World of Warships captain builds
Table of Contents
- Abbreviations
- Tech tree branches, analogous premiums and T10 ships
- Destroyers
- Cruisers
- Battleships
- Aircraft carriers
- Submarines
- Other premiums
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Abbreviations
EM/GtG - Grease the Gears, formerly known as Expert Marksman
PM - Preventive Maintenance
GF/EL - Gun Feeder, formerly known as Expert Loader
IFA - Incoming Fire Alert
ERS - Emergency Repair Specialist
FFT - Focus Fire Training
HAP/SHAP - (Super)Heavy AP shells, different names depending on ship type.
HHE/HSAP - Heavy HE/SAP shells
PT - Priority Target
LS - Last Stand
BFT - Main Battery and AA Specialist, formerly known as Basic Firing Training
AFT - Main Battery and AA Expert for DDs and Long-Range Secondary Battery for BBs, formerly known as Advanced Firing Training
TAE - Fill the Tubes, formerly known as Torpedo Armament Expert
PaP - Pack a Punch
AR - Adrenaline Rush
IFHE - Inertia Fuse for High Explosive shells
SE - Survivability Expert
SI - Superintendent
BoS - Basics of Survivability
IRPR - Improved Repair Party Readiness
SiS - Swift in Silence
RPF - Radio Location, formerly known as Radio Position Finding
FB - Fearless Brawler
CE - Concealment Expert
TGG - Top Grade Gunner
CQC - Close Quarters Combat
MS - Improved Secondary Battery Aiming, formerly known as Manual Secondaries
FP - Fire Prevention
ERE - Emergency Repair Expert
LG - Last Gasp
IEB - Improved Engine Boost
ET - Engine Technician
AS - Air Supremacy
IE - Improved Engines
TB - Torpedo Bomber
RS - Repair Specialist
SS - Sight Stabilization
AA - Aircraft Armor
BFC - Bomber Flight Control
PF - Proximity Fuse
EAA - Enhanced Aircraft Armor
Tech tree branches, analogous premiums and T10 ships
Destroyers
IJN gunboat DDs (Harugumo Line)
Standard build
- This is a general purpose build that allows IJN gunboats to both support friendly DDs in cap contests, as well as allowing for substantial damage against larger ships. You may swap Consumable Specialist for IFA or GtG. If you want even more firepower at the expense of risking your engine and rudder, swap LS for DE. If you don’t have the Engine boost mod, use ERP. A Suzuki captain is a decent option for all IJN DDs due to his improved SE skill. The Suzuki brothers can be purchased in the armory for 1,500 doubloons or 35k coal. Applies to Harekaze (100mm gun hull), Akizuki, Kitakaze and Harugumo.
Harugumo
LM build
- This build is centred around Harugumo’s unique/legendary upgrade (a.k.a legmod). It lets you gain more smoke uptime for more effective damage output, but you lose some concealment and thus lose out on DD fighting potential. Make sure you combine the legmod with the smoke generator upgrade and the smoke flag. Also note that this build works best when coordinating with clan or division mates, and may not yield you the best results in randoms. A Suzuki captain is a decent option for all IJN DDs due to his improved SE skill. If you don’t have the Engine boost mod, use ERP. If you don’t have the Smoke mod, use ASM1.
Hayate
- This is a general purpose build that allows Hayate to both support friendly DDs in cap contests, as well as deal reasonable amounts of damage. If you feel like you could use some extra gun range, swap FB for AFT. A Suzuki captain is a decent option for all IJN DDs due to his improved SE skill. If you don’t have the Engine boost mod, use ERP.
IJN torpedoboat DDs (Shimakaze Line)
- This is a torpedo focus build that allows IJN torpedoboat DDs to throw out more torps while using their superior concealment to contest caps. Make sure you use the 12km Type 93 mod 3 torpedoes on Shimakaze and Yamagiri, as they are the best general-purpose torpedoes. If you’re feeling cocky, you may use the Type F3 torpedoes, but you will have to adopt a risky style of gameplay. Don’t use 20km Type 93 torpedoes, they miss too often due to their high detection. Swap RPF for Swift in Silence if you find yourself repositioning often. You can also drop RPF and Liquidator and get BFT and Swift Fish for DD self-defense. If you feel the turrets traverse is too slow, trade Consumable Specialist for GtG. SE is a core skill for this build, more HP = more insurance against a bad fight or simple attrition, 17.9k HP is simply too low and you will get bullied away by other DDs. A Suzuki captain is a good option for all IJN DDs due to his improved SE skill. The legendary upgrade for the Shimakaze is highly recommended and does not change the build or the playstyle in any significant way. If you don’t have the Engine boost mod, use ERP. Applies to Umikaze, Wakatake, Tachibana, Isokaze, Mutsuki, Minekaze, Kamikaze, Fujin, Fubuki, Hatsuharu, Shinonome, Akatsuki, Shiratsuyu, Yuudachi, Kagero, Yukikaze, Asashio, Yugumo, Minegumo, Shimakaze and Yamagiri.
USN Universal-type DDs (Gearing Line)
Standard build
- This is a general purpose build that puts emphasis on both USN DDs’ weapon systems, allowing them to both contest caps reasonably well and deal damage to larger ships. Ovechkin is a good captain for all USN DDs because of his improved SE skill. Dedicated Tier 5-7 DDs can trade Fill the Tubes for IFHE to increase their HE pen to 26mm, allowing them to rapidly chew through T7 and below BBs. If you don’t have the Engine boost mod, use ERP. Applies to Sampson, Wickes, Smith, Clemson, Nicholas, Hill, Farragut, Mahan, Sims, Benson, Fletcher, Gearing, Joshua Humphreys.
