Once a great equipment. 100/150 Aviation Fuel. It's worth it to invest in a few of these. T1. Collect/Have 30 T1 Auxiliary Plates (Akashi 1). It's very analogous to the steam catapult, giving 100 of a raw stat for a relevant ship. Easily obtained as a side effect of 3-4 Akagi/Kaga farming. Rate of fire(RoF) focused(more gun firing = higher chance for some skills to be triggered, damage is relatively irrelevant). Increases main gun critical damage by 15%. Dropping location is different. Reduces likelihood of encountering Ambush/Airstrikes by 12%. https://discord.gg/nXp6Rkm. 2018/10/26 update: Equipments from EN's Fallen Wings event were added to the guides. In PvP this is usually always relevant because of the frontrow opening torps. The Best Aircraft Carriers. Regarding range stats: In-Game Range: Purpose unclear. DPS, although still useful, is a much less important factor when evaluating the strength of a BB gun. This can greatly boost their damage. Improves likelihood of evading Ambushes by 8%, reduces likelihood of encountering Ambush/Airstrikes by 8%. Therefore it will help in max movement per turn on event maps where speed determines map movement range. Weaker version of the T3 purple autoloader. Normal shells are also lackluster. Drop Tank. Mostly CAs and BBs like to have their accuracies buffed, but just know that sailing speed doesn't do anything on backrow ships(they don't move). 128mm Twin SK C/41 is the strongest AP destroyer gun in the game. HP buff is very significant. 2018/12/13 update: Equipments from EN's Divergent Chessboard event were added to the guides. Often used on DDs and CLs that can use torpedoes efficiently. Predominantly focused around equipment mechanics and recommendations. Azur Lane Wiki ... Azur Lane Wiki is a … Increases flight speed of Carrier-based aircraft by 5. List of Auxiliary Equipment - Azur Lane Wiki List of Auxiliary Equipment While Anti-submarine Warfare Equipment and Cargo are also equipped in the Auxiliary slots, they are listed separately as they deal with entirely different stats. Very useful equipment for the survival of your ships. Plane HP+120. During World War II, most catapults aboard aircraft carriers were hydraulic; steam catapults only became standard post-war. It takes up auxiliary slots to boost torpedo stats. The HP buff is moderate but because ships using this often have low HP pool, even a moderate buff is very welcome. A collection of Azur Lane guides. This page was last modified on 11 January 2021, at 00:39. 2018/09/30 update: Equipments from EN's Visitors Dyed in Red event were added to the guides. Equipment, Auxiliary. Acquisition Range: The maximum distance from an enemy for the gun to rotate and attempt to aim. Firing range: The maximum distance from an enemy for the gun to fire. Ambush escape chance +12%. You are taking away 2 ticks, and decreasing 20% of the damage the remaining 3 ticks do. In this category, we have to divide into two sections: … You can max these out and put on all your front row ships in your PvP defense fleet for spite. 20% chance to trigger every 30s: Evade all attacks for 2 seconds. Every 5s, restores 6 HP to the most damaged ship. Safe To Scrap MK II - This is a a list of safe to scrap equipment and niche equipment, for the EN server of Azur Lane. Each battle within a sortie consumes 1 ammo. Increases Movement Speed of all ships by 20%, When ship carrying this item sinks, restores 10% HP to all other ships. Increases HP of Carrier-based aircraft by 120. Damage focused. Another blue equipment that people often ignore. Passive healing makes the fleet much more durable. Similar skills can't stack(take max effect). But by now you should be aware of equipment tiering system and know that this equipment's T3 rating is significant. Moderate HP buff and very little evasion buff. Therefore when possible, HE guns should be your primary choice. The sailing speed buff is static just like the Advanced Boiler(and unlike the Beaver badge). The pairing of accuracy and sailing speed is a little odd. More hidden stats and mechanics will be added and discussed. Each fire damage-over-time lasts 15 seconds for 5 ticks at 3 seconds each.