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February 27, 2021 |Uncategorized|Sours: http://mebw.fabiz.ase.ro/wp-content/moving-in-loptae/6e6f6b-azur-lane-best-map-to-farm
Azur Lane Low Level Farming Guide - Stock Up On Materials And Resources With This Low-Cost Grinding Fleet
Azur Lane is one of the few mobile games out there with gacha elements that’s surprisingly completely playable even without dropping an obscene amount of money. With good rates on some of the higher-tiered shipgirls and decent chances to build a capable fleet with just normals, rares, and a few elites, Azur Lane has become a very underrated game that fans of the anime art style should definitely check out.
For this guide, we’re taking a look at cost-effective farming with nothing more than common, rare, and the occasional elite shipgirls. Low cost farming refers to the grinding part of Azur Lane; ultimately, somewhere along the middle stages of the game, you’ll find that you’re running out of raw materials and resources to fund your sorties through higher levels or improve your shipgirls. At some point, you’ll also need these resources for Priority Ships, which are special shipgirls that need a ton of requirements before they can be constructed. To get these materials, a good Azur Lane player will turn to farming with what are called grind fleets, which are relatively cheap shipgirls that still excel for the purpose of cost-effective farming.
Oil consumption and self-healing skills
Ultimately, choosing shipgirls for your farming fleet falls down to two important aspects: low oil consumption and the presence of skills that can self-heal. There are some other aspects to consider, such as evasion and firepower, but that’s only worth taking very seriously if you’re planning on running the game on auto. For the most part, you will want to take ships with as minimal oil consumption as possible in order to effectively farm stages at the lowest cost to your resources.
Following these two general criteria, here are some of the best shipgirl choices for farming low-level escort content.
Low level farming
Low level content refers to Chapters 1 to 9, where the enemies are less punishing and a cheap grinding fleet can thrive. It’s important to note that cost-effective farming in low level content requires shipgirls that have not been upgraded through Limit Breaks yet, as while this increases their overall stats, you also end up spending more oil to fuel them. Besides Chapters 1 to 9, you can also use this grinding fleet for normal difficulty events.
- Cassin (Normal rarity) and Downes (Normal rarity) – the two Mahan class destroyers (DD) are exceptional at low level farming thanks to their minimal oil consumption and self-healing skills. Both are incredibly easy to acquire as well, and it would be nothing short of extremely bad luck if you haven’t already acquired them within the first few days of playing. Both of them have the Recommissioned skill, which heals them for up to 25 percent of their max health after their current health falls under 20 percent. While this only activates once per battle, it’s extremely useful to have and will easily allow them to be efficient even at later stages of the game.
- Phoenix (Rare rarity) – with relatively good all-around stats, low oil consumption and a self-healing skill to boot, Pheonix is a great light cruiser (CL) compliment to your Vanguard or for use solo, if you’re running a 1:1 fleet (1 backline, 1 frontline). While missing torpedoes, she provides a good boost to Anti-Air which helps out a lot in terms of backline protection. Her Crimson Phoenix skill works the same as the Mahan destroyers, except that hers also increases her firepower by 30 percent for the next 15 seconds. Phoenix is a drop from Map 1 and 4 of Chapters 4 and 5, and can be constructed if you’re lucky.
- Erebus (Elite rarity) and Terror (Elite rarity) – these two Battle Monitors are some of the best options to have for your backline. Erebus in particular is exceptional thanks to her relatively low cost in contrast to the high firepower she brings, and what’s even better is that in the lower levels you can worry less about suicide boats and air attacks to permeate through her lower armor rating. Both Erebus and Terror use the Infinite Darkness skill, which has a chance to fire a special barrage at enemies every 20 seconds.
- Yamashiro (Rare rarity), Fusou (Rare rarity) or any other rare battleship – the Japanese battleships are a bit more situational, and should only be used if you can’t really get any of the Battle Monitors. This is due to the fact that they are double the cost of the latter at six oil consumption. That said, they are pretty good damage dealers for lower costs, but using one of them means that you’re stuck with only a single-ship backline in order to keep oil consumption down.
Stay tuned for more guides on Azur Lane. Check out a recommended shipgirl guide for Destroyers (DD) here, Light Cruisers (CL) here, Heavy Cruisers here, Battleships (BB) and Battlecruisers (BC) here, Aircraft Carriers (CV) here and Light Aircraft Carriers (CVL) and Repair Ships (AR) here.
List of Ship Drops
Salt Lake City
Salt Lake City
The following are tips as to how you can easily farm for XP in Azur lane.
Getting the Proper Ships
A perfect place to start for PR grinding is to start collecting the best ships for the job.
What to do:
- Go to Lab and then Fleet Tech.
- And if I want to farm, Drake wh requires Royal Navy Vanguards; I will click then Royal Navy.
- Then the Vanguard categories are going to be destroyers, light cruisers, and heavy cruisers.
- From there on, I would look at some good ships that can be used potentially for my PR grind.
Generally speaking, for higher rarity ships, someone like Belfast will perform excellently and are ideal candidates. Still, there are also a few exceptions that you might want to consider as lower rarity stuff can save you a ton of oil and since PR ship grinding requires a tremendous amount of oil.
Reduce Oil Cost
A couple of ships to reduce that oil cost will benefit you because you will not have to worry about running low on oil ever again. Some oil-efficient characters would be Comet and Amazon.
It’s also good to go on to take the higher stages, for instance, Belfast, Sirius, and Swiftsure.
When you want to chill off for lower-level stages if you don’t have that much oil, you can use your cheaper fleet, Amazon, Foxhound, and Comet, which are all hms vanguards.
Put the Ships in Dorms
- The Dorm allows your ships to stay happy and maintain their happy morale.
- When your ship is glowing with happiness, you will see an icon that says “Something good is about to happen” and a green-colored text that says “EXP bonus.”
- The Dorm will drastically reduce the amount of time that it takes to farm for your PR.
When your ship is glowing with happiness from being in the dorms and has excellent morale, you will gain a massive 20% extra XP from battles. SO if you put three ships that you are putting in the Dorm, and as long as those ships are in the Dorm, they will each get 1.2 times extra multiplier in every battle.
As long as they have high morale, they will individually get a 1.2 times multiplier for their regular XP battle. This will give you a lot more XP per battle, and it is the easiest thing to do.
