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Learn more about consumables (starting at 0:48).
Consumable_PCY001_CrashCrew.png
Consumables are temporary bonuses that have strong effects with a limited number of uses. They are always consumed after each battle, so captains must be aware how they work and how they are obtained. Choosing the right consumables can be the difference between a good game or a great game. They could also be the difference between winning and losing.

There are a variety of consumables in World of Warships; some are only available to certain ship classes at certain tiers. Every consumable has a version that is free of charge and another that is available for purchase with either doubloons or credits. Premium versions of consumables with charges grant an additional one charge as well as decreasing the cooldown by 33%. Premium consumables cost either 15 Doubloons or 22,500Credits to mount. Players can also choose to automatically resupply these consumables after each battle.

The below information contains base values only. Commander skills and signal flags can change this information. For example, Jack of All Trades decreases reload times of all consumables by 5%. High Alert decreases the reload time for the Damage Control Party consumable by 10%. Superintendent adds one additional charge for each consumable. Finally, the November Foxtrot (-5% reload time on all consumables.) signal flag, earned via the High Caliber achievement, reduces reload time of all consumables by 5%.

Ships with unusual consumable characteristics are listed first in each section and override lower entries that would otherwise cover that ship.

Damage Control Party Edit

The basic consumable found on all ships, it instantly repairs all module incapacitations, fires, and floods, and provides immunity from the same during its duration. Unlike most consumables, which have limited uses, Damage Control Party typically has infinite uses, limited only by its cooldown. The cooldown varies per type of ship, and can be further reduced based on the skills her commander has and the signals that have been mounted. The duration also varies per ship: typically 5 seconds for destroyers, while most battleships' last for 15 seconds (some as high as 20 seconds).

It may be tempting to instantly fix any damage on a ship, but if under intense fire, waiting may be the wiser decision. Particularly in destroyers where modules get incapacitated very easily, waiting until something major breaks is a lot smarter than wasting Damage Control Party on a simple armament incapacitation. It may very well save the ship, since losing a gun or torpedo launcher is a lot less important than losing the rudder or engine. In carriers it may be a little bit different. If a carrier's flight deck catches fire, it may be wise to repair it in order to land and/or launch aircraft. Knowing the right time to use the Damage Control Party consumable is a key skill to learn in World of Warships.

DAMAGE CONTROL
PARTY I
DAMAGE CONTROL
PARTY II
Consumable_PCY001_CrashCrew.png Consumable_PCY009_CrashCrewPremium.png
Cost: Free Cost: 15 Doubloons OR 22,500Credits
Class or Ship Nation(s) Duration Cooldown Charges Cooldown Charges
Oktyabrskaya Revolutsiya Wows_flag_SSSR.png 15 seconds 30 seconds 3 20 seconds 4
Warspite Wows_flag_UK.png 5 seconds 90 seconds Infinite 60 seconds Infinite
All Tier I ships All 5 seconds 40 seconds Infinite n/a n/a
Aircraft Carrier All 30 seconds 90 seconds Infinite 60 seconds Infinite
Battleship Wows_flag_Japan.png 10 seconds 120 seconds Infinite 80 seconds Infinite
Battleship Wows_flag_UK.png Wows_flag_France.png Wows_flag_Germany.png Wows_flag_Italy.png Wows_flag_SSSR.png 15 seconds 120 seconds Infinite 80 seconds Infinite
Battleship Wows_flag_USA.png 20 seconds 120 seconds Infinite 80 seconds Infinite
Cruiser All 5 seconds 90 seconds Infinite 60 seconds Infinite
Destroyer All 5 seconds 60 seconds Infinite 40 seconds Infinite

Repair Party Edit

This consumable repairs damage by restoring the ship's hit points over a duration. It is found on battleships of all tiers, all Tier IX and X cruisers, most British cruisers, and some assorted other ships. Health restored per second is a percentage of the ship's maximum health pool. As of Update 0.7.7, this does include the extra hit points from the Survivability Expert commander skill.

