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Revision as of 19:37, 4 April 2019
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 When a ship is purchased from the tech tree, it can be with a newly recruited commander or without one. The latter option is useful when you intend to assign a commander from Reserve or another ship.  When a ship is purchased from the tech tree, it can be with a newly recruited commander or without one. The latter option is useful when you intend to assign a commander from Reserve or another ship.
 <br><br> <br><br>
 +A Commander can be Dismissed at any time. This will free up a reserve slot. A dismissed commander can be recalled within 60 minutes. After that the dismissal is permanent.
  
 == Managing Commanders == == Managing Commanders ==
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 The currently selected Commander is shown in the top right; the Commander skills trained are shown in the center. The drop down menu next to the Commander's name allows players to assign the Commander to another ship, send him to Reserve, dismiss him, or Go to their Personal File. Directly below the currently selected Commander is shown other Commanders that are eligible for use on the selected ship. The toggle at the top shows either commanders currently assigned to other ships, or those that are in Reserve.  The currently selected Commander is shown in the top right; the Commander skills trained are shown in the center. The drop down menu next to the Commander's name allows players to assign the Commander to another ship, send him to Reserve, dismiss him, or Go to their Personal File. Directly below the currently selected Commander is shown other Commanders that are eligible for use on the selected ship. The toggle at the top shows either commanders currently assigned to other ships, or those that are in Reserve.
  
?The center of the Commander Interface displays the Commander skill tree — discussed in detail below — with currently trained skills highlighted. At the far left is the Redistribute function, that allows players to "respec" their Commanders by clearing their skill selections and allowing all skill points earned to be assigned again.+The center of the Commander Interface displays the Commander skill tree — discussed in detail below — with currently trained skills highlighted. At the far left is the Redistribute function, that allows players to "respec" their Commanders by clearing their skill selections, thus allowing skill points to be assigned again.
 {| class="wikitable" style="text-align:center; float:right; margin-left: 20px; margin-top: 20px;" {| class="wikitable" style="text-align:center; float:right; margin-left: 20px; margin-top: 20px;"
 |+ Commander Skill Progression |+ Commander Skill Progression
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 === Spending Commander Experience === === Spending Commander Experience ===
?Each commander displays his skill points overlayed on his portrait as available/total. Thus a commander with 15 points, only 3 assigned, would show "12/15" on the lower left of his portrait. Clicking on the commander's portrait brings up the Commander Interface screen (see the [[#Managing Commanders|graphic above]]), where a new skill may be selected. The interface will ask for confirmation.+Each commander displays his skill points overlaid on his portrait as available/total. Thus a commander with 15 points, only 3 assigned, would show "12/15" on the lower left of his portrait. Clicking on the commander's portrait brings up the Commander Interface screen (see the [[#Managing Commanders|graphic above]]), where a new skill may be selected. The interface will ask for confirmation.
  
 Some skills are only useful to certain classes or to ships with certain weapon systems. Skills that are not useful to the current ship are marked as such. They may still be selected. (If a skill is not useful on the current ship, it may become so when the commander is moved to a different ship.) However, considering the amount of time it takes to train a highly skilled Commander, it is best to focus his skills on ones that are immediately useful. A complete list of skills, their point costs and effects, appears below.<ref>With Update 0.8.0, a number of skills have changed. See this and nearby WoWS News articles: https://worldofwarships.com/en/news/development/cv8-how-to-tune/#customization</ref>  Some skills are only useful to certain classes or to ships with certain weapon systems. Skills that are not useful to the current ship are marked as such. They may still be selected. (If a skill is not useful on the current ship, it may become so when the commander is moved to a different ship.) However, considering the amount of time it takes to train a highly skilled Commander, it is best to focus his skills on ones that are immediately useful. A complete list of skills, their point costs and effects, appears below.<ref>With Update 0.8.0, a number of skills have changed. See this and nearby WoWS News articles: https://worldofwarships.com/en/news/development/cv8-how-to-tune/#customization</ref>
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 {{AnnoWiki|content=<center>[[File:Wows-icon.png|link=]]<big> [https://worldofwarships.com/en/content/captains-skills/ Try the World of Warships Commander Skill Builder] </big>[[File:Wows-icon.png|link=]]</center>}} {{AnnoWiki|content=<center>[[File:Wows-icon.png|link=]]<big> [https://worldofwarships.com/en/content/captains-skills/ Try the World of Warships Commander Skill Builder] </big>[[File:Wows-icon.png|link=]]</center>}}
? +Note that the skill '''Direction Center for Fighters''' does NOT add one fighter to the '''Patrol Fighters''' consumable on aircraft carrier squadrons.
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Table of Commander Skills</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>+
 {{Ship:Commander Skills}} {{Ship:Commander Skills}}
?</div></div></div> 
  
 {| class="wikitable" style="text-align:center; float:right; margin-left: 20px; margin-top: 20px;" {| class="wikitable" style="text-align:center; float:right; margin-left: 20px; margin-top: 20px;"
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 Reserve slots — (shown highlighted in <span style="color:#22B14C">'''green'''</span> on the [[#Managing Commanders|graphic above]]) — hold unassigned commanders. Commanders in the Reserve can be assigned to any ship (of the same nation) as normal, subject to re-training costs (see below).  Reserve slots — (shown highlighted in <span style="color:#22B14C">'''green'''</span> on the [[#Managing Commanders|graphic above]]) — hold unassigned commanders. Commanders in the Reserve can be assigned to any ship (of the same nation) as normal, subject to re-training costs (see below).
  
?Each player starts with four (4) Reserve slots. Additional Reserve slots can be purchased with doubloons -- normally four (4) slots for 100{{Doubloons}}. Slots are very rarely available though other means.+Each player starts with four (4) Reserve slots. Additional Reserve slots can be purchased with doubloons -- normally four (4) slots for 100{{Doubloons}}. Slots are very rarely available through other means.
 + 
 +If a player receives a ship with a Commander, either from Premium shop, Armory, or a Container, the player receive an extra Reserve slot for that Commander.
  
 == Retraining Commanders == == Retraining Commanders ==
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 === Using Elite Commander XP === === Using Elite Commander XP ===
 Elite Commander XP{{ECXP}} can be: Elite Commander XP{{ECXP}} can be:
?*Applied to any non-elite commander to gain additional skill soints.+* Applied to any non-elite commander to gain additional skill points.
?*Used to retrain any non-elite commander moved to a different ship (instead of spending doubloons).+* Used to retrain any commander moved to a different, non-premium ship (instead of spending doubloons).
?*Used to [[#Redistribute Commander Skills|redistribute]] skill points (in lieu of using doubloons)+* Used to [[#Redistribute Commander Skills|redistribute]] skill points (in lieu of using doubloons).
?*Converted into Free XP{{FXP}} for [[Ship:Economy#Doubloons|doubloons]]{{Doubloons}}.+* Converted into Free XP{{FXP}} for [[Ship:Economy#Doubloons|doubloons]]{{Doubloons}}.
  
