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 [[File:Consumable_PCY001_CrashCrew.png|left]]'''Consumables''' are temporary bonuses that have strong effects with a limited number of uses. They are always consumed after each battle, so captains must be aware how they work and how they are obtained. Choosing the right consumables can be the difference between a good game or a great game. They could also be the difference between winning and losing.}} [[File:Consumable_PCY001_CrashCrew.png|left]]'''Consumables''' are temporary bonuses that have strong effects with a limited number of uses. They are always consumed after each battle, so captains must be aware how they work and how they are obtained. Choosing the right consumables can be the difference between a good game or a great game. They could also be the difference between winning and losing.}}
  
?There are a variety of consumables in World of Warships; some are only available to certain ship classes at certain tiers. Every consumable has a version that is free of charge and another that is available for purchase with either doubloons or credits. Premium versions of consumables with charges grant an additional one charge as well as decreasing the cooldown by 33%. Premium consumables cost 22,500{{Credits}} to mount. Players can also choose to automatically resupply these consumables after each battle. +There are a variety of consumables in ''World of Warships''; some are only available to certain ship classes at certain tiers. Every consumable has a version that is free of charge and most have a premium version that grants an additional charge and a quicker cooldown (usually by one third, sometimes by one fourth). Premium consumables cost 22,500{{Credits}} to mount. Players can choose to automatically resupply these consumables after each battle.
 + 
 +Other than direct purchase, premium consumables can be obtained in [[Ship:Container|containers]] and as mission, campaign, and directive rewards.
  
 The below information contains base values only. Commander skills and signal flags can change this information. For example, [[Ship:Commander#Jack of All Trades|Jack of All Trades]] decreases reload times of all consumables by 5%. [[Ship:Commander#High Alert|High Alert]] decreases the reload time for the Damage Control Party consumable by 10%. [[Ship:Commander#Superintendent|Superintendent]] adds one additional charge for each consumable. Finally, the November Foxtrot ({{November Foxtrot|Size=18px}}) [[Ship:Flags#Signals|signal flag]], earned via the [[Ship:Achievements|High Caliber]] achievement, reduces reload time of all consumables by 5%.  The below information contains base values only. Commander skills and signal flags can change this information. For example, [[Ship:Commander#Jack of All Trades|Jack of All Trades]] decreases reload times of all consumables by 5%. [[Ship:Commander#High Alert|High Alert]] decreases the reload time for the Damage Control Party consumable by 10%. [[Ship:Commander#Superintendent|Superintendent]] adds one additional charge for each consumable. Finally, the November Foxtrot ({{November Foxtrot|Size=18px}}) [[Ship:Flags#Signals|signal flag]], earned via the [[Ship:Achievements|High Caliber]] achievement, reduces reload time of all consumables by 5%.
  
