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Gain -5 Dispersion to the Main Gun, +15% FP and +15% HitRate against DD. Her HP is rather lacklustre, but it's an easily solved issue and dead enemies can't hurt you anyway. Yay? A wrecking ball against small craft, to be sure, but watch out for when they pick a fight with people her size. You want barrages? If the vanguard contains Ning Hai, +35% FP. Through the sheer power of chuunibyou, Z36 gets to carry extra ordnance and lob it at her enemies every 20s while buffing herself in the process. The shield can block up to 5 torpedo hits; while the shield is active, Algérie gains +15% FP and deals +12% damage to DD/BB. Is just one flagship not enough for you? +15% FP/Eva/Acc to French (FFNF and MNF) DDs in the fleet. Doing so is harder than it sounds, as the HMS has many superb backline options and she does not compare favourably to those. Upon joining the battle, launch a unarmed Saiun and grant +10% Damage to the backline. Every 20s, fires an aimed Normal slowing (-40% Speed for 6s) barrage (4 356mm quad-like shots) at the farthest available target. Upon Main Gun fire, 75% chance to launch a. A rare Torpedo-focused CV, coming stock with two powerful TB slots, a chance for double damage and a skill that lets her launch a few (largely ornamental) more while slowing any enemy on the screen. A rather diverse bunch of girls, these ones, but they all share a trait - their Oxygen tanks are ample enough to accommodate for two full Mark 16 torpedo volleys, which means they can safely be ran with dual Oxygen Torpedoes. Her regular barrage includes 4 conventional torpedoes. Well me neither, but there she is anyway. Her torpedoes always deal 115% damage against all targets, regardless of the normal torpedo modifiers (80/100/130). Her own guns are no strangers to buffs either, with guaranteed crits on every first salvo of every volley and massively extended CL secondary ranges (at the cost of 1/3 less damage); the former buff easily steals the spotlight, but the range extension allows her to lend a hand to a vanguard that's in over its head (or take potshots at vanguards in PvP). Standard russian DD, which means she has remarkable bulk, good guns and terrible torpedoes. Do not do this. Ziggy's Kai gave her the statline she needed to compete favourably with the other big-name CL supporters, even if the second skill is kinda lacklustre. The 6 TORPEDOES deal 96 bdmg with 80/110/130 modifiers. Criminally botched design. Ok. Desc: They wanted a Yamato. Musekent behaves almost exactly like the normal Tashkent while performing somewhat worse; the hefty extra Efficiency on the main guns is gone in favour of a fairly negligible carrier-minded debuff (potency is too low) and a FP boost that eventually melts away in favour of AA she can't actually use. Upon falling below half HP, gain +50% Evasion and regenerate 8% of max HP over 8s; while above 50% HP, gains +12% AA and improves the barrage. If you thought Freidrich der Grosse was boring for a DR, get a load of this freaking gonk. On her 1st, 3rd and 5th battle of the sortie, gain +15% Aviation. Just know that future trend might favor 410mm. Among the strongest purple KMS DDs, provided she's shooting at Destroyers and Light Cruisers. Despite her low FP and an AA skill actively hampering it, her MGM+1 and good Efficiency let her deal constant, solid damage regardless; she's no KMS or USS Gun-DD, but she puts up a good showing and still retains serviceable torps, as well as an unreliable but decent fleetwide buff. Subs? Grant 10% FP/Torpedo/Reload to all CL/CA in the fleet. 30% chance upon launching a torpedo spread to launch a second one. Or don't, the buffs are minimal and there's no guarantee you'll get the ones you want when you actually need them. Smol Akagi is an interesting little thing, with those invincibility-granting airstrikes of hers - but lacking a real purpose in an environment crowded with excellent IJN DPS carriers, not least of which Akagi proper (against which her barrage really can't stack up), and a better vanguard protection in the form of Illustrious' bubble. (35% chance for -8% FP/Torp/Aviation to all enemies; 35% chance for -6%; 18% chance for -4%; 12% chance for +4% instead). Upon joining the battle, launch a Type 0 Seaplane armed with a single bomb and grant +10% Accuracy to all subs in the fleet. All things considered she's a fairly good deal, providing