Consumables
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| style="vertical-align:middle;" | 90 seconds | | style="vertical-align:middle;" | 90 seconds | |||
? | | style="vertical-align:middle;" | | + | | style="vertical-align:middle;" | 3.75km | |
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| style="vertical-align:middle; background:#f2f2f2;" | 180 seconds | | style="vertical-align:middle; background:#f2f2f2;" | 180 seconds | |||
| style="vertical-align:middle; background:#f2f2f2;" | 2 | | style="vertical-align:middle; background:#f2f2f2;" | 2 |
Revision as of 00:33, 31 July 2017
Contents
Consumables are temporary bonuses that have strong effects with a limited number of uses. They are always consumed after each battle, so you 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. The video at right contains a quick introduction; skip to 0:48 for the relevant section.
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 22,500 credits to mount. You 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" signal flag, earned by the High Caliber award, reduces reload time of all consumables by 5%.
Damage Control Party
The basic consumable found on all ships. It instantly repairs any module incapacitations, fires, and floods. Unlike most consumables which have limited uses, Damage Control Party has infinite uses and can be used as many times as the player wishes (provided they have something to repair). In addition, the ship is immune to incapacitations, fires, and floods that occur during the duration of the consumable. The cooldown varies per type of ship and the skills your commander has and the upgrades that have been mounted. The duration also varies per ship, with destroyers having about 5 seconds while battleships can have up to 20 seconds.
It may be tempting to instantly fix any damage on your ship, but sometimes if you are 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 your repair on a simple armament incapacitation. It may very well save your life, since losing a gun or torpedo launcher is a lot less important than losing your rudder or engine. In carriers it may be a little bit different. If your deck gets set on 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 | ||||
---|---|---|---|---|---|
Cost: Free | Cost: 15 OR 22,500 | ||||
Class or Ship | Nation(s) | Duration | Charges | Cooldown | Cooldown |
Warspite | 5 seconds | Infinite | 90 seconds | 60 seconds | |
Aircraft Carrier | 5 seconds | Infinite | 90 seconds | 60 seconds | |
Battleship | 10 seconds | Infinite | 120 seconds | 80 seconds | |
Battleship | 15 seconds | Infinite | 120 seconds | 80 seconds | |
Battleship | 20 seconds | Infinite | 120 seconds | 80 seconds | |
Cruiser | 5 seconds | Infinite | 90 seconds | 60 seconds | |
Destroyer | 5 seconds | Infinite | 60 seconds | 40 seconds |
Spotting Aircraft
Similar to the Catapult Fighter consumable, the Spotting Aircraft consumable launches a plane from the ship's catapult. However, it also increases your 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 choose between equipping either a Catapult Fighter or a Spotting Aircraft.
The aerial perspective is not always advantageous, and adjusting to it may be a little troublesome. However, many players often do not feel threatened when outside your ship's normal firing range. Because of this, they often sail in straight lines at full speed. With time and experience, Spotting Aircraft can allow you to do significant damage before a battle even begins. Like the Catapult Fighter, it can potentially spot incoming torpedoes if it happens to fly over them. It may also detect concealed enemy ships out of your line of sight or regular detection range.
SPOTTING AIRCRAFT I | SPOTTING AIRCRAFT II | ||||||
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Cost: Free | Cost: 15 OR 22,500 | ||||||
Class or Ship | Tier | Nation(s) | Duration | Cooldown | Charges | Cooldown | Charges |
Murmansk | V | 100 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Battleship | IV | 100 seconds | 360 seconds | 2 | 240 seconds | 3 | |
Battleship | V | 100 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Battleship | VI | 100 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Battleship | VII | 100 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Battleship | VIII | 100 seconds | 360 seconds | 4 | 240 seconds | 5 | |
Battleship | IX | 100 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Battleship | IX | 100 seconds | 360 seconds | 5 | 240 seconds | 6 | |
Battleship | X | 100 seconds | 360 seconds | 6 | 240 seconds | 7 | |
Battleship | X | 100 seconds | 360 seconds | 7 | 240 seconds | 8 | |
Cruiser | V | 180 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Cruiser | VI | 100 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Cruiser | VI | 180 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Cruiser | VII | 100 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Cruiser | VII | 180 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Cruiser | VIII | 100 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Cruiser | VIII | 180 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Cruiser | IX | 100 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Cruiser | X | 100 seconds | 360 seconds | 2 | 240 seconds | 3 | |
Cruiser | X | 100 seconds | 360 seconds | 3 | 240 seconds | 4 | |
Cruiser | X | 100 seconds | 360 seconds | 4 | 240 seconds | 5 |
Catapult Fighter
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 all battleships Tier VII and higher. Note that some ships require a hull upgrade before this consumable becomes available. Ships with catapult-launched aircraft must choose between equipping either a Catapult Fighter or a Spotting Aircraft.
