I am Sirius, and don't call me Shirley.
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is a mobile shoot-em-up featuring shipgirl versions of a variety of WWII warships. Destroyers, cruisers, battleships, carriers and more are at your disposal as you relive historic battles and fight back against the evil abyssal Sirens.
EN Current and Coming Events:
Visitors Dyed in Red
is rerunning through April 3.
- Major event campaign featuring six Normal maps (A1-B3), Hard variants (C1-D3) and a new extra-hard EX sortie. Complete D3 to earn the Medal of Sakura Empire for your dorm.
- Complete maps and daily Event Missions to earn Ema. Ema can be spent at the Event Exchange for rewards such as IJN Zuikaku and the 6-star Type 93 Torpedo accessory.
- The "VDiR Supplies" banner will let you redeem additional rewards based on total Ema earned including IJN Mikuma, IJN Akatsuki, Cruiser Retrofit BPs and a T5 Sakura Tech Pack.
- If you played this event previously, your Ema earnings will be reset.
You also cannot receive or redeem duplicate Dorm furnishings including shop items and the event Medal.
Sea Star on Shore (Summer Cygnet)
is rerunning, live through March 31.
- 10-day event quest with two objectives per day to complete. Day 10 rewards HMS Cygnet's "Southern Cross By the Seaside" skin or 1000 Gold if you already acquired it last time.
Kirishima's Ninjutsu Class
will be live March 14 through April 3. Log in during this period to receive IJN Kirishima! Yes, that's all you have to do!
New and Limited Roster Additions:
- VDiR Limited Construction: IJN Zuikaku (0.7% Rate Up), IJN Shoukaku (2% Rate Up), IJN Yukikaze (new SR DD, 2% Rate Up), IJN Mogami (new Elite CL, 2.5% Rate Up), IJN Nowaki (4% Rate Up), IJN Ise (6.75% Rate Up) and IJN Hyuuga (6.75% Rate Up).
- VDiR Event Drops: IJN Zuikaku (B3, D3 - Boss nodes only), IJN Akatsuki (A3, B3, C3, D1-3)
- VDiR Ema Exchange and Accumulation: IJN Zuikaku (Exchange for 8000 Ema), IJN Mikuma (Accumulate 5k, 15k, 80k and 90k) and IJN Akatsuki (Accumulate 25k Ema).
- IJN Hatsuharu is now being disbursed for March's 21-day login reward.
- Secretary quests are now available for Vincennes, Honolulu, Yukikaze, Zuikaku and Hatsuharu.
New and Limited Sale Items:
- School sale! New skins for Portland, Indianapolis, Fubuki, Yukikaze and Honolulu are now (permanently) available. Previous skins for Eldridge, Edinburgh, Souryuu, Hiryuu and Z1 are 20% off through March 27.
- Kirishima's "After-School Cannon Time" will be available for the duration of Kirishima's Ninjutsu Class, ending April 3.
- "Year of the Boar" dorm set will be available January 31 through March 31.
Quick-and-Oily Tips and Advice:
- DO NOT REROLL.
Your account name is unique and cannot be reused and your first few free rolls won't matter too much in the long run.
- High rarity does not always equal high strength - San Diego is an SR (super rare) who excels in one situational niche (anti-air) and is subpar everywhere else.
- Low rarity does not always equal low strength - Leander is an N (normal/common) that can carry you quite far.
- Do your dailies! You have three Daily Raids, six Hard Mode Campaign levels and numerous Daily and Weekly Missions to complete which will give you a healthy supply of stuff
Know Your Ships:
- Destroyers (DD)
are Vanguard ships with high speed, light guns and powerful torpedoes.
- Light Cruisers (CL)
are Vanguard ships with moderate speed, stronger guns and high AA capability. Some CLs can equip torpedoes; some carry secondary guns instead.
- Heavy Cruisers (CA)
are Vanguard ships with large guns and frequently carry heavier armor. Like CLs, many CAs trade torpedo volleys for extra guns.
- Carriers (CV)
and Light Carriers (CVL)
are Main Fleet ships that launch fighters, dive bombers and torpedo bombers on demand. The launch command also acts as a smartbomb, clearing the field of most enemy attacks.
- Battleships (BB)
and Battlecruisers (BC)
are Main Fleet ships that fire heavy gun volleys on command. Compared to carriers' wide-area attacks, BBs are better at bursting down individual or tightly-packed targets like bosses.
- Your front line is the Vanguard. This is the part that you directly control and is made up of Destroyers, Light Cruisers and Heavy Cruisers.
- Your rear line is the Main Fleet. They contribute using indirect and on-command attacks such as airplanes and cannon volleys. If the center ship (Flagship) is sunk, you'll lose the battle!