 === Spending Free XP on Commanders === === Spending Free XP on Commanders ===
?''After all ECXP is spent'', Free XP{{FXP}} can be used instead of Elite Commander XP{{ECXP}}.<ref>Free XP becomes available at [[Ship:Account_Level#Account_Level_5|Account Level 5]]. Commander operations and ECXP become available at [[Ship:Account_Level#Account_Level_7|Account Level 7]]. Since at that point the account will have no ECXP, acculumated FXP may be used in its place.</ref>+''After all ECXP is spent'', Free XP{{FXP}} can be used instead of Elite Commander XP{{ECXP}}.<ref>Free XP becomes available at [[Ship:Account_Level#Account_Level_5|Account Level 5]]. Commander operations and ECXP become available at [[Ship:Account_Level#Account_Level_7|Account Level 7]]. Since at that point the account will have no ECXP, accumulated FXP may be used in its place.</ref>
  
 For a single operation, Elite Commander XP{{ECXP}} and Free XP{{FXP}} can be spent together, just as Ship XP and Free XP can be spent together researching ships and ship modules. When Elite Commander XP and Free XP are spent, the following rules apply: For a single operation, Elite Commander XP{{ECXP}} and Free XP{{FXP}} can be spent together, just as Ship XP and Free XP can be spent together researching ships and ship modules. When Elite Commander XP and Free XP are spent, the following rules apply:
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 |-  |-
 ! style="vertical-align:middle; width:60px" | Skill Points ! style="vertical-align:middle; width:60px" | Skill Points
?! style="vertical-align:middle; width:125px" | [[File:Wows_flag_USA.png|50 px|frameless|link=Ship:Ships_of_U.S.A.]]<br>USA+! style="vertical-align:middle; width:140px" | [[File:Wows_flag_Japan.png|50 px|frameless|link=Ship:Ships_of_Japan]]<br>Japan
?! style="vertical-align:middle; width:125px" | [[File:Wows_flag_Japan.png|50 px|frameless|link=Ship:Ships_of_Japan]]<br>Japan+! style="vertical-align:middle; width:140px" | [[File:Wows_flag_USA.png|50 px|frameless|link=Ship:Ships_of_U.S.A.]]<br>USA
?! style="vertical-align:middle; width:125px" | [[File:СССР_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_U.S.S.R.]]<br>USSR+! style="vertical-align:middle; width:140px" | [[File:СССР_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_U.S.S.R.]]<br>USSR
?! style="vertical-align:middle; width:150px" | [[File:Великобритания_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_U.K.]] [[File:Содружество_Наций_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_Commonwealth]]<br>UK &<br>Commonwealth+! style="vertical-align:middle; width:140px" | [[File:Третий_рейх_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_Germany]]<br>Germany
?! style="vertical-align:middle; width:125px" | [[File:Третий_рейх_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_Germany]]<br>Germany+! style="vertical-align:middle; width:140px" | [[File:Великобритания_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_U.K.]]<br>UK
?! style="vertical-align:middle; width:125px" | [[File:Франция_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_France]]<br>France+! style="vertical-align:middle; width:140px" | [[File:Франция_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_France]]<br>France
?! style="vertical-align:middle; width:125px" | [[File:Королевство Италия флаг ВМС с тенью.png|50 px|frameless|link=Ship:Ships_of_Italy]]<br>Italy+! style="vertical-align:middle; width:140px" | [[File:Wows_flag_Pan_Asia.png|50 px|frameless|link=Ship:Ships_of_Pan-Asia]]<br>Pan-Asia
?! style="vertical-align:middle; width:125px" | [[File:Польша_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_Poland]]<br>Poland+! style="vertical-align:middle; width:140px" | [[File:Королевство Италия флаг ВМС с тенью.png|50 px|frameless|link=Ship:Ships_of_Italy]]<br>Italy
?! style="vertical-align:middle; width:125px" | [[File:Wows_flag_Pan_Asia.png|50 px|frameless|link=Ship:Ships_of_Pan-Asia]]<br>Pan-Asia+
 |- style="height:50px" |- style="height:50px"
 ! style="vertical-align:middle;" | 0 ! style="vertical-align:middle;" | 0
?| style="vertical-align:middle;" | Warrant Officer 
 | style="vertical-align:middle;" | Kaigun Shōi Kōhosei | style="vertical-align:middle;" | Kaigun Shōi Kōhosei
 +| style="vertical-align:middle;" | Warrant Officer
 | style="vertical-align:middle;" | Michman | style="vertical-align:middle;" | Michman
?| style="vertical-align:middle;" | Warrant Officer 
 | style="vertical-align:middle;" | Oberfähnrich zur See | style="vertical-align:middle;" | Oberfähnrich zur See
 +| style="vertical-align:middle;" | Warrant Officer
 | style="vertical-align:middle;" | Aspirant | style="vertical-align:middle;" | Aspirant
 +| style="vertical-align:middle;" | Midshipman
 | style="vertical-align:middle;" | Aspirante Guardiamarina | style="vertical-align:middle;" | Aspirante Guardiamarina
?| style="vertical-align:middle;" | Chorąży marynarki 
?| style="vertical-align:middle;" | Midshipman 
 |- style="height:50px" |- style="height:50px"
 ! style="vertical-align:middle;" | 1 - 2 ! style="vertical-align:middle;" | 1 - 2
 +| style="vertical-align:middle;" | Kaigun Shōi
 | style="vertical-align:middle;" | Lieutenant Junior Grade | style="vertical-align:middle;" | Lieutenant Junior Grade
?| style="vertical-align:middle;" | Kaigun Shōi 
 | style="vertical-align:middle;" | Leytenant | style="vertical-align:middle;" | Leytenant
 +| style="vertical-align:middle;" | Leutnant zur See
 | style="vertical-align:middle;" | Sub-Lieutenant | style="vertical-align:middle;" | Sub-Lieutenant
?| style="vertical-align:middle;" | Leutnant zur See 
 | style="vertical-align:middle;" | Enseigne de deuxième classe | style="vertical-align:middle;" | Enseigne de deuxième classe
 +| style="vertical-align:middle;" | Sub-Lieutenant
 | style="vertical-align:middle;" | Guardiamarina | style="vertical-align:middle;" | Guardiamarina
?| style="vertical-align:middle;" | Podporucznik marynarki 
?| style="vertical-align:middle;" | Sub-Lieutenant 
 |- style="height:50px" |- style="height:50px"
 ! style="vertical-align:middle;" | 3 - 4 ! style="vertical-align:middle;" | 3 - 4
?| style="vertical-align:middle;" | Lieutenant 
 | style="vertical-align:middle;" | Kaigun Chūi | style="vertical-align:middle;" | Kaigun Chūi
?| style="vertical-align:middle;" | Starshiy-Leytenant 
 | style="vertical-align:middle;" | Lieutenant | style="vertical-align:middle;" | Lieutenant
 +| style="vertical-align:middle;" | Starshiy-Leytenant
 | style="vertical-align:middle;" | Oberleutnant zur See | style="vertical-align:middle;" | Oberleutnant zur See
 +| style="vertical-align:middle;" | Lieutenant
 | style="vertical-align:middle;" | Enseigne de première classe | style="vertical-align:middle;" | Enseigne de première classe
 +| style="vertical-align:middle;" | Lieutenant