?__TOC__ <!-- __NOEDITSECTION__ --> +__TOC__ <!-- __NOEDITSECTION__ -->
  
?== Gunships ==+== Gunships ==
 + 
 +[[Image:Consumable_PCY001_CrashCrew.png|right|link=]]
 +=== Damage Control Party ===
 + 
 +'''Damage Control Party''' is the basic consumable found on all ships. It instantly repairs all module incapacitations, extinguishes fires, and stops floods.
 + 
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;&nbsp;&nbsp;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div> <!-- style="display: block;" defaults it to uncollapsed -->
 + 
 +Damage Control Party (DCP) repairs modules, put out fires, and stops floods. In addition, for the action time of the consumable the ship is immune to incapacitations, fires, and floods.
 + 
 +Unlike other consumables, DCP typically has unlimited charges. The cooldown varies per type of ship, and can be further reduced by [[Ship:Commander#List_of_Base_Skills|commander skills]], [[Ship:Flags#Signals|signals]], and mounting the premium version [[Image:Consumable_PCY009_CrashCrewPremium.png|22px|link=]].
 + 
 +{{AnnoWiki|content=Remember that while you have unlimited DCP charges, you can't use the next one until the (action time + cooldown) elapses. While it is tempting to fix a single instance of [[Ship:Fire|fire]] or [[Ship:Flooding|flood]], it may be wiser to wait. In destroyers where modules (e.g. a turret) are easily incapacitated, waiting until something major (engine, rudder) breaks may be a much better use of your next DCP charge. In a battleship where the cooldown is long, repairing something minor like a single fire leaves the ship vulnerable for the cooldown period, during which flooding or more fires could be deadly.}}
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Damage Control Party</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div> 
 {{Ship:Damage Control Party Data}} {{Ship:Damage Control Party Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Repair Party</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY002_RegenCrew.png|right|link=]]
 + 
 +=== Repair Party ===
 + 
 +The ship's '''Repair Party''' restores the ship's hit points by repairing damage.
 + 
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;&nbsp;&nbsp;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 {{Ship:Repair Party Data}} {{Ship:Repair Party Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Catapult Fighter</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY004_Fighter.png|right|link=]]
 +=== Catapult Fighter ===
 + 
 +When activated, the '''Catapult Fighter''' consumable deploys a group of fighters from the ship's catapult to defend the ship against air attack.
 + 
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 + 
 {{Ship:Catapult Fighter Data}} {{Ship:Catapult Fighter Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Spotting Aircraft</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY005_Spotter.png|right|link=]]
 +=== Spotting Aircraft ===
 + 
 +Similar to the Catapult Fighter consumable, the '''Spotting Aircraft''' consumable launches a plane from the ship's catapult. However, instead of attacking enemy aircraft, the unarmed Spotting Aircraft increases the range of the ship's main battery by 20% and gives an "aerial" perspective when scoping.
 + 
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 {{Ship:Spotting Aircraft Data}} {{Ship:Spotting Aircraft Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Smoke Generator</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY006_SmokeGenerator.png|right|link=]]
 +=== Smoke Generator ===
 + 
 +The common '''Smoke Generator''' emits vision-obscuring smoke that can hide ships or block the view through a choke point.
 + 
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;&nbsp;&nbsp;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 + 
 +Please see the [[Ship:Smoke_Screens|Smoke Screens]] article for how smoke is generated, used, and countered.
 + 
 {{Ship:Smoke Generator Data}} {{Ship:Smoke Generator Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Exhaust Smoke Generator</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY006_SmokeGeneratorCrawler.png|right|link=]]
?{{Ship:Exhaust Smoke Generator Data}}+ 
 +=== Crawling Smoke Generator ===
 + 
 +With similarities to both the base Smoke Generator and the Exhaust Smoke Generator, the '''Crawler Smoke Generator''' deploys smoke to conceal the ship while the ship moves at up to 1/4 speed.
 + 
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;&nbsp;&nbsp;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 + 
 +Please see the [[Ship:Smoke Screens|Smoke Screens]] article for the mechanics of smoke.
 + 
 +{{block|i|content=The Crawling Smoke Generator is very useful against counter-fire, allowing the ship to move to avoid incoming torpedoes while remaining within its cloud. A moving ship also makes enemy blind firing considerably more difficult. }}
 + 
 +{{Ship:Crawling Smoke Generator Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Engine Boost</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY006_SmokeGeneratorOil.png|right|link=]]
 + 
 +=== Exhaust Smoke Generator ===
 + 
 +Found on Italian cruisers, the '''Exhaust Smoke Generator''' deploys smoke to conceal the ship. What makes this type of generator unique is that it generates a screen that covers the ship ''while it moves at up to full speed''. Other generators require that the ship move slowly or not at all to stay within the smoke screen.
 + 
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 + 
 +Please see the [[Ship:Smoke Screens|Smoke Screens]] article for the mechanics of smoke.
 + 
 +{{block|i|content=An exhaust smoke screen can be used in a couple of ways that the more common Smoke Generator cannot, from retreating from battle to remaining undetected while pushing forward. While using the Exhaust Smoke Generator consumable, you are able to remain undetected at full speed for the action time of the consumable.}}
 + 