stable and solid DPS with a side order of okay-ish support as long as you do stick her in with one USS unit. Commence the battle with two preloaded airstrikes, but have airstrike cooldowns slowed by -90%; on airstrike launch, heal vanguards by 7% of their max HP and backliners by 3.5% of their max HP. 70% chance every 20s to fire a special barrage and boost torpedo stat by 30% for 8s. Terrifyingly effective against her intended targets, to the point of overtaking even Ayanami Kai - but she does still lose to her when faced with Heavy Armour, against which her skill puts her at a disadvantage. Whereas the former starts out strong and lose some of her lustre as the battle drags on, the latter needs time to wind up; where the former's barrage is uncomfortably wide, the latter's is very concentrated and devastating; where the former relies on high speed and evasion to stay out of harm's way, the latter simply adds layers of HP and shields to power through the barrages; and as the former gradually mellows out of her cold templar persona, the latter grows ever more violent and unhinged. Also known as the "Blue Cruiser", this Italian-born destroyer leader entirely deserves her moniker; her statline is hilariously stacked, with an eHP well capable of rivaling even the tough Cleveland-class light cruisers and a Firepower that actually overtakes them (to a not insignificant degree, when factoring both her Efficiencies and DD guns). A very unique unit, Odin takes after Bismarck and Tirpitz and upstages both at their own games... by providing solid protection for your beleaguered vanguard both in the form of a nifty defence boost and a constant hail of gunfire that IS capable of shooting past the white pushback line, and significant fire support in the form of surprisingly capable long-range torpedo mounts you can call in like a normal torp spread and a nasty timed barrage. Upon battle start and if deployed as vanguard lead, take -20% dmg for 30s; if not deployed as lead, gain +25% AA until the end of the battle. Surcouf is unique among subs for several reasons, not least of which her ability to stand her ground while surfaced. On first airstrike, launch additional Zuiun. If flagship, grant +15% FP/Torp/Accuracy/Reload and +6% damage dealt to FFNF units; grant +15% FP/Torp/Accuracy/Reload and -6% damage taken to MNF units. Take -5% damage and, every 25s, heal all DD in the fleet by 3% of their max HP. One of the hardiest carriers in the game, Yorktown can cover any role fairly well courtesy of her balanced plane loadout, her frontline buff, her self-heal and her retaliatory SBD dive bombers; the price she pays for such sturdiness is DPS, however. Gunnery is her main asset, and her barrage even more so - one of the absolute best as far as vanguards are concerned, very quick and hard-hitting despite the unassuming Normal shells, and unique in its narrowing pattern, which makes landing most of the shots from long range a rather simple task. Her one downside is a subpar hunting range, but she's not meant to stay front and centre anyway. She also has a few torps to throw out every now and then, but they're fairly lacklustre. Main Gun salvo are split into separate volleys, and has only two Main Gun Mounts. Desc: The predecessor to Jean Bart, and it does show. The 30 AIMED SHOTS, fired in 3x10 waves, deal 25 bdmg with 100/100/100 amods. They are modified by 100% of the unit's FP. If stacking AS is what you need but you'd rather not focus on carriers, look no further. Often overlooked in favour of other barrage ships (eg. Monitors can be expected to auto their way up to W8 or 9 with little resistance. Only took three years. Use Fushun if you don't want to pony up for a full fleet: her DPS won't be as stable as Taiyuan's, but she won't be far off and you'll be burning a lot less Oil. High DD Gun and Barrage DPS (if not vanguard lead. Prefeitura Municipal de Primavera do Leste / MT Todos os Direitos Reservados. A devastating powerhouse of a Gun-CA with some poor torpedoes to the side and a little heal, and... not much else. At the start of battle and every 20s afterwards, launch a special barrage (a few HE shots in a cone, two waves of 5 and 4 torpedoes respectively) and gain +24% FP/Torp; the buff loses potency and expires over the next 20s. The DPH monster to LafKai's DPS. The 10 SHELLS deal 140 bdmg with 135/85/70 modifiers; the 14 NEEDLES deal 30 bdmg with 100/8'/0 