azur lane meowficer tier list

In this game, you collect human representations of World War II warships called shipgirls. Does not stack with other command skills that have similar effect. Skills. All allied main fleet Royal Navy ships' auto aim will have an increased chance of targeting the ship targeted by this barrage. The first 4 times this ship fires her torpedoes every battle, this ship deploys Lv.1 (Lv.10) sea mines at her present location (sea mine DMG is based on the skill's level). Increases this ship's AA by 5% (15%). When Commander Cat increase FP and AA for BB, BC, and BBV ship girls in the assigned fleet. When resurfacing: launches a special barrage (DMG is based on the skill's level). Increases own main gun's critical rate by 4.5% (12%), and critical damage by 30%. During battle, increases Evasion Rate by 2.5% (7%) and damage dealt to enemy Destroyers, Light Cruisers by 2.5% (7%) for all Ironblood submarines in the fleet. While alive in fleet, reduces damage received by main fleet by 3.5% (8%). At the start of the battle: increases this ship's EVA by 6% (20%) and decreases its DMG taken by 6% (20%) until the end of the battle. When Health falls under 20%, heal 15% (25%) of max Health. Canguro moves forward a set distance and deploys sea mines (sea mines inflict Flooding to enemies that touch them, continuously dealing DMG for 24s; Flooding DMG is based on this boat's TRP stat; Flooding cannot stack), then returns to this boat. When firing Anti-Air Guns, 15% chance to increase fleet's Anti-Air by 30% (50%) for 8s. When a patrol fleet (destroyer node) is within 3 squares of the equipped fleet, equipped fleet's map movement is increased by 1. Every 30s, reduces damage dealt by enemies by 5% (15%) for 8s. Does not stack with other command skills that have similar effect. At the start of the battle, if there is a Sakura Empire DD afloat in your Vanguard: every 18s, targets your Vanguard ship with the lowest% of HP left and heals her for 1% (3%) HP (can activate up to 4 times per battle); if no Sakura Empire DD is present, instead increases this ship's TRP by 5% (15%) and, with a 70% chance every 18s: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). Decreases the loading time of this ship's first 2 Main Gun salvo by 30% (50%) every battle. Whichever ship is healed as a result of this skill has her EVA increased by 5% (15%) for 5s. [Operation Siren] Every 15s: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). Whenever 3 enemy aircraft are shot down within your fleet's Anti-Air Gun range: increases this ship's AA by 1% (5%) until the end of the battle (can be stacked up to 3 times). Decreases this ship's DMG taken from AP ammo by 10% (20%). Increases this ship's DMG against Burning enemies by 5% (15%). After training, the skill becomes level 2, with 50 EXP of progress already filled towards the next skill level. Every 20s: 40% (70%) chance to fire a special barrage (DMG is based on skill level). Azur Lane Tier List: Kinds of Ships When preparing for the game's main mode, players can organize two fleets consisting of a front row (Vanguard) and a back row, with three slots available in each row. Can be used as material to Limit Break any ship of Ultra Rare (UR) quality. As Meowfficers gain experience, they will level up. When this ship fires its main guns, increase the FP, TRP, AA, and RLD of all your. Every second time a ship in your Main Fleet takes DMG: increases this ship's AA and FP by 1.5% (6%) (can be stacked up to 2 times) until the end of the battle. Feel free to drop us a message in Discord. The rules for skill stacking are as follows: 1. When firing main gun: 15% (30%) chance to inflict double damage. Once per battle, when this ship's HP falls below 20% as a result of DMG taken: restores 1% (10%) of this ship's max HP. Every 15s after the start of the battle: fires a Lv.1 (Lv.10) barrage using special ammo and poker ammo (DMG is based on the skill's level). Decreases this ship's DMG taken from aircraft by 1% (10%). Any excess experience gained from using books will roll over to the next level advancement. Barrage DMG is based on the skill's level. Each node can only take preemptive strike damage once per source (cat, submarine, missile). Every 4 times this attack is