USN D Ds (Gearing Line)
Torpedo build
- This is a build that puts emphasis on the High tier USN DDs’ strong torpedoes, which reduces their cap contesting ability, but improves their damage output against larger ships. Gearing’s legendary upgrade is especially good with this build. Trade Swift Fish and Consumable Expert for RPF if you need the extra warning against other DDs. Ovechkin is a good captain for all USN DDs because of his improved SE skill. If you don’t have the Engine boost mod, use ERP. Applies to Monaghan, Fletcher, Benham, Gearing, Somers and Joshua Humphreys.
USN Gunboat DDs (Burrows Line)
- The Burrows line are gunboat oriented DDs with good long range ballistics and SAP. She can also turn on/off smoke on demand, allowing for both quick disengages or extended farming depending on situation. Be aware the minimum smoke usage time is 20s, and cooldown between uses is 25s. Trade BFT and GtG for Fearless Brawler if you are confident in open water gunboating. There is no way to extend smoke duration, don’t waste your smoke flags. Ovechkin is a good captain for all USN DDs because of his improved SE skill. If you don’t have the Engine boost mod, use ERP. Applies to Hughes, Osborne, Christopher, and Burrows.
Forrest Sherman
- This build allows Sherman to support friendly DDs in cap contests, gives her a reasonable chance of fighting stealthier enemy DDs, and allows her to deal good amounts of damage. If you find yourself lacking the 3rd smoke charge very often, prioritise SI over AR. You may replace SI with BFT if you don’t find yourself using the 3rd smoke charge often. If you really lack the extra range, swap reload for range mod until you get enough points for AFT. Ovechkin is a good captain for all USN DDs because of his improved SE skill. If you don’t have the Hydro mod, use ERP.
VMF (Soviet) Gunboat DDs (Delny Line)
Standard build
- This is more of a traditional build that allows you to both support friendly DDs contesting objectives as well as farming damage off large enemy ships. This build is ideal for T2-7 DDs before the branch splits because their concealment is competitive with that of other universal-type DDs. If you’re using the Repair on the high tier DDs, swap BFT for SI. Ovechkin is a good captain for all VMF DDs because of his improved SE skill. If you don’t have the Engine boost mod, use ERP. Applies to Storozhevoi, Izyaslav, Derzki, Podvoisky, Okhotnik, Gnevny, Gremyashchy, Minsk, Leningrad, Kiev, Tashkent, Delny, Khabarovsk and Zorkiy.
VMF DDs DPS branch
Damage build
- This build gives up all concealment in favor of maneuverability, and is optimised for dealing maximum amounts of damage to large enemy ships. Ovechkin is a good captain for all VMF DDs because of his improved SE skill. If you don’t have the Engine boost mod, use ERP. Applies to Delny, Khabarovsk and Zorkiy. You can also use this on Kiev and Tashkent, but your game impact may suffer as a result.
VMF universal-type DDs (Grozovoi Line)
- This build is a standard build that allows Grozovoi to both contest objectives and deal damage to large enemy ships, and for Udaloi to both deal damage and support friendly DDs contesting. This build is suboptimal for Ognevoi, but you can use it if you don’t feel like retraining your captain when moving over to Udaloi. If you feel like you don’t need the extra range for gunboating and dealing damage, swap AFT for BFT, drop CS and spec into Consumable Expert with the leftover 2 points. For a full farming build, which is suboptimal for game impact, you can give up CE for FB. Using the legendary upgrade on Grozovoi is highly recommended. Ovechkin is a good captain for all VMF DDs because of his improved SE skill. If you don’t have the Engine boost mod, use ERP.
Ognevoi
- Ognevoi is a torpedoboat, so her optimal build is different from the rest of the branch. This build gives her optimal balance of the ability to contest objectives and deal damage with torps. Ovechkin is a good captain for all VMF DDs because of his improved SE skill. If you don’t have the Engine boost mod, use ERP.
KM (German) universal-type DDs (Z-52 line)
Contesting build
- This build maximises German DDs’ hydro + smoke combo in order to win games by controlling objectives. If you don’t have the Engine boost mod, use ERP. Note: the Hydro mod is not used because it increases the desync between the smoke and hydro action time and cooldown, which is something you don’t want, so you are better off having more engine boost uptime for better dodging and repositioning. Applies to V-25, G-101, V-170, T-22, Gaede, T-61, Maass, Z-39, Z-23, Z-35, Z-46 and Z-52.
KM universal-type DDs
Balanced build
- This build makes use of KM DDs’ decent ballistics and high HE pen in order to enable them to deal more damage to larger enemy ships, while retaining their great contesting ability. If you don’t have the Engine boost mod, use ERP. Jütland is decent for this build because of his improved Consumable Specialist skill.
Z-52
LM build
- This build makes use of Z-52’s legendary upgrade in order to allow her maximum effectiveness with torpedoes. For those wondering, the Engine boost mod is preferred to the Hydro mod because extending your hydro duration increases the desync between your smoke and hydro duration and cooldown, while Engine boost mod lets you dodge enemy fire and move quicker for a longer time. If you don’t have the Engine boost mod, use ERP. Jütland is decent for this build because of his improved Consumable Specialist skill.
Z-42
- This build allows Z-42 to strike an optimal balance of contesting objectives and farming larger ships. For those wondering, the Engine boost mod is preferred to the Hydro mod because extending your hydro duration increases the desync between your smoke and hydro duration and cooldown, while Engine boost mod lets you dodge enemy fire and move quicker for a longer time. If you don’t have the Engine boost mod, use ERP.
KM gunboat DDs (Elbing Line)
Standard build
- Elbing line DDs are long range AP gunboats, preying on broadside cruisers and BBs who don’t respect her superb accuracy and lightning fast shells. This build allows KM gunboat DDs to both support friendly DDs contesting objectives, as well as farm damage off large ships. Considering the vast majority of German gunboat DDs’ damage comes from AP, HAP is preferred to BFT (7.5% AP DPM and alpha damage bonus vs 5.5% DPM bonus). If you’re making a dedicated captain for Z-31 or Maerker, BFT is an option instead of AFT. You can put the leftover point into IFA or drop EL and pick DE or PT. If you don’t have the Engine boost mod, use ERP. Applies to Z-31, Maerker, Schultz and Elbing.