modifiers. If you're looking that something that won't die anytime soon, look no further; if you're looking for something that can do anything more than that, look everywhere else. What does this mean in practice? The damage of both is modified by 100% of the unit's FP. Fast torpedoes may well zip past the intended target if it moved, but slow ones have a good chance to strike that target on the way back. Whenever enemy planes are shot down within own AA range, increase FP by 15% of own total AA stat (Only base stat and gear is counted) and if skill procs again during its duration, it refreshes the buff, Upon battle start, gain +10% FP and summon. While her starter version is pretty much undeniably the worst out of the three, the Kai does her some justice. Similar in a few ways to Jintsuu, Sirius offers a spectacular buff to a specific subset of units while benefiting greatly from it herself - significant enough to offset her otherwise unimpressive statline and really get the most out of her DD guns. Has a 2*/3/4 loadout; her 1st slot may be filled with any type of plane. Hardmode torpedo stat padder, above average Gun DPS (average Gun DPS, average barrage DPS). 20s after battle start, launch an Igniting. A very solid defensive pick, further helped by the fact her Sanshikidan barrage doesn't need her to be in the flagship slot to do work. Desc: The advent of Plane Hells earned this previously inferior version of Leander a spot on the Tier Guide, as she patches the glaring AA-shaped hole in the HMS vanguard lineup. Their damages are modified by 100% of the respective stats. The 'loadout' listed under CV/L entries details the number of planes each unit gets; eg. Widely available early on and blessed with both excellent skills and a very solid statline, Kagerou has a place in every torp-heavy frontline (torp-CA in particular, as they typically do not have access to torpedo buffs). Proud owner of a quick-firing, high-volume, AP conal barrage with four homing torpedoes to the side that is boosted both by her own +APdmg skill (only use the recently released golden KMS DD AP gun or stick with the usual quick-firing solutions) and her high torp stat, she puts every other standard DD barrage in the game to shame and is the main reason for her remarkable prowess. Her torps are fairly worthless, but her guns are decent and her skill is absolutely amazing - not only does she increase your whole frontline's survivability, she also fixes whatever movement issues you might have at hand. Every 15s, deploy a hitshield in front of Mainz (blocks up to 6 shots, lasts for 8s). Still very competent. She'll only buff herself, but a +40% FP never really goes amiss. Shiranui goes from an excellent 0LB DD meme to a supremely legit pick for normal play, owing to her much improved torp stat and efficiency. Variety! 50% chance on Main Gun fire, launch a fixed linear HE barrage (2 tight columns of 4 HE shells and a few needles to the sides). Can't match Unicorn in air superiority, lacking fighters, but decisively asserts her dominance in raw damage output - which is what tends to matter the most, most of the time. Every 15s, change Main Gun ammo to musical notes (120/120/90 modifiers, penetrates once) for 8s. One of the most consistent and hardest hitting BBs in the game, provided you cater to her social anxiety. Has exceptionally good ghost guns! … (Has an internal cooldown of 5s; do not give her the 203Mle as the gun will reload in under 5s.). Firstly, her guns are not only actually useful but also threatening; secondly, she bolsters the vanguard's fighting prowess with a hefty Accuracy buff; thirdly, she stays on the field for longer than anyone else while making full use of her entire armament throughout it all. While alive in fleet, the backline takes -8% dmg and, once per battle, heals any backliner under 20% HP for 10% of the healed unit's max HP. Her second skill being susceptible to killsteals by allied carriers or AA, and her third skill being nigh-on useless when planes aren't involved, doesn't help matters either. Unlikely to see any use outside of KMS fleets, and even those will find themselves hardly pressed to justify her presence. 