At the start of the battle: increases this ship's FP by 4.0% (10.0%) and spawns Snezhinka, a summon which fights for 20 (50)s and lowers the Speed of enemies hit by it by 1.5% stacking up to 15% for 4 seconds (its DMG dealt is based on skill level). At the beginning of the battle, if there are at least three. Gain a shield for 20s at start of battle and every 30s after, shield blocks up to 5 torpedos; while this shield is not broken, increases FP to self by 5% (15%) and damage dealt to DDs/BBs by 4.5% (12%). Every 15 (10) times the main battery is fired, trigger Full Barrage - Shiratsuyu-class I (II). Every 12 (8) times the main battery is fired, trigger Full Barrage - Atlanta Class I (II). Each buff has a 16.66% chance to activate. Every 12 (8) times the main gun is fired, trigger Full Barrage - Omaha Class I(II), Every 15 (10) times the main battery is fired, trigger Full Barrage - Asashio Class I (II). 115 seconds after the battle starts, releases a powerful barrage (damage depends on skill level). Every 15 (10) times the main battery is fired, trigger Full Barrage - Kagerou Class I (II). Every 12 (8) times the main battery is fired, trigger Full Barrage - Leander Class I (II). Increase this ship's DMG to Sirens by 5.0% (15.0%). Allied ships inside the smokescreen gain 20.0% (40.0%) evasion rate. Once per battle, when launching the first airstrike: perform an additional aerial machine-gun barrage (damage increases with skill level). (Armor-broken enemies take 8.0% more damage from shelling. Increases Firepower of the Main Fleet by 5% (15%). When this ship fires its Torpedoes: for 8s, increases your Vanguard's Speed by 3 and EVA by 5.0% (15.0%) for the ship in the frontmost position of your Vanguard. When paired with any of the Destroyers from Destroyer Division 6 (, Every 15 (10) shots from the main battery, triggers Full Barrage - Akatsuki Class I (II). Can be stacked up to 5 (10) times. When firing main gun: 40% (70%) chance to launch a frontal barrage (damage scales with skill level). Additionally, reduces light cruisers' and destroyers' gun and torpedo damage taken by self by 1% (10%). Increases own damage dealt to Heavy Cruisers, Large Cruisers, Battlecruisers, Battleships, and Aviation Battleships by 10% (20%). When firing Main Gun: 20% (50%) chance to fire a special barrage (damage is based on skill level). If Escort fleet consists of only Iris Libre (FFNF) and Vichya Dominion (MNF) ships, every 20 seconds: 50% chance to decrease damage taken by entire fleet by 10% (30%) for 8 seconds. Every 12(8) times the main battery is fired, trigger Full Barrage - Fiji I (II), In combat, increases Firepower and Evasion of all. When this ship launches an airstrike, 50.0% (80.0%) chance to launch a special barrage of B-25 bomber planes. At the start of the battle: increases own Firepower by 1.5% (6%) per Kizuna AI ships other than self (can be stacked up to 4 times). By continually accumulating experience, certain benefits can be gained. Can occur only once per battle. Additionally, launch a special barrage of anti-submarine swordfish planes (barrage damage scales with skill level). Activates All Out Assault Ⅱ: Nagara Class once every 8 times the Main Guns are fired. Every 12 (8) times the main gun is fired, triggers Full Barrage - Northampton Class I (II). When firing main gun: 20% (40%) chance to fire a frontal barrage (damage based on Skill Level). Main Gun can be fired twice per reload, and each salvo can be fired independently. When resurfacing: launches torpedoes (damage increases with Level) that have a 70% chance to inflict Burn damage (based on Torpedo stat) upon hit. Additionally, reduces Light Cruisers' and Destroyers' gun and torpedo damage dealt to Hatakaze by 1% (10%). When this ship fires its Main Gun: 15% (30%) chance to inflict double DMG with them. For each Northern Parliament and/or Dragon Empery ship in the same fleet as this ship: increases this ship's FP and Accuracy by 1.0% (5.0%) (can be stacked up to 4 times.) When entering battle, triggers Full Barrage - I-Class I (II). tracking. Increases own damage dealt to CVs by 