- Each ship also has a selection of passive abilities. Many of these can increase the stats of your fleet considerably higher than if you merely deployed "strong" ships.
- Every map after World 1 requires you to deploy two fleets. You will likely build them for two specific purposes: a "clearing" fleet and a "boss" fleet.
- Boss fleets are used to quickly take down a map boss. Build these fleets for heavy burst damage (destroyers, torpedo cruisers and battleships).
- Clearing fleets are used to take down the filler enemies on the map. Build these fleets for sustained attack (gun cruisers or high-reload torpedo ships), AOE attacks (barrage battleships and bomber-heavy carriers) and healing (repair ships or support carriers).
- Each sortie takes place on a tiled map populated with islands and enemy fleets.
- A sortie is completed when you eliminate the Boss Fleet. Boss Fleets appear after a certain number of other enemy fleets are defeated.
- Move one of your fleets over an enemy fleet to engage it in battle. Once you engage, you must either defeat the enemy or retreat your fleet, removing it from the map for the remainder of the sortie.
- Almost all sorties must be completed multiple times before the node is "cleared" and you are allowed to challenge the next sortie in the campaign.
- In addition, there are three "stars" filled in by completing additional objectives:
- - "Defeat Flagship" simply requires you to take down the Boss Fleet.
- - "Defeat Escort Fleet (x/x)" requires you to take down a certain number of non-Boss fleets. This amount is cumulative over all attempts at the sortie.
- - "Defeat All Enemies" tasks you with taking down every enemy on the map in at least one sortie. This could necessitate bringing a repair ship, finding ammo at item nodes, or daring to challenge enemies with an Out-of-Ammo fleet.
- Once you complete and 3-star a sortie you may repeat it additional times to reduce its Threat Level, giving your fleets increased defense on subsequent runs.
- You always want to evade Ambushes!
Engaging (or failing to evade) an Ambush gives fewer rewards than a normal battle, doesn't count towards map completion and can waste your fleets' precious Ammo.
- A fleet with more destroyers and carriers or with ships equipped with an SG Radar have increased scouting capability, reducing the frequency of enemy attacks and increasing your chance of evading Ambushes.
- Enemy fleets are categorized in two ways: their composition and their size.
- Composition is displayed by the type of ship that appears on the map.
- - Vanguard Fleets are indicated by the destroyer icon and feature destroyers, light cruisers and heavy cruisers. Suicide boats are a frequent hazard but can be taken down.
- - Main Fleets are indicated by the battleship icon and feature battleships, battlecruisers and heavy cruisers. These fleets have fewer suicide boats, though enemy battleships can target your back line with cannon barrages.
- - Aviation Fleets are indicated by the carrier icon and feature aircraft carriers and light carriers. Airstrikes are a constant threat in battles against carriers.
- - Boss Fleets appear after a certain number of battles on the map. The final ship(s) in the wave are more powerful than standard waves but defeating them instantly ends the battle and completes the sortie. Defeating a Boss Fleet with an S Rank also guarantees a ship drop. Going for the boss as soon as you can is the main method of farming for a particular drop; some ships are only available from a Boss node.
- - Supply Fleets are indicated by a landing ship filled with coins. Sinking the ships before they escape the battle can give you extra coins, crates and plates.
- The icon at the top-left of an enemy node shows the size of the fleet. Larger fleets present more waves and more ships in each wave.
- As your fleets are moved about the map they will begin to draw attention from enemy assets. At certain thresholds your movement will be interrupted by an Airstrike (damaging your fleet for a flat % of their health) or Ambush (drawing your fleet into a battle). Airstrikes and Ambushes will not
occur when moving onto a "sunken fleet" tile past the other allied fleet.
- Hard Mode sorties have a major increase in levels above their Normal versions but often have desirable rewards in their fleet and boss drop tables including T4 Tech Boxes, T3 Retrofit Blueprints and 5* Item Blueprints.
- Players are granted three Main Story Hard Mode clears per day. Work these into your Daily rotation! Major Event sorties have no such limit and can be challenged freely.
- Reducing a Hard Mode map's Threat Level to 0 will cause subsequent attempts at the map to spawn the Boss Fleet immediately and alone
. This greatly expedites your farming ability.
- Main Story Hard Mode maps will also grant Core Data. Later maps grant higher amounts of Core Data, rewarding players who push the limits of how far they can go.
- Each day you will have access to a special Daily Raid. These are battles which challenge your ability to handle specific situations.
- Each Raid can be completed three times on its day. Harder difficulties open up as your Commander Level rises, rewarding you for challenging the highest level you can handle. Each raid gives specific types of rewards as well as decent amounts of coins.
