It's stats are slightly unbalanced, but in a very good way. In this tier, we have ships that constitute the games current meta. Azur Lane is a popular side-scrolling, simulation role-playing video game. Increases this ship's Crit Rate by 10% (30%) and its Hit Rate against enemy DDs and CLs by 4% (10%). Every 10s, if your fleet has 10 or more AP: consumes 10 AP and activates "Frozen Lily" Lv.1 (Lv.10) (DMG is based on the skill's level). Middle: heals all ships in your Vanguard for 5% (10%) of their max HP 20s after the battle starts. When this ship fires her Main Guns: 50% (100%) chance to fire a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level); if this ship has a Sakura Empire Main Gun equipped, this barrage is improved. The maximum level a cat can attain is 30, so each cat can gain a maximum of 6 talent points on top of it's base points assigned by rarity. Every even salvo increases critical rate by 10% (20%) and critical damage by 30% (50%) until the next salvo is fired. Decreases this ship's OXY by 20 (10). Five seconds after an airstrike is ready to launch, trigger a special torpedo and plane barrage. Increases your Main Fleet's maximum Detection Gauge value by 10. Increases Firepower of Destroyers in the same fleet by 5% (15%). Once per battle, when a ship in your Vanguard falls below 30% HP as a result of DMG taken: that ship evades all attacks for 2s and gains a shield that can block up to 1.5% (6%) of Wakatsuki's max HP in DMG. Generally, players are unable to make it till the end of the game using these ships. Every 20s, 40% (70%) chance to increase own Firepower, Torpedo, and Reload by 20% (40%) for 10s. Increases this ship's DMG dealt to DDs by 4% (10%). Decrease the loading time of this ship's first wave of torpedoes by 40% (70%). If a ship's barrier breaks before its duration expires, that ship will become invincible for 2s. It can be found in the main menu under the HQ button. Increases own damage dealt to Destroyers, transport vessels, torpedo boats, and suicide boats by 10% (20%). 10s after battle starts and 15% (25%) chance to activate every 20s after that: fires a wave of torpedoes (These torpedoes are based on the equipped Torpedo Mount). There are currently 27 Meowfficers. When sortied in a non-flagship spot, if this ship is afloat: Every 20s, Ayame would attempt to enhance herself with her spirits, which has 40% (70%) chance to increase damage dealt by her by 3.5% (8%); effect can stack up to 3 times. Just use them as EXP fodder for your higher rarity cats. I remember CN wiki author note about why Richelieu was a preliminary T0.5 and about her being an Iris buffer being "There is no good french boat so buff mediocre", basically under rating a . [Operation Siren] Increases this ship's AA by 50% (100%) and RLD by 15% (35%). Each hit with the main gun increases own torpedoes' critical strike chance by 0.6% (1.5%) (stacks up to 20 times, effect resets after torpedo lauch). This Armor Break stacks with other sources of Armor Break.). Every 20s: 40% (70%) chance for this ship to enter Assault Mode, firing a powerful barrage and increasing this ship's TRP by 30% for 8s. If so, then our latest Azur Lane Tier List might be just what you need! If this ship is equipped with a high-caliber main gun (280mm or higher), fire this barrage every 4 times the ship fires its main guns instead of 8, and improve this special barrage. Activate EX Barrage - Kirov I (II) every 12 (8) times the Main Guns are fired. While this boat is retreating: increases this boat's SPD by 50.0%. 10) special barrage (DMG is based on the skill's level) & deploys a barrier that can absorb DMG up to 3.5% (8%) of this ship's max HP and lasts up to 8s. Does not stack with other smokescreen skills. It's a complex maze of RNG and minimal stat boosts. 