Take Advantage of In-Game Events
In-game gives extra XP to a specified ship. Let’s say, for example; this Nocturne Event will provide an extra XP boost to these four ships, Jamaica, Graf Spee, Vampire, and Belfast.
So if you use any of these four ships right now, you will gain extra XP, which will be an incredible time for a PR grind.
Include Ships with Bonus XP Abilities
Certain ships in Azur Lane have abilities that increase the overall experience gain of a particular ship type that you use for PR grinding.
For instance, Amazon will tremendously speed up that whole process because her skill is a prototype destroyer giving an additional 18% to your destroyers.
The second example would be Yuubari; she is amazing for farming any PR ship that requires Sakura empire vanguard such as Ibuki, Kawakaze, and Azuma. So putting Yuubari with two other sakura empire cruisers, such as Noshiro or Isuzu retrofit, will allow you to get a ton of extra experience because of her cruiser XP gain.
Don’t use ships that don’t give PR ships XP
However, there is one big misconception. You would not want to use one of these ships to contribute to the PR ship’s XP. For example, I would not put Yuubari retrofit to go and farm for someone that requires royal navy vanguard.
Because putting an actual ship instead of Yuubari will allow me to get much more XP towards the PR grind than putting Yuubari in just for that buff. Just put three of the royal navy vanguard if you’re farming for someone, and don’t trade them out for someone that doesn’t match.
Aim for MVP
After a battle ends, there will be one ship in your fleet that will be awarded the MVP. As you may know, after a battle ends, there will be one ship that will be awarded the MVP for doing the most damage.
- The MVP ship will receive an additional two times XP multiplier that stacks with the other experience buffs.
- So if you can manage to create a fleet where the ships you are using for PR grind always get MVP, you will always get an additional two times extra buff for one of those ships you are using.
- The ship that gets the MVP award will get double the XP, and since you get double the XP on the ship that you are using for PR grind, that is four vanguards worth of XP for three ships. This will help speed up your PR grinding.
There are two reasons why farming for backline PR ships is so much easier than vanguards. First, back liners usually get more MVPs easier since they generally do more damage than the vanguard. The second is because of the flagship bonus that I want to talk about.
Now the flagship, which is the back middle position, will gain an additional 50 experience for each sort multiplied by other bonuses like the MVP bonus; your backline ship will earn an insane amount of XP per battle.
Harder Difficulty = More EXP
The difficulty level of this game consists of three levels. There is one triangle, two triangles, and three triangles. The more triangle an enemy has, the harder it is to defeat. However, more challenging enemies give more experience. So aim for a more difficult opponent to get more XP.
Grinding According to your Oil
- Consider how much oil you have to consider what map you should be farming.
- If you don’t have a lot of oil, consider farming on the more detailed map that costs less and uses a lower team.
- If you’re running low on oil, then step back and farm a more accessible stage like 7-2, such as a lower-level fleet. If you have a ton of oil, you can go farm all the way to 12-4 or some higher stage to complete it with a much better fleet.
To azur farm maps lane
Beginner PVE Equipment
Table of Contents
Very Important, Please Read:
While an understanding of these concepts is not truly necessary to play or enjoy the game, they are important if you wish to understand why certain guns are superior to others, especially when a more surface-level examination would not imply such. If you wish to skip this section, at least read the first two sections that cover why equipment is more important than ship selection and tech level. More than anything else, an understanding of tech level will aid you in making informed decisions about what equipment is worth using.
I've seen many newer players hit a wall and struggle with content, and they'll ask 'What ships should I replace?' Many times, they are using ships generally considered weak and they do have superior options that they could tag in. But what do you do when that player is already using strong ships; when that player replaces their ships but still struggles; when that player is so grossly overleveled they're gaining the maximum damage boost from level advantage?
Invariably, the problem is equipment. Especially for a player who might come from another game where equipment selection is a more secondary concern, or perhaps even non-existent, it's easy to not realise how incredibly impactful equipment selection is. What ultimately sets ships apart in the late-game is their skillset more than anything else per se, and a newer player is most likely running ships still at skill level 1. When stripped of their skills, all that sets ships apart is their equipment and their statline, which only serves to enhance the equipment you give them.
Another piece of advice I see frequently given to new players is just to overlevel your ships and rely on level advantage. While this will technically work, and work for quite awhile, it will stop working at some point. My goal as a guide creator is to grant players the knowledge necessary to make informed decisions on their own and rely on tactics that will always remain effective. If you learn how to fight at level parity early on, you will always be capable of fighting at level parity.
If you only take one piece of advice away from this guide it should be this: always upgrade your damn equipment.
Perhaps one of the least obvious concepts for a newer player, tech level is also one of the most important when it comes to choosing what equipment to use. Tech level can be viewed in the upper right corner of an equipment's stat card. For most equipment in the game, tech level ranges from T1 to T3, with a higher tech level version of a piece of equipment being stronger in every aspect and one rarity higher. Tech level 0 also exists and is functionally identical to tech 3, except that tech 0 equipment is unique and has no lower-rarity variant.
Assuming all pieces of equipment are at the same upgrade level, tech 3 equipment of all rarities is comparable. This means that early game, tech 3 blue equipment will often be as strong as purple or gold equipment, while being easier to obtain and cheaper to upgrade. Blue equipment will fall off later in the game because it caps at an upgrade level of +6, while purple and gold equipment can be upgraded to +10.
Because of the tech level system, purple rarity equipment has the potential to be superior to gold equipment, which is something that happens in many cases. Similarly, with the relative ease of acquisition and upgrading of purple equipment, it's far more efficient for a newer player to focus on strong, but lower rarity equipment, rather than tunnel vision on acquiring shiny gold rarity equipment.
Understanding the way damage is calculated is vital to understanding why certain pieces of equipment are stronger than others. While the full damage formula (available on the wiki) can seem daunting, a basic version of the damage formula that tells you most of what you need to know would be:
- Base Damage: this is the base damage of the weapon, available on the equipment's stat card. The only exceptions are fighters and dive bombers, whose displayed damage stats are not indicative of the actual damage dealt by that piece of equipment.
- Armour Modifier: every type of ammo for every type of weapon has a unique set of damage multipliers for each type of armour in the game. Boss fights mandate specialisation; know your enemy's armour class and equip your ships accordingly. Armour mods for every type of weapon can be found on the wiki.