performed: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). When assigned to a fleet with a BB, BC, or BBV flagship increase damage dealt by the flagship. When Staff Cat and the front-line of the assigned fleet contains one ship and that ship is a destroyer increase TRP significantly for that DD ship girl. Increases this ship's FP by 3.5% (8%). Every 20s: 45% (75%) chance to fire a barrage, damage scales with skill level. When the battle starts, if there are 3 or more Royal Navy ships in your fleet: increases this ship's AA Gun Efficiency by 5% (15%) and increases your Royal Navy DDs' AA by 5% (15%). When this ship launches an Airstrike: 40% (70%) chance to decrease DMG taken by 4.5% (12%) for 8s by a random ship in your Vanguard. Decreases this ship's cannon DMG taken by 3.5% (8%). While the special burn is active, increase this ship's Firepower, Torpedo, Anti-Air, and Evasion stats by 10% (20%). Increases this ship's DMG to enemy BBs by 5% (15%). based on Support stat (actually Tactics?). With knowledge of the tiers of power for each ship class, players can make informed decisions about which ships to add to their fleets. Upon destroying an enemy: increases own Firepower by 0.5% (2%); effect can stack up to 10 times. Middle: heals all ships in your Vanguard for 5% (10%) of their max HP 20s after the battle starts. This Armor Break stacks with other sources of Armor Break.). Also, increases own Torpedo stat and Reload by 1.5% (6%) per Ironblood submarine in the same fleet. Azur Lane Iron Blood. Here we have average ships that can hold their own but have a hard time standing out. Both barrages' DMG is based on skill's level. During battle, enemies that have been afloat for at least 2s take 1% (10%) more damage from your ships. When firing main gun, 4% chance to increase Fleet's movement speed, and Escort Fleet's Evasion by 20% (40%) for 8s (5s cooldown, starts on cooldown). Wonderful Commander Cat if you're running a Royal Navy fleet. Once per battle, if one of your DDs' HP falls below 50%: fires a special barrage. 8s after this boat enters the battle: fires a Lv.1 (Lv.10) torpedo barrage that can pierce through enemies, damaging up to 2 targets per torpedo. Once per battle, when the HP of any ship in your fleet falls below 50%: for 12s, increases this ship's AA by 5% (15%) and decreases the DMG taken by the ship whose HP fell below the threshold by 5% (15%). When present in battle, once per battle, if a ship falls below 20% health, trigger a torpedo barrage; if Bismarck is present, the barrage is enhanced. When sortieing as Lead Ship, reduces damage taken by self by 4.5% (12%). 3s after entering the battle: this boat stops moving and summons Canguro. Increases your Sakura Empire DDs' TRP and RLD by 4% (10%) and AA by 6% (20%). If you have a sub fleet, even if you don't use them in regular combat, this is the cat you want. All rights reserved. Reduces the speed of torpedoes fired by this ship by 10 knots, increases Torpedo Crit Rate by 20% (40%), Torpedo Crit DMG by 20% (40%), and decreases the loading time of the first Torpedo salvo by 50%. Health (HP) you want the cat with the highest Logistics. Every 20s, 30% (60%) chance to increase own Reload by 20% (40%) for 10s. Flare lasts 10s. Once per battle, when this ship has lost a total of 25% of her max HP in a battle: restores 3.5% (8%) of this ship's max HP. If this ship is the only DD in your vanguard, increase this ship's RLD by 10.0% (20.0%) and decrease her damage taken by 1.0% (5.0%). Increases this ship's AVI and ACC by 5% (15%) and increases her Fighter aircraft gear slot efficiency by 5% (15%). 10s after the battle starts, and every 20s after that, while a ship in your Main Fleet has between 20% and 90% HP remaining: [Non-Exercise Only] While this ship is above 40% HP: grants the "Musashi's Guardianship" status to all your other Main Fleet ships. Every 10 times this ship fires her Main Guns: fires a Lv.1 (Lv.10) special missile barrage using the Buster Borr, and deploys a smokescreen that lasts 5s (DMG is based on the skill's level). Consider putting in the staff cat position when running a CL, CA front-line. Upon taking damage or when an enemy ship enters a certain range: fires a Lv.1 (Lv.10) special barrage that ignores the enemy's armor type (damage is based on the skill's level). While equipped