List of Commander Skills
Contents
- 1 Base Skills
- 2 Battleship Skills
- 2.1 Gun Feeder
- 2.2 Demolition Expert
- 2.3 Consumables Specialist
- 2.4 Emergency Repair Specialist
- 2.5 Incoming Fire Alert
- 2.6 Preventive Maintenance
- 2.7 Grease the Gears
- 2.8 Inertia Fuse for HE Shells
- 2.9 Brisk
- 2.10 Vigilance
- 2.11 Priority Target
- 2.12 AA Defense and ASW Expert
- 2.13 Super-Heavy AP Shells
- 2.14 Long-Range Secondary Battery Shells
- 2.15 Adrenaline Rush
- 2.16 Basics of Survivability
- 2.17 Improved Repair Party Readiness
- 2.18 Focus Fire Training
- 2.19 Furious
- 2.20 Manual Secondary Battery Aiming
- 2.21 Close Quarters Combat
- 2.22 Emergency Repair Expert
- 2.23 Concealment Expert
- 2.24 Fire Prevention Expert
- 3 Cruiser Skills
- 3.1 Grease the Gears
- 3.2 Swift Fish
- 3.3 Consumables Specialist
- 3.4 Gun Feeder
- 3.5 Incoming Fire Alert
- 3.6 Last Stand
- 3.7 Demolition Expert
- 3.8 Fill the Tubes
- 3.9 Consumables Enhancements
- 3.10 Eye in the Sky
- 3.11 Priority Target
- 3.12 Focus Fire Training
- 3.13 Heavy HE and SAP Shells
- 3.14 Pack A Punch
- 3.15 Adrenaline Rush
- 3.16 Heavy AP Shells
- 3.17 Superintendent
- 3.18 Survivability Expert
- 3.19 Top Grade Gunner
- 3.20 Outnumbered
- 3.21 Radio Location
- 3.22 Inertia Fuse for HE Shells
- 3.23 Concealment Expert
- 3.24 AA Defense and ASW Expert
- 4 Destroyer Skills
- 4.1 Grease the Gears
- 4.2 Liquidator
- 4.3 Consumables Specialist
- 4.4 Gun Feeder
- 4.5 Incoming Fire Alert
- 4.6 Preventive Maintenance
- 4.7 Demolition Expert
- 4.8 Swift Fish
- 4.9 Consumables Enhancements
- 4.10 Extra-Heavy Ammunition
- 4.11 Priority Target
- 4.12 Last Stand
- 4.13 Main Battery and AA Specialist
- 4.14 Fill the Tubes
- 4.15 Adrenaline Rush
- 4.16 Inertia Fuse for HE Shells
- 4.17 Superintendent
- 4.18 Survivability Expert
- 4.19 Main Battery and AA Expert
- 4.20 Swift in Silence
- 4.21 Radio Location
- 4.22 Fearless Brawler
- 4.23 Concealment Expert
- 4.24 Dazzle
- 5 Aircraft Carrier Skills
- 5.1 Last Gasp
- 5.2 Improved Engine Boost
- 5.3 Engine Techie
- 5.4 Air Supremacy
- 5.5 Direction Center for Fighters
- 5.6 Search and Destroy
- 5.7 Torpedo Bomber
- 5.8 Swift Fish
- 5.9 Improved Engines
- 5.10 Repair Specialist
- 5.11 Secondary Armament Expert
- 5.12 Patrol Group Leader
- 5.13 Sight Stabilization
- 5.14 Enhanced Armor-Piercing Ammunition
- 5.15 Pyrotechnician
- 5.16 Aircraft Armor
- 5.17 Survivability Expert
- 5.18 Interceptor
- 5.19 Bomber Flight Control
- 5.20 Proximity Fuze
- 5.21 Close Quarters Expert
- 5.22 Enhanced Aircraft Armor
- 5.23 Hidden Menace
- 5.24 Enhanced Reactions
- 6 Submarine Skills
- 6.1 Enhanced Sonar
- 6.2 Liquidator
- 6.3 Helmsman
- 6.4 Priority Target
- 6.5 Incoming Fire Alert
- 6.6 Improved Battery Capacity
- 6.7 Torpedo Crew Training
- 6.8 Consumables Enhancements
- 6.9 Preventive Maintenance
- 6.10 Last Stand
- 6.11 Enhanced Impulse Generator
- 6.12 Sonarman
- 6.13 Consumables Specialist
- 6.14 Watchful
- 6.15 Superintendent
- 6.16 Adrenaline Rush
- 6.17 Torpedo Aiming Master
- 6.18 Sonarman Expert
- 6.19 Improved Battery Efficiency
- 6.20 Enlarged Propeller Shaft
Base Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
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Situational Awareness |
Free. | An alert to the commander that the ship has been spotted by the enemy. | An indicator is displayed when your ship is detected by an enemy ship or aircraft. | Functions during commander re-training and on ships without a commander. |
Battleship Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
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Gun Feeder |
1 | Accelerates shell-type switching of main battery guns. | −40% to the ship's minimum shell-type switching time. | It's complicated. See Shell-type switching time. |
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Demolition Expert |
1 | A better chance of causing fires on enemy ships or damage to submarines. | +1% chance of main and secondary HE shells causing a fire. +15% to the underwater explosion radius of main and secondary battery shells when attacking submarines. |
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Consumables Specialist |
1 | Better availability of consumables. | −7.5% cooldown time of all Consumables |
Specialized Repair Teams, Heavy Repair Teams, and Fast Damage Control Teams are also unaffected. |
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Emergency Repair Specialist |
1 | More efficient damage control and repair parties. | −3% cooldown time of Damage Control Party and Repair Party. | |
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Incoming Fire Alert |
1 | Provides a warning of long-range main battery fire. | Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. | Think of this as a "turn now!" warning. |
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Preventive Maintenance |
1 | Reduces the risk of main turrets, torpedo tubes, steering gear, and engine becoming incapacitated. | −30% to the risk of incapacitation of modules. +15% to the HP of secondary and AA guns. |