5% (20%). When entering battle, triggers Full Barrage - I-13 I (II). When you reach the last level, you can start enjoying all the features that the game offers you. Decreases this ship's Main Gun Spread Range by 3 and increases own damage dealt to Heavy Cruisers, Large Cruisers, Battlecruisers, Battleships, and Aviation Battleships by 10% (20%), and also increases own damage dealt to Aircraft Carriers and Light Aircraft Carriers by 1% (10%). Increases this ship's DMG dealt to DDs and CLs by 10.0% (20.0%). Decrease this ship's DMG taken by 5% (15.0%). Offense: Increases damage dealt by 1% (2%). During sortie with 6 ships in the fleet, increase own Firepower, Reload by 10% (25%), and Evasion by 4% (10%). 20% (40%) chance to activate every 20 seconds: releases a powerful barrage (damage depends on skill level) that has a low chance to set enemies on fire for 12 seconds. Increases Firepower of Cruisers in the fleet by 5% (15%). Later on when they unlock lv120 you will need an additional 2M exp to lv them from 110 to 120, 4M exp total. Every 15 (10) times the main gun is fired, triggers Full Barrage - Cleveland (Muse) I (II). The Saiun barrage does not do damage; instead it increases your main fleet's DMG dealt by 10.0% for 8 seconds. While alive in fleet, decreases the Evasion Rate of all enemy Destroyers and Light Cruisers by 10% (20%). Increase own damage dealt to Battleships by 4% (10%). When firing main gun: 15% (25%) chance to fire an extra round. Begins each Sortie with 1 (3) Emergency Repair. During sortie, increases Accuracy, Firepower by 10% (25%) and Evasion by 4% (10%) for all, Every 15 (10) times the main guns is fired, triggers Full Barrage - Anshan Class I (II). Increases Firepower of Cruisers in the same fleet by 5% (15%). Shell type changes to AP at level 6. When firing main gun, 5% chance to increase own Evasion stat by 16% (40%) and decrease air damage taken by 16% (40%) for 8 seconds. Increase this ship's FP, RLD, EVA, and AA by 2.0% (10.0%) for each. Increase this ship's damage dealt to Battleships by 4.0% (10.0%). When taking damage, 3.5% (8%) chance to decrease said damage by 50%. On the 2nd, 4th, and 6th battle of each sortie, 60 seconds after the battle starts, heal this ship for 4.0% (10.0%) of its max HP. Activates All Out Assault Ⅱ: 1936a Type once every 10 times the Main Guns are fired. Every 15 (10) shots from the main battery, trigger Full Barrage - Fletcher-Class I (II). Every 15 (10) times the main gun is fired, triggers Full Barrage - Farragut Class I (II). Once per battle, when this ship's HP falls below 20.0%, activate both of the following buffs: Reduces airstrike reload time by 5% (25%) and adds additional Lvl 1 (10) Suisei bombers for the first 2 airstrikes. When firing Main Gun: increases Firepower, Torpedo, and Aviation stats of all Muse ships in the fleet by 1.5% (6%) for 10 seconds (effect can stack up to 2 times). Activates All Out Assault I (II): Zara Class once every 12 (8) times the Main Guns are fired. The first 3 Airstrikes launched by this ship will heal 3 times over 3 seconds, each heal targeting the allied surface ship with lowest percentage of remaining HP. 5s after this ship fires its Main Guns: fires a randomly chosen Lv.1 (Lv.10) barrage using special ammo. Three seconds after the start of the battle, launch a Saiun barrage. Whenever 3 enemy aircraft are shot down within your fleet's Anti-Air Gun range: increases this ship's AA by 1.0% (5.0%) until the end of the battle (can be stacked up to 3 times). AA INCREASED! A ship cannot reach Fate Simulation level 5 until it reaches level 100, similar to … 15 seconds after the start of a battle and every 20 seconds after that, launch special dive bomber attack (number of planes launched are random). Every 15 (10) times the main battery is fired, trigger Full Barrage - C-Class I (II). 17% - Prototype Type-0 Main Gun: Fires an HE ammo barrage. While alive in fleet, increases Reload and Torpedo for all Light Cruisers and Destroyers in the same fleet by 3% (15%). Effect does not stack, but shooting down additional aircraft will refresh its duration. During battle: First main gun volley of each salvo deals 40% (60%) more damage. ・Kansen in the Main Fleet slots are able to directly join battle. Also, once per battle: reduces Reload time for the first Main Gun volley by 5% (25%). 