KM DPS DDs
Farming build
- This build gives up any semblance of concealment in order to gain maximum damage output. Elbing works well with this build thanks to her amazing shell ballistics and extra dodging ability though her legendary upgrade. Trade GtG or PM for IFA if you have trouble timing your dodges. For Schultz, and Elbing if you don’t have the legendary upgrade, use MBM3 in slot 6. If you don’t have the Engine boost mod, use ERP. Applies to F. Schultz and Elbing.
Georg Hoffmann
- Hoffman is a cross between the Elbing and Z-52 playstyle. Carrying the ballistics and hull of the former(technically Schultz hull) with the hydro and weak smoke of the latter. This build puts emphasis on Hoffmann’s main strength, which is her guns. For those wondering, the Engine boost mod is preferred to the Hydro mod because extending your hydro duration increases the desync between your smoke and hydro duration and cooldown, while Engine boost mod lets you dodge enemy fire and move quicker for a longer time. If you don’t have the Engine boost mod, use ERP.
RN DDs (Daring Line)
- RN DDs are great cap contesters whose short smokes, hydro, and improved acceleration makes them notably harder to kill than other DDs. This build enables RN DDs to fight over objectives and deal some damage to larger ships. If you don’t have the Hydro mod, use ERP. Applies to Medea, Valkyrie, Wakeful, Acasta, Icarus, Jervis, Lightning, Cossack, Jutland, Somme and Daring.
Druid
Standard build
- AP gunboat DD with an all-forward armament and RN DD consumables. This build is optimised for farming damage off large ships from a safe distance, while still allowing you to fight enemy DDs and support friendly DDs to some extent. If you don’t have the Hydro mod, use ERP. Dunkirk is decent for this ship due to his improved Consumable Specialist skill.
Druid
Damage build
- This build gives up range for maxing out on firepower in a reasonable way, but as it gives up range it requires a more skilled player and is less safe of a build. If you still feel like you’re not getting much use out of having extra conceal, pick AFT or Fearless Brawler instead. If you don’t have the Hydro mod, use ERP.
FR gunboat DDs (Kleber Line)
Standard build
- Aka. Kleber line. High speed open-water gunboats with great maneuverability, MBRB to provide temporary increase in firepower, and unique French saturation mechanic that reduces damage further if a ship section is already damaged. No smoke though. This build focuses on maxing out concealment and rate of fire in order to have the best chances of catching enemy DDs, capping unguarded caps and torping enemies pushing towards you. You can swap BFT+CS for AFT if you want to put more emphasis on long-range farming. Honore is a decent captain because of his improved AR skill. Auboyneau is also good because of his improved SE skill and the capture talent. If you don’t have the Engine boost mod, use ERP (it’s practically mandatory) Except for Kleber. Just cough up the 17k coal to buy Engine boost mod. You will greatly suffer without it. Applies to Enseigne Gabolde, Fusilier, Bourrasque, Jaguar, Siroco, Guépard, Aigle, Vauquelin, Le Fantasque, Le Terrible, Mogador, Kléber
Kléber, Mogador
Damage build
- This build aims to increase your damage output as much as possible, giving up almost any semblance of objective control. Beware, this build is not optimised for winning games. If you want to farm and dodge even harder, drop conceal mod for steering. Honore is a decent captain because of his improved AR skill. Auboyneau is also good because of his improved SE skill and the capture talent. If you don’t have the Engine boost mod, use ERP (it’s practically mandatory).
Kléber
Unique Upgrade build
- This build is centered around Kleber’s unique/Legendary upgrade. You will rarely be using your guns, and it is all about repositioning as quickly as possible to wherever you’re needed. Honore is a decent captain because of his improved AR skill. Auboyneau is also good because of his improved SE skill and the capture talent. If you don’t have the Engine boost mod, use ERP (it’s practically mandatory).
Marceau
- Close range high DPM version of Kleber, better concealment and almost double the DPM, but slower shell ballistics and worse torps. This build allows Marceau to have both good damage output, as well as allowing for some objective play. You can also use this build on Mogador and Kleber. Honore is a decent captain because of his improved AR skill. Auboyneau is also good because of his improved SE skill and the capture talent. Engine boost mod is practically mandatory. If you can afford the 260k coal ship, you can also afford the 17k coal upgrade.
FR torpedoboat DDs (Cassard Line)
- Aka. Cassard line. Torpedo focus line whose long range torps deal more damage when closer to the target. Also gets French saturation mechanics, but also no smoke. This build focuses on the main strength of these DDs, which is their torpedoes, while retaining some ability for self-defence. Honore is a decent captain because of his improved AR skill. Auboyneau is also good because of his improved SE skill and the capture talent. If you don’t have the Engine boost mod, use ERP (it’s practically mandatory). Applies to L’Adroit, Duchaffault, Le Hardi, L’Aventurier, Orage and Cassard.
PA DDs (Yue Yang Line)
- Torpedo DDs with unique Deepwater torps that only hit cruisers, BBs, and CVs, but in exchange get greatly reduced detection. Also carries Pan-Asia smoke or radar (radar starting at Tier 8). However their gun firepower is notably lacking. Mid-tier DDs are more versatile DDs with good gun firepower for their tier. Rong is a decent captain because of his improved SE skill. Sa Zhenbing is also good because of his improved Consumable Expert skill and the torpedo talent. If you don’t have the Engine boost mod, use ERP. Applies to Longjiang, Phra Ruang, Jianwei, Shenyang, Fushun, Gadjah Mada, Hsienyang, Chung Mu, Yueyang, Kunming
Lüshun
- Well rounded DD with good long range gun DPM, hydro, and superheal. Poor maneuverability and no smoke offsets her good concealment. This build makes the most of Lushun’s great firepower and good concealment, allowing you to both contest objectives and farm damage. If you think you don’t need the extra range on your mian guns (which is highly recommended due to this ship’s low top speed and large size), swap AFT for BFT and CS. If you don’t feel comfortable with only 3 Repairs (which are already really strong and you will rarely need more than 3), you can swap either of the 4 point gun skills for SI and CS. Rong is a decent captain because of his improved SE skill. If you don’t have the Hydro mod, equip ERP.
