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Kantai Collection: KanColle

Kantai Collection: KanColle

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Alternative Titles

English: KanColle: Kantai Collection

Synonyms: Kankore

Japanese: 艦隊これくしょん -艦これ-



Episodes: 12

Status: Finished Airing

Aired: Jan 8, to Mar 26,


Broadcast: Thursdays at (JST)

Producers:flying DOG

Licensors:Funimation, Crunchyroll


Source: Game

Genres:ActionAction, Sci-FiSci-Fi, Slice of LifeSlice of Life

Themes:MilitaryMilitary, SchoolSchool

Duration: 24 min. per ep.

Rating: PG - Teens 13 or older


Score1(scored by , users)

1 indicates a weighted score.


2 based on the top anime page. Please note that 'Not yet aired' and 'R18+' titles are excluded.

Popularity: #

Members: ,

Favorites: 1,

External Links

Official Site, AnimeDB, AnimeNewsNetwork, Wikipedia

With the seas under constant threat from the hostile "Abyssal Fleet," a specialized naval base is established to counter them. Rather than standard naval weaponry, however, the base is armed with "Kanmusu"—girls who harbor the spirits of Japanese warships—possessing the ability to don weaponized gear that allows them to harness the powerful souls within themselves. Fubuki, a young Destroyer-type Kanmusu, joins the base as a new recruit; unfortunately for her, despite her inexperience and timid nature, she is assigned to the famous Third Torpedo Squadron and quickly thrust into the heat of battle. When she is rescued from near annihilation, the rookie warship resolves to become as strong as the one who saved her.

[Written by MAL Rewrite]

Kantai Collection is based on a Japanese free-to-play web browser game of the same name, launched in

Characters & Voice Actors


Producer, Theme Song Composition, Theme Song Arrangement


Ending Theme

1: "Miiro (海色)" by AKINO with bless4 (eps 1)
2: "Fubuki (吹雪)" by Shiena Nishizawa (eps 2, )
3: "Let&#;s not say "good-bye"" by Akagi, Kaga, Zuikaku, Kongou, Shimakaze, Fubuki (Saki Fujita, Yuka Iguchi, Iori Nomizu, Nao Touyama, Ayane Sakura, Sumire Uesaka) (eps 3)


Ever wondered why Touhou doesn&#;t have an anime? This is why.

There are two perspectives you can watch this show from: Either you played the game, or you haven&#;t. This show is clearly designed to appeal to the former, and does a great job at failing in everything because of that. The thing about making an animated series of something like Kancolle is that, aside from having the fans seeing their favorite characters being animated, it also gives a chance for them to see the characters develop beyond their limited personality trait in the game.

What happens in this episode odyssey is the complete opposite of that idea.

Before going any further into this series&#; embarrassing writing that makes Boku no Pico Shakespearean in comparison, there are several other notable aspects of this show that warrant mentioning: Music, for the most part, is pretty decent. Apparently there seems to be an unspoken rule that terrible shows must have a decent/good soundtrack. Though, having claimed that, it&#;s actually pretty difficult to hear most of the soundtrack because the battle scenes barely last more than a single minute. And yes, I&#;m being pretty lenient with the term "battle scenes" because the visuals are legitimately worse than something from a Toei show. It&#;s not even like YYY where 3DCG scenes were hardly noticeable- It&#;s just literally everywhere in every battle scene in this show, and they&#;re all so incredibly poorly choreographed that it makes you wonder whether a properly functioning human being was responsible for them.

-Spoilers below-

As mentioned previously, this show is something that tries too hard to appeal to the existing fanbase with the smallest effort possible that it fails at its job completely- First, the characters. There are way too fucking many. How did Diomedea manage to include all these 50+ characters in this episode show? The answer is, they didn&#;t. None of them end up being actual characters, and all they get for lines is repetition of the same throwaway line they babble in the game ad infinitum. See, this is the difference between a game and an animated series that tells a story- In games like Kancolle, it&#;s pretty difficult to actually express characters&#; personality aside from their throwaway lines, so to keep the game interesting, more characters are added to compensate for the lack of further development from the existing characters. But when you&#;re trying to tell a story, that no longer applies- The more characters there are, the harder it is to focus on a certain character(s), and thus, it makes them as bland as they would be in the game when the point of telling a story is the complete opposite: Developing them beyond what would&#;ve been feasible in a simple click-and-win game.

These characters&#; gimmicks are also influenced by the fanon- Such as Akagi being a big eater in the show due to her consuming lots of resources in-game. Completely necessary addition, I&#;m sure. Fubuki, the MC, is incredibly boring and breaks personality several times in-series just to create unnecessary drama, which makes you wonder why the Admiral favors this particular character in the first place outside of her status as the main character. Everyone else can be summed up with a single sentence: Shimakaze likes going fast. Kongou likes speaking in broken English. Hibiki says one Russian word every chance she gets. Yuudaichi likes -poi more than -desu. Sendai really loves night battles. Naka won&#;t shut the fuck up. Calling these protagonists cardboard cutouts would be an insult to cardboard cutouts from Akame ga Kill, so I&#;m not sure what to call them.

What about the antagonists, though? If you expected anything other than "incompetent mute cyborg zombies," then god damn is this show happy to disappoint. I&#;m not sure what the trend is with all these silent villains that have no real motives, but I guess writing any form of conflict outside of badly animated/choreographed battle scenes was beyond Diomedea&#;s capability. And if that wasn&#;t enough, the Abyssals are pretty pathetic at their job and manage to be as threatening as moving dartboards. I guess they manage to finally sink a character who had a total screen time of less than a minute, who happens to be a friend of a boring friend of the boring MC with a last-second sneak attack. Oh, the horror. It&#;s especially hilarious when the show cuts to Abyssals looking ominous and evil with spooky music playing in the background when they&#;re a complete non-threat.

And finally, the Admiral. It&#;s pretty obvious that this Admiral character was designed to represent the viewer/player, which is why this character is never truly shown on the screen. Therefore, the character&#;s motives/personality/appearance are all completely unknown because it&#;s supposed to be “you.” I&#;m not sure why this is even necessary considering this character plays a very little role, but apparently it was- Which is why Diomedea decides to fuck that up too by giving this character an identity. Apparently the reason why the Admiral favors Fubuki (the boring MC) so much is that he has a boner for this character. Well, that&#;s great. Now everyone knows that the Admiral is this guy who has a boner for Fubuki, who is the most boring character in a show full of characters solely identified by throwaway lines. What happened to ambiguity, again? Honestly, Wo-class is a much better representation of the viewer- Looking bored and stoned as fuck throughout the entire fucking show pretty much sums up my experience.

Aside from the poorly written characters with no effort put into them, there are two other things Diomedea decided to do to “appeal” to the existing fanbase of this series. One is tying in in-game mechanics like repair docks, buckets, upgrades, and etc. Not exactly necessary or hindering, but I&#;d think that alone should have been enough for references from the game instead of making every character what they are in this show. The second thing is "historical reenactment"- Since all the characters are based off of real life ships, the idea is that they would meet the same fate at the same time at the same place. This is sort of "foreshadowed" in the opening sequence where you can briefly see the real Akagi ship sinking and is a “major” plot point in the latter part of the series. I&#;m not exactly sure how this is supposed to be an appeal, however. Knowing what&#;s going to happen in the show based on real life events seems completely uninteresting especially considering the flat characters and setting, and if it was any more focused by the series, it would just be yet another cliche&#;d "fighting against fate" plot line that&#;s been done million times over, so I really don&#;t get it. I guess it makes some people feel smug for knowing that this one character that may have been in the background in one episode will sink before other people do.

So outside of Diomedea&#;s blatantly embarrassing fanservice, what else is there? I guess there&#;s supposed to be a plot somewhere, but the pacing is so horrendous that it&#;s actually difficult to remember what actually happened in this show. That being said, this show does few things that could be considered two of the worst things one can do when writing a story. The first is lack of focus- Just like several other shows, this show cannot decide what kind of a show it wants to be. It could be either a fun show about wacky hijinx, or a serious show with drama that may or may not be forced. If it stuck with one, and did just that, then it would have been fine. Unfortunately, Kancolle attempts to do both, and fails at both- I&#;m not sure why so many shows do this when both drama and comedy hinder each other most of the time, thus making their simultaaneous inclusion counter productive. I&#;d assume it probably sounded good on that used toilet paper they used for the storyboard for this show. The amount of sudden mood shifts in this show is transcendent, and this is made even worse with piss-poor pacing. For example, there would be a forced drama scene with Fubuki and her friends. Then it would immediately cut to Ooi and Kitakami doing their usual comedy routine. Then immediately cut back to the drama scene. Flawless.

The second problem ties into the first- Even the drama is completely forced. And even then, these supposedly sad scenes aren&#;t even relevant or impactful. Because by the end of the episode, it turns out everything was fine all along, which makes the characters seem idiotic for worrying about it in the first place. This problem is especially notable with Fubuki breaking character and doing something reckless against the enemy because suddenly she decided that she wanted to feel important and have a personality. She obviously fails at everything noted above, but this scene itself has also failed at having any lasting impact. No one ends up getting hurt in the end, and everything was daijobu. Then she goes to train with moving targets, which really are as threatening as Abyssals considering how much damage Fubuki came out of it in the end. What a joke.

But wait, there&#;s more. In the last episode, where everything seems "hopeless" because that one mean Abyssal just won&#;t die despite it being only able to shoot out nearly harmless white balls in the protagonists&#; general direction as its masterful strategy, Nagato suddenly shows up to the rescue- It was all according to plan, apparently. Then when it doesn&#;t work, a new shipgirl appears out of nowhere that got a brief "foreshadowing" (using this term extremely loosely) in the previous episode and comes to save the day- Then the Admiral literally uses repair buckets out of nowhere to get more shipgirls in the battle, and the show doesn&#;t even try to hide its Deus ex Machina garbage writing at this point. Then Black Rock Shooter and Fubuki stare at each other before the former realizes this writing is fucking retarded and goes back down the ocean.

Basically, every single episode in this show can be summed down to this: 20 minutes of filler that may or may not include poorly written drama that ends up resolving itself the same god damn episode, and 2 minutes of poorly choreographed battle scene where victory is solely decided by shooting at things a lot with no strategy involved.

It&#;s incredibly ironic that this show tried so hard to appeal to the existing fanbase that it only alienated them as a result, and ended up appealing to an entirely different group of people who watches shows based on anything but quality. Now, I think it&#;s pretty notable to mention that some people seem to defend this show with claims like "What did you expect?" But that sort of claim would only be valid if someone criticized something like Hamtaro for its lack of drama. It&#;s completely invalid here because it doesn&#;t do either drama or comedy because it tries to do both and fails at both. Most criticisms for this show do not come from complaining about what this show doesn&#;t have- It comes from what this show does have and that is fucking awful. Some might also claim "It&#;s a game advertisement show so it obviously wouldn&#;t be good!" What about Rage of Bahamut: Genesis? That was a show based on a Mobage, and it was one of the best shows of its season, so that excuse isn&#;t valid either. Any show, no matter what it&#;s based on or which studio&#;s doing it, can have actual effort put into it, and that alone would make any show significantly better than this garbage. The fact is, this show is just a lazy, half-assed attempt to make money off a popular franchise while putting as little effort as possible. And just to emphasize on the point of "striking while the iron is hot," a second season is immediately announced by the end of the last episode. Subtle.

The best way to describe Kancolle would be that it&#;s basically anti-Touhou. It&#;s everything that Touhou isn&#;t- Kadokawa also apparently decided that it didn&#;t want to put any effort into their “game,” so they decided to forbid any Kancolle doujin game whatsoever because having to make anything that&#;s more than a clicking simulator would be far beyond their talents. And then they get this show made just to make sure they can rake in as much money as possible before the popularity wears off. Considering how this show turned out, and how many of its existing fans reacted to it, I think it&#;s pretty safe to say that ZUN made the proper decision. And I think it&#;s pretty worrisome if all this makes a drunken man who can&#;t even get human anatomy correct after nearly a decade seem like Albert fucking Einstein.


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Kantai Collection: KanColle is an Action, Comedy, Slice of life, Military, Sci-fi anime based of the web browser game created by Kadokawa Games. The anime was created by Diomedéa Studio and was aired on January 8, to March 26, and lasting for 12 episodes.

The plot follows Special Type Destroyer Fubuki, a young girl who is a Kanmusu, girls who possess a spirit of a naval vessel within themselves and use these spirits to fight the Abyssal fleet who are threatening humanity from the sea. These girls live at naval bases, where they are taught to fight the Abyssal. Fubuki is a new recruit at one of these naval bases upon her arrival she joins the Third Torpedo Squadron and is sent into battle despite having very limited combat training. While in battle, she is saved by Akagi, An Aircraft Carrier, and afterwards Fubuki decides that she needs to become stronger so she can fight at Akagi’s side.
The Show does a good job of explaining its story to the viewer by explaining the different kinds of Kanmusu and what the job in the fleet are. While the fighting is keep at a minimal, the focus of the show is based on Fubuki and her comrades while they train at the naval base which is interesting and funny at the same time. Now, because of the anime having so many character and character building, I going to only give the names of girls and what type of Kanmusu they are:
Fubuki, Voiced by Sumire Uesaka – Special Type Destroyer, a part of the Third Torpedo Squadron
Mutsuki, Voiced by Rina Hidaka – Destroyer, a part of the Third Torpedo Squadron
Yūdachi, Voiced by Yumi Tanibe – Destroyer, a part of the Third Torpedo Squadron
Sendai, Jintsū and Naka, Voiced by Ayane Sakura – Light Cruisers, a part of the Third Torpedo Squadron with Jintsū as Flagship.
Akagi, Voiced by Saki Fujita – Aircraft carrier, a part of the First Carrier Division
Kongō, Hiei, Haruna and Kirishima, Voiced by Nao Tōyama – Battleships, a part of the Second Fleet
Nagato and Mutsu, Voiced by Ayane Sakura – Battleships, Secretaries of the fleet.
Kitakami and Ōi, Voiced by Yuka Ōtsubo – Torpedo Cruisers

KanColle art style uses a bright blend of colors to breathe life into the show for the viewer. Each of the characters have been given a unique personality, making them stand out compared to one another and easily recognizable to the viewer. The show uses two different animation styles: one for the action scenes and the characters every day life. The use of a different style for the action scenes helps making them more beautiful and interesting to the viewer, thus making them some of the best parts of the show. The voice acting in this is very impressive because of some voice actresses doing multiple characters especially Ayane Sakura, as some of her characters have conversations with each other and the viewer is able to tell which character is talking by their voice.

My Opinion
KanColle is an anime where I did not know much about before watching, that has made me interested in the Kantai Collection game series. The story, while it not one of the best I&#;ve seen was still enjoyable. The characters have been designed with a lot of care in terms of looks and personality, and because of this care the art style over all was appealing to me. The message I got from KanColle is that as long you keep trying your hardest, you can achieve anything you put your mind and heart to. Finally, I love the character development of Fubuki over the course of the show as she always tries her best and doesn&#;t give up.

KanColle is one of the anime that while looking at each part separately, like basic story or characters, is nothing special; however, when combined together makes a very interesting show. Anyone, both fans of Kantai Collection or newcomers, can enjoy its characters, art style and story. While there is better stories out there, I still recommend people to give KanColle a go as it takes a common idea and makes it something unique and new to people watching.


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You know what&#;s great? Cute girls. You know what&#;s even better? Playing a game filled with them. Even better? The fact that they all have good artists and VAs. The best part? The diversity of girls makes it so anyone can find a favorite. You&#;d think it wouldn&#;t be difficult to make a Kancolle anime considering there are anime with similar kinds of situations such as Strike Witches and Girls und Panzer, but instead of having a healthy balance of slice of life and battles, Kancolle just jumps around everywhere, making for a jarring experience.

The story is heavily divided, with multiple parts with their own plot. The parts are segmented into episodes , 5+7, 6 , , and It winds up being all over the place, tending to be a repeating pattern of slice of life, preparations for sortie, sortie, miracle, and end sortie. Kancolle also tends to tunnel vision on whatever the current episode&#;s plot is and forces the issue. The only overarching drive in Kancolle is Fubuki striving to become one of Akagi&#;s escorts. Honestly, it&#;s how the slice of life elements and combat elements are thrown into the pot together that really inhibit the anime as a whole.

Fortunately, the lead designer is great. He really brings to life the ships of so many different artists in one cohesive style. The best part is that the faces are drawn similarly enough to where you can look at both the anime and game styles and see how they correlate. The music is also solid and features a wonderful op and ed. The battle music doesn&#;t quite pack a punch, but still fits thematically.

