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List of Commander Skills

List of Commander Skills

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See also: Commander

With Update 0.10.4, a number of skills will change. At that time, battleships with the Dead Eye skill may redistribute their battleship skill points for free.
See Development Blog #141.

Battleship skills  •  Cruiser skills  •  Destroyer skills  •  Aircraft Carrier skills

Contents

While a commander is re-training (specializing to a new tech-tree ship), his skills will not function on that ship. They will function on premium and special ships.
Further, while he earns Commander XP, he does not earn 5% Elite Commander XP Elite Commander XP.

Base Skills

Icon Skill Name Skill Point Cost Description Effect Notes
icon_SituationalAwareness_dark.png
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

Attack Skills Defense Skills
Gun Feeder Pyrotechnician Consumables Specialist Emergency Repair Specialist Incoming Fire Alert Preventive Maintenance
Grease the Gears Inertia Fuse for HE Shells Consumables Enhancements Vigilance Priority Target AA Gunner
Super-Heavy AP Shells Long-Range Secondary Battery Shells Adrenaline Rush Basics of Survivability Enhanced Anti-Torpedo Protection Expert AA Marksman
Dead Eye Improved Secondary Battery Aiming Close Quarters Combat Emergency Repair Expert Concealment Expert Fire Prevention Expert
Icon Skill Name Skill Point Cost Description Effect Notes
Attack Skills
Icon_perk_gm_shell_reload_dark.png

Gun Feeder

1 Accelerates shell type switching if all main battery guns are loaded. -50% to reload time when the shell type is switched. All guns must be fully loaded for this to have effect.
Icon_perk_he_fire_probability_dark.png

Pyrotechnician

1 A better chance of causing fires on enemy ships. +1% chance of main and secondary HE shells causing a fire.
Icon_perk_consumables_reload_dark.png

Consumables Specialist

1 Better availability of consumables. -10% cooldown time of:
Icon_perk_gm_turn_dark.png

Grease the Gears

2 Faster turret rotation. +20% main battery turrets traverse speed.
Icon_perk_he_penetration_dark.png

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 Pyrotechnician.
Icon_perk_consumables_duration_dark.png

Consumables Enhancements

2 Longer lasting consumables. +10% action time of:
Icon_perk_ap_damage_bb_dark.png

Super-Heavy AP Shells

3 Increase AP shell damage in exchange for vulnerability to fire and flood. +5% AP shell damage
+30% fire and flood duration.
Does not increase shell penetration.
Recall that fire and flood damage is 100% repairable.
Icon_perk_atba_range_dark.png

Long-Range Secondary Battery Shells

3 Longer range secondaries. +20% secondary battery firing range. Does not affect the range of anti-aircraft fire.
Icon_perk_armament_reload_aa_damage_dark.png

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.
Icon_perk_trigger_gm_accuracy_dark.png

Dead Eye

4 Activated if there is no visible enemy ship within the ship's standard detectability range.[1] When activated:
-10% dispersion of main battery shells.
This skill increases the guns' precision, not their accuracy. Aiming becomes more critical. A well-aimed salvo should cause more hits. The longer the range, the less effective this skill becomes.
Icon_perk_atba_accuracy_dark.png

Improved Secondary Battery Aiming

4 Greatly increases the accuracy of secondary guns against a designated target (if any).
Guns that cannot bear on a designated target will fire with normal accuracy.
-35% dispersion of secondary shells against a designated target.

The target must be manually designated.
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.[2]
Icon_perk_trigger_gm_atba_reload_bb_dark.png

Close Quarters Combat

4 More secondary firepower and, when an enemy ship is spotted within the range of the secondary batteries, a main battery bonus is activated. -10% reload time of secondary batteries.
When activated:
-10% reload time of main battery.
Defense Skills
Icon_perk_consumables_crashcrew_regencrew_reload_dark.png

Emergency Repair Specialist

1 More efficient damage control and repair parties. -3% cooldown time of Damage Control Party and Repair Party.
Icon_perk_detection_alert_dark.png

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.
Icon_perk_defense_crit_probability_dark.png

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. This skill does not apply to secondary or AA batteries.
Icon_perk_detection_torpedo_range_dark.png

Vigilance

2 Extends ship's torpedo acquisition range. +25% detection range of enemy torpedoes. Provides additional time to react to incoming torpedoes. Stacks with both Torpedo Lookout System (Increases the assured acquisition range of torpedoes. to a base value of 1.8 km.) and Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.).
Icon_perk_detection_aiming_dark.png

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).
Icon_perk_aa_damage_constant_bubbles_dark.png

AA Gunner

2 Increased anti-aircraft fire effectiveness. +10% damage from continuous AA and flak.
Icon_perk_defence_crit_fire_flooding_dark.png

