not even be able to reach the 60k milestone (the one you should be aiming). After a big event, we get a downtime of 1 to 3 days in average (but it can be way more) of events with a mini event usually following after that.
[B001] Event guides or “information gets you half of the battle”
Such content require guides to tackle it and this community is kind enough to do them. Usually someone will release an image, a document or something with ship drops and gear blueprints drop so that you can choose the best stage to farm for you. That happens during the first hours or days of the event.
Of course nothing beats reading the beginner guides, tier guides and so on so that you know what to use and when and that’s even more important.
Additionally, the wiki will be updated in real time as soon as information is verified, translated and ready. In the case of EN, the info is already in the wiki and unless something big change you can check it right away. Do note that the information may or not be 100% accurate as event reruns change things; when that happens it will be mentioned or even a totally new “rerun” page be created.
(Shameless promotion starting)
If you need more specific answers, the official and unofficial discord servers are there for you and you should check them. Since jp never had an official discord server, is hard to know how the official one will handle the information but you will find way more information and help there. Be sure to pay both a visit frequently.
As a bonus, the unofficial discord server may get even more useful information, tips or even guides. One of them being the oil/tokens spreadsheet that I do to help people know how many tokens they need, how much oil they will spend to get them in X stage and how many oil you will burn to clear the store, the 60k and 100k milestone with at least the decent enough stages to farm for blueprints so that you can min-max.
(Shameless promotion end)
[C001] Event preparation or “preparing properly wins you the other half of the battle”
First of all you need oil, a lot of it; so it’s wise to save oil during downtimes, mini events, events and all the oil you think you won’t need to use right away from the mails you get. How much oil you will need depends on your fleet but safely assume you will end up burning anywhere from 40k to more than 100k oil depending on your goals.
As soon as an event is teased you should limit your playing time to the minimum, save oil and most of all, cubes because you will need them. A safe number is 300 cubes (so that you get a good chance to get the shipfu you want) but the more, the better but dont forget to do your dailies.
If you aren’t ready for D stages then you need to rush at least 1 fleet to a level 70-80 fleet on average and a level a 50 to 70 on average fleet or a single level 90 fleet so that you can level while doing stages to the last D stage. Good gear is also important so read a gear guide, know which gear suits best to your ships and try to farm blueprints for them while leveling. That way you will spend less time on A to C stages and maximize your profits.
You are ready for the big event and capped your oil storage? Is a good idea to play less and burn the excess oil on the 800-1200 oil commission, that way you won’t burn out yourself and be fresh for the event. You will need all the gold you can get to mass pull on the limited time build tab and max limit break all your favorite shipfus and maybe end up with more decent leveled ships. Need to do dailies? Use them to prepare a farm fleet you can use to lower your oil costs.
[D001] Event day 1 and the future
Before any event there will be server maintenance of around 2 to 4 hours, after that the event start so plan ahead the amount of oil you want in your canteen.
It’s a good idea to rush A and C stages during the first day but if you can farm D stages is better if you don’t farm there and continue minimizing your play time unless you are aiming for all the gold gear or shipfu drops you can get from them.
If you are aiming to just clear the store and be done, you can safely farm the hardest B stage for the SR (SSR in JP) and be able to clear it on time. The 60k milestone will require you to either farm the last B stage like crazy or farm hard mode (C-D) stages as much as your time allows it.
At the moment that’s all the general info i can remember that a beginner may need for events and if I remember any other relevant info I will update this post, in the meantime, happy waifu hunting.
Hello everyone, Admiral Rubicante here, bringing you a totally ” quick ” beginner guide in playing this game, with information both for newbies and veterans. o/
You can find me most of the time in many Discord Servers or sometimes in Reddit. You can call me Rubicante / Ruvicante / Grimarch / Kaguya, whatever I just said, just choose your poison, since I get called by these names most of the times or rarely. >.<
Without further ado, feast your eyes down below.
> JP vs CN vs KR DIFFERENCES
The Unit level is capped at 70, rising by 10 for every Limit Break (extra star on shipfu) in the Japanese and Korean version
[Unconfirmed and Edited] Unit drop rate for Rares is 1/10 of what it is in CN and appears to be generally lower across the board in the Japanese version. ( After the weeks had gone by since the game opened, there has been no confirmed legitimate source of this known drop rate. Only the assumptions of early JP players and some CN players back then when the JP server just opened that this idea came into fruition inside the community…)
[Unconfirmed] Unit stat upgrade costs have increased significantly in BBs, BCs, CVs and CVLs in the Japanese version compared to the Chinese version
More plates needed for gold equipment upgrades in the Japanese version
In the Japanese version, Chinese boats have Japanese voice actresses
The Japanese version has uncensored character CG
The Japanese version doesn’t have the latest events– they are behind compared to the Chinese version of the game
The Japanese and Korean version has delayed ships, ship remodel and equipment release, and they are usually tied to those events, but not necessarily.
If you’re in the ” Azur Lane English Community ” Discord server which you can get in by this invite, or going through wiki for the invite , better read the picture guides or some of the other info inside the PINNED MESSAGES in the server so you know what to find later on for info. The wiki link is helpful too. Ask someone for help, especially the moderators if you’re a newbie in Discord. There’s also the Reddit link for more info too, plus the invite for the Discord server.
This guide assumes that you have successfully downloaded and installed Azur Lane on your device or emulator and can play normally.
Finish the tutorial and claim your cute starter ship girl. It doesn’t matter who you get thinking you’ll never get the others anymore. Wrong!, you’ll get them later anyway.
Power level in 1-4 up till your ship girls are level 30 or a decent level you like for them so you can advance to Chapter 2
Repeat above but in 2-4 or a decent map you can battle with and level your ship girls to a level they can handle so you can advance to Chapter 3
Once you’re at it , don’t forget to upgrade some of your equipment since the game has a tendency of difficulty spikes.