5% chance on firing main gun to boost Firepower by 60% for 8s. Yup, that's just her - and while her heal isn't as reliable as that of Unicorn or Shouhou, she's an excellent fit for a vanguard who doesn't strictly need the heals to stay alive and keep fighting. CAN'T PROC BEFORE 20s HAVE PASSED (skill starts on cooldown). The first carrier to ever sail the seas, and it shows. When paired with Zuikaku, gain +30% Aviation and TAKE +10% damage. Ever wanted to use Hammann but didn't want to deal with her terrible stats and weaponry? Ships are evaluated according to their ability to act as a STAND-ALONE unit. The 4 SHS SHELLS deal 239 bdmg with 65/135/115 mods; the 36 DD PELLETS deal 35 bdmg with 120/80/60 mods. The 3 BOMBS deal 300 bdmg with 80/90/110 armour mods. Good torpedoes on a gunboat frame are unique more than they're rare, but you can't fault the results. Be it because of the very generous gacha, distinctly not predatory monetisation, the shoot-em-up RPG gameplay or the ever-increasing unit roster, Azur Lane stands out among oceans of mobage for several reasons; the most relevant of which, in my opinion, is fostering a Pokémon-esque approach to compbuilding, where the player is encouraged and/or expected to use the units they like the most, rather than simply homing into the 'strongest' ones. This means it can be expected to take on those pesky Command Craft and blow them up reliably, all you have to do is place her in the top position. Still better than DD guns, and actually good if said seaplanes are Seiran. A heavy-duty support submarine, I-25 forgoes the damage boosts many others have in favour of buffs and debuffs. A gun-focused DD blessed with a great statline where it counts the most and a remarkable Efficiency to go along with it, Letri is rather unwieldy but pretty powerful, if allowed to stack up and lead the charge. San Diego's estranged bri'ish sister, replacing battle stars with raining cat paws and cat puns. Fielding her in a full HMS fleet is one of her few last semi-practical applications, if you can stomach the rather poor quality of the average HMS vanguard. Hey you! If you're sick of seeing your poor vanguard get turned inside out, Zara is the solution to your problems. A bit fiddly, but arguably more flexible than most and just as powerful. Boasting a statline rivaled only by that of Enterprise, graced by even more Efficient planes (especially her 140% Fighters), armed to the teeth with skills further boosting that statline, a squadron of DoT-inflicting torpedo bombers and a fleet-wide chance to outright negate incoming aircraft damage, she is meant to give even the Foxes (or W12's plane swarms) pause for thought - and manages to do so with gusto. With functionally 9 planes at her back and call without giving up her AA guns or high Reload, she can handily rival most other CVL in DPS while keeping some support capabilites to her credit - as well as a decent chance to throw out torrents of planes. New-and-improved Niizukis, now with half the clothing and a better AA skill. Gun-specialized CLs have DD guns in their secondary slots, and torpedo CLs have built-in secondary guns. Can take a CL gun, but shouldn't UNLESS it's the Seattle Gun. Desc: "Союз нерушимый республик свободных~ ♪♫♬". Edinburgh is in a similar situation as Cleveland: both have merely 'okay' skills, both have impressive statlines, both will stay in front and tank for days while the rest of the team gets the job done. If mounting a SG Radar, gain +10% Evasion and the first proc attempt occurs at 16s instead of 20s. Deal +20% Damage to CV; also, U-81's torps have a 15% chance to inflict Flooding (DoT similar to Ignition; 3s ticks, multiple procs do not stack but refresh duration) for 24s. c: By both healer and carrier standards, Perseus stands out as very unconventional - no other carrier frontloads her entire kit, after all. Distintctive in both looks and performance, they sport exceptional amounts of Aviation and get to launch faster than almost anyone else, guaranteeing swift victories in PvP and one and a half extra airstrike per battle compared to almost any other carrier. Both are modified by 100% of the unit's FP. Reduce Main Gun Spread by 3; also, deal +20% Damage to CA/CB/BC/BB/BBV and +10% Damage to CV/L. The 4 BOMBS deal 220 bdmg with 80/90/110 amods. The 9 SHELLS deal 170 bdmg with 40/120/125 mods; the 20 ICICLES deal 20 bdmg with 120/60/60 mods; the 9 ICEBERGS deal 56 bdmg with 80/90/110 and inflicts -40% Speed. In some respects, an improved Phoenix at the cost of manual play reliance. Not entirely as powerful as her older self, but she's up there without being forced to take a subpar