 +{{block|!|content=The tactic known as "invisi-firing" &mdash; sitting still in smoke and firing without being detected &mdash; is ''not'' recommended with this consumable due to its short duration.}}
 + 
 +{{Ship:Exhaust Smoke Generator Data}}
 +</div></div></div>
 +[[Image:Consumable_PCY007_SpeedBooster.png|right|link=]]
 +=== Engine Boost ===
 +The '''Engine Boost''' consumable enhances the ship's engine power and top speed.
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 {{Ship:Engine Boost Data}} {{Ship:Engine Boost Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Main Battery Reload Booster</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable PCY021 ArtilleryBooster.png|right|link=]]
 +=== Main Battery Reload Booster ===
 +A '''Main Battery Reload Booster''' briefly reduces the reload time of the ship's main battery. The quick reload may allow the battery to fire one or more knockout salvos in a critical situation.
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 + 
 {{Ship:Main Battery Reload Booster Data}} {{Ship:Main Battery Reload Booster Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Torpedo Reload Booster</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY017_TorpedoReloader.png|right|link=]]
 + 
 +=== Torpedo Reload Booster ===
 +Activating a '''Torpedo Reload Booster''' instantly reduces the ship's torpedo reload time to either 5 or 8 seconds. The captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. It should be noted that the Tier VI premium destroyer U.S.S. Monaghan is an outlier in that it's torpedo reload booster requires a full 30 seconds to recharge.
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 {{Ship:Torpedo Reload Booster Data}} {{Ship:Torpedo Reload Booster Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Hydroacoustic Search</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY008_SonarSearch.png|right|link=]]
 + 
 +=== Hydroacoustic Search ===
 +The '''Hydroacoustic Search''' consumable increases the ability of the ship to detect other ships and torpedoes.
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 +The '''Hydroacoustic Search''' consumable is useful for hunting destroyers, defeating smoke screens, and evading torpedoes.
 + 
 +Available on all cruisers Tier IV and above (except the Italian tech-tree ones) as well as German battleships from tier VIII, and German and British destroyers (both from tier VI),<ref>Exceptions include [[Yūbari]], [[Genova]], [[Gallant]], [[Wukong]], [[Tirpitz]], [[Tirpitz B]], [[Ship:Kronshtadt|Kronshtadt]] and [[Ship:Stalingrad|Stalingrad]].</ref> this consumable increases detection capability of enemy torpedoes and ships. It will detect any ship within the detection range without regard to obstacles such as smoke screens or terrain. It will also detect torpedoes at roughly double to triple the torpedo's nominal detection range.
 + 
 +The torpedo detection bonus stacks with the [[Ship:Commander#List of Versatility Skills|Vigilance]] commander skill.
 + 
 +Detection ranges are usually consistent among ships of the same tier, with the exception of German ships: they have a superior version with greater range and/or duration. Detection ranges of this consumable typically increase with ship tier. The notable exception is British destroyers, which have uniform (and short) ranges across all tiers. They also have a uniform and very long duration.
 + 
 +{{block|i|content=On most cruisers, {{Hydroacoustic Search}} can be exchanged for {{Defensive AA Fire}}. A few can mount the two simultaneously.}}
 + 
 +'''Notes'''
 +<references/>
 {{Ship:Hydroacoustic Search Data}} {{Ship:Hydroacoustic Search Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Defensive AA Fire</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY003_AirDefenseDisp.png|right|link=]]
 + 
 +=== Defensive AA Fire ===
 +'''Defensive AA Fire''' temporarily increases the continuous damage of anti-aircraft guns.
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 {{Ship:Defensive AA Fire Data}} {{Ship:Defensive AA Fire Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Surveillance Radar</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY019_RlsSearch.png|right|link=]]
 +=== Surveillance Radar ===
 +Surface-search or '''Surveillance Radar''' expands the range at which the ship can detect other ships, without regard to line-of-sight obstacles such as smoke, terrain, or weather.
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 + 
 +This consumable is excellent for hunting down destroyers, as it instantly reveals all enemy ships within the radar's specified radius, regardless of any obstacles such as smoke screens or islands. Additionally, it can extend view range in [[Ship:Cyclone|cyclones]]. For example, the American Tier VIII cruiser ''[[Baltimore]]'' can see enemy ships at 10.00 km during a cyclone, giving her a 1.0 km advantage. Note that this will only work for radars with a range of more than 8.0 km (as cyclones hard cap visibility range at 8.0 km). While active during a cyclone, Surveillance Radar will extend a ship's visibility range out to match the ship's radar range for the duration of the radar consumable. This allows radar-equipped ships to potentially fire their main battery undetected for a time.
 + 
 +The ship using the radar sees the detected enemies immediately in the game world and on the minimap. Her allies see them immediately on the minimap but only after '''6 seconds''' in the game world.<ref>[https://worldofwarships.eu/en/news/game-updates/update-081-british-squadrons/#gameplay Update 0.8.1]</ref>
 + 
 +Surveillance Radar detects only ships, not torpedoes or aircraft.
 + 
 +British and American cruisers have longer lasting duration, while Russian cruisers have longer detection range. Pan-Asian destroyer radar is of very short duration, but does extend past their typical detection radii.
 + 
 {{Ship:Surveillance Radar Data}} {{Ship:Surveillance Radar Data}}
 </div></div></div> </div></div></div>
  