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Grease the Gears |
2 | Faster turret rotation. | +20% main battery turrets traverse speed. | |
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Inertia Fuse for HE Shells |
2 | Increases the armor penetration of high explosive (HE) main and secondary shells, while decreasing their chance of setting the enemy ship on fire. | +25% armor penetration of HE shells. Base fire chance reduced by half. |
The mechanics for HE penetration can be found in the Armor Penetration article. Also see Armor thresholds and Fire. This skill is frequently paired with Demolition Expert. |
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Brisk |
2 | Activated if the ship is undetected. | When activated: 10% increase in speed. |
This skill allows the ship to re-position more rapidly during a battle. |
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Vigilance |
2 | Extends ship's torpedo acquisition range and improves torpedo protection. | +25% detection range of enemy torpedoes. +7% to the ship's torpedo protection. |
Provides additional time to react to incoming torpedoes. Stacks with both Torpedo Lookout System ![]() ![]() |
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Priority Target |
2 | The detection indicator displays the number of opponents that are currently aiming at your ship. | The detection indicator will show the number of enemies targeting you with main battery. | Used skillfully, can detect the launch of a torpedo salvo at you (the number will temporarily decrease by one). |
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AA Defense and ASW Expert |
2 | Increased anti-aircraft fire effectiveness. Bigger depth charges. Decreased consumable reload while AAA is active. | +15% damage from continuous AAA and flak. +10% to damage inflicted by depth charges. While AA defenses are operating: −40% ship consumables reload time. |
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Super-Heavy AP Shells |
3 | Increase AP shell damage in exchange for vulnerability to fire and flood. | +7.5% AP shell damage −10% fire and flood damage received +25% fire and flood duration. |
Does not increase shell penetration. Recall that fire and flood damage is 100% repairable. |
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Long-Range Secondary Battery Shells |
3 | Longer range secondaries. | +20% secondary battery firing range. | Does not affect the range of anti-aircraft fire. |
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Adrenaline Rush |
3 | Increases reload speed of all armament as the ship's health decreases. | For each 1% HP lost: −0.2% reload time of all armaments +0.2% AA continuous damage. |
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Basics of Survivability |
3 | Quicker firefighting, flooding control, and module repair teams. | −15% to time of module restoration, firefighting, and recovery from flooding. | Has no effect on consumables. |
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Improved Repair Party Readiness |
3 | Activated when the ship takes potential damage equal to 100% of its base HP. | For each potential damage multiple: −0.8% reload time of the Repair Party ![]() After receiving 2M HP potential damage: +1 charge of Repair Party ![]() |
The effect increases with every multiple of base HP. |
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Focus Fire Training |
3 | Decreased aircraft and airstrike reload time. More AA explosions. When Sector Reinforcement is activated, stronger damage shift to the priority sector. |
−10% aircraft preparation time. −15% reload time of Airstrike armament. In an active priority AA sector: +1.5% (to 5%) immediate damage. +25% continuous damage.[2] +1 flak burst per salvo. |
A flak burst is not added to a ship with no long-range AAA. Stacks with Air Groups Modification 3. |
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Furious |
4 | Activated if the ship is on fire or flooding. | 1st fire / flood −10% Main battery reload time 2nd etc. (up to 5), each −5% Main battery reload time. |
Fire is motivational. Maximum -35% MB reload time with 4 fires and 2 floods. |
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Manual Secondary Battery Aiming |
4 | Greatly increases the accuracy of secondary guns against a designated target (if any) over time. Guns that cannot bear on a designated target will fire with improved reload and accuracy. |
−10% secondary battery reload time. −10% secondary battery dispersion. When firing at the designated target: dispersion will decrease to −50% over 45 sec. Some focus is retained when pausing or shifting targets.
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This is not manual aim; the guns still aim automatically. To activate, the player must manually designate a target by holding down Ctrl and left-clicking on it.[3] See here for a complete description. |
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Close Quarters Combat |
4 | When an enemy ship is spotted within the range of the secondary batteries, a main battery bonus is activated. | When activated: −10% reload time of main battery. |