This is where the fun begins. If you want to power level your ship girls up to level 70 or 80, we all prefer to farm at the infamous Chapter 3-4, in order to have a chance to get these two 3-4 exclusive drop SSR aircraft carrier sexy foxy ladies, Akagi and Kaga, which are some of the best Aircraft Carrier ship girls in the game. Be blessed by floofy tails early on or witness and feel despair like all the others did before you.
You can only limit break if these conditions are met:
Your ship girl has reached level 10, 30 and 70
Your ship girl has a duplicate ready, along with gold to limit break
IF your ship girl doesn’t have a duplicate, you need to have at least a BULIN or PURIN to limit break them
Limit breaking a ship girl increases her stats and offensive power, but adds more oil for your fleet to use.
You can upgrade your ship girls skill even when she’s in combat at the Academy. Same color = More exp.
When you get a new ship girl, a popup will appear saying, ” Will you lock this girl so you don’t accidentally feed her or scrap her or some shit like that? ” Just click the yellow button to do so.
Remember to play Daily Raids. They give quite a good amount of gold even when having 3 limited runs ( used to be 6 runs ) a day:
Pink haired girl = Torpedo Dodging
USS Tennesee = Suicide Boat Endurance
Akagi and Kaga = Instant Boss Fight
USS Eldridge = Very Hard Tactical Research Sorties
Why did I say to remember playing Daily Raids? Since I forgot to mention, they also give out useful stuff for your convenience:
Pink Haired Girl = Equipment Upgrades
USS Tennessee = Skill Books
Akagi and Kaga = Equipment Boxes
USS Eldridge = Mental Modules
Speaking of limited runs, Hard mode is unlocked when you 3 Star a map. Rank S if you didn’t get it. Requirements to 3 Star a map are:
Clear the map once
Defeat X amount of enemies in map ( Repeatable. Ambushes and Bosses do not count)
Defeat all the enemies within the map
Hard mode introduces you to going in a sortie with specific lineups with different stats. ( For example, if you’re running a full battleship backline throughout the entire game, you need to change that here in Hard mode. You need an aircraft carrier or one battleship in here. or a destroyer with 500 anti air stat. Or a group of ship girls with 700 total torpedo stat. You get the picture. ) It will repeat in some events so try to learn to adjust here.
Losing to higher PVP matchups give your ship girls a ton of exp, but not that much.
You can battle in PVP with the default 10 PVP passes the first time you play it. When you consumed all PVP passes ( I’m just gonna call it that ) , you have to wait until it refreshes its cooldown. You get 5 PVP passes that you can acquire at the following times : 12:00am, 12:00pm and 6:00pm JST
You can refresh a matchup 5 times a day only. Its used so that if you can’t win against an opponent bracket, you change that and matchup with another opponent bracket. But if you consumed it all and don’t want your precious girls get blown to smithereens by those in that bracket, then RIP you.
You can receive some prizes when you tap Akashi, however those prizes are limited. ( That green haired cat girl at the diamond shop )
At the beginning of the game, we urge you to spam construction to get the most of it and try to get at least one SSR ( Except San Diego, unless you want to waifu her ). After getting decent ships (or not), try to not spam craft until limited construction rate ups come or event constructions.
From the day you played this, try to login for 8 straight days to get Prinz Eugen, a very tanky SSR heavy cruiser. You’ll get her no matter what you do, but only once since this is a beginner promotion. You can still get her on Construction though.
The medal shop SSR exchange rotates every 15 days. If you have at least 80 medals, you can exchange for the featured SSR ship girl of the first or second half of the month guaranteed once. You can also exchange for other ships beside the featured SSR ship girl, or equipment boxes or blueprints, but they have varied timers and refresh some time of the day, so better grab what you can early.
Backyard is your ship girl’s dormitory. It is primarily used to gain passive exp by feeding them food and regenerate their morale. The more furniture you have, the more exp they gain. This is an extremely useful feature to have.
You can get furniture coins mostly from Commissions or some Quests. Suggestion for furnitures: Buy everything. ASAP. You can’t whale for these babies except for bundles associated with them
Want to expand your dorms? You only need furniture coins. You can upgrade them with increments of 100, 500 and 1000. After you reach the final upgrade, a 2nd Floor upgrade will appear that you can put your stuff with. It costs 500 rubies by the way, and no, your shipfus can’t get exp in this floor, but they will recover their morale normally.
You can buy food at the cost of oil, but the premium food costs diamonds. Be careful with that.
You can upgrade your Tier 1 Boxes into Tier 2 and Tier 2 into Tier 3. But you can’t upgrade Tier 3 into Tier 4 Boxes. Neither does Tier 4 into Tier 5 will have any effect. FeelsBadMan
You don’t need to limit yourself by not using drills to your crafting queues. You get more of these than cubes anyway. Unless you want to stockpile, its your own choice.
The 3rd and 4th Fleet Slots unlock at clearing 4-4 and 5-4 respectively
Vast majority of farming is to keep your fuel consumption very low while attaining the highest possible exp gain for your girls, or farming for drops for a long time. HIGHER LEVELED GIRLS CONSUME MORE FUEL. SO DOES LIMIT BREAKING THEM, IT KINDA DOUBLES IT SINCE YOU LEVEL THEM HIGH THEN LIMIT BREAKING THEM DOES THAT. MAKES SENSE.
While you push your girls into more sorties, their morale gets lower and lower. Even lower if you sink them. If you see your girls having orange sad faces on them, DO NOT USE THEM ANYMORE AND SWAP THEM WITH ANOTHER SHIP GIRL. If you push further than that, they will hate you, legit , as per the red face they’re showing and the constant annoying notification popup whenever you want to sortie with tired and mind broken ship girls. You damn sadistic pervert.
