When the fleet this ship is in defeats an enemy fleet: increases this ship's FP, TRP, and RLD by 0.5% (5%) (can be stacked up to 3 times). Just getting Meowfficers to level 10~15 is decent. [This skill's sortie battle counter resets when moving to a new area or changing your formation within Operation Siren.]. Prioritizes throwing flare at the enemy closest to this ship. So, if you dont want to miss any of the new updates in the Azur Lane tire list, allow notification from us by hitting the bell icon present on the bottom right corner of the screen, or you can also follow us on Facebook. Increase AA by 20 (50) for each main fleet ship in your fleet. Decreases the loading time of this ship's 1st wave of torpedoes by 30% (70%), but decreases the DMG dealt by her next wave by 70% (30%). Every 20s: 30% (60%) chance to apply a debuff to all onscreen enemies, increasing the DMG they take by 20% (40%) for 10s. Every 20s: 30% (60%) chance to fire a unique barrage (damage increases with skill level). (Five Brights), 12% chance of launching 3 planes. If you'd like to look at the talents available for cats to learn check here. [Operation Siren] While equipped, decrease the chance of fleet running into an Airstrike (actually ambush?) When this ship sinks an enemy: until the end of the battle, increases this ship's AA by 1.5% (6%) and FP by 1% (5%), and also increases the ASW of your fleet by 1% (4%). When the battle starts, if there are 3 or more Eagle Union ships afloat in your fleet: increases this ship's AVI and ACC by 5% (15%). The only unique thing about this cat is the evasion increase. Increases this ship's ACC by 1% (10%). Damage is based on Tactics stat, as well as levels and fleet powers of both fleets. Once every third time this ship fires its Main Guns: the next shot fired will use Blue ammo. Increases this ship's FP, TRP, and ASW by 1% (10%). Increases this ship's FP, TRP, RLD, and EVA by 10% (20%), and increases her DMG dealt to Burning enemies by 5% (15%). Every 20s: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level) and increases this ship's FP and TRP by 10% (20%) for 10s. 30% and 0% of max HP: decreases damage taken by self by 10% (20%). Once per battle, when a ship in your Vanguard falls below 50% max HP as a result of DMG taken: increases this ship's FP by 5%. Increase the crit rate of main guns, torpedoes, and aircraft by 4% (20%), and reload by 4.5% (12%) for. Increase Firepower and Accuracy by 10% (25%) and Evasion by 4% (10%) for all, Increase Firepower, Accuracy and Torpedo by 10% (25%) and Evasion by 4% (10%) for all. Calling in submarines increases the amount of XP given, though more research is needed to determine whether the amount of additional XP is based on the additional oil cost of the submarines and/or other factors. Once per battle, when Health falls under 30%: evades all attacks for 5s. If this ship has any piece of. Additionally, when your fleet has shot down 15 or more aircraft in one battle: increases this ship's FP and RLD by 10% (20%) until the end of the battle. Increases Torpedo stat of all ships in the escort fleet by 5% (15%). When an allied ship's HP falls to 0: 30% (60%) chance to heal self by 3.5% (8%) of own max HP and other allied ships' HP by 1.2% (3%) of their max HP. Barrage preview (gif) When this ship launches an airstrike, 50% (100%) chance to inflict 234 damage to all enemies, and gradually decrease their speed to 0 over the next 2.5s. 30s into that battle, fire a supporting torpedo barrage (damage is based on the skill level). While this ship has 45% or more HP remaining: increases this ship's FP and AA by 5% (15%). Reduce damage received by main fleet by 5% (15%). The barrage decreases the Speed of enemies it hits by 40% for 6s. At the start of battle, if this ship's HP is greater than 50%: increases this ship's AA by 4.5% (12%) and improves this ship's Precision Salvo Protocol barrage. 17% - Prototype Torpedo Tube: Fires a torpedo barrage. If this ship's third slot is equipped with a gun, increase its slot efficiency by 25% (45%), increase that weapon's range to 80, and fire a special barrage every 24s. 