34% - Obnoxious Carpet Bombing: Drops 24 light bombs in the general area of the target. If fleet consists of at least 2 other Hololive ships, improves the barrage. While this ship is afloat: increases this ship's Evasion Rate by 5.0% (15.0%) and decreases the torpedo DMG your Vanguard takes by 5.0% (20.0%). Does not stack with the same skill. Decreases damage taken to self by 20%. Activates All Out Assault I (II) (P-class) once every 9 (6) times the main guns are fired. RLD INCREASED! When sortied, receive 1 (3) Emergency Repairs. Shell type changes to AP at Level 6. Every 12 (8) shots from the main guns, triggers Full Barrage - Roon I (II). If this ship is the only CV or CVL in your fleet, increase the AA stat for your … Main Gun's ammo type is changed to Normal with 100/100/100 (115/115/115) modifiers. These are Normal shells with 110%/110%/90% (120%/120%/100%) modifier. These are AP shells with a 110%/110%/80% (120%/120%/90%) modifier. Secondarily, ambushes can be avoided for no damage, airstrikes can not. Every 15s: commences a sonar scan, revealing the location of all enemy SSs for 5s (10s), reducing their accuracy by 15% (25%), and decreasing your Vanguard's DMG taken from torpedoes by 5% (15.0%) for 5s (10s). When firing Anti-Air guns: 25% chance to increase own Anti-Air by 10% (30%) for 8 seconds. There are 7 other ship factions you could make a fleet out of or borrow ships from to make a fleet. Overall, Azur Lane is a rather grindy game - you would need to clear a map over and over to get enough level on your two fleets. Increases own damage dealt to Sirens by 5% (15%). At the start of the battle and every 30s after that: deploys 2 shields that last for 5 (15)s; the blue shield can block up to 8 enemy shells, the red shield causes DMG upon contact with an enemy up to 8 times. When entering the battle, triggers Full Barrage - I-168 I (II). Every 20 seconds: 45% (75%) chance to fire a barrage, damage scales with skill level. Manual aim damage bonus increased to 40% (60%). Every 15 (10) times the main gun is fired, trigger Full Barrage - L'Adroit Class I (II). When this ship launches an Airstrike: 40% (70%) chance to launch additional planes (damage based on skill level and Aviation stat) that inflict flood and burn damage on hit. Azur Lane Guide - A beginner's guide for getting into this popular ship battle game by Chao Min Wu on 16 August, 2018 Starting today, you can now download the English open beta of Azur Lane. [Operation Siren] Destroyer ships also pack high-damage torpedo attacks and have low oil costs. When this ship launches an airstrike, 40.0% (70.0%) chance to launch a special Lv.1 (Lv.10) Swordfish airstrike. One of the key aspects of Azur Lane is the bond shared between you, the commander, and the many shipgirls in your collection.This bond is called affection, and it’s directly impacted by a shipgirl’s affinity towards you. Every 15 (10) times the main battery is fired, triggers Full Barrage - Fletcher Class I (II). ... when a ship reaches Phase 5, one of the ship's skills is improved. Increases own Hit Rate by 5% (20%) against enemy destroyers and decreases Torpedo damage taken from enemy destroyers by 5% (20%). Increase this ship's FP, AA and RLD by 1.5% (6.0%) for every Royal Navy ship in your fleet at the start of the battle (Can be stacked up to 4 times.) Increases the DMG this ship deals to enemy CVs and CVLs by 5% (20%). If not equipping one: at the start of the battle, increases AA by 5.0% (15.0%) for this ship and the ship in the frontmost position of your Vanguard for 60s. Every 35 (15) seconds, fires a barrage (damage based on Skill Level) at the furthest target with 100% critical hit chance. While this ship is afloat: increases the DMG of all Carriers in your fleet by 5% (15%). When sortied with 1 or more other. Effect does not stack with itself. Increases Firepower, Torpedo stat, and Reload of