?== Carriers ==+== Aircraft Carriers ==
  
 Aircraft carriers have only two consumables, neither of which can be activated by the player. They activate automatically at need.  Aircraft carriers have only two consumables, neither of which can be activated by the player. They activate automatically at need.
  
 +[[Image:Consumable_PCY001_CrashCrew.png|right|link=]]
 === Damage Control Party === === Damage Control Party ===
 +Just as with gunships, a carrier's '''Damage Control Party''' extinguishes fires, halts flooding, repairs damaged modules. It activates at need. There is no premium version.
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;&nbsp;&nbsp;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 +{| class="wikitable sortable" style="text-align:center; margin:auto" width="870px;"
 +|-
 +! style="width:450px;" rowspan="3" colspan="4" |
 +! colspan="2" | DAMAGE CONTROL PARTY
 +|-
 +! colspan="2" | [[Image:Consumable_PCY001_CrashCrew.png|link=]]
 +|-
 +! Style="vertical-align:middle;" colspan="2" | Cost: Free
 +|-
 +! style="vertical-align:middle;" | Carrier
 +! style="vertical-align:middle;" | Tier
 +! style="vertical-align:middle;" class="unsortable"| Nation(s)
 +! style="width: 120px; vertical-align:middle;" class="unsortable" | Duration
 +! style="width: 120px; vertical-align:middle;" class="unsortable" | Cooldown
 +! style="Width: 70px; vertical-align:middle;" class="unsortable" | Charges
 +|-
 +| style="vertical-align:middle;" | all
 +| style="vertical-align:middle;" data-sort-value="410" | IV - X
 +| style="vertical-align:middle;" | [[Image:Wows_flag_USA.png|50 px|frameless|link=Ship:Ships_of_U.S.A.]] [[Image:Wows_flag_Japan.png|50 px|frameless|link=Ship:Ships_of_Japan]] [[Image:Wows flag Germany.png|50 px|frameless|link=Ship:Ships_of_Germany]] [[Image:Wows flag UK.png|50 px|frameless|link=Ship:Ships_of_U.K.]]
 +| style="vertical-align:middle;" | 60 seconds
 +| style="vertical-align:middle; background:#f2f2f2;" | 90 seconds
 +| style="vertical-align:middle; background:#f2f2f2;" data-sort-value="999" | Infinite
 +|}
 +</div></div></div>
  
?Just as with Gunships, Damage Control Party extinguishes fires, halts flooding, and repairs damage. 60 second action time, with a 90 second cooldown. Unlimited charges. There is no premium version. +[[Image:Consumable_PCY004_Fighter.png|right|link=]]
  
 === CAP Fighters === === CAP Fighters ===
 +'''CAP Fighters''' are carrier-based fighters that orbit the ship and attack enemy aircraft that come within range. They are deployed automatically by the carrier in self-defense. There is no premium version.
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;&nbsp;&nbsp;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 +Cap Fighters will move to and attack enemy aircraft "within range". That range depends on the relative vectors of the aircraft. Usually their targets are incoming strikes so the range is not important.
  
?'''CAP Fighters''' are carrier-based fighters that orbit the ship and attack enemy aircraft that come within range. They are automatically by the carrier in self-defense. There is no premium version.+Notice that Patrol Fighters (a consumable of carrier strike squadrons) have more fighters than CAP Fighters, so having a strike squadron call Patrol Fighters near the carrier will strongly reinforce its air defenses for a time.
  