Once launched, a Catapult Fighter will orbit around the ship and intercept enemy planes. It is rather ineffective alone, and is often shot down by fighters or the rear gunners of bombers. However, combined with the Defensive AA Fire consumable it can wreak havoc on enemy planes. Most importantly, it slows down enemy planes, holding fighters in place and reducing torpedo and dive bomber accuracy. Since it has an orbital path, it can potentially spot incoming torpedoes if it happens to fly over them. It may also detect concealed enemy ships that come within its visual range.
Note: Catapult Fighter can be exchanged for either Spotting Aircraft or Radar Surveillance (on eligible ships).
CATAPULT FIGHTER I | CATAPULT FIGHTER II | ||||||
---|---|---|---|---|---|---|---|
Cost: Free | Cost: 15 OR 22,500 | ||||||
Class or Ship | Tier | Nation(s) | Duration | Cooldown | Charges | Cooldown | Charges |
Katori | III | 360 seconds | 180 seconds | 1 | 120 seconds | 2 | |
De Grasse | VI | 360 seconds | 180 seconds | 3 | 120 seconds | 4 | |
Battleship | VII | 90 seconds | 180 seconds | 3 | 120 seconds | 4 | |
Battleship | VIII | 90 seconds | 180 seconds | 4 | 120 seconds | 5 | |
Battleship | IX | 90 seconds | 180 seconds | 3 | 120 seconds | 4 | |
Battleship | IX | 90 seconds | 180 seconds | 5 | 120 seconds | 6 | |
Battleship | X | 90 seconds | 180 seconds | 6 | 120 seconds | 7 | |
Battleship | X | 90 seconds | 180 seconds | 7 | 120 seconds | 8 | |
Cruiser | IV | 360 seconds | 180 seconds | 1 | 120 seconds | 2 | |
Cruiser | IV | 360 seconds | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | V | 360 seconds | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | V | 360 seconds | 180 seconds | 3 | 120 seconds | 4 | |
Cruiser | VI | 360 seconds | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VI | 360 seconds | 180 seconds | 3 | 120 seconds | 4 | |
Cruiser | VI | 360 seconds | 180 seconds | 4 | 120 seconds | 5 | |
Cruiser | VII | 360 seconds | 180 seconds | 3 | 120 seconds | 4 | |
Cruiser | VII | 360 seconds | 180 seconds | 4 | 120 seconds | 5 | |
Cruiser | VIII | 360 seconds | 180 seconds | 3 | 120 seconds | 4 | |
Cruiser | VIII | 360 seconds | 180 seconds | 4 | 120 seconds | 5 | |
Cruiser | IX | 360 seconds | 180 seconds | 3 | 120 seconds | 4 | |
Cruiser | IX | 360 seconds | 180 seconds | 4 | 120 seconds | 5 | |
Cruiser | X | 360 seconds | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | X | 360 seconds | 180 seconds | 3 | 120 seconds | 4 | |
Cruiser | X | 360 seconds | 180 seconds | 4 | 120 seconds | 5 |
Repair Party
This consumable repairs damage by restoring your ship's hit points. It is found on battleships of all tiers, as well as Tier IX and X cruisers (plus most British cruisers, high tier Russian destroyers, Tier VIII Japanese premium cruiser Atago, and Tier VI German premium cruiser Admiral Graf Spee). Health restored per second is a percentage of the ship's maximum health pool.
Note that not all damage can be 100% repaired. The Repair Party consumable restores:
- Up to 10% of citadel damage for battleships.
- Up to 30% of citadel damage for cruisers.
- Up to 50% of damage from regular armor-piercing penetrations for all ship types (60% for British battleships).
- 100% of all fire, flood, ramming, and over-penetration damage for all ship types.