all Cruisers by 1% (10%). Activates All-Out Assault: Allen M. Sumner-class every 10 times the Main Guns are fired. When alive in fleet, reduce damage taken by allied CV/L by 5% (15%). Increases own AP damage dealt by 20% (40%). Damage is based on skill level. After launching an airstrike, heal the vanguard fleet for 1.5% (7.0%) of their max HP and the main fleet for 1.0% (3.5%) of their max HP. Every 20 seconds, increases own torpedo damage by 4.5% (12%). When effect is stacked 3 times, enhances barrage pattern. At start of battle, if there are other ships in the Vanguard, self crit rate +20%; When another Vanguard ship fall under 20% HP, consume 5% self HP to heal that ship for 10% of their HP, after 5s, heal self for 8% HP, limited to 1 trigger per battle. Every 20 seconds, 40% (70%) chance to increase own Torpedo stat by 30% for 8 seconds and release a powerful barrage, while launching a tight fan-spread of fast torpedoes. These planes cannot be shot down. Increases this ship's AVI by 1.0% (10.0%) for each additional µ ship in the same fleet as this ship (can be stacked up to 4 times.). Decreases the Speed of all enemies by 8.0%. Changes this ship's position (forward 15 units) and decreases its DMG taken by 5% (20.0%). Fire a special barrage (barrage damage scales with skill level). When firing main gun: 15% (30%) chance to inflict double damage. If sortied with any CVs/CVLs, effect is applied to all of own airstrikes. 12%: Increases all enemies' Firepower, Torpedo, and Aviation by 4%. Every 20s: launches a Lvl. Every 15 (10) times the main battery is fired, triggers Full Barrage - Laffey I (II). Increases own AP damage dealt by 15% (35%). Every 9 (6) shots from the main guns, triggers Full Barrage - Myoukou Class I (II). Activates All Out Assault Ⅱ: Roon μ once every 8 times the Main Guns are fired. Possible effects (20% chance each) are: When entering battle: fires a special barrage with 100% critical hit chance (damage scales with skill level). Decrease this ship's main gun cooldown by 20.0% (35.0%) for the first four reloads. Every 15 (10) times the main battery is fired, triggers Full Barrage - Fletcher-class I (II). Increases this ship's DMG to Sirens by 5% (15%). Awakening Tactical Training I & II (Daily Commission Max Level); Level 75 Supply Line Disruption (Max Level). Does not stack with other command skills that have similar effect. Can be stacked up to 6 times. Increases the TRP and EVA of all your Vauquelin-class DDs by 5.0% (15.0%) and increases this ships FP, AA, and Accuracy by 4.5% (12.0%) for 30s after the battle starts. Two ships are guaranteed to get 1.5 - 2 times bonus experience due to being the flagship or MVP of the battle. When this ship fires its Main Guns: heals 2 random ships in your fleet for 5.0% of their max HP and, with a 45.0% (75.0%) chance, fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). Every battle, increases the damage of the first barrage by 80% (130%). When own torpedoes hit a target: 7% (17%) chance to increase Torpedo damage dealt to targeted enemy ship by 20% (40%) for 8 seconds (Effect does not overlap). When this ship launches an airstrike, reveal the location of all enemy submarines for 5.0 (10.0) seconds and decrease their speed by 40.0%. At the start of the battle: increases this ship's AA by 5.0% (15.0%) and FP by 5.0% (15.0%). But before we get to that, let us look at how the experience gain system works. Every 12 (8) times the main battery is fired, trigger Full Barrage - Belfast I (II). Each Commander level increases the player's. Every 24 (16) shots from the main guns: triggers Full Barrage - Kitakaze I (II). Every 15s after the start of the battle: fires a Lv.1 (Lv.10) Muse barrage that increases DMG taken by 10.0% for 6s to all enemies hit; if only 1 enemy is hit then their Speed is also set to 0 for 3s and this ship fires an additional torpedo barrage (DMG is based on the skill's level). This isn't a tier list, these aren't ranks, the list is in terms of overall usefulness in all situations. So you have just started playing Azur Lane, the mobile shmup RPG featuring ship girls