Note that not all damage is eligible to be repaired ("light damage"). The following percentages of damage taken is considered to be "light damage" and is eligible to be restored by Repair Party:

Hit Type Amount
Restorable
Exceptions
  • Hits to citadel
  • Torpedo damage to citadel areas
10%
  • 33% for all non-British cruisers except Admiral Graf Spee
  • 50% for British cruisers of Tier VIII or higher
  • Regular penetrating hits
  • Torpedo damage to non-citadel areas
50%
  • 60% for British battleships
100%


The use of this consumable is the most common way to earn the achievement Dreadnought. The other way to earn this achievement is to destroy five ships with a ship captained by the unique commander Isoroku Yamamoto.

REPAIR PARTY I REPAIR PARTY II
Consumable_PCY002_RegenCrew.png Consumable_PCY010_RegenCrewPremium.png
Cost: Free Cost: 15 Doubloons OR 22,500Credits
Class or Ship Tier Nation(s) Healing Duration Cooldown Charges Cooldown Charges
Nelson VII Wows_flag_UK.png 2.0% of maximum hit points per second 20 seconds 120 seconds 2 80 seconds 3
Lion
Conqueror
IX - X Wows_flag_UK.png 2.0% of maximum hit points per second 20 seconds 180 seconds 2 120 seconds 3
Warspite VI Wows_flag_UK.png 0.6% of maximum hit points per second 28 seconds 120 seconds 3 80 seconds 4
Colorado VII Wows_flag_USA.png 0.66% of maximum hit points per second 28 seconds 120 seconds 3 80 seconds 4
Gascogne
Massachusetts
("Standard" but with fast cooldown)
VIII Wows_flag_France.png Wows_flag_USA.png 0.5% of maximum hit points per second 28 seconds 60 seconds 3 40 seconds 4
Battleship ("Standard") III - VIII Wows_flag_UK.png 0.5% of maximum hit points per second 28 seconds 120 seconds 3 80 seconds 4
Battleship ("Standard") Any NOT Wows_flag_UK.png 0.5% of maximum hit points per second 28 seconds 120 seconds 3 80 seconds 4
Salem X Wows_flag_USA.png 2.0% of maximum hit points per second 20 seconds 120 seconds 2 80 seconds 3
Cruiser VIII - X Wows_flag_UK.png 2.0% of maximum hit points per second 20 seconds 120 seconds 2 80 seconds 3
Cruiser ("Standard") III - VII Wows_flag_UK.png 0.5% of maximum hit points per second 28 seconds 120 seconds 2 80 seconds 3
Admiral Graf Spee
Atago
Duca degli Abruzzi
("Standard")
VI - VIII Wows_flag_Germany.pngWows_flag_Italy.pngWows_flag_Japan.png 0.5% of maximum hit points per second 28 seconds 120 seconds 2 80 seconds 3
Cruiser ("Standard") IX - X NOT Wows_flag_UK.png 0.5% of maximum hit points per second 28 seconds 120 seconds 2 80 seconds 3
Grozovoi X СССР_флаг_ВМС_с_тенью.png 0.5% of maximum hit points per second 28 seconds 120 seconds 1 80 seconds 2
Kidd
Tashkent
Khabarovsk
VII - X Wows_flag_SSSR.png Wows_flag_USA.png 0.5% of maximum hit points per second 28 seconds 120 seconds 2 80 seconds 3

Catapult Fighter Edit

Launches a single fighter from the ship's catapult. It is available on Tier IV and higher Japanese cruisers, Tier V-VIII British cruisers, Tier V and higher American cruisers, and Tier VI and higher German cruisers. It is also available to most battleships Tier VII and higher. Note that hull upgrades may affect whether this consumable is available. Ships with catapult-launched aircraft usually must choose between equipping either a Catapult Fighter or a Spotting Aircraft (While active, a spotter plane circles the ship providing enhanced main battery firing range.).

Once launched, a Catapult Fighter will automatically orbit around the ship at a radius of about 3.25 km and intercept any nearby enemy planes. With only a single plane per "squadron", the fighter is not capable of much damage and can easily be disposed of by a carrier fighter squadron. However, like carrier fighters it will lock enemy fighter squadrons in place; or slow down and increase the dispersion of attack aircraft. This can buy some critical time to evade, for other AA assets to thin the enemy squadron, or tip the balance in a close fighter battle.