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.
Icon_perk_defence_uw_dark.png

Enhanced Anti-Torpedo Protection

3 Greater resistance to damage from torpedoes. +10 percentage points to the damage reduction of the Torpedo Protection System. See Flooding.
Icon_perk_aa_prioritysector_damage_constant_dark.png

Expert AA Marksman

3 More AA explosions.
When Sector Reinforcement is activated, stronger damage shift to the priority sector.
+1 flak burst per salvo.
In the priority AA sector:
+25% continuous damage.[3]
A flak burst is not added to a ship with no long-range AA.
Icon_perk_consumables_crashcrew_regencrew_upgrade_dark.png

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.
Icon_perk_detection_visibility_range_dark.png

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 and camouflage.
Icon_perk_defence_fire_probability_dark.png

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

Attack Skills Defense Skills
Grease the Gears Swift Fish Consumables Specialist Gun Feeder Incoming Fire Alert Last Stand
Pyrotechnician Fill the Tubes Consumables Enhancements Eye in the Sky Priority Target Expert AA Marksman
Heavy HE and SAP Shells Enhanced Torpedo Explosive Charge Adrenaline Rush Heavy AP Shells Superintendent Survivability Expert
Top Grade Gunner Outnumbered Radio Location Inertia Fuse for HE Shells Concealment Expert AA Gunner
Icon Skill Name Skill Point Cost Description Effect Notes
Attack Skills
Icon_perk_gm_turn_dark.png

Grease the Gears

1 Faster turret rotation to help turrets keep up with maneuvers. +15% main battery turrets traverse speed.
Icon_perk_torpedo_speed_dark.png

Swift Fish

1 Faster torpedoes means less reaction time at the target. +5% torpedo speed.
Icon_perk_consumables_reload_dark.png

Consumables Specialist

1 Better availability of consumables. -10% cooldown time of:
Icon_perk_gm_shell_reload_dark.png

Gun Feeder

1 Accelerates shell type switching if all main battery guns are loaded. -50% to reload time when the shell type is switched. All guns must be fully loaded for this to have effect.
Icon_perk_he_fire_probability_dark.png

Pyrotechnician

2 A better chance of causing fires on enemy ships. +1% chance of main and secondary HE shells causing a fire. See Fire.
Icon_perk_torpedo_reload_dark.png

Fill the Tubes

2 Faster torpedo rack reloads. Put more metal fish into the water. -10% torpedo tubes reload time.
Icon_perk_consumables_duration_dark.png

Consumables Enhancements

2 Longer-lasting consumables. +10% action time of:
Icon_perk_consumables_spotter_upgrade_dark.png

Eye in the Sky

2 A quick-response spotter plane. Spotting Aircraft:
+2 charges
-50% cooldown time
-50% action time.
Icon_perk_he_sap_damage_dark.png

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.
Icon_perk_torpedo_damage_dark.png

Enhanced Torpedo Explosive Charge

3 Torpedo warheads do more damage. +15% torpedo damage.
Icon_perk_armament_reload_aa_damage_dark.png

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.
Icon_perk_ap_damage_ca_dark.png

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.
Icon_perk_trigger_gm_atba_reload_ca_dark.png

Top Grade Gunner

4 If an enemy ship is spotted within the ship's standard detectability range,[1] 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. [Confirm]
Icon_perk_trigger_speed_accuracy_dark.png

Outnumbered

4 If there are more visible hostile ships than allies within the ship's standard main battery firing range, this skill is activated.[1] When activated:
+8% ship speed
-10% main battery dispersion.
YOLO juice? "The skill is useful both when pushing through the flanks and capturing Key Areas." - WG
Icon_perk_detection_direction_dark.png

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.
Icon_perk_he_penetration_dark.png

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 Pyrotechnician.
Defense Skills
Icon_perk_detection_alert_dark.png

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.
Icon_perk_maneuverability_dark.png

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.
Icon_perk_detection_aiming_dark.png

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.
Icon_perk_aa_prioritysector_damage_constant_dark.png

Expert AA Marksman

2 More AA explosions.
When Sector Reinforcement is activated, stronger damage shift to the priority sector.
+1 flak burst per salvo.
In the priority AA sector:
+25% continuous damage.[3]
A flak burst is not added to a ship with no long-range AA.
Icon_perk_consumables_additional_dark.png

Superintendent

3 Increases capacity of consumables. +1 additional charge to all consumables mounted on a ship.
Icon_perk_defense_hp_dark.png

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.
Icon_perk_detection_visibility_range_dark.png

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 and camouflage.
Icon_perk_aa_damage_constant_bubbles_dark.png