The biggest issue with the Kancolle anime is how the characters are handled. For some reason the writers decided that having all of the characters keep saying in game lines and slightly modified versions of in game lines was a good idea when it actually destroyed life from the characters. Look, I understand that the lines were probably put in because they wanted an easy way to convey the character&#;s personalities, but it&#;s possible to do it without resorting to such an uninspired method. I don&#;t want to continually hear Hibiki&#;s Russian one liners all the time. I want her to speak full sentences, and if Russian words want to be added in at that point, that&#;s fine. Also, the fact that the admiral is never seen and never talks bothers me a lot. It just makes it feel like it&#;s that way for self-inserting purposes, which just saps any joy from interactions with the admiral.

Even with all of its problems, I did enjoy watching Kancolle; however, I wouldn&#;t recommend it to everyone. It is definitely something that you have to enjoy from the start, otherwise you would just be bored. If anything, episode 6 was the most consistent episode thematically and consequently the most enjoyable. As someone who has loved playing the game for almost a year and counting, this was definitely a disappointing experience. If you are curious about the anime, give it a shot, as you might enjoy it still.


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Finally, we get to see our shipfus animated.

Kantai Collection, or kancolle, is a browser game on DMM where you play as an admiral in charge of a number of ship girls based on WWII ships. You send the ships on sorties and expeditions in your campaign against the abyssals who has taken over Earth&#;s ocean, all while praying to RNGesus that your construction or sortie reward yields the ship you want. Its a nice timesink and appeals a lot to its target audience, with a strong fanbase that rivals that of Touhou. With such a large and dedicated fanbase, its extremely tempting to create an anime adaptation to not only provide fanservice, but to also make a quick buck on its popularity. So they yielded and produced this anime. And how does it fare?

Condensed version:
Why you may pick this up:
-Plenty of fanservice (ero and non-ero) for those who have played the game
-Ship waifus are now animated
-OP and ED (though to be fair, if you only want the OP and ED you can just search on YT or hikari no akari)

Why you may skip this:
-Anime does a poor job of introducing game to newcomers or to people who never played kancolle.
-Newcomers and people who never played kancolle will not get the references and fanservice
-Poor plot direction and pacing
-Insufferable CG

Long version:
Story This is the weakest part of the anime. The story is best described as going through an existential crisis; it does not know its purpose for existing. Does it want to tell a gripping tale about a young maiden&#;s perilous journey through Earth&#;s Ocean with her fellow shipgirls, or does it want to be a Madoka clone, or a SOL comedy, or to introduce newcomers to the game, or to provide fanservice for current players? It has the distinction of being all of the above, and yet somehow being none of the above at the same time. It constantly switches between those identities, like at one point the anime is trying to push the fact that a shipgirl has sunk, and at the next the Akatsuki sisters are entering a curry competition, as if that sinking never happened. It should pick an identity and stick to it. We would have been fine with the anime if all 12 episodes were just the shipgirls seating around the Teitoku&#;s office drinking tea and eating cake, and maybe have cameos from the abyssals as well. They may as well call themselves Headquarters Tea-Time. It’s simple, cheap, fun, provides fanservice for current players, while having many opportunities to introduce the game to newcomers.

Art The art is decent during the non-combat scenes. The managed to make most of the shipgirls look moe enough to keep you going. Artillery designs are all based on art from the game and WWII ships, while all the girls themselves look cute enough, unlike some of their in-game counterparts. The main problem is the CG used during the combat scenes, or when they are water skating. It is extremely jarring to watch. The framerate does not make the animation smooth, and this makes the combat scenes very hard to digest, which in turn, makes admiring the shipgirls difficult. The Character designs somehow gets downgraded as they move in a 3D plane, and ruins the entire experience. Fortunately, these scenes are not prolonged, and we quickly return to the moe 2D girls.

Sound One reason you may pick up this anime. Both OP and ED are enjoyable, and the ED is one of my personal favourite ED. The soundtrack used are enjoyable to hear when used during the scene is meant for, but are ultimately forgettable. Artillery firing packs a nice explosive punch to them, and all the VAs do their jobs well enough. The VAs in this anime deserve special mention, as they actually voiced multiple ship sisters, each with their own distinct pitch and tone you could’ve sworn were completely different voice actors. Honorable mention goes to Nao Touyama, who voiced the Kongou sisters, Atago and Takao. Her voices can be extremely different from each other, from Kongou’s Engrish to Atago’s playfulness, and yet she manages to do make all 6 characters sound like they have 6 different VAs.

Characters Probably the main reason one might pick up this anime. Fans of the game should ALL have a ship they are extremely fond of, and Kadokawa has recognised this, even giving players the ability to marry the ships that they like. To see them animated, with their VAs saying new unique lines and interacting with other shipgirls, is like a wet dream come true to the player base. The story follows Fubuki, one of the special-class destroyers and a starter ship in the game, as she joins fellow destroyers Yuudachi (poi) and Mutsuki in taking the Ocean back for humanity, one abyssal at a time. The character development in this show suffers because of this, as these three are the only characters that receive any development, the rest being there to provide the viewers a chance to see their shipfus animated. While the other characters are lively and fun to watch on screen, they receive little to no character development. Backstories are left in history books since these shipgirls&#; history are based on their WWII counterparts, like Sendai&#;s love for night battles since she fought most of her battles at night in WWII, or how Yamato&#;s aversion to the word &#;hotel&#; is based on her being used mostly as a hotel in WWII and barely used for combat. Enjoyable, but unless you have played the game, they are not memorable.

Enjoyment As a huge fan of the game, my enjoyment of this anime is, of course, biased, since I understand all the jokes, fanservice, and references made in this anime. To see the shipgirls that I often used in the game animated is glorious eye candy, but was shattered when they transitioned to the CG. I also found that I enjoyed the SoL moments more that the action ones. Just 2 episodes of them making curry and looking for Shimakaze are better than 10 episodes of them fighting the abyssals.

Overall If you are a fan of the game the anime is based on, feel free to watch this. While the CG is painful to watch, one can get over it through the love for their shipfus. For newcomers who wants to know more about the kancolle craze or wants to know more about the game, the English Kancolle wiki the kancolle forums, Himeuta, has FAQs and general information about the game. IF you are a newcomer, play the game and fall in love with the game or a shipfu first before watching, or else most of the jokes, references and cameos will lose its appeal. For people not interested in Kancolle but is a huge anime fan, do not bother with this. A poor story focus and lack of character development in a large cast of characters brings down the anime, with an ending not worth your time. If you want to investigate what the kancolle craze is about, himeuta or the kancolle wiki is more than enough. If not, you are better off spending your precious time watching other anime.


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Sours: https://myanimelist.net/anime//Kantai_Collection__KanColle

Video Game / KanColle


Your orders, my Admiral?note Middle (clockwise from bottom): Fubuki, Mogami, Ise, Akagi, Ooi. Cards (clockwise from bottom left): Sendai, Tone, Kaga, Chikuma, Shirayuki, Kitakami, Haguro, Shimakaze. Note: the rarities of most of the cards in the image do not correspond to their rarities in the game, and Kitakami's base form is a light cruiser.

What if the most famous warships of the Imperial Japanese Navy woke up one day to find out that: A, they'd been granted sentience, and B, they'd been placed in the bodies of Japanese girls? Well, they're about to find out.

Kantai Collection (&#;&#;&#;&#;&#;&#;&#;&#; (Combined Fleet Girls Collection; lit. Fleet Collection), abbreviated as KanColle/KanKore for short) is a free-to-play browser Card Battle Game developed by Kadokawa Games and hosted at DMM. The original intention of this game was to have a joint product between the two companies as an experiment outside of DMM's naturalhabitat, but the really small investment in advertising led the game into complete obscurity by the time it was released in April The only other major reason the game was even made was because it was supposed to appeal to Imperial Japanese NavyOtaku, which is a really small fanbase.

Then some personalities from the manga and anime industry took tentative notice of the game, partly due to the designs it used for its characters, and partly for the voice cast hired to voice these. Said personalities shared their experiences playing the game via social media like Twitter, which led to more people getting interested in the game And the rest was history.

Since release, it has experienced a massive surge in both exposure and popularity, with around , registered users as of September alone, a million users come October, and two million users as of May The massive growth of the fandom surrounding it has given rise to comparisons to the Touhou Project, particularly among Pixiv users.note Or Strike Witches, for Western ones.

The gameplay is centered upon a card battle game, with individual characters represented by various cards with different attributes. Each of the characters are moe anthropomorphisms of World War II naval warships which are depicted as cute girls, known as "Fleet girls" (&#;&#;, kanmusu, literally "ship girl"). These personified warships are based on real-life vessels which are explained in detail within the game; the physical characteristics, appearances and personalities of each of the girls correlate in some way to the real-life vessel (for example, ships with a larger displacement tonnage are often depicted with larger breasts, with the notable exception of a few aircraft carriersand oddly enough a few cruiser-and-below ships who get depicted with large breasts). The player takes on the role of an admiral (&#;&#;, teitoku), who can be either male or female, and organises their fleets in battle in order to win. Combat is largely automated, and manual actions by the player include micromanagement such as building, repairing, and equipping shipgirls.

While the Kancolle does not have an official canon to tie all its plots together, the loose story revolves around monstrous alien ships called "Abyssals," which invade and take over Earth's oceans, destroying any ship or aircraft that attempts to traverse them. To defend against the Abyssals, "Ship girls" are created—essentially, fighting ships from World War II reincarnated as girls, who posses magical powers and more than enough firepower to take the fight back to the Abyssals themselves.

An arcade spinoff by SEGA's AM2 division underwent location tests in early and was released in

Not surprisingly the series has spawned a large number of official print spinoffs, serialized in different magazines (Comic Clear, Comptiq, Dragon Magazine, Famitsu, Monthly Comic Alive among a few).

    The Manga spinoffs 

  1. Fubuki Will Do Her Best!
    • The official manga most people will be familiar with. The 4koma follows Fubuki as a new recruit in the Fleet Academy. There she learns the basics about being a newly-minted ship girl, though most of the time she just gets exposed to the eccentricities of all the other girls attending the academy with her, especially the seniors.
  2. KanColle Play: Kankan Biyori
    • The series running in Famitsu, again with Fubuki as its lead. The comic serves as an introduction to some of the gameplay aspects of the game itself with a penguin standing in for the player Admiral.
  3. Someday As The Seas Turn Calm
    • Slice-of-life vignettes focusing on a different ship girl per chapter, each concluding with the featured ship girl's modern Japan Maritime Self-Defense Force or Japan Coast Guard counterpart.
  4. Torpedo Squadron Chronicles
    • A series focusing on the adventures of the Akatsuki-class destroyers of Destroyer Division 6, as well as their minders Tenryu and Tatsuta.
  5. KanColle: Nanodesu!
    • Another series about Inazuma and her sisters, with focus on Inazuma's conviction to save lives, even if it's that of their enemies. Notable in how it's not set in a specific Japanese naval district, and is instead centered around a town suspiciously similar to Venice
  6. Shimakaze, Girl of the Whirlwind
    • Initially marketed as an ecchi comedy, it focuses on Ensign Akai as he's reassigned to the Maizuru Naval District as an assistant to the serving vice-admiral there. There he encounters his new charges, in particular the titular Shimakaze, who's a problem child of a surprising degree.
  7. Tomarigi no Chinjufu
    • A yuri-flavored episodic series, centering on heavy cruisers Kumano and Suzuya. Notable in how it lampshades how the admiral never seems to be around, and instead leaves the day-to-day running of the base to the fleet girls themselves.
  8. Tonight, Another Salute!
    • Serialized in Comptiq, this series spotlights Commandante Teste, Gambier Bay and Tashkent as they open a restaurant, following in the footsteps of the mystery-shrouded burger place that came before them.

On top of those, there are several official manga anthologies.

There are also a few official Light Novels written for the franchise.

    The Light Novels 

  1. Kagerou, Setting Sail!
    • A somewhat serious entry in the franchise, this story follows Kagerou, a trainee at Kure, as she is transferred to the more front-line naval district of Yokosuka. Specifically set in the modern day of our world, or at least a place really similar to it.
  2. 1st Carrier Division, Heading Off!
    • Unrelated to the series above, this entry focuses on carriers Akagi and Kaga, as well as their charges (Ushio, Akebono, Oboro, and Sazanami), as the increase in Abyssal attacks force them to transition from merely training and expedition duty to the front lines south of the mainland.
  3. Bonds of the Wings of Cranes
    • Also unrelated to the two other light novel series, Zuikaku awakens as a human girl, yet with all the memories she had while she was a ship, in a world that's similar but definitely not the same as one she left behind.
  4. Day at a Certain Naval Base
    • Similarly unrelated to the other books, this series instead follows the day-to-day lives of the fleet girls as they go about their business at their naval base. More of an anthology of stories that all happen to be set in one place.

The series was subsequently added to the Weiss Schwarz line-up, with the majority of its characters appearing as playables.

An anime adaptation, by Studio Diomedea, aired during the Winter Anime season. A handheld port to the PlayStation Vita, titled KanColle Kai was released on February 18, , after multiple delays.

Compare to Azur Lane and Arpeggio of Blue Steel, which also features female personifications of WW2-style battleships, the latter of which is the subject of a special collaboration event between the two franchises for Winter Not to be confused with Sengoku Collection, which has genderflipped Sengoku warlords instead. For a Spear Counterpart of sorts, compare to Touken Ranbu.

For tropes unique to the anime, please visit the anime page instead. For specific character-related tropes, please refer to the Character Sheet.

Beware the following tropes and the Character-specific tropes need constant updates and may give you outdated information about the game.

Kantai Collection features the following tropes:

    open/close all folders 

     Tropes A-E 

  • Acceptable Breaks from Canon:
    • In the game proper, few of the ship girls demonstrate grudges or hangups over the Pacific War. Many fanfic writers give them such issues anyway, perhaps out of Rule of Drama.
    • The game also provides no details about the Abyssal command structure, but some fanfic writers give them their own admirals.
    • Averted for the anime; Kisaragi's sinking created such a backlash that her artist had to tweet that the anime wasn't canon to calm things down.
  • Ace Custom: Various usable carrier-borne aircraft and catapult-launched seaplanes have Ace Custom variants. Here's a few of them.
    • A variant of the Zuiun seaplane, operated by the th Naval Air Group, offers improved anti-ship and anti-submarine stats compared to its standard version. The model 12 improved version also has a th Naval Air Group variant, which has been only available as a ranking reward so far.
    • The st Air Group, which have so far been restricted to being ranking rewards and Ryuuhou Kai stock equipment, have higher anti-submarine stats than their vanilla counterparts.
    • The Suisei operated by Egusa Takashige, also known as the "God of Dive Bombers".
    • The Tenzan Model 12 operated by Tomonaga's squadron, whose stats even surpass the Ryuusei Torpedo Bomber.
    • Topping even the Tomonaga-spec Tenzan is the Tenzan Model 12 operated by Murata's squadron, the air group that has formerly been assigned to Akagi before being reassigned to Shoukaku after the Battle of Midway.
    • For the fighter planes, there's the Reppuu piloted by the st Naval Air Group, which were assigned to Unryuu and Amagi.
    • Which was surpassed by the Iwamoto's squadron on a Zero (albeit an improved one), led by none other than legendary ace fighter pilotTetsuzo Iwamoto.
    • After years of being being overshadowed by Iwamoto's squadron, the 1st Carrier Division finally one-ups them with a Reppuu Kai Ni piloted by skilled fairies from their division, though they aren't available yet.
    • The December ranking update introduced a General Motors variant of the Grumman F4F Wildcat, the FM-2, with the markings of Composite Squadron 10 (VC). This squadron was operated off the Casablanca-class escort carrier USS Gambier Bay.
    • For land-based planes comes the Hayabusa Model II under Captain Tateo Katou.
    • The Extra Operation of the Spring event rewards a total of 3 planes from the famous Tainan Air Group, which houses aces such as Saburo Sakai.
  • Ace Pilot:
    • The "skilled" version of the low-tier planes in game, which possess even better stats than some of the high-tier planes.
    • By the start of the Summer Event, admirals can now invoke this by "training" their planes which can now gain experience and ranks for every battle they participate. This is very useful as ranked planes gain bonus stats which can make a difference during battles. However, be wary as those plane ranks can actually degrade when said planes are shot down in large numbers. If the plane slot it occupies is emptied in battle, the plane will be completely stripped of its ranks (although planes used in aerial support won't lose ranks this way).
    • This is very much based on Real Life, as both Kaigun and USN aviators gained experience during the battle. By the end of the Battle of Midway, the Kaigun's veteran pilots were greatly reduced in numbers to the point that this is actually one of the reasons they lost their carrier-based battles.
  • Acronym and Abbreviation Overload: Due to the game using the US Navy hull classification codes in its loading screen when referring to the ships, the English fanbase has followed suit. It is very common to see many acronyms in chat channels, let alone across This Very Wiki and The Wiki Rule.
  • Achilles' Heel:
    • Installation enemies take increased damage from certain equipment, such as Type 3 Shell and WG
    • Some event bosses have weaknesses that can be exploited regardless of whether the debuff conditions were met or not. The Spring event had Central Princess at E6 taking extra damage from dive bombers and seaplane bombers note which can only damage installation bosses during initial airstrikes, and only when the carriers have no torpedo bombers, and the entire boss fleet at E7 taking extra damage from torpedo bombers and land attackers. During the Autumn event, the ships involved in Operation Crossroads (Nagato, Sakawa, Prinz Eugen, Saratoga) could deal upwards of 4 digit damage to enemies at the E5 boss node, far higher than the daytime and nighttime damage caps of and respectively. In Winter , the damage modifier for the E3 boss fleet was reduced to for ships carrying a sonar or a depth charge, and for ships carrying a Seiran.
  • Allegedly Free Game: The browser game has some shades of this, as Akashi's Secret Shop sells several consumable itemsnote such as Repair Crew, Reinforcement Expansion, Marriage Documents and Furniture Fairy, some of which are rarely comes by normal gameplay, as well as extra resources, all at the cost of a certain number of points. While it is averted in KanColle Kai as the Strategic Points are obtainable in-game, buying them in the browser game requires the player to spend real-life money to purchase DMM points as it does for any games hosted there.
    • Resources and consumables aren't the only thing offered there either, as certain account enhancements such as extra ship slots, repair docks and fleet presets can only be purchased there. Seasoned admirals will find themselves hard-pressed for more ship slots sooner or later as more shipgirls are stationed into their base with their limited ship slotsnote All admirals can have up to shipgirls by default, with 5 reserved for new shipgirls in event maps.
    • That being said, all the items mentioned above are entirely optional and players have the option to not resort to purchasing them throughout their gameplay. Bribing Your Way to Victory is averted in most cases as none of the items and perks offered there grant any guarantees of the battle outcomenote though repair goddesses may potentially save a heavily damaged girl from sinking, not to mention that players have to collect their shipgirls and equipments on their own merit or luck regardless of those purchases.
  • Alpha Strike:
    • The game mechanics encourage the player to inflict a lot of damage to the enemy fleet before the enemy returns the favor itself, especially in later maps and events where your fleet will face increasingly tough enemy fleets.
    • In the earlier versions of the game ( to ), this applies to your carriers, torpedo cruisers and submarines note Torpedo cruisers can attack before the shelling phase if equipped with Midget Submarines; so can submarines, or they can simply reach level 10, capable of crippling or 1-hitting enemy ships, with battleships following that. Later on, thanks to better equipment, carriers can attack earlier during the shelling phase.
    • Destroyers, light cruisers and escort ships specialized in Anti-Submarine Warfare such as Isuzu Kai Ni, Asashio's Kai Ni D, Taiyou Kai Ni, or with a high enough ASW stat, can attack enemy submarines before said submarines unleash their torpedoes.
    • The first shelling phase has the girls attack in order of their Range. Italian and Yamato-class battleships (Very Long Range compared to other battleships' Long) and Italian heavy cruisers (Long Range compared to other heavy cruisers' Medium) (and their respective equipment) will attack earlier during the shelling phase. Shoukaku and Zuikaku in their Kai Ni form also have default Medium Range compared to most other aircraft carriers' short. Equipping them with Jet Planes also grants them an additional round of opening airstrike.
    • Before the start of the actual combat, Admirals can dispatch Land-based Bombers in the same manner, attacking the enemy fleet as well as weakening its air power should there be enemy airfields or carriers present.
  • Alternate Character Reading: The December Crossover event added in two Is: the Arpeggio Iona pronounces as Yonmaichi but KanColle's I (the reward for clearing the event) pronounces it as both Yonmaichi and Shioi.
  • Alternate Universe: Explicitly said to be the setting of the Bonds of the Wings of Cranes light novel. It has similar locations, but as Zuikaku quickly learns, not only did World War 2 not happen, Japan doesn't exist as a sovereign country.
  • Alternate History: The game is starting to show this, especially in later events.
    • The final stage of AL/MI Operation in the Summer Event have your own fleet pitted against the theoretical IJN's counterattack force, in a what-if scenario where Hiryuu had retreated to the safety of the main force, with the benefit of protection from Yamato and Musashi had the latter been commissioned in time for the Battle of Midway.
    • This eventually continues in the Spring Event depicting the 2nd Indian Ocean Raid, which is a success and pressed on further into the Arabian Sea, in attempt to secure the Suez Canal. Some suggest it might be coordinating with the events in the North Africa, which if successful would have led to the British being in serious trouble and help the Italians (Afrika Corps) in the process.
    • The Summer somewhat inverted the one above, as a Western Fleet was required to deploy, possibly against a counterattack by the Royal Navy. In the main scenario, the event is once again set in the part of the Solomon Islands known as the Slot and one of the final maps is Operation FS, which never happened in reality because of the failure in the Battle of Midway.
    • The Spring operation is purely this, without any real-world basis. The main phase involves seizing and building an airbase in Johnston Island in order to deploy Land-based Bombers. An extra operation is a return to the Solomon Islands, involving a renewed offensive to seize Henderson Airfield, a Call-Back to Fall Event The last part is an invasion of Pearl Harbor, which has to be attacked twice.
    • Zigzagged in Fall event. While it is focused in the Battle of Leyte Gulf, and pretty much repeats the same objectives of the admirals who lead the battle (Shima, Ozawa and later Nishimura), the game expects you to succeed where they fail in real life.
  • Anachronism Stew: It's implied that despite the ships being based on World War 2, the setting they're in are actually close to the present day Real Life, as shown below.
    • Historically, some ships had sunk by the time some newer ships were launched. Here, everyone can stand together and meet each other.
    • Many found it awkward when Imuya mentioned smartphones.
    • Musashi has actually shown hints of being technologically savvy, and is depicted as being able to catch onto the present popularity as well. But considering what has been mentioned above, it'll take a while until DMM & Kadokawa settle down with a proper period.
    • There's also Yuubari mentioning recording shows that air at midnight. See example for the Otaku entry down below.
    • The Christmas events could also count. Although the holiday had already been introduced to Japan, all celebrations were suppressed during the War. It&#;s especially hypocritical considering what many of the original ships were involved in during the season. It can be argued that the special event/holiday CGs aren't really meant to reflect history.
    • The whole issue with smartphone things goes further with the launch of KanColle for Android, where Shiratsuyu got a celebratory art with smartphone and headphone.
  • And Your Reward Is Edible: The Summer Event introduces not only new and stronger enemies, but also the combat rations, which acts as an consumable equipment that restores morale upon consumption. The saury (a.k.a mackarel pike) fishing event also introduces canned sauries which worked similarly.
    • And even before the introduction of equipable consumables, there is a mini-seasonal event when the Hishimochi are made available as a battle reward, making this a literal example of this trope.
  • Anime Hair: Despite the high number of characters with exotic hair colors, only Jun'you, with her ludicrous spiky mane, has hair worthy of the tag.
  • Anti-Air: There are two defences against enemy aircraft:
    • Fighter planes. Most of these, especially the more effective ones, can only attack other air units. Hybrid fighter/bombers can do both tasks but not as well.
    • The anti-air batteries on the ships. All ships, excluding submarines, can defend against incoming bombers. This can be improved with AA-boosting equipment, in particular the anti-air fire directors, which enable an anti-air cut-in attack that's one of the most effective ways to reduce incoming bombers. Some ships are particularly suited for this, such as the Akizuki-class, Maya, and Isuzu being specialized anti-air ships that can perform AA cut-ins without fire directors.
    • Some Abyssal Ships are said to have their own AA cut-in as well, although this is never shown when it activates. A good way to lose your bauxite.
  • Anti-Frustration Features:
    • Not in evidence during the earlier versions of the game (other than a certain event map with absolutely no branching whatsoever, and gave Shinden Kai as the reward for clearing it), but many were either discovered by the players over time (such as the fact that ships cannot sink as long as they start an enemy encounter with at least orange HP (more than 25% of full HP), although for this particular mechanic, it turned out that it didn't need discovering since it was already covered in the tutorial; see Failed a Spot Check/Read the Freaking Manual below), or quietly added over time when the staff realized the ridiculous rates of attrition some players were experiencing, particularly during events. Since then many, many quality-of-life features were added to prevent admirals from rage-quitting from sheer annoyance. And before fleets were automatically made to retreat once a flagship is dropped to red or critical status to reduce subcheesing effectivity, flagships couldn't sink under any circumstances. (This still applies to the flagship of the escort fleet when you sortie under Combined Fleet rules, since the automatic retreat only applies to the flagship of the main fleet.)
    • Fall E-2 requires you to bring a light fleet (1 light cruiser, 5 destroyers only). Furthermore, clearing its transport gauge requires you to dedicate space to non-combat equipment, reducing your damage capabilities. Fortunately, you don't need to sink the powerful Light Cruiser Princess to clear the map.
    • Fall Event also introduces the Submarine Princess. Fortunately, the map she made her first appearance is a Combined Fleet map, which doesn't cause all damage done to submarines to become Scratch Damage during the night battle, meaning it's still possible to sink her even if the day phase doesn't pan out. This is averted in the subsequent appearances in event maps however, much to the frustration of the players who wanted the 16 inch Mk.7 gun during Winter Event.
    • Winter Event introduces long-distance air raid nodes to replace the Aerial Combat nodes. While it kept the enemy fleet out of range of your carrier's fleet, the enemy fleet only have one bombing phase instead of two for both sides, thereby averting the attrition from an all-out air battle that leads to significant loss of aircraft at both sides (especially if either side have powerful air defenses). These nodes also costs fewer fuel and ammo consumption as well.
    • Event drops at Abyssal Combined Fleet nodes tend to be available from A-rank instead of S-rank for Abyssal single fleet nodes, considering that scoring an S-rank against the Abyssal Combined Fleet is much harder with the doubled number of enemy units in the Abyssal Unit on top of the high-armored bosses that serves as the Abyssal fleet flagship.
    • The map will display accordingly if you reach an air raid or submarine node, allowing you to choose the appropriate formation.
  • Anyone Can Die: Prospective admirals beware, once a ship girl is sunk (when their HP is reduced to zero), they (and whatever's equipped on them) are not coming back, unless you happen to have a special item equipped on her beforehand (damage controls, or damecons; they can only be bought using real-world money!) to make an emergency repair on-location. Even then, it's a one-time deal, and if the same kanmusu gets critical damage again (such as if you advance to a new node after that battle), that's it for her (unless you have another damecon on her, of course, but most people only equip one on a ship at most).
  • Archer Archetype: Some of the Standard Aircraft Carriers (like Akagi), as well as 4 of the Light Carriers, are portrayed as samurai archers.
  • Armchair Military: It may seem unusual that "Armchair Admiral" gets mostly played straight, but it's with justification, since conventional battleships are useless against the humanoid-looking forces of the Abyssal Fleet, so all the humans' battleships look like people (and are all-female because all ships are female, naturally) carrying various military equipment instead to match their tactical capabilities. In other words, there's literally no room for the Admirals during battles, so they have to stay at the base and give orders via radio.
  • Armor Is Useless: The stronger enemy types and bosses are so powerful that they can one-shot even the player's toughest battleships. In such cases, it can be better to just avoid the defensive formations in favour of offence-oriented ones and hope your girls can sink or cripple them before they do it to you.
  • Art Evolution: One can track the progress of an artist's improvement (or for some artists such as Yadokari, the opposite) by just how different the art of a remodelled ship (or their holiday-exclusive CG) compares to its default sprite. Examples are Kongou and Hiei (although many disliked Kongou's "monkey ears" art), Shiratsuyu and Murasame, Kinugasa, Naka and Jintsuu But a standout example is Hiyou, whose Kai looked like it was drawn by another artist altogether. That was just how much the artist improved.
  • Artistic License &#; Ships:
    • No, T-crossing does not work that way. When you T-cross the enemy fleet, you don't take extra damage in return, and when you get T-crossed, you don't take reduced damage either. This is possibly one of many Acceptable Breaks from Reality for the sake of game balance, seeing as the game got most other facts right.
    • Before the update on 28 July , fast battleships were unable to equip AP ammo, despite the fact that the Kongou-class did carry them historically.
    • Mizuho was introduced during the Summer event with a listed speed of Fast, when her historical speed was 22 knots (in comparison, Yamato-class, the fastest "Slow" ships, had a speed of 27 knots, and Kaga, the slowest "Fast" ship, had a speed of 28 knots). This was fixed when the event ended. The Chitose-class as AVs had a similar speed, but unlike Mizuho's, theirs weren't fixed.
    • The classification of the Yamato-class as slow may also count, seeing as how the real-life Yamato-class was faster than the smaller Fusou, Ise, and Nagato-classes. Also, the Yamato-class had the same top speed as the American South Dakota-class, which were classified as fast battleships. Then again, the class in real life wasn't designed as a "fast battleship" in mind.
    • Despite Warspite being historically a fast battleship, here she's a normal (slow) battleship. At least it makes sense since even the slowest Japanese battleship class (Fuso-class) is faster than her. Then comes Gangut, a dreadnought-era battleship who is erroneously categorized as "fast battleship" while having an actual speed listing of "slow".
    • While we're on the subject of the abstraction of speeds as "Fast", and "Slow", in the Arcade version, the ship's actual speed does matters. In an all-fast fleet that includes Kaga and/or either of the Chitose sisters and/or Shimakaze, for example, if the order for flank speed is given, this can result in Kaga and the Chitose sisters being left behind, as they are the slowest "Fast" ships, while Shimakaze effectively outruns the rest of the fleet.
    • In actual naval battles, aircraft carriers are capable staying out of enemy surface ship's shelling range due to the enormous range of their aircraft. In KanColle the surface ships are able to close into the shelling range of aircraft carriers on both sides (apart from the initial airstrikes). This is definitely out of Rule of Fun, as it would be impossible to S-rank any nodes with enemy carriers if your own fleet doesn't have any. The later-introduced pure carrier-on-carrier nodes reflect naval aviation battles more accurately, as only the carriers' air wings engage (twice) and the surface combatants don't get to fire at all, effectively relegating the surface ships to air defense role.
    • All cruisers are capable of performing torpedo attacks, including five ships (Ooyodo, Pola, Zara, Houston Mod. 1, and Helena) whose historical counterparts were not armed with torpedoes. The real ships' lack of torpedo armament is reflected in these girls having zero for their torpedo stats. However, not only can they accept torpedo launchers and be capable of launching torpedoes after that, their base torpedo stat can be raised above zero via modernization.
    • As the devs once mentioned "The Washington Naval Treaty doesn't apply here". As such, light cruisers can be up-gunned with mm main batteries, which are typically heavy cruiser guns. Similarly, all battleships can be up-gunned all the way to 46cm, the largest battleship main gun caliber ever constructed. This has become downplayed when accuracy penalty is imposed on battleships with overweight guns, with Kongou-class being hit the hardest by the penalty.
    • Several of the less well-known foreign ships (such as Richelieu and Zara-class) have inaccurate stats, due to their specification details and service history (such as Zara's armor and Richelieu's anti-air refit at New York) not being fully disclosed by Japanese Wikipedia.
    • In IJN proper ship classification, all aircraft carriers are considered as fleet standard regardless of their plane capacity, but lighter carriers are put in their own classification in-game. Additionally, the Shouhou-class light carriers was officially designed as Zuihou-class in real lifenote While Shouhou (formerly the seaplane tender Tsurugizaki) is the older ship of the two, Takasaki was converted into aircraft carrier first, effectively making Zuihou the lead ship by commission date.
    • All carriers can equip all planes. Historically, certain planes like the Ryuusei and Reppuu were too large for any ship but Taihou and the unimplemented Shinano to use.
    • Just like her counterpart in Warship Girls, USS Samuel B. Roberts is mis-classed as a destroyer instead of a destroyer escort, and because of this, she is able to not only equip the USN mm quint torpedo launcher introduced with the November ranking rewards, she also gets a stat bonus from the launcher on top of the equipment's base stats.
  • Ascended Glitch: At the start of Spring , the devs had mistakenly make Yamashiro Kai 2 a drop at E1's boss node. But then in KanColle Arcade, you can actually acquire a limited edition of Ise Kai card, complete with brand new artwork.
  • Awesome, but Impractical:
    • Aircraft carriers and battleships in general for players with limited resources, especially new players. They're much more powerful and tougher than anything lighter and they add options such as recon, air superiority and a second shelling phase that can make a big difference in combat. However, their expensive maintenance costs can really put a dent on an admiral's resources, and incur significant repair times whenever they're damaged. Superbattleships Yamato and Musashi take this to extremes, as they use as much as three times the resources to refuel and re-arm, and take twice as long to repair even when compared to Nagato, who is herself already a massive resource sink. To a lesser extent, Iowa took twice as much resources as Kongou-class battleships to refuel and re-arm.
    • The Tokyo Express expeditions (37 and 38) have a very high resource-to-time ratio, but require you to send out high-leveled destroyers (A Lv as flagship, plus some more to hit the fleet total level requirements) carrying many () drum cans, so this puts them out of reach of starter admirals. Becomes Awesome and Practical for more experienced ones that have so many appropriately leveled destroyers that they can randomly toss some into a fleet and still hit the requirement.
    • Combined Fleet sorties certainly sound cool in theory, considering that you can sortie 12 ship girls at once for more shelling and firepower. However, sortieing that many ship girls at once is bound to cost a much larger amount of resources, as well as taking away one of the fleets that could've been sent out to expeditions for extra resources (in fact, if you send both support fleets, which is virtually a must for the harder event maps, that would leave you with no expeditions to gain resources from). And that's before mentioning that pretty much every map that requires the Combined Fleet tend to have powerful enemies, and your fleet's accuracy are significantly nerfed.
    • 46cm Triple Cannons. The biggest ever gun in real life, this gun boasts the highest firepower out of all other guns. However, not only are they much harder to upgrade compared to other main gunsnote Upgrading this gun requires a spare 46cm gun to be used as a modernization material, which can only be obtained as a rare result of crafting after pouring around ammo, or from similarly rare outcome of LSC as Yamato-class's stock equipment, stacking them on battleships not designed for them (read: anyone but Yamato-class) causes an accuracy penalty which admittedly isn't that obvious in single-fleet sorties, but very significant in Combined Fleet where accuracy is nerfed further; it will be very difficult for your battleships to hit much of anything at all. For some reason, the 51cm Prototype Twin Cannon doesn't suffer the same accuracy penalty, although only Nagato-class Kai and Yamato-class can equip it, and it requires even more spare 46cm guns to improve as well.
    • The first two jet aircraft introduced. They get to attack in an earlier jet assault phase as well, but that just means they get exposed to enemy Anti-Air twice, making them easier to get shot down. And the damage they do isn't even that much; they deal normal damage in the jet assault phase but reduced damage in the aerial phase. On top of that, they consume steel on a per unit, per battle basis (due to historically having lower service life). As a result, general consensus among the players is that they're not worth using. Hopefully it's just because they're fighter-bombers.
  • Back from the Dead: The effect of Damage Control (Damecon for short) prevents your girls from sinking for real. Of course equipping this item causes the ship to not performing as well as it takes up one equipment slot. There are 2 types of this items as well: the Repair Crew leaves your ship at 25% or less health, and leaves her at risk of sinking in the next battle, and the Repair Goddess that fully restores HP, fuel and ammunition to the ship that would have sunk. Somehave made really good use of the latter.
    • In fact, this received an indirect buff in Summer after the introduction of "auxiliary slots" for ships which are level 30 and above, which can only hold things like Damecon etc, allowing shipgirls to have insurance while being able to perform to their full potential.
    • Sometimes, the game may disconnect on you and the ship may end up being still with you, albeit with 0 HP, like in this case. Disconnection mid-battle due to maintenance starting works too. However, it doesn't work if you initiate the disconnection.
    • There was once a time where you could avert a girl's death just by refreshing, but that has long been fixed. It is still possible to refresh to call off the sortie before the next battle is initiated however, which is useful in saving a heavily damaged shipgirl in the event of accidental orders to continue the sortie.
    • In the Arcade version, you can avert a shipgirl's sinking by either paying some credit or sacrificing your HQ and that shipgirl's level.
  • Bare Your Midriff: Shimakaze, Yuubari, Ooi Kai 2, Kitakami Kai 2, Maya and Choukai Kai 2, Musashi, Shouhou (but not if she's remodeled) and the Nagato-class sisters.
  • Battle Theme Music: The game has dozens of battle themes, especially ones for a particular map.
  • BFG:
    • The 46cm (inch) Triple Cannons which are seen in the Yamato-class, which are craftable in the game. They have longer range than the 41cm and the cm cannons, and aside from having the highest firepower and AA stat, were also capable of being an AA gun as well, before a revamp to AA mechanics removed this function.
    • A later update added an even bigger gun, the 51cm Prototype Twin Cannon design for the never-built A battleship aka "Super Yamato". It's so heavy that it can only be equipped on Yamato and Nagato-class battleships, and the latter has to be remodeled to even equip such an absolutely massive gun.
  • Big Sister Instinct: The lead ships of some ship classes act as this for their sisters. Fusou is an example of this, as she thinks of her sister Yamashiro's well being most of the time.