In addition to defending from enemy aircraft, the fighter can spot torpedoes or enemy ships that pass near it, allowing it to function as a sort of poor-man's Hydroacoustic Search/Surveillance Radar. In this role it offers a longer duration and a faster cooldown than Spotting Aircraft (While active, a spotter plane circles the ship providing enhanced main battery firing range.), but a shorter orbital radius.

Note: Catapult Fighter can be exchanged for either Spotting Aircraft (While active, a spotter plane circles the ship providing enhanced main battery firing range.) or Surveillance Radar (While active, detects all enemy ships within the specified radius, regardless of obstacles (such as smoke screens or islands).) (on eligible ships).

CATAPULT FIGHTER I CATAPULT FIGHTER II
Consumable_PCY004_Fighter.png Consumable_PCY012_FighterPremium.png
Cost: Free Cost: 15 Doubloons OR 22,500Credits
Class or Ship Tier Nation(s) Duration Cooldown Charges Cooldown Charges
Musashi IX Wows_flag_Japan.png 180 seconds 90 seconds 5 60 seconds 6
Cruiser Varies Varies 360 seconds 180 seconds Varies 120 seconds +1
Battleship Varies Varies 90 seconds 180 seconds Varies 120 seconds +1

The base number of charges depends on the specific ship. Practically, due to the long duration and cooldown, the number of charges is rarely a concern.

Base charges Catapult Fighter (While active, a fighter plane circles the ship providing additional protection from enemy aircraft by engaging incoming fighters and bombers.) Both Spotting Aircraft (While active, a spotter plane circles the ship providing enhanced main battery firing range.)
1 Cruisers: Katori, Kuma
2 Cruisers: Duguay-Trouin, Emile Bertin, Graf Spee, Nürnberg, Omaha Cruisers: Zao Battleships: Myogi
3 Cruisers: Admiral Hipper, Algérie, Aoba, Charles Martel, Dallas?, De Grasse, Furutaka, Helena?, Königsberg, Mogami, Myoko, Yorck Cruisers: Buffalo, Edinburgh, Emerald, Fiji, Hindenburg, Leander, Ibuki, Perth, Roon, Saint-Louis
Battleships: Gneisenau, Iowa, King George V, Lion, Nagato
Cruisers: Budyonny, Chapayev, Kirov, Duca d'Aosta, Murmansk, Shchors
Battleships: Fuso, Kongo, New Mexico, Queen Elizabeth
4 Cruisers: Baltimore, New Orleans, Pensacola Cruisers: Des Moines
Battleships: Amagi, Bismarck, Monarch, North Carolina, Richelieu (A hull only)
5 Battleships: Alsace, Friedrich der Große, Izumo, Musashi
6 Battleships: Montana
7 Battleships: Großer Kurfürst, Yamato

Spotting Aircraft Edit

Similar to the Catapult Fighter (While active, a fighter plane circles the ship providing additional protection from enemy aircraft by engaging incoming fighters and bombers.) consumable, the Spotting Aircraft consumable launches a plane from the ship's catapult. However, instead of attacking enemy aircraft, the unarmed Spotting Aircraft increases the ship's range by 20% and gives an "aerial" perspective when scoping. It is available on all Tier IX and X cruisers, Russian cruisers from Tier VI and higher, British cruisers from Tiers V-VIII, as well as all Japanese battleships from Tier IV and higher and US battleships from Tier VI and higher. Ships with access to catapult-launched aircraft must usually choose between equipping either a Catapult Fighter (While active, a fighter plane circles the ship providing additional protection from enemy aircraft by engaging incoming fighters and bombers.) or a Spotting Aircraft.

The aerial perspective does tend to take some getting used to:

  • More vertical lead on the screen is required due to the angle; to make matters worse, most crosshairs are purely horizontal.
  • The auto-tracking feature (if used) tends to drift more than it does for the normal zoom.
  • The view covers a smaller area due to the angle, so careless zooming may end up with no ships on the screen.