SSR Ship drop rates have an abyssmal rate of 1% or below, with 0.05% as i recall correctly in CN server, so expect days to weeks to months of farming an SSR ship girl in a specific map. This is what the FUN is about! Remember that server difference note above? Also that “feel our despair” part in the guide?
As of now, you can only dispatch 2 fleets per map. Chapter 1 is excluded since it only needs 1 fleet per map
Each girl has 5 ammo with them, with 1 ammo consumed per battle. If your fleet doesn’t have ammo anymore, you can find the dock within the map. They replenish your fleet with 3 ammo. But if there isn’t ammo left on the map and you don’t have anymore ammo left on your fleets, don’t fret! They can still fight, but with reduction on offensive damage on your fleet by -50%. Have fun killing your enemies with your ammoless fleet with peanut damage.
Sometimes, there appears a question mark (hidden place) in the map. When you go through them, it may give you some of these things: Gold, Equip Boxes, Emergency Repair Kit or 1 Ammo. The rest is self explanatory, the Emergency Repair Kit tho, repairs your ship girls to a certain amount of health once per sortie. If you want more repair kits, you can use diamonds, which is kinda stupid unless you’re a whale.
Commissions are your other passive exp accumulation, as well as one of the features that gives you Oil, Gold, Furniture Coins, Cubes, Drills, Diamonds, Ship Girl etc. You’ll pick certain amount of girls and dispatch them to their missions. However, you can’t use them or touch their equips while out on a commission. Some of them are Level Capped, meaning you only need one ship girl at this level before you can dispatch the whole group, or a certain nationality or ship class. You get time-limited commissions when you sortie every time randomly.
Retrofitting a ship is both easy and hard. There are only a limited number of ships with their ” Kai ” ( If you played Kantai Collection then you’ll know this term ) versions in game for now. Just get specific blueprints ( Different for each ship class). And retrofit them in an research tree like menu. But you only get them from Hard mode, which you can only run for 3 times a day. You also need one dupe or a BULIN + plus having said ship girl to remodel to level 85+
Sometimes, we get small or huge events in a set amount of time. It includes some prizes for you to attain such as skins, rare equipment, rare ship girls etc. Or limited ship girl construction, which you saved your precious cubes earlier on for. Even as a newbie, its best if you can attain as much of these precious things as soon as possible. But if your luck run out, better luck next time. If you find yourself having a hard time on such, it only comes to these things:
Power level your ship girls and upgrade your equips to push through
Following quest guides
Looking for info to help you in this certain event
Asking for help
I dunno why I typed this but yeah, you get the picture.
Your early prioritization on diamond usage should be unlocking two more slots for your girls in Backyard, or all three of them if you’re very whale enough or getting enough diamonds for more passive exp distribution for your ship girls. However, this will shorten the exp distribution as they eat quicker as seen on the timer, meaning you have to feed them again and again. The next big thing would be expanding your slots if you’re a hoarder and collector, since your slots tend to get full rather damn easy every sortie. Meanwhile, its your very choice if you wanna marry more girls or buying all of the skins by whaling more. See marriage system below.
Talking about diamonds, you can get these precious stones free by 3* a map, collecting the specific lineup of girls limit broken in the collection menu, and commissions. Yes, commissions. They popup randomly, and if you think you haven’t even seen this type of commission before in forever then your luck with RNG must be extremely terrible that it hides from you. You’re better off getting more of San Diego from crafting to create the Numbah Wan Navy in your docks. Or scrap her into medals. As usual. ¯_(ツ)_/¯
As time goes by, even with a large number of ship slots, you’ll quickly notice that your ship slots get filled up quite easily every time you farm so much. Better feed those 2* rarity girls to your ships rather than scrapping them since they don’t give medals because feeding these girls ” enhances ” their stats so you can have the better edge in defeating those enemies. The 3* and above rarity girls are better off as medals, BUT!, only if you think she has no other purpose for you. The same class the ship is fed to, the more stat boost it gets. ( Example: 2* Aircraft Carriers give more stat boost when fed to Aircraft Carrier ships you want to enhance with.)
As this is only a totally not ” quick ” wall of text beginner starter guide, there are other info out there that is not listed here like specific fleet lineups, stat formulas, equipment guides etc. You can find some of them on the Azur Lane Wiki, or in the Azur Lane Subreddit or in the Unofficial Azur Lane Discord server I linked above. Also, this guide is not that perfect, so feel free to say what needs tinkering.
Marry the shipfu you ever wanted with the all new Marriage System!!!
You can marry a ship girl when you reach a ship girl’s highest affection rate before marriage = ” Love “
When you marry a ship girl, it will consume 1 Oath Ring
After marriage, the affection meter of your married ship girl will increase up to 200
You can also rename your ship girl’s name once after marriage. You can rename her again after 30 days have passed since you renamed her. But, is your waifu a pet for you do that though?
Additional rings can be bought at the diamond shop for 600 Diamonds
Your ship girl gets extra stats after you marry her, with a total of 12% stat increase by the time you reach 200 affection rate.
Besides the usual Backyard exp gains, this building found in the Academy, is a new leveling mechanic added to the game. Unlocked at Commander Level 50, a player may level certain classes of ships acquired from the additional exp of max leveled limit breaked ships whether if the ship is awakened or not depending on what day you are gonna use the Auditorium:
Sunday: None. The Auditorium is closed on these days, but the bar gains twice the exp gained from sorties.