- Stat Modifier: one of two stats in the basic damage formula that's tied to the equipped ship rather than the weapon. A ship's corresponding damage stat translates into a +% damage at a 1:1 level. A ship's stat modifier can be found with
In other words, there's a base damage multiplier of 1.00x, and a firepower stat of 100 would be +100% or +1.00 to that for a stat modifier of 2.00x; a firepower stat of 500 would be a 6.00x stat mod, et cetera. Stat bonuses from equipment or skills should be added before translating the stat into the stat mod.
- Slot Efficiency: the other ship statistic. Efficiency for a given equipment slot can be viewed on the ship's equipment screen or the wiki. It's a very straightforward damage multiplier; an efficiency of 135% translates directly into a 1.35x damage modifier.
- Level Advantage: while left out of the earlier basic damage formula, ships deal increased damage and take reduced damage based on the level difference between them and their targets, stacking 2% per level up to a maximum bonus of 50% with a 25 level difference. Level advantage allows a newer player to brute-force earlier maps despite having mediocre or unupgraded equipment, just by having a significantly higher level than the enemies on the map. However, the high-level of later maps makes this less viable.
- Danger Level: by killing the boss of a given map, you can build up a stacking buff that increases your damage dealt and decreases your damage taken. Danger level stacks additively with level advantage and shares the same 50% cap. This is the primary mechanic through which high-level maps are made easier for faster and more efficient grinding.
Base damage is the single-most important attribute of a given weapon and as such, upgrading your equipment is the most effective way to increase the performance of your ships. Low or no equipment upgrades are the leading cause of newer players running into a wall when progressing through maps.
An often overlooked aspect of equipment performance, ballistics refers to the physical characteristics of a weapon in combat. While mathematics can provide a basis for comparison, it cannot account for certain ballistic characteristics. As such, it's important to back up maths with empirical evidence and vice versa. A short list of important ballistic characteristics would include:
- Ammo Type: aside from affecting damage in a more direct way, different shell types also have different velocities. High-explosive shells have the lowest velocity while armour-piercing shells have the highest velocity. This impacts the range of a gun, which is especially noticeable with low-caliber destroyer guns. A given HE gun might have a much higher listed range than a comparable normal or AP gun, but the effective range of the shells are identical because the low velocity of the HE shells reduces the amount of distance the shell can travel. Shell velocity is also why AP shells tend to have an advantage at interception when equipped as an aux gun on main fleet ships. In addition to impacting armour mods and shell velocity, AP shells can penetrate their initial target and potentially hit a second target.
- Range: mentioned briefly under ammo types, the displayed range stat of a given gun is its targeting range. Higher caliber gun types also receive a small, innate bonus to their range, beyond what the range stat would imply. A gun will only fire when it detects a target within this range. However, each gun also has a hidden 'true range' which is the amount of time a shell will stay on screen. The implications of this, as stated under ammo types, is that HE guns tend to have shorter effective ranges when compared to the other shell types. The increased targeting range of HE guns paired with the short effective range means HE guns will tend to have a substantial deadzone where the gun will fire, but the physical shell will reach its maximum range and fizzle out without hitting anything. This is most obvious and impactful with lower-caliber guns, but can sometimes be seen with higher-caliber guns as well.
- Spread: perhaps the most obvious stat that impacts practical performance, also sometimes referred to as dispersion or deviation. The spread of a gun is the angle at which shells can be launched. The longer the distance from the target, the more impactful spread will be on a gun's performance. There are also two different fundamental types of firing patterns, which alter the way spread affects a given gun: fixed pattern guns, whose shells will always occupy the same relative spots within the firing cone, meaning the shells will always be as spread out as the displayed spread stat of the gun; random pattern guns, whose first salvo is going to be zeroed into the target, but whose followup shells will randomly deviate from the zero within the spread of the gun.
- Targeting Angle: similar to range, a ship will only fire its gun when that gun detects a target within its targeting angle. For the most part, angle is consistent for all guns within a given caliber, though some exceptions exist. Because of this, angle is not a terribly important statistic, but its existence impacts certain things, namely scattershot guns (see below) and vanguard barrages. All vanguard barrages fire directly forward, however, destroyer guns are capable of firing behind the ship, while light cruiser guns fire in a wide cone that includes enemies mostly to the side of the firing ship. The increased firing angles of these low caliber guns can often lead to a vanguard unit triggering her barrage without a target in front of her to actually hit.
- Targeting Attribute: there are three types of targeting attributes: lock-on, bracketing, and scattershot. Most vanguard caliber guns have lock-on targeting. This means that the targeting vector will always be zeroed in on the target. Bracketing guns are guns that launch arcing shells and include every battleship gun and a handful of especially high-caliber vanguard guns. Bracketing guns can bypass shields, have targeting vectors fixed on a certain point with a radial spread, and can create small aoe explosions. Because their targeting vectors are fixed on a point, if they miss their intended target, they will splash harmlessly into the water, while a lock-on gun's linear shells can continue traveling and potentially hit another target within their effective range. Scattershot guns shoot linear shells, like lock-on guns, but lack targeting vectors entirely. This means they will always zero in on 0° on the horizontal axis, which is to say, they will fire directly in front of the ship regardless of whether there's a target there or not. Scattershot guns only exist in light cruiser calibers, and despite not aiming their shells at an actual target, they share the same wide targeting angle as other CL guns, meaning your gun can acquire a target to the side of your ship, fire, and hit absolutely nothing. Scattershot guns should be avoided even if their statline would imply that they're a higher damage option than whatever alternatives you have available.
- Targeting Vectors: once a target is acuired within a given gun's targeting range and angle relative to the equipped ship, the gun fires along a targeting vector. Targeting vectors are fixed once the gun begins firing. This means, for guns that shoot multiple salvoes per reload cycle, the followup salvoes will always be aimed at the same spot as the initial salvo, regardless of if the intended target dies or moves.
There are five main shops of note in Azur Lane:
- General Munitions - Exchange gold for various supplies. While equipment boxes may seem tempting, they're practically never worth buying. Even on a deep discount, the price of equipment boxes is still too steep given their rng nature. More cost-efficient purchases from this shop are: T3 Skill Books and T3 Upgrade Parts.