EU torpedoboat DDs (Halland line)
Standard build
- The Halland DD line are anti-air and torp focused DDs. Has extremely fast torps, heal, and excellent AA, but suffers from slow top speed and low damage on her torps. This build gives EU DDs a good balance of gun and torpedo power, allowing them to both fight for objectives and threaten larger ships. FB is a viable alternative for better gun DPM, trade BFT and Consumable Expert and get Consumables Specialist. SI is useful if you prefer late game survivability, either trade BFT or Fill the Tubes. Swirski is a decent captain because of his improved AR skill and the torpedo talent. If you don’t have the Engine boost mod, equip ERP. Applies to Tatra, Romulus, Klas Horn, Visby, Vasteras, Skane, Öland, Östergötland, Halland and Dalarna.
EU torpedoboat DDs
- Torpedo build
- This build maximises EU DDs’ torpedo power, making large enemy ships their primary targets. Swirski is a decent captain because of his improved AR skill and the torpedo talent. RPF for predicting movement or SiS for faster speed are viable alternatives, you will need to trade Swift Fish and Consumables Expert. If you don’t have the Engine boost mod, equip ERP. Applies to Tatra, Romulus, Klas Horn, Visby, Kalmar, Västerås, Skåne, Öland, Östergötland, Halland and Dalarna.
Dalarna
- Gun build
- Dalarna had pretty decent guns by default, which allows for a gun build. This build is best played around objectives, fighting enemy DDs and farming damage off large enemy ships. Swirski is a decent captain because of his improved AR skill and the torpedo talent. If you don’t have the Engine boost mod, equip ERP.
Halland Unique Upgrade
- LM build
- The legendary upgrade is tailored to turn Halland into a relatively tanky hybrid DD, which this build tries to get the most out of. This build is best played when fighting over objectives and farming damage on large enemy ships. Do note that SI is not recommended simply because you will rarely get to use all 5 repairs on a DD. Swirski is a decent captain because of his improved AR skill and the torpedo talent. If you don’t have the Engine boost mod, use ERP.
EU Gunboat DDs (Gdansk line)
- The Gdansk line sports the unique combination of objective control and damage farming thanks to their radar and powerful mid-long range guns respectively. However, they are relatively fragile with short duration radar and no AP. This build allows EU DDs to have good objective control in random battles, while also allowing them to use their awesome firepower against larger enemy ships. You can pick SI instead of the consumable buffing skills or BFT if you think you need more charges of radar and engine boost. Swirski is a decent captain because of his improved AR skill and the torpedo talent. Radar mod is used to squeeze in 1 more salvo, if you don’t have it, use ERP. Applies to Muavenet, Stord, Grom, Split, Lambros Katsonis and Gdansk.
Småland
- Close range radar gunboat DD. Can bully around other DDs with radar while speed boost and heal lets her survive multiple engagements. This is a balanced build that allows Småland both good objective control, as well as some damage farming capabilities. Småland has lots of build options which I will cover here instead of making a dedicated build for each and bloating this document: If you want to maximise your damage output, you can drop CE for BFT+CS and still keep your stealth radar (6.8 km conceal vs 7,5 km radar). If you want to max out on objective control, drop AFT for RPF and engine boost mod for radar mod. If you want to max out on survivability, drop AFT for SI+CS. If you want to max out on close range fighting potential while sacrificing range, drop AFT for BFT+CS. Swirski is a good captain because of the improved AR and the torpedo talent. If you don’t have the Radar mod, use ERP. But tbh, if you bought/whaled for Småland, you can afford to spend 17k coal for radar mod. Engine boost mod is also fine for damage focus builds.
Ragnar
- Long range gunboat with super-accurate cruiser guns and 7.5km radar for the occasional DD fight. Low survivability due to poor maneuverability. This is a versatile build that allows Ragnar to do both objective control damage farming. If you need the extra range and don’t have enough points for AFT, swap reload for range mod. For full damage farming build, trade CE for FB, but this gives up your stealth radar Swirski is a good captain because of the improved AR skill. Engine boost mod > Radar mod. 30s radar is long enough and it’s usually too dangerous to chase DDs to keep within your full radar duration anyways. If you don’t have the Engine boost mod, use ERP. But if you can afford 30k steel, you can afford a 17k coal mod for her.
Italian DDs (Attilio Regolo Line)
- Close range SAP slinging DDs with exhaust smoke to instantly disengage from fights. Also has emergency speed boost for short term dodging, but suffers from terrible base gun range and mediocre concealment range. This build puts emphasis on IT DDs’ great firepower and compensates for their inherent lack of gun range. If you're making a dedicated build for Tier 8 and below DDs, swap FB for SI due to the low amount of smoke and engine boost charges. AFT is mandatory even for mid-tier DDs. Extra gun range gives you versatility to fight bigger ships once all the DDs are dead. Unless you are fine with watching your HP get chipped away by non-secondary BBs. Make sure to use the smoke flag if you have any to spare. Sansonetti is a very good captain for these DDs as it is easy to activate his talent that extends their short gun range. Ignore his improved skills because they don’t make your ship any better than the optimal build with a standard captain. If you don’t have the Engine boost mod, use ERP. Applies to Curtatone, Nazario Sauro, Turbine, Maestrale, Aviere, Luca Tarigo, Vittorio Cuniberti, Adriatico, Paolo Emilio and Attilio Regolo.