 | style="vertical-align:middle;" | Sottotenente di Vascello | style="vertical-align:middle;" | Sottotenente di Vascello
?| style="vertical-align:middle;" | Porucznik marynarki 
?| style="vertical-align:middle;" | Lieutenant 
 |- style="height:50px" |- style="height:50px"
 ! style="vertical-align:middle;" | 5 - 6 ! style="vertical-align:middle;" | 5 - 6
?| style="vertical-align:middle;" | Lieutenant Commander 
 | style="vertical-align:middle;" | Kaigun Daii | style="vertical-align:middle;" | Kaigun Daii
 +| style="vertical-align:middle;" | Lieutenant Commander
 | style="vertical-align:middle;" | Kapitan-Leytenant | style="vertical-align:middle;" | Kapitan-Leytenant
?| style="vertical-align:middle;" | Lieutenant Commander 
 | style="vertical-align:middle;" | Kapitänleutnant | style="vertical-align:middle;" | Kapitänleutnant
 +| style="vertical-align:middle;" | Lieutenant Commander
 | style="vertical-align:middle;" | Lieutenant de vaisseau | style="vertical-align:middle;" | Lieutenant de vaisseau
 +| style="vertical-align:middle;" | Lieutenant Commander
 | style="vertical-align:middle;" | Tenente di Vascello | style="vertical-align:middle;" | Tenente di Vascello
?| style="vertical-align:middle;" | Kapitan marynarki 
?| style="vertical-align:middle;" | Lieutenant Commander 
 |- style="height:50px" |- style="height:50px"
 ! style="vertical-align:middle;" | 7 - 8 ! style="vertical-align:middle;" | 7 - 8
?| style="vertical-align:middle;" | Commander 
 | style="vertical-align:middle;" | Kaigun Shōsa | style="vertical-align:middle;" | Kaigun Shōsa
 +| style="vertical-align:middle;" | Commander
 | style="vertical-align:middle;" | Kapitan 3 Ranga | style="vertical-align:middle;" | Kapitan 3 Ranga
?| style="vertical-align:middle;" | Commander 
 | style="vertical-align:middle;" | Korvettenkapitän | style="vertical-align:middle;" | Korvettenkapitän
 +| style="vertical-align:middle;" | Commander
 | style="vertical-align:middle;" | Capitaine de corvette | style="vertical-align:middle;" | Capitaine de corvette
 +| style="vertical-align:middle;" | Commander
 | style="vertical-align:middle;" | Capitano di Corvetta | style="vertical-align:middle;" | Capitano di Corvetta
?| style="vertical-align:middle;" | Komandor podporucznik 
?| style="vertical-align:middle;" | Commander 
 |- style="height:50px" |- style="height:50px"
 ! style="vertical-align:middle;" | 9 - 10 ! style="vertical-align:middle;" | 9 - 10
?| style="vertical-align:middle;" | Captain 
 | style="vertical-align:middle;" | Kaigun Chūsa | style="vertical-align:middle;" | Kaigun Chūsa
 +| style="vertical-align:middle;" | Captain
 | style="vertical-align:middle;" | Kapitan 2 Ranga | style="vertical-align:middle;" | Kapitan 2 Ranga
 +| style="vertical-align:middle;" | Fregattenkapitän
 | style="vertical-align:middle;" | Captain | style="vertical-align:middle;" | Captain
?| style="vertical-align:middle;" | Fregattenkapitän 
 | style="vertical-align:middle;" | Capitaine de frégate | style="vertical-align:middle;" | Capitaine de frégate
 +| style="vertical-align:middle;" | Captain
 | style="vertical-align:middle;" | Capitano di Fregata | style="vertical-align:middle;" | Capitano di Fregata
?| style="vertical-align:middle;" | Komandor porucznik 
?| style="vertical-align:middle;" | Captain 
 |- style="height:50px" |- style="height:50px"
 ! style="vertical-align:middle;" | 11 - 12 ! style="vertical-align:middle;" | 11 - 12
 +| style="vertical-align:middle;" | Kaigun Daisa
 | style="vertical-align:middle;" | Commodore | style="vertical-align:middle;" | Commodore
?| style="vertical-align:middle;" | Kaigun Daisa 
 | style="vertical-align:middle;" | Kapitan 1 Ranga | style="vertical-align:middle;" | Kapitan 1 Ranga
 +| style="vertical-align:middle;" | Kapitän zur See
 | style="vertical-align:middle;" | Commodore | style="vertical-align:middle;" | Commodore
?| style="vertical-align:middle;" | Kapitän zur See 
 | style="vertical-align:middle;" | Capitaine de vaisseau | style="vertical-align:middle;" | Capitaine de vaisseau
 +| style="vertical-align:middle;" | Commodore
 | style="vertical-align:middle;" | Capitano di Vascello | style="vertical-align:middle;" | Capitano di Vascello
?| style="vertical-align:middle;" | Komandor 
?| style="vertical-align:middle;" | Commodore 
 |- style="height:50px" |- style="height:50px"
 ! style="vertical-align:middle;" | 13 - 14 ! style="vertical-align:middle;" | 13 - 14
 +| style="vertical-align:middle;" | Kaigun Shōshō
 | style="vertical-align:middle;" | Rear Admiral | style="vertical-align:middle;" | Rear Admiral
?| style="vertical-align:middle;" | Kaigun Shōshō 
 | style="vertical-align:middle;" | Kontr-Admiral | style="vertical-align:middle;" | Kontr-Admiral
 +| style="vertical-align:middle;" | Konteradmiral
 | style="vertical-align:middle;" | Rear Admiral | style="vertical-align:middle;" | Rear Admiral
?| style="vertical-align:middle;" | Konteradmiral 
 | style="vertical-align:middle;" | Contre-amiral | style="vertical-align:middle;" | Contre-amiral
 +| style="vertical-align:middle;" | Rear Admiral
 | style="vertical-align:middle;" | Contrammiraglio | style="vertical-align:middle;" | Contrammiraglio
?| style="vertical-align:middle;" | Kontradmirał 
?| style="vertical-align:middle;" | Rear Admiral 
 |- style="height:50px" |- style="height:50px"
 ! style="vertical-align:middle;" | 15 - 16 ! style="vertical-align:middle;" | 15 - 16
?| style="vertical-align:middle;" | Vice Admiral 
 | style="vertical-align:middle;" | Kaigun Chūjo | style="vertical-align:middle;" | Kaigun Chūjo
?| style="vertical-align:middle;" | Vitse-Admiral 
 | style="vertical-align:middle;" | Vice Admiral | style="vertical-align:middle;" | Vice Admiral
 +| style="vertical-align:middle;" | Vitse-Admiral
 | style="vertical-align:middle;" | Vizeadmiral | style="vertical-align:middle;" | Vizeadmiral
 +| style="vertical-align:middle;" | Vice Admiral
 | style="vertical-align:middle;" | Vice-amiral | style="vertical-align:middle;" | Vice-amiral
?| style="vertical-align:middle;" | Ammiraglio di Divisione 
?| style="vertical-align:middle;" | Wiceadmirał 
 | style="vertical-align:middle;" | Vice Admiral | style="vertical-align:middle;" | Vice Admiral
 +| style="vertical-align:middle;" | Ammiraglio di Divisione
 |- style="height:50px"  |- style="height:50px"
 ! style="vertical-align:middle;" | 17 - 18 ! style="vertical-align:middle;" | 17 - 18
?| style="vertical-align:middle;" | Admiral 
 | style="vertical-align:middle;" | Kaigun Taishō | style="vertical-align:middle;" | Kaigun Taishō
 +| style="vertical-align:middle;" | Admiral
 | style="vertical-align:middle;" | Admiral | style="vertical-align:middle;" | Admiral
 | style="vertical-align:middle;" | Admiral | style="vertical-align:middle;" | Admiral
 | style="vertical-align:middle;" | Admiral | style="vertical-align:middle;" | Admiral