- Merit Supply - Merits are acquired from PVP exercises. This shop contains two unique ships (Eldridge and South Dakota) and, for late-game players, is a popular source for Burins. Given the high cost of these items however, they represent a relatively low value prospect for newer players compared to instead purchasing: Wisdom Cubes and T4 Equipment Packs.
- Core Data Exchange - Core data is acquired through running daily hard mode maps. This is one of the most important shops in the game and, as such, always remember to run your hard mode maps every day. They're a piece of daily content that's relatively easy to overlook as a newer player, and the 'hard' designator might be something of a turn-off, but the map levels are only slightly increased over their normal difficulty versions, and the rewards more than justify running the maps. Similar to the general shop, equipment boxes are never worth buying, instead you should focus on directly purchasing the unique, core data exclusive equipment. More info on individual pieces can be found in the Core Data Guide.
- Medal Exchange - Tucked away in the build interface rather than the shops interface alongside the other shops. Medals are acquired by scrapping any ship of R rarity or higher. The medal exchange has three main sides to it: general ship exchange, item exchange, and SSR exchange. Similar to the merit shop, the medal exchange can also sell Burins, making it a popular source of those for established players. Consult other guide content or the wiki to decide whether or not any given ship is worth purchasing from the medal exchange. From the item exchange, there are no truly worthless purchases, but your ability to purchase anything will be tied to the rate at which you can acquire and scrap undesired ships. Notable items include the Retrofit and Development Blueprints and Submarine Equipment Boxes which cannot be acquired from any other shop.
- Event Exchange - Only available during ongoing events, event points are acquired through clearing event maps and completing event missions. While every event has a different shop, items generally found in event shops that are worth buying as a newer player are: Event-Limited Ships and Equipment and T4 Equipment Packs.
Equipment List & Early-Game Farming Locations
Core Blue Equipment
This is a list of easily accessible blue rarity equipment. In general, upgrading these to +6 is worthwhile, especially with how cheap it is to do so. Many will be replaced by higher rarity variants later, but some lack higher rarity alternatives and will continue to be useful.
Because blue equipment requires such a small number of blueprints to craft, farming for core blue equipment, where possible, is highly recommended.
- Source: Royal Equipment Boxes
- Relevant Ships: Destroyers and Battleships
- Easily the strongest damage-focused blue-rarity destroyer gun. While the purple rarity 127mm guns can compete with the purple rarity 120mm twin, their blue rarity variants shoot normal shells, reducing their damage by even greater amount than the natural damage reduction of using a lower tech level version of a weapon. Unfortunately, this gun can only be acquired from boxes.
- Source: 3-2
- Relevant Ships: Light Cruisers
- A Russian gun and as such not available in any equipment boxes. If you want this gun, you'll need to farm for it. While it has incredibly high damage output, it has equally high spread, and achieving your max damage potential is next to impossible. When compared to other readily accessible alternatives, however, its sheer damage makes up for its poor hitrate. When one shell already hits harder than just about any other gun you could be using, it doesn't matter that you're only going to hit with one shell.
- Source: Eagle Equipment Boxes, 3-4
- Relevant Ships: Light Cruisers and Battleships
- A surprisingly potent low-rarity gun, useful as both a main gun for light cruisers and an aux gun for battleships. While it is a shotgun, it has a relatively low spread compared to some of the alternatives, and decent damage per volley with a fast reload speed.
150mm Twin TbtsK
- Source: Ironblood Equipment Boxes
- Relevant Ships: Light Cruisers and Battleships
- With its purple rarity T3 variant being the strongest readily-accessible CL gun, it should be no surprise that the T2 TbtsK is also one of the best blue guns for CLs. Unfortunately, it's limited to boxes while its T3 variant is farmable.
203mm Mounted and 203mm Twin SKC
- Source: Sakura and Ironblood Equipment Boxes
- Relevant Ships: Heavy Cruisers
- With the relative lack of available heavy cruiser guns, ships will be reliant on the lower rarity variants of the readily available HE and AP guns respectively. While it makes little difference which you choose early game, HE heavy cruiser guns deal significantly more damage against light armour while AP guns deal significantly more damage against medium and heavy armour.
- Source: Eagle Equipment Boxes, 1-4
- Relevant Ships: Heavy Cruisers
- The farmable alternative to the 203mm mounted. Worse in nearly every respect, given that it's a shotgun, but stronger than any white equipment you could be using, and 1-4 is one of the best farming spots early game so it's likely you'll end up with a few of these if you choose to farm 1-4.
- Source: Sakura Equipment Boxes, 1-4
- Relevant Ships: Battleships
- The best early-game battleship gun in the game. While its damage output seems low (and it is), it still hits hard enough to deal with just about any early-game threat. More importantly is the reload. Reload functions on a curve, with 100 reload stat being the equivalent of the equipment's base reload speed which can be viewed on the equipment card or the wiki. Because of the way this curve works, reload values below 100 disproportionately slow down the reload speed of a gun compared to how values above 100 speed it up. This means guns with a fast base speed such as the 356mm twin suffer less from the low reload stat of early-game battleships
- Source: Eagle Equipment Boxes
- Relevant Ships: Battleships
- The blue rarity variant of the infamous 'strongest gun in the game'. While its relatively long base reload speed means it's more negatively impacted by low reload values than other, faster guns, its sheer damage output is higher than any other blue rarity battleship gun. Once again, this gun is unfortunately not farmable, but if you open one from a box, it's well worth using, especially for boss killing.
533mm Triple Torpedoes
- Source: Eagle and Royal Equipment Boxes, 2-4
- Relevant Ships: General Vanguard
- Torpedoes follow a logical progression where, in addition to the increase in rarity with tech level, there's also a lower rarity variant that launches one fewer torpedo. The universal series torpedoes have a gold quintuple launcher, purple quadruple launcher, and this, the blue triple launcher. However, each of these is tech level 3, and because base damage is tied to tech level, the blue triple launcher actually deals the same damage per torpedo as the gold quintuple launcher, which means they deal more damage than the blue (and therefore T2) quad launcher, and even more than that compared to the blue (T1) quint launcher. As explained with battleship guns above, their fast base reload speed means they're also less negatively impacted by low reload values on your ships compared to the alternatives. When all of these factors are combined, there's little reason to run any other blue rarity torpedoes.
