World of Warships commander skills: the first 10 points for every class
Commanders

World of Warships commander skills: the first 10 points for every class

Commander skills are the biggest free upgrade in World of Warships, and the easiest to waste. A 10 point commander with the right skills plays better than a 21 point commander with a random build. Here is how the system works in Update 15.10 and the first 10 points we take on each class.

By Mobile Games Guide EditorialUpdated
Maximum21 skill points
Skill costs1, 2, 3 and 4 points
Skill treesOne per class
Unlocks atAccess Level 9

Commanders unlock at Access Level 9, as explained in the beginner guide. If you are not sure what your class does, read ship classes explained first. All guides: World of Warships hub.

How the skill system works

Every ship has a commander, and commanders earn Commander XP in battle. Commander XP buys skill points, up to 21. Skills are arranged in four rows that cost 1, 2, 3 and 4 points each. To buy a skill in a row, you need at least one skill from the cheaper row before it, so the cheap rows come first.

The important part: each commander has a separate skill set for each class: destroyers, cruisers, battleships, carriers and submarines. One commander can carry a destroyer build and a battleship build at the same time, and uses whichever fits the ship he commands. The same skill can cost different amounts in different classes. Inertia Fuse for HE Shells, for example, costs 2 points on battleships, 3 on destroyers and 4 on cruisers.

Commander details window with talents at the top and skill tabs for submarines, destroyers, cruisers, battleships and carriers
The commander window. Each class tab holds its own build for the same commander.
Commander screen for William F. Halsey Jr. with the destroyer skills and a talent tooltip
Halsey, a unique commander, with his destroyer skills and a talent tooltip open.

Points get more expensive as you go. The first ten come quickly; the last few take a long time. Once a commander reaches 21 points, the Commander XP he earns becomes Elite Commander XP, which you can spend on any other commander, as explained in how to make credits and resources.

Resets, retraining and unique commanders

  • Resetting skills costs doubloons or Elite Commander XP, per point spent. Resetting one class's set leaves the other classes untouched. When Wargaming changes skills, it usually announces a free reset window: in Update 15.6, for example, every commander could be reset for free during the first two weeks.
  • Retraining happens when you move a commander to a new tech tree ship of the same nation. Until retraining finishes, his skills do not work on the new ship. On premium ships of his nation, skills work without retraining, which makes premium ships great commander trainers.
  • Unique commanders (historic and collaboration commanders) come with talents on top of skills. Talents were reworked in Update 15.6: they no longer depend on achievements and work in more battle types.

Rule of thumb: always keep your main commander on your main line, take him along as you climb, and wait for a free reset after big skill changes before rebuilding.

Official portraits of four unique commanders
Unique commanders add talents on top of the normal skill tree.
Mechanics and Design: Commanders (official World of Warships channel)Mechanics and Design: Commanders (official World of Warships channel)

The first 10 points: destroyers

Destroyers live on concealment. Everything before it is about survival and information.

  1. Preventive Maintenance (1): fewer knocked out engines, rudders and torpedo tubes.
  2. Priority Target (2): shows how many enemies are aiming at you, which tells you when to turn or smoke.
  3. Last Stand (2): keeps you moving and steering when your engine or rudder is knocked out.
  4. Survivability Expert (3) or Adrenaline Rush (3): extra health for gunboats, faster reload when damaged for torpedo ships.

That is 8 points. Save the rest: the next big skill is Concealment Expert (4), which every destroyer wants first at 12 points. If you would rather have it sooner, skip the 3 point skill and take Concealment Expert at 9 points.

Tier VIII Japanese destroyer Shigure at speed with smoke from her funnels
Shigure. For destroyers, Concealment Expert is the most important skill in the game.

The first 10 points: cruisers

  1. Priority Target (2): cruisers die to focus fire. Knowing when three ships aim at you is the warning to turn behind an island.
  2. Grease the Gears (1) or Gun Feeder (1): faster turret traverse on slow turrets, faster shell switching on ships that alternate AP and HE.
  3. Consumables Enhancements (2): longer lasting consumables, good on radar and smoke cruisers.
  4. Superintendent (3) or Adrenaline Rush (3): an extra consumable charge for radar or heal cruisers, faster reload for brawlers.

That is 8 points. Then go straight for Concealment Expert (4), the skill most cruisers want early, so a 12 point cruiser commander can choose when to fight.

Port equipment tab for tier IX cruiser Buffalo with consumables, signals and the commander panel
Buffalo's equipment tab. Consumable skills like Superintendent pay off on radar cruisers.
Tier VIII US cruiser Cleveland capturing a key area
Cleveland capturing an area. Cruisers in caps need Priority Target to know when to leave.

