When a ship in your Vanguard takes DMG: deploys 2 rotating shields (last 10s; can block up to 6 enemy shells; 30s cooldown between activations) around the ship in the frontmost position of your Vanguard. It will be very rare that this cat is not useful. Ten seconds after this ship fires its main guns, fire a special barrage (barrage damage scales with skill level). Not so with parts 1 and 2 of this cat's inherent talent. Smokescreen lasts for 10s, and does not stack with other smokescreens. While equipped as Staff Cat, increase Accuracy of all CL, CA, and CB in the equipped fleet by a small amount based on Tactics stat. Increase this ship's FP and RLD by 5.0% (15.0%). Enemies remain at 0 speed for an additional 1s, after which this debuff expires and their speed returns to normal. Continue with Recommended Cookies, Home Azur Lane Wiki Azur Lane Tier List. (This buff can be stacked up to five times.). Although theyre not as powerful as those above, they can still dominate the game, especially in the hands of players who know what theyre doing. If this ship is equipped with the. Every 40s (every 20s), fire a special barrage targeting the enemy farthest away from this ship. When an enemy aircraft is shot down within the fleet's AA range: increases own Firepower and Anti-Air by 5% (15%) for 8s (does not stack). While this ship is afloat: decreases the DMG your Main Fleet takes from enemy aircraft by 5% (15%). 7% chance of launching 5 planes. By using our Azur Lane tier list, players can quickly and easily find the best ships in each class and build a powerful fleet that is sure to dominate the seas. While the lead ship is a DD and its HP not 0, at the beginning of battle, when the lead DD gets close to the enemy, fire Meowfficer Barrage I. Decreases this ship's DMG taken from enemy DD guns and torpedoes by 5% (10%). When sortied as the Command Cat: increases the Accuracy and EVA of all CL, CA, and CB in your fleet by a large amount based on the Tactics stat for 30 seconds after the battle has started when in combat with a BB node. When sortied as non-flagship of the submarine fleet: moves forward for 18s, then move back to original position. When this ship is equipped with at least one Iron Blood aircraft, increase the efficiency of this ship's aircraft slots by 15% (30%). Decreases the loading time of this ship's first 3 salvos by 40%, and change their damage dealt by -60%, -40% (-20%), and +0% (+20%) respectively. Every 20s: 40% (70%) chance to increase this ship's ACC and RLD by 10% (20%) for 10s. Not so great otherwise. In Operation Siren, this barrage is limited to the 3rd and 4th battle. At the start of the battle: increases this ship's FP, AA, and ASW by 5% (15%). 3s after this barrage was fired, up until 3s after this ship's next Main Gun volley: targets a random META ship in your fleet and increases that ship's DMG dealt by 3.5% (8%); if this ship is your Flagship, any ship in your fleet becomes eligible for this buff. Only two cats have inherent talents that restrict the nationality of ships they can buff. 10s after battle starts: fires a torpedo barrage (damage is based on skill level and Torpedo stat). I hope you enjoy it!Timestamps:Introduction - 0:00Where Do I Equip Them? Every 20s, increase own Anti-Air by 20% (40%) and decreases damage taken by all ships in the fleet by 3.5% (8%) for 6s. Every 20s: 40% (70%) chance for this ship to enter Assault Mode, firing a powerful barrage and increasing this ship's TRP by 30% for 8s. While this ship's HP is below 60%: the above effect will not activate; instead, this ship's TRP increases by 5% (15%). If target is switched, the buff is canceled. Every 10s: increases this ship's FP and AA by 1.5% (5%) and fires a Lv.1 (Lv.10) special barrage that penetrates enemy shields (DMG is based on the skill's level; FP and AA buff can be stacked up to 3 times). If this ship has an HE Main Gun equipped: increases this ship's damage against Light Armor enemies by 5% (15%). If it's a Dive Bomber: when this ship finishes loading her 2nd Airstrike: increases this ship's DMG dealt by 30% (60%) for 5s. Does not stack with other command skills that have similar effect. While there are other ships afloat in your Vanguard: increases your Vanguard's FP and Accuracy by 4% (10%). When this ship launches an airstrike: launches a Lv.1 (Lv.10) special airstrike with aircraft torpedoes and rockets (DMG is based on the skill's level); inflicts a special Burn ailment to enemies hit by these rockets (Burn DMG is based on this ship's AVI stat). If that fleet's Flagship is a BB: decrease the main gun spread of all BBs in that fleet by 2. - 8:09What Are Talents? There is a list of all the talents on the wiki. When this ship launches an Airstrike: 20% (50%) chance to increase this ship's DMG dealt by 50% for 8s. They are good to go within easy battles. The stats remain the same for every named cat. Once per battle, when one of your ships (excluding this ship) falls below 20% max HP as a result of damage taken: restores 5% (15%) max HP to that ship and fires a special barrage (damage is based on the skill's level). At the start of the battle and every 20s after that, the lead ship in your vanguard gains a shield. At the start of the battle, and when this ship's Torpedoes finish reloading: for 10s, decreases this ship's DMG taken by 5% (15%), increases her DMG dealt with Torpedoes by 4.5% (12%), and increases your Vanguard's