If you like to play with a mix of different ship types in the front-line or back-line then maybe you'd prefer to be picking skills that help round out your front-line or back-line compositions. Win those battles in Azur Lane with ease. Increases torpedo critical rate by 20% (40%), and torpedo critical damage by 50%. If there are no other Kizuna AIs in your fleet: decreases damage taken by 5% (15%) for 30s after battle starts. Over the 20s the effects of this skill will slowly decrease back to 0%. Allied SS and SSV take 10% (15%) reduced damage and heal for 3.5% (8%) of their max HP when retreating from battle. stat Heals the ship in your Vanguard with the lowest% of HP left for 0.5% of her max HP 3 times over 10s. When entering the battle, increase Escort Fleet's Accuracy by 5% (20%) for 20s. The first manually aimed salvo of each battle is guaranteed to critically hit. Once per battle, when a ship in your fleet falls below 30% max HP as a result of DMG taken: that ship recovers 1.5% (5%) of her max HP and your fleet gains 10 AP. If this Axe attack hits an enemy with the Ashen Judgment ailment: this ship deals 10% (20%) more DMG against that enemy for 10s. Consider following this guide if you want to boost your performance in this game. 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. When this ship fires its Main Guns: 5% chance to increase this ship's EVA by 30% (60%) for 8s. [Operation Siren] When fighting humanoid Siren fleets or Boss fleets: increases this ship's FP and ACC by 5% (8%). (Increase the %HP reduction). Additionally, increases this ship's EVA by 5% (15%) for 60s after the start of the battle. When firing main gun, 4% chance to increase own Evasion by 20% (50%) for 8s. Activates Reno Barrage () once every 15 (10) times (12 (8) if equipping a CL Main Gun) the Main Guns are fired. Increases this ship's DMG dealt (by up to 20%) the lower her current HP is. They are good to go within easy battles. Increases this ship's TRP by 4% (10%). Increases this ship's DMG dealt to enemy CLs and CVLs by 4% (10%). The first 4 times this ship fires her torpedoes every battle, this ship deploys Lv.1 (Lv.10) sea mines at her present location (sea mine DMG is based on the skill's level). Every 8s, gains 1 MP. Increases your Sakura Empire DDs' TRP and RLD by 4% (10%) and AA by 6% (20%). Increase this ship's Speed by 5 and EVA by 4.5% (12%), and decrease its damage taken by 5% (15%) for the first 60s of the battle. Increase this ship's damage against Light Armor by 5% (15%). Each nation has 2 , a variety of , and 2 Meowfficers. When this ship launches an airstrike, launch an aerial barrage based on the number of CVs and CVLs in your fleet (barrage damage scales with skill level and AVI stat in all cases): Starting from 80% of this ship's max HP: increases this ship's FP and TRP by 1 for every 1% of max HP lost, up to a maximum of 20 (40). Every time the main gun is fired 10 times, increases own Reload by 1.5% (5%) and Full Barrage damage by 20% (40%). Meowfficers can be equipped in the Formation screen or from the "Meowfficer" tab when selecting fleets for Hard Mode. Every 10s: increases this ship's FP and AA by 1.5% (5%) and fires a Lv.1 (Lv.10) special barrage that penetrates enemy shields (DMG is based on the skill's level; FP and AA buff can be stacked up to 3 times). You'd lose the barrage Bunny brings to the table for more stats. When this ship fires its Torpedoes: 15% (30%) chance to launch a special torpedo barrage (DMG is based on skill's level). When this skill activates while this ship's HP is above 20%: deducts 178 HP from this ship and improves this barrage. Every 15s during battle: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). When fighting humanoid Siren fleets or Boss fleets: reduces the DMG taken by your Vanguard by 2% (6%). https://azurlane.koumakan.jp/w/index.php?title=Meowfficer&oldid=236217, Creative Commons Attribution-NonCommercial-ShareAlike. Very useful. Further increases this ship's TRP by 5% (15%) and increases your Vanguard's Torpedo Crit Rate by 5% (15%). Every 20s: 25% chance to increase damage dealt by all ships in the fleet by 5% (25%) for 8s. 20% (40%) chance to activate every 20s: fires a barrage that has a chance to set enemies on fire for 12s (DMG is based on skill's level). When launching an airstrike: decreases damage taken by the Vanguard Fleet by 5% (15%) for 8s. 10s after the start of the battle, and every 20s after that, launch a special torpedo bomber barrage. If the fighter is shot down, launch an aerial barrage (damage increases with skill level). Every 22s after the start of a battle, fire a special barrage. Increases damage dealt to Destroyers, Light