Monday: Destroyers ( DD ) and Repair Ships ( AR)
Tuesday: Heavy Cruisers ( CA ), Light Cruisers ( CL ) and Repair Ships ( AR)
Wednesday: Battleships ( BB ), Battlecruisers ( BC ), Monitors ( BM ) and Aviation Battleships ( BBV )
Saturday: Heavy Cruisers ( CA ), Light Cruisers ( CL ) and Repair Ships ( AR)
This feature is very much valuable in order to level your other ships on standby at your docks when you’re not sortieing them for other matters. Sortie away!
Another new leveling mechanic, this system allows a ship to extend her levels up to Level 120 in order to battle against harder opponents in late game sorties.
They need a specific item called ” Mental Modules “, which can be farmed in Daily Raids or on Commisions and quite an amount of gold to break the level limit first.
For now, Cognition Awakening them increments in 5 levels, up to level 120. Example: 100 > 105, 105 to 110 and so on..
As for ships that are already retrofitted, the amount of Mental Modules and Gold needed to Awaken them would correspond to their original rarity before they are retrofitted.
Yes, you’ll sortie more and more just to level them up at that level. Watch your oil.
Born from the WoWs ( World of Warships ) collaboration between them and Azur Lane, this new added feature allows a player to acquire special types of ships called ” Priority ships / Prototype ships or PR ships”.
These ships are not to be considered the same as normal ships as their Limit Break needs a special type of item called ” Strengthening Units “. So your saved Bulin or Purin army can stay untouched for a while.
These ships are also not meant to be gotten early as soon as possible, as their objectives just to develop these ships are time-gated, which means you have to wait a corresponding amount of hours just to engage to the next tasks that are unlocked in order to obtain them. These ” Target “ tasks are shown below:
Target 1: Earn 1 million experience points with a specific nation. – Unlocked immediately when you get the required number of ships either Frontline or Backline
Target 2: Complete any 5 Research Projects – Unlocked after ” 24 hours “ after starting PR Development on chosen ship
Target 3: Spend 10 Specific Ship Class Purple Blueprints – Unlocked after ” 48 hours “ after starting PR Development on chosen ship
Target 4: Earn 2 million experience points with a specific nation – Unlocked after ” 72 hours “ after starting PR Development on chosen ship, and, finishing Target 1 first. YES, I ASSUME YOU READ THAT RIGHT?
Target 5: Complete any 8 Reseach Projects – Unlocked after ” 96 hours “ after starting PR Development on chosen ship.
Target 6: Spend 5 Specific Ship Class Gold Blueprints – Unlocked after ” 120 hours “ after starting PR Development on chosen ship
Target 7: Spend 20,000 Gold – Unlocked after ” 144 hours “ after starting PR Development on chosen ship
Target 8: Spend 5 Research Cubes – Unlocked after ” 144 hours “ after starting PR Development on chosen ship
Note that the PR ship you’re developing needs ship lineups on your sorties that are the same class as hers for the ” Target 1 and 4 missions “. Also note those spending missions on the Targets need you to spend those in the Research Development Menu where you’re developing these girls, not outside of it.
Development of these ships are not newbie-friendly, and will succumb to the grind if not prepared properly.
Of course, if you were to rush acquiring all these ships and not care anything as the hardcore veteran you are then be prepared to lose a ton of your precious oil. Its either be patient on gaining oil from commissions and the canteen, or the easy part. Whale…whale….whale…..w…h..a..l..e.
You can also halt your current development on your chosen PR ship for a while and choose another PR ship after 24 hours after you started development on the PR ship you chose first.
Besides the new development feature, another feature was added called the ” Tech Academy “
This ” very-friendly ” like feature will give you timed ” Research Projects “ that you can select from the choices and start by either of the 3 things it needs like Material Collecting ( Random Tasks ), Fund Investments ( Pay a certain amount of either Gold or Research Cubes ) or Combat Data Collection ( Sortie through a certain map or world ). After getting the needed procedure, it will start immediately.
After the Research project is finished for a certain amount of time, it gives you plenty of blueprints and gold. As of now, this is also the only way to acquire Strengthening Units
You can only do one Research Project at each given time, and after you finish one, the selection refreshes every time. You can also refresh the selection once a day only.
Reading a lot of guides to the game, I’ve noticed a lot of premise being on either the first few minutes of the game, or on late-game content. There is very little involved in a person’s first week or two getting into the game, and strategies therein.
So, consider this a guide for a person who has completed the tutorial, and perhaps first chapter, is probably running mostly common-grade equipment, and is looking to have an idea of what to do, and some strategies to make clearing and farming the second through fourth chapters, and slowly grind to the loadouts that the late game guides cover.
Part 1: Side activities.
While I’m sure other guides might cover this to some degree, it cannot be stressed enough, that completing Daily Missions, Commissions, and running Exercises will contribute greatly to your progress through the game – for the effort involved, Daily Missions and Commissions give you far more resources than grinding chapter missions, and are something that should never be skipped if so possible. Exercises meanwhile, offer you a considerable amount of XP at 0 oil cost, and give you secondary currency as well. They also can give you some more information of how your current “maximized” formation does against other players of similar overall fleet power and game progress.
Part 2: Purchasing strategy.
Early game, you’re tempted to buy… basically everything – constantly build ships, buy all the equipment boxes, etc. However, you can build a competent fleet composition just by grinding story missions, and equipment boxes come with time – the main thing that you want to focus your gold on is skill books, it cannot be stated enough that skill stacking, and skill ranks, matters more in this game than the raw stats of your ships.
It is worth opening some gold chests early on so you actually have some decent equips. Gear gap in this game is huge. Going from the blue/white gear ships come with to meta purple/gold gear is something along the lines of double damage without even taking upgrades into account.
Upgrades are crazy too adding somewhere around 15~20% stats of the equip per upgrade. Naturally you want to be upgrading the good stuff, though chances are you will upgrade some throwaway equips early on anyway.