gun, is considerably more Evasive and that full fleet healing is a nice addition. Or lack components for the Z Trio. More suited for PvP than PvE, especially against HMS frontlines. Monarch/Hood), supporters (eg. Begin each Sortie with 3 Emergency Repairs (consumable +10% fleetwide HP heals, used in the map screen). Kasumi isn't a particularly imaginative unit; very tough owing to her meaty statline, respectably armed with IJN-grade CA torps and solid guns (for a Torp-CA), she performs much like a Portland with less of a concern for shields and some more for auto play, even if the aimed barrage kind of alleviates it. The 6 TORPEDOES deal 288 bdmg 80/110/130 armour modifiers; they are modified by 100% of the unit's Aviation stat. Every 2nd time the backline takes damage, gain a stack of +6% AA/FP until the end of the fight (can gain 2 stacks max). Her place is mostly PvP, as there are many other CL who will do what she does - be it DPS or tanking - better for less. Impressive as she is, Tashkent does have a couple of drawbacks; first of all is her damage output, heavily slanted towards Light (both her ideal gun and the fairy have Normal DD ammo modifiers), and secondly is the simple fact her DPS does drop quite significantly once the fairy pops. Increase HE damage by 25% and chance to Ignite by 3%. Gain +50% CritRate for the ghost guns and improve their armour modifiers to 100/100/100. The 12 PARALLEL TORPEDOES deal 240 bdmg with 80/110/130 modifiers and a 80% chance to Flood for 8s. Poor Man's Gascogne, but still good. KMS units take -15% less damage; also, gain +5% Aviation (up to +15%) for every KMS unit in the fleet. All the utility of her skills with the sturdiness and DPS of the Cleveland-class. A new player mainstay, for good or ill, Cleveland has helped many a newbie reach the higher leagues with her plucky go-getter attitude, remarkable bulk and generally good all-around stats; nevertheless, she becomes obsolete quickly as those same higher leagues (W10+) ramp up enemy bulk and damage output beyond her capabilities to dispatch them efficiently, and her skills help her or the fleet little. Main Gun cooldown reduced by -40% and, upon firing, launch a. 40% chance every 10s to raise evasion by 60% for 8s, Upon launching torpedoes, 30% chance to launch a second spread, 5% chance upon firing to +40% her own Evasion and -40% damage received from planes for 8s, 60% e/ 20s to +40% her own Firepower for 8s, 70% e/ 20s to +40% her own Firepower/Torpedo/Reload for 10s and, once per battle, if an escort ship's Health falls below 20%, decrease the damage it takes by 15%. Profiting from their underlings and giving next to nothing in return. For the first three battles of the sortie, gain +12% FP; for the fourth battle and onwards, gain +12% AA. Also referred to as RNGer for obvious reasons, and infamous because of her potentially infinite damage, you need luck on your side to get the most out of her; even without the procs, though, very few carriers get close to the sheer damage output she can unleash thanks to her 8 sea-attacking planes and high Efficiencies, and none of them can manage it at her rock-bottom 9 Oil cost. It's good. DDs) running for longer, especially on torpedo strikes. Solid gunnery with a clear use case in DoA comps, less so outside of them (where she's just a slightly stronger Cleve with even poorer AA). Increases her own AA and Aviation by 5% for every USS CV/L in the fleet, and increases her own Aviation by 3% whenever her planes shoot down an enemy aircraft (to a maximum of +15% Aviation). Upon battle start and for 80s afterwards, deal +15% damage, take -8% damage and reduce the damage taken by allied DDs by -12% damage. Here's 4 Figthers, backed up by high Aviation and good efficiencies. The quirks are especially notable this time around, even if her moment-to-moment play doesn't change all that much. As a Dido-class, the barrages should be the main attraction here... except they're implemented in just about the stupidest way possible: the arcing, short-range barrage only fires when she's 30+ units away from any enemy, meaning she has to gingerly skirt the edge of the 30-35 units mark for it to fire (no guarantee of it landing on target either), whereas the non-conditional one just fires straight... which doesn't mesh with the supposed aiming on the arcing barrage. 