    Fusou: ''Please look after my younger sister Yamashiro's modernization as well."

  • Black Comedy Cannibalism: Some fans interpret the "modernization" mechanic - where you select some ships to be sacrificed to upgrade one selected ship - as this, where said selected shipgirl "eats" those other shipgirls to empower herself. All Played for Laughs, most of the time.
  • Bleached Underpants: Some of the artists involved have done NSFW work before. Jiji for one is a Promoted Fanboy who's done risque fanart of the game.
  • Bokukko: Mogami, Satsuki, Shigure, Z1 Leberecht Maass, Hatsuzuki and Matsukaze. In a variant, Tenryuu, Kiso and Arashi use ore.
  • Boobs of Steel: Naturally comes with being the personifications of warships, especially more so on the more well-endowed ones. Yamato sports an almost literal (read: Type Armor Piercing Shell coconut bra) definition of this.
  • Bonus Dungeon: The Seasonal Events. Essentially time-limited Extra Operations on steroids, they're held once per season for several weeks to challenge players in the bonus maps that are based on historical and theoretical Kaigun naval battles and operations, with newfangled shipgirls, equipments and items, as well the opportunity to obtain shipgirls that are either unavailable or extremely difficult to obtain from normal gameplay. Most Admirals would stock up their resources well beyond their soft regeneration limit specifically in the anticipation for the aforementioned events.
  • Boring, but Practical:
    • Back in Phase 1, Orel cruising at with submarines to farm fuel is extremely boring, but if done right you can gain fuel much faster than any expedition can provide you, and many daily and weekly quests can also be done on the side.
    • Also back in Phase 1, grinding at , node A gets tedious very fast both for the admiral and the In-Universe morale of the girls, but as long as you have a submarine in your lineup, the mooks present will target nothing else. You will have almost no risk as long as you make sure to damage the mooks to medium damage at least so they can't use closing torpedo salvo. The EXP provided is also pretty decent.
    • Double Attacks are less powerful than Cut-Ins, but they trigger far more often, especially for girls low in Luck.
    • Expeditions 2, 5 and 6 are unlocked early in any admiral's career and have low level and composition requirements, yet provide a decent intake of ammo, fuel and bauxite respectively as long as one can check the game frequently.
    • Ranking at Sortieing to that map multiple times a day is part of the standard repertoire for people who want any ranking rewards, and the map also gives excellent EXP.
    • As of Phase 2, bringing a fleet with at least three carriers (both light and standard apply) to will always direct you to a node with two Wa-class transports. There's absolutely no excitement to be found here, but the weak enemy fleet present, helped by the carriers' Alpha Strike sinking at least one right off the bat, means it's a very safe way to accumulate transport kills for quests.
    • Phase 2 replaces Orel with for fuel farming. A fleet comprised of a seaplane carrier or Kamoi, at most one submarine and all destroyers for the rest will be routed such as to collect fuel after one easy battle, and the more Drum Canisters or Daihatsu equipped the better.
  • Born Lucky: While it's still unclear exactly what the Luck Stat actually does in the game (its only known effect is the probability of a "Cut-In" attack), an observant admiral will notice that certain ships will have higher-than average luck. Those who also happen to have more than a passing knowledge of World War 2 naval battles will note that the majority of these ships either lasted to the closing months of the war note Aoba, Haruna, Ise, Hyuuga, Ooyodo, Hatsushimo, actually survived the war note Yukikaze, Nagato, Houshou, Jun'you, Kitakami, Myoukou, Takao, Ushio, I, I, Sakawa, Taigei/Ryuuhou, Prinz Eugen, U/Ro, Littorio/Italia, Katsuragi, Kamikaze, Harukaze, Iowa, Warspite, Saratoga, I, somehow avoided or survived damage that had easily taken out their sister ships during a particular action note Hiryuu, Zuikaku before they themselves got sunk, were Sole Survivors of certain major engagements note Yukikaze again, Shigure, sank in shallow waters where it was easier to raise them for scrap or were run aground or otherwise not actually technically sunk note Nagatsuki, most of the ships that were lost near the end of the war or simply were the last of their classes to sink note Kasumi, Zuihou. Yukikaze in particular not only survived more major battles than she had any right to, but she also served as the flagship of the Republic of China Navy before finally being dismantled in Her luck stat of 60, higher by far than any other ship in the game (until Warspite comes up), reflects this. Hibiki, I and I are exceptions, however note All 3 of them survived the war, and Hibiki even served with the VMF for a while, but all 3 of them don't have luck exceeding
  • Born Unlucky: Much like the previous entry, an admiral will also notice ships with lower-than-average Luck scores (lower than 10). More often than not, these are references to their unfortunate fates, either due to faulty design choices, circumstance, or both. Many of the ships in the latter category either sunk during their initial sorties (Taihou, Bismarck note Bismarck's luck improves quite a bit in later remodels, however.), never got to participate in battle at all (Mutsu, blown up while in port), or were never even completed to begin with (Graf Zeppelin, Aquila). And despite having average luck in the game (exactly 10), Shoukaku is sometimes lumped into this group as well, due to the fact that she took more than her fair share of damage in the fleets she was in.
    • For some reason, Yamagumo has even lower luck than the other destroyers, being the first destroyer to have less than 12 luck on remodel. Yamakaze has it even worse, with her luck still in single digit after remodel.
  • Bragging Rights Reward: The Winter event introduced the First Class Medal, which is displayed beside your player name on Server Lists or PVP lists. You can only get it if you complete an event on Hard Mode on its final map, already infamous for its extreme dose of Random Number God-influenced shenanigans.
    • Ranking rewards in general. Some equipment, such as the Type 0 Passive Sonar, is only available as ranking rewards, but isn't very useful.
    • Perfect S ranks.
  • Breaking the Fourth Wall: Numerous ship girls love doing this through their spoken lines, though some of them are more blatant about it (the Yuugumo-class Destroyers for example) than others.

    Musashi: ''Admiral, it would seem appropriate to quit your browser window here if you are busy. Oh, you were actually planning on our next move? I apologize for jumping into conclusions."