Cruisers, and Aircraft Carriers by 1% (10%). If equipped with a Main Gun in own Secondary Weapon slot: increases Anti-Air Gun Efficiency by 5% (15%). Increase AVI by 4.5% (12%) and RLD by 5% (10%) for all CVs and CVLs in your fleet (including this ship). Increases this ship's FP by 3.5% (8%). Decreases this ship's torpedo DMG taken by 5% (15%). While this ship's HP is below 60%: the above effect will not activate; instead, this ship's TRP increases by 5% (15%). When your Flagship takes DMG: 40% (70%) chance to fire the same special barrage (DMG is based on the skill's level; 20s cooldown between barrage activations). Increase this ship's FP and Accuracy by 5% (15%). When this ship has the Out of Ammo debuff: decreases the debuff's DMG reduction effect by 5% (15%). Firepower (FP) you want the cat with the highest Logistics and Directives combined. 277.78 Every 20s: 40% (70%) chance to increase this ship's ACC and RLD by 10% (20%) for 10s. Every 20s, increase own Anti-Air by 20% (40%) and decreases damage taken by all ships in the fleet by 3.5% (8%) for 6s. For each Northern Parliament or Royal Navy ship in the same fleet as this ship: increases this ship's FP by 1% (5%) (can be stacked up to 3 times); if there are 3 or more: also increases this ship's AA by 5% (15%) and decreases her Burn DMG taken by 1% (10%). When entering battle, gives all allied ships a random buff. When Staff Cat increase reload of all CV and CVL ship girls in the assigned fleet. Command skills do not stack with other Command skills with the same first word, but they will stack with Command skills with a different first word, as well as with all other skills. (Fires 27 DD HE bullets of 28 base damage each. : Type 1 Armor Piercing Shell increases a ship's Main Gun critical damage by 25% when equipped). Increase the damage dealt for this ship's first main gun salvo each battle by 20% (50%). It's a complex maze of RNG and minimal stat boosts. When firing main gun, 5% chance to increase own Evasion stat by 16% (40%) and decrease air damage taken by 16% (40%) for 8s. 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). At the start of the battle: tells a fortune and receives one of the following effects: 1) Increases this ship's EVA by 4.5% (12%); 2) Increases this ship's Accuracy by 4.5% (12%); 3) Increases this ship's FP by 4.5% (12%); 4) Heals this ship for 5% (15%) HP. Every 4 times this ship fires her Main Guns: your fleet gains 8 AP. Azur Lane Tier List: Kinds of Ships When preparing for the game's main mode, players can organize two fleets consisting of a front row (Vanguard) and a back row, with three slots available in each row. If your Vanguard consists of only Emden, Emden is unaffected by the. A not so great Staff Cat. They can strengthen your fleet with "Skills" and "Abilities" to turn the battle in your favor. Barrage DMG is based on the skill's level. A very good destroyer Commander Cat. After battle begins, recovers HP of entire fleet equal to 1% (3.5%) of Little Bel's max HP. At the start of battle, all plane efficiencies are increased by 20%. The skill can be activated for maximum 6 times each battle. Well rounded CL and CA Staff Cat. Any skill will not stack with another skill that has the same name. Does not stack with the same skill. When this ship fires its Torpedoes: 45% (75%) chance to fire a special barrage (DMG is based on skill's level); If this barrage fails to activate: decreases the loading time of this ship's next wave of Torpedoes by 3s. Every 20s after battle starts, reduces damage taken by a random allied ship by 1% (5%) for 10s. 5s after own airstrike finishes loading: launches a Level 1 (Level 10) dive bomber squadron. Each second in combat, this ship has a 10% chance of dealing 43 DMG to herself; if this effect activates: after 3s, heals this ship and the lowest HP% ship in the fleet for 1.5% (5%) HP (this effect can only activate 2 times per battle). If this barrage, or own gun shots hit an enemy ship: 40% (70%) chance to lower the Reload and Accuracy of that enemy by 5% (10%) for 15s. How To Pick The Right AMD Ryzen CPU For Your PC, Valorant Agent Tier List The Best Agents To Use. Contents 1 Formation 1.1 Experience 2 Cat Lodge 2.1 Crafting 2.2 Advancement 2.2.1 Strengthening 2.2.2 Stats 2.2.3 Skills 2.2.4 Abilities (Talent) Once per battle, when Health falls below 20%: recovers 15% (25%) of max Health. When the battle starts: increases this ship's TRP by 50% (100%) for 8s; after this buff expires, decreases this ship's DMG taken by 3.5% (8%) until the battle ends. Decrease the chance of encountering ambush for equipped fleet based on Support stat. 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