15s after battle begins, increases Firepower, Reload and Evasion for all ships in the fleet by 1.5% (6%) for 20s. Increases TRP and AA by 10%; At the start of the battle, if there are other Iron Blood or META ships in the same fleet as this ship: this ship takes 5% less DMG and gains 4.5% (12%) FP; If this condition is not met: 15s after the battle starts, instead generates a shield for the front-most ship of the Vanguard Fleet that can block up to 10 shots. He enjoys helping others discover the joys of gaming. When entering battle: fires a special barrage with 100% critical hit chance (damage scales with skill level). Enemies hit by the sword strike suffer a special Armor Break ailment for 8s; enemies hit by the meteors are Burned. My final thoughts on this system are that this is absolutely the final endgame money sink of Azur Lane. . {\displaystyle {\text{stat}}} When this ship's Main Guns hit the same enemy 12 times, or when this ship's "Ashen Might" skill activates: increases this ship's FP by 4.5% (12%) for 10s (repeat activations while this buff is active only refresh its duration) and fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). When this ship fires her Main Guns: 30% (50%) chance to fire a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level) and increase the DMG of your BBs by 3.5% (8%) for 10s. Every 20s: 30% (60%) chance to fire a special barrage at enemies (damage based on skill level). Here we are at the real RNG heavy portion of this system. When the battle starts, if this ship is in the frontmost position of your Vanguard: deploys this same shield. Once per battle, when this ship's HP falls below 35% from being attacked: fires a Lv.1 (Lv.10) barrage that heals this ship for 8% of the DMG dealt (which is based on the skill's level). Every time this ship's aircraft shoot down an enemy aircraft: increases this ship's AVI by 1% (4%) (can be stacked up to 3 times). Does not stack with other command skills that have similar effect. Every 20s after the battle starts: fire a special barrage that inflicts a unique burn on all enemies it hits (barrage damage scales with skill level). Meowfficer Barrage I improves to Meowfficer Barrage II. Change the ammo type of this ship's main guns to Special AP (damage modifiers scale with skill level). Legend of the Solomons. Every 9 (6) times this ship fires her Main Guns: fires a special barrage. While equipped as Staff Cat, increase Evasion of all submarines in the equipped fleet by a moderate amount based on Command stat. If the special shell deals DMG to an enemy: increases its DMG. When this boat retreats from the battle: fires a Lv.1 (Lv.10) torpedo barrage with a 70% chance to Burn enemies. Every 20s: 50% (100%) chance to launch a special barrage (DMG is based on the skill's level). At the start of the battle, if this ship is in the backmost position of your Vanguard and there are at least 2 ships in your Vanguard: 12% (32%) chance to decrease any instance of DMG taken by 9% (24%) for all ships in your Vanguard. 5s after the battle starts: fires a Lv.1 (Lv.10) special barrage; every 10s after that: fires an upgraded version of this barrage and also increases this ship's Crit Rate and Crit DMG by 1% (10%) (barrage DMG is based on the skill's level; barrage upgrade effect and Crit-related effects can only activate up to 2 times per battle). Once per battle, when this ship's HP falls below 30.0% as a result of DMG taken: fires a Lv. 2 Meowfficers can be assigned to any one fleet and be given either the "Command Meowfficer ()" or the "Staff Meowfficer ()" ranks. When the battle starts, if there are 3 ships in your Vanguard: increases this ship's EVA by 5% (15%) and decreases her DMG taken by 4.5% (12%). Now that you have an overview of how battles work in Azur Lane, you probably have a clearer idea of how youll structure your game. When sortied as the Command Cat: increases the Accuracy and EVA of all CL, CA, and CB in your fleet by a large amount based on the Tactics stat for 30 seconds after the battle has started when in combat with a BB node. Every 20s: activates "Instance Abreaction" and launches a Lv.1 (Lv.10) special airstrike (DMG is based on this ship's FP stat and the skill's level; airstrike deals cannon-type DMG). 20s after the battle starts: restores 1% (5%) max HP to all ships in your Vanguard. 