Gold boxes also drop toolboxes which are easily the single most broken equip in the game. Yes, you can farm them from 3-4, but it takes a LONG time to farm one.
Skill stacking is important, but only on good ships (refer to a tier list). Generally speaking if you reasonably balance your skill upgrading you won’t need to buy more than the occasional red or yellow book. That being said I don’t remember if gold rarity books can be purchased that early on in the game.
Part 3: The equipment boxes.
Another trap of this game is definitely the equipment boxes. The T1 and T2 boxes are both traps – The former as they only contain white (common) equipment you’ll gather en masse scrapping ships you collect while grinding missions, and the latter because they only have a 20% chance of giving you a blue item (the remainder being the aforementioned trash)…. or a one in five chance… when it takes five of them to make a purple box, which not only guarantees a blue, but gives you again a 1-in-5 chance of a purple item. So just save up those boxes till purple before you open them, to save yourself from equipment misery.
Part 4: Building ships.
While skill books should occupy most of your gold spending, it doesn’t hurt to build a few ships – however this should mostly be used to fill in gaps in your fleet composition, or get somewhat more ideal ships for certain tasks. For most ships, this merely makes you able to acquire them sooner than you could grind them, but there are some exceptions.
Generally speaking, you will want to roll on the special or heavy banner, unless you’re specifically looking for a light cruiser or destroyer, as the rate of commons vs rares is worse on the light banner than the other two. Furthermore, I’d recommend keeping a supply of a couple dozen wisdom cubes on you after you’ve established a decent fleet, for any future event banners that come our way.
Part 5: How to set up your fleets (An exercise in not running out of oil)
Your primary fleet is going to be one centered around killing bosses – this means focusing your limit breaking, high rarity ships on it. This fleet will be more concerned with burst damage, so a vanguard of torpedo based heavy cruisers or destroyers will do best.
Your secondary fleet, meanwhile, is your fuel-efficient trash-sweeping fleet. You will not want to limit break these, however they will be the focus of your skill training to maximize their potential within their cost. As you will want consistent DPS for large numbers of weak enemies, gunboat cruisers of low rarity is probably the most viable option, at least until you get the equipment to run a thatcher fleet. Light cruisers outshine heavy cruisers here as well, due to their substantially wider gun arcs making auto-farming a bit faster. Generally speaking, you should try to limit the fuel expenditure of this fleet to 15, 20 at most, 10 is ideal, but not really doable until you’ve got the equipment and levels.
Part 6: Specific suggestions for fleets with guaranteed units.
Chapters 1 and 2 are mostly doable with most any fleet, but once you start grinding chapter 3 hard, whether that be 3-2 for equipment or 3-4 in the never ending fox mine, you’ll save yourself a lot of effort building a team around each other’s strengths.
Keep in mind, the following are fleet setups with only ships available as drops before these nodes, there will be other ships that will do better you can get out of the ship builder, but as such relies on luck, I’m providing a bit of strategy if you happen to be the unlucky sort – or just want to challenge yourself and save all of your wisdom cubes for limited time events.
Vanguard Units- For this, you’ve essentially got three good options: 1. A starter-centric fleet, working best with Ayanami if you’re willing to grind to unlock her, but working with any of the three starters as well. You back whichever of the four above up with two supporting destroyers that add to your torpedo power and buff one another. The best support units for this setup will be Foxhound and Gridley – Foxhound for her reload command skill, is available at 1-2 througn 4, 2-1, and 2-4 (as well as 3-2, 3-4, and many later missions)
And Gridley, for her torpedo command skill and higher stats than Comet, whom she shares the skill with, is available at 2-2 and 2-3 (and later)
Your second good option would be a maximized Fletcher Fleet – Fletcher, Thatcher, and Charles Ausburne, limit broken and leveled, will do fairly well – Fletcher and thatcher can be grabbed at 2-3, and an Aulick can stand in until you get Charles grinding 3-2, who is quite worth while for her 31-Knot Burke ability.
Finally, there’s the torpedo cruiser team. For this, I’m going to recommend a royal navy trio of London, Arethusa, and Kent. With a firepower, reload, and damage buff respectively. London and Arethusa can be farmed together at 2-1, and Kent can be picked up at 2-4.
Boss Main fleet:
Here we get into fairly subjective territory – if you’re using the Fletcher fleet, I would suggest picking up an Arizona from 2-2, but for any of the other fleet comps, it will largely be subjective. Lexington, from 2-4, will be one of the best picks for any fleet you can get, as is her sister Saratoga – if you decide to spend money on this game at this point. Their high damage, both with planes and their occasional barrages is not to be overlooked – in fact their barrages deal enough damage, when skill points are invested in them, can destroy any non-boss non-battleship enemy you run across in chapter 3. Soryuu and Hiryuu, from 3-1 through 3-3, if you pick them up while farming or clearing, are also quite powerful when paired together. In my opinion, the best combination, given only grinding drops, would be to grind for Lexington, then use Bogue and Long Island until you’ve gotten both Soryuu and Hiryuu, then replace your escort carriers with the pair of rabbits for your farming needs, until you can replace them with success in the fox mine.
This is a little bit more straightforward. Here we’re trying to keep within an oil budget, and without some decent equipment to back it up, and assuming for these fights you’re wanting to auto while doing other things, my suggestion is fairly concrete until you’ve got a fletcher fleet built for the purpose.
This interim / beginner fleet is going to be made up of Brooklyn (2-2) for her artillery command skill, Pensacola (can also be picked up at 2-2, as well as elsewhere, but you may as well pick her up while grinding for Brooklyn) for her Reload Order skill, and Kent for Raid order (Acquired at 2-4). Your backline is best served with Shouhou for healing, and a Bogue to soak up some suicide boat hits as well as provide a bit more anti-air.