Speed by 3 (these effects cannot be stacked; overlapping activations will simply refresh the effect timers if possible). Generally, players are unable to make it till the end of the game using these ships. This cat's stats are slightly misaligned to be supporting CV and CVL ships, but it makes up for that in it's inherent talent. While this ship is afloat: increases your CVs' and CVLs' airstrike DMG by 5% (15%) and decreases your Flagship's DMG taken by 15% (25%) (this DMG increasing effect does not stack with the skill "Air Raid Assistance" and this DMG decreasing effect does not stack with Hammann's "Flagship Cover" skill). : Type 1 Armor Piercing Shell increases a ship's Main Gun critical damage by 25% when equipped). The amount of XP needed per level is as follows (rows highlighed with green show levels at which Talent Points are obtained): Apart from participating in battles, Meowfficers can be given experience at the Cattery by consuming other Meowfficers. Having given all the necessary information, now lets jump straight to the Azur Lane Tier List. Can be used as material to Limit Break any ship of Ultra Rare (UR) quality. When this ship takes damage: 70% chance to decrease her Speed by 10% and increase her RLD, FP, and EVA by 5% (20%) for 7s. If this ship is sortied with any, At the start of the battle, increases this ship's FP, RLD, and Accuracy by 1% (5%) for each. If equipped with a high caliber Main Gun (280mm or more): increases damage dealt with Main Gun by up to 15% (25%) depending on the distance the shells travel. The list contains all the characters arranged in different categories from strongest to weakest. Every 15s, 50% (100%) chance to spawn a zone on the battlefield. Every 20s: 40% (70%) chance to launch a Lv. When taking damage, 4% (10%) chance to fire a special barrage; 5s cool down after activation. Upon taking damage: 4% (10%) chance to increase own Evasion by 20% (40%) for 5s (effect has 8s cooldown). Once respecced, that Meowficcer cannot be respecced again until the next server midnight. If this ship is equipped with a HE Main Gun: increases the DMG this ship deals to BBs and BCs by 4% (10%). While equipped as Staff Cat, increase Evasion of all BB, BC, and BBV in the equipped by a small amount fleet based on Command stat. Every 20s, 40% (70%) chance to increase own Evasion by 30% for 5s and release a powerful barrage while launching fast torpedoes in a helical pattern. When this ship fires her Main Guns: 40% (70%) chance to fire a Lv.1 (Lv.10) frontal barrage (DMG is based on the skill's level). Once per battle, when this ship's max HP falls below 30% as a result of DMG taken: this ship's Detection Gauge value is set to 0 and. There are better options. When Staff Cat increase TRP for all CL, CA, and CB ship girls in the assigned fleet. When this ship launches an Airstrike: 50% (100%) chance to launch an additional special airstrike (DMG is based on skill's level). Now that you have an overview of how battles work in Azur Lane, you probably have a clearer idea of how youll structure your game. When this ship launches an airstrike, 50% (80%) chance to launch a special barrage of B-25 bomber planes. At the end of the effect, heals for 20% (50%) of the damage taken and increase own Firepower by 4% (10%) (stacks up to 3 times). Grants this ship 100% Evasion Rate for 5s. Upgrade Meowfficer Barrage I to Meowfficer Barrage II. When your freshly trained Meowfficer finally arrives in the cattery, it will have learned a certain number of talents randomly picked from a pool of possible talents. You will start out with 2 slots to train your ships. Increases this ship's FP and Accuracy by 5%. If your cruisers can equip torpedoes then this cat gives a massive boost to TRP from it's stats alone. Every 12s: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level and this ship's AVI stat). Everyone plays differently, everyone has their own favorite ships and ship types. Meowfficers assigned to the submarine fleet also gain the same amount of experience as the surface fleet when they are called in. 12%: Increases all enemies' Firepower, Torpedo, and Aviation by 4%. Damage depends on skill level. Increase this ship's damage against Light Armor enemies by 5% (15%). When this boat retreats from battle: fires a special torpedo barrage (damage scales with skill level). If this shield is destroyed rather than expiring: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level) that restores Emden's HP equal to 5% (15%) of the DMG dealt. If this effect fails to activate: instead fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level and this ship's AVI stat). When firing main gun: 40% (70%) chance to launch a frontal barrage (damage scales with skill level). When a ship in your Vanguard takes DMG: 20% (50%) chance to deploy a shield (lasts 10s; can block up to 6 enemy shells; 15s cooldown between activations). Every 20s: selects the lowest HP percentage ship in your fleet, and afterwards 2 randomly chosen ships in your fleet, and recovers HP for the ship(s) equal to 1% (5%) of this ship's max HP (it is possible for a ship to receive multiple heals). When this ship launches an Airstrike: increases your Main Fleet's AVI by 5% (15%) and FP by 4% (10%) for 8s. When this ship fires her Main Guns, if your fleet has 5 or more AP: consumes 5 AP and this ship gains a fire, ice, lightning, or wind Elemental Spirit (chosen randomly