Vampire II
- Great short range gunboat with a unique creeping smoke and 5km hydro. Her crawling smoke is a double-edge sword. Great for crawling to avoid blind fire, but the inability to turn off will back fire if used carelessly. The smoke cooldown does not start until the last puff. Further emphasizing the need for intelligent smoke use, lest you are crippled by its long cooldown. This build puts emphasis on Vampire’s consumables and guns, allowing her great objective control. You can drop the 2 pt skills for RPF if you want to focus on hunting enemy DDs. In which case you can share the build with Haida. Slot 3 Smoke Generator is not used since it provides more smoke than you need. Same reason why SI is not recommended. If you don’t need the slightly extra smoke duration, trade Consumable Expert for PT or DE. If you don’t have the Engine boost mod, use ERP.
Tromp
- Unique Dutch DD that can launch 12km airstrikes, still competent at DD roles thanks to her great concealment and respectable firepower. Be careful when taking direct fights as Tromp easily takes damage if speed boost is not available. If you don’t feel like you need the extra engine boost from SI, feel free to swap it for BFT. If you feel like you’re not getting enough out of the airstrike upgrade, swap it for the propulsion upgrade. If you don’t have the Engine boost mod, use ERP.
Álvaro de Bazán
- Versatile Spanish DD with a powerful burst fire option on her excellent guns. This build allows you to both deal good amounts of damage and play around objectives. If you feel like you lack range, replace BFT + EM with AFT. If you don’t have the Engine boost mod, use ERP.
La Pampa
- Torp heavy DD that can fire 15 torps per salvo, and up to 30 with TRB. Combat instructions reduces all consumable cooldown when activated. However, poor gun DPM leaves you almost helpless in a gunfight and 10.5km torp range feels short at times. This build focuses on buffing La Pampa’s torpedoes and consumables. If you struggle in encounters with enemy DDs, you can swap FTT and Consumable Expert for RPF and CS. Lisboa is a decent captain due to his improved SE skill and his Combat Instructions talent.
Cruisers
IJN CAs (Zao line)
- Damage farming kiting cruiser line. Sports powerful HE, improved gun accuracy, and has long range torps but struggles with short gun range and relatively fragile. This build allows IJN CAs to support DDs in contesting objectives, as well as use their torps for area denial against enemy ships pushing towards you. Make sure you use the 12 km range torpedoes (Type 93 mod 3), not the 8 km ones. You may swap PT for LS on cruisers lower than Zao as they tend to lose their steering gears to even cruiser calibre HE. You can use Suzuki for his improved SE skill. If you don’t have the Spotter mod, or when it’s not applicable, use MAM1. If you don’t have the Hydro mod, use ERP. When dodging BB shells, avoid showing a completely flat stern to the shells. IJN cruisers are notorious for getting citadeled though the aft. Applies to Chikuma, Tenryu, Kuma, Furutaka, Aoba, Myoko and ARP clones, Atago, ARP Takao, Mogami, Ibuki and Zao.
IJN CLs (Yodo Line)
- Torpedo focused kiting cruisers with powerful long range torps and a strong HE salvo. High detection on her torps and floaty shells makes them difficult to use against aware enemies. This build puts emphasis on both of the IJN CLs’ weapon systems in order to maximise damage output in a reasonable way. Yodo takes MBM3 in slot 6 to apply more consistent damage between torp salvoes. Given the rather large size of the high tier ships, their above average HP pool, subpar agility and concealment that is too good for the firing range she has, swapping Conceal mod for Steering mod 2 is an option. If you don’t have the Hydro mod, use ERP. Most ships in the line gets 360° turrets, take advantage of this by maneuvering side to side while you fire torps on both sides of your ship. This makes you difficult to hit while maximizing your firepower. Applies to Yahagi, Agano, Gokase, Omono, Shimanto, Takahashi and Yodo.
Azuma/Yoshino
- Yoshino is a Long range damage kiting cruiser. Powerful HE salvo, high HP, and 20km torps makes her easy to play. Though be aware of her vulnerable citadel and poor maneuverability. T9 Azuma is very similar. But trades her torps for fast reloading heal instead. This build is for players who prefer to fight closer up to get better AP salvoes or strikes on DDs, or don’t feel comfortable with giving up concealment. You can share builds with Zao if you don’t want a dedicated captain. Using the 20km torps on Yoshino is the preferred option simply because you’re playing at mid to long range most of the time, and they can be solid for area denial or hitting the occasional unexpected torp on unsuspecting enemy BBs. If you don’t have the Spotter mod, use MAM1. If you don’t have the Hydro mod, use ERP.
Yoshino
- Damage build. This build maximises damage output from all of Yoshino’s weapon systems, completely giving up on concealment. You will have to play from a longer range compared to the standard build, and won’t be able to control your engagements as well. If you are not comfortable with having such a huge detection range, swap the steering upgrade for the concealment upgrade. If you don’t have the Spotter mod, use MAM1. If you don’t have the Hydro mod, use ERP.
Kitakami
- Torp focused cruiser that can switch between 20km Asashio deepwater torps and 12km standard torps. Extremely fragile ship that requires judicious use of her smoke and speed boost to survive the inevitable focus fire. Torpedoes are reloaded 1 rack at a time, per side. 20km deepwater torps only hits BBs and CVs. This build goes all-in on her torps. Guns are practically useless and not worth investing in. You will regularly lose gunfights against non-gunboat DDs. That’s how bad they are. If you feel like you don’t have enough consumable charges, swap the consumable skills for SI. For maximum psychological impact, apply gold or steel camo.