- Source: Eagle Equipment Boxes
- Relevant Ships: Carriers and Light Carriers
- Planes and their mechanics are another can of worms. With fighters especially, you'll want to look out for planes that are equipped with bombs, which you can see in the loadout for the plane listed on the equipment card. While higher tech level bombs deal more damage, meaning you would ideally want a T3 fighter, there isn't a single T3 blue rarity fighter equipped with bombs, leaving the T2 Corsair as the next best option.
- Source: Eagle Equipment Boxes, 3-1
- Relevant Ships: Carriers and Light Carriers
- The strongest T3 blue rarity dive bomber. Relatively easy to farm, but often skipped due to other maps in chapter 3 having overall more appealing equipment and ship drops.
- Source: Eagle Equipment Boxes
- Relevant Ships: Carriers and Light Carriers
- While higher tech level bombs deal more damage, the Helldiver's loadout is so much stronger than the Dauntless in the first place that it ends up pulling ahead even with the reduced damage. While the T2 variant is not farmable, the T3 variant is, and in chapter 3, one of many reasons the Dauntless is not a terribly appealing option.
- Source: Ironblood Equipment Boxes
- Relevant Ships: Carriers and Light Carriers
- Generally regarded as a weaker dive bomber than the Helldiver, the Stuka's damage output is not too far behind, putting its T2 variant in a similar position to the Helldiver's where it can pull ahead of the alternatives despite having a damage penalty.
TBD Devastator and Nakajima B5N
- Source: Eagle and Sakura Equipment Boxes, 2-4
- Relevant Ships: Carriers and Light Carriers
- The strongest farmable blue rarity torpedo bombers, conveniently both farmed in the same spot. Japanese torpedo bombers launch torpedoes that are aimed at their target while other nations' bombers launch a parallel spread of torpedoes. Other than that, the differences between these two planes is minimal
Barracuda and Tenzan
- Source: Royal and Sakura Equipment Boxes
- Relevant Ships: Carriers and Light Carriers
- As with the recommended blue rarity dive bombers, the increased base damage of these torpedo bombers makes up for the damage penalty they suffer from being low tech level. Both are functionally upgrades over the Devastator and B5N respectively.
- Source: All Equipment Boxes, 2-3
- Relevant Ships: All Ships
- The fire extinguisher reduces the chance of catching fire, reduces the duration of burns, and reduces the damage of burns. While its true usefulness isn't apparent until late-game, fire extinguishers still provide a substantial boost to hitpoints and as there is no higher rarity auxiliary equipment that does the same thing, it will continue to be useful indefinitely.
Naval Camo and Hydraulic Rudder
- Source: All Equipment Boxes, 2-2 and 2-1
- Relevant Ships: All Ships
- The strongest readily available evasion-boosting auxiliary equips. While mostly used on cruisers, they can be useful on any ship early-game, when auxiliary equipment is rare. Similar to the fire extinguisher, there are no higher rarity versions, but there is an evasion boosting aux acquired through research that functionally obsoletes these. Other than sprite and farming location, these equips are identical.
Early-Game Farming Maps
Any Event Map
- Did you join during an event? Consider yourself in luck. Farming event maps is one of the most efficient things you could do, regardless of what the event actually drops. Aside from potentially having useful blueprints or ship drops, clearing an event map will reward you with a chunk of event currency, which can be used to purchase a number of useful consumables from the event shop, which typically includes retrofit blueprints and equipment boxes.
- Useful Equipment: 203mm Triple, 120mm Single, 356mm Twin
- Useful Ships: Renown
- The only true farming map in chapter 1, as no other map drops blueprints. The heavy cruiser and battleship guns are practically guaranteed to be stronger than anything else you might have available. Renown isn't an especially flashy ship, but she performs adequately early game and is worth using if you pick her up. The 120mm single whose blueprints drop in this map, while not useful as an early-game weapon, is a potent end-game weapon for certain ships due to its high rate of fire.
- Useful Equipment: Naval Camo, Blue Anti-Air Guns
- Useful Ships: Laffey, Javelin, Ayanami (JP), Z23 (CN/EN), Shouhou, Arizona
- One of the absolute best grinding spots for newer players. Starting in chapter 2, the starter ships are available as map drops, with the starter ship collection providing both a gold rarity quintuple torpedo launcher and the fourth starter ship. Arizona and Shouhou are both healers, with Arizona in particular being the only healing battleship in the game. While most blue rarity map drop ships either aren't notable enough to warrant mention, or are readily accessible otherwise, Shouhou only drops in chapter 2 and is an incredibly potent ship, both early and late game. The blue anti-air guns that drop here, while not particular noteworthy, are still useful for the upcoming chapter 3, which has some of the first maps that test your ability to survive in high-aviation fights.
- Useful Equipment: Anti-Air Radar, Fire Extinguisher
- Useful Ships: Starter Collection, Shouhou, Nelson, Norfolk
- Another great map to prepare yourself for chapter 3. If you manage to cobble one or two together, the anti-air radar will substantially increase your ability to deal with enemy carriers. Nelson, and her sister Rodney, aren't especially strong ships later in the game, but they're useful early game due to their ease of access, ability to equip CL aux guns, and barrage. Norfolk is noteworthy not for her efficacy as a ship, but because she comes stock with a relatively very powerful blue anti-air gun.
- Useful Equipment: 150mm Single SKC, Anti-Air Radar, 533mm Triple Torpedoes, TBD Devastator, Nakajima B5N
- Useful Ships: Starter Collection, Shouhou, Rodney
- The 150mm single is the fastest CL gun worth using. Similar to the 120mm single from 1-4, it's not especially useful early game, but if you manage to build one, it's worth holding onto for when it does become useful. Rodney is functionally identical to Nelson. Kent and Suffolk, unfortunately, lack the stock blue aa gun of their sister.