Later on, I would swap out Kent for Cleveland, whether you get her on 4-4 or if you build her, as A: she’s a straight upgrade in most respects, and B: Cleveland is awesome, and essentially SSR tier without being an SSR. But otherwise this setup remains viable and in some ways still better than a Fletcher fleet, especially if you’re running auto combat, if you can afford the oil for it, which is still within the aforementioned limit of 15 – only 5 or 6 more than a Fletcher fleet – substantial enough to be noticed, but still low enough to be viable for the job at hand.
Part 7: Beyond the fox mine, in conclusion:
This game is honestly quite expansive, and once you have the basic equipment down, you can do well (up to a point) on most nodes of the map with whichever your favorite ships are. Whether you go for waifus, efficiency, or simply want to experiment with other setups, you should play the game however you see fit. Take my words with a grain of salt – I’ve only had a short amount of time with this game myself, after all, but I hope that these tips can at least give new players some assistance in establishing themselves in game without making some of the mistakes I made early on.
This truly is an amazing game, and I hope that it continues to grow, both as a game and a community. Happy sailing.
This document is purely based on PVE, and may not apply for PVP. The contents of this analysis is subject to change as the game progresses, and I will try to keep it up to date (no promises though).
The comparisons for the escort fleet will mainly be on their stats since the three ship types are all fairly similar.
High burst damage through torpedoes (especially Japanese ships).
High speed, boosts ship movement speed and helps manual dodging.
High evasion, making enemy attacks miss.
Lowest fuel consumption among all ship classes.
Destroyer guns have the highest rate of fire among guns and are decent against speed boats.
Low survivability due to small health pool, with the exception of a few ships that mitigates that either via skills (eg. Eldridge, Cygnet) or high evasion stat (eg. Javelin Kai).
Destroyers have low firepower stat and their guns are ineffective against most ships, giving them low gun damage output.
DDs arguably have the highest skill-cap in the game, and with a good torpedo setup and boss pattern knowledge it’s possible to take on bosses that are otherwise more difficult to fight by dodging their shots or by ending engagements in a quick strike.
DDs are probably the worst class to Auto with (esp in a 1-1 setup, where you only have one ships on both the escort and the main fleet for fuel efficiency). This is because they rely on torpedoes for damage, which the AI often ends up wasting because they fire as soon as the torpedoes are ready.
There are currently two types of light cruisers: the American light cruisers which cannot torpedoes, and the rest which uses both torpedoes and main guns. Here I will refer to them as Torp and Gun respectively.
Rather high speed albeit not as fast as destroyers.(Torp and Gun)
Moderately high evasion, making enemy attacks miss.(Torp and Gun)
Light cruisers can utilise both torpedoes and guns, giving them consistent damage output and the ability to do burst damage.(Torp)
High AA stat, effective against swarms of planes.(Torp and Gun)
Light cruiser guns (especially this gun:the TbtsK C/36) are effective against many types of armour and have the appropriate rate of fire for shooting at both low HP ships and high HP ships.(Torp and Gun)
Light cruisers generally lack high torpedo stat.(Torp)
Less burst damage due to the lack of torpedoes.(Gun)
CLs are great at killing generic enemies thanks to their decent firepower, good rate of fire. Their good evasion means they’ll can do so while remaining relatively healthy. However, their jack of trades nature means they’re not as good for burst DPS (they tend to have worse torp stat for those who do have torps) or sheer survivability(though Cleveland and Edinburgh might have a word with you about that) as other classes. Lastly, some players claim that they fall off in world 9+ because things start to become too tanky for CLs to kill them fast enough, and CLs for the most part lack specialized dps (Ajax says hello though).
CL Gunboats are probably the best ships to run in a 1-1 auto setup for the majority of the game. They deal enough damage and have enough survivability to survive most maps uptil world 6 or 7.
Highest firepower out amongst the escort fleet classes, dealing very high damage.
Highest HP pool, on average, out of the three escort classes
Heavy cruiser guns have low rates of fire, making heavy cruisers less useful for clearing low HP enemies.
The small firing angle on CA guns requires them to be positioned almost directly in front of a target before they can begin firing
Lowest torpedo stat among all three classes
Very low evasion, rendering them vulnerable to being chipped down
CAs are great for dealing sustained DPS to bosses/heavy targets, while being less efficient at clearing generic enemies. Their slow speed also means that they are very sluggish in terms of handling. Another thing is that at lower limit breaks they’re much more squishy than people think they are because of their lack of evasion.
They have some value for auto-mode, since they don’t rely on torpedoes for damage and is fairly tanky. Their ineffectiveness at clearing the generic mobs slows the clear speed down by quite a bit.
The comparison of ships in the main fleet will be mainly based on their effects, since their stats are vastly different due to the difference of their roles. The only exception is the comparison between BBs, BCs and BMs, as their roles are similar.
Deals a large amount of damage to the aimed target on the first salvo, and other enemies on following salvos.
Shorter reload time, making it possible for battleships to shoot more than twice in a single engagement.
Have secondary guns that can help to kill ships that come close.
THEY HAVE AIMBOTS Battleship shots are usually very accurate, and the first shot can be aimed impossible to miss even for a monkey.
During boss engagements, auto-aimed shots always target the boss.
Very durable due to their large health pool and heavy armour.
Higher damage than the CVs
Not so powerful at earlier limit breaks, and only scales into a monster
Small area of effect, meaning you will have to wait for the best opportunity to shoot your high explosive/armour piercing load.
Cannot store more than one round, hence giving them less burst potential.
Less effective at anti-air than carriers.
High fuel consumption.
They have very low “Vision” stat, which makes a BB only fleet much more susceptible to random encounters.
Due to the automatic nature of aiming, BB tend to be easier and better to use when in auto.