USN CAs (Des Moines Line)
- Close - Mid range cruisers with great firepower and powerful radar at the expense of poor citadel protection. AP has improved pen angles and will eat through broadside ships. This build is optimised for maximum game impact by using your radar and fighting enemy ships at medium and close range. The legendary upgrade is highly recommended for Des Moines and should be one of your top priorities. It pushes DM to a whole new level. Make sure you run hydro on Salem, not radar. Exceptions: Anchorage should use the spotter plane consumable and upgrade. Both Doe brothers and Halsey are very good captains for USN CAs, both due to their improved skills, and talents. See here for a ship priority list for this captain. In case a ship doesn’t have radar or you don’t have the Radar mod, use ERP or Hydro mod in slot 2. Applies to Pensacola, New Orleans, Indianapolis, Baltimore, Wichita, Anchorage, Rochester, Buffalo, Tulsa, Des Moines, Salem and Annapolis.
Salem
- Damage build. Salem is a Des Moines that has superheal in exchange for worse radar and lack of unique upgrade option. In practice, Salem trades utility for stronger close range abilities. Both Doe brothers and Halsey are very good captains for USN CAs, both due to their improved skills, and Halsey’s talents. Hydro > Radar due to torp hits negating your superheal amount and Salem carrying a weaker 8.5km radar. If you don’t have the Hydro mod, use ERP.
USN CLs (Worcester Line)
- This build is optimised for maximum game impact by using your radar and fighting enemy ships at medium and close range. If you are making a dedicated build for tier 6 and 7 CLs, use IFHE instead of TGG, and replace Consumable Expert with DE. Both Doe brothers and Halsey are very good captains for USN CLs, both due to their improved skills, and Halsey’s talents. In case a ship doesn’t have radar or you don’t have the Radar mod, use ERP or Hydro mod in slot 2. Applies to Chester, St. Louis, Charleston, Phoenix, Omaha, Marblehead, Dallas, Helena, Boise, Cleveland, AL Montpelier, Seattle, Worcester and Jacksonville.
Belfast ‘43, Belfast, Irian,, Duca d’Aosta and Duca degli Abruzzi.
Worcester
- LM build. This build is tailored around Worcester’s legendary upgrade and does not work otherwise. Its main selling point is increased AA power and survivability at the expense of damage output, but it doesn’t change the default playstyle all that much. If you don’t have the Radar mod, use ERP.
Austin
- Very fragile CL that obliterates poorly armored ships with unlimited MBRB and SAP shells. While she excels at bussing down unprepared enemies, she is extremely vulnerable to return fire herself. This build is tailored around the usage of Austin’s reload booster and massive firepower. If you don’t have the Hydro mod, use ERP.
VMF CAs (Petropavlovsk Line)
- Petropavlovsk branch are tanky cruisers with very strong AP shells that can even citadel BBs at mid range. Strong armor and radar rounds out her versatile kit, but they suffer from poor maneuverability, lackluster HE, and bad long range accuracy. This build also applies to most Large Cruisers (Cruisers with big guns of 283mm or larger) which have similar characteristics across the board (great ranged firepower, strong AP shells, high survivability). Do note that the German battlecruisers can’t mount radar mod and should mount ERP or hydro mod instead. Znamensky is a good captain on Soviet battlecruisers because of the improved GtG skill. USN battlecruisers should be using one of the Doe brothers or Halsey as their captain due to greatly benefiting from improved EL and GtG. Take Heavy AP over SI if you are willing to trade some survivability for even better AP. Due to how range mod interacts with Petro’s unique dispersion curve, it significantly delays the vertical dispersion penalty and is worth taking. Reload mod is perfectly fine as well if you are constantly fighting below 10km. Applies to Riga, Kronshtadt, Petropavlovsk, Stalingrad, Novosibirsk, Graf Spee, Schill, Siegfried, Ägir, Congress, Alaska and Puerto Rico.
Sevastopol
- Fast Battlecruiser with accurate 381mm guns and a long lasting repair party. Excellent at punishing broadside ships and difficult to kill, but low DPM makes it harder to sink uncooperative enemies. Heavy Repair party slowly heals over 60s. Use near the start of an engagement or if you are on fire/flood. Znamensky is a decent captain for Sevastopol due to his improved GtG. If you don’t have the Engine boost mod, use ERP.
Moskva
- Well armored tanky cruiser with railguns and 12km radar. Very high surface detection and a notoriously vulnerable citadel severely limits her positioning ability. Legendary mod is highly recommended, improved accuracy and range complements her long range playstyle and is the preferred upgrade for competitive settings (provided your team uses Moskva in competitive). For Clan Battles, trade PT and GtG for SE. Znamensky is a decent captain for Moskva due to his improved GtG. If you don’t have the Radar mod, use ERP.
VMF CLs (Nevsky Line)
- This build is tailored around the high tier Soviet CLs (Chapayev, Donskoi, Nevsky) using their radar and firepower to control objectives. If you are making a dedicated build for tier 6 and 7 CLs, use IFHE instead of TGG, and replace PT with DE. In case a ship doesn’t have radar or you don’t have the Radar mod, use ERP or Hydro mod in slot 2. Applies to Novik, Aurora, Bogatyr, Svietlana, Krasny Krym, Kotovsky, Budyonny, Makarov, Shchors, Lazo, Chapayev, Tallinn, Kutuzov, Ochakov, Dimitri Donskoi and Alexander Nevsky.
Smolensk
- Close range flamethrower with 16 DD guns. Amazing DPM, smoke for safety, and a thin hull that most BB AP overpens. Low HP leaves her squishy if improperly handled. This build maximises Smolensk’s firepower and consumable usage. +16% gun range is recommended for extra safety, and good ballistics allows her to farm BBs even at 16km. If you feel like you don’t need as good concealment and prefer to dodge enemy fire, you can replace the concealment mod for the rudder mod in slot 5. You can share this build with Krasny Krym. However, as she lacks a Repair, you can put the 3 leftover points into any skill of your preference in case you want a dedicated build. If you don’t have the Hydro mod, use ERP.
