Consumables
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 a 33% quicker cooldown. Premium consumables cost 22,500 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 () signal flag, earned via the High Caliber achievement, reduces reload time of all consumables by 5%.
Contents
- 1 Gunships
- 1.1 Damage Control Party
- 1.2 Repair Party
- 1.3 Catapult Fighter
- 1.4 Spotting Aircraft
- 1.5 Smoke Generator
- 1.6 Crawling Smoke Generator
- 1.7 Exhaust Smoke Generator
- 1.8 Engine Boost
- 1.9 Main Battery Reload Booster
- 1.10 Torpedo Reload Booster
- 1.11 Hydroacoustic Search
- 1.12 Defensive AA Fire
- 1.13 Surveillance Radar
- 2 Carriers
- 3 Carrier Squadrons
- 4 Submarines
- 5 Notes
Gunships
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.
Repair Party
The ship's Repair Party restores the ship's hit points by repairing damage.
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.
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.
Smoke Generator
The common Smoke Generator emits clouds of smoke that can conceal the ship and others nearby. These clouds are long-lasting but fixed - they remain in place once generated.
Crawling Smoke Generator
With similarities to both the base Smoke Generator and the Exhaust Smoke Generator, the Crawling Smoke Generator deploys smoke to conceal the ship while the ship moves at up to 1/4 speed.
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.
Engine Boost
The Engine Boost consumable enhances the ship's engine power and top speed.
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.
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.
Hydroacoustic Search
The Hydroacoustic Search consumable increases the ability of the ship to detect other ships and torpedoes.
Defensive AA Fire
Defensive AA Fire temporarily increases the continuous damage of anti-aircraft guns.
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 or terrain.
Carriers
Aircraft carriers have only two consumables, neither of which can be activated by the player. They activate automatically at need.
Damage Control Party
Just as with Gunships, Damage Control Party extinguishes fires, halts flooding, repairs damages modules, and repairs ship damage. There is no premium version.
DAMAGE CONTROL PARTY I | |||||
---|---|---|---|---|---|
Cost: Free | |||||
Carrier | Tier | Nation(s) | Duration | Cooldown | Charges |
all | IV - X | 60 seconds | 90 seconds | Infinite |
CAP Fighters
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.
FIGHTER | |||||||
---|---|---|---|---|---|---|---|
Aircraft Carrier | Tier | Nation(s) | Duration | # Fighters[1] | Radius | Cooldown | Charges |
All | IV - XI | 600 seconds | 4 | 3.0km | 40 seconds | 4 | |
Bearn | VI | 600 seconds | 8 | 3.0km | 40 seconds | 6 |
- ↑ The commander skill 'Direction Center for Fighters' adds one fighter.
Carrier Squadrons
These consumables are accessed from carrier-based strike squadrons.
Engine Cooling
This consumable extends the engine boost time of aircraft. It is found on all strike aircraft on aircraft carriers (except for the tactical squadrons of supercarriers), as well as the squadrons on Nebraska, Delaware, Louisiana, and Halford.
When activated, the current squadron will have its boost meter refilled to full. This is especially useful on Attack Aircraft, as their boost meter is much smaller than either the Torpedo Bombers' or Dive Bombers' boost meters, thereby allowing the player to boost for a longer time than is allowed by the boost meter.
