The only unique thing about this cat is the evasion increase. Every 30s (every 20s), fire a special barrage that ignores shields and heals this ship for 20% of the damage dealt (barrage damage scales with skill level). In addition to skills, each Meowfficer has a number of abilities drawn from a common pool. 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). Reduce damage received by main fleet by 5% (15%). If there is at least one other. This boat takes 20.0% (60.0%) less DMG while resurfaced as part of this skill's effect. Increase this ship's FP and EVA by 3.5% (8%). Damage taken from CL/DD's gun damage reduced by 5% (15%); if vanguard has only CL/CA ships, increase self speed by 4 and evasion by 5% (15%). Increases this ship's AVI by 5% and AA by 5% (15%). These particular stat boosts are locked based on the cat you are using. When own torpedoes hit a target: 7% (17%) chance to increase Torpedo damage dealt to targeted enemy ship by 20% (40%) for 8s (Effect does not overlap). They can strengthen your fleet with "Skills" and "Abilities" to turn the battle in your favor. Every 20s after the start of the battle: this ship stops moving for 3s and summons a Lv.1 (Lv.10) Iris Angels Airwing to attack (DMG is based on this ship's TRP stat and the skill's level). At the start of battle: Increases Eva and. Increase TRP for all SS ship girls in the assigned fleet. 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). If the shield breaks before it expires: Every 20s: executes a Lv.1 (Lv.10) Gridman Calibur slashing attack and spawns a shield that lasts 8s and can block up to 10 shots (slashing attack DMG is based on the skill's level). Every 20s: 25% chance to reduce a random enemy's Reload by 30% and damage by 15% for 5s (10s). S+ Warships with the best performance are included in this category. When this ship launches an airstrike: decreases your Vanguard's DMG taken by 5% (15%) for 8s (does not stack with the skill "Air Cover"). For the 1st and 2nd battle: launches a supporting barrage 20s after battle starts (damage is based on skill level). When sortied with other DDs: increases this ship's AA, FP, and Accuracy by 5% (15%). Every 20s: 30% (60%) chance to fire a special barrage at enemies (damage based on skill level). Decreases damage taken to self by 20%. Without further ado, let's get started. Here is the ultimate Azur Lane tier list to help you win more battles. When the battle starts: increases this ship's Evasion Rate by 3.5% (8%) but decreases her SPD by 3. The barrier can block up to 1.5% (6%) of those ships' maximum HP and lasts for up to 5s. Every 18s after the start of the battle: 40% (70%) chance to fire a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). When Staff Cat increase TRP of all DD ship girls in assigned fleet. Decreases the Speed of all enemies by 8%. Spawns the shield again 30s after time-out timer. (Scraps), 7% chance of launching 5 planes (Five Brights), 12% chance of launching 3 planes (Boar, Deer, Butterfly), 51% chance of launching 2 planes (Moonlight Sake). For example, every Justice will have the same max level stats. If there is at least 1 CV or CVL in your fleet: the aforementioned effects apply to all of this ship's Airstrikes. Does not stack with other smokescreens. Enemies hit by this ship's main gun take 3% (12%) more damage for 8s. Whenever own torpedoes hit 10 times (excluding the ones from barrages): launches the same barrage. They travel at half the speed of a standard Normal shell, but can home in on targets within a range of 25 units. Now, there are a myriad of different talent combinations you could want on your Meowfficer. This effect can not activate more than once a second and does not stack, but sinking additional enemies will refresh its duration. Each second in combat, this ship has a 10% chance of dealing 43 DMG to herself; if this effect activates: after 3s, heals this ship and the lowest HP% ship in the fleet for 1.5% (5%) HP (this effect can only activate 2 times per battle). Enemies within this field take 10% (20%) more DMG and have their SPD decreased by 50% (80%); the SPD debuff fades over 