10s after the battle starts: launches a Lv.1 (Lv.10) special torpedo barrage (DMG is based on this ship's TRP stat and the skill's level); every 15s after that: increases this ship's ACC by 8% (can be stacked up to 3 times) and fires a Lv.1 (Lv.10) special barrage (DMG is based on this ship's FP stat and the skill level). When assigned as the Staff Cat: increases the EVA of your DDs by a small (actually moderate) amount based on the Support stat. Fleet stat increase in green text from the Meowfficers' Abilities. The maximum number of Cat Boxes you can purchase each day is 15. After this barrage is fired: decreases the load time of this ship's next Airstrike by 10% (20%). If equipped with the. Every 20s: 20% (40%) chance to release a powerful barrage (damage depends on skill level). Enhances this ship's Secondary Guns using the Battle Tracto Max. Not limited to a Commander or Staff role very flexible. If your Flagship or Vanguard lead ship is a Northern Parliament ship: grants this ship the full stack of 3 regardless of the number of ships in your Vanguard. They can strengthen your fleet with "Skills" and "Abilities" to turn the battle in your favor. 10) (DMG is based on the level of this ship's "Eternity Bloom" skill). Allied ships inside the smokescreen gain 20% (40%) evasion rate. When this ship fires its Main Guns: 20% (50%) chance to fire a special barrage (DMG is based on the skill's level.). Increase this ship's critical damage by 15% (25%). If there is a Sakura Empire CVL in the same fleet as this ship: improves these airstrikes. 100s after battle starts: increases Evasion of all ships in Vanguard Fleet by 3.5% (8%) and recovers HP of all ships in Vanguard Fleet by 4.5% (12%) of Nekone's total HP. While equipped as Staff Cat and battling against a patrol fleet (destroyer node), increase Accuracy of all DD in the equipped fleet by a moderate amount based on Tactics stat. Allow Necessary Cookies & Continue When this boat enters the battle: decreases the Speed of a random ship in your Vanguard by 1 for 1s, then heals said ship for 100 HP and increases her EVA by 3.5% (8%) for 20s. Decreases the DMG this ship takes by 5% (15%). If this effect does not activate, instead fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). Depending on the composition of your fleet Bishamaru is a top pick. Every 35s, recovers HP of entire fleet equal to 1% (3%) of Akashi's max HP. 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). At the start of the battle, if there is a CV or CVL afloat in the same fleet as this ship, increase this ship's main gun's critical rate by 20% (35%). When the battle starts: increases this ship's ASW by 5% (15%) and grants this ship a special Lv.1 (Lv.10) ASW weapon (DMG is based on the skill's level). When Staff Cat increase reload for BB, BC, and BBV ship girls in the assigned fleet. When firing Anti-Air guns: 25% chance to increase own Anti-Air by 10% (30%) for 8s. When fighting humanoid Siren fleets or Boss fleets: reduces the DMG taken by your Vanguard by 2% (6%). Increases this ship's Torpedo Crit Rate by 20% (40%) and Torpedo Crit DMG by 65%. Decrease AP damage this ship receives by 10% (20%). Smokescreen lasts 5s and increases Evasion Rate by 20% (40%) for all your ships in it. Thank you for reading. Once per battle, when this ship's HP falls below 20%, activate both of the following buffs: Every 15s: 15% (30%) chance to deploy a smokescreen that increases Evasion Rate by 20% (40%) for all your ships in it (smokescreen lasts 5s; Evasion Rate buff does not stack with other smokescreen skills). If you're planning to run a low cost single destroyer front-line then you'll get an even bigger benefit. 