 | style="vertical-align:middle;" | Vice-amiral d'escadre | style="vertical-align:middle;" | Vice-amiral d'escadre
?| style="vertical-align:middle;" | Ammiraglio 
?| style="vertical-align:middle;" | Admirał floty 
 | style="vertical-align:middle;" | Admiral | style="vertical-align:middle;" | Admiral
 +| style="vertical-align:middle;" | Ammiraglio
 |- style="height:50px" |- style="height:50px"
 ! style="vertical-align:middle;" | 19 ! style="vertical-align:middle;" | 19
?| style="vertical-align:middle;" | Fleet Admiral 
 | style="vertical-align:middle;" | Gensui Kaigun Taishō | style="vertical-align:middle;" | Gensui Kaigun Taishō
 +| style="vertical-align:middle;" | Fleet Admiral
 | style="vertical-align:middle;" | Admiral flota | style="vertical-align:middle;" | Admiral flota
?| style="vertical-align:middle;" | Admiral of the Fleet 
 | style="vertical-align:middle;" | Großadmiral | style="vertical-align:middle;" | Großadmiral
 +| style="vertical-align:middle;" | Admiral of the Fleet
 | style="vertical-align:middle;" | Amiral | style="vertical-align:middle;" | Amiral
 +| style="vertical-align:middle;" | Admiral of the Fleet
 | style="vertical-align:middle;" | Ammiraglio di Armata | style="vertical-align:middle;" | Ammiraglio di Armata
?| style="vertical-align:middle;" | Admirał+|}
 + 
 + 
 +{| class="wikitable" style="text-align:center; margin: auto;"
 +|-
 +! style="vertical-align:middle; width:60px" rowspan="2" | Skill Points
 +! style="vertical-align:middle; width:150px" rowspan="2" | [[File:Содружество_Наций_флаг_ВМС_с_тенью.png|50 px|frameless|link=Ship:Ships_of_Commonwealth]]<br>Commonwealth
 +! style="vertical-align:middle; width:450px" colspan="4" | [[File:Wows_flag_Europe.png|50 px|frameless|link=Ship:Ships_of_Europe]] Europe
 +! style="vertical-align:middle; width:150px" rowspan="2" | [[File:Wows_flag_Pan_America.png|50 px|frameless|link=Ship:Ships_of_Pan-America]]<br>Pan-America
 +|-
 +! style="vertical-align:middle; width:150px" | [[File:Австро-Венгрия флаг ВМС с тенью.png|50 px|frameless]]<br>Austro-Hungary
 +! style="vertical-align:middle; width:150px" | [[File:Польша_флаг_ВМС_с_тенью.png|50 px|frameless]]<br>Poland
 +! style="vertical-align:middle; width:150px" | [[File:Нидерланды_флаг_ВМС_с_тенью.png|50 px|frameless]]<br>Netherlands
 +! style="vertical-align:middle; width:150px" | [[File:Швеция_флаг_ВМС_с_тенью.png|50 px|frameless]]<br>Sweden
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 0
 +| style="vertical-align:middle;" | Warrant Officer
 +| style="vertical-align:middle;" | Seefähnrich
 +| style="vertical-align:middle;" | Chorąży marynarki
 +| style="vertical-align:middle;" | Adjudant-Onderofficier
 +| style="vertical-align:middle;" | Fänrik
 +| style="vertical-align:middle;" | Guardiamarina
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 1 - 2
 +| style="vertical-align:middle;" | Sub-Lieutenant
 +| style="vertical-align:middle;" | Korvettenleutnant
 +| style="vertical-align:middle;" | Podporucznik marynarki
 +| style="vertical-align:middle;" | Luitenant ter Zee<br>der 3e klasse
 +| style="vertical-align:middle;" | Underlöjtnant
 +| style="vertical-align:middle;" | Teniente de Corbeta
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 3 - 4
 +| style="vertical-align:middle;" | Lieutenant
 +| style="vertical-align:middle;" | Fregattenleutnant
 +| style="vertical-align:middle;" | Porucznik marynarki
 +| style="vertical-align:middle;" | Luitenant ter Zee<br>der 2e klasse
 +| style="vertical-align:middle;" | Löjtnant
 +| style="vertical-align:middle;" | Teniente de Fragata
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 5 - 6
 +| style="vertical-align:middle;" | Lieutenant Commander
 +| style="vertical-align:middle;" | Linienschiffsleutnant
 +| style="vertical-align:middle;" | Kapitan marynarki
 +| style="vertical-align:middle;" | Luitenant ter Zee<br>der 1e klasse
 +| style="vertical-align:middle;" | Kapten
 +| style="vertical-align:middle;" | Teniente de Navío
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 7 - 8
 +| style="vertical-align:middle;" | Commander
 +| style="vertical-align:middle;" | Korvettenkapitän
 +| style="vertical-align:middle;" | Komandor podporucznik
 +| style="vertical-align:middle;" | Kapitein-Luitenant ter Zee
 +| style="vertical-align:middle;" | Kommendörkapten<br>av 2 graden
 +| style="vertical-align:middle;" | Capitán de Corbeta
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 9 - 10
 +| style="vertical-align:middle;" | Captain
 +| style="vertical-align:middle;" | Fregattenkapitän
 +| style="vertical-align:middle;" | Komandor porucznik
 +| style="vertical-align:middle;" | Kapitein ter Zee
 +| style="vertical-align:middle;" | Kommendörkapten<br>av 1 graden
 +| style="vertical-align:middle;" | Capitán de Fragata
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 11 - 12
 +| style="vertical-align:middle;" | Commodore
 +| style="vertical-align:middle;" | Linienschiffkapitän
 +| style="vertical-align:middle;" | Komandor
 +| style="vertical-align:middle;" | Commandeur
 +| style="vertical-align:middle;" | Kommendör
 +| style="vertical-align:middle;" | Capitán de Navío
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 13 - 14
 +| style="vertical-align:middle;" | Rear Admiral
 +| style="vertical-align:middle;" | Kontreadmiral
 +| style="vertical-align:middle;" | Kontradmirał
 +| style="vertical-align:middle;" | Schout-bij-Nacht
 +| style="vertical-align:middle;" | Konteramiral
 +| style="vertical-align:middle;" | Contralmirante
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 15 - 16
 +| style="vertical-align:middle;" | Vice Admiral
 +| style="vertical-align:middle;" | Vizeadmiral
 +| style="vertical-align:middle;" | Wiceadmirał
 +| style="vertical-align:middle;" | Viceadmiraal
 +| style="vertical-align:middle;" | Viceamiral
 +| style="vertical-align:middle;" | Vicealmirante
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 17 - 18
 +| style="vertical-align:middle;" | Admiral
 +| style="vertical-align:middle;" | Admiral
 +| style="vertical-align:middle;" | Admirał floty
 +| style="vertical-align:middle;" | Luitenant-Admiraal
 +| style="vertical-align:middle;" | Amiral
 +| style="vertical-align:middle;" | Almirante de Escuadra
 +|- style="height:50px"
 +! style="vertical-align:middle;" | 19
 | style="vertical-align:middle;" | Admiral of the Fleet | style="vertical-align:middle;" | Admiral of the Fleet
 +| style="vertical-align:middle;" | Großadmiral
 +| style="vertical-align:middle;" | Admirał
 +| style="vertical-align:middle;" | Admiraal
 +| style="vertical-align:middle;" | Amiral
 +| style="vertical-align:middle;" | Almirante
 |} |}
 == Notes == == Notes ==
 +*[https://worldofwarships.eu/en/news/game-guides/all-about-commanders/ Everything You Need to Know About Commanders]. 3 Mar 2020.
 <references/> <references/>
  

