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KANCOLLE · EQUIPMENT

Equipment Development Recipes

The Arsenal (工廠) doesn't just build ships — it also develops equipment, using the same four resources in different ratios. These are the community-verified recipes for the gear categories new admirals ask about most.

Development vs. Construction — what's the difference?

Both use the same four resources — fuel, ammo, steel, bauxite — but they're separate menus with separate outcomes. Construction (建造) produces a new ship. Development (開発), covered on this page, produces equipment: guns, radars, planes, and other gear you then equip onto your ships. New players sometimes pour resources into the wrong screen expecting a ship and get a gun instead — check which menu you're in before committing resources.

The four standard recipes

TargetFuelAmmoSteelBauxiteGood for
All-round starter10101010Cheap, early-game gear of any category — use this while you're still short on resources.
Aircraft-focused206010110Carrier-based fighters and dive bombers for your air power.
Radar-focused1011251250Surface radars and air radars — key for night battle cut-ins and anti-air.
Large-caliber gun-focused1025125010Big guns for your battleships' shelling phase.
These aren't guarantees. A recipe shifts the odds toward that category of gear — it doesn't lock in a specific item or rarity. You can still get a mediocre roll from a "good" recipe, and development also consumes a development materials (開発資材) item alongside the four resources shown above, so keep a stock of those on hand.

How much do I need to keep in reserve?

The radar and large-caliber gun recipes both call for 250+ steel or ammo per attempt, which is steep for a newer admiral. A practical approach: run the all-round recipe while you level up and stock resources through expeditions, then switch to the specialized recipes once your reserves can absorb several attempts in a row — a single pull rarely gives you what you want.

If you're only after a specific radar or gun for one ship's loadout, it's usually cheaper to check the drop tables for that item on a farmable map first — development is best used when you need a steady supply of a gear category, not a single copy.