  • Brutal Bonus Level: This game has so many of them that it can take a page on its own.
    • All Extra Operations are this to a certain extent, but the Extra Operation takes the cake. With its difficulty indicated as 11 stars with a big star to represent 10 smaller stars, it is the hardest map in the game apart from seasonal event mapsnote And even then, only the last one event map or two have a big-star in its difficulty scale. For a good reason: it is heavily guarded by Re-class battleships (which can attack with planes and torpedoes, can attack submarines with said planes even at night, has absurdly high HP and armor comparable to demon princesses, and only its normal form lacks pre-emptive torpedoes) and flagship Wo Kai carriers (which are simply a much stronger version of standard flagship Wo-class aircraft carriers), makes every other level in this game look extremely easy. To top it off, the standard route for the map boss itself has a disturbingly significant chance of running off-course into a dead end, making the map itself much more frustrating to clear than it already is. While is possible to S-ranking the boss node, it is rarely done except for quests that requires S-rank clears in said map.
      • As if the Phase 1 map wasn't hard enough already, Phase 2 managed to makes it even harder. Sure, the Re-class presence was greatly diminished to the point that the southern route becomes somewhat more viable (if you are willing to wade through two night battle nodes). However, the northern route now has a Tsu-class escort (infamous for killing off shipgirl's bombers) on top of a slightly higher air power and retains the ever-notorious Elite Re-class. To top it off, the boss node now can have a formation where Southern War Princess is the flagship. And then they buffed its armor past the daytime shelling cap, making it quite difficult to clear, especialy in the last dance. That being said, it also have additional branching routes that allows the player to avoid the infamous off-routing to dead end altogether.
    • To a lesser extent, the Extra Operation also counts as one for players who wanted to obtain an extra medal. While it doesn't feature the Re-class battleships like the Map does, this map allows you to bring as much as five battleships and one carrier for a good reason, the Seaport Princess is back and now have a muchmore powerfulfinal form, with such a formidable escort that not even bringing Yamato-class and Nagato-class can guarantee your victory over her. The enemy force that you have to wade through with such a heavy fleet is no pushover either, as the shortest possible route brings you through a compulsory night battle followed by an encounter with Light Cruiser Demon and multiple Flagship Kai Wo-class and Ru-class. While support expeditions would help tremendously in this map, it's not possible to bring them for this map as you were able to in World 5 maps.
    • The time-limited seasonal events tend to have those as well, usually those with a big star in its difficulty rating. Examples include the Summer E-6, Autumn E-4 and Winter E-4 all have 12 stars. The first of the three was formerly thought to be an absolute nightmare, as documented in the Fake Difficulty entry due to the nature of the event, but subsequent events took this trope to much greater heights than even that.
    • Winter E-5 (A-class) is one of the hardest maps ever conceived at its time. Many Admirals expressed outright disbelief upon seeing two Battleship Princesses (same as Summer E-6 final boss) now as mere escorts to the even more powerful Battleship Water Demon.
    • Spring E-6, indicated with 14 stars. Before the pre-boss, you are guaranteed to encounter at least one Abyssal Princess as sub-boss, with the paths with a night battle being the easier paths. The pre-boss node has a guaranteed Aircraft Carrier Princess. Furthermore, the boss, the aforementioned Battleship Water Demon, gains an Aircraft Carrier Princess as an escort for its final form on Medium and Hard difficulty. Surprisingly, it wasn't that hard to clear (in fact Spring was considered one of the easiest events in the history of the game), but resource drain for combined fleet was massive, especially if you intend to farm Roma or U
    • Summer E-7 ups the ante with its difficulty rated at 15 stars (appropriately titled "Operation FS"). Unlike the previous final event maps that pit you against an uber-powerful enemy battleship fleet, you're fighting to subdue a heavily guarded destroyer that has nigh-impenetrable armor, requiring several relentless assaults on the installations throughout the map to weaken her armour for about a day. Sounds simple in theory once it was figured out, but the map itself has random routing and the pre-boss nodes are very powerful even at the lowest difficulty, making it very difficult just to get to the boss and damage it. In fact, it's not improbable for you to complete this task after many attemptsonly to find out you don't have enough resources left for an assault on the boss herself, and won't be able to get enough until after the daily reset, by which time her armor goes back to its original value. Post-event statistics show that of the about 70% of players who took part in the event, only 45% of them actually managed to beat the map at all!
    • Winter E-3 has 14 stars again. As with the previous event's final map (and possibly subsequent event's final maps thereafter), it is a Marathon Level where you need to clear both the Transport Bar and the HP Bar. During the HP Bar phase, it's possible to get Battleship Princess (or two!) leading the mook nodes, and this is the easier route as the Carrier Task Force's route have Aircraft Carrier Princess and Wo-class flagships as the deterrent. You can assemble a much stronger fleet here thanks to Aircraft Proficiency and the map allowing you to bring up to four preemptive-strike capable shipgirlsnote Ooi, Kitakami, Kiso and Abukuma, the latter two at second remodels, but the final boss is not any easier as the Heavy Cruiser Princess is extremely durable, and is escorted by one Battleship Princess on Normal difficulty, plus one more for the last dance even on Easy. At Hard difficulty it tops out even the Winter Event's final boss composition, as you not only have two Battleship Princesses as full-time escorts, but also one Aircraft Carrier Princess before even the last dance. Odds are good that at least two, maybe even all four, will survive into the night battle.
    • The entirety of Spring Event counts as this to certain extent, with the final map at E-7 setting a new record for the hardest boss composition ever seen. Once again having 15 stars, the final boss on Easy has four boss units - Central Princess, Airfield Princess, Aircraft Carrier Princess and Ancient Destroyer Demon. The ante is upped even further in Hard Mode with an all-boss composition with Central Princess, Aircraft Carrier Princess, two Battleship Princesses and two Ancient Destroyer Demons.
  • Bunny-Ears Lawyer: Most ship-girls could be infected with sudden bouts of crazy, lazy, or stupid or permanent quirk(s) yet can deliver the job done if under competent and lucky admirals. Kongou sisters are good example of the crazy kind.
  • Buxom Is Better: The Takao sisters for Heavy Cruisers, Tenryuu and Tatsuta for Light Cruisers, Yamato and Musashi for Battleships along with the majority of foreign ships (in particular the Americans). In the former's case it's even lampshaded by Atago in the game's database section, where she mentions how her fuel tanks are heavy and make her shoulders stiff. Also Ushio and then Hamakaze for Destroyers, the class that would otherwise be inhabited by little girls.
  • Cap: A soft cap ( against submarines, during daytime shelling phasenote increased from with the March 17 update, otherwise for day battles and for night battles) applied after pre-cap modifiers, where damage done exceeding the cap will receive diminishing returns (the excess is square rooted and added to the cap, making the effective soft cap 1 higher than the mechanical cap). There is also a regeneration cap for each of the 4 main resources depending on HQ level note *(HQ level + 3), as well as a hard cap at , implemented on March Certain items like development materials (devmats) and instant repairs (buckets) also have a hard cap of , also implemented on March
  • Captain Ersatz: Some ship girls look similar to certain Touhou characters. Kiso looks a lot like Murasa with an Eyepatch of Power, especially after her second remodel. In addition, Suzuya has some similarities with Sanae, Yayoi resembles Patchouli (complete with crescent moon hair clip), and Akitsu Maru outright looks like she was designed by ZUN (although she wasn't), although she doesn't much resemble any currently existing Touhou character (except for maybe Yoshika).
    • Not to mention that while all of the Kongou-class wear unconventional shrine maiden outfits reminiscent of Reimu's, Haruna gets bonus points for wearing a red and white version.
  • Cast Herd: With the huge cast as well as the various historical and in-game interactions, there's several dozens of groups available. This goes from ship typesnote Destroyers, Aircraft Carriers, ship classesnote Fubuki-class Type III(Akatsuki-class), Shoukaku-class[[/labelnote]] and divisions[[labelnote:*]]DesDiv6, CarDiv[[/labelnote]] to historical fleets[[labelnote:*]]The Mikuma fleet used at Savo Island and ship-girls who look like each othernote Takao and Atago, already sister ships, have been collectively called the "Takao sisters" due to having identical outfits and visible "ship parts", while their "younger sisters" Maya and Choukai form another pair with identical clothes and turrets. The repair ship Akashi and light cruiser Ooyodo form another such cast herd despite there being no connection between their real-life namesakes: they wear identical outfits and also both started out as NPCs (running the item shop and assigning quests, respectively) before becoming playable..
  • Cast of Personifications: The game has you gather and organize "fleet girls" (kanmusu), warships that take form of girls, in a war against horrors of the sea, called the "Abyssal Fleet". Specifically, the fleet girls personify ships that took part in World War II, and bring with them the characteristics and history of each ship in question. At first the ships are taken from the Imperial Japanese Navy, but later updates give us ships from Germany and Italy, and even later ones give us ships from the Allies' side as well.
  • Chainmail Bikini: Yamato, when getting damaged, shows her metallic Type 91 Armor Piercing Shell Coconut Bra dropping out. It made her attire lookreally paper thin there.
    • The official 4-koma played this as a joke as well. Naturally Yamato is very uncomfortable with that revelation
    • A Genius Bonus for historians - Yamato's guns were originally specified as much smaller than the 46cm monsters they truly were. Seems that Yamato didn't want to reveal the secret of hershell size.
  • Character Level: Shipgirls can gain levels, which increases their Evasion, Line of Sight and ASW stats. Levels are also required for remodeling. The level Cap is 99, unless you decide to marry the girl, which can increase the cap into
  • Clingy Jealous Girl: Many ship girls are like this, either to the Admiral, or to their sister-ships. Kongou is a well-known example of the former, while Torpedo Cruiser Ooi is a good representative for the latter.
  • Cloning Blues:
    • Given how the game functions somewhat as a collectible card game, it's inevitable that a player will get multiple copies of a ship girl if they play long enough, particularly the more common types like destroyers. Not too surprisingly, this gameplay mechanic has made its way into both official media and fanwork, in the form of "clones", where it's played for either comedy, drama, or (in the case of Famitsu's KanColle Play manga) both.
    • KanColle Play featured a whole gaggle of Ooshio clones. While for the most part they were treated as comic relief, with them filling odd roles at the base (like being Naka's backup dancers during her concert), the comic also makes it quite clear that each Ooshio was a unique individual — which makes the fact that one of them had to be scrapped all the more heartbreaking.
    • Averted with the Kancolle anime, as we never see any same ship repeating itself, each ship is one and only.
  • Clothing Damage: A visual representation of your ships' condition, if they are suffering from moderate or major damage, complete with smoke coming out from their icons. Under minor damage though, their clothes and weapons are intact, although there will still be smoke.
  • Combat Breakdown: Initially inverted. When ship girl's HP is between 51% and 74% (light damage), they get a slight boost in attack power. Once it drops to 50% (medium damage) or below, their attack power is reduced to 70% and certain abilities like carriers attacking in the shelling phase or use of closing torpedoes get disabled. If their HP reaches 25% or under (heavy damage), the attack power is reduced further to 40%.
  • Common Crossover:
    • The series overlaps quite well with Arpeggio of Blue Steel, despite the latter being a much older series, due to their shared reference pool of World War 2 IJN warships.
    • There's also frequent crossover fanart with Touken Ranbu, since both games were made by the same company and hosted on the same website, not to mention that most people consider Touken Ranbu to be Kantai Collection's Spear Counterpart.
    • On a more individual level, there's a fair amount of fanart pairing (in one way or another) Nagato with Godzilla. Not as surprising as you may think.note IJN Nagato was used as a target for atomic tests after the war, and actually survived the first nuke.
  • The Computer Is a Cheating Bastard: You see this equipment list? All of these stats used by the enemy are way higher than the player's counterparts. Furthermore, stronger enemies have Your Rules Are Not My Rules, like the stronger carriers being able to launch planes at orange and night.
    • On the other hand, the enemy lacks the Anti-Frustration Features the player has. Not to mention that in every engagement, the player always gets to attack first.
  • Conservation of Ninjutsu: The Combined Fleet mechanism present on certain Event maps allows you to bring 12 ships to fight 6 of the enemy. Usually, those 6 enemy units will be so much stronger and tougher than normal that you'll need the added firepower.
    • Map features the Combined Fleet on the Abyssal's side, which are far less well-organized compared to the player's while enabling the player's fleet to fire as much rounds as they did in their own Combined Fleetnote 1 shelling phases for the main fleet, plus one more if either sides have battleships, while escort fleet have 1 shelling phase followed by the torpedo salvo, which gives a total of 3 shelling phase and one torpedo salvo (two if either side can launch opening torpedoes). Their escort fleet are still a nuisance, however, as they could shield the main fleet from the torpedo phase, if not completely.
  • Cool Big Sis: A lot of lines heard from the game can evoke this particular trope. Especially Hiei's desire to be like Kongou, or Yamashiro's admiration towards her sister, Fusou.
  • Cool Plane: Thanks to the aircraft carriers from WW2 eras being rendered as playable shipgirls in-game, the game has its share of planes. Planes such as Zero fighters needs no introduction, but late war planes such as Reppuu and Ryuusei are available in-game as well.
    • Various foreign planes have since been introduced into the fray over the subsequent events as well, though they are usually falls into either the Junk Rare and Rare Vehicles territory.
    • Special mentions goes towards the jet fighter planes such as Jet Keiun and Kikka. While they were never fully completed in real life, the in-game version have outstanding stats on top of their ability to strike twice. It takes a massive amount of effort to build themnote Building one requires aircraft blueprints and jet engine which are only available through a long line of quests, while refitting existing aircraft (such as Prototype Keiun) with jet engine required the upgrading aircraft to be maxed out, which costs a massive amount of improvement material, though.
  • Cosmic Plaything: While not so obvious in the game, Shoukaku hints that she's one unlucky girl (and is depicted by fans as one, especially when receiving minor damage), thanks to how she was treated during the war, by Japanese accounts. Her database even introduced her as "the ship that received terrible fate during that war (Battle of the Philippine Sea)".
    • Displayed prominently in the 4-koma where, in quick succession, she gets pooped on by a passing bird, hit on the head by a thrown rock, and has an empty pail dropped on her. The fact that she's such a magnet for misfortune (aside from the obvious real-world WW2 references) caused Kaga to be terrified of her, once she learned that both Shoukaku and Zuikaku were joining the fleet.
  • Covert Pervert: Shirayuki in the 4-koma (she's got a weird fetish of naval rounds, of all things), which causes Fubuki to be more than a little worried. Also Sendai, who likes seeing other girls get wet in the rain as it makes their underwear visible.
  • Creator Thumbprint: Several artists use recurrent design elements for their characters, even if they are otherwise very different from one another.
    • Shizuma Yoshinori (Nagato, Yamato, the Akizukis, Shimakaze, Yukikaze, Iowa, Saratoga, Atlanta): Almost every shipgirl drawn by him wears distinctive "Rudder Stiletto" high-heel shoes. Other main traits are being eye-catching/fanservice (and sometimes garish) and later on, the designs working in traits of the actual ships (like the bows being the Akizuki class' stomach protection), with Iowa combining the two. The only one with a significantly different shoe design is Akitsushima and they are rudder wedges rather than the usual stilettos. He also has a thing about sentient turrets, demonstrated with the Rensouhous and the Long 10cm-chan. Coincidentally, all but four of his ship girls feature exceptional stats. note The Yamato-class need little introduction. The Nagato-class were the strongest battleships available before the Yamato-class appeared and Power Creep kicked in. Shimakaze has above-average stats on par with destroyers who have second remodels; Yukikaze has ridiculously high luck apart from having similar maximum stats as the former; Amatsukaze has excellent durability and evasion; and the Akizuki-class have tremendous Anti-Air. Iowa is only second to Yamato-class in firepower and armor, while having superlative LOS and AAas a Fast Battleship. Finally, Saratoga has peerless durability and AA amongst Fleet Carriers along with a decent offense and plane count. As for the Type AM twins, they feature decent durability and a third gear slot, meaning that they can compensate for their average combat stats. Only Tokitsukaze features generic Kagerou-class stats while Akitsushima compensates for her poor stats with her unique gear (A sentient Flying Boat). He's also the one that starts the meme "the second ships (in a class) have sexy bodies", and this shows in Teruzuki, Mutsu, Musashi and Saratoga. His art while consistent has improved in a few spots, including curve range, making fans look forward to Second Remodel work for his Japanese BBs. With Musashi's second remodel, it hints at him seeking to fix a period of KC art he considers an Old Shame.
    • Ayaki (Tenryuu, Murakumo, Nenohi): Every ship girl drawn by this artist wear some form of Floating Headgear. Additionally, all but one of them wear bladed anklets in their unremodelled form. They also tend to take on rather dynamic poses and rather eye catching outfits. His Kai Ni out tends to drastically chance the girls' outfits; Murakumo being the most noticeable with Tatsuta in second.
    • Akira (Mizuho, French ships, Kamoi, Gambier Bay): While mainly an Abyssal artist (having done many of the bosses), he has done a few shipgirls with some eyecatching bits (like the hair of the French ships or Kamoi's Ainu outfit), though he's infamous for how lazy he is (his seasonal art for Mizuho only changes what she's holding for one example). His drawn lines are lighter than most, which is a sure way to tell he did that shipgirl.
    • Shibafu (Fubuki-class, Kitakami, Mogami, Ise-class, Akagi, Intrepid and several others): Perhaps THE founding artist of the game. Unfortunately, the shipgirls drawn by him only feature the same few faces or so as well as relatively Boring, but Practical designs. He compensates this with consistent art as well as the tendency for some of his shipgirls to be obsessed with being fitted planes, even discounting his Aircraft Carriers. In spite of his limited style, some of his characters are quite popular and a few being effective yet gotten early; it's charming in its simplicity (in a So Bad, It's Good way). He tends to favor smaller and more slender figure for her girls, with the exception of the 5 standard carriers he draws (and Ooi). Though he has been plagued with some foul ups of recent cgs (Mikuma summer '16 and Intrepid come to mind), escalating his critics.
    • Zeco (Fletcher class, South Dakota, Houston): His girls tend towards large rigging structures and rounded faces with large eyes. He also tends to draw girls wearing greaves, with five of his first six ships having armored leggings.
    • Kuuro Kuro (Nagara-class, Ryuujou, Hiyou, Akitsu Maru etc.): His shipgirls are usually Shinto-themed. His Nagara-class feature Shide and all but two of his Aircraft Carriers are Onmyouji. Only his IJA and Submarine shipgirls are removed from this theme. Akitsu Maru Kai ends up being a Buddhist-styled Onmyouji and both Maruyu and I are as removed from the theme as it is possible. A notable feature shared his non-Onmyouji shipgirls is their ship bow anklets (the Onmyouji shipgirls wear platforms instead, even Akitsu Maru Kai has them appended to her sneakers). He's a very firm believer in Buxom Is Better with most of his designs being noted for curves (more so after his Art Evolution, which produced a Fanservice Pack effect on his older designs like Isuzu). This tendency does have a couple of exceptions: Ryuujou (the flattest carrier of any type, to the point of Memetic Mutation), Nagara, and Maruyu (a really small submarine).
    • Bob: His shipgirls are Colour-Coded for Your Convenience as he usually draws whole classes. The Tone-class (2 girls) are Green, the Sendai-class (3 girls) are Orange and the Myoukou-class (4 girls) are Purple. Shouhou is his only shipgirl who is "alone". Zuihou, part of the same class, is drawn by another artist (Konishi). He sometimes gives his girls really reactive "damaged art".
    • Konishi (Kongou class, Shoukaku, Suzuya, British shipgirls and etc): A generally consistent artist, he's mainly known for dynamic poses and the Iconic Outfit of the Kongou class. In many ways he's conservative as his shipgirls wear traditional outfits or school uniforms and his designs never get particularly curvy (such as Kuuro Kuro or Shibafu) with Nelson being the furthest he goes. His destroyers tend to be more teenage in age and figure, and those that aren't end up so with their second remodels. As of late, he's started to run into issues with highly similar faces. It may be a result of how many shipgirls he's made getting second remodels, being one of the more prolific artists in the game.
    • Kujou Ichiso: While his shipgirl output consists primarly of the Shiratsuyu-class, they are primarly known for getting ear-like flaps to their hair upon their second remodels (See Shigure, Murasame, Yuudachi and Kawakaze)note they also appear on Taigei/Ryuuhou, 3 of them also have their eyes changing color. Both Yuudachi Kai 2 and Harusame Kai have similar hairclips. Furthermore, practically all of them share the same basic face at three-quarters with prominent cheeks. More recent designs and second remodels are noted for being more eye-catching to borderline excessive extents (Some parts of Murasame's second remodel are more show than function).
    • Yadokari: Best known for doing various destroyers, chiefly the 4 DesDiv6 ships as well as the Soviet/Russian shipgirls. Another simple yet endearing artist who runs into limited facial ranges, causing most of his girls (i.e those not on the DesDiv6) to be forgotten. Until he did Gangut's art, he only did child-aged destroyers. His damaged art tends to be really conservative (a tasteful choice considering the "age" of most of his girls, barring Gangut of course).
    • Syobonne: The main sub artist, fond of schoolswimuits and rather vivid hair colors. Though most remember I and - a bit less so - I-8 for both their stats, being rather curvy for their frames (the artist's curviest characters), and in I's case how suggestive her torpedo handling is.
    • Fujikawa (Yuugumo-class and various others): Another prolific artist who also made the art for the equipment fairies and Error Girl. Her art tend to be consistent, and can even blend in to arts of other artists as in Yamagumo, Asagumo & Kinugasa (except for Akigumo, though there's a good reason for this). Also makes a lot of seasonal arts, particularly for the two NPC shipgirls Ooyodo & Akashi.
    • Parsley (Katori, Kashima, Kamikaze-class, Hamakaze, Colorado etc): An artist that becomes more prolific with time. He generally favors teen or older designs, with a decent amount of curves usually, though with the Kamikaze class, he has them a bit younger, but even many of those have a bit of noticeable curves. He has no real outfit tendency beyond something original if he could help it. Lesser known are Maya and Choukai being some of his first designs (their Kai Nis show how far he's come)
    • Ugume (Kiso, Kuma, etc): A long running artist that tends to prefer normal school uniforms, and asymmetrical rigging. Since his early days he's radically improved, creating a mild Fanservice Pack effect as well as improved Rigging. His escort ships (D Es), however, are rather modest in both clothes and rigging design.
  • Critical Existence Failure: Averted, performance wise. The kanmusu can still perform well as long they have not taken moderate damage (50% or less, but more than 25% of their overall HP, shown as orange, performance reduced to 70%) or major damage (25% or less of their overall HP, performance reduced to 40%). Scratch Damage taken, on the other hand
  • Critical Hit: It does an extra 50% of the usual damage a normal hit would do, before taking armor into account. It's also supposedly an Unblockable Attack, with crits ignoring evasion (even though the target's evasion affects the crit rate as well). However, for some reason, normal hits dealing 40+ damage are also called "critical hits" in the game, and critical hits dealing less than 15 damage do not register as such.
  • Crosshair Aware: In the Arcade version, enemy attacks are shown by crosshairs appearing on the water, frequently close to your fleet. If your ships are inside the crosshair, the enemy will start locking on, giving you time to move them out of the crosshair; by the time it's fully locked on, if (some of) your ships are still inside them, the enemy will attack. The boss enemies in particular tend to have good tracking capability with their crosshairs, or send out a huge number of them at your fleet.
  • Crossover: The Arpeggio event was one with fellow anthropomorphized moe ship franchise Arpeggio of Blue Steel.
  • Damage-Increasing Debuff: Introduced in Summer and has been a mainstay ever since, missing only one event (Winter ).
  • Damn You, Muscle Memory!:
    • Within the game itself. At the screen choosing whether to enter night battle or refuse, the left button is the defensive option of refusing, while the right button is the aggressive option. At the screen choosing whether to advance in the sortie map, however, the left button is the aggressive option, while the right button is the defensive one. This can and has led to confused or tired admirals mistakenly sending heavily-damaged girls to continue on sorties, with tragic results, or extreme amounts of rage when an admiral accidentally retreats a healthy fleet nearing the boss node at the end of a Marathon Level.
    • Many expeditions require a light cruiser, four destroyers and one wildcard, not necessarily in that order. However, there are some that deviate, which can cause a careless or inattentive admiral to fail - for example, expedition 35 requires a heavy cruiser, while expedition 37 requires five destroyers with no wildcards allowed.
    • The Fall Event introduces the lookout formation which happens to be located at the bottom right at roughly where the Line Abreast formation were once located (it have seen been relocated to mid-bottom). The Line Abreast is the prime formation for anti-submarine warfare, which the Lookout formation was ill-suited for. Cue the players who accidentally clicked the formation ended up with their fleet dealing lackluster damage to submarines.
  • Darker and Edgier: The two light novels — Kagerou, Setting Sail! and Bonds of the Wings of Cranes — are much more serious than some of serialized manga and, indeed, fan-made doujinshi. Neither, for example, mince words with the fact that fleet girls can and have died, with Kagerou in particular mentioning off-hand that the number of fleet girls slaughtered before the events of the novel started numbered in the hundreds.
  • David Versus Goliath:
    • Invoked by mission , where the boss node can be only accessed by a fleet of destroyers, the smallest class of warship (whose high evasion values are offset by having the lowest damage, hit point, and armor values of all non-submarine unit) available to an admiral. They're expected to battle elite battleships and heavy cruisers. The fact that many destroyers (like Akatsuki, Inazuma, Ikazuchi, and Hibiki) are portrayed as middle-schoolers or younger just strengthens the impression, especially since the Abyssal Fleet ships they're going to battle look like adult women or saurian monsters. Slightly better after the July 17th update that allows a light cruiser flagship to be used.
    • Invoked again on Map Whereas Map involves merely breaking through the enemy defense line comprised of elite battleship and heavy cruisers in order to get at the squishy light boss fleet behind, in Map you have to actually subdue the boss fleet comprised of flagship-grade battleships and heavy cruisers. And Destroyer Princess.
    • The last main operation of the Fall Event E-3 counts as well, as the transport escort fleet which are mainly comprised of drum-carrying destroyers with no more than three heavy cruisersnote It's possible to bring aviation battleships along, but said map pits you in a night battle against PT Imp Packs as a deterrent. were expected to drive off the Seaplane Tender Princess, which can easily wreck your squishy fleet to the point where it's impossible to outdamage the enemy fleet or kill the boss at higher difficulties due to the battleship escorts, so they have to kill two-thirds of the enemy fleet to reduce the transport gauge.
  • Death from Above:
    • The opening air strikes. Bomber planes are required, and they're susceptible to Anti-Air attacks.
    • Spring event introduce Land-based Aerial Support with allows the admiral to call additional firepower/aerial power against the enemy fleet using a mix of Land-based bombers and carrier-based planes. Although this had range restrictions depending on the plane type, at right chances they can severely cripple the enemy fleet (along combining the said support expedition fleet) before the fight even started.
  • Death-or-Glory Attack: To deal with the Central Princess, some players set up their fleet for the strongest possible opening airstrike, at the cost of potential damage during the main shelling phase, in order to take advantage of her vulnerability to such. When it works, the Central Princess gets killed in the airstrike and everything afterwards doesn't matter because killing her is all that's needed to deplete the map gauge. When it doesn't, it's now very hard to pull off a win against her in normal combat afterwards.
  • Depending on the Writer: The game proper has very little lore, leaving a lot up to the interpretation of fans and spinoff writers. As a result, the tone of fanworks and spinoff works varies from very dark (see Darker and Edgier, above) to lighthearted comedies and anything in between. Other things also change between interpretations; origins of the ship girls and Abyssals - Aliens? Mystic rituals and spirits? Super-science? Do projectiles remain proportionately small to human size, like in the anime, or do they expand to full size as per Kant-O-Celle Quest? What about the girls and Abyssals themselves? Are conventional forces relevant, or only as much cannon fodder as in kaiju films? Are the Abyssals a worldwide threat or merely a Pacific problem? So on and so forth.
  • Difficulty Levels: Introduced with the Winter event, with higher difficulty levels having higher level requirements, and replacing the old Level Scaling mechanic.
  • Difficulty Spike: A number of events have pretty easy E-1 maps even on Hard mode, giving admirals a false sense of security. Then they get sucker punched by the E-2s, which are much harder even on Easy.
  • Discard and Draw:
    • The battleships that remodel into aviation battleships (Fusou and Ise-classes) suffer a loss in firepower in exchange for improvements in other stats, particularly the ability to carry more planes. (However, Fusou-class do get even higher firepower on their second remodel.) The Chitose-class seaplane carriers lose the ability to equip seaplanes as well as the ability they gain from their second remodel (equipping midget submarines for a pre-emptive torpedo strike) in their third remodel where they become light aircraft carriers, which gives them the ability to equip better planes. Taigei also undergoes a similar process when she becomes Ryuuhou, except that Taigei can't equip seaplane bombers or midget subs, and she becomes one of the worst CVLs (only Houshou loses to her), instead of one of the best like the Chitose-class do.
    • Reversible remodels in general lose something and gain something else when you convert them between forms. Maya, Abukuma and Kinu also lose firepower at Kai 2, but gain a lot more in return.
  • Do Well, But Not Perfect:
    • Night to day battle mechanics during the Autumn event made it such that if you sank too many enemy ships at night, the battle would end there and then, instead of going into day battle where you had more chances to sink the enemy ships. One such node was the E4boss node.Naturally, it has not made a reappearance since.
    • During events, some rare ships drop more often from A ranks than from S ranks. In particular, during the Autumn event, Pola only dropped from A rank at the E5 boss node. While this doesn't happen often, if you're aiming to farm for such ships in particular it's important to take note.
    • In general, if you're farming a boss node on a lower difficulty but intend to clear it on a higher difficulty later on, make sure not to accidentally sink the boss when the map HP gauge is within reach of being cleared. If possible, farm the ships with A ranks. If you accidentally sink the boss, refresh as a last resort. Players used to reset the gauge as often as possible to avoid this, but starting from Autumn E5, due to needing to deal withmultiple gimmicks just to access the boss node, this is no longer as feasible.
    • Spring 's E5 branching rules changed on clearing the map such that you were fixed to a more difficult route to get to the second boss node, the only place in the event where you can farm Littorio and Roma. As a result, players often left the boss alive, instead settling for A ranks while farming for them before clearing the map, since the farming spot would no longer be as convenient on clearing the map. Other players instead chose to farm on lower difficulties, which as above is another example.
  • Draco in Leather Pants: Canonical/in-universe example - some ships featured in the game are infamous for war crimes (e.g I-8 and Tone) but the girls are portrayed as good girls as everyone else. It's possible that they simply don't like talking about it.
  • Eagleland: Both US Navy ships currently in-game qualify as Type 1, especially Iowa.
  • Early Installment Weirdness: The first event, Spring , had no support expeditions, and the last map, E4, did not reward a ship. Said map is also to date still the only map with no branching whatsoever. Some of the maps also had certain requirements for a fleet to be able to sortie, but this came back 18 months later and has been a mainstay ever since. Ditto for having more new ships be drops than rewards, which would not be a thing again until Spring
  • The Easy Way or the Hard Way: The new mechanic introduced in the Spring Event goes like this. The admiral can sometimes decide what path his fleet can go For example, taking a shorter, yet harder route or a longer route where the enemy fleets present are a bit easier to deal with, at the cost of making said fleet less combat effective by the time they reach the boss node. In E-6, choosing a harder path gave the player more chances to obtain ships like Roma and U, assuming that his fleet can win the encounters.
  • Eldritch Abomination: Many of your enemies fall into this trope. Sure some sport a more humanoid form, but that doesn't make them any less of a monster. Also, the very nature of them is never made clear, with the fanworks and even spin-offs not agreeing on one thing.
  • Embarrassing Nickname: Yamato is nicknamed "Hotel Yamato" or simply "Hotel", which embarrasses her from time to time. The reason once again came from the fact that Yamato had a real history of being treated as one - when she was secretly built by the Imperial Japanese Navy, they had the mindset of "Aircraft Carriers are the best, Battleships are just a bonus/an alternative". That, and her status as a flagship along with her high consumption, causes Yamato to spend most of her time at the bridge until (Battle of Leyte Gulf), leading her to be nicknamed "Hotel Yamato". Historically, the term is also taken from a real Yamato Hotel which was located at Manchuria (presently Dalian, China).
    • Interestingly, although it was considered a luxury to ever spend a night in the ship's bridge, the purpose of Yamato stayed true to the core. Still, she was quite unfortunate, participating mostly in escort missions instead of offensive operations.