The only way to earn the achievement Dreadnought is through the use of this consumable.
REPAIR PARTY I | REPAIR PARTY II | |||||||
---|---|---|---|---|---|---|---|---|
Cost: Free | Cost: 15 OR 22,500 | |||||||
Class or Ship | Tier | Nation(s) | Healing | Duration | Cooldown | Charges | Cooldown | Charges |
Admiral Graf Spee | VI | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Atago | VIII | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Warspite | VI | 0.6% of maximum hit points per second | 28 seconds | 120 seconds | 3 | 80 seconds | 4 | |
Battleship | III | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 3 | 80 seconds | 4 | |
Battleship | IV | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 3 | 80 seconds | 4 | |
Battleship | V | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 3 | 80 seconds | 4 | |
Battleship | VI | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 3 | 80 seconds | 4 | |
Battleship | VII | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 3 | 80 seconds | 4 | |
Battleship | VII | 0.66% of maximum hit points per second | 28 seconds | 120 seconds | 3 | 80 seconds | 4 | |
Battleship | VIII | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 3 | 80 seconds | 4 | |
Battleship | IX | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 3 | 80 seconds | 4 | |
Battleship | X | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 3 | 80 seconds | 4 | |
Cruiser | III | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Cruiser | IV | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Cruiser | V | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Cruiser | VI | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Cruiser | VII | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Cruiser | VIII | 2.0% of maximum hit points per second | 20 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Cruiser | IX | 2.0% of maximum hit points per second | 20 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Cruiser | IX | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Cruiser | X | 2.0% of maximum hit points per second | 20 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Cruiser | X | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Destroyer | IX | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 | |
Destroyer | X | 0.5% of maximum hit points per second | 28 seconds | 120 seconds | 2 | 80 seconds | 3 |
Smoke Generator
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 guns.
Note: Japanese destroyers Kagero and Yūgumo can exchange this consumable for Torpedo Reload Booster.
SMOKE GENERATOR I | SMOKE GENERATOR II | |||||||
---|---|---|---|---|---|---|---|---|
Cost: Free | Cost: 15 OR 22,500 | |||||||
Class or Ship | Tier | Nation(s) | Emission Time | Duration Time | Cooldown | Charges | Cooldown | Charges |
Iwaki Alpha | IV | 15 seconds | 80 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Mikhail Kutuzov | VIII | 20 seconds | 89 seconds | 240 seconds | 1 | 160 seconds | 2 | |
Flint | VII | 27 seconds | 121 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Cruiser | V | 7 seconds | 96 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Cruiser | VI | 7 seconds | 99 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Cruiser | VI | 90 seconds | 10 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Cruiser | VII | 7 seconds | 103 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Cruiser | VIII | 7 seconds | 106 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Cruiser | IX | 7 seconds | 110 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Cruiser | X | 7 seconds | 113 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | II | 22 seconds | 106 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | III | 23 seconds | 109 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | IV | 24 seconds | 112 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | V | 25 seconds | 115 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | VI | 26 seconds | 118 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | VII | 27 seconds | 121 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | VIII | 28 seconds | 124 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | IX | 29 seconds | 127 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | X | 30 seconds | 130 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | II | 20 seconds | 45 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | III | 20 seconds | 49 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | IV | 20 seconds | 53 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | V | 20 seconds | 57 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | VI | 20 seconds | 61 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | VII | 20 seconds | 65 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | VIII | 20 seconds | 69 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | IX | 20 seconds | 73 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | X | 20 seconds | 77 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | II | 20 seconds | 65 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | III | 20 seconds | 69 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | IV | 20 seconds | 73 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | V | 20 seconds | 77 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | VI | 20 seconds | 81 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | VII | 20 seconds | 85 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | VIII | 20 seconds | 89 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | IX | 20 seconds | 93 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Destroyer | X | 20 seconds | 97 seconds | 240 seconds | 2 | 160 seconds | 3 |
Engine Boost
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 on some late-hull versions of American destroyers and high-tier Russian destroyers. When activated, a boost that grants +8% means that a ship's engine will operate at 108%; or, in other words, it will provide an 8% increase in top speed. This means a ship with 35 knot top speed will reach 37.8 knots. It should be used when being fired upon, as it has a chance of fouling up an enemy's aim (by a small margin). If captains are rushing to attack/defend an area, this consumable should be used as well. 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 small cosmetic effect of thicker engine smoke will also appear during the duration of the consumable. Engine Boost has no impact on a ship's concealment value.