On the other hand, the aerial perspective can be quite handy when shooting at ships behind islands, or at tracers coming out of smoke.

Like the Catapult Fighter (While active, a fighter plane circles the ship providing additional protection from enemy aircraft by engaging incoming fighters and bombers.), it can potentially spot incoming torpedoes and ships if it happens to fly near them. While its duration is shorter and its cooldown slower, it does have a larger orbital radius of about 4.25 km.

SPOTTING AIRCRAFT I SPOTTING AIRCRAFT II
Consumable_PCY005_Spotter.png Consumable_PCY013_SpotterPremium.png
Cost: Free Cost: 15 Doubloons OR 22,500Credits
Class or Ship Tier Nation(s) Duration Cooldown Charges Cooldown Charges
Musashi IX Wows_flag_Japan.png 120 seconds 180 seconds 5 120 seconds 6
Other ships Varies Varies 100 seconds 360 seconds Varies 240 seconds +1

As with Catapult Fighter (While active, a fighter plane circles the ship providing additional protection from enemy aircraft by engaging incoming fighters and bombers.), the number of charges depends on the specific ship. Refer there for the number of charges.

Smoke Generator Edit

Found on all destroyers, British cruisers of Tier V and above, and a few premium cruisers such as Mikhail Kutuzov. It deploys vision-obscuring smoke, and reduces the enemy detection capabilities within the area of smoke. However, it also impairs your vision and it will be extremely difficult to escape if they are able to spot you within. Your teammates will be required to spot enemies for you, but staying in a smoke screen is generally safe.

When activated, the Smoke Screen consumable will generate "puffs" of smoke at regular intervals for the emission duration listed, as long as the ship generating it has moved far enough away from the center of the last "puff". These puffs are easily visible by enabling "Show Smoke Boundaries" in the bottom right corner of the Settings > Controls window. Enabling this option will show the boundaries of smoke clouds laid by both friends and enemies once you are at close range to the border of the cloud. British cruiser smoke "puffs" are larger in diameter than those laid by destroyers.

A smoke screen can be used in a variety of ways, from providing cover to your allies to blocking off line of sight through a choke point. As a destroyer — especially a Japanese destroyer — a smoke screen should be deployed if being fired upon. Ships moving faster than 12.5 knots will not be enveloped in their own smoke clouds; ships moving at very high speed will lay very large swaths of smoke behind them for teammates to use.

A tactic known as "invisi-firing" involving ships with guns to be able to fire without being detected and sometimes involving a smoke screen. Many mid-tier players employ this tactic and sit still in the smoke screen, landing shells on enemies without them retaliating. Most American and Russian destroyers can perform this easily due to their fast-firing guns and long range. It is not entirely foolproof, since enemies can still see shell arcs emerging from the smoke cloud and may be able to trace those shell arcs and shoot in your general location. In addition, someone must spot enemies outside of the smoke screen for you, or else you will have nothing to fire at. It is not recommended to attempt this unless you know the enemy will not target you. Even then, enemy ships may simply send torpedoes into the smoke and get an easy kill.

Ships concealed by smoke are not revealed when they fire their anti-aircraft or secondary battery guns.

Note: Japanese destroyers Shiratsuyu, Kagero, and Yūgumo can exchange this consumable for Torpedo Reload Booster (When used, torpedo reload time is significantly reduced.).