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Emergency Repair Expert |
4 | Better damage control and repair. | Damage Control Party and Repair Party: +1 charge (each). +10% action time. |
Damage Control Party already has unlimited charges on most ships. |
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Concealment Expert |
4 | Reduces detectability range. | −10% detectability range of the ship. | Stacks with other detection range reduction bonuses such as Concealment System Modification 1. |
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Fire Prevention Expert |
4 | Reduces the risk of catching fire. The maximum number of fires on a ship is reduced to three. | −10% to the risk of fire. −1 maximum number of fires burning at one time. |
Caps the number of fires in the superstructure of a ship at one (normally there are two fire zones there). See the Fire article. |
Cruiser Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
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Grease the Gears |
1 | Faster turret rotation to help turrets keep up with maneuvers. | +15% main battery turrets traverse speed. | |
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Swift Fish |
1 | Faster torpedoes means less reaction time at the target. | +5% torpedo speed. +5% aerial torpedo speed. |
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Consumables Specialist |
1 | Better availability of consumables. | −7.5% cooldown time of all Consumables |
Specialized Repair Teams, Heavy Repair Teams, and Fast Damage Control Teams are also unaffected. |
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Gun Feeder |
1 | Accelerates shell-type switching of main battery guns. | −40% to the ship's minimum shell-type switching time. | It's complicated. See Shell-type switching time. |
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Incoming Fire Alert |
1 | Provides a warning of long-range main battery fire. | Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. | Think of this as a "turn now!" warning. |
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Last Stand |
1 | When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). | The ship remains able to move and maneuver - slowly - while the engine or steering gears are incapacitated. | As of Update 0.10.0, all ships retain 20% propulsion and 0% steering when the modules are incapacitated. Ships with Last Stand retain 50% of each. |
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Demolition Expert |
2 | A better chance of causing fires on enemy ships. | +1% chance of main and secondary HE shells causing a fire. +15% to the underwater explosion radius of main and secondary battery shells when attacking submarines. |
See Fire. |
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Fill the Tubes |
2 | Faster torpedo rack reloads. Put more metal fish into the water. | −10% torpedo tubes reload time. | |
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Consumables Enhancements |
2 | Longer-lasting consumables. | +10% action time of: | |
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Eye in the Sky |
2 | A quick-response spotter plane. | Spotting Aircraft: +2 charges −50% cooldown time |
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Priority Target |
2 | The detection indicator displays the number of opponents that are currently aiming at your ship. | The detection indicator will show the number of enemies targeting you with main battery. | |
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Focus Fire Training |
2 | Faster aircraft preparation. Quicker Air Strikes. More AA explosions. When Sector Reinforcement is activated, stronger damage shift to the priority sector. |
−10% aircraft preparation time. −15% reload time of Airstrike armament. In an active priority AA sector: +1.5% (to 5%) immediate damage. +25% continuous damage.[2] +1 flak burst per salvo. |
A flak burst is not added to a ship with no long-range AAA. Stacks with Air Groups Modification 3. |
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Heavy HE and SAP Shells |
3 | More ship damage from penetrating non-AP shells, potentially with a cost. | +10% main battery HE and SAP shell damage. +15% detectability of ships with a main battery caliber of 149 mm and above. |
This skill will be useful to small-gun cruisers, of questionable value to most. Note, that HE and SAP shells cause ship damage only when they penetrate. See here. |
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Pack A Punch |
3 | Improved performance of secondary armament. | +20% secondary battery range. +15% torpedo damage. |
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Adrenaline Rush |
3 | Increases reload speed of all armament as the ship's health decreases. | For each 1% HP lost: −0.2% reload time of all armaments +0.2% AA continuous damage. |
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Heavy AP Shells |