AA Gunner

4 Increased anti-aircraft fire effectiveness. +20% damage from continuous AA and flak.

Destroyer Skills

Attack Skills Defense Skills
Grease the Gears Liquidator Consumables Specialist Gun Feeder Incoming Fire Alert Preventive Maintenance
Pyrotechnician Swift Fish Consumables Enhancements Extra-Heavy AP Shells Priority Target Last Stand
Main Battery and AA Specialist Fill the Tubes Adrenaline Rush Inertia Fuse for HE Shells Superintendent Survivability Expert
Main Battery and AA Expert Swift in Silence Radio Location Fearless Brawler Concealment Expert Dazzle
Icon Skill Name Skill Point Cost Description Effect Notes
Attack Skills
Icon_perk_gm_turn_dark.png

Grease the Gears

1 Faster turret rotation to help turrets keep up with maneuvers. +15% main battery turrets traverse speed.
Icon_perk_torpedo_flooding_probability_dark.png

Liquidator

1 Increased chance to cause flooding on a torpedo strike. +30% chance (multiplicative) of causing flooding. See Flooding.
Icon_perk_consumables_reload_dark.png

Consumables Specialist

1 Shorter cooldown time of certain consumables. -10% cooldown time of:
Icon_perk_gm_shell_reload_dark.png

Gun Feeder

1 Accelerates shell type switching if all main battery guns are loaded. -50% to reload time when the shell type is switched. All guns must be fully loaded for this to have effect.
Icon_perk_he_fire_probability_dark.png

Pyrotechnician

2 A better chance of causing fires on ships. +1% chance of main and secondary HE shells causing a fire.
Icon_perk_torpedo_speed_dark.png

Swift Fish

2 Faster torpedoes. +5% torpedo speed. More speed means less reaction time.
Icon_perk_consumables_duration_dark.png

Consumables Enhancements

2 Longer action time of certain consumables. +10% action time of:
Icon_perk_ap_damage_dd_dark.png

Extra-Heavy AP Shells

2 More damage from armor-piercing penetrations. +5% main battery AP shell damage. Does not increase armor penetration.
Icon_perk_gm_reload_aa_damage_constant_dark.png

Main Battery and AA Specialist

3 Improved firepower. -5% main battery reload time.

+10% continuous AA damage.
Icon_perk_torpedo_reload_dark.png

Fill the Tubes

3 Put more metal fish in the water. -10% torpedo tubes reload time.
Icon_perk_armament_reload_aa_damage_dark.png

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.
Icon_perk_he_penetration_dark.png

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 Pyrotechnician.
Icon_perk_gm_range_aa_damage_bubbles_dark.png

Main Battery and AA Expert

4 Even more firepower. +20% main battery range.

+15% flak damage.
Icon_perk_trigger_speed_dark.png

Swift in Silence

4 So long as the ship remains undetected, the speed bonus is activated. +5% main battery reload time.

+8% ship speed while activated.
The skill is especially suitable for stealthy torpedo destroyers.
Icon_perk_detection_direction_dark.png

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.
Icon_perk_trigger_gm_reload_dark.png

Fearless Brawler

4 When the ship is detected, the main battery reload bonus is activated. +1 flak burst per salvo.
+5% detectability range of the ship.
When activated:
-10% main battery reload time.
A flak burst is not added to ships with no long-range AA.
"The skill is especially useful for artillery destroyers — French and Soviet — as well as when fighting for Key Areas." - WG
Defense Skills
Icon_perk_detection_alert_dark.png

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.
Icon_perk_defense_crit_probability_dark.png

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. This skill does not apply to secondary or AA batteries.
Icon_perk_detection_aiming_dark.png

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.
Icon_perk_maneuverability_dark.png

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.
Icon_perk_consumables_additional_dark.png

Superintendent

3 Increases capacity of consumables. +1 charge to all consumables mounted on a ship.
Icon_perk_defense_hp_dark.png

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.
Icon_perk_detection_visibility_range_dark.png

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 and camouflage.
Icon_perk_trigger_spreading_dark.png

Dazzle

4 When your undetected ship is spotted, reduces the accuracy of hostile fire directed at your ship. When activated:
+20% dispersion of enemy shells fired at your ship for 15 seconds.
Shell dispersion is applied when the guns are fired.
[Synergy with the 6 second radar delay?]