SMOKE GENERATOR I SMOKE GENERATOR II
Consumable_PCY006_SmokeGenerator.png Consumable_PCY014_SmokeGeneratorPremium.png
Cost: Free Cost: 15 Doubloons OR 22,500Credits
Class or Ship Tier Nation(s) Emission Time Duration Time Cooldown Charges Cooldown Charges
Vampire ("US") III Wows_flag_Pan_Asia.png 23 seconds 109 seconds 240 seconds 2 160 seconds 3
Iwaki Alpha IV Wows_flag_Japan.png 15 seconds 80 seconds 240 seconds 2 160 seconds 3
Anshan ("Standard") VI Wows_flag_Pan_Asia.png 20 seconds 81 seconds 240 seconds 2 160 seconds 3
Perth VI Wows_flag_Commonwealth.PNG 90 seconds 10 seconds 240 seconds 2 160 seconds 3
Flint ("US") VII Wows_flag_USA.png 27 seconds 121 seconds 240 seconds 2 160 seconds 3
Haida VII Wows_flag_Commonwealth.PNG 90 seconds 10 seconds 120 seconds 2 80 seconds 3
Loyang ("US") VIII Wows_flag_Pan_Asia.png 28 seconds 124 seconds 240 seconds 2 160 seconds 3
Mikhail Kutuzov ("Standard" with fewer charges) VIII Wows_flag_SSSR.png 20 seconds 89 seconds 240 seconds 1 160 seconds 2
Cruiser ("British") V - X Wows_flag_UK.png 15 seconds 96 - 113 seconds
(+3 per tier)
240 seconds 2 160 seconds 3
Destroyer ("Pan-Asian") II - X Wows_flag_Pan_Asia.png 30 seconds 70 seconds 150 seconds 4 100 seconds 5
Destroyer ("US") II - X Wows_flag_USA.png 22 - 30 seconds
(+1 per tier)
106 - 130 seconds
(+3 per tier)
240 seconds 2 160 seconds 3
Destroyer ("German") II - X Wows_flag_Germany.png 20 seconds 45 - 77 seconds
(+4 per tier)
240 seconds 2 160 seconds 3
Destroyer ("Standard") II - X NOT Wows_flag_Pan_Asia.png Wows_flag_USA.pngWows_flag_Germany.png 20 seconds 65 - 97 seconds
(+4 per tier)
240 seconds 2 160 seconds 3

Engine Boost Edit

As the name implies, this consumable enhances a ship's engine performance. It is found on all destroyers, but it can be swapped out for other consumables such as Defensive AA Fire (While active, damage per second of large caliber anti-aircraft guns increased.) on some late-hull versions of American destroyers and high-tier Russian destroyers; it is also available to French cruisers at Tier VI and up.

While Engine Boost is active, the ship's top speed is increased by the listed percentage. For example, a +8% boost on a ship with a 35 knot top speed can reach 37.8 knots. Also importantly, it increases the ship's acceleration by a larger but unlisted percentage. Combined, these can help chase down or escape enemies, enhance the ship's ability to dodge incoming fire, or save some precious seconds when repositioning to a new front.

Note that Engine Boost will not work if a ship's engine module is disabled (even if the commander has the Last Stand skill).

A cosmetic effect of thicker engine smoke will also appear during the duration of the consumable, however Engine Boost has no impact on a ship's concealment value.

ENGINE BOOST I ENGINE BOOST II
Consumable_PCY007_SpeedBooster.png Consumable_PCY015_SpeedBoosterPremium.png
Cost: Free Cost: 15 Doubloons OR 22,500Credits
Class or Ship Tier Nation(s) Duration Top Speed Cooldown Charges Cooldown Charges
Grozovoi X Wows_flag_SSSR.png 120 seconds +8% 180 seconds 1 120 seconds 2
Battleship VIII - X Wows_flag_France.png 180 seconds +8% 180 seconds 2 120 seconds 3
Cruiser VI - VII Wows_flag_France.png 180 seconds +15% 180 seconds 2 120 seconds 3
Cruiser VII - X Wows_flag_France.png 180 seconds +20% 180 seconds 2 120 seconds 3
Destroyer VI Wows_flag_France.png 120 seconds +20% 180 seconds 2 120 seconds 3
Destroyer II - X NOT Wows_flag_France.png 120 seconds +8% 180 seconds 2 120 seconds 3

Torpedo Reload Booster Edit

Available on select high-tier Japanese destroyers, this consumable instantly reduces a ship's torpedo reload time to either 5 or 8 seconds. This consumable is great for players who like the "ninja torpedo" strategy on Japanese destroyers: stay out of detection range and launch torpedoes. Captains can use the Torpedo Reload Booster immediately after firing all of their torpedoes, then fire a full salvo again in short order. This often surprises an enemy who feels safe after dodging the first salvo. Captains must choose between Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) and Torpedo Reload Booster (except on Akizuki). Tier VI premium Pan-Asian cruiser Huanghe can also equip this consumable instead of Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).).

