For success conditions and yields, see Expedition/Reference tables.
For common questions (be sure to read), see Expedition/Reference tables#FAQS.

Expeditions button in your sortie screen

Expeditions are the backbone of naval economy. They provide a safe, steady income of virtually all common in-game resources with the exception of improvement materials.

  • The fuel, ammo, steel and bauxite gained from expeditions can accumulate beyond the soft cap. This makes expeditions the best way to stockpile resources for events.
  • Expeditions also provide experience, making them useful for passively leveling weak ships.
  • A few expeditions are sortie support expeditions, which provide additional support fire for difficult sorties and events.
  • Many expeditions are also quest requirements.

Expeditions themselves need to be unlocked first, usually by completing other expeditions or quests. Once they have been unlocked, they can be repeated indefinitely. The list of expeditions does not change from one update to another. However, support expeditions for special event maps might be temporarily included during events.

Unlocking an expeditionEdit

Expeditions are unlocked by completing Quest A4.

Expedition page

An expedition page showing a new expedition, an incomplete expedition and several completed expeditions. The number 3 marker denotes the third fleet is going on this expedition

Normally, completing an expedition will unlock the next one in numerical order. However, there are exceptions:

Notice: There are still "exceptions" missing. If you find something that doesn't fit into the numerical ordering and isn't listed here please comment below.

  • Expedition 1~5 unlock Expedition #9.
  • Expedition 9~13 unlock Expedition #14.
  • Expedition 14 unlock Expedition #15
  • Expedition 16-17 unlock Expedition #18.
  • Expedition 17 unlocks Expedition #21
  • Expedition 18 unlocks Expeditions #22, 24, 25 and 33.
  • Expedition 20 unlocks Expedition #27.
  • Expeditions 1~8 unlock Expedition #32.
  • Expedition 26 unlocks Expeditions #34 and 35.
  • Expedition 36 unlocks Expedition #39
  • Expedition 38 unlocks Expedition #40

Additionally, some expeditions require clearing a certain map and completing multiple expeditions. They are:

  • Clear 1-5, Expedition #9-20 and 27-29 unlocks Expedition 30 and 31 (for Quests D5 to D8).
  • Clear 1-5, Expedition #9-18, 25, 35 and 36 unlocks Expeditions 37, 38, 39 (for Quests D9, 11, 13, 14).
  • Clear 1-5, Expedition #9-18 and 22 unlocks Expedition 23 (for Quests D10 and D12).

Sending a fleet on expeditionEdit

For instructions on how to access Sortie screen, see Tutorial: How to Play.
Expedition fleet

Sending a fleet on expedition

To send fleets on expedition:

  1. Access the Sortie screen and click the rightmost, blue button.
  2. Select an expedition.
  3. Select a fleet to send on expedition.
  4. Click the bottom right button to send the selected fleet on expedition.

Once unlocked, an expedition can be repeated indefinitely without any penalty to subsequent runs. However, an expedition can only be attempted once at any given moment. Multiple fleets can go on different expeditions, but not the same expedition.

The first fleet (main fleet) cannot go on an expedition; only the second, third and fourth fleet can.

Every expedition has its own success conditions. Failure to meet the conditions results in a failed expedition. In which case, the fleet would still consume fuel, ammunition, and time specified by the expedition but no resources or reward will be returned. HQ XP gain from failed expeditions is significantly reduced to 30%, however, Ship XP gain remains unaffected. While this might prove desirable for those who want to suppress their HQ level, it is generally not recommended due to the resource costs involved.

Check the top right corner in home screen for the bubble indicating an expedition has returned, click on the home screen to obtain rewards.

  • Expedition quests only counts when the expedition fleet returns therefore, one only need to activate the quest when the fleet returns.
  • Expedition can be completed earlier by entering the main screen when there is less than one minute remaining.
  • Ships lose 3 morale per expedition.

Ship damages do not affect the outcome of the expedition. However, having a heavily-damaged ship as the flagship will prevent the fleet from going on an expedition. You can send a fleet to an expedition with a moderately-damaged ship as flagship or heavily-damaged ship as non-flagship and still obtain a success. Having a ship under repair in the fleet will prevent that fleet from going on expedition.

Recalling an expeditionEdit

Expedition Recall

Only seen in an active expedition

In the event that the wrong fleet was accidentally sent on an expedition, an "Expedition Recall" is used to cancel the expedition and save the time that otherwise would be wasted during the expedition.

An expedition canceled in this manner yields no resources, rewards, or experience. It is also counted as a fail on Admiral's profile. Supply and morale required by the expedition are still consumed. This should only be used with discretion, especially since a recall cannot be cancelled. The recalled fleet does not return immediately as it will take a while to return to base. The calculation for return call time is as follows:

The smaller time between remaining time and elapsed time / 3.

For example, a fleet is sent on expedition #1 (15 minutes), then after 6 minutes, it is recalled.