from one of the unobtained Elemental Spirits) and performs a Lv.1 (Lv.10) elemental attack of the corresponding element (5s cooldown between activations). Decrease the load time of this ship's first airstrike by 10% (25%). The game has become quite popular for its unique PvP gameplay. DMG of both barrages are based on skill's level. At the start of the battle, if this ship is in the frontmost position of your Vanguard and there are 3 ships afloat in your Vanguard: decreases this ship's DMG taken by 1% (10%) and increases DMG dealt by 1% (10%) for the ship in the center position of your Vanguard. [Operation Siren] At the start of the battle: increases own Firepower by 1.5% (6%) per Kizuna AI ships other than self (can be stacked up to 4 times). Decrease the enemy's speed by 15% (30%) for 5s. For example, every Justice will have the same max level stats. Can be stacked up to 5 (10) times. Aviation Experiment - Coordinated Bombardment. 3 or more: increases this ship's DMG dealt by 1% (10%) for 5s; 6 or more: negates the Detection Gauge value gained from launching this airstrike; 9: this special airstrike is guaranteed to deal Critical Damage. At the start of the battle, if there is an. Once per battle, when this ship's HP falls below 30% as a result of DMG taken: increases this ship's Secondary Gun Shell Velocity by 15% and increases her Secondary Gun efficiency by 15% (30%). When Staff Cat increase AVI of all CL and CVL ship girls in the assigned fleet. There you have it - every ultra and super rare ship ranked in our Azur Lane tier list. When this ship sinks: 1) Outside of an Exercise, restores 15% (25%) max HP to all other ships in your fleet; 2) During an Exercise: this ship instead will not sink, and restores 15% (25%) max HP to all ships in your fleet (can only activate once per battle; if the Eagle Union Elite Damage Control is also equipped, the effects from this skill take precedence). This skill always activates on the first airstrike of each battle. Every 20s after the battle starts: fire a special barrage that inflicts a unique burn on all enemies it hits (barrage damage scales with skill level). While alive in fleet, reduce damage received by the backline by 3.5% (8%). Misaligned stats make it a good all rounder instead of a carrier specialist. Skills. My final thoughts on this system are that this is absolutely the final endgame money sink of Azur Lane. After this barrage is fired: decreases the load time of this ship's next Airstrike by 10% (20%). Only the one with the highest effect will be active.[1]. You'd lose the barrage Bunny brings to the table for more stats. Decreases the Speed of all enemies by 15% (30%) for 4s. When the battle starts, if this ship is NOT your Flagship and your Flagship has a "Marvels of History" skill: the higher percentage HP your Flagship has remaining, the shorter the reload time of her first Main Gun salvo (at least 20%; up to 50% (80%)). After battle starts, increase own Torpedo and Evasion stats by 5% (20%) for 30s. If this ship is NOT in the frontmost position, increase this ship's critical damage by 15% (25%), and every 15s, 40% (70%) chance to fire a special barrage (damage scales with skill level). While equipped as Staff Cat, increase Firepower of all CL, CA, and CB in the equipped fleet by a small amount based on Support stat. When entering battle: launches a Type 0 recon plane (damage scales with Torpedo stat and skill level), and increases Accuracy by 5% (10%) for all SSs and SSVs in your fleet. When this ship launches an Airstrike: heals your entire Vanguard for 3.5% (8%) of its max HP; the first time this effect activates every battle, it also heals your entire Main Fleet for 1% (5%) of its max HP and the lowest percentage HP ship in your Main Fleet for another 1.2% (3%) of its max HP. Just getting Meowfficers to level 10~15 is decent. If Shion has 3 MP: fires a special barrage and resets MP to 0 (damage is based on skill level). Every 15 (5) time(s) this ship fires her Main Guns: performs a Lv.1 (Lv.10) Inquisition's Hammer attack on the nearest enemy (DMG is based on the skill's level), freezes that enemy in place for 0.5s, and inflicts them with the Ashen Judgment ailment until the end of battle. Increases the TRP and EVA of all your Vauquelin-class DDs by 5% (15%) and increases this ships FP, AA, and Accuracy by 4.5% (12%) for 30s after the battle starts. At the start of battle: Increases Eva and. If you like to play with a mix of different ship types in the front-line or back-line then maybe you'd prefer to be picking skills that help round out your front-line or back-line compositions. https://cdn.discordapp.com/attachments/481532731768045568/494551005002989569/Cat_Abilities_Tier.png When this ship launches an airstrike, launch an additional TBF Avenger barrage that inflicts flood damage on hit (damage scales with own AVI stat and skill level). 277.78 During battle, if the number of Hololive ships in the fleet is odd: increases own damage dealt with Main Gun by 4.5% (12%); otherwise decreases damage taken from bullets by self by 1% (5%). When this ship launches an Airstrike: 50% (100%) chance to launch an additional airstrike (DMG is based on the skill's level). While equipped as Staff Cat and Flagship is a BB, BC or BBV, increase Accuracy of all submarines in the equipped fleet by a moderate amount based on Command stat. 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