3 | More damage for penetrating AP shells of heavy cruisers. | +5% damage for AP shells 190mm and larger. | Does not increase penetration. Does not function on light cruisers. |
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Superintendent |
3 | Increases capacity of consumables. | +1 additional charge to all consumables mounted on a ship. | |
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Survivability Expert |
3 | Increases the size of the ship's Health Pool. | +450 ship HP for each ship tier. | Example: a Tier V ship would gain 2,250 (5x450) additional HP. Has greater value on smaller ships. |
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Top Grade Gunner |
4 | If an enemy ship is spotted within the ship's standard detectability range,[4] this skill is activated. | −10% reload time of secondary batteries. When activated: −8% reload time of the main battery. |
Thus concealment bonuses would seem to decrease the utility of this skill. |
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Outnumbered |
4 | When there are as many or more visible hostile ships than allies within the ship's standard main battery firing range, this skill is activated.[4] | When activated: +8% ship speed −10% main battery dispersion. |
The speed bonus also applies when there are no enemies or allies within your ship's main battery firing range. |
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Radio Location |
4 | Shows the direction to the nearest enemy ship, detected or not. | In battle, an azimuth range arc appears. The enemy is alerted that a bearing has been taken. |
Locates submarines at all depths except maximum. |
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Inertia Fuse for HE Shells |
4 | Increases the armor penetration of high explosive (HE) main and secondary shells, while decreasing their chance of setting the enemy ship on fire. | +25% armor penetration of HE shells. Base fire chance reduced by half. |
The mechanics for HE penetration can be found in the Armor Penetration article. Also see Armor thresholds and Fire. This skill is frequently paired with Demolition Expert. |
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Concealment Expert |
4 | Reduces detectability range. | −10% detectability range of the ship. | Stacks with other detection range reduction bonuses such as Concealment System Modification 1. |
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AA Defense and ASW Expert |
4 | Increased anti-aircraft and ASW effectiveness. Quicker consumable reload while AAA is active. | +25% damage from continuous AAA and flak. +15% damage from depth charges. While AA defenses are operating: −50% ship consumables reload time. |
Destroyer Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
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Grease the Gears |
1 | Faster turret rotation to help turrets keep up with maneuvers. | +15% main battery turrets traverse speed. | |
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Liquidator |
1 | Increased chance to cause flooding on a torpedo strike. | +30% chance (multiplicative) of causing flooding. | See Flooding. |
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Consumables Specialist |
1 | Shorter cooldown time of certain consumables. | −7.5% cooldown time of all Consumables |
Specialized Repair Teams, Heavy Repair Teams, and Fast Damage Control Teams are also unaffected. |
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Gun Feeder |
1 | Accelerates shell-type switching of main battery guns. | −40% to the ship's minimum shell-type switching time. | It's complicated. See Shell-type switching time. |
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Incoming Fire Alert |
1 | Provides a warning of long-range main battery fire. | Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. | Think of this as a "turn now!" warning. |
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Preventive Maintenance |
1 | Reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. | −30% to the risk of incapacitation of modules. +15% to the HP of secondary and AA guns. |
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Demolition Expert |
2 | A better chance of causing fires on ships. | +1% chance of main and secondary HE shells causing a fire. +15% to the underwater explosion radius of main and secondary battery shells when attacking submarines. |
The effect of this bonus might be surprising. See Fire. |
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Swift Fish |
2 | Faster torpedoes. | +5% torpedo speed. +5% aerial torpedo speed. |
More speed means less reaction time. |
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Consumables Enhancements |
2 | Longer action time of certain consumables. | +10% action time of: | |
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Extra-Heavy Ammunition |
2 | More damage from armor-piercing penetrations and from ASW depth charges. | +7.5% main battery AP shell damage. +10% to damage inflicted by depth charges. |
Does not increase armor penetration. |
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Priority Target |