- Escort Cargo
walls you off with Torpedo Boats whose volleys you must survive for one minute. Your vanguard should be able to "thread the needle" with agility and survive hits through evasion or armor. Your main fleet will not be in danger and should consist of Carriers with short cycle times for their airstrike smartbombs. This raid is available on Mondays, Thursdays and Sundays and rewards Equipment Plates.
- Maritime Attack
pits you against waves of Bomb Ships over about one minute. Ideal builds require a vanguard that can handle the fast-moving suicide boats (balanced or torpedo-heavy Light Cruisers) and a main fleet that can repel as many boats as possible while surviving what pushes through (Battleships with CL gun secondaries). This raid is available on Tuesdays, Fridays and Sundays and rewards Skill Textbooks.
- Urgent Ops
is a marathon battle against four enemy boss ships, the latter two faced together. Bring your boss-killing fleet and don't hold back! This raid is available on Wednesdays, Saturdays and Sundays and rewards Tech Boxes.
- Tactical Training
only comes in Lv60 flavors. This mission starts you off against filler enemies before presenting a boss with massively inflated HP but a weakness to one specific on-command attack (torpedo, shelling or aviation). This raid is available every day and rewards Cognitive Chips.
Equipment and Gear Boxes:
- Equipment is one of the primary determining factors in a ship's viability in your fleets. Tailor your weapon and accessory selections to synergize with your ships' strengths (e.g. Equip a main gun with HE shells on a ship that enhances HE damage).
- A ship's Efficiency stat for a weapon slot determines how much stat bonus it receives from that weapon. Put high-tier weapons in high-efficiency slots.
- Gear can be Enhanced to increase its stats. The plates required to do so are earned from many sources. Higher-rarity gear maxes out at higher thresholds but can require higher-tier plates to do so.
- Gear Boxes give you new equipment depending on the tier and faction of box. Open them from the Storage menu, Items tab.
- T1 and T2 boxes should not be opened
. Not only is the lower-tier equipment not worth it, but the boxes can be fused into higher-tier boxes (five T1s into one T2, five T2s into one T3).
- Early on, you should open T3 and T4 boxes as soon as you get them. The higher-rarity equipment will be a huge
increase to your stats at lower ship levels.
lets you boost a ship's stats by consuming duplicates from your Dock.
- Each ship gives a specific amount of Stat EXP. You will generally want to Enhance using ships that focus on the same stat (Firepower, Torpedo or Aviation).
- Enhancing a ship with its own duplicate (e.g. Enhancing a Cygnet with more Cygnets) gives double the Stat EXP.
- Limit Breaks
consume duplicates of that ship (or Bulins/Purins) to boost its stats, grant new abilities and raise its Level cap. Beware: LBs also increase Oil costs!
- A ship can receive its first LB at Lv10, its second at Lv30 and its final at Lv70. The final Limit Break also requires two
is available only to specific ships. These ships have nodes which give stat boosts or new abilities when unlocked using Retrofit Blueprints.
- The final "Modernize" node gives a generous stat boost, raises the ship's rarity by one level and unlocks new art for that ship. Note that you will need another copy of that ship (or a Bulin/Purin) to open the node.
- The Tactical Classroom
is used to strengthen a ship's Skills using Textbooks.
- Each tier of textbook gives a certain amount of Skill EXP over a fixed amount of time. Matching the texbook color to the skill color gives an additional 50% Skill EXP per book.
- Exercises are asynchronous PVP battles where the player builds an Attack Fleet to challenge other players' Defense Fleets.
- All Exercises are played out using Autobattle - once a battle starts, the only control the player has is to cancel out.
- Completing battles awards experience and Merits. Merits can be spent in a separate shop whose rewards include boxes, Cubes, Bulins and Purins and several unique ships (Eldridge and South Dakota).
- By gaining rank score you will be promoted, increasing the Merits you earn for the remainder of the season. Once you reach Colonel, further ranks will require you to be in the top spots on the leaderboards.
- Oil is Azur Lane's stamina/energy resource and dictates the frequency with which you can go on missions.
- Each ship has an Oil Cost, spent whenever you start a battle. If you can't afford the oil, you can't fight!
- Oil costs escalate with rarity and Limit Breaks. Low-rarity, non-LB'd ships can be used for hypermiling farming fleets.
- You can stock up on Oil via the Canteen, sending Commissions on Resource Extraction missions and redeeming Mission rewards.
- If you're redeeming Oil in excess of your capacity, spend it on Naval Curry in the Dorm (see below).
- Cubes are the main gacha currency, used at the Construction tab to get new ships.
- You can acquire a steady stream of Cubes from doing your Daily and Weekly Missions. They can also appear as Commission rewards and occasionally show up in the shop.