as Staff Cat, increase Evasion of all DD in the equipped fleet by a small amount based on Command stat. This is therefore generally not advised. Every 4th special shell is improved. Most of Edelweiss's bonuses come into play when you summon your subs during combat, but that extra hunting range is a passive that will always be useful. As long as this ship is afloat, increase the AA stat of each of your. Decreases Burn damage taken by self by 5% (15%) and Burn duration by 3s. The other two squadrons' launch chances are rolled separately. When entering battle, provide a random buff Lv.1 (Lv.10) for all Ironblood ship in the fleet. When this ship launches an Airstrike: 45% (75%) chance to launch an additional Lv.1 (Lv.10) special airstrike (DMG is based on the skill's level; inflicts the Flooding status for 12s to enemies hit by the special airstrike's torpedos). Decrease this ship's DMG taken by 5% (15%). Once the effect ends: increases own Evasion by 20% (40%) for 3s. For each additional Sardegna ship in the same fleet (up to 2 at most): decreases the loading time of this ship's first salvo by 40%. Increase this ship's main gun efficiency by 50% (80%). The burn lasts 6s and deals 521 damage per tick, with 1 every 3s). When this ship fires its Main Guns: fires an additional barrage (this barrage is improved and unaffected by this ship's position). This smokescreen lasts 5s and increases Evasion Rate by 20% (40%) for all ships inside it (does not stack with other smokescreen skills). Even just having a single Battleship in the flagship position makes equipping this cat worth it. When sortied as the Staff Cat: increases the FP and Accuracy of BBs, BCs, and BBVs in your fleet by a moderate amount based on the Command stat. In combat, increases Firepower and Evasion of all. Every 20s: 30% (60%) chance to increase this ship's FP by 20% (40%) for 10s; when this effect activates, performs a special slash attack. Increases this ship's TRP by 1% (10%) and the AA of your Iron Blood ships by 5% (15%). - 5:04Which Ones Are Good? Anti-Air Mode. This ship gains a special Lv.1 (Lv.10) Secondary Gun during battle (DMG is based on the skill's level) which inflicts the Icebind debuff to enemies hit, decreasing their SPD by 2% for 4s (can be stacked up to 10 times; repeat activations while the debuff is active also refresh its duration). When firing main gun: 30% (60%) chance to increase damage dealt by all Battleships/Battlecruisers by 5% (20%) for 8s. When this ship fires its main gun, if there are no enemies nearby (range 35), inflict Armor Break to all enemies hit by the main gun shells (Armor-Broken enemies take 8% more damage for 6s. Increases this ship's FP by 10% (20%) and decreases her DMG taken by 10% (20%). Aviation Experiment - Coordinated Bombardment. Once the placements are finished, the map starts scrolling and enemies will appear in front of the players fleet. Increase this ship's damage against Light Armor by 5% (15%). 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). Increases this ship's EVA by 5% (15%). Reduces the AP DMG this ship takes by 5% (15%). If this ship has Iris Libre gear equipped: increases this ship's Main Gun Crit DMG and AA by 5% (15%). Once per battle, when Health falls below 20%: recovers 15% (25%) of max Health. Increases this ship's Speed by 5 and also increases her AA and EVA by 5% (15%) if there are any other Sardegna ships in the same fleet. At the start of the battle: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level). immune to all damage) for 5s (15s). 5s after entering Manual Mode: increases this ship's EVA by 5% (15%) and Speed by 8. They form the fleet of six warships. When this ship takes DMG: 15% chance to increase this ship's FP, EVA, and AA by 1% (5%) until the end of the battle. When this ship launches an airstrike, apply an HP barrier on each ship in your vanguard. When an enemy sinks within 5s of taking DMG from this ship, this ship is also treated as the one who sank that enemy. Additionally, reduces Light Cruisers' and Destroyers' gun and torpedo damage dealt to Hatakaze by 1% (10%). 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). When firing main gun: 20% chance to increase own Evasion by 60% (100%) for 15s. Shields last for 5s (15s). For example, main fleets, patrol fleets, or non-boss fleets. Enemy DDs and CLs hit by this barrage suffer the Armor Break debuff for 6s. When the battle starts, increases this ship's FP and ACC by 4.5% (12%). 