TORPEDO RELOAD BOOSTER I TORPEDO RELOAD BOOSTER II
Consumable_PCY017_TorpedoReloader.png Consumable_PCY018_TorpedoReloaderPremium.png
Cost: Free Cost: 15 Doubloons OR 22,500Credits
Class or Ship Tier Nation(s) Torpedo Reload Speed Cooldown Charges Cooldown Charges
Huanghe VI Wows_flag_Pan_Asia.png 8 seconds 360 seconds 2 240 seconds 3
Monaghan VI Wows_flag_USA.png 30 seconds 360 seconds 2 240 seconds 3
Shiratsuyu
Akizuki
VII - VIII Wows_flag_Japan.png 5 seconds 240 seconds 2 160 seconds 3
Kagero
HSF Harekaze
Yūgumo
VIII - IX Wows_flag_Japan.png 8 seconds 360 seconds 2 240 seconds 3

Hydroacoustic Search Edit

Available on all cruisers Tier IV and above as well as most German battleships (from Tier VIII) and all German destroyers (from Tier VI), this consumable increases detection capability of enemy torpedoes and ships. It will detect any ship regardless of any obstacles such as smoke screens or islands from 3.48 km to 4.92 km depending on tier. It will also detect torpedoes from 2.52 km to 3.42 km, roughly double to triple a typical torpedo's detection range. German cruisers and Tier IX and X battleships have a superior version of Hydroacoustic Search with greater range. The torpedo detection bonus stacks with the Vigilance commander skill. This consumable can be very useful for hunting destroyers and detecting torpedoes early enough to properly evade them.

As of Patch 0.5.16, German destroyers of Tiers VI-X and Tier VIII premium destroyer Loyang are the only destroyers in the game that have access to Hydroacoustic Search.

Note: This consumable can be exchanged for Defensive AA Fire (While active, damage per second of large caliber anti-aircraft guns increased.) (on applicable cruisers only).

HYDROACOUSTIC
SEARCH I
HYDROACOUSTIC
SEARCH II
Consumable_PCY008_SonarSearch.png Consumable_PCY016_SonarSearchPremium.png
Cost: Free Cost: 15 Doubloons OR 22,500Credits
Class or Ship Tier Nation(s) Duration Torpedo Detection Range Ship Detection Range Cooldown Charges Cooldown Charges
Haida
Cossack
("British destroyer")
VII - VIII Wows_flag_Commonwealth.PNG 180 seconds 2.13km 3.12km 180 seconds 2 120 seconds 3
Loyang ("German" tier VII range) VIII Wows_flag_Pan_Asia.png 90 seconds 3.75km 5.43km 180 seconds 2 120 seconds 3
Friedrich der Große ("German") IX Wows_flag_Germany.png 120 seconds 3.93km 5.73km 180 seconds 2 120 seconds 3
Großer Kurfürst ("German") X Wows_flag_Germany.png 122 seconds 4.02km 5.88km 180 seconds 2 120 seconds 3
Z-52 ("German") X Wows_flag_Germany.png 122 seconds 4.02km 5.88km 180 seconds 2 120 seconds 3
Cruiser ("German") IV - X Wows_flag_Germany.png 110 - 122 seconds
(+2 per tier)
3.48 - 4.02 km (+0.15 per tier) 4.98 - 5.88 km (+0.15 per tier) 180 seconds 2 120 seconds 3
Bismarck ("Standard") VIII Wows_flag_Germany.png 96 seconds 3.12km 4.44km 180 seconds 2 120 seconds 3
Destroyer ("Standard") VI - IX Wows_flag_Germany.png 92 - 98 seconds
(+2 per tier)
2.82 - 3.27 km
(+0.15 per tier)
3.96 - 4.68 km
(+0.24 per tier)
180 seconds 2 120 seconds 3
Cruiser ("Standard") IV - X NOT Wows_flag_Germany.png 90 - 100 seconds
(+2 per tier above V)
2.52 - 3.42 km
(+0.15 per tier)
3.48 - 4.92 km
(+0.24 per tier)
180 seconds 2 120 seconds 3