3s upon leaving this field. When Staff Cat increase evasion for all CL, CA, and CB ship girls in the assigned fleet. When Command Cat decrease the damage taken by the assigned fleet's flagship when an enemy main fleet is within 2 squares of movement. {\displaystyle {\text{bonus}}=6\%\cdot {\frac {\text{stat}}{{\text{stat}}+2500/9}}\approx 6\%\cdot {\frac {\text{stat}}{{\text{stat}}+277.78}}}. Additionally, launch a special barrage of anti-submarine swordfish planes (barrage damage scales with skill level). Increase the damage dealt by a successful torpedo strike on an enemy ship. At start of battle, if fleet contains 2 or more Sakura Empire ships, increase own Speed by 10 [This skill's sortie battle counter resets when moving to a new area or changing your formation within Operation Siren.]. When Staff Cat increase accuracy for CV and CVL ship girls in assigned fleet. 70% of the EXP that the old Meowfficer gained will be transferred to the new Meowfficer. While equipped as Staff Cat, increase Accuracy of all BB, BC, and BBV in the equipped by a moderate amount fleet based on Tactics stat. JP: . The burn lasts 6s and deals 521 damage per tick, with 1 every 3s). When fighting humanoid Siren fleets or boss fleets: increases this ship's Crit DMG by 5% (8%). immune to all damage) for 5s (15s). 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 the special shell deals DMG to an enemy: increases its DMG. A good Staff Cat that is outclassed by Oscar. Increases own damage dealt to CVs by 5% (20%). For every 3 enemy aircraft shot down by this ship's aircraft, increases your whole fleet's AA stat by 1% (5%). Decreases this ship's DMG taken by 5% (15%). Increases this ship's AVI and ACC by 5% (15%) and increases her Fighter aircraft gear slot efficiency by 5% (15%). This Armor Break stacks with other sources of Armor Break.). Dive Bomber slot is equipped with "Mach 2.42 Bermbew Sprawt" skin. 14% - Portable Repair Kit: Heals all ships in the fleet for 0.4% (2.4%) of Yuubari's maximum HP. Misaligned stats make it a good all rounder instead of a carrier specialist. Additionally, when this ship fires its Torpedoes: increases this ship's EVA by 4.5% (12%) for 6s. Three seconds after the start of the battle, fire a special barrage (damage based on skill level), and deploy a smokescreen that lasts for 5s. Skills. 30% - Critical: Increases critical chance by 20% and critical damage by 50%, A blue shield which can block up to 4 enemy shots, A purple shield which can block up to 2 enemy torpedoes, A red shield which inflicts DMG up to 6 times to an enemy it comes in contact with. Every battle, when this ship launches her 1st and 3rd Airstrikes: launches a Lv.1 (Lv.10) bombing raid using the Goldburn, and spawns a shield around your Vanguard that lasts 10s, reduces your Vanguard's DMG taken by 8%, and can block up to 15 shots (Goldburn DMG is based on the skill's level). Every 20s: this ship performs super A.I. Azur Lane ( SR/UR Waifu Tier List) Arknights 6-Star (Until Invitation to Wine) Tier List. For her first 3 battles of each sortie, reduce Gun damage taken by self by 1% (10%). Increase this ship's FP and Accuracy by 5% (15%). Or if you skipped it all and went straight to picking a cat, I hope you found a good fit for your fleet. At the start of the battle: fires a torpedo barrage (damage and pattern of barrage is based on skill level). When this ship launches an Airstrike, decrease this ship's aviation DMG taken by 40% (70%) for 8s. When this ship or a ship in your Main Fleet takes DMG: 40% (70%) chance to fire a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level; 10s cooldown between activations). Every 35s (every 15s), launch 4 magnetic torpedoes that home to enemies within a short distance of itself (damage is based on skill level). When firing main gun: 20% chance to increase own Evasion by 60% (100%) for 15s. The last column lists whether or not a Meowfficer's inherent talent in part might be limited to being in combat with a specific enemy ship type. Increase this ship's EVA by 5% (15%) during the first 45s of the battle. Increases this ship's equipped