Fleet and Light Carriers
Fleet carriers and light carriers are functionally the same with a few differences: CVLs are faster at charging up air raids due to their higher reload stat, in exchange for lower airpower and only 2 plane slots instead of the 3 fleet carriers have.
Air raids are capable of clearing a screenful of generic/non-boss enemies, and can deal quite a bit of damage to an isolated enemy.
Screen clearing capability. Whenever an air raid is launched, all enemy projectiles that are currently on the screen are cleared. For example, if you were to launch an air raid while the screen is filled with torpedoes, all the torpedoes will simply disappear. This can be used to clear the torpedo daily if needed though if you need it you probably should gitgud, scrub. (only for PVE)
Carriers launch fighters regularly to shoot down enemy aircraft, reducing the damage taken by your fleet.
Takes a long time to charge up. (Fleet carriers)
Generally smaller health pool than the battleships, with the exceptions of Lexington and Saratoga.
Cannot be aimed, hence it is possible for the plane bombs and torpedoes to miss your intended target. It can be very frustrating to have planes unloading onto speed boats instead of the boss.
CVs target everything left to right, which means you should ensure there’s no speedboats/trash on the screen before you call in your strike. If there is only one ship on screen, all payloads will be aimed at that one ship. With good planes and maxed reload mod, CVs tend to reload in an acceptable time.Most CVs are pretty effective at 2 Limit Breaks, and the first isn’t anything to scoff at either. CV also provide a high “Vision” stat which decreases the amount of random encounters.
This subclass get its own very special mention due to how different they are. Currently there are only two monitors in game, namely HMS Terror and HMS Erebus.
Monitors have a special barrage skill and cuteness which only clears the area before them. Moreover, the special barrage is time based and has a chance to not trigger at all.
Lower fuel consumption than their BB and CC counterparts.
Low firepower, meaning main gun doesn’t do as much damage as the BBs and BCs.
Very small health pool, making them extremely squishy. Requires a strong escort fleet to defend them from planes and speed boats.
This subclass get its own very special mention due to how different they are. Currently there is only one aviation battleship in game, namely Retrofit IJN Yamashiro.
They have a special skill which deals a noticable amount of damage when the first air raid in the engagement is launched.
Lower stats than BBs other than anti-air and air power, which makes them basically worse than normal BBs most of the time.
Requires at least one CVs for skill to trigger.
Skill only triggers once per fight.
Provides consistent healing for escort fleet.
At second limit break, repair ships gives your fleet additional ammo charges and increases max ammo capacity. In other words, a fleet with one repair ship will start with 6/6 ammo.
You start with up to 3 emergency repairs at the start of each map. The first and third limit break gives one each, while repair ships come with one by default.
This is a guide for new and intermediate players looking for some direction on how to build a viable HMS fleet efficiently.
Potential final team
Backline: Queen Elizabeth // Hood // Warspite
Escort: Belfast // Edinburgh // Leander Kai
Queen Elizabeth (QE) is necessary, her HMS boosting aura is the linchpin of this strategy. Luckily, she is farmable at 5-2 and 7-1, in addition to being craftable from the Heavy Ship and some event recipes.
Hood is not strictly necessary, but she’s absolutely busted and will increase your overall party firepower manyfold. You can get her by being lucky in crafting, or hope for her to appear in medal rotation. If you do have her, strongly consider assembling an HMS fleet.
Warspite occupies the wildcard slot in the backline. She’s a solid BB with useful skills, but she can be replaced by another good HMS backline ship for fleet locking requirements, or if you are missing her.
Belfast wins best the best SSR CL award by virtue of not being San Diego. Has excellent well rounded stats and two very relevant abilities. You can get CLs from any crafting recipe, use the cheap light ship recipe if you’re specifically aiming for Belfast.
Edinburgh is another well rounded performer that boasts a massive max 4078 hp for a CL. Unfortunately she’s construction only, so try to get her while crafting for Belfast.
Leander occupies the wildcard slot in the escort fleet. Her useful skills and kai blueprint tree help compensate for her normal rarity stats. She is a common drops from many maps
Other ships to consider:
Illustrious is an SSR Fleet Carrier that will shield your escort fleet for 10% of Lusty’s HP for 8s on airstrike. Along with the quick cooldown provided by Hood and stats from QE, this can make an extremely annoying escort to deal with in PvP. A very strong choice that you may struggle to acquire.
Unicorn is a SR Light Carrier that heals your escort fleet for 8% per airstrike and boosts escort reload by 15%. A PvE superstar for long maps, her low HP makes her a bit of a liability in PvP. All JP players were gifted a copy, but you can farm her in 4-4, 5-4.
Ark Royal is a SR Fleet Carrier with a unique torpedo attack that slows the enemy. Lacking the defensive presence of the other carriers, she is reputedly good against certain bosses in world 8 and 9. Find her in world 6-3.
Rodney/Nelson are SR BBs that have a 40% chance of doing a sweeping barrage on shelling. Durable, solid contributors who mesh well with Hood’s skill. Craft or farm them at 2-3 (Nelson), 2-4 (Rodney), 5-4 (both)
Prince of Wales essentially has a blank skill in an HMS fleet, but as a stat stick to be boosted by QE she is very respectable.
Cygnet Kai has a smokescreen and self-dodging skill. Despite her normal rarity she’s a very solid pick for when you want a DD in your lineup. Find her as a common drop in many maps, especially in world 1, 2 and 5.
Suffolk Kai, Ajax Kai, York, London and Exeter are some interchangeable options if you need to run a CA in your fleet. They all offer solid boosts to their own firepower, but are fragile for CAs, especially compared to the beastly CLs available to HMS.