Defensive AA Fire Edit

The most vital consumable against aircraft. It temporarily increases the damage of anti-aircraft guns as well as decreases the accuracy of enemy bombers. This means whatever target these bombers are attempting to hit will take significantly less damage. This consumable is available only on non-British cruisers from Tier VI and up and aircraft carriers from Tier VIII and up. Some late-hull American destroyers can also equip it in exchange for their Engine Boost (While active, increases a ship's speed by a fixed percentage.) consumable. Cruisers equipped with Defensive AA Fire should always be escorting friendly ships when the threat of an air strike is present.

For aircraft carriers, this consumable lasts much longer but has fewer uses and a much longer cooldown. It is essential to prevent early sniping by an enemy aircraft carrier. While active, the effectiveness of the carriers' AA guns are increased by a factor of 1.25 for American carriers, and 1.75 for Japanese carriers. Unlike cruisers, this consumable does not affect all the AA guns on an aircraft carrier - only the 40mm AA guns will receive the benefit, with the exception of Shokaku (her 25mm AA guns receive the benefit instead, since she is not equipped with 40mm AA guns).

Note that triggering this consumable will automatically activate AA guns if they have been manually disabled (default 'P' to toggle). Likewise, manually disabling AA guns will cause this consumable's duration to terminate early, which can be done to start the cooldown earlier if desired.

Note: Cruisers (other than British and Italian cruisers) can exchange this consumable for Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).). Italian cruisers can mount both Defensive AA Fire and Hydroacoustic Search at the same time.

DEFENSIVE AA FIRE I DEFENSIVE AA FIRE II
Consumable_PCY003_AirDefenseDisp.png Consumable_PCY011_AirDefenseDispPremium.png
Cost: Free Cost: 15 Doubloons OR 22,500Credits
Class or Ship Tier Nation(s) Duration Effectiveness Cooldown Charges Cooldown Charges
Yubari IV Wows_flag_Japan.png 40 seconds Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 180 seconds 1 120 seconds 2
Atlanta
Flint
VII Wows_flag_USA.png 40 seconds Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 180 seconds Infinite 120 seconds Infinite
Loyang VIII Wows_flag_Pan_Asia.png 30 seconds Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x4 180 seconds 2 120 seconds 3
Hood VII Wows_flag_UK.png 60 seconds Damage per second of 178mm AA Rockets multiplied by x25 180 seconds 3 120 seconds 4
Graf Zeppelin VIII Wows_flag_Germany.png 120 seconds Damage per second of 37mm anti-aircraft guns multiplied by x1.75 360 seconds 1 240 seconds 2
Shokaku VIII Wows_flag_Japan.png 120 seconds Damage per second of 25mm anti-aircraft guns multiplied by x1.75 360 seconds 1 240 seconds 2
Taiho
Hakuryu
IX - X Wows_flag_Japan.png 120 seconds Damage per second of 40mm anti-aircraft guns multiplied by x1.75 360 seconds 1 240 seconds 2
Lexington VIII Wows_flag_USA.png 120 seconds Damage per second of 40mm anti-aircraft guns multiplied by x1.05 360 seconds 1 240 seconds 2
Essex
Midway
IX - X Wows_flag_USA.png 120 seconds Damage per second of 40mm anti-aircraft guns multiplied by x1.25 360 seconds 1 240 seconds 2
Moskva X Wows_flag_SSSR.png 40 seconds Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 180 seconds 3 120 seconds 4
Cruiser VI - X Wows_flag_USA.png 40 seconds Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 180 seconds 3 120 seconds 4
Cruiser VI - X NOT Wows_flag_USA.pngWows_flag_UK.png 40 seconds Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 180 seconds 2 120 seconds 3
Destroyer V - X Wows_flag_USA.png 30 seconds Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x4 180 seconds 2 120 seconds 3
Ognevoi
Udaloi
Grozovoi
VIII - X Wows_flag_SSSR.png 30 seconds Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x4 180 seconds 1 120 seconds 2

Surveillance Radar Edit

Available for British, American, and Russian cruisers, as well as Pan-Asian destroyers starting from Tier VIII and upwards. British and American cruisers have longer lasting duration, while Russian cruisers have longer detection range. Pan-Asian destroyer radar is of very short duration, but does extend past their typical detection radii.