2 | The detection indicator displays the number of opponents that are currently aiming at your ship. | The detection indicator will show the number of enemies targeting you with main battery. | |
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Last Stand |
2 | When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). | The ship remains able to move and maneuver - slowly - while the engine or steering gears are incapacitated. | As of Update 0.10.0, all ships retain 20% propulsion and 0% steering when the modules are incapacitated. Ships with Last Stand retain 50% of each. |
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Main Battery and AA Specialist |
3 | Improved firepower. | −5% main battery reload time. +10% continuous AA damage. |
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Fill the Tubes |
3 | Put more metal fish in the water. | −10% torpedo tubes reload time. | |
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Adrenaline Rush |
3 | Increases reload speed of all armament as the ship's health decreases. | For each 1% HP lost: −0.2% reload time of all armaments +0.2% AA continuous damage. |
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Inertia Fuse for HE Shells |
3 | Increases the armor penetration of high explosive (HE) main and secondary shells, while decreasing their chance of setting the enemy ship on fire. | +25% armor penetration of HE shells. Base fire chance reduced by half. |
The mechanics for HE penetration can be found in the Armor Penetration article. Also see Armor thresholds and Fire. This skill is frequently paired with Demolition Expert. |
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Superintendent |
3 | Increases capacity of consumables. | +1 charge to all consumables mounted on a ship. | |
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Survivability Expert |
3 | Increases the size of the ship's Health Pool. | +350 ship HP for each ship tier. | Example: a Tier V ship would gain 1,750 (5x350) additional HP. Has greater value on smaller ships. |
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Main Battery and AA Expert |
4 | Even more firepower. | +20% main battery range. +15% flak damage. |
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Swift in Silence |
4 | So long as the ship remains undetected, the speed bonus is activated. | +5% main battery reload time. While undetected: +8% ship speed. |
The skill is especially suitable for stealthy torpedo destroyers. |
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Radio Location |
4 | Shows the direction to the nearest enemy ship, detected or not. | In battle, an azimuth range arc appears. The enemy is alerted that a bearing has been taken. |
Locates submarines at all depths except maximum. |
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Fearless Brawler |
4 | When the ship is detected, the main battery reload bonus is activated. | +1 flak burst per salvo. When activated: -10% main battery reload time. |
A flak burst is not added to ships with no long-range AAA. "The skill is especially useful for artillery destroyers — French and Soviet — as well as when fighting for Key Areas." - WG |
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Concealment Expert |
4 | Reduces detectability range. | −10% detectability range of the ship. | Stacks with other detection range reduction bonuses such as Concealment System Modification 1. |
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Dazzle |
4 | When an undetected ship is spotted, reduces the accuracy of hostile fire directed at it, and kicks up the speed. | When activated, for 15 seconds: +20% dispersion of enemy shells. +8% ship speed. |
The shell dispersion effect is applied when the guns are fired. |
Aircraft Carrier Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
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Last Gasp |
1 | Completely restores engine boost for the last attack flight of a carrier's planes. | Restores engine boost. | |
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Improved Engine Boost |
1 | Increases the engine boost time for a carrier's squadrons. | +5% aircraft engine boost duration. | Stacks with Aircraft Engines Modification 1 ![]() |
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Engine Techie |
1 | Faster Engine Cooling consumable reload time. | −20% Engine Cooling cooldown time. | |
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Air Supremacy |
1 | Decreases aircraft servicing time to get your planes back in the air. | −5% aircraft restoration time. | |
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Direction Center for Fighters |
1 | When the carrier's CAP Fighter ![]() |
+1 Fighter. | Does not apply to Patrol Fighter ![]() |
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Search and Destroy |
1 | Extends the patrol radius of Patrol Fighter or Interceptor squadrons. | +10% patrol radius. | |
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Torpedo Bomber |
2 | Enables torpedo bombers to drop closer to the target for better accuracy. | −10% torpedo arming distance. | |