- Useful Equipment: Steam Catapult, 127mm Single, SB2C Helldiver, 152mm Single
- Useful Ships: Starter Collection, Charles Ausburne, Souryuu and Hiryuu (Dragons)
- Easily one of the best early-game farming maps. What 2-2 gives you in ship drops, 3-2 gives you in equipment drops. Every single piece of gear here is useful with the exception of the 102mm destroyer gun. while 3-1 and 3-3 give okay drops, any blueprint acquired from those maps is a blueprint not acquired from 3-2. For ship drops, Charles Ausburne is part of the Beaver collection, and the hardest to acquire, being a purple rarity ship. Dragons are often overlooked compared to the Foxes from 3-4, but are significantly easier to acquire, have comparable performance in PvE, and have remodels which make them substantially better for late-game PvE.
- Useful Equipment: Toolbox, F4U Corsair, 152mm twin
- Useful Ships: Starter Collection, Akagi and Kaga (Foxes)
- The most popular early-game farming maps. While the equipment can be useful, 3-2 is a more efficient map to farm if that's what you're after. The main reason 3-4 is a popular farming spot is the Foxes. Overall not as efficient a spot to farm as 3-2. While Foxes are strong, they're significantly harder to farm than Dragons, and can be acquired through chapter 3's SOS mission.
- Useful Equipment: 152mm Triple, 120mm Twin, 40mm Quad Pom-Pom, 203mm Mounted, 150mm Twin TbtsK
- Useful Ships: Starter Collection, Shiranui, London
- As with 3-2, every single equipment drop from here is useful. All five drops are T3 and only the pom-pom has a readily accessible replacement. Shiranui, similar to Shouhou, is a low-rarity ship that only drops in chapter 4. While she's not as universally useful as Shouhou, she's still an incredibly capable ship you should keep an eye out for while farming. London, meanwhile, while less generally useful without her remodel than some of the other early-game farmable ships like Shouhou and Shiranui, becomes incredibly strong with her remodel, and is worth keeping an eye out for and investing in.
Chapter 5 and why you should not farm here
While chapter 5 is the first map that drops gold equipment blueprints, and that can seem tempting at first, chapter 5 is a terribly inefficient spot to farm. Gold blueprints require more copies to craft their respective piece of gear than purple equipment, while only dropping from the boss node, unlike purple blueprints which drop from all nodes. Additionally, T3 upgrade plates, which are required to upgrade equipment past +6, only start to drop starting in chapter 6. It will take an exceptionally long amount of time to actually acquire enough blueprints from a chapter 5 map to craft a piece of equipment, all the while you're not receiving T3 upgrade plates. If your fleets are capable of clearing the chapter 5 maps, your fleets are capable of starting to farm in chapter 6. If you're struggling in chapter 5, you'd be better off dropping back down to 4-2 to farm strong purple equipment instead.
If you have not yet downloaded the game, please refer to Getting Started. For common questions, please refer to FAQ.
Great! You've downloaded the game, and played through the tutorial (if you haven't, see above). What next?
To start off, you might want to explore your surroundings a bit and understand the different game interfaces. Clearing the first few maps should be no problem, and you'll even want to come back and 3* them for Task rewards and to unlock Hard Mode. Soon though, you'll hit a wall: the ships you currently own aren't enough to pass the next map. At this point, it's time to start getting a bit more serious.
At this point, you have three main tasks ahead of you: improving your fleet, collecting resources and progressing through maps.
Improving your fleet
To get a fleet to the best it can be, it will take quite a lot of time and resources to make them battle-ready. Therefore, it is important to choose the right ships to invest in at the start. While Rarity can be a decent indicator of a good ship, it is not all-encompassing--one can get more from investing in Leander, a Normal unit, than with San Diego, an SSR unit, for instance. Tier lists may provide other perspectives on which ships are good or bad, but it is good to remember that they are always subjective.
Early in the game, CVs (aircraft carriers) are preferred for their clearing capability and less reliance on equipment. As for mid-to-late game, BBs (battleships) are preferred for their focused damage, ability to defend against suicide boats, and general survivability. For the frontline, DDs are recommended when in need of high evasion or burst damage from their torpedoes, CLs (especially those with secondary guns) for DPS and support, and CAs for higher damage against more heavily armored enemies.
The following is a list of ships that are recommended to invest in early on. Note that this is a guide for PvE and you are not required to get them if you do not wish to.
|List of notable ships|
|Ayanami||Often used for her tremedous torpedo power. Commonly used to nuke bosses and high HP enemies. Requires retrofit to bring her to max capability. NOTE: Ayanami is a collection reward in both EN and CN.|
|Laffey||High firepower, gun efficiency and a skill that increases reload.|
|Phoenix||Powerful sustain skill coupled with being a gunboat allows for consistent DPS. Commonly used in clear fleets.|
|Helena||Has debuff skill that increases damage dealt to enemies, as well as being a gunboat. Commonly in boss fleets to support major damage dealers.|
|Cleveland||Consistent DPS as a gunboat and high evasion and HP makes for a great solo frontline in a clear fleet.|
|Leander||Support skill that buffs cruisers, along with low cost. Requires a bit of investment to retrofit. A good addition to a cruiser-heavy frontline.|
|Belfast||Offense skill that increase HE damage, along with a smokescreen skill for extra defense against aircraft.|
|Montpelier||A Cleveland with higher stats and a powerful cruiser-only support skill. Excellent for clear fleets.|
|Portland||High HP and evasion, along with a damage reduction skill, gives her the ability to stay healthy on the battlefield. Requires retrofit to bring her to max capability.|
|Hood||Reload buff to backline, as well as a powerful barrage and extremely high HP makes her a good backline, whether it be for offense or support.|
|Queen Elizabeth||Has skill which buffs all stats except HP and Speed to HMS ships. Worth considering if you use a lot of HMS.|
|Yamashiro||Great firepower, a skill which boosts it further, and low cost due to her rarity. Great as a solo backline or for damage.|
|Enterprise||Proc-reliant skill that allows her to evade all attacks for a period of time, as well as dealing doubledamage at the same time. Good for a solo backline or for damage.|
|Unicorn||Healing skill per airstrike plus low reload, along with a reload buff skill for the frontline gives her the capability to be an excellent support to the escort fleet.|
|Shouhou||Same as Unicorn, but has an airpower buff skill for carriers at Kai instead of the reload skill. Dive bomber slot allows her to bring some damage while still fulfilling her role as a support. Requires retrofit to bring to max capability.|
|Saratoga and Lexington||Double dive bomber slots allow them potent clearing capability. Saratoga can be obtained as a reward from your first purchase from the game.|
|Ranger||Low cost for excellent damage and damage-oriented skills. Requires retrofit to bring to max capability.|
|Akagi and Kaga (Akaga)||Paired together, they bring absolute dominance with low cooldown for the first airstrike and increased damage when in the same fleet. Drop-only from 3-4.|
|Vestal||May not be important in earlier maps, but will prove useful later on as she provides constant healing and emergency repairs to the fleet. Also adds extra ammo to the fleet, good for 3-starring later maps.|
|Z23||Z23 has the highest firepower out of all the DDs in the game, and even has a skill to further boost her damage. The tradeoff is her terrible torpedo damage. NOTE: Z23 is a collection reward in JP.|
Relevant pages:List of ships by stats
Of course, for the ships to perform their job, they need their equipment. Choosing the right equipment for your ships is also a proper step to improving your fleet. There are different types of equipment you can use depending on your stage in the game and enemies to defeat, and the BiS (best-in-slot) equipment can be different for each ship. There are also tierlists as to which equipment is more effective than others.