based on WW2-era warships, which has been gaining popularity worldwide.After getting … Additionally, when own Health falls under 30%: increases own Anti-Air by 6% (12%) for the rest of the battle. This barrage inflicts Armor Break to all BBs, BCs, and BBVs hit by it. Does not stack with other command skills that have similar effect. Decreases all enemies' EVA by 5.0% (15.0%) for 10s. At the start of the battle, if your Vanguard is comprised of only this ship: fires a Lv.1 (Lv.10) special barrage every 20s and increases the AA of your Flagship by 5.0% (15.0%); if there are other ships present: fires a Lv.1 (Lv.10) powerful barrage every 20s and increases your Vanguard's Speed by 3 and AA and Accuracy by 5.0% (15.0%). This buff does not apply to the airstrike that triggered it. 14% - Special Pyrotechnics Bomb: Fires a shrapnel bomb. Increases damage dealt to Destroyers, Light Cruisers, and Aircraft Carriers by 1% (10%). After auto-mode has been off for 5s, gain 5% (15%) Evasion and 8 Speed, this buff is lost upon entering auto-mode. 33% - Blackburn Fire Blast: Drops a heavy incendiary bomb on the target. Can be stacked up to 4 times; skill can only be activated every 1 second. Airstrike cooldown time is increased by 90%. When sortied as Flagship: increases Firepower by 4% (10%), and Reload and Accuracy by 5% (20%) for allied Sakura Empire ships. Furthermore, if there are other Royal Navy ships in the same fleet: also increases this ship's DMG dealt by 3.5% (8.0%). Every 15s after the start of the battle, and every time this ship lands 6 hits with its Torpedoes: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). At the end of the effect, heals for 20% (50%) of the damage taken and increase own Firepower by 4.0% (10.0%) (stacks up to 3 times). As long as this ship is afloat, increase the AA stat of each of your, Every 15 (10) times the main battery is fired, trigger Full Barrage - Fletcher-Class I (II), Every 24 seconds after the start of the battle, 40.0% (70.0%) chance to fire a special barrage (barrage damage scales with skill level). Main gun damage is not affected by armor type (armor modifier is always 100%). T… Every 15 (10) shots from the main gun, triggers Full Barrage - Z46 I (II). Healing: Heals 5 hit points per second for 2 seconds. 10 seconds after the start of a battle and every 35 (15) seconds after that, fires a barrage (damage based on Skill Level) at the furthest target with 100% critical hit chance. At the start of the battle: fires a torpedo barrage (damage and pattern of barrage is based on skill level). Every 22 seconds after the start of a battle, fire a special barrage. When launching an airstrike: 15% (25%) chance to deal double damage for 10 seconds. Activates Reno Barrage Ⅱ once every 10 times (8 if equipping a CL Main Gun) the Main Guns are fired. After that, enemy ships will regain their Speed during the next 2.5 seconds. When entering battle, triggers Full Barrage - Type VIIC I (II). [Operation Siren] When an enemy aircraft is shot down within your fleet's Anti-Air Gun range: increases this ship's FP and AA by 5.0% (25.0%) for 8s. Every 20 seconds: 25% chance to reduce a random enemy's Reload by 30% and damage by 15% for 5 (10) seconds. By increasing a ship's level, the stat cap (FP, torpedo, airpower and AA) can be raised, and upon reaching certain levels (10, 30, 70) they can be limit-broken for a further stat increase. Remaining two barrages have 10.0% (25%) chance of launch afterwards. When 5 enemy aircraft are shot down within the fleet's AA range: increases this ship's TRP and AA by 4.5% (12.0%). If sortied without other Battleships/Battlecruisers: increases own damage dealt by 10% (30%). While alive in fleet, increases Reload and Torpedo stat for all Light Cruisers and Destroyers in the same fleet by 5% (20%). At the start of the battle: increase this ship's AA and EVA by 5% (15.0%) for 30s. Does not stack with similar skill effects. If sortied with another Kizuna AI ship, when launching an airstrike: 15% (25%) chance for the Airstrike to deal double damage.
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