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Swift Fish |
2 | Faster aerial torpedoes == less reaction time at the target. | +5% to torpedo speed. | |
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Improved Engines |
2 | Increases the cruising speed of a carrier's squadrons. | +2.5% Squadron speed. | Stacks with Flight Control Modification 2 ![]() |
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Repair Specialist |
2 | Improves the In-flight Repair consumable | +1 charge. +10% the action time of the consumable. |
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Secondary Armament Expert |
2 | Improves anti-surface, anti-air and anti-submarine firepower. | −10% secondary battery reload time. +10% flak and continuous AA damage. +10% depth charge damage. |
Interesting combination. |
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Patrol Group Leader |
2 | More fighter squadrons on call. | +1 charge to Patrol Fighter or Interceptor consumable. | |
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Sight Stabilization |
3 | Speeds up the aiming of a carrier's attack squadrons. | +7.5% Aiming speed for all type attack squadrons. | |
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Enhanced Armor-Piercing Ammunition |
3 | Increased damage from airborne armor-piercing munitions. | +3% damage from AP bombs and rockets. | Does not increase penetration. |
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Pyrotechnician |
3 | Increases the chance of causing a fire on the target. | +1% for HE rockets. +5% for HE bombs. |
See Fire to explore explore how effective this is. |
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Aircraft Armor |
3 | Reduces continuous damage to aircraft in all AA defense zones. | −10% to continuous AA damage | See the Anti-Aircraft Fire article. |
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Survivability Expert |
3 | A more survivable aircraft is a more effective aircraft. Has no effect on the carrier's health pool. |
+25 aircraft HP per ship tier. | Carrier-based aircraft HP ranges roughly 1500-2400. |
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Interceptor |
3 | The Patrol Fighters consumable is replaced by Interceptor. | +10% patrol radius. Invulnerable to fighters. Cannot attack fighters. Cannot spot ships. |
Interceptors are called to defend friendlies against incoming enemy attack squadrons. |
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Bomber Flight Control |
4 | Faster bombers. | +5% cruising speed of bombers. | Does not affect torpedo bombers. |
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Proximity Fuze |
4 | Partially negates the effect of a ship's Torpedo Protection System (TPS), increasing damage and the chance of flooding. | −10 percentage points to the target's torpedo protection. | Has no effect on ships with no TPS (destroyers). See Flooding. |
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Close Quarters Expert |
4 | Much more dangerous anti-surface batteries. | Secondary batteries:
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Enhanced Aircraft Armor |
4 | Flak vest. | −25% damage from flak. | |
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Hidden Menace |
4 | Makes the ship more capable of operating close to the front at the cost of making the ship harder for returning planes to find. | −15% ship detectability range. −20% Damage Control Party cooldown. −50% Safe flight altitude. −50% speed of returning squadrons. |
Aircraft do not receive concealment benefits. Currently affects squadron climb-out speed as well as return cruise. This effect can be partially offset by Air Groups Modification 1. |
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Enhanced Reactions |
4 | With the Patrol Fighters or Interceptor consumables activated, the time it takes to start attacking enemy aircraft is reduced. | −80% time before attack. +25% action time of the consumable. +50% arrival time. |
Effectiveness TBD. |
Submarine Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
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Enhanced Sonar |
1 | Activated if your ship is detected by the enemy. | When activated: -10% Sonar reload time. |
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Liquidator |
1 | Increased chance to cause flooding on a torpedo strike. | +30% chance (multiplicative) of causing flooding. | See Flooding. |
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Helmsman |
1 | Reduces rudder shift time within 15 seconds of using the Hydrophone consumable. | When activated: −10% rudder shift time. |
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Priority Target |
1 | The detection indicator displays the number of opponents that are currently aiming at your ship. | The detection indicator will show the number of enemies targeting you with main battery. | |
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Incoming Fire Alert |
1 | Provides a warning of long-range main battery fire. | Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. | Think of this as a "turn now!" warning. |