Revision as of 16:57, 11 August 2020

Icon_reward_Crew.png
Upon reaching Account Level 7, a player is granted the ability to assign a Commander to each ship. Commanders can learn a variety of useful skills that enhance the performance of the ship. Sometimes these are straight buffs to the vital statistics of a ship — such as faster turret traverse speed or more hit points — while others confer entirely new abilities or tools for the player to use in combat. A highly skilled commander is among the most powerful upgrades a ship can obtain in World of Warships, working together with installed upgrades, chosen consumables, and equipped signals to enhance the performance and capabilities of the ship.


Contents

The Commander recruitment window.

Recruiting

Once Account Level 7 is unlocked, a ship may not be queued for battle without a commander assigned to it. Thereafter, a commander can be recruited for a ship without one.[1] There are several options offered when recruiting a new commander:

  • Send to a Senior Commanders Course for 25Doubloons to earn three (3) skill points.
  • Send to the Naval Academy for 7,500Credits to earn one (1) skill point.
  • Be content with Basic Training at no cost for zero (0) skill points.
  • Clicking the small, circular icon below the commander's name (middle left) in the recruitment window generates a new name and portrait for the commander. This can be repeated until the player is satisfied with the combination.

Recruiting is not the only way to obtain commanders. Certain missions, campaigns, and Scenarios award commanders. Experienced commanders can be bought in the Arsenal for Coal or Doubloons, or from the Premium Shop for real money. Awarded ships and some purchased ship bundles include experienced commanders.

When a ship is purchased from the tech tree, it can be with a newly recruited commander or without one. The latter option is useful when you intend to assign a commander from Reserve or another ship.

A Commander can be Dismissed at any time. This will free up a reserve slot. A dismissed commander can be recalled within 60 minutes. After that the dismissal is permanent.

Managing Commanders

Clicking on the Commander portrait in the top right of the Port screen brings up the Commander interface. This screen allows players to manage their Commanders in various ways.

The Commander Interface: current skills (Red 1), redistribution (Orange 2), reserve Commanders (Green 3), current Commander (Blue 4), and Elite Commander experience (Purple 5).

The currently selected Commander is shown in the top right; the Commander skills trained are shown in the center. The drop down menu next to the Commander's name allows players to assign the Commander to another ship, send him to Reserve, dismiss him, or Go to their Personal File. Directly below the currently selected Commander is shown other Commanders that are eligible for use on the selected ship. The toggle at the top shows either commanders currently assigned to other ships, or those that are in Reserve.

The center of the Commander Interface displays the Commander skill tree — discussed in detail below — with currently trained skills highlighted. At the far left is the Redistribute function, that allows players to "respec" their Commanders by clearing their skill selections, thus allowing skill points to be assigned again.

Commander Skill Progression
Skill Points Total Commander XP Required XP Required for Next Level
0 0 1,500
1 1,500 2,500
2 4,000 4,000
3 8,000 6,000
4 14,000 9,000
5 23,000 14,000
6 37,000 21,000
7 58,000 30,000
8 88,000 41,000
9 129,000 54,000
10 183,000 69,000
11 252,000 87,000
12 339,000 108,000
13 447,000 132,000
14 579,000 159,000
15 738,000 189,000
16 927,000 222,000
17 1,149,000 259,000
18 1,408,000 300,000
19 1,708,000

Commander Skill Points

The crux of the Commander system — and the main portion of the Commander interface — revolves around the various skills available to train. Players accomplish this by earning Commander experience, then spending that experience on Commander skills.

Commanders who have available skill points to spend will show unspent points in the Port screen.

Earning Commander Experience

Commanders earn commander experience (CXP) in the same way that ships do, including any bonuses to ship XPShip XP earnings. Additional bonuses that affect only commander XP — such as from Restless Fire -3% to surface detectability / +4% to maximum dispersion of shells fired at your ship / +250% Commander XP. camo or the Zulu Hotel 🚫 signal — are added on top of this number. Therefore, it is possible to earn considerably more commander XP in a match than ship XP. See the Economics article for details of how CXP is calculated. Players can view how much commander XP they earned in a given match on the 'Credits and XP' tab of the post-battle report.

The table at right shows the experience requirements for a Commander to buy skill points.