  1. The remaining time is 9 minutes.
  2. The elapsed time is 6 minutes.
  3. The smaller number of the two, 6 minutes elapsed time in this case, is divided by 3.
  4. The final recall time is 2 minutes.

Success conditionsEdit

Ratings and rewardsEdit

Expeditions will always yield the primary resources upon success and they will always grant experience unless recalled. However, secondary item rewards are not guaranteed upon success.

Expedition Secondary Reward

Expedition #12 gives medium box (left) and development material (right)

  • For expeditions that give only one type of item, there is 50% chance of getting that item.
  • For expeditions that give two types of items, the item listed on the left will have 50% chance. The item on the right will only be awarded upon Great Success (100% chance).
  • Some expeditions have chances of giving more than 1 of the same item, such expeditions are given a value other than x1 (e.g., x2). Getting more than 1 is not guaranteed, the number listed is merely the maximum amount of items you can possibly get. The chances however, are equally split between each possible outcome.
    • For example, expedition 13 has a x2 buckets as a left item. This means you have 33% chance of gaining 2 buckets, 33% chance of gaining 1 bucket and 33% chance obtaining no buckets.
    • Expedition 40 has x3 small furniture coin boxes displayed as a left item. This means that you have 25% of gaining 3 boxes, 25% chance of gaining 2 boxes, 25% chance of gaining only 1 box and 25% to get no boxes at all.
    • Expedition 9 has x2 buckets displayed as a right item. The rule of requiring Great Success to get the right items still apply. As it is impossible to not get the right item if Great Success is achieved, the chances are equally split 50/50 of getting either 1 or 2 buckets.

The outcome of expeditions depends on several conditions. There exists four possible outcomes; each of which have different resource, experience, and item reward yield ratios.

Rating Resources Experiences[1] Rewards
HQ XP[2] Flagship XP[3] Ship XP[3] Left Right
Recall 0% 0% 0% 0% 0% 0%
Failure 0% 30% 150% 100% 0% 0%
Normal Success 100% 100% 150% 100% 50% 0%
Great Success 150% 200% 300% 200% 50% 100%
  1. There is 50% chance of experience doubling for ships, independent of the result (Failure, Normal or Great Success), each value from the table should be multiplied by 1.5 for an average value.
  2. Relative to HQ experience for an expedition.
  3. 3.0 3.1 Relative to ship experience for an expedition.

Extra bonuses to expedition incomesEdit

The formula is unfinished and still has counterexamples (all involve at least 3 Toku Daihatsus). Maximal bonuses weren't tested as well (requires multiple maxed Toku Daihatsus).

Other than Great Success, which provides 50% bonus to expedition incomes, the following factors can provide further bonuses:

In more detail, final resources (fuel, ammo, steel, bauxite) are given by

\lfloor R \cdot S \rfloor + \lfloor R \cdot S \cdot (B_{1} + B_{\star}) \rfloor + \lfloor R \cdot S \cdot (B_{2} + \text{?}) \rfloor
(= \sum_{i=0,1,2} \lfloor R \cdot S \cdot (B_{i} + B_{i}^{\star}) \rfloor)
  • For base resources (R), see the expedition reference tables
  • S is Great Success bonus, 1.5 for Great Success, 1 for Normal Success
  • B1, B2 and B represent three extra bonuses:
    • B_{1} = min(0.2, \sum b_1), Kinu Kai Ni and landing craft bonuses (b1), summed and capped at 20% (e.g., 5% per each Daihatsu Landing Craft, 5% for Kinu Kai Ni, etc., up to 20%; see the table below for b1 values)
    • B_{\star} := B_{1}^{\star} = B_{1} \cdot \bar{\bigstar} / 100, landing craft improvement bonuses, depends on B1 and average number of stars over all equipped landing crafts (\bar{\bigstar}); thus, capped at 0.2 * 0.01 * 10 * n / n = 2%.
    • B_{2} = min(cap, \sum b_2), additional landing craft bonuses (b2), summed and capped at a variable cap. Currently only applies to Toku Daihatsu Landing Craft; thus, can be referred to as Toku Daihatsu Landing Craft additional bonuses (2% per each Toku Daihatsu Landing Craft, up to the cap)
      • Presumably, cap = 0.05 (5%) for 3 Toku Daihatsu and 0.054 (5.4%) for 4 or more
      • The cap may interact with improvements (the B_{2}^{\star} term, requires verification)

DLC 0%
Kinu Kai Ni No ★ for Kinu!
DLC (Tank) 2%
KaMi 1%
  • B1, B2, B, and their sums are maximal values; GS stands for values multiplied by the Great Success multiplier (1.5); values in brackets include the S ⋅ B0 term
  • Due to flooring, the formula can't be expressed as \lfloor \sum R \cdot S \cdot (B_{i} + B_{i}^{\star}) \rfloor, summary values in the table (in red) are not always exact.