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Improved Battery Capacity |
2 | +10% dive capacity. -20% dive capacity recharge rate on the surface. |
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Torpedo Crew Training |
2 | Activated if your ship is detected by the enemy. | When activated: -15% torpedo tube reload time. |
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Consumables Enhancements |
2 | +5% action time of the ship's consumables. | ||
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Preventive Maintenance |
2 | Reduces the risk of main turrets, torpedo tubes, steering gear, and engine becoming incapacitated. | −30% to the risk of incapacitation of modules. | This skill does not apply to secondary or AA batteries, or a submarine's sonar. |
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Last Stand |
2 | When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). | The ship remains able to move and maneuver - slowly - while the engine or steering gears are incapacitated. | As of Update 0.10.0, all ships retain 20% propulsion and 0% steering when the modules are incapacitated. Ships with Last Stand retain 50% of each. |
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Enhanced Impulse Generator |
3 | Increases ping velocity if less than 33% of the maximum dive capacity remains. | When activated: +15% sonar ping velocity. |
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Sonarman |
3 | +25% duration of a ping effect on a sector highlighted once. -15% duration of a ping effect on a sector highlighted twice. |
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Consumables Specialist |
3 | Improved consumables preperation and cooldown time. | −15% preparation and reload time of ship's consumables. | |
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Watchful |
3 | Displays the warning "in detection range" when the undetected submarine is in the range of an activated Submarine Surveillance ![]() ![]() ![]() |
The warning "in detection range" is displayed. | Submarines are detected by Hydroacoustic Search at all depths but at maximum depth only within 2 km. Submarines are detected by Surveillance Radar only at the surface level. Submarines are detected by Submarine Surveillance at periscope and maximum depth. |
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Superintendent |
3 | Increases capacity of consumables. | +1 charge to all consumables mounted on a ship. | |
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Adrenaline Rush |
4 | Increases reload speed of all armament as the ship's health decreases. | For each 1% HP lost: −0.25% torpedo tubes reload time. −0.25% Sonar reload time. −0.25% Secondary battery reload time. −0.25% Main battery reload time. |
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Torpedo Aiming Master |
4 | [tl/dr: On active double ping sector before launching torpedoes] | When activated: +15% torpedo damage. |
Only works with homing torpedoes. |
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Sonarman Expert |
4 | Increases the ping effect after hydrophone use. Activated if a sector was highlighted within 30 seconds of using the Hydrophone consumable. |
When activated: +25% duration of a ping effect on a sector highlighted once. +25% duration of a ping effect on a sector highlighted twice. |
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Improved Battery Efficiency |
4 | Activated if less than 50% of the maximum dive capacity remains. | When activated: +25% dive capacity recharge rate on the surface. |
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Enlarged Propeller Shaft |
4 | Activated if less than 50% of the maximum dive capacity remains. | When activated: +18% speed at surface and periscope depth. |
Does not work at maximum depth. |
- ↑ Aircraft Carrier skills do not apply to hybrid ships such as Ise and Tone.
- ↑ 2.0 2.1 When activated, the continuous AA damage in the priority sector instantly gains 25% and rises to its default maximum plus 25%. Meanwhile, the weak side loses an additional 25%.
- ↑ Secondary target designation can be tricky at first. To make it more sure, with the Alternate Interface Mode set to Full (highly recommended on the Settings.Controls panel) <ctrl-left click> on the red damage bar just above the range number. A target icon will appear above the ship.
- ↑ 4.0 4.1 The standard main battery firing range or standard detectability range are those values shown in port. They are not changed by in-battle effects such as gun bloom, spotting aircraft, smoke, or weather.
- ↑ This means:
- If the submarine gets the warning on the surface, it is in the range of an activated Submarine Surveillance.
- If the submarine gets the warning at periscope depth, it is in the range of an activated Surveillance Radar.
- If the submarine gets the warning at maximum depth, it is either in the range of an activated Surveillance Radar or Hydroacoustic Search (but more than 2 km away).
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