    Yamato: 'HHotel!? N-No, you're wrong!"

    • The whole Yamato being treated as a hotel is played with in the official 4-koma manga, like how she was equipped to manufacture ice cream and was fully air-conditioned (both of which were true of the real battleship; back then, air conditioning was still getting phased in to the general public, but was considered a luxury). The little destroyer girls loved hugging her as a result.
    • Interestingly, Iowa thought the "hotel" was a flattering nickname to Yamato. They reconciled fairly quickly in her hourly lines, however.
  • Enemy Mine: With the addition of the Allied fleet-girls, it appears World War II has become this, with the Allies and Axis banding together to fight off the Abyssals. Even if the game timeframe were moved to the Present Day, this trope still counts as it also featuring shipgirls from NATO countries (United States, United Kingdom, France, Germany) and Russia working together with each others, which considering the current geopolitical tensions was quite unlikely to happen very soon.
  • Engagement Challenge: Under the marriage system, you have to complete a few quests (the last of which involves a fleet with a level ship getting S rank at the boss node) to obtain a set of wedding ring and marriage documents or you could buy it for yen at the cash shop. In addition, the ship you wish to marry must be level Benefits include slightly increased stats (including HP), reduced fuel/ammo consumption by 15%, and the ship instantly becoming level with a new level cap of
    • Love Confession: The marriage system is chock full of theselines. Some have the ships "confess" to you, some accept your "confession", and others reject you. Still others have lines which have nothing to do with confessions.
    • Marry Them All: You can marry more than one ship, so this is possible if you wish to do so, but you will have to buy the cash item from the cash shop, each costing yen or around 7 USD. As only one can be obtained free of charge, it means doing a literal Marry Them All ( girls as of 10 April ) will cost more than a whole grand ( yen, to be exact; the first ring is free after all).
    • Stealth Pun: A lot of people have assumed this marriage mechanic to be KanColle's answer to "mai waifu". This includes many fanartists drawing the girls in wedding dresses.
      • There Is Only One Bed: The pinnacle of the marriage system is getting the couple's futon, which requires finishing the last two marriage quests.
  • Escort Mission / Reverse Escort Mission: Transport Escort Fleet, a new form of Combined Fleet introduced in Fall Event certainly counts, as your main fleet which acts as the drum carriers are being escorted by your own escort fleet. It has little offensive power compared to an actual naval task force, as not only the two-third of the fleet were reserved for destroyers and a light cruiser as the escort fleet flagship, the destroyers in the main force has to be disarmed in order to make space for drum canisters they're transporting.
    • Winter Event features a special transport gauge where you have to transport two disassembled Saiuns to an airbase in a submarine fleet to bypass the surface-heavy Abyssal fleet. However, the transported Saiuns will be lost if the player's fleet failed to scout the enemy convoy or destroy two-thirds of their fleet after they were unloaded at the transport node. To top it all off, if the player had to change difficulty for whatever reason, the player have to dismantle their Saiuns and redo the whole transport mission again.
  • Equipment Upgrade: The Improvement Arsenal. As its name suggests, it is a factory where you can modernize or even upgrade certain equipment, with Akashi as the flagship and certain ships as assistants. Modernized equipments are indicated with stars and gains hidden bonus, and certain equipments may be further upgraded into a better equipment at the cost of the existing improvement level.
    • In a way, Modernization also counts as this, in that doing so will improve your shipgirls' stats. It is done by merging any shipgirls (up to 5) onto the one shipgirl you want to upgrade, but you'll lose the shipgirl fodders in the process. Most commonly, the stats that will improve are firepower, torpedo, armor and Anti-Air; Maruyu is unique in that she can increase the Luck Stat while the Coastal Defense ships can improve HP (but only by a little), ASW and Luck Stat.
    • Also the Remodeling (Kai), which will improve most/all of the shipgirl's base stats, as well as giving them better equipment and, in some cases (especially second remodels) giving them newer functions/capabilities. The stats given by modernization will be reset upon remodeling, however (except for HP and luck). Remodeling requires the shipgirl to be at a certain level, some amount of resources, and, on a few cases, a special "blueprint" item.
  • Eyepatch of Power: Worn by light cruisers Tenryuu and Kiso.