Starting at Tier VI, French cruisers have an enhanced version of Engine Boost that has a longer duration and a larger boost to top speed: 15% at Tiers VI and VII, and 20% at Tiers VIII, IX, and X.
Torpedo Reload Booster
Available on select high-tier Japanese destroyers only, this consumable instantly reduces a ship's torpedo reload time to either 5 or 30 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 and Torpedo Reload Booster.
TORPEDO RELOAD BOOSTER I | TORPEDO RELOAD BOOSTER II | ||||||
---|---|---|---|---|---|---|---|
Cost: Free | Cost: 15 OR 22,500 | ||||||
Class or Ship | Tier | Nation(s) | Torpedo Reload Speed | Cooldown | Charges | Cooldown | Charges |
Shiratsuyu | VII | 5 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Akizuki | VIII | 5 seconds | 240 seconds | 2 | 160 seconds | 3 | |
Kagero | VIII | 8 seconds | 360 seconds | 2 | 240 seconds | 3 | |
Yūgumo | IX | 8 seconds | 360 seconds | 2 | 240 seconds | 3 |
Hydroacoustic Search
Available on all cruisers Tier IV and above as well as German battleships (from Tier VIII) and 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 Lo Yang are the only destroyers in the game that have access to Hydroacoustic Search.
Note: This consumable can be exchanged for Defensive AA Fire (on applicable cruisers only).
HYDROACOUSTIC SEARCH I |
HYDROACOUSTIC SEARCH II | ||||||||
---|---|---|---|---|---|---|---|---|---|
Cost: Free | Cost: 15 OR 22,500 | ||||||||
Class or Ship | Tier | Nation(s) | Duration | Torpedo Detection Range | Ship Detection Range | Cooldown | Charges | Cooldown | Charges |
Lo Yang | VIII | 90 seconds | 3.75km | 5.43km | 180 seconds | 2 | 120 seconds | 3 | |
Battleship | VIII | 118 seconds | 3.12km | 4.44km | 180 seconds | 2 | 120 seconds | 3 | |
Battleship | IX | 120 seconds | 3.93km | 5.73km | 180 seconds | 2 | 120 seconds | 3 | |
Battleship | X | 122 seconds | 4.02km | 5.88km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | IV | 90 seconds | 2.52km | 3.48km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | V | 90 seconds | 2.67km | 3.72km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VI | 92 seconds | 2.82km | 3.96km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VII | 94 seconds | 2.97km | 4.20km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VIII | 96 seconds | 3.12km | 4.44km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | IX | 98 seconds | 3.27km | 4.68km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | X | 100 seconds | 3.42km | 4.92km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | IV | 110 seconds | 3.48km | 4.92km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | V | 112 seconds | 3.57km | 5.13km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VI | 114 seconds | 3.66km | 5.28km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VII | 116 seconds | 3.75km | 5.43km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VIII | 118 seconds | 3.84km | 5.58km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | IX | 120 seconds | 3.93km | 5.73km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | X | 122 seconds | 4.02km | 5.88km | 180 seconds | 2 | 120 seconds | 3 | |
Destroyer | VI | 92 seconds | 2.82km | 3.96km | 180 seconds | 2 | 120 seconds | 3 | |
Destroyer | VII | 94 seconds | 2.97km | 4.20km | 180 seconds | 2 | 120 seconds | 3 | |
Destroyer | VIII | 96 seconds | 3.12km | 4.44km | 180 seconds | 2 | 120 seconds | 3 | |
Destroyer | IX | 98 seconds | 3.27km | 4.68km | 180 seconds | 2 | 120 seconds | 3 | |
Destroyer | X | 122 seconds | 4.02km | 5.88km | 180 seconds | 2 | 120 seconds | 3 |
Defensive AA Fire
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 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: Cruisers (other than British cruisers) can exchange this consumable for Hydroacoustic Search.