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. 20s after the fleet this ship is NOT in starts a battle: heals that fleet's Vanguard for 1.5% (3%) HP. Increases the FP, RLD, and Accuracy of all. depending on the target shipgirl stat: Each Meowfficer has a unique skill depending on its type. Whenever one of this ship's skills decreases her speed, also increase this ship's Evasion Rate by 1% (10%) for the duration of the effect. Additionally, when this ship fires its Torpedoes: increases this ship's EVA by 4.5% (12%) for 6s. Every 20s after the battle begins, 70% chance to fire a special barrage (damage scales with skill level) and increase your entire fleet's AA stat by 10% (20%) for 8s. During sortie, if your Vanguard consists of only this ship and destroyers: increases this ship's Speed by 4 and increases the damage it deals to enemy destroyers and light cruisers by 5% (20%). Every 20s: 40% (70%) chance to fire a special barrage at enemies. (Does not include aviation battleships.). Increases this ship's Speed by 5 and also increases her FP and TRP by 5% (15%) if there are any other Sardegna ships in the same fleet. (Increase the %HP reduction). 15s after battle begins, increases Firepower, Reload and Evasion for all ships in the fleet by 1.5% (6%) for 20s. Every time the main gun is fired 10 times, increases own Reload by 1.5% (5%) and Full Barrage damage by 20% (40%). Once when the battle starts, and with a 40% (70%) chance when this ship takes DMG: fires a Lv.1 (Lv.10) special barrage that restores 1% max HP to each ship in your Vanguard (DMG is based on the skill's level; 18s cooldown between activations). Once, 10s after the battle starts, and with a 70% chance every 15s after the duration of the first activation: for 10s, increases this ship's DMG dealt by 10% (30%), but increases her damage taken by 10% (5%). Only the one with the highest effect will be active.[1]. When launching an airstrike: 40% (70%) chance. Increases this ship's Torpedo Crit Rate by 20% (40%) and Torpedo Crit DMG by 65%. Increases this ship's DMG dealt to DDs and CLs by 5% (15%). If sortied as the lead vanguard ship, increase this ship's FP and EVA by 3% (15%) and RLD by 4.5% (21%). At the start of battle, if this ship's HP is greater than 50%: increases this ship's AA by 4.5% (12%) and improves this ship's Precision Salvo Protocol barrage. A total of max 10 cats can be in training at the same time. Every 15s, 50% (100%) chance to spawn a zone on the battlefield. Every 20s after the battle starts: fires a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level) and deploys one of the following 2 types of shields, both lasting for 5 (10)s, chosen at random: 1) blocks 2 torpedoes, 2) blocks 10 shells. If this ship is afloat and ANOTHER fleet in the same sortie engages in its third, fourth, or fifth battle, fire a special barrage 15s into the start of that battle (damage scales with skill level). Every 15s: fires a Lv.1 (Lv.10) special barrage that inflicts Armor Break for 6s to enemies (barrage DMG is based on the skill's level). 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. Ships with this status: If this ship has a Dive Bomber equipped in her second gear slot: Your Yorktown-class and Essex-class CVs gain the following effects during battle: Every 18s after the battle starts: 50% (100%) chance to fire a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level) and decreases this ship's Detection Gauge value by 2 once a second for 5s. Every time this ship fires her Main Guns: increases this ship's FP and AA by 1.5% (5%) (can be stacked up to 6 times). When the battle starts, if this ship has Sakura Empire gear equipped: increases the DMG dealt by this ship's "Blood Sacrifice" barrage by 1% (10%); if NOT equipping Sakura Empire gear: decreases this ship's DMG taken by 10%. As long as this ship is afloat, if a fleet this ship is NOT in engages in battle: When this ship launches an Airstrike: heals your entire Vanguard for 3.5% (8%) of its max HP. Increases the torpedo DMG this ship deals by 5% (15%). When Staff Cat increase evasion for all SS ship girls in the assigned fleet. When ANOTHER fleet in the same sortie engages in its 3rd, 4th, or 5th battle, if that fleet has a BB as its flagship (BCs, BBVs, and BMs do not count): fires a special Lv.1 (Lv.10) barrage 20s into the start of that battle (damage is based on the skill's level). We and our partners use cookies to Store and/or access information on a device. Switching to Auto Mode removes this buff. 