     Tropes F-J 

  • Fake Difficulty: Luck-Based Mission and Random Number God aside, if you have enough submarines you can easily cheese out certain stages, some of which would be much more difficult to clear otherwise. In particular, if you got a submarine in the process of clearing , becomes a Breather Level instead. (At least that was the case before ASW equipment got buffed, but all you need now is just a bit more luck than before. Or Iona.)
    • The Summer Event turned to be a particularly unforgiving example of fake difficulty. Due to the nature of the real-life event it's based on, ships used in Operation AL ( maps E-1 and E-2) couldn't be used in Operation MI (maps E-3, E-4 and E-5). In addition, operation MI requires you to deploy the Combined Fleet, which is essentially two fleets at once in a single sortie, one consisting of mostly aircraft carriers and another one with mostly light ships. To further complicate matters, the final map E-6 locked out ships used in any of the previous event maps. As a result of all this, in order to just have a chance to complete the entire event you essentially needed four full fleets of adequately powerful ships (Six if you wanted Support Fleets in both midway and boss stage of E-6). On top of all that, prior to the start of the event the only thing the dev team revealed about the whole system was that ships used in one operation couldn't be used in another, and withheld the information about Midway's Combined Fleet system or the extra operation stage which forbade any AL/MI ships. Considering that each map had several variants of suitable team compositions, the amount of shipgirls involved in the event for an elite player may well surpassed 40.
      • Elaborating on this three-front war: Operation AL's first map was fairly easy regardless of the difficulty level. However, E-2, the last map of AL, which the devs even described as 'beginner-friendly' prior to the event, is generally regarded as one of the hardest map of the entire event, especially if your HQ Level was above One of the main difficulties of AL was that the branching rules pretty much forced you to use light/medium ships only. While it was possible to use heavy fleets, you then had to face either more battle nodes or the stronger enemies. Or both. And that's before mentioning that you couldn't use those ships in later event maps. Operation MI, while a whole lot easier than AL thanks to being able to use all the heavy ships at your disposal and bring 12 ships instead of the regular six, turned into a nightmare for your resources because of the very same reasons. One fleet full of heavy ships can already be quite costly, but two fleets deployed at the same time meant an even higher resource consumption. Bauxite supplies usually suffered the most, since almost all enemy fleets contained lots of aircraft carriers with very strong planes. Those that didn't were either submarine nodes or night battle nodes, which didn't make things easier. Also, ships like Akitsu Maru, who were previously deemed useless except for their equipment, actually made things easier. The last map (E-6) however, was a nightmare. First of all, you cannot send the Combined Fleet to the aforementioned map, leaving only your regular fleet of six ships that has yet to be sortied to any of the previous event maps. The first battle node pitted flagship-type carriers and battleship (among other things) against you, and it got progressively worse from there. The "safest" route was over a submarine node and pre-boss node that contained the final boss of the previous map as a regular enemy but still at full strength. To secure this route you had to use two light aircraft carriers, who due to their weak armour got wrecked easily. The alternative was reaching the boss via night battle nodes, where even mere destroyers could wreck your battleships easily. Speaking of the boss node, in order to even reach it your fleet was required to have a very high LOS rating. If you failed to meet that requirement you were sent to a dead end. And even if you managed to reach it, you found out that the final boss was none other than the Battleship Princess, the most hated enemy in the entire game due to her ridiculously high stats and ability to critically damage even your best ships in one shot. Beating this map required you to deal damage to her that amounted to a total of ten times her health bar (thankfully chip damage was allowed). And if the boss gauge had been depleted enough that you needed only one more kill to break it? If your HQ Level was below it was random, but above it was guaranteed that the game pitted two Battleship Princesses against you.
      • To further complicate matters, the event outright punished you for trying to figure out branching rules. When faced with a new map, the general course of action is to use different ship types and combinations and see where your fleet gets sent. However, due to the ship locking mechanic, this meant that, for example, you could send ships to Operation AL, only to realize that they were practically useless in it and were actually needed for Operation MI, but now you couldn't use them in MI because you'd already sent them to AL. Keeping two operations in mind when organizing fleets was already bad enough, but with E-6 thrown into the mix it was a punch in the face for those who didn't have a large number of ships at their disposal. As a result of this multiple-front war many players have started training two ships of the same name, which would have been insane in the past when Special Events had only one front, since two ships of the same name can't be in the same fleet.
    • Much of Autumn E4's difficulty stemmed from the fact that many, many players at the time still thought that ships could "sink in orange" i.e. with more than 25% HP left but not more than 50%. That's not to say that it would have been easy otherwise, due to the other factors that contributed to its difficulty, but the clear rate would still have been a lot higher than 5%.
    • Event maps in general can be like this. Have a certain ship? You usually get favourable routing. Don't have her? Too bad, you'll have to travel through a much tougher route. Summer had rare aversions of this; it was possible to get equally favourable routing on E5 without needing Akitsushima, and on E6 having certain ships actually made things harder. Then it came back hard the next event; E3 was nigh impossible on hard if you lacked Akitsu Maru.
  • Fake Longevity:
    • Many maps require you to drain a HP bar that is several times the length of the HP of the boss per se, meaning you need to run the map multiple times.
    • The Improvement Arsenal may count for this, as the required material for the equipment modernization are only given through certain weekly or monthly quests. There is only one daily quest which gives you the material in question, and even then you need to modernize an equipment in the first place, making it more of a daily improvement subsidy than a method to restocking the material. Depending on your equipment improvement planning, your frugality on the material and RNG favour to actually succeed at the modernisation (or paying more materials to guarantee the modernisation), you might find yourself taking weeks or even months to improve a handful of guns.
    • Certain shipgirls require blueprints for their remodeling, which can only be obtained by trading 4 Medals per blueprint, which in turn can only be obtained by either clearing Extra Operation maps or certain seasonal event maps. The former gives only one medal per map and may be cleared only once per month, whereas the latter are only available during seasonal holidays and not all the seasonal event maps have them. As of October , the number of ship remodels that require a blueprint is 16 for 64 medals. Collecting medals from Extra Operations alone would take you at least a full year to gather that many blueprints at the earliest.
    • As if the blueprints weren't enough after 6 maps has been made to award one medal each on monthly basis, some shipgirls requires additional items such as prototype flight decks, new gun mount models or aerial armaments or Action Reports, sometimes on top of blueprints, or worse, requires several of them at once on top of thousands of resources. That being said, shipgirls that does require any of these things tend to be a game changer in their own right, especially since certain shipgirls such as Musashi and Akagi gains a fifth slot in their second remodel.
    • Starting from Fall Event, certain event maps have multiple phases and bosses, with earlier phases requiring the player to either deplete the TP bar or defeat one or more pre-bosses (starting from Spring Event) before the player could defeat the map boss. These multi-phase maps typically have their own bosses and their own route and branching rules. Furthermore, even unlocking the route to later pre-bosses may also require players to beat or S-rank certain nodes on the map that require specific rules to reach, such that one cannot reach all these nodes in a single run. All put together, players end up needing to do multiple naval operations to clear a single map.
  • Failed a Spot Check: The players, and how. For almost two years, the fact that ship sinking mechanics were stated in the tutorialnote Translation: Tired fleet girls become more susceptible to damage&#; be careful! While heavily damaged (taiha; 25% or less HP), if you sortie or advance, it may lead to sinking&#;! went completely unnoticed by over million players (the whole thing was voiced, but each player could only access it once, at the beginning). This meant that all that extensive testing of said mechanics, which was done mainly in and involved sinking a lot of girls, was All for Nothing. The only testing that was really needed was whether flagships could sink, and the answer to that was no.
  • Fashionable Asymmetry: Several ship-girls have intentionally asymmetrical designs (The Tone-class and many of the Fleet Carriers per example) but for a few, this trope is invoked and justified. Several of the Operation Ten-Go participants (especially the ones who make their debut more recently) wear only a left thighhigh, as if to emulate Yamato, who wears such legwear by default, and Yahagi, which is simply a trait common to the Agano-class, either from the get-go (Isokaze) or after a remodel (Asashimo, Hatsushimo and Kasumi).
  • Female Fighter, Male Handler: The game has you organizing historical warships, anthropomorphized as girls, in order to combat the menace of the seas. Plated with in that "you" ("Admiral") are a Non-Entity General which theoretically can be anything (and fanarts like to speculate unorthodox portrayals of the "Admiral"), but most of the time, they're portrayed as (adult) male.
  • Flawless Victory: A special condition in sortieing where you defeat your opponent while taking no damage on your side. Due to how RNG works, this can be either easy (do There Is No Kill Like Overkill) or absurd (the possibility of you actually doing this on a hard Boss Node approaches zero quickly). Although there is no additional benefit in doing so (you receive the same experience and morale bonus as normal S rank) and is more of a Bragging Rights Reward.
  • Flunky Boss: Every last one of them. From the humblest light cruiser in to the mightiest Demons and Princesses, all of them come with a number of escorts to distract the shipgirls from hitting the right target. Particularly sadistic bosses have lesser bosses in their fleets too, just to make the admirals' lives harder.
  • Foolish Sibling, Responsible Sibling:
    • Despite being the instructors of the Destroyers in the 4-koma, Ise is regularly characterized as far less serious than her sister Hyuuga, the latter of whom actually got annoyed at Ise's need to be the center of attention.
    • Some other ship classes are portrayed this way, too, such as Zara-class (Zara being responsible and Pola being foolish) or Sendai-class (Jintsuu being responsible and Sendai & Naka being foolish).
  • Foreigners Write Backwards: Due to the history of how traditional Japanese is written, Shimakaze can also be written as "Zekamashi". Inazuma's verbal tic "Nano-desu!" is also written like this in one of the decorations, becoming "Sudenona!".
  • Foreshadowing:
    • Abukuma's second remodel keeping her as a light cruiser but allowing her to use preemptive torpedoes probably should have been a hint that the event which followed, Summer , would have restrictions against torpedo cruisers.
    • Libeccio's hourly line hints at Warspite before the latter gets added into the game.
  • Fragile Speedster: Destroyers in general. They possess a base speed of Fast, and have high base Evasion rates, but have low Armor and Hit Point values.
  • Game-Breaking Bug: Occasionally crops up during events, but the worst case by far was during Spring , where the newly implemented land base air support didn't work properly even after two mid-event maintenances (the interception mechanic didn't work at all), Iowa suffered fit penalties on her own gun, Pola couldn't equip seaplane fighters at Kai despite having it as Kai stock equipment, among others. And that was despite a long maintenance to implement the event that was meant to last from to and ended almost 6 hours late. Prior to the two fixes to land base air support, not a single player was able to clear E7 on hard.
  • Gameplay and Story Integration: The events in the anime later get integrated into the game in later events.
    • The boss weakening mechanics starting Summer which references how in the anime the Midway Princess gets weakened after 3 carriers are sunk.
    • Starting Spring in some events you have access to airbases. Abyssal bombers will attempt to attack them like in the anime, resulting in lost of resources.
  • Gender-Blender Name: Comes with the territory of ships being referred by name and traditionally referred to as girls/women/etc., really — you won't see many Takao, Atago, Kongou, Musashi, Giuseppe, Samuel, Johnston and Nelson as girls' first names. Played completely straight for the Kriegsmarine ships, however, who actually are named after men - because, unlike most countries, the Germans think of their ships as male rather than female, thus making their portrayals in this game an outright Gender Flip.
    • On the other extreme, there are ship girls who simply happen to have genuine feminine names. Examples include Fubuki, Miyuki, Hibiki, Chitose, Maya and Haruna.
  • Genki Girl: Kongou is the most famous example of this trope. But some characters like Nenohi, Ikazuchi, Ooshio, and Naka count as well.
  • Glass Cannon:
    • Any ship with a high attack power but relatively low HP and Armor value is this, like Yuudachi or the Torpedo Cruisers.
    • Aircraft carriers can use their planes to torpedo and divebomb the enemy ships and possibly inflict major damage prior to the shelling phase under favorable aerial conditions. Enhanced by the Aircraft Proficiency System introduced in Summer that makes them capable of gaining post-cap damage bonus with veteran planes, further increasing their firepower to overwhelming proportions. However, they cannot attack at all once they are moderately damagednote except for armored aircraft carriers like Taihou, which can launch planes up until it sustains heavy damage as their flight decks get ruined. Every other class can still attack at moderate or heavy damage. Not very well, granted, but even some Scratch Damage might well bump the enemy into a worse stage of damage or outright make the difference between survival and a successful sinking.
  • Golden Snitch: Sinking the enemy flagship in a battle guarantees you at least a B rank as long as you haven't sunk any of your own ships in that battle. On top of that, against bosses with gauges sinking the enemy flagship is the only thing that lowers the gauge, and all damage to the accompanying mooks doesn't count.
  • Goroawase Number: I and I have chosen to do this with their names to make them easier to pronounce and to make them sound more like actual names. Thus, I and I are also known as "Imuya" and "Goya" respectively. For the same reasons, I and I-8 are called "Iku" (no, not that Iku, and not that one either) and "Hachi".
  • Gotta Catch Them All!: It's called Kantai Collection for a reason. There's even a library detailing the ships/equipment you have acquired before. Naturally, the ships/equipment you have never got before are left blank.
  • Gratuitous English:
    • Kongou, who enthusiastically shouts lines like "BURNINGLOVE!" for her attacks. Based on the fact that the real-life Kongou was built in England.
    • Taken Up to Eleven with Iowa, for obvious reasons.
  • Gratuitous French: French ships Commandant Teste and Richelieu, though theirs tend to be actual phrases than just random words inserted into Japanese sentences.
  • Gratuitous German: I-8, who is then followed by actual Kriegsmarine ships Z1, Z3, Bismarck and Prinz Eugen.
  • Gratuitous Russian: Hibiki sometimes talks in Russian. She has more lines in Russian after she gets her final upgrade into the Verniy. Russian ships of Gangut and Tashkent for obvious reason followed suit.
  • Grayscale of Evil: The Abyssal Fleet are evil alien invaders with white skin, black or white hair, white or black outfits, and mechanical/beast parts in dark metallic grays.
  • Guest-Star Party Member: For the collaboration event with Arpeggio, there was Iona, and later on, Takao and Haruna, all three of which were available only for the duration of the event.
  • Guide Dang It!: The game has several game mechanics that qualifies as this in spades. Even for Japanese players who don't have to deal with the overseas access issue or language barrier, there are plenty of things like branching rules, expedition requirements, recipes and especially the game mechanics that are hard to figure out without a guide. It's even worse in time-limited event maps, especially after the introduction of ship locking caused the ships to be locked to the map they're sortied to. Furthermore, some of the event maps have boss debilitation mechanism that requires substantial amounts of Trial-and-Error Gameplay to figure out.
  • Harder Than Hard: KanColle Kai, in addition to having Easy, Normal, and Hard difficulties like the browser game events; has Kou(Very Hard),which is unlocked by beating the game on Hard, and Historical, which is unlocked by beating Kou difficulty.
  • Hard Levels, Easy Bosses:
    • Usually averted, but occasionally played straight. For example, at , the boss node only has destroyers, transports and light cruisers, but most fleets are forced to retreat by the pre-boss node, which has battleships and heavy cruisers.
    • north route also applies. The boss node is one light cruiser, two transports, one battleship and two destroyers. Nothing particularly tough. But to get there, you'll have to go through one node with up to three FlagshipWo-class standard carriers, and another with Northern Ocean Princess. The south route isn't much better; due to the closing torpedo phase, the light ships you'll have to use for it have a high chance of being damaged to red in either of the two nodes before the boss, forcing you to retreat.
    • 's boss is no pushover, but one is far more likely to be forced to retreat by the compulsory night battle nodes beforehand, of which there are at least two.
    • Spring Event E The boss itself is nothing unusual, but the pre-boss node has an Aircraft Carrier or Battleship Princess leading it, which is nightmarish for an event's first map that have previously been easy even on Hard.
    • Winter E-2 Phase 2. The Southern War Demon is pretty easy even with a combined fleet defending her, but one of the preboss nodes has two Battleship Princesses even on Medium, which can easily make things Hellish.
  • Hell Is That Noise: An activating Cut-In has a very distinctive sound. If you hear it, but don't hear one of your ship girls' voices following up, wince. Someone's taking it hard up the butt.
  • Hidden Buxom: Ushio has a nice stack, which can only be seen when she receives critical damage. Yuugumo, Naganami and Tashkent also play this straight. To a lesser extent, Suzuya, after upgrading.
  • Hidden Villain: If there is any high command, The Man Behind the Monsters, Eldritch Abomination or other authority behind the Abyssals, they have yet to be shown onscreen.
  • High-Tech Hexagons: Hexagonal patterns appear in several menu backgrounds, but are yet to be included in a shipgirl design.
  • Historical In-Joke: All over the place, especially apparent in the 4-koma. That said, the real-life references of the ships each girl represents are more often than not played for moe points instead.
  • Hot-Blooded: While most kanmusus have lines that show their spirit and passion when fighting, Suzukaze is particularly high spirited and hotblooded in almost everything she does.
  • Holiday Mode: Certain shipgirls will have special costumes and secretary lines on certain seasons, such as Christmas and Valentine's Day.
    • More seasonal contents was added by to the point that majority of the shipgirls in the game would at least have a special secretary line voiced for the occasion. And this is before mentioning several mini-events that was held since.
  • Hypocritical Humor: In one manga, Akagi, the "Bauxtite Queen" herself, notices Shimakaze is helping herself to an absurdly large amount of food and cautions her against wasting resources. Meanwhile, Akagi's tray has three times the amount of food that Shimakaze's does!
  • If It's You, It's Okay: Most (but not all) of the ship girls towards the Admiral in varying degrees.
  • Improbably Female Cast: Comes with the territory of being a game about female Moe Anthropomorphisms. Despite being set at a military base, there isn't a single male character in the game (Admirals can be the exception, but can just as well be female).
  • Inferiority Superiority Complex: Kaga towards the Shoukaku-class sisters (Shoukaku and Zuikaku). In real life, the Kaga was the slowest and generally worst-designed (but had some of the most experienced crew) of Japan's large fleet carriers, while the Shoukaku-class were arguably the best and certainly the most advanced pre-war design (with a relatively inexperienced crew).
  • Informed Equipment: No matter what you equipped on your shipgirl, their CG will stay the same, depicting whatever equipment they have in their picture.
  • Injured Vulnerability: The boss weakening mechanism in Fall Event is this, as you have to defeat certain enemies to reveal the damaged form of the boss, which takes more critical hits.
  • Insane Admiral: You can choose to become one for the sake of Item Farming and Level Grinding. Farming Isuzu, grab her radar units once you raised her enough and feed her to other ships over and over again? Check. Disassembling or feeding on your fleet girls when she's not the one you wanted or got bored of her? Check. If you are harsh enough, you can tire your ships under enemy fire just to risk their lives for victories. Your main ship / secretary ship cannot be sunk. And for the other ships? When they are sunk, they are Killed Off for Real. And don't forget they are little girls. "Shitty Admiral" indeed.
  • Invaded States of America: Implied in KanColle Kai, which has the Abyssals taking over the American West Coast, Hawaii and the Panama Canal. Spring E-7 clear message, meanwhile, pretty much says that the operation is a smash and grab operation against abyssal-controlled Hawaii.
  • Item Crafting: There are two usual ways to gain additional ship girls in the game. One is via random drops during sorties or expedition. The other way is constructing one, a much more time-consuming processnote unless if you use instant construction flamethrower, which is consumed after use that uses up resources (fuel, ammunition, steel, and bauxite). Specific resource ratios during construction yield higher chances of getting "rare" ships (like Shimakaze or Yukikaze), or even ship types (in case of carriers). Even so, to get exactly what you want is a hit-or-miss thing.
    • The equipments are obtained this way as well, Apart from acquiring them as stock equipments from shipgirlsnote Some of these pre-equipped armaments are only available after remodelling certain shipgirls once or twice, which entails levelling them to considerably high level. or as quest rewards. Some equipments can be (randomly) crafted from the factory by expending some resources. What you get depends on the amount of individual resources you've put, though there is a chance for the equipment development to fail entirelynote The development material is refunded in this case, fortunately., or worse yet, resulting in a substandard equipment (AA guns are prime offenders of this).
    • In the Arcade version, understandably, the ship girls and the equipments are made instantaneously, but for the former, they'll cost a credit if you actually want to have the girl as a card.
  • Jack-of-All-Stats: Ships belonging to the Heavy Cruiser class tend to be this. They are average in every stat and can hit anything in the game (except submarines) with suitable equipment.
Sours: https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/KanColle
  1. Rivermark credit union
  2. Skulduggery pleasant characters
  3. Packet loss gaming
  4. Hal leonard playalong
  5. Aesthetic journal cover