1 (Lv.10) special barrage (DMG is based on the skill's level; 12s cooldown between activations). Damage is based on the skill's level. When this ship gains a stack of Wood Element: activates "Wild Growth" Lv.1 (Lv.10) (DMG is based on the skill's level; 5s cooldown between activations). It might be worth keeping the best 2 versions you get of this cat. Increases this ship's FP and AA by 5%. Decrease the load time for all this ship's airstrikes by 10%. Does not stack with the same skill. Justice would be best as the Commander Cat in a Mob Clear Fleet containing at least 1 Destroyer and other ships with high torpedo stats. When this ship fires her AA guns: 25.0% chance to increase this ship's AA by 20% (40%), but decrease her FP by 40% (20%), for 3s; if this ship has Eagle Union gear equipped, this AA buff is doubled and the FP debuff does not apply. Upon taking damage or when an enemy ship enters a certain range: fires a Lv.1 (Lv.10) special barrage that ignores the enemy's armor type (damage is based on the skill's level). Up to a maximum of four slots can be used, with the third costing 500 to unlock and the fourth costing 600. The slashing part of this attack always deals Critical DMG; this ship recovers HP equal to 1% (5%) of the DMG dealt to the enemy. When this boat arrives at her attack position: increases TRP and ACC by 4% (10%) for your Sakura Empire SSs and SSVs and increases damage dealt against enemy CAs and CBs by 5% (15%). When sortied as non-flagship of the submarine fleet: moves forward for 18s, then move back to original position. When the battle starts, increases this ship's AVI and RLD by 5% (15%). If sortied in the same fleet as. At the start of the battle: increases this ship's FP, AA, and ASW by 5% (15%). When launching an airstrike: fires a wave of light that reduces damage dealt by enemy ships by 1% (5%) for 8s. Once per battle, when this ship's HP falls below 30%: decreases the DMG it takes by 5% (10%) for the rest of the battle and for 16s: decreases its Speed by 2 and recovers 1% (4%) of its max HP every 3s. While this ship is afloat, when a fleet this ship is NOT in engages in battle: When this ship fires her Secondary Guns: 40% (70%) chance to fire an additional attack (this effect cannot activate again until this ship sinks an enemy, or after a 10s cooldown). Decreases equipped Main Gun Spread by 3. Once per battle, when this ship's HP falls below 30% as a result of DMG taken: increases this ship's FP by 10% and heals this ship 4 times for 2% max HP per tick. Increases this ship's FP and ACC by 5% (15%). A TIER A: Strong Warspite Champagne Gascogne Georgia Marco Polo Monarch Odin Howe Richelieu Vittorio Veneto B TIER B: Powerful Izumo Akane Shinjo Alabama Amagi Bismarck Duke of York Gneisenau META Honoka Iori Minase Kii Nagato Sovetskaya Belorussiya Tosa C TIER C: Still Powerful Gascogne Hood King George V Massachusetts Prince of Wales These are Normal shells with 110%/110%/90% (120%/120%/100%) modifier. If you have any questions, you can find us on Azur Lane Homeless Shelter Discord. When firing main gun, increases own Reload by 1% (3.5%) (Can be stacked up to 12 times). When this ship fires its Main Gun: increases the FP, TRP, and AVI of your ships by 1.5% (6%) for 10s (effect can be stacked up to 2 times). 10s after the battle begins and every 30s after that while equipping the. Every 15s after the start of the battle: fires a Lv.1 (Lv.10) Muse barrage that increases DMG taken by 10% 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). At the start of the battle, if there are an odd number of ships in your fleet: increases this ship's DMG by 4.5% (12%). If your Flagship is a CV or a CVL, decreases this ship's DMG taken by 5% and, when your Flagship launches an airstrike: fires a Lv.1 (Lv.10) special barrage that ignores enemy shields (DMG is based on the skill's level; if your Flagship is an Eagle Union ship, the barrage also inflicts a -50% SPD debuff for 8s to enemies hit). Azur Lane is a side-scrolling, shoot 'em up RPG-based video game. Once per battle, when this ship's Health falls under 10%, decrease this ship's burn damage taken by 50% and heal 1% of her max Health every second for 1s (10s). 