DEFENSIVE AA FIRE I | DEFENSIVE AA FIRE II | |||||||
---|---|---|---|---|---|---|---|---|
Cost: Free | Cost: 15 OR 22,500 | |||||||
Class or Ship | Tier | Nation(s) | Duration | Effectiveness | Cooldown | Charges | Cooldown | Charges |
Yubari | IV | 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 | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | Infinite | 120 seconds | Infinite | |
Lo Yang | VIII | 30 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Hood | VII | 60 seconds | Damage per second of large caliber (178mm AA Rockets only) anti-aircraft guns multiplied by x25 | 180 seconds | 3 | 120 seconds | 4 | |
Aircraft Carrier | VIII | 120 seconds | Damage per second of 25mm anti-aircraft guns multiplied by x1.75 | 360 seconds | 1 | 240 seconds | 2 | |
Aircraft Carrier | IX | 120 seconds | Damage per second of 40mm anti-aircraft guns multiplied by x1.75 | 360 seconds | 1 | 360 seconds | 2 | |
Aircraft Carrier | X | 120 seconds | Damage per second of 40mm anti-aircraft guns multiplied by x1.75 | 360 seconds | 1 | 240 seconds | 2 | |
Aircraft Carrier | VIII | 120 seconds | Damage per second of 40mm anti-aircraft guns multiplied by x1.05 | 360 seconds | 1 | 240 seconds | 2 | |
Aircraft Carrier | IX | 120 seconds | Damage per second of 40mm anti-aircraft guns multiplied by x1.25 | 360 seconds | 1 | 240 seconds | 2 | |
Aircraft Carrier | X | 120 seconds | Damage per second of 40mm anti-aircraft guns multiplied by x1.25 | 360 seconds | 1 | 240 seconds | 2 | |
Cruiser | VI | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VII | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VIII | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | IX | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | X | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VI | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 3 | 120 seconds | 4 | |
Cruiser | VII | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 3 | 120 seconds | 4 | |
Cruiser | VIII | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 3 | 120 seconds | 4 | |
Cruiser | IX | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 3 | 120 seconds | 4 | |
Cruiser | X | 40 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 3 | 120 seconds | 4 | |
Destroyer | V | 30 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Destroyer | VI | 30 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Destroyer | VII | 30 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Destroyer | VIII | 30 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Destroyer | IX | 30 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 | |
Destroyer | X | 30 seconds | Damage per second of large caliber (25mm or greater) anti-aircraft guns multiplied by x3 | 180 seconds | 2 | 120 seconds | 3 |
Surveillance Radar
Available for British, American, and Russian cruisers starting from Tier VIII and upwards. British and American cruisers have longer lasting duration, while Russian cruisers have longer detection range.
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 New Orleans can see enemy ships at 9km during a cyclone, giving her a 1km advantage. While this consumable can detect ships, be wary to not confuse it with Hydroacoustic Search, which can detect both torpedoes as well as ships. Radar Surveillance will only detect enemy ships.
Note: For Tier VIII Russian cruiser Chapayev, Spotting Aircraft consumable is replaced with Surveillance Radar upon selecting Hull (B).
American Cruisers only: This consumable can be exchanged with Catapult Fighter or — at Tier X — Spotting Aircraft.
British Cruisers only: This consumable can be be exchanged with Smoke Generator at Tier IX and X, or Smoke Generator, Catapult Fighter, and Spotting Aircraft at Tier VIII.
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 | |||||||
---|---|---|---|---|---|---|---|---|
Cost: Free | Cost: 15 OR 22,500 | |||||||
Class or Ship | Tier | Nation(s) | Duration | Detection Range | Cooldown | Charges | Cooldown | Charges |
Atlanta | VII | 25 seconds | 8.49km | 180 seconds | 2 | 120 seconds | 3 | |
Indianapolis | VII | 25 seconds | 9.90km | 180 seconds | 2 | 120 seconds | 3 | |
Belfast | VII | 25 seconds | 8.49km | 180 seconds | 2 | 120 seconds | 3 | |
Missouri | IX | 35 seconds | 9.45km | 180 seconds | 2 | 120 seconds | 3 | |
Black | IX | 20 seconds | 7.49km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VIII | 30 seconds | 9.00km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | IX | 35 seconds | 9.45km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | X | 40 seconds | 9.90km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | VIII | 20 seconds | 11.70km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | IX | 20 seconds | 11.70km | 180 seconds | 2 | 120 seconds | 3 | |
Cruiser | X | 25 seconds | 11.70km | 180 seconds | 2 | 120 seconds | 3 |