Kantai Collection (TV series)

No. Title Original airdate[27]1"Hello! Commander!"
Transcription: "Hajimemashite! Shireikan!" (Japanese: 初めまして!司令官!)January&#;8,&#;&#;() Fubuki arrives at the naval base as a newcomer to the Third Torpedo Squadron, where she is introduced by Mutsuki to the rest of her squadron. After an abrupt meeting and exchange of greetings with Akagi of the First Carrier Division during her flight drills, Fubuki spends recreational time with her new squad-mates. Meanwhile, the Fourth Fleet locates the base of the enemy abyssal fleet, and the admiral orders a fleet assembled to commence an assault as the Fourth Fleet retreats. The First Carrier Task Force, Second Support Fleet and Third Torpedo Squadron are summarily sortied, however to the dismay of Fubuki's squadron, they learn that Fubuki has never engaged in battle before. The squadron encounters and engages a group of enemy destroyers, and just as Fubuki is close to being annihilated by one, the enemy group is destroyed by aircraft of the First Carrier Division.2"Without Dissent, Without Shame, Without Resentment!"
Transcription: "Motorazu, Hajizu, Uramazu!" (Japanese: 悖らず、恥じず、憾まず!)January&#;15,&#;&#;() Fubuki has decided to become as strong as Akagi, so she can fight in the same fleet as her. Fubuki is then given a series of training sessions from other kanmusu; including but not limited to; balancing, target practice, and confidence boosting. Meanwhile, Akagi is having a target practice training session with Kaga supervising. During the school session, Ashigara punishes Yūdachi for not doing her homework by giving her more homework. Ashigara then gives the destroyer a question about Type 93 Torpedoes only for Fubuki to whisper the answer in order to cheat, but Ashigara accepts the answer anyway. Ashigara then gives Fubuki a question about oxygen torpedoes, as the destroyer answers it correctly. Not long after school, after many attempts of balancing training from Sendai, Fubuki decided to talk to Akagi at the hot springs only to run into the recently-repaired Atago instead. Fubuki would later attempt to smile with Naka as her trainer, much to her embarrassment, as she would later be sleepless and get sleepy the next day. Fubuki would later continue her balancing training with Sendai as night falls.3"The Operation to Capture W Island!"
Transcription: "U-Tō Kōryaku Sakusen!" (Japanese: W島攻略作戦!)January&#;22,&#;&#;() Fubuki's squadron, the Third Torpedo Squadron, and the Fourth Torpedo Squadron consisting of Yūbari, Kuma, Tama, Mochizuki, Yayoi, and Kisaragi are sent to an operation to defeat an enemy torpedo squadron residing in the W island by luring them out during night. Fubuki becomes nervous about the operation as she is still not confident in her abilities. However her friends cheer her up and wishes her good luck in the operation, and in the morning, Fubuki meets Akagi during morning practice. Akagi gives Fubuki some inspiring advice as a Kanmusu, letting Fubuki gain more confidence in herself. The Third and Fourth Torpedo Squadron are sent to the operation during daytime in order to do reconnaissance over the enemy fleet until night time to initiate their mission. However their operation is put on halt when two enemy Nu-class Light Aircraft Carriers discover the location of Fubuki's squadron, forcing them to retreat and run away from the enemy torpedo squadron who starts chasing after them, while facing several numbers of Abyssal enemy aircraft. Through the efforts of Fubuki's squadron, the Fourth Torpedo Squadron, and thanks to the reinforcements by the Second Fleet consisting of Kongō, Hiei, Haruna, and Kirishima, who had arrived after an expedition, the enemy torpedo squadron is forced to retreat and the enemy Nu-class Light Aircraft Carriers are defeated. However, Kisaragi is sunk by a bomber while patrolling alone.4"Now It's Our Turn! Follow me!"
Transcription: "Watashi-tachi no Deban ne! Forō mī!" (Japanese: 私たちの出番ネ! Follow me!)January&#;29,&#;&#;() Mutsuki, who had grown fond of Kisaragi, remains in denial about her death, continuing to wait at the docks for her return. Whilst wondering how to go about helping her, Fubuki, along with destroyer Shimakaze, are assigned on a mission with the four Kongō sisters; Kongō, Hiei, Haruna, and Kirishima, to battle against the abyssal fleet in rainy conditions. On the day of the mission, Fubuki and the others have to find a way to bring out Shimakaze, who is eventually lured in by a tea party. During the mission, Fubuki's concerns over Mutsuki starts to overwhelm her, but Kongō saves her and calms her down before finishing off the enemy fleet. Upon returning home, Fubuki embraces Mutsuki, holding her tightly until she lets out all of her emotions over Kisaragi and finally accepts the loss.5"Don't Compare Me to the Girls in Carrier Group Five!"
Transcription: "Gokōsen no Ko nanka to Issho ni Shinaide!" (Japanese: 五航戦の子なんかと一緒にしないで!)February&#;5,&#;&#;() The admiral announces a reorganization of the fleets, so Fubuki and the rest of the Third Torpedo Squadron spend their last night together to continue their spirit in whatever fleet they end up in. Fubuki ends up in the Fifth Mobile Fleet along with Kongō, Kitakami, Ōi, Kaga, and Zuikaku, quickly discovering that the latter two don't get along with each other since they are from different Carrier Groups. As Fubuki laments her experience, she learns from Akagi that the splits were made to prepare the girls for a counterattack mission against the Abyssal. With the unit arguing over who should be the flagship, the girls take turns being the flagship, each one turning out to be a failure due to their own selfishness. Just as Zuikaku contemplates asking the admiral to reassign the groups, the unit is launched an attack on the Abyssal, with Fubuki calmly giving out orders before acting as a decoy, allowing the unit to defeat the enemy. Impressed by her ability to take command, the unit unanimously nominate Fubuki to be the flagship and start to get along with each other better.6"Destroyer Division Six and the Battle of Curry Seas!"
Transcription: "Dai-Roku-Kuchikutai, Karē-yō Sakusen!" (Japanese: 第六駆逐隊、カレー洋作戦!)February&#;12,&#;&#;() The annual curry contest is announced, with the winning curry recipe to be used on the official menu. The Sixth Destroyer Division, consisting of Akatsuki, Hibiki, Ikazuchi and Inazuma, hope to win the contest in order to become proper ladies, but none of them have made curry before. Despite running into various mishaps in their attempts to successfully make curry, the group nonetheless remain determined. On the day of the contest, most of the competing teams end up knocking themselves out, leaving just Division Six against Ashigara and Haguro, who prove to be intimidating opponents. After judging both entries, Nagato judges Division Six's mild curry as the winner, for the reason that she cannot handle spicy foods.7"I Hate Carrier Group One!"
Transcription: "Ikkōsen nante, Dai-kkkirai!" (Japanese: 一航戦なんて、大ッッキライ!)February&#;19,&#;&#;() During a skirmish against the Abyssal by Mobile Unit Five, Kaga gets damaged while protecting Zuikaku, who failed to notice a torpedo whilst trying to show Kaga up. With an important mission taking place the next day and no instant repairs available, Nagato assigns Shōkaku to take Kaga's place while she undergoes repairs, also sharing with Fubuki some concerns the Admiral has had concerning the Abyssal. During the mission, Fubuki, having learned that the Abyssal may be aware of their codes, has Shōkaku and Zuikaku send out recon planes to her suspicions after the main fleet is attacked and one girl is adrift due to hidden dive bombers. As Fubuki and the others engage and destroy one carrier fleet, Shōkaku and Zuikaku find themselves caught in an ambush by another carrier group lying in wait, unable to send out additional planes or contact the others with Shōkaku being badly damaged. Remembering Kaga's words, Zuikaku bets on the slim chance of hope by hiding in a nearby squall and manages to hold out until Fubuki and the others come to their aid and fend off the enemy, damaging the carrier and sinking the rest of its fleet, forcing it to retreat into the squall.8"I'm Not a Hotel!"
Transcription: "Hoteru ja Arimasen!" (Japanese: ホテルじゃありませんっ!)February&#;26,&#;&#;() Following their battle, Fubuki's group arrive at Truk Island where the base for Operation FS is located, where they meet a battleship named Yamato, who has never actually been out to sea. Recalling how she herself wasn't allowed into battle when she started out, Fubuki tries to get Yamato to go swimming with her, but is immediately shut down by Nagato. Later that night, Fubuki takes Yamato out in secret, but as soon as Yamato sets foot on the water, she becomes incredibly hungry. Nagato later explains that the reason Yamato isn't sent out is because of how much fuel and resources she consumes. After getting some inspiration from Mutsuki and Yūdachi, Fubuki builds a raft so that they can take Yamato out onto the sea without using any of her resources. Along the way, they come across some airborne Abyssal, which Yamato manages to destroy with her weapons, earning some slight praise from Nagato.9"Second Remodel-poi?!"
Transcription: "Kai Ni-ppoi?!" (Japanese: 改二っぽい?!)March&#;5,&#;&#;() Yūdachi suddenly starts emitting a weird glow and is taken into the factory. When Fubuki and Mutsuki go to visit her, they discover Yūdachi has been 'remodeled' into a completely different person with new equipment as a result of her experience. Later that night, Yūdachi learns she is being transferred to Carrier Group One, while Fubuki is informed that Mobile Unit Five is being disbanded and she is being sent back to the Naval District. She is distraught, until she watches Yūdachi training with her new gear and learns that the other destroyer girls have been looking up to Fubuki as a role-model and giving them the drive to work harder. While Fubuki and her escorts sail to the Naval District, a familiar Wo-class carrier sends out an attack wing of fighter/bombers to attack the base. While no ships are lost in the attack, the commander ends up missing as he stays behind to ensure everyone else is safe. After the fleet girls work together to rebuild the facility, Nagato announces that, per the Admiral's final orders before his disappearance, that Fubuki is to be remodeled.10"Let's Do Our Best!"
Transcription: "Ganbatte Ikimashō!" (Japanese: 頑張っていきましょー!)March&#;12,&#;&#;() As Nagato and the other command girls try to determine from the Admiral's orders where the Abyssal base is, Fubuki ups her training in the hopes of gaining the necessary requirements to be remodeled, leaving Mutsuki downhearted as she gets to spend less time with her. When Fubuki and the reformed Third Torpedo Squadron encounter the Abyssal during a scouting mission, Fubuki rushes in hoping to increase her experience while taking heavy damage in the process, barely making it out alive. When she wakes up in the docks, she is scolded by Mutstuki, who does not want to lose her like Kisaragi. Later that night Fubuki finds her and apologizes, telling her about when she first met the commander and the words he told her shortly after she arrived which inspired her to pursue her own dream of helping everyone which is witnessed by Akagi and Kaga. The next day, as Akagi requests Fubuki to escort her during her next mission, but Kaga decides to test Fubuki to see if she is worthy by pitting her against their planes. Despite struggling a lot and taking severe damage, Fubuki receives encouragement from both Akagi and Mutsuki and passes the test earning the right to become remodeled, though her remodel isn't too different from her previous one (compared to Yūdachi). Afterwards Nagato declares MI base the next target for the fleets counterattack.11"Operation MI Begins!"
Transcription: "Emu Ai Sakusen! Hatsudō!" (Japanese: MI作戦!発動!)March&#;19,&#;&#;() After Akagi has a nightmare in which her fleet is totally defeated during the operation, she asks Nagato to change the operation protocol, hoping to prevent the disaster she feels will be waiting for them. Shortly afterwards Nagato announces the battle fleet, including Carrier Group One and Two, Kongō and Hiei, Fubuki, Yūdachi, and Kitakami, is to meet Yamato and other ships to attack MI with a second fleet doing a feint on a smaller base. Fubuki, Yūdachi and Mutsuki meet and promise to come back safely, while Mutsu tries to comfort Nagato, who is doubting the mission. As the mission begins, Akagi decides to leave Kongō and Fubuki to wait for the others while the carriers begin the attack. They discover an Airfield Princess and launch a surprise attack, severely damaging her, but as they get ready for the second wave, the one eyed Wo-class carrier launches its own surprise attack with two Nu-class carriers, several destroyers and a torpedo and light cruiser. With her bow destroyed and her teammates taking heavy damage, Akagi, feeling that she had failed to change fate, remains motionless as a bomber heads towards her.12"Enemy Planes Dive-Bombing From Above!"
Transcription: "Tekki Chokujō, Kyūkōka!" (Japanese: 敵機直上、急降下!)March&#;26,&#;&#;() Fubuki arrives in time to save Akagi, shortly thereafter joined by Kongou, Yamato's Fleet, and a large number of reinforcements, helping the fleet get back on the offensive. After Akagi and Kaga receive extra ammunition from Zuikaku and Shokaku and disable the Airfield Princess' runway, Yamato uses her firepower to defeat her and destroy the base. As another Abyssal fleet appears, Yamato explains there is some strange power making events of the past repeat itself, which is made evident as the Airfield Princess regenerates herself and grows stronger. The group are assisted by the arrival of Nagato, who arrives with the entire fleet after having determined the true meaning behind the Admiral's plans, but still find themselves unable to prevent the Airfield Princess, now the Midway Princess, from regenerating. However, they are joined by the armored carrier Taihou, who was sent out by the safely returned Admiral, while Fubuki defeats the remaining Wo-class carrier, putting an end to the Airfield Princess' regeneration and leading to her defeat. With all the ships returning safely to the Naval District, Fubuki is once again greeted by the Admiral.
Sours: https://en.wikipedia.org/wiki/Kantai_Collection_(TV_series)

Your breath turns into soft moans. A little more and you twitch, digging your nails into my neck. A small shiver runs through your body.

Collection. kantai

Diana moaned, no longer realizing her agitated alcoholic half-delirium. Diana again went in a circle, only now she served the males with her mouth and ass. Tolik, deciding to add even more fuel to the fire, lay down on the sofa, put Diana under him, inserted his penis into her developed pussy, and now 3.

{AMV}Kantai Collection-At The End Of The World

Spreading your legs, this is. God knows what. As you want, think so, but I'm tired of starving, I'm tired of counting a pitiful little thing in my wallet, sitting without decent. Clothes and makeup. And you've earned that much already.

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I often dropped in here, passed a glass, or even just a mug, drank another beer when it was hot. Vadik, the bartender, knew me well, and as soon as I settled down at the counter, I immediately poured one hundred grams of cognac into a pot-bellied glass. How is your mood, Gray.

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