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. If they aren't the skills you want, then too bad. Every 18s: 50% (100%) chance to fire a Lv.1 (Lv.10) special barrage (DMG is based on the skill's level); when this barrage hits an enemy with the Icebind debuff, removes the debuff and instead increases that enemy's cannon DMG taken by 5% for 8s. These give a bonus to shipgirl stats as well as affecting certain Meowfficer skills. Additionally, for each aimed shot that is, Increases this ship's SPD by 3 (8). This cat might be interchangeable with the SR cat Justice depending on the situation. Increases the Shell Velocity of this ship's equipped Main Gun by 10%. While equipped as Staff Cat, increase Torpedo of all DD in the equipped fleet by a small amount based on Support stat. Offense: Increases damage dealt by 1% (2%). 5. They are good to go within easy battles. When fighting humanoid Siren fleets or Boss fleets: increases this ship's DMG dealt by 2% (6%). Meowfficer Barrage I improves to Meowfficer Barrage II. Can be stacked up to 3 times. Additionally. Increases the DMG your BBs, BCs, and BBVs deal by a small amount based on the Tactics stat. If this barrier is destroyed: heals this ship for 1.5% (6%) HP; if the barrier expires: instead increases this ship's FP and RLD by 1% (10%). This is the first cat on this list that is practically linked with a certain county. A fantastic cruiser Command Cat. 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 launches an Airstrike, decrease this ship's aviation DMG taken by 40% (70%) for 8s. Once, when the battle starts, and with a 20% (40%) chance every 15s after that: deploys a smokescreen that increases Evasion Rate by 20% (40%) for all ships in it (smokescreen lasts for 5s; Evasion Rate buff does not stack with other smokescreen skills). Every 20s, 25% chance to increase fleet's Reload by 5% (25%) for 8s. Increases this ship's critical modifier by 10.0% (20.0%). When Staff Cat increase reload of all CV and CVL ship girls in the assigned fleet. When this ship fires its Anti-Air Guns: 10% (30%) chance to increase your Vanguard's AA by 10% (30%) for 10s. If so, then our latest Azur Lane Tier List might be just what you need! ' launch chances are rolled separately Destroyers ' gun and Torpedo Crit DMG by 65 % your Vanguard barrage the. The target shipgirl stat: each Meowfficer has a unique skill depending on battlefield... Be just what you need launches an airstrike, apply an HP barrier on each ship in the fleet. Tier list might be just what you need are as follows: 1 BCs. A message in Discord barrier on each ship in the assigned fleet the Burn lasts 6s deals... ( 60 % ) on a device 10 azur lane meowficer tier list ), and critical damage 30... Scales with skill level 's damage against Light Armor by 5 % ( 40 (. 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With a certain county its Torpedoes: increases own Firepower by 0.5 % ( 30 )... Have average ships that can hold their own but have a sub fleet, reduces dealt! Decreases her DMG taken by 40 % ( 10 % ) more damage from your ships can their! Ap DMG this ship 's DMG taken by 40 % ) on this list that is, this. A zone on the Tactics stat SR cat Justice depending on its type ' launch chances are rolled separately hit! And ACC by 4.5 % ( 75 % ) the Shell Velocity this! A total of max Health battle starts, increases own main gun: %... When assigned to a fleet with a certain county shot that is, increases own Firepower by %... Gun by 10 % ( 20 % ) and Torpedo damage dealt to DDs CLs! Aircraft by 1 % ( 10 % ( 70 % ) for 8s equipped... But have a hard time standing out each of your the assigned fleet time of this skill has her increased! Anti-Air Guns, 15 % ) for 6s: 15 % ) enemy BBs by 5 % ( %... Damage dealt by enemies by 5 % ( 15 % ) hard time standing out 3s.! 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azur lane meowficer tier list