 {{Ship:Carrier Fighter Data}} {{Ship:Carrier Fighter Data}}
 +</div></div></div>
  
 == Carrier Squadrons == == Carrier Squadrons ==
  
?These consumables are accessed from carrier-based strike squadrons.+These consumables are accessed from carrier-based strike squadrons. They are all player-controlled.
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Engine Cooling</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Improved Engine Boost light.png|right|link=]]
 +=== Engine Cooling ===
 +Activating the '''Engine Cooling''' consumable extends the engine boost time of aircraft. It is found on all strike aircraft. There is no premium version.
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 {{Ship:Engine Cooling Data}} {{Ship:Engine Cooling Data}}
 </div></div></div> </div></div></div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Patrol Fighters</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:Consumable_PCY004_Fighter.png|right|link=]]
?{{Ship:Patrol Fighter Data}}+ 
?</div></div></div>+=== Patrol Fighters ===
 +'''Patrol Fighters''' are carrier-based fighters identical to CAP Fighters but with a different mission &mdash; to defend a strike squadron.
 +<div class="b-popup">
 + <div class="b-popup_head js-tech-nav_head">
 + <div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;
 + </div><span class="b-tech-nav_arrow"></span>
 + </div>
 + <div class="b-popup_content" style="display: none;">
 + <div>
 + {{Ship:Patrol Fighter Data}}
 + </div>
 + </div>
 +</div>
  
?<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h3>Aircraft Repair</h3></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: block;"><div>+[[Image:PCY036 RegenerateHealth.png|right|link=]]
 +=== Aircraft Repair ===
 +Partially restores squadron aircraft HP.
 +<div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 +Using this consumable during enemy fighter attacks can save your aircraft from destruction. There is no premium version.
 {{Ship:Aircraft Repair Data}} {{Ship:Aircraft Repair Data}}
 </div></div></div> </div></div></div>
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 {{block|!!|content=As of [[Ship:Update 0.8.0|Update 0.8.0]], aircraft can no longer spot enemy torpedoes and players controlling aircraft carriers (not including the strike aircraft) do not have to manually activate their consumables. https://worldofwarships.com/en/news/development/cv8-how-to-play/#aircraft-characteristics.}} {{block|!!|content=As of [[Ship:Update 0.8.0|Update 0.8.0]], aircraft can no longer spot enemy torpedoes and players controlling aircraft carriers (not including the strike aircraft) do not have to manually activate their consumables. https://worldofwarships.com/en/news/development/cv8-how-to-play/#aircraft-characteristics.}}
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 [[Category:World of Warships]] [[Category:World of Warships]]
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 +<!-- <noinclude>[[Category:WoWS Consumable Data]]</noinclude> -->

Revision as of 18:26, 26 January 2020

Learn more about consumables (starting at 0:48).
Consumable_PCY001_CrashCrew.png
Consumables are temporary bonuses that have strong effects with a limited number of uses. They are always consumed after each battle, so captains must be aware how they work and how they are obtained. Choosing the right consumables can be the difference between a good game or a great game. They could also be the difference between winning and losing.

There are a variety of consumables in World of Warships; some are only available to certain ship classes at certain tiers. Every consumable has a version that is free of charge and most have a premium version that grants an additional charge and a quicker cooldown (usually by one third, sometimes by one fourth). Premium consumables cost 22,500Credits to mount. Players can choose to automatically resupply these consumables after each battle.

Other than direct purchase, premium consumables can be obtained in containers and as mission, campaign, and directive rewards.

The below information contains base values only. Commander skills and signal flags can change this information. For example, Jack of All Trades decreases reload times of all consumables by 5%. High Alert decreases the reload time for the Damage Control Party consumable by 10%. Superintendent adds one additional charge for each consumable. Finally, the November Foxtrot (-5% reload time on all consumables.) signal flag, earned via the High Caliber achievement, reduces reload time of all consumables by 5%.

Gunships

Consumable_PCY001_CrashCrew.png

Damage Control Party

Damage Control Party is the basic consumable found on all ships. It instantly repairs all module incapacitations, extinguishes fires, and stops floods.

——  Details  ——  
Consumable_PCY002_RegenCrew.png

Repair Party

The ship's Repair Party restores the ship's hit points by repairing damage.

——  Details  ——  
Consumable_PCY004_Fighter.png

Catapult Fighter

When activated, the Catapult Fighter consumable deploys a group of fighters from the ship's catapult to defend the ship against air attack.