Example Commander Experience Calculation

A player with a WG Premium account earns 2,233 base experience in a game. He has Zulu Hotel 🚫 and Equal Speed Charlie London 🚫 signals mounted, and has hoisted the Military Month Contributor PCEE025_Military_Month_Contributor_Flag.png flag over his ship (the MMC flag grants both ship XP and commander XP bonuses). He earns:

  • 2,233 + [2,233 x 0.5 (for Premium)] = 3,350 modified base experience
  • 3,350 + [3,350 x 0.5 (for Equal Speed Charlie London)] + [3,350 x 0.05 (for Military Month Contributor)] = 5,193 ship experience
  • 5,193 + [3,350 x 0.5 (for Zulu Hotel)] + [3,350 x 0.05 (for Military Month Contributor)] = 7,036 Commander experience
The skill confirmation window.

Spending Commander Experience

Each commander displays his skill points overlaid on his portrait as available/total. Thus a commander with 15 points, only 3 assigned, would show "12/15" on the lower left of his portrait. Clicking on the commander's portrait brings up the Commander Interface screen (see the graphic above), where a new skill may be selected. The interface will ask for confirmation.

Some skills are only useful to certain classes or to ships with certain weapon systems. Skills that are not useful to the current ship are marked as such. They may still be selected. (If a skill is not useful on the current ship, it may become so when the commander is moved to a different ship.) However, considering the amount of time it takes to train a highly skilled Commander, it is best to focus his skills on ones that are immediately useful. A complete list of skills, their point costs and effects, appears below.[2]

When training skills in Rows 2, 3 or 4, Commanders must have at least one skill trained from the previous row. Commanders are free to train any skill in a row before selecting any skill in the subsequent row; they are not confined to skills only within the sub-groupings shown below (and in the skill tree in the Commander interface).

Note that the skill Direction Center for Fighters does NOT add one fighter to the Patrol Fighters consumable on aircraft carrier squadrons.

Main article: Commander


Battleship skills  •  Cruiser skills  •  Destroyer skills  •  Aircraft Carrier skills [3]  •  Submarine skills


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

Gun Feeder Demolition Expert Consumables Specialist Emergency Repair Specialist Incoming Fire Alert Preventive Maintenance
Grease the Gears Inertia Fuse for HE Shells Brisk Vigilance Priority Target AA Defense and ASW Expert
Super-Heavy AP Shells Long-Range Secondary Battery Shells Adrenaline Rush Basics of Survivability Improved Repair Party Readiness Focus Fire Training
Furious Manual Secondary Battery Aiming Close Quarters Combat Emergency Repair Expert Concealment Expert Fire Prevention Expert
Icon Skill Name Skill Point Cost Description Effect Notes
Icon_perk_gm_shell_reload_dark.png

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.
Icon_perk_he_fire_probability_dark.png

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.
Icon_perk_consumables_reload_dark.png

Consumables Specialist

1 Better availability of consumables. −7.5% cooldown time of

all Consumables
except:
Damage Control Party
Repair Party

Specialized Repair Teams, Heavy Repair Teams, and Fast Damage Control Teams are also unaffected.
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.

+15% to the HP of secondary and AA guns.

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 Demolition Expert.
Icon_perk_trigger_speed_bb_dark.png

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.
Icon_perk_detection_torpedo_range_dark.png

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 to a base value of 1.8 km. and Hydroacoustic SearchWhile 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 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.
Icon_perk_ap_damage_bb_dark.png

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.
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_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_trigger_pot_dmg_dark.png

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 PartyWhile active, restores a percentage of the ship's health points each second. consumable.
After receiving 2M HP potential damage:
+1 charge of Repair PartyWhile active, restores a percentage of the ship's health points each second..
The effect increases with every multiple of base HP.
Icon_perk_aa_prioritysector_damage_constant_dark.png

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.[4]
+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.
Icon_perk_trigger_burn_gm_reload_dark.png

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.
Icon_perk_atba_accuracy_dark.png

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.

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.[5]

See here for a complete description.
Icon_perk_trigger_gm_reload_dark.png

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.
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.
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

Grease the Gears Swift Fish Consumables Specialist Gun Feeder Incoming Fire Alert Last Stand
Demolition Expert Fill the Tubes Consumables Enhancements Eye in the Sky Priority Target Focus Fire Training
Heavy HE and SAP Shells Pack A Punch Adrenaline Rush Heavy AP Shells Superintendent Survivability Expert
Top Grade Gunner Outnumbered Radio Location Inertia Fuse for HE Shells Concealment Expert AA Defense and ASW Expert
Icon Skill Name Skill Point Cost Description Effect Notes
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.
+5% aerial torpedo speed.
Icon_perk_consumables_reload_dark.png

Consumables Specialist

1 Better availability of consumables. −7.5% cooldown time of

all Consumables
except:
Damage Control Party
Repair Party

Specialized Repair Teams, Heavy Repair Teams, and Fast Damage Control Teams are also unaffected.
Icon_perk_gm_shell_reload_dark.png

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.
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_he_fire_probability_dark.png

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.
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
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

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.[4]
+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.
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

Pack A Punch

3 Improved performance of secondary armament. +20% secondary battery range.
+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_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. +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.
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,[6] 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.
Icon_perk_trigger_speed_accuracy_dark.png

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.[6] 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.
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.
Locates submarines at all depths except maximum.
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 Demolition Expert.
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.
Icon_perk_aa_damage_constant_bubbles_dark.png

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

Grease the Gears Liquidator Consumables Specialist Gun Feeder Incoming Fire Alert Preventive Maintenance
Demolition Expert Swift Fish Consumables Enhancements Extra-Heavy Ammunition 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
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. −7.5% cooldown time of

all Consumables
except:
Damage Control Party
Repair Party

Specialized Repair Teams, Heavy Repair Teams, and Fast Damage Control Teams are also unaffected.
Icon_perk_gm_shell_reload_dark.png

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.
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.

+15% to the HP of secondary and AA guns.

Icon_perk_he_fire_probability_dark.png

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.
Icon_perk_torpedo_speed_dark.png

Swift Fish

2 Faster torpedoes. +5% torpedo speed.
+5% aerial 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 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.
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_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 Demolition Expert.
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_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.
While undetected:
+8% ship speed.
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.
Locates submarines at all depths except maximum.
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.
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
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.
Icon_perk_trigger_spreading_dark.png

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

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 Pyrotechnician 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
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 : +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_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 FighterA 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 FighterWhile active, a group of fighter planes circles a location spotting and engaging enemy aircraft..
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_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 : +5% cruising speed.
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 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.
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_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

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.
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_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_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.
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 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.
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.
+25% action time of the consumable.

+50% arrival time.

Effectiveness TBD.