ENGINE COOLING | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Aircraft Carrier | Tier | Nation(s) | Duration (sec) | Cooldown | Charges | |||||||||||
Attack Aircraft | Torpedo Bombers | Dive Bombers | Skip Bombers | Tactical Squadron(s) | Hybrid Squadron | Attack Aircraft | Torpedo Bombers | Dive Bombers | Skip Bombers | Tactical Squadron(s) | Hybrid Squadron | |||||
All | IV | 5 | 5 | 5 | - | - | - | 80 seconds | 3 | 2 | 2 | - | - | - | ||
Tech tree | IV - X | 5 | 5 | - | 5 | - | - | 80 seconds | 2 | 2 | - | 2 | - | - | ||
Chkalov (B) | VIII | - | 5 | 5 | 5 | - | - | 80 seconds | - | 2 | 2 | 2 | - | - | ||
Tech tree | IV - X | 10 | 10 | 10 | - | - | - | 80 seconds | 3 | 3 | 3 | - | - | - | ||
Erich Loewenhardt, Graf Zeppelin (B) |
VI, VIII | 10 | 10 | 10 | - | - | - | 80 seconds | 3 | 2 | 2 | - | - | - | ||
Max Immelmann | X | - | 10 | - | 10 | - | - | 80 seconds | - | 3 | - | 3 | - | - | ||
All | IV - X | 5 | 5 | 5 | - | - | - | 80 seconds | 2 | 2 | 2 | - | - | - | ||
Yorktown, Essex |
VIII - X | - | 5 | - | - | 5/5 | - | 80 seconds | - | 2 | 2 | - | 2/2 | - | ||
Hornet | VIII | - | 5 | 5 | - | 5 | - | 80 seconds | - | 2 | 2 | - | 2 | - | ||
Franklin D. Roosevelt | X | 5 | 5 | 5 | - | - | - | 80 seconds | 2 | 2 | 2 | - | - | - | ||
Indomitable | VIII | 5 | - | 5 | - | - | - | 80 seconds | 2 | - | 2 | - | - | - | ||
Bearn | VI | - | - | 5 | 5 | - | - | 80 seconds | - | - | 2 | 2 | - | - | ||
Aquila | VIII | 5 | 5 | - | - | - | - | 80 seconds | 4 | 2 | - | - | - | - | ||
United States | XI | 5 | - | 5 | - | - | - | 80 seconds | 2 | - | 2 | - | - | - | ||
Eagle | XI | - | 5 | 5 | - | - | - | 80 seconds | - | 2 | 2 | - | - | - | ||
Sekiryu | XI | 5 | 5 | 5 | - | - | - | 80 seconds | 2 | 2 | 2 | - | - | - | ||
Nebraska, Delaware, Louisiana |
VIII - X | - | - | - | - | - | 5 | 80 seconds | - | - | - | - | - | 2 | ||
Halford | IX | - | - | - | - | - | 5 | 80 seconds | - | - | - | - | - | 2 | ||
Kommissar | X | - | - | - | - | - | 5 | 80 seconds | - | - | - | - | - | 2 |
Patrol Fighters
Patrol Fighters are carrier-based fighters identical to CAP Fighters but with a different mission. While CAP fighters are tasked to defend the carrier, Patrol fighters are tasked to defend a strike squadron. They are called to a squadron by player command, orbit the spot at which they were called, and attack enemy aircraft that come within range. Orbiting fighters also spot ships and other aircraft.
PATROL FIGHTERS | |||||||
---|---|---|---|---|---|---|---|
Aircraft Type | Tier | Nation(s) | Duration | # Fighters [1] | Radius | Cooldown | Charges |
All types (except Tactical Torpedo Bombers and Tactical Bombers) | XI | 20 seconds | 7 | 4.0 km | 5 seconds | 3 | |
All types | X | Essex | 60 seconds | 9 | 4.0 km | 5 seconds | 3 |
All types | X | 60 seconds | 7 | 3.5 km | 10 seconds | 3 | |
All types | VIII | Enterprise | 60 seconds | 10 | 3.6 km | 10 seconds | 3 |
All types | VIII | Chkalov (B) | 60 seconds | 7 | 3.5 km | 10 seconds | 3 |
All types | VIII | Indomitable Aquila | 60 seconds | 5 | 3.0 km | 10 seconds | 4 |
All types | VIII | Yorktown | 60 seconds | 7 | 3.5 km | 5 seconds | 3 |
All types | VIII | 60 seconds | 5 | 3.0 km | 10 seconds | 3 | |
All types | VI | 60 seconds | 3 | 2.5 km | 10 seconds | 3 | |
All types | VI | Bearn | 100 seconds | 8 | 3.0 km | 10 seconds | 8 |
All types | VI | Independence | 60 seconds | 5 | 3.0 km | 5 seconds | 3 |
- ↑ The commander skill 'Direction Center for Fighters' does NOT add one fighter. Source: Experiment on 11 Aug 2020 (Update 0.9.7).
Aircraft Repair
REPAIR I | ||||||
---|---|---|---|---|---|---|
Aircraft Type | Tier | Nation(s) | Aircraft HP | Action Time | Cooldown | Charges |
Torpedo Bombers | VIII - XI | Shokaku, Hakuryu, Sekiryu |
+10% | 5 seconds | 120 seconds | 4 |
Torpedo Bombers (except United States) | VIII - XI | Kaga(B) |
+10% | 5 seconds | 180 seconds | 3 |
Bombers | VIII - X | Parseval, Richthofen | +10% | 5 seconds | 180 seconds | 3 |
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.