Dorsetshire is an SR Heavy Cruiser that offers a fair bit more durability than the other HMS CAs (> 4k HP). Unfortunately she pairs a torpedo skill with a low torpedo stat, so don’t expect much offense from her.
(Bolded maps are where I expect you may have to stay for a while to gather equipment, if you didn’t open them in boxes)
1-4: Repulse, Renown – If you’re just starting out, you can find two HMS BBs here. I wouldn’t recommend farming them, as the XP gain for world 1 is fairly awful.
2-3, 2-4: Nelson, Rodney, Shouhou (IJN) – If one of these SR BBs fall into your lap while going through world 2, they will serve you well. Also, keep any copies of Shouhou you find – she’s a very useful healing carrier that only costs 4 fuel at level 70. Again, try to advance quickly to better XP maps.
3-2: Catapult, 127mm Single – If you want to use carriers extensively, it may be worth completing an SR catapult or two.
3-4: Akaga – A new player may want to spend some time here farming for toolboxes, and if Akaga fall into your lap, be happy. No need to dally too long here, though, better XP/equipment maps await.
4-2: TbtsKC36 150mm, 152mm triple – Grab a couple Tbts for your non-Belfast light cruisers, and the 152mm as a secondary for your battleships.
4-4: Unicorn, Cleveland – Extra copies of unicorn if you want to limit break her. If you’ve been very unlucky crafting HMS CLs, good old Clevedad can tide your escort fleet over until your fortune turns.
5-2: Queen Elizabeth – if you don’t have her yet, it’s time to put your grinding hat on. Dominus Reginam Conseruet
5-4: Unicorn, Rodney, Nelson // 40mm “pom pom” – A great map to farm if you want to beef up your backline or equip your front line with pom-poms.
6-2: 406mm MK6T3, 155mm triple – If you have Belfast and have not lucked into her gun from a box, you can look to farm the purple version here (or the gold version if you are verrry patient).
6-3: 406mm MK6T3, 410mm dual, autoloader – Make yourself comfortable, this will be your version of 3-4 for a while. Both BB guns are serviceable, and you want to gather as many autoloaders as you can. At the very minimum, get 2 copies for Hood.
6-4: Yuudachi // 610mm Quad (SSR, SR), 533mm Quint (SR), 105mm SKC – feel free to sit here and fish for Yuudachi all you like, and fill out your torpedo stock in the meantime, as well as gather AA guns for you backline.
7-1: Queen Elizabeth // 40mm “pom pom” (SSR) – Still don’t have her, or are looking to farm copies? Try this map, and you can even complete a great AA gun if you are patient.
7-4: 533mm Quint Torpedoes (SSR)
This guide is a work in progress, so please feel free to respond with any corrections or additions, and I’ll integrate them in as appropriate. I hope at least a few of you found it helpful!
Disclaimer: The main topic of this guide isn’t about leveling up your waifu ships. It’s more tailored for those who wish to speed up their Commander leveling process and quickly unlock all the amenities in the game.
Ever feel like your Commander is leveling way slower than it should? Well, check the number of ships in your fleet and count. 2? 3? If yes, then you have found the problem – the lack of ships in your fleet. Using two ships as the BASE value (2 is the bare minimum to deploy a fleet), here’s a chart of how much experience your Commander (player account) would get with additional ships in the fleet: Commander XP Chart
Number of Ships in Fleet
+XP% Gain from Ship Addition
Total XP Gain
The 4th Ship gives 42% instead of the usual 33%. If you can’t run a full 6-ship fleet for reasons beyond your control, then a 4-ship fleet should suffice due to the bonus XP gain from adding a fourth ship to your fleet.
As you can see on the chart, having more ships in your fleet after each fight dramatically increases the amount of XP your Commander will receive after each engagement. For example, a player with a farm fleet of 5-ships will receive 2x more Commander XP than a player farming the same content with only 2 ships. While a limit broken SSR Main Fleet ship and a high evasion Vanguard ship could farm low-level content just fine by themselves, it’s not recommended to do so due to the XP loss of not having more ships in the fleet. Use A Low Oil Set-up while Farming for Commander XP
Low oil consumption equals more runs in the long-run. More runs equal more XP.
Only for players who have plenty of time on their hand to play the game every single day. At the moment, Fletcher fleets use the least oil:
A Fletcher vanguard fleet will only cost 4-9 oil (depending on ship level), and they usually have Unicorn/Shouhou, and two other ships in the main fleet. A fair warning, however. Due to the Lvl. 70 cap for non-limit break ships, the Lvl. 70 Fletcher vanguard fleet would have a hard time farming Map 7 and up. If you want to future-proof your vanguard, use other farming ships that you’re comfortable with instead.
Amenities Chart (based on the Commander’s Level)
Regular Resource Extraction III-IV
Better resource output than I-II.
A facility to upgrade your ships’ skill level.
9-hour Commisions with better rewards than the previous 8-hour Beginner Commisions (eg. blue plates).
Regular Resource Extraction V-VI
Better resource output than III-IV.
10~20% of the experience gained by max-level ships (currently at 100) will be sent to this building. Up to 5 ships can be sent to the Auditorium to study and draw from the stored experience.
Awakening Verification Research I-II
Rewards Mental Units which can be used to increase a ship’s Level Cap beyond 100 (100 -> 120). Other rewards include Wisdom Cube, retrofit blueprint, skill book, and Tier-3 box.
10-hour Commisions with better rewards than Intermediate Commissions (eg. purple plates).
A daily raid that rewards Mental Chips to limit break your ships past Lvl. 100.
TL;DR – Level up faster by using 4-6 ships in your farming fleets.
Unlock your amenities faster and reap the rewards.
Produce more Oil and Gold.
Better equipments from Commisions.
Quickly increases your ship’s Lvl. 100 cap.
Experience gained beyond Level 100 will not be wasted.