Aircraft Carrier Skills

Attack Defense Support
Last Gasp Improved Engine Boost Engine Techie Air Supremacy Direction Center for Fighters Search and Destroy
Torpedo Bomber Swift Fish Improved Engines Repair Specialist Secondary Armament Expert Patrol Group Leader
Sight Stabilization Enhanced Armor-Piercing Ammunition Demolition Expert Aircraft Armor Survivability Expert Interceptor
Bomber Flight Control Proximity Fuze Close Quarters Expert Enhanced Aircraft Armor Hidden Menace Enhanced Reactions
Icon Skill Name Skill Point Cost Description Effect Notes
Attack Skills
Icon_perk_planes_forsage_renewal_dark.png

Last Gasp

1 Completely restores engine boost for the last attack flight of a carrier's planes. Restores engine boost.
Icon_perk_planes_forsage_duration_dark.png

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 (Increases the engine boost time for the aircraft carrier's planes: +10% engine boost time.)
Icon_perk_planes_consumables_speedbooster_reload_dark.png

Engine Techie

1 Faster Engine Cooling consumable reload time. -20% Engine Cooling cooldown time.
Icon_perk_planes_torpedo_armingrange_dark.png

Torpedo Bomber

2 Enables torpedo bombers to drop closer to the target for better accuracy. -10% torpedo arming distance.
Icon_perk_planes_torpedo_speed.png

Swift Fish

2 Faster aerial torpedoes == less reaction time at the target. +5% to torpedo speed.
Icon_perk_planes_speed_dark.png

Improved Engines

2 Increases the cruising speed of a carrier's squadrons. +2.5% Squadron speed. Stacks with
Flight Control Modification 2 (Increases cruising speed of the aircraft carrier's squadrons: +5% cruising speed.)
Icon_perk_planes_aiming_boost_dark.png

Sight Stabilization

3 Speeds up the aiming of a carrier's attack squadrons. +7.5% Aiming speed for all type attack squadrons.
Icon_perk_planes_ap_damage.png

Enhanced Armor-Piercing Ammunition

3 Increased damage from airborne armor-piercing munitions. +3% damage from AP bombs and rockets. Does not increase penetration.
Icon_perk_he_fire_probability_cv_dark.png

Demolition Expert

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.
Icon_perk_planes_divebomber_speed_dark.png

Bomber Flight Control

4 Faster bombers. +5% cruising speed of bombers. Does not affect torpedo bombers.
Icon_perk_planes_torpedo_uw_reduced_dark.png

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.
Icon_perk_atba_upgrade_dark.png

Close Quarters Expert

4 Much more dangerous anti-surface batteries. Secondary batteries:
  • +20% range
  • -30% dispersion.
Defense Skills
Icon_perk_planes_reload_dark.png

Air Supremacy

1 Decreases aircraft servicing time to get your planes back in the air. -5% aircraft restoration time.
Icon_perk_consumables_fighter_additional_dark.png

Direction Center for Fighters

1 When the carrier's CAP Fighter (A group of fighter planes launched automatically to defend an aircraft carrier.) consumable is activated, an additional fighter is launched. +1 Fighter. Does not apply to Patrol Fighter (While active, a group of fighter planes circles a location spotting and engaging enemy aircraft.).
Icon_perk_planes_consumables_regeneratehealth_upgrade_dark.png

Repair Specialist

2 Improves the In-flight Repair consumable +1 charge.
+10% the action time of the consumable.
Icon_perk_aa_damage_constant_bubbles_cv_dark.png

Secondary Armament Expert

2 Improves both anti-surface and anti-air firepower. -10% secondary battery reload time.
+10% flak and continuous AA damage.
Interesting combination.
Icon_perk_planes_defense_damage_constant_dark.png

Aircraft Armor

3 Reduces continuous damage to aircraft in all AA defense zones. -10% to continuous AA damage See the Anti-Aircraft Fire article.
Icon_perk_planes_hp_dark.png

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.
Icon_perk_planes_defense_damage_bubbles_dark.png

Enhanced Aircraft Armor

4 Flak vest. -25% damage from flak.
Icon_perk_detection_visibility_crashcrew_dark.png

Hidden Menace

4 Improve ship concealment at the cost of making the ship harder for returning planes to find. -15% ship detectability range.
-20% Damage Control Party cooldown.
-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.
Support Skills
Icon_perk_planes_consumables_callfighters_range_dark.png

Search and Destroy

1 Extends the patrol radius of Patrol Fighter or Interceptor squadrons. +10% patrol radius.
Icon_perk_planes_consumables_callfighters_additional_dark.png

Patrol Group Leader

2 More fighter squadrons on call. +1 charge to Patrol Fighter or Interceptor consumable.
Icon_perk_planes_consumables_callfighters_upgrade_dark.png

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.
Icon_perk_planes_consumables_callfighters_preparationtime_dark.png

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.
+50% arrival time.
-25% action time of the consumable.
Effectiveness TBD.
  1. 1.0 1.1 1.2 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.
  2. 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.
  3. 3.0 3.1 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%.
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