Normal SuccessEdit

Meeting all the following conditions guarantees a Normal Success:

1. Fleet's supply
Fleets sent on expedition must be fully resupplied. Missing even a bar of supply results in a failure.
2. Fleet's morale
Fleets sent on expedition must not reach 39 morale or lower upon returning.
3. Flagship's level
The level of the flagship (first ship of a fleet) must be greater than or equal to the flagship's level specified by the expedition.
4. Total level of fleet
The sum level of every ship in the fleet, including the flagship must be greater than or equal to the total level of fleet specified by the expedition.
5. Ship types
For a list of ship type abbreviations, see Glossary#Class classification.
Most expeditions require a certain number of ships of specific types. The ships in a fleet can be in any order, but the required number of ships of each type must be met. Some ship types can be used as substitutes for other ship types, some remodeled ship types and their old models are not interchangeable, while other types follow a one-way relationship.
  • Light carriers [CVL] and Seaplane tenders [AV] can be used as substitutes for Fleet carriers [CV]
  • Aviation submarines [SSV] can be used as substitutes for Submarines [SS]
  • Aviation cruisers [CAV] and Heavy cruisers [CA] are not interchangeable.
  • Torpedo cruisers [CLT] and Light cruisers [CL] are not interchangeable
  • Battleships [BB] and Fast battleships [FBB] cannot be used as substitutes for Aviation battleships [BBV]
  • Light carriers [CVL] and Fleet carriers [CV] cannot be used as substitutes for Seaplane tenders [AV]
6. Number of ships in fleet
Fleets sent on an expedition must contain at least a certain number of ships. After each of the ship type requirements are met, wild card ships (denoted as type XX in expedition tables) can be added to meet the minimum number of ships condition. Extra ships beyond the minimum number to clear other conditions are also allowed.
7. Number of drum canisters and drum carriers
Expedition 21, 37, 38 also requires Drum Canisters to be equipped. The total number of drums and the number of ships carrying drums must be greater than or equal to the given minimum value.

Great SuccessEdit

For more information and tips on how to sparkle ships, see Morale/Fatigue.

Great Success is the advanced form of Success. It grants 50% additional resources, double (x2) the Admiral experience, double (x2) the ship experience, and if applicable, the great success item reward.

The Great Success chance is determined by the initial state of the fleet—ergo, even if none of your ships are sparkling when the expedition returns, you can still get a great success rating as long as they were sparkling when they left.

Great Success still requires Normal Success conditions to be met. The factors that affect its chances of occurring are also different dependent on the expedition type:

Regular ExpeditionEdit

  • The primary requirement for Great Success is that all ships in the expedition fleet must be sparkled (morale ≥ 50). If you have 6 ships in the expedition fleet and you decide to sparkle only 5 of the 6, you will not be able to achieve Great Success.
  • Great Success rate starts at 21% if all the requirements are met, and is increased by 15% for every sparkled ship.
    • 5 sparkled ships are enough for 96% Great Success rate. If the expedition requires 6 ships, you have to sparkle the 6th ship as well.
    • With 6 sparkled ships, you achieve a Great Success rate of 100%.
Regular Expeditions
# of sparkled ships GS Rate
1 36%
2 51%
3 66%
4 81%
5 96%
6 100%

Drum Expedition (21, 24, 37, 38, 40)Edit

  • Unlike Regular expeditions, sparkling every ship in the fleet is not a necessity to be able to gain Great Success. These expeditions involves the use of Drum Canisters
    Drum Canister (Transport Use) 075 Card
    and some expedition requires you to carry a certain amount of them as requirement.
  • Like Regular expeditions, the Great Success value starts at 21% if all requirements are met, but this is further influenced by the fact whether enough drums are equipped or not and how many sparkled ships you have in your fleet.
  • The Great Success rate is increased by:
    • Overdrumming, which involves the fleet carrying more Drum Canisters
      Drum Canister (Transport Use) 075 Card
      than is required. This is only a one-time bonus of 20% per expedition fleet; equipping more drums than the required overdrum value does not increase the rate any higher. Note: If you do not overdrum, you will suffer a penalty of -15% instead. It is thus recommended to always try to overdrum whenever it is possible.
      • Carrying 25% more Drum Canisters
        Drum Canister (Transport Use) 075 Card
        than the expedition requirement asks you, with the number rounded down. Expedition 21 for example, requires you to bring 3 drums, and 125% of 3 makes it 4. Thus, for expedition 21, you need 4 drums in total.
      • In case of expedition 24 and 40, where equipping drums is not a requirement for basic success, the requirement for overdrumming is equipping at least 4 drums.
    • Sparkling your ships. The Great Success rate increases per sparkled ship, just like Regular Expeditions.
  • Sparkling at least 4 ships combined with overdrumming will give you a 100% success rate in these expeditions. Note that it is impossible to achieve 100% if you do not utilize overdrumming, even if you bring 6 sparkled ships.
Drum Expeditions
# of sparkled ships Not Overdrummed Overdrummed
0 6% 41%
1 21% 56%
2 36% 71%
3 51% 86%
4 66% 100%
5 81% 100%
6 96% 100%