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). [Operation Siren] 3s after the battle starts, and every 15s after that: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level; when this barrage fires, increases this ship's AA by 5% (15%) for 10s). Increase this ship's FP, AA and RLD by 1.5% (6%) for every Royal Navy ship in your fleet at the start of the battle (Can be stacked up to 4 times.) These barrages always fire from your Flagship position. If this ship is equipped with a high-caliber main gun (280mm or higher), increase this ship's main gun efficiency by 4.5% (12%). hacking to decrease all enemies' FP, TRP, and AVI by a large amount (up to 4% (8%)) for 8s Also has a small chance to accidentally increase the stats of all enemies instead. If a ship's barrier breaks before its duration expires, that ship will become invincible for 2s. Additionally, when this ship sinks an enemy: increases this ship's FP by 0.5% (2%) (can be stacked up to 5 times.). Does not stack with other command skills that have similar effect. Every 15s: fires a Lv.1 (Lv.10) special torpedo barrage (DMG is based on the skill's level). JP: . Increases this ship's FP by 5% (15%) and RLD by 1% (10%). Just use them as EXP fodder for your higher rarity cats. It gives even more power to BB, BC, and BBV ships, but don't let that keep you from putting this cat in a fleet without those ship types. While at least 1 ship in your Vanguard has 50.0% or less max HP remaining: increases this ship's DMG dealt by 10.0%. Every 20s (10s) after the battle starts: restores 1% of this ship's max HP. Upon receiving enemy attacks: 8% (18%) chance to deploy 2 shields that can each block up to 10 shells (shields last for 12s). Increases this ship's AVI and ACC by 5% (15%). Every 15s: 40% (70%) chance to fire a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). You can not change them other than leveling them up. Increases own Reload by 0.6 (1) for every 1% loss in her HP. Damage is based on the skill's level. Can be activated twice per battle. Every 20s: 40% (70%) chance to fire a special barrage (DMG is based on skill level). For more information, please see our A fantastic Battleship Staff Cat. If this effect does not activate, instead fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). If you are curious to find more about this amazing game, as well as a complete Azur Lane tier list, then this article is just what you were looking for! Every 35s (every 25s), launches 3 torpedoes and heals for 20% of the damage inflicted. At the start of the battle, if there is another The Idolmaster collab ship in your fleet: increases the first activation chance to 100%. Each heal restores HP equal to 1.2% (3%) of Ryuuhou's maximum HP. [This skill's sortie battle counter resets when moving to a new area or changing your formation within Operation Siren.]. Effect prioritizes elite (human-form) enemies. Once every second: 1% (10%) chance to set the Speed of all enemies to 0 for 3s (7s cooldown between activations). Every 12s after, decrease own Firepower and Torpedo stat by 3% (8%), which can be stacked 3 times. Decreases this ship's DMG taken from AP ammo by 10% (20%). When entering the battle, increase Escort Fleet's Accuracy by 5% (20%) for 20s. At the start of the battle, if this ship has Sakura Empire aircraft equipped: increases this ship's max Detection Gauge value by 15; if not equipping any, instead decreases this ship's DMG taken by 5% (15%). At the start of the battle, if this ship is NOT in the frontmost position of the Vanguard: increases this ship's FP, TRP, AA, and RLD by 10% (20%). Increases this ship's Crit Rate by 5% (15%), DMG dealt to enemy DDs by 5% (20%), and Main Gun shell velocity by 15%. (This skill has a 20s cooldown when activated and starts on cooldown.). Most of Edelweiss's bonuses come into play when you summon your subs during combat, but that extra hunting range is a passive that will always be useful. As long as this ship is afloat, when a fleet this ship is NOT in starts a battle: Every time 2 enemy aircraft are shot down within your Vanguard's AA range: increases this ship's AA by 1.5% (6%) (can be stacked up to 5 times). 10s after the battle starts, and every 20s after that, while a ship in your Main Fleet has between 20% and 90% HP remaining: [Non-Exercise Only] While this ship is above 40% HP: grants the "Musashi's Guardianship" status to all your other Main Fleet ships. When assigned as the Command Cat to a fleet that isn't in combat and has at least 1 DD: adds an option in the Strategy Menu to switch positions with a friendly fleet in combat if it is directly adjacent to yours. Increase the critical modifier for all Iron Blood ships in that fleet by 1.0% (10.0%). Increases damage dealt to CAs by 5% (15%). Efficiency and time wise, the total amount of related books needed from skill level 1 to skill level 10 is as follows: Certain equipment in the game may have their own unique equipment skill (ex. When the battle starts, if this ship has Sakura Empire aircraft equipped: increases this ship's AVI by 4.5% (12%); if not equipping any, instead increases this ship's AA and EVA by 4.5% (12%). While this ship is afloat: decreases the DMG your Flagship takes by 15% (25%). When an enemy aircraft is shot down within your fleet's Anti-Air Gun range: increases this ship's FP and AA by 5% (25%) for 8s. [Operation Siren] When your ship(s) enters the smokescreen: puts out any normal Burn status ailment for that ship(s). Increases the DMG of this ship's first 3 torpedo launches of each battle by 30% (50%). When the battle starts, if there are 3 or more Royal Navy ships in your fleet: increases your Royal Navy DDs' ASW, FP, and TRP by 1% (10%). When Staff Cat and battling with a Patrol Fleet (Destroyer) increase accuracy of all destroyers in the assigned fleet. Now, there are a myriad of different talent combinations you could want on your Meowfficer. If the enemy is a DD: also decreases that enemy's Speed by 5.0% (20.0%) for 5s. When own torpedo hits an enemy ship: 5% (15%) chance to cause Flooding for 24s, inflicting damage every 3s (Damage depends on torpedo type/attribute). Increase own Hit Rate by 5% (20%) against enemy destroyers and decrease torpedo damage taken from enemy destroyers by 5% (20%). For the 1st, 2nd, and 3rd battles fought by the fleet this ship is in: increases this ship's FP by 4.5% (12%); from the 4th battle onwards: instead increases this ship's AA by 4.5% (12%). Increases the TRP and EVA of all your Vauquelin-class DDs by 5% (15%) and increases this ships FP, AA, and Accuracy by 4.5% (12%) for 30s after the battle starts. Increases this ship's FP by 1% (10%). Once when the battle starts, and with a 40% (70%) chance when this ship takes DMG: fires a Lv.1 (Lv.10) special barrage that restores 1% max HP to each ship in your Vanguard (DMG is based on the skill's level; 18s cooldown between activations). Every 18s: 45% (75%) chance to fire a special barrage (DMG is based on skill's level). Increases this ship's AA by 5% (15%). When this ship fires her Torpedoes: your fleet gains 10 AP. Azur Lane ( SR/UR Waifu Tier List) Arknights 6-Star (Until Invitation to Wine) Tier List. Increase the FP, TRP and AA of all your Dido-class CLs by 5% (15%). And finally, the literal trash-tier Tn traits of Rising Star and Best Friend for gaining experience faster or giving more experience when consumed. Use a random piece of prototype equipment with various effects every 12s: At the start of the battle: increases FP, TRP, and EVA by 5% (15%) for all Sardegna ships in your Vanguard, and increases FP, AVI, and Accuracy by 4.5% (12%) for all Sardegna ships in your Main Fleet. Can be stacked up to 3 times. 4.5% (12%).'"`UNIQ--ref-00000021-QINU`"', 4.5% (12%).'"`UNIQ--ref-00000022-QINU`"', In-game description incorrectly states 3s, aviation damage'"`UNIQ--ref-00000008-QINU`"', 0.001% (0.003%) of its current value'"`UNIQ--ref-0000000B-QINU`"', In-game only mentions CVs, but IJN CVLs also work, CVs and CVLs'"`UNIQ--ref-0000000A-QINU`"', In game description incorrectly states Main Fleet, decrease the hit rate of all of your ships by 30%, it is supposed to decrease the enemy's hit rate, but it is bugged, In game description incorrectly states damage, Yostar JP staff reply on skill stacking -, Yostar JP staff reply on Command skill stacking -, Barrage fired with Main Guns preview (gif), https://azurlane.koumakan.jp/w/index.php?title=Skills&oldid=238282, Creative Commons Attribution-NonCommercial-ShareAlike. When this ship launches an airstrike: increases your CVs' and CVLs' DMG dealt by 1% (10%) for 8s. Once every 20s, while this ship's HP is above 60%: spawns a shield around this ship (lasts 8s, can negate 1% (4%) of this ship's max HP in DMG); if there are other ships afloat in your Vanguard, and this ship is in the frontmost position of your Vanguard: doubles the amount of DMG this shield can negate, and this ship tanks 50% of the DMG your other Vanguard ships take for 8s. At the start of the battle: increases this ship's EVA by 15% (35%) for 50s. Does not stack with other command skills that have similar effect. When this ship fires its Main Guns: fires an additional barrage (this barrage is improved and unaffected by this ship's position). Possible buffs (25% chance each): Increase own AVI stat by 5% (15%). In fact, get 2 of these cats. The goal of every encounter is to reach the boss at the end of the level. Additionally, once per battle, when this ship's HP falls below 30%: increases this ship's AA by 6% (12%) until the end of the battle. 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