There are several ways in which you can get the optimal equipment you need:
- Chests. They can be obtained from daily raids and maps, bought from the shop, rewards from quests, among many others. There is also the option of stacking 5 T1 (pink) chests to T2 (blue) and 5 T2 into one T3 (purple), which have a chance of purple rarity equipment that can benefit you greatly at the earlier stages of the game. Later, you may need to obtain T4 (gold) chests to get a chance to obtain gold rarity equipment, with a majority of them considered to be BiS equipment.
- Maps. On each map there is a certain set of equipment blueprints (BPs) which can be dropped, which, upon collecting enough, can be used to create the actual equipment. World 5 boss nodes and onward have a chance for gold equipment BP drops that can be farmed.
- Research. Certain Research give equipment BPs, including some which cannot be obtained from chests nor in maps.
- Shop. In the Core Data shop, limited gold to rainbow rarity equipment can be bought upon gathering a certain amount of Core Data. In some events, there are shops where you can trade currency collected from quests and clearing maps for limited equipment as well.
Relevant pages: Equipment list, Core Data shop, Equipment drop table
Leveling and raising Affection
Leveling your ships increases their stat cap and reaching certain levels allows them to be limit-broken for a further increase in stats and additional advantages (see Limit Break). It is important to keep on leveling your ships so that they remain ready for higher world combat. The guide below shows the different methods in which you can level your ships.
Affection also increases your ships' stats by a certain percentage. The easiest way to get affection is by sortieing the ship and let them get MVP. If you have the gems to spare, you can marry a ship to give her further stat bonuses, although it is not really needed to do so.
Relevant pages:Affection, Leveling guide
Limit breaking and reinforcing
Limit-breaking (or "LBing") uses copies of the ship or Bulins, for ships of SR rarity or lower, and Purins, for ships of SSR rarity. Limit-breaking increases a ship's stats and also provides certain bonuses including extra gun mounts, bonus equipment efficiency, and torpedo preloads. It also increases the level cap in the EN and JP versions. For CN players, it is important to consider when to LB ships as LBing also increases oil cost.
Reinforcing, or enhancing, uses other ships to increase a certain ship's stats. The ships used for enhancing will be consumed; therefore it is recommended to only use Normal rarity girls, as Rare and above can be traded for medals in the Retire screen. Certain ship categories will also tend to give more stats than others (DDs give more torp, BBs give more FP, etc.).
Relevant pages:Limit Break, Reinforce
In training skills, it would do good to focus on skills that your core ships will be using, then proceed on developing skills for skill-reliant ships that you also wish to use (e.g. Chinese trio). It is recommended to look at the descriptions of the skills in the shipgirl's wiki to determine if the skill is worth raising or not.
Improving your fleet to its optimal status, as well as clearing maps will take quite a lot of resources as well. Make sure to keep yourself well-stocked with them as you continue to progress:
|Coin||Where to get: Clearing maps, Commissions, Daily raids, Destroying equipment, Login rewards, Mail rewards, Merchant, Quest rewards, Retiring ships, Research |
Used for a wide variety of activities and projects.
|Oil||Where to get: Canteen, Commissions, Login rewards, Mail rewards, Quest rewards, Retiring ships |
Used for sortieing ships and certain commissions.
|Cubes||Where to get: Commissions, Login rewards, Merit shop, Quest rewards, Shop |
Used to get units from Construction, as a prerequisite in some Research, and purchasing Food.
|Furniture Coins||Where to get: Backyard, Commissions, Quest rewards |
Used to expand Backyard and buy furniture.
|Food||Where to get: Backyard (purchased using oil or gems), Clearing maps (very rarely, in ? nodes), Quest rewards, Shop |
Used to feed girls in Backyard to gain XP.
|Merit||Where to get: PvP, Mail rewards(for achieving PvP ranks), Quest rewards |
Used to buy Eldridge or South Dakota, Purin/Bulins, chests and cubes in the Merit Shop
|Skill Books||Where to get: Commissions, Daily raids, Medal exchange, Quest rewards, Shop |
Used to increase ships's Skill Level.
|Upgrade Parts||Where to get: Clearing maps, Commissions, Daily raids, Destroying equipment, Medal exchange, Quest rewards, Shop |
Used to upgrade equipment or as a prerequisite to certain Research. Note that in daily raids or clearing maps, the type of plates you can get depends on the node you battled or the raid you chose.
|Bulins/Purins||Where to get: Login rewards, Medal exchange, Merit shop, Quest rewards, Event rewards |
Used to limit break ships.
|Core Data||Where to get: Clearing maps, Hard mode, Quest rewards, Event rewards |
Used to buy limited equipment, resources, skins, and ships in the Core Data shop
|Mental Units||Where to get: Commissions, Daily raids, Event rewards, Quest rewards, Core Data shop, Research |
Used to increase level cap past 100.
|Retrofit Blueprints||Where to get: Hard mode, Commissions, Event rewards, Login rewards, Medal exchange, Quest rewards, Research |
Used to retrofit ships. Note that the Hard mode stage determines the type of blueprints that drop.
|Strengthening Units||Where to get:Research, Event rewards, Medal exchange |
Used to Enhance Priority ships.