70% chance on airstrike launch, airstrike deals x2 damage and Enterprise becomes invincible for 8s. 25% chance on firing AA guns to boost AA by 40% and reduce Firepower by 20% for 3s. Upon even-numbered airstrike launch, launch two extra birb TBs; upon odd-numbered airstrike launch, launch two extra birb DBs. して、 家でも学校でもない地域の中にある 「第3の居場所と子ども食堂」です。 And speaking of gunnery, the addition of the Seattle Gun - the only CL gun able to match CA gunnery on a relatively even footing and the only real choice for CL gunnery on boss fleets - makes Suzuya suddenly a lot more viable, capable as she is of maximising its effectiveness with her CA FP, relatively high efficiency and barraging a lot more, given the improved volume of fire. The difference lies in how 'safe' they play things, as Edinburgh gets a passive boost to AP damage inflicted, an even bulkier HP pool (4.1k is amazing for both varieties of Cruiser) and no AA skill to burn her FP, but doesn't get that lone shot at the fleetwide buff and her DPS is still par for the course for a CL. Also, she's still a corgi. As a standalone unit, she's an overall improved Sirius: the barrage is more powerful and easier to land, the statline is better across the board, the AA is actually good-to-excellent this time around and the buffs she gets are very significant, more so than those she grants. While an Evasion-focused CA sounds ludicrous, and it is under most circumstances, Houston actually makes it work given enough Evasion-boosting auxiliaries: CAs live and die by their Evasion (or lack thereof), so stacking it actually lets her survive under heavy fire for much longer than you'd expect. Upon battle start, grant +12% Aviation and +10% Reload to every CV/L in Casablanca's fleet and her first airstrike's cooldown is -25% shorter; also grants +8% Aviation and +8% Reload to every CV/L in the fleet Casablanca is NOT in. She deviates from said norm by having slightly better AA than her peers, but not by much. If you'd like to know individual numbers, feel free to ask me on Discord (or Issues if you truly must). When planes are shot down within the AA circle, gain +25% FP/AA for 8s. Because her +XP skill stacks with Langley's, that's why, and having her around as a 0LB exp booster may be a good idea to hasten the leveling process. The 25 HE SPRINKLES deal 20 bdmg with 135/95/70 amods. All that said, she'll always get to fire one more volley per round than 99% of the other dreadnoughts and her gun efficiency is very high. Whereas Kagerou Kai buffs the entire vanguard regardless of amount of members and hull class, CAs included, Naganami buffs DD/CL more (and especially DDs, though the +Eva is mostly negligible on units with such a high Eva stat already); the 'free' torpedo spreads aren't as reliable as the Chain Torpedo Kagerou brings, as they are timer-based rather than on-launch, but are still fairly good. Internal skill cooldown, 12s. To some extent, this applies to her damage as well; once the airstrikes are out, she's forced to rely almost entirely on her random 12s planes for DPS, which may be nice but aren't a proper airstrike, nor do they have a strong Aviation stat to bolster them. The other HMS answer to Phoenix, and... just as the other (Neptune), unable to truly upstage her despite being pretty okay. If sortied with 1 or more DD, gain +15% FP/AA/Accuracy; once per battle, if a DD falls below 50% HP, launch a barrage. Despite her relatively low staying power, courtesy of her abysmal Luck, Mogami Kai does what most CA don't - provide a real answer to Heavy Armour while not only keeping her excellent gunnery for it, but even boosting it. tel : 086-255-2000 fax : 086-255-2010 ©asahi medical college Deal +10% Damage to IJN/KMS/RM/Siren units; if sortied with 3 other HMS units, gain +20% FP/AA/Reload/Evasion. Accept no substitute, but do consider a Jintsuu or Noshiro to boost even further her obscenely powerful ordnance; also feel free to forget about the ASW stuff, your subs shouldn't be taking damage in the first place. Slightly better as a standalone unit, slightly worse in terms of Dido-class support. It means that Rossiya is very comparable to Littorio overall but is slightly less flexible while being potentially a bit more powerful, so long as her conditions are met. 10s after battle starts and on a 20% chance every 20s aftewards, create a special smokescreen (+35% Evasion Rate and-35% damage from planes while inside) that lasts 10s.
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