Submarine Skills

Enhanced Sonar Liquidator Helmsman Priority Target Incoming Fire Alert
Improved Battery Capacity Torpedo Crew Training Consumables Enhancements Preventive Maintenance Last Stand
Enhanced Impulse Generator Sonarman Consumables Specialist Watchful Superintendent
Adrenaline Rush Torpedo Aiming Master Sonarman Expert Improved Battery Efficiency Enlarged Propeller Shaft
Icon Skill Name Skill Point Cost Description Effect Notes
Icon_perk_trigger_pinger_reload_buff_dark.png

Enhanced Sonar

1 Activated if your ship is detected by the enemy. When activated:

-10% Sonar reload time.

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_trigger_cons_rudder_time_coeff_dark.png

Helmsman

1 Reduces rudder shift time within 15 seconds of using the Hydrophone consumable. When activated:

−10% rudder shift time.
−10% diving plane shift time.

Icon_perk_detection_aiming_dark.png

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.
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_submarine_battery_capacity_dark.png

Improved Battery Capacity

2 +10% dive capacity.

-20% dive capacity recharge rate on the surface.

Icon_perk_trigger_seen_torpedo_reload_dark.png

Torpedo Crew Training

2 Activated if your ship is detected by the enemy. When activated:

-15% torpedo tube reload time.

Icon_perk_submarine_consumables_duration_dark.png

Consumables Enhancements

2 +5% action time of the ship's consumables.
Icon_perk_defense_crit_probability_dark.png

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.
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_trigger_pinger_speed_buff_dark.png

Enhanced Impulse Generator

3 Increases ping velocity if less than 33% of the maximum dive capacity remains. When activated:

+15% sonar ping velocity.

Icon_perk_submarine_hold_sectors_dark.png

Sonarman

3 +25% duration of a ping effect on a sector highlighted once.

-15% duration of a ping effect on a sector highlighted twice.

Icon_perk_submarine_consumables_reload_dark.png

Consumables Specialist

3 Improved consumables preperation and cooldown time. −15% preparation and reload time of ship's consumables.
Icon_perk_submarine_danger_alert_dark.png

Watchful

3 Displays the warning "in detection range" when the undetected submarine is in the range of an activated Submarine SurveillanceDetect submarines underwater., Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain. or Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. consumable but is not detected because of its current depth.[7] 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.
Icon_perk_consumables_additional_dark.png

Superintendent

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

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.
Icon_perk_submarine_torpedo_ping_damage_dark.png

Torpedo Aiming Master

4 [tl/dr: On active double ping sector before launching torpedoes] When activated:

+15% torpedo damage.

Only works with homing torpedoes.
Icon_perk_trigger_cons_sonar_time_coeff_dark.png

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.
Icon_perk_submarine_battery_burn_down_dark.png

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.
Icon_perk_submarine_speed_dark.png

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.



Commander Skill Retraining
Skill Points XP Required to Retrain
0 0
1 1,000
2 1,500
3 2,000
4 3,500
5 5,000
6 7,500
7 10,000
8 15,000
9 20,000
10 25,000
11 30,000
12 40,000
13 50,000
14 75,000
15 100,000
16 125,000
17 150,000
18 175,000
19 250,000

Redistribute Commander Skills

Players will sometimes want to change the skill selections on one of their Commanders. This is accomplished in the Commander Interface by utilizing the "Redistribute" button (shown highlighted in orange on the graphic above). Redistributing Commander skill points costs either 25Doubloons or 10,000 Elite Commander XPElite Commander XP per spent skill point; players are not charged to redistribute unspent skill points. Upon confirming the redistribution, all currently trained Commander skills are cleared, the corresponding skill points are refunded, and players may begin assigning those skill points again as they see fit.

Note that when using Elite Commander XPElite Commander XP, up to level 7 it is cheaper to recruit a new commander and accelerate their training than to redistribute skills of an existing commander. This will also result in two commanders instead of one.

On occasion — such as Christmas or other holidays — Wargaming offers sales on redistribution. Clan Battle participants have been enjoying one week of free redistribution at the beginning and at the end of Clan Battle seasons.

Reserve Slots

Reserve slots — (shown highlighted in green on the graphic above) — hold unassigned commanders. Commanders in the Reserve can be assigned to any ship (of the same nation) as normal, subject to re-training costs (see below).

Each player starts with four (4) Reserve slots. Additional Reserve slots can be purchased with doubloons -- normally four (4) slots for 100Doubloons. Slots are very rarely available through other means.

If a player receives a ship with a Commander, either from Premium shop, Armory, or a Container, the player receive an extra Reserve slot for that Commander.

Retraining Commanders

Once trained to a non-premium ship from the tech tree, a Commander's skills can be fully utilized only on that ship. Transferring to a new tech tree ship requires the commander to re-training to that ship, which is usually accomplished by earning a certain amount of Commander XP in his new ship (see the table to the right). Normal commander training resumes once re-training has been accomplished.

When re-training is required, players are offered several options. Commanders can spend:

  • 500Doubloons, completing re-training instantly.
  • 200,000Credits, requiring them to earn 1/2 the Commander XP normally required (see table) to completely re-train (or spend the full amount of doubloons).
  • nothing, requiring them to earn Commander XP in order to fully re-train for their new ships.

Commanders can also spend Elite Commander XPElite Commander XP (and/or Free XP) equal to the remaining cost of re-training, finishing re-training instantly. This can be combined with the 200,000Credits option in order to save ECXP.

Remember that while a Commander is re-training, skill effects are reduced by 50% and skills with a binary (on or off) effect are disabled.

Premium Ships

A commander can be assigned to a premium ship of the same nation at any time without undergoing re-training. His skills will continue to work at full strength on the premium ship. Commander XP earned while assigned to a premium ship counts toward re-training on his specialized ship. This makes premium ships a great way to re-train commanders while avoiding retraining penalties. The commander can be moved back to his specialized ship without penalty.

Elite Commander Experience

A commander who earns nineteen (19) Skill Points becomes an Elite Commander. Elite Commanders continue to earn experience as do lower-ranked commanders. However, an Elite Commander no longer accumulates CXP; his experience is earned as Elite Commander ExperienceElite Commander XP (ECXP) that accumulates in a common pool (like Free XP). (The current ECXP balance is shown highlighted in purple on the graphic above).

The Accelerated Training window.

As Free XP is available to all ships, Elite Commander XPElite Commander XP is available to all commanders on a player account.

Using Elite Commander XP

Elite Commander XPElite Commander XP can be:

  • Applied to any non-elite commander to gain additional skill points.
  • Used to retrain any commander moved to a different, non-premium ship (instead of spending doubloons).
  • Used to redistribute skill points (in lieu of using doubloons).
  • Converted into Free XPFree XP for doubloonsDoubloons.

Spending Free XP on Commanders

After all ECXP is spent, Free XPFree XP can be used instead of Elite Commander XPElite Commander XP.[8]

For a single operation, Elite Commander XPElite Commander XP and Free XPFree XP can be spent together, just as Ship XP and Free XP can be spent together researching ships and ship modules. When Elite Commander XP and Free XP are spent, the following rules apply:

  • To retrain a commander, promote him to a new rank, or redistribute his skill points, the available ECXP and/or FXP must be sufficient to fully complete the operation (no partial operations).
  • When an operation can be completed, Elite Commander XP is spent first then Free XP is used only if there is not enough ECXP.

