Azur Lane Baltimore
Azur Lane Baltimore
Commander Base Trait
Adaptive Tactics

Rudder-shift time (-6%)
Commander Bio:
I'm Baltimore, the lead ship of my class of CAs. I was the first CA to be designed and constructed without the limitations of any naval treaties, thanks to which I could equip cutting-edge weaponry for the time. And within this fleet, I will fight for justice and freedom.
Baltimore-class heavy cruiser Baltimore is a member of the Eagle Union. She has a strong sense of justice and serves as a moral compass for the other team members. That and her skills-which strengthen the defenses of her squad members-make her a valuable support ship.
She is very active outside combat and loves various sports and there's not a single club that she doesn't participate to some extent.
Fun fact: despite her boisterous appearance, Baltimore screams like a little girl when she is scared or surprised.
Commander Skill 1
Burn It Down XXL
Chances of HE shells and bombs causing fire (+0.5/+1/+1.5/+2%)
Beyond Range
Cruiser main battery range (+3/+5/+8/+10%)
No-Fly Zone
Your ship's average AA Damage per second (+4/+8/+12/+15%)
Your ship's AA guns firing range (+2/+3/+4/+5%)
Commander Skill 2
Before It's Too Late
Torpedo detectability range (+5/+8/+12/+15%)
Igniter
Chances of cruiser HE shells causing fire (+1/+2/+2.5/+3%)
Commander Skill 3
Velocious
Maximum movement speed (+2/+3/+4/+5%)
Punch Through
Cruiser's main gun AP shells damage (+3/+5/+8/+10%)
Cruiser's AP shells penetration multiplier (+2/+3/+5/+6%)
APsolute Ammunition
Cruiser's AP shells penetration multiplier (+2/+4/+5/+7%)
Cruiser's AP shell fuse time (longer time leads to lower chances of a citadel hit) (-10/-20/-30/-40%)
Commander Skill 4
Steer Clear
Rudder-shift time (-2/-4/-5/-7%)
steering gear repair time (-2/-4/-5/-7%)
Fixated
Cruiser main battery shell grouping (+2/+3/+4/+5%)
Main Battery dispersion (-2/-3/-4/-5%)
Commander Legendary Skill
Fully Packed
Cooldown time for all consumables (0/-2/-3/-5%)
Consumable charges (+1)
Special Effect: Cooldown time for all consumables -20% Active when an allied ship is within X range (1.5/2/2.75/3.5km)
Refill Station
Cruiser main battery reload time (-3/-5/-7/-10%)
Special Effect: Cruiser main battery range (+10%)
Active when an allied ship is within X range (1.5/2/2.75/3.5)
Equilibrium of Power
Armor penetration of HE shells of your cruiser (+30%)
Chances of HE shells causing fire (-25%)
Cruiser's main gun HE shells damage (-20/-16/-13/-10%)