The first 10 points: battleships

  1. Gun Feeder (1): switch between AP and HE much faster.
  2. Priority Target (2) or Brisk (2): a warning before focus fire, or more speed when nobody is aiming at you.
  3. Basics of Survivability (3): shorter fires and flooding. The best defensive skill for new battleship players.
  4. Adrenaline Rush (3): faster reload as you lose health, which helps in every battleship.

That is 9 points. The 4 point row is where builds split: Emergency Repair Expert for extra Damage Control and Repair Party charges, Fire Prevention Expert to cut the number of fire zones, or Manual Secondary Battery Aiming for German brawlers. For a first battleship, survival beats secondaries. More in the battleship guide.

View over the forward turrets of US battleship Iowa
Gun Feeder and Adrenaline Rush make big guns fire more often. Survival skills keep them firing longer.

After 10 points: where to go next

Once the basics are in place, the remaining 11 points are where commanders become specialised. Some directions that make sense for most players:

  • Destroyers: Concealment Expert first, then a 3 point skill you skipped, and later a second 4 point skill that suits your ship, such as Swift in Silence for stealthy torpedo boats or Radio Location for destroyer hunters.
  • Cruisers: Concealment Expert, then Superintendent if you skipped it on a radar or heal cruiser, and later Inertia Fuse for HE Shells on cruisers whose HE cannot penetrate high tier plating.
  • Battleships: one of Emergency Repair Expert or Fire Prevention Expert, then the other, or Concealment Expert on battleships that rely on staying hidden between salvos.

Before each purchase, read the tooltip in the game: skill numbers are adjusted from time to time, and the tooltip always shows the current value.

AA Defense Priority activated on cruiser Shimanto with the anti air indicator around the ship
Anti air skills were adjusted with the anti air rework in Update 15.7. Always read the current tooltip before buying.

Carriers and submarines

Carrier and submarine trees have their own skills, built around aircraft and sonar. For carriers, the first points usually go into aircraft engines and armor. For submarines, the early skills that improve the sonar and battery matter most. Both classes change more often than the surface ships, so check the in game tooltips after each update before buying.

Class1 point2 points3 points4 points target
DestroyerPreventive MaintenancePriority Target, Last StandSurvivability Expert or Adrenaline RushConcealment Expert
CruiserGrease the Gears or Gun FeederPriority Target, Consumables EnhancementsSuperintendent or Adrenaline RushConcealment Expert
BattleshipGun FeederPriority Target or BriskBasics of Survivability, Adrenaline RushEmergency Repair Expert or Fire Prevention Expert

These builds are our recommendation for new and returning players, built from the current skill list on the official wiki. Skill names and costs are correct for Update 15.10; Wargaming adjusts individual skills from time to time, so read the tooltip before you confirm.

Training commanders faster

Commander XP comes from playing, so the more battles a commander sees, the faster he grows. Three ways to speed it up without spending money:

  • Put him on a premium ship of his nation. Skills work there without retraining, and every battle trains him.
  • Use commander XP signals and camouflages from containers and missions in battles where you expect to do well.
  • Keep a 21 point commander active. All his Commander XP turns into Elite Commander XP, which you can push into the commanders that still need points.

Finally, think about your nation's ships before you specialise. A Japanese commander who will move from a destroyer line to a battleship line later already has a skill tree for both classes. Decide which class he will sail most and build that tree with care first: a well planned build saves you a paid reset later.

Common skill mistakes

  • Spending points on a commander you will not keep. Pick one main commander per nation and stay with him.
  • Buying four 1 point skills. You only need one skill per row to unlock the next.
  • Skipping Concealment Expert on destroyers and cruisers. It decides when you can fight.
  • Building secondaries on a battleship that has weak secondaries. Only some battleships are built for it.
  • Paying for a reset right before an update. Wait: big skill changes usually come with a free reset.

FAQ

How many commander skill points are there in World of Warships?

21. Skills cost 1, 2, 3 or 4 points, and you need a skill in each lower row before buying from the next.

What are the best commander skills for destroyers?

Preventive Maintenance, Priority Target, Last Stand and, as soon as you can afford it, Concealment Expert.

Can one commander have different skills for different classes?

Yes. Each commander has a separate skill set for destroyers, cruisers, battleships, carriers and submarines.

How do I reset commander skills in World of Warships?

In the commander screen, for doubloons or Elite Commander XP per point. Wargaming usually adds a free reset window when skills change.

Do commander skills work on premium ships without retraining?

Yes. A commander works fully on premium ships of his nation, which makes them good for training commanders.