Example using both Elite Commander XP and Free XP

A commander with 7 Skill Points and 100 CXP is assigned to a non-premium ship for which he is not trained. 10,000 XP is required to fully re-train him. The player decides to accelerate re-training by 50%, spending 200,000 CreditsCredits. Consequently, 5000 more XP is required to finish re-training. 8000 Elite Commander XPElite Commander XP is available. The player completes re-training by spending 5000 ECXP. 3000 ECXP remains. (Note that CXP cannot be spent for re-training.)

Now the player chooses to promote this commander to the maximum attainable rank using all types of XP. He has 100 CXP, 3000 ECXP, and 40,000 Free XP.

The cost of the next commander rank (8) is 30,000 XP. To reach it, he spends 100 CXP, 3000 ECXP, and 26,900 Free XP (total 30,000). To reach the next rank (9), 41,000 XP is required. Since he has no CXP or ECXP and only 13,100 Free XP remaining, he cannot promote this commander to rank (9).

Converting Elite Commander XP to Free XP

Elite Commander XP can be converted to Free XP in the same way as Elite (ship) XP — ( 25 ECXPElite Commander XP + 1Doubloons => 25 Free XPFree XP ). Free XP cannot be converted to Elite Commander XP.

Unique Commanders

Some commanders have unique talents or modified commander skills. Check out the list of unique commanders to learn more.

Commander Ranks

As a Commander gains levels, they are given ranks based on their nation. These roughly correspond to the historical ranks awarded to officers of their nation's respective navies. The table below lists these ranks as they appear in game.

Skill Points Wows_flag_Japan.png
Japan
Wows_flag_USA.png
USA
СССР_флаг_ВМС_с_тенью.png
USSR
Третий_рейх_флаг_ВМС_с_тенью.png
Germany
Великобритания_флаг_ВМС_с_тенью.png
UK
Франция_флаг_ВМС_с_тенью.png
France
Wows_flag_Pan_Asia.png
Pan-Asia
Королевство_Италия_флаг_ВМС_с_тенью.png
Italy
0 Kaigun Shōi Kōhosei Warrant Officer Michman Oberfähnrich zur See Warrant Officer Aspirant Midshipman Aspirante Guardiamarina
1 - 2 Kaigun Shōi Lieutenant Junior Grade Leytenant Leutnant zur See Sub-Lieutenant Enseigne de deuxième classe Sub-Lieutenant Guardiamarina
3 - 4 Kaigun Chūi Lieutenant Starshiy-Leytenant Oberleutnant zur See Lieutenant Enseigne de première classe Lieutenant Sottotenente di Vascello
5 - 6 Kaigun Daii Lieutenant Commander Kapitan-Leytenant Kapitänleutnant Lieutenant Commander Lieutenant de vaisseau Lieutenant Commander Tenente di Vascello
7 - 8 Kaigun Shōsa Commander Kapitan 3 Ranga Korvettenkapitän Commander Capitaine de corvette Commander Capitano di Corvetta
9 - 10 Kaigun Chūsa Captain Kapitan 2 Ranga Fregattenkapitän Captain Capitaine de frégate Captain Capitano di Fregata
11 - 12 Kaigun Daisa Commodore Kapitan 1 Ranga Kapitän zur See Commodore Capitaine de vaisseau Commodore Capitano di Vascello
13 - 14 Kaigun Shōshō Rear Admiral Kontr-Admiral Konteradmiral Rear Admiral Contre-amiral Rear Admiral Contrammiraglio
15 - 16 Kaigun Chūjo Vice Admiral Vitse-Admiral Vizeadmiral Vice Admiral Vice-amiral Vice Admiral Ammiraglio di Divisione
17 - 18 Kaigun Taishō Admiral Admiral Admiral Admiral Vice-amiral d'escadre Admiral Ammiraglio
19 Gensui Kaigun Taishō Fleet Admiral Admiral flota Großadmiral Admiral of the Fleet Amiral Admiral of the Fleet Ammiraglio di Armata


Skill Points Содружество_Наций_флаг_ВМС_с_тенью.png
Commonwealth
Wows_flag_Europe.png Europe Wows_flag_Pan_America.png
Pan-America
Австро-Венгрия_флаг_ВМС_с_тенью.png
Austro-Hungary
Польша_флаг_ВМС_с_тенью.png
Poland
Нидерланды_флаг_ВМС_с_тенью.png
Netherlands
Швеция_флаг_ВМС_с_тенью.png
Sweden
0 Warrant Officer Seefähnrich Chorąży marynarki Adjudant-Onderofficier Fänrik Guardiamarina
1 - 2 Sub-Lieutenant Korvettenleutnant Podporucznik marynarki Luitenant ter Zee
der 3e klasse
Underlöjtnant Teniente de Corbeta
3 - 4 Lieutenant Fregattenleutnant Porucznik marynarki Luitenant ter Zee
der 2e klasse
Löjtnant Teniente de Fragata
5 - 6 Lieutenant Commander Linienschiffsleutnant Kapitan marynarki Luitenant ter Zee
der 1e klasse
Kapten Teniente de Navío
7 - 8 Commander Korvettenkapitän Komandor podporucznik Kapitein-Luitenant ter Zee Kommendörkapten
av 2 graden
Capitán de Corbeta
9 - 10 Captain Fregattenkapitän Komandor porucznik Kapitein ter Zee Kommendörkapten
av 1 graden
Capitán de Fragata
11 - 12 Commodore Linienschiffkapitän Komandor Commandeur Kommendör Capitán de Navío
13 - 14 Rear Admiral Kontreadmiral Kontradmirał Schout-bij-Nacht Konteramiral Contralmirante
15 - 16 Vice Admiral Vizeadmiral Wiceadmirał Viceadmiraal Viceamiral Vicealmirante
17 - 18 Admiral Admiral Admirał floty Luitenant-Admiraal Amiral Almirante de Escuadra
19 Admiral of the Fleet Großadmiral Admirał Admiraal Amiral Almirante

Notes

  1. To recruit a commander to Reserve, temporarily move the commander of a ship to reserve, recruit a new commander, then swap back.
  2. With Update 0.8.0, a number of skills have changed. See this and nearby WoWS News articles: https://worldofwarships.com/en/news/development/cv8-how-to-tune/#customization
  3. Aircraft Carrier skills do not apply to hybrid ships such as Ise and Tone.
  4. 4.0 4.1 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%.
  5. 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.
  6. 6.0 6.1 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.
  7. 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).
  8. Free XP becomes available at Account Level 5. Commander operations and ECXP become available at Account Level 7. Since at that point the account will have no ECXP, accumulated FXP may be used in its place.