Relevant pages:Living Area, Research, Hard Mode, Task
Progressing through maps, aside from being the main goal of the campaign, unlocks opportunities for better loot, more XP upon defeating enemies, requirements for quests and Research, and drop-only ships that cannot be Constructed. By 3-starring maps, you can gain rewards such as gems, chests, cubes, and Bulins/Purins so make sure you take the time to do so.
Early on, a level advantage can tide you over Chapters 1 through 3, even with sub-standard equips. Sooner or later, you will hit a roadblock where your fleet can't seem to defeat the enemy at all. This is where you should start working your way towards upgrading your equipment to +6, then at +10. This commonly applies to Chapters 4 through 8. Even with weaker ships, a good equipment loadout can allow them to deal damage enough to destroy the enemies. Chapters 9 and above is the point where fleet composition and synergy matters, as the enemies are closing on to your level advantage. This includes taking into account what ships you bring, what equipment they have, and whether they work well together as a fleet.
While in early worlds you can use only one fleet to clear a map, this does not hold true on later maps, where you need to clear 5 or 6 nodes until the boss nodes appears. A second fleet will be necessary. You can then form a clear fleet (or trash fleet) to take care of the nodes before boss, and the boss fleet, which takes on the boss itself.
What to consider for a clear fleet:
- Staying power. As a clear fleet goes through a lot of enemies, a way to keep itself alive is paramount to their success. This can be achieved through having a high evasion to dodge projectiles, high HP to tank through several nodes' worth of damage, or healing skills such as Unicorn's or Phoenix's.
- Consistent DPS. A clear fleet must be able to damage effectively to minimize damage received, as well as conserving time. Gunboats are best for this category, as their secondary guns deal additional damage compared to a torpedo mount that has a long cooldown and may possibly miss. A CV/CVL in the backline can clean the screen with bombs so they are also good for clearing. Note that in later worlds, what amount of damage you need to defeat enemies may vary, so you may also need torpedoes or BB fire depending on the map.
- Ability to auto. While not necessary, making a fleet that is able to clear maps with auto can be a convenience for the player. Due to auto mechanics, deploying planes or torpedoes are triggered immediately when the timer is finished, which can make potential damage go to waste. Note that with auto, BBs aim their artillery at enemies accurately, making them good candidates for auto.
- Ability to shoot suicide boats. On later worlds, suicide boats become faster and tankier, so there is a chance your frontline might not shoot them in time, especially on auto. Their damage upon ramming the backline becomes considerably stronger, too. If the map has a lot of suicide boats. it is recommended to bring a BB which can shoot them when they come close using secondary guns.
What to consider for a boss fleet:
- Burst damage. Bosses have tons of HP, so it'll be good to have some sort of tremendous damage output. Torpedoes, BB artillery and bombs from planes do the trick, so make sure to bring some.
- Buff and debuffs. While not necessary, having the ability to increase damage output can help in defeating bosses.
- Staying power. Bosses deal much more damage than regular enemies, and may deploy irregular AP and HE danmaku (projectile) patterns and torpedo waves that can greatly harm your frontline. Constant plane deployment and suicide boat waves in some maps can also harm your backline. A frontline with a mix of great offense and defense do well in boss nodes, or you can opt for a full defensive frontline and let the backline be your main damage source.
At some point, you may want to farm maps for their drop-only ships, purple plates or equipment BPs. Creating a farming fleet setup prioritizes being able to clear the map with the lowest oil cost possible. There is this guide on low-cost farming, but it mainly applies to CN players as they can level ships up to 100 without needing to LB. For JP players, the optimal method to farming is to use as few ships as possible. With a decent fleet and equipment loadout, you can farm maps with a 1:1, 1:2 or 2:2 setup.
Here is a list of maps with notable drops that you may want to farm:
|List of notable maps|
|For new players, 2-2 can be your leveling ground to push for higher chapters with a chance to get a healing CVL and a decent evasion aux for cruisers.|
Single 127mm (5"/38 Mk 30)
Curtiss SB2C Helldiver
|Good DD gun for starting out. Best dive bomber in the game in terms of DPS. Decent aux for carriers. Also drops a decent IJN carrier pair.|
Vought F4U Corsair
|Akagi and Kaga as stated above make a great duo, and are drop-only in this map. Toolboxes are staple equipment for DD/CL. Decent fighter plane as well for carriers.|
Triple 152mm (6"/47 Mk 16)
Twin 120mm (QF Mark XII)
Twin 150mm (TbtsK C/36)
|A good map to get decent equipment for your fleet. Decent CL gun for BB secondaries, great DD gun for general use, and best AP CL gun readily available.|
|Phoenix and Cleveland are decent gunboat CLs that have great survivability. Unicorn is a healing CVL, similar to Shouhou|
|Decent gunboat CL with a de-buffing skill. Great auxiliary for preventing ambushes. Also the first map with purple plates as drop.|
Triple 155mm (3rd Year Type)
Triple 406mm (16"/45 Mk 6)
|Best HE CL gun readily available. Best general-purpose BB main gun in the game.|
610mm Quadruple Torpedo Mount
|A drop-only SSR DD with good stats, a powerful torpedo, and purple plates. Good map to farm and level your ships.|
Twin 113mm (4.5"/45 QF Mk I)
|High DPS AA gun. Good parallel torpedo bomber. Additionally, the amount of ? nodes in this map may make for a good farm map.|
Twin 203mm (SK C/34)
|Drop-only SSR CA with high torpedo and good skill, along with a decent CA gun.|
610mm Quadruple Torpedo Mount
|Most powerful torpedo CL in the game, as well as BPs for a powerful torpedo.|
Quadruple 40mm L60 Mk2 Bofors
|Good drop-only CL with support skill and high torpedo stat. Also a good AA gun.|
Twin 113mm (4.5"/45 QF Mk I)
Curtiss SB2C Helldiver
|Decent drop-only CL gunboat, along with a high DPS AA gun and the best dive bomber.|
Azur Lane is a game where you can progress reasonably even if you are playing casually or in it only for the waifus. Doing the daily raids, hard mode attempts and quests can give you enough in the way of important resources, and the Backyard and Auditorium allow you to level ships passively. Also, note that this guide is meant to help you progress through the game; that is to say that this is not a checklist or mandatory to-do. Remember to enjoy the game, marry your waifu(s), and have a good time!
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