Komissar
- Russian CA hybrid with amazing long range guns and tactical rocket attack planes. Squishy hull and terrible maneuverability makes her vulnerable even at mid range. This build is an all-round build that buffs most of Komissar’s various features, allowing her to use all tools at her disposal to make the most game impact possible. If you don’t have the Hydro mod, use ERP.
KM Hindenburg CAs Line
- Standard build. Mid range damage farming kiting cruiser line. Improved HE pen and increased AP damage gives them solid damage output while the long range hydro and extra heal keeps these ships alive. Slow speed hurts their positioning ability. This build is a standard DPS CA build that maximises concealment for maximum possible engagement control, while also buffing firepower in a reasonable way. You may swap SI for HAP or any other combination of skills that you might find useful. Hindenburg and Roon have 4 repairs by default and may not need the 5th charge. When using this build on Eugen, make sure you pick SI as your first 3-pt skill as she only has 3 repairs and really needs the additional one. If you want a dedicated build for Königsberg or Nürnberg, refer to the Mainz build. Von Jütland is a decent captain for KM CAs due to his improved CS skill. If you don’t have the Spotter mod, use MAM1. If you don’t have the Hydro mod, use ERP. Applies to Yorck, Hipper, Prinz Eugen, Roon, Hindenburg and Clausewitz.
Clausewitz, Hindenburg, Roon
- Damage build. This build maximises damage output while still retaining some semblance of concealment for engagement control. You will have to play from a longer range compared to the standard build, and won’t be able to control your engagements as well. You can swap conceal for steering if you are fine with being spotted at all times and prefer being on the move. Von Jütland is a decent captain for KM CAs due to his improved GtG. If you don’t have the Spotter mod, use DCSM1. If you don’t have the Hydro mod, use ERP.
KM Adalbert Line
- Close range cruisers with controllable secondary batteries and torps. Poor long range performance can be an issue in open water or long range maps. Full secondary build to maximize her strong secondaries. IFHE is not needed as you already pen 32mm and 38mm with her secondaries. If you don’t have hydro mod, use DCM1 instead. Lütjens is a very strong captain for her. For dedicated Deutschland or Scheer captains, trade SI for SE. Taking ASM1 in slot 3 over secondaries is also fine. Applies to Deutschland, Admiral Scheer, Knesebeck, Manteuffel, and Prinz Adalbert.
Hildebrand
- Hybrid cruiser that plays closer to CVs than other hybrid ships. Fast reloading tactical torps provide scouting and harrassing damage, level bombers deal heavy damage, and her 305mm guns provide support fire and for self defense. Expect to be the #1 focus fire target whenever you play her. This build is made to maximise Hildebrand’s torpedo bomber strength and her survivability. If you don’t have the Hydro mod, use ERP.
RN CLs (Minotaur Line)
- Smoke build. AP only close range DPM machine. Short fuse AP and fast rate of fire makes quick work of any close range broadside ship while smoke keeps her hidden. One of the easiest ships to dev strike and her floaty shells force her to play a close - mid range. This build is made for playing RN CLs using the smoke consumables. You will usually find yourself playing a bit further away from the enemy and off to the flanks in order to deal the most damage possible. Dunkirk is a decent captain for RN CLs due to his improved consumable skills. If you don’t have hydro mod, use ERP instead. Applies to Weymouth, Caledon, Danae, Emerald, Leander, Orion ‘44, Mysore, Fiji, Edinburgh, Tiger ‘59, Neptune, Minotaur and Edgar.
RN CLs
- Radar build. Radar Minotaur is a high risk high reward playstyle that uses stealth radar to crush enemy DDs and deny spotting while also dodging potential devstrikes from every BB in the game. Not for the faint of heart! This build aims to maximise RN CLs’ game impact via usage of radar and firepower to control objectives. Top Grade gunner which synergizes well with radar. If you’re not using radar, don’t have enemy ships spotted often enough to make good use of TGG’s active effect, or if you really want to make enemy DDs’ lives as miserable as possible, you can swap TGG for RL. You can take Slot 5 Steering Gears mod if you want better survivability in exchange for loss of stealth radar. If you’re not using radar on the high tier ships or don’t have the radar mod, use ERP. Dunkirk is a decent captain for RN CLs due to his improved consumable skills. If you’re making a dedicated build for AP-equipped tech tree and premium RN CLs with slow turret traverse, you can swap CS for GtG. Applies to Edinburgh, Tiger ‘59, Neptune, Minotaur and Edgar.
Minotaur
LM build
- This build is tailored specifically for Minotaur’s legendary upgrade which gives her exceptionally high smoke uptime. It is a slight variation of the RN CL smoke build and is played in a similar way. LM Mino smoke is a cross between the Commonwealth crawling smoke and a standard smoke, you creep forward in the 1st half, and standard farm for the 2nd half. Beware the smoke cooldown does not start until the last smoke puff. If you don’t have Slot 3 smoke upgrade, take ASM1. Dunkirk is a good captain due to his improved consumable skills.
Edgar
- Edgar specific build that takes advantage of her 13.5km torpedo range to complement her impressive AP DPM. Otherwise same playstyle as the previous CLs. Unlike other RN CLs, Edgar’s AP needs a minimum of 25mm armor to arm. I.e. You will frequently overpen broadside DDs and superstructure. For this reason, Smoke > Radar, though Radar is still viable due to sheer DPM.
Plymouth
- Jack of all trades RN CL that carries both smoke and radar at the same time. However she has significantly lower DPM and a standard heal compared to Minotaur. This build is specifically tailored to Plymouth due to her not having quite as strong radar as the tech tree RN CLs. Dunkirk is a decent captain due to his improved consumable skills. If you don’t have the Radar mod, use ERP. But really, just buy radar mod. 20s radar duration is pitiful compared to Mino’s 40s.
