Azur Lane Montpelier
Azur Lane Montpelier
Commander Base Trait
Anti-Air Mode

Your cruiser's AA guns firing range (+10%)
Commander Bio:
Listen, the Cleveland-class were the most powerful cruisers the Eagle Union had in the war. You should show more respect for my big sis. ...Me? I was present at the battles of Midway, Augusta Bay, and a few others. I guess I did okay.
Highly skilled, sporting a fancy cape, and having a ton of respect for her big sister Cleveland, Montpelier is exactly the type of Commander you want on your side. Her extremely versatile skillset makes her an excellent team player, so if she happens to participate in battle as your foe, consider yourself advised!
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%)
All-Out Assault
Cruiser main battery shell grouping (+1/+2/+3/+4%)
Incoming fire dispersion (+2.5/+5/+7.5/+10%)
Incoming damage for cruisers (+5%)
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%)