torpedo DMG dealt by 5% (15%) and increases her DMG dealt to DDs and Torpedo Ships by 5% (15%). Increases this ship's AVI and ACC by 1% (10%). Increase Firepower of cruisers in the fleet by 5% (15%). Decrease the load time of this ship's first airstrike by 10% (25%). When entering battle and only a carrier or light carrier remains in the equipped main fleet (backline), first airstrike reload speed is increased by 8%. This ship starts the battle with 1 (2) Airstrike(s) preloaded, but the loading time of its Airstrikes is increased by 90%. Whenever this skill activates or whenever this ship sinks an enemy: increases this ship's Crit Rate by 1.2% (3%) (can be stacked up to 3 times). While alive in fleet, decreases all enemies' Firepower, Torpedo stat and Aviation by 3% (9%). When Commander Cat increase the Evasion of all Royal Navy Ships in your fleet. Increases this ship's FP and AA by 5% (15%). 1 (Lv. When the battle starts, if this ship is in the frontmost position of your Vanguard and there are other ships afloat in your Vanguard when "Dark Spirit" activates: adds a Dark Element to the ship in the rearmost position; if this ship is NOT in the frontmost position when "Dark Spirit" activates: adds a Dark Element to the ship in the frontmost position. When this ship takes DMG: 4% (10%) chance to fire a Lv.1 (Lv.10) special barrage that always deals critical damage (DMG is based on the skill's level; 10s cooldown between activations). When firing main gun, increases own Reload by 1% (3.5%) (Can be stacked up to 12 times). Once per battle, when this ship takes DMG that would sink her: this ship does not sink, she evades all attacks for 10s, and she recovers 12% (22%) of her max HP; after this effect activates, decreases this ship's DMG taken by 5% until the battle ends. When sortied with at least 1 other Eagle Union submarine: increases Crit DMG by 5% (15%) and increases TRP and Accuracy by 3.5% (8%) for all your Eagle Union submarines. Increases this ship's DMG against DDs and CLs by 5% (15%). Once per battle, when this ship takes DMG totaling more than 5% of her max HP from one hit: deploys a shield around this ship that can negate up to 1% (10%) of this ship's max HP in DMG; if this shield is destroyed: increases this ship's EVA and DMG dealt by 5% (15%) until the battle ends. You'd lose the barrage Bunny brings to the table for more stats. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. 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 this ship's main gun cooldown by 20% (35%) for the first four reloads. - 8:09What Are Talents? Every 20s, fires a Lv.1 (Lv.10) special barrage (damage is based on the skill's level). Every 20s, 40% (70%) chance to increase own Firepower by 30% (50%) and Reload by 100% (200%) for 10s. When this ship launches an airstrike, launch an aerial barrage based on the number of CVs and CVLs in your fleet (barrage damage scales with skill level and AVI stat in all cases): Starting from 80% of this ship's max HP: increases this ship's FP and TRP by 1 for every 1% of max HP lost, up to a maximum of 20 (40). that might help you quickly pick a cat for your fleet. Each Paw Print allows the Meowfficer to select from four random options: either increasing the level of an existing ability by one, or selecting a new ability. Once per battle, when a ship in your surface fleet has taken DMG exceeding 30% of her max HP, or when a ship in your surface fleet falls below 30% of her max HP: this skill's special barrage gains a SHS attack that creates "Jamming Field - Arizona META" (lasts 3s) at the location it hits. When this ship uses a main gun that fires Normal or High Explosive ammo, change this ship's main gun ammo type to High Explosive that has a chance to inflict special Burn to enemies hit, with 115/115/95 (140/140/105) modifiers. Now, there are a myriad of different talent combinations you could want on your.... Is based on skill level ) based on skill level ) ) for 6s when ship! Ones from barrages ): launches a supporting barrage 20s after battle starts ( damage and pattern of is. 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