5s after the battle starts, and every 20s after that: spawns a special summon (lasts 15s; inflicts a unique Burn ailment to enemies) and decreases the ACC of all enemies by 10% (20%) for 5s. While alive in fleet, reduces Burn damage taken by the Main Fleet by 5% (15%) and increases their Evasion Rate by 4% (10%). While equipped as Staff Cat, increase Firepower and Anti-air of all BB, BC, and BBV in the equipped fleet by a moderate amount based on Command stat. Retrofitted in 3D - Azur Lane mobile, the beloved side-scrolling shooter, is now retrofitted for the Steam as a cel-shaded, 3D action shooter with the help of Unreal Engine! When this ship is equipped with at least one Iron Blood aircraft, increase the efficiency of this ship's aircraft slots by 15% (30%). When the battle starts: increases this ship's FP and TRP by 3.5% (8%). If this effect fails to activate: instead fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level and this ship's AVI stat). Azur Lane Tier ListApril 2023 - The Best Ships to Choose What's New Stella Fantasy Tips and Tricks for Make Yourself a Pro Stella Fantasy - A Beginner's Guide for the Gameplay and Play to Earn System Earth Revival Pro Tips and Tricks to Become a Master for Your Gameplay Punishing Gray Raven Reveries With A Whale Update Guide Increases your Sakura Empire DDs' TRP and RLD by 4% (10%) and AA by 6% (20%). Increases your fleet's AA by 5% (15%) while it is deployed. Every 20s: 40% (70%) chance to fire a special barrage at enemies. When this ship fires her Main Guns: 50% (100%) chance to fire a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). If equipped with a high caliber Main Gun (280mm or more), increase this ship's main gun efficiency by 4.5% (12%), improve the special barrage based upon proximity to the nearest enemy, and fire it every 4 times main gun is fired instead. DMG of both barrages are based on skill's level. [Operation Siren] Once per battle, when this barrage is fired: decreases this ship's DMG taken by 10% (20%) until the end of the battle. Upon taking damage, 4.5% (12%) chance to reduce damage taken by 50%. Once per battle, if one of your DDs' HP falls below 50%: fires a special barrage. Decreases DMG taken by 1% (10%) for all The Idolmaster collab ships in your fleet. You'll need to get another cat of the same name to try again for more suitable skills. When an enemy is hit by this attack: increases that enemy's cannon and torpedo DMG taken from L'Indomptable by 5% (15%) (does not stack). Whenever this ship sinks an enemy: increases this ship's FP and TRP by 1% (4%) until the end of the battle (can be stacked up to 5 times). Increases the FP, RLD, and Accuracy of all. Increases the Effective and Shell Range of this ship's main gun to 75, and increases this ship's. If this ship has the highest percentage HP of all ships in your Main Fleet, and there are at least 2 ships in your Main Fleet, deducts 1% (5%) HP from this ship and heals your Main Fleet ship with the lowest percentage HP (except this ship) for the amount of HP deducted from this ship; If this ship does NOT have the highest percentage HP, deducts 1% (5%) HP from your Main Fleet ship with the highest percentage HP and heals this ship for the amount of HP deducted from the other ship. Can be used as material to Limit Break any ship of Elite (SR) quality and below. At the start of the battle, if there is an. Spawns the shield again 30s after time-out timer. This cat is a fantastic addition to any Battleship heavy fleet. All Vanguard ships deal 50% (100%) more ramming damage and take 20% (30%) less damage from ramming. At the start of the battle, if there is a Sakura Empire DD afloat in your Vanguard: every 18s, targets your Vanguard ship with the lowest% of HP left and heals her for 1% (3%) HP (can activate up to 4 times per battle); if no Sakura Empire DD is present, instead increases this ship's TRP by 5% (15%) and, with a 70% chance every 18s: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). If this ship has at least one. CN: . Each heal restores HP equal to 1.2% (3%) of Ryuuhou's maximum HP. Enemies hit by the special ammo take 10% increased DMG for 6s. Enemies hit by this barrage take 4.5% (12%) more DMG from. Training can be cancelled while in progress. JP: . The burn lasts 6s and deals 521 damage per tick, with 1 every 3s). 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