This consumable is excellent for hunting down destroyers, as it instantly reveals all enemy ships within the radar's specified radius, regardless of any obstacles such as smoke screens or islands. Additionally, it can extend view range in cyclones. For example, the American Tier VIII cruiser Baltimore can see enemy ships at 9.0 km during a cyclone, giving her a 1.0 km advantage. Note that this will only work for radars with a range of more than 8.0 km (as cyclones hard cap visibility range at 8.0 km). While active during a cyclone, Surveillance Radar will extend a ship's visibility range out to match the ship's radar range for the duration of the radar consumable. This allows radar-equipped ships to potentially fire their main battery undetected for a time.

While this consumable can detect ships, be wary to not confuse it with Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).), which can detect both torpedoes as well as ships. Surveillance Radar will only detect enemy ships.

Note: For Tier VIII Russian cruiser Chapayev, Spotting Aircraft (While active, a spotter plane circles the ship providing enhanced main battery firing range.) consumable is replaced with Surveillance Radar upon selecting Hull (B).

American cruisers only: This consumable can be exchanged with Catapult Fighter (While active, a fighter plane circles the ship providing additional protection from enemy aircraft by engaging incoming fighters and bombers.) or — at Tier X — Spotting Aircraft (While active, a spotter plane circles the ship providing enhanced main battery firing range.).

British cruisers only: This consumable can be be exchanged with Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) at Tier IX and X, or Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.), Catapult Fighter (While active, a fighter plane circles the ship providing additional protection from enemy aircraft by engaging incoming fighters and bombers.), and Spotting Aircraft (While active, a spotter plane circles the ship providing enhanced main battery firing range.) at Tier VIII.

Pan-Asian destroyers only: This consumable can be exchanged with Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) at Tier VIII, IX, and X.

As of Update 0.5.15.1, Missouri is the only battleship in the game that can use this consumable.

SURVEILLANCE
RADAR I
SURVEILLANCE
RADAR II
Consumable_PCY019_RlsSearch.png Consumable_PCY020_RlsSearchPremium.png
Cost: Free Cost: 15 Doubloons OR 22,500Credits
Class or Ship Tier Nation(s) Duration Detection Range Cooldown Charges Cooldown Charges
Atlanta
Salem
VII, X Wows_flag_USA.png 25 seconds 8.49km 180 seconds 2 120 seconds 3
Indianapolis VII Wows_flag_USA.png 25 seconds 9.90km 180 seconds 2 120 seconds 3
Belfast VII Wows_flag_UK.png 25 seconds 8.49km 180 seconds 2 120 seconds 3
Missouri IX Wows_flag_USA.png 35 seconds 9.45km 180 seconds 2 120 seconds 3
Black IX Wows_flag_USA.png 20 seconds 7.50km 180 seconds 2 120 seconds 3
Destroyer VIII Wows_flag_Pan_Asia.png 15 seconds 7.50km 180 seconds 2 120 seconds 3
Destroyer IX Wows_flag_Pan_Asia.png 17 seconds 7.50km 180 seconds 2 120 seconds 3
Destroyer X Wows_flag_Pan_Asia.png 20 seconds 7.50km 180 seconds 2 120 seconds 3
Cruiser VIII Wows_flag_UK.png Wows_flag_USA.png 30 seconds 9.00km 180 seconds 2 120 seconds 3
Cruiser IX Wows_flag_UK.png Wows_flag_USA.png 35 seconds 9.45km 180 seconds 2 120 seconds 3
Cruiser X Wows_flag_UK.png Wows_flag_USA.png 40 seconds 9.90km 180 seconds 2 120 seconds 3
Chapayev
Dmitri Donskoi
VIII - IX Wows_flag_SSSR.png 20 seconds 11.70km 180 seconds 2 120 seconds 3
Moskva X Wows_flag_SSSR.png 25 seconds 11.70km 180 seconds 2 120 seconds 3