——  Details  ——
Consumable_PCY005_Spotter.png

Spotting Aircraft

Similar to the Catapult Fighter consumable, the Spotting Aircraft consumable launches a plane from the ship's catapult. However, instead of attacking enemy aircraft, the unarmed Spotting Aircraft increases the range of the ship's main battery by 20% and gives an "aerial" perspective when scoping.

——  Details  ——
Consumable_PCY006_SmokeGenerator.png

Smoke Generator

The common Smoke Generator emits vision-obscuring smoke that can hide ships or block the view through a choke point.

——  Details  ——  
Consumable_PCY006_SmokeGeneratorCrawler.png

Crawling Smoke Generator

With similarities to both the base Smoke Generator and the Exhaust Smoke Generator, the Crawler Smoke Generator deploys smoke to conceal the ship while the ship moves at up to 1/4 speed.

——  Details  ——  
Consumable_PCY006_SmokeGeneratorOil.png

Exhaust Smoke Generator

Found on Italian cruisers, the Exhaust Smoke Generator deploys smoke to conceal the ship. What makes this type of generator unique is that it generates a screen that covers the ship while it moves at up to full speed. Other generators require that the ship move slowly or not at all to stay within the smoke screen.

——  Details  ——
Consumable_PCY007_SpeedBooster.png

Engine Boost

The Engine Boost consumable enhances the ship's engine power and top speed.

——  Details  ——
Consumable_PCY021_ArtilleryBooster.png

Main Battery Reload Booster

A Main Battery Reload Booster briefly reduces the reload time of the ship's main battery. The quick reload may allow the battery to fire one or more knockout salvos in a critical situation.

——  Details  ——
Consumable_PCY017_TorpedoReloader.png

Torpedo Reload Booster

Activating a Torpedo Reload Booster instantly reduces the ship's torpedo reload time to either 5 or 8 seconds. The captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. It should be noted that the Tier VI premium destroyer U.S.S. Monaghan is an outlier in that it's torpedo reload booster requires a full 30 seconds to recharge.

——  Details  ——
Consumable_PCY008_SonarSearch.png

Hydroacoustic Search

The Hydroacoustic Search consumable increases the ability of the ship to detect other ships and torpedoes.

——  Details  ——
Consumable_PCY003_AirDefenseDisp.png

Defensive AA Fire

Defensive AA Fire temporarily increases the continuous damage of anti-aircraft guns.

——  Details  ——
Consumable_PCY019_RlsSearch.png

Surveillance Radar

Surface-search or Surveillance Radar expands the range at which the ship can detect other ships, without regard to line-of-sight obstacles such as smoke, terrain, or weather.

——  Details  ——

Aircraft Carriers

Aircraft carriers have only two consumables, neither of which can be activated by the player. They activate automatically at need.

Consumable_PCY001_CrashCrew.png

Damage Control Party

Just as with gunships, a carrier's Damage Control Party extinguishes fires, halts flooding, repairs damaged modules. It activates at need. There is no premium version.

——  Details  ——  
Consumable_PCY004_Fighter.png

CAP Fighters

CAP Fighters are carrier-based fighters that orbit the ship and attack enemy aircraft that come within range. They are deployed automatically by the carrier in self-defense. There is no premium version.

——  Details  ——  

Carrier Squadrons

These consumables are accessed from carrier-based strike squadrons. They are all player-controlled.

Improved_Engine_Boost_light.png

Engine Cooling

Activating the Engine Cooling consumable extends the engine boost time of aircraft. It is found on all strike aircraft. There is no premium version.

——  Details  ——
Consumable_PCY004_Fighter.png

Patrol Fighters

Patrol Fighters are carrier-based fighters identical to CAP Fighters but with a different mission — to defend a strike squadron.

——  Details  ——
PCY036_RegenerateHealth.png

Aircraft Repair

Partially restores squadron aircraft HP.

——  Details  ——

Submarines

Soon, Grasshopper. Soon.

Notes

As of Update 0.8.0, aircraft can no longer spot enemy torpedoes and players controlling aircraft carriers (not including the strike aircraft) do not have to manually activate their consumables. https://worldofwarships.com/en/news/development/cv8-how-to-play/#aircraft-characteristics.