- Spend your first few days drawing as much as you can from the Heavy and Special banners. Once you're ready to start stockpiling for events, then
draw from Light Con once per day.
- Your ideal draws from Special Con will be Enterprise and/or Illustrious. From Heavy, you're looking for Hood, Warspite and Queen Elizabeth.
- If an event is live, Limited Construction takes top priority. There will often be a mix of ship types and a Rate Up for the event trophy ships. If you're just starting out, nearly everything is worth using.
- Gems are the game's premium currency and can be spent at several places including Akashi's Shop, nya.
- Your first Gem buy will give you double the Gems as well as Saratoga, a useful Aircraft Carrier.
- Gems can also be acquired for free from several sources including maxing out Main Story missions, completing Commissions and the occasional event reward.
- Your free Gems will be best spent on Dock Expansions. Dorm Expansions are also an early priority as they will expedite your passive leveling capabilities.
- Skins should be bought at your discretion. Keep watch for the icons which indicate a unique background or Live2D functionality when using the ship as your Secretary.
- If you are about to put down Gems for additional pulls on Construction... stop and think hard about what you are going to do
- Core Data is a special currency obtained by completing Main Story Hard Mode sorties, gating the amount you can earn each day. Later chapters grant more Data; the latest is currently Chapter 7.
- The Core Data Shop sells unique and high-level rewards including specific 5* and 6* equipment, T5 Tech Boxes and even certain ships or skins.
- The shop's selection refreshes on a monthly basis and cannot be manually cycled. Consider your purchases carefully - you will not be able to buy out the shop each month!
Awakening and Cognitive Chips:
- Awakening raises a ship's level cap above Lv100. This process uses Cognitive Chips, earned from the
- Currently, EN allows ships to go up to Lv110.
- Check your ships stats in the Dock - their EXP bar will let you know when they are at cap and ready to Awaken.
- Commissions are "set-and-forget" idle missions, unlocked at Commander Level 10.
- Each Commission has certain fleet composition requirements including ship types and levels.
- Running Commissions is the main way to gain Decor Tokens.
- The top Commission is a great way to passively level ships. Be aware of its high oil cost and long completion time, both of which scale with your Commander Level.
- Urgent Commissions may show up after battles. These can have a chance at valuable rewards like ships, Cubes and even Gems.
- A set of four Urgent Commissions show up in the evening (8:00pm US West time for EN servers) with high rewards.
- The Dorm is a place where ships can passively gain EXP using the power of food and naps!
- Furnishings affect the dorm's Happiness level which acts as a multiplier for passive EXP gain. Furniture adds to happiness on purchase, not on placement.
- There is a limit on how many furnishings in each category (furniture, floor decor, etc.) add to Happiness. Use Dorm Expansions to increase this capacity along with your decorating space.
- Feed your boats! A dorm with no food supply gives only 25% the EXP of a stocked dorm.
- While all foods have the same Oil:Stock ratio, the three later foods (Naval Curry, Royal Gourmet and Full Course when not replaced with seasonal variants) also give bonus EXP for a short time per stock. Note that Royal Gourmet and Full Course must be either bought with gems or acquired in other places (they sometimes show up in shops or as Mission or event rewards) so Naval Curry is the only food worth making from Oil.
- The Second Floor is a separate space that allows you to place a second set of ships (identical in capacity to the first). These ships do not
gain EXP or consume food, instead restoring morale 50% faster than those on the first floor. If you're building a heavy-duty farming fleet, keeping them here will extend the time it takes for them to be overworked. Note: unlocking the Second Floor costs 500 Gems and is only available after maxing out the first floor's Dorm Expansions.
- The Lecture Hall, accessible at Commander Level 50, is an additional avenue to passively level your ships.
- A percentage of EXP gained by your Lv100+ ships will go into the Hall's Proficiency bar. This Proficiency is spent to hold 12-hour lectures.
- Lectures can be attended by up to 5 ships, though smaller classes will give more EXP per ship. These ships cannot already be in the Dormitory or Tactical Classroom. When the less on ends the ships receive EXP.
- Like Daily Raids, a different lesson is held each day, attended by different ship types. No classes are held on Sundays but the Hall will gain double proficiency that day.
- Lectures are tiring! Ships will consume large amounts of Morale to attend class and they cannot attend at all if they are at low Morale.
- Upgrading the Lecture Hall increases the rate of Proficiency gain and Proficiency capacity.
Azur Lane English Wiki
(serves all versions)
EN Community Discord
(serves all versions)
EN Official Discord
(serves EN version)
A small warning:
Azur Lane's artwork (and especially fanwork) often toes dangerously close to being explicit NSFW content. Please keep artwork within links rather than embedding with tags, even behind spoilers, and don't be a creep when discussing character outfits.