RN CAs (Goliath Line)
- RN Goliath CA line are mid range damage farming kite cruisers with hard hitting HE salvoes, high HE armor pen, and high fire chance. Superheal keeps these ships alive, but their vulnerable citadels makes misplays more punishing. This build is a standard DPS CA build that maximises concealment for maximum possible engagement control, while also buffing firepower in a reasonable way. Slot 6 Range mod is taken due to the short base range of 16.8km and lack of spotter. You can take reload mod if you are comfortable operating at closer ranges. Drake can take reload mod as spotter plane is available. Dunkirk is a decent captain due to his improved GtG skill. If you don’t have the Hydro mod, use ERP. Applies to Hawkins, Exeter, Devonshire, London, Surrey, Albemarle, Cheshire, Nottingham, Drake, Goliath and Defence.
Goliath
- Damage build. This build maximises damage output while still retaining some semblance of concealment for engagement control. You will have to play from a longer range compared to the standard build, and won’t be able to control your engagements as well. It only applies to Goliath due to her pretty good survivability and good HE. Dunkirk is a decent captain due to his improved GtG skill. If you don’t have the Hydro mod, use ERP.
Gibraltar
- AP-only RN CA that slaps lightly armored ships with short fuse AP while hiding in smoke. Restrictive firing angles, high smoke fire penalty, and no HE are notable problems. Smoke firing penalty is 9.5km. Note: Gibraltar gets standard repair party, not superheal! Slot 6 range mod is recommended due to short base range of 16.8km and lack of spotter. Reload mod is better if you are more comfortable with operating close to the enemy. TGG is not recommended due to terrible firing angles. Dunkirk is a decent captain due to his improved Consumable Expert skill. If you don’t have the Hydro mod, use ERP. Applies to Birmingham, etc.
Commonwealth CAs (Cerberus line)
- Crawling smoke cruiser line with good HE DPM and fire chance. Thin armor and long cooldowns between smoke makes her vulnerable for extended periods in open water. This build lets you get close to enemies to safely farm them in smoke. Outnumbered is taken over TGG because the smoke fire penalty is too close to your base detection range to safely use TGG. If you feel like you have more than enough smoke, trade Consumable Expert for Fill the Tubes or Focus Fire Training if you really hate subs. If you don’t have the Hydro mod, use ERP. Applies to Sutlej, Port Jackson, Caradoc, Dunedin, Delhi, Hobart, Perth, Uganda, Auckland, Encounter and Cerberus.
Brisbane
- 12km Radar Minotaur that trades her insane AP for slower reloading normal HE/AP shells and increased torpedo range. This build is tailored around utilising Brisbane’s radar to control objectives, with a side of buffs to her very strong torpedoes. Alternatively, you can replace the torpedo skills with RPF and Swift Fish for a anti-DD focused build. If you don’t have the Radar mod, use ERP. But really, just buy radar mod. 20s radar duration is pitiful compared to Mino’s 40s.
FR CAs (Henri IV Line)
- Standard build. This build is a standard DPS CA build, adapted for FR CAs, that maximises concealment for maximum possible engagement control, while also buffing firepower in a reasonable way. Considering all of the tech tree CAs bar Henri and Condé tend to lose steering to cruiser HE, you can swap EM for LS until you reach Henri. If you’re making a dedicated build for the tier 6 CLs, use IFHE and DE instead of PT and TGG. Using Honoré is highly recommended due to his improved GtG and AR. If you don’t have the Engine boost mod, use ERP. You really should get the Engine boost mod, though. Applies to Jurien, Friant, Duguay-Trouin, Emile Bertin, La Galisonniere, De Grasse, Montcalm, Dupleix, Algerie, Charles Martel, Saint-Louis, Henri IV and Condé.
Henri IV
- Lighthouse build. This build is tailored specifically for Henri’s legendary upgrade - it allows her maximum possible firepower at all times at the expense of any concealment, and it works well because Henri is very capable at dodging enemy fire. You will have to play from a much longer range compared to the standard build. If you want a more moderate build, give up Consumable expert, Consumable specialist and IFA for CE, or Heavy HE for SE. Using Honoré is highly recommended due to his improved EM and AR. If you don’t have the Engine boost mod, use ERP. Also applies to Condé, with a choice of Conceal mod or Steering mod in slot 5 (whichever you prefer).
Colbert
- Colbert is the ultimate DPM machine with ludicrous DPM and high mobility, but floaty shells and a very squishy hull. Arguably the hardest ship to play in the game. This build is tailored to give Colbert maximum possible engagement control and good firepower. Using Auboyneau is recommended due to his improved SE, as well as his potential damage talent. If you don’t have the Engine boost mod, use ERP. You really should get the Engine boost mod, though.
Colbert
- Damage build. Aka Church of Colbert build. This maximises Colbert’s firepower as much as possible at the expense of any concealment. The ultimate test of the player’s skills. This is the exact build John_The_Ruthless uses for his Colbert. IFA is taken for much needed extra peripheral vision to maximize the time you get to dodge incoming salvoes. You can take Slot 6 range mod to get used to her playstyle before switching back to reload mod. If you don’t have Engine boost mod, then get it. Either you go full Church of Colbert build or you don’t. No points for half-hearted imitations.
FR Large Cruisers (Marseille Line)
- Large cruisers who excel at punishing broadsides with big guns, MBRB, and excellent mobility. All-Forward armament is both a boon and a curse depending on the situation while their slow reload leaves them with poor sustained DPM. This build is a standard DPS CA build, adapted for FR BCs, that maximises concealment for maximum possible engagement control, while also buffing firepower in a reasonable way. Using Honoré is highly recommended due to his improved EM and AR. If you don’t have the Engine boost mod, use ERP. You really should get the Engine boost mod, though. Applies to Toulon, Cherbourg, Brest, Marseille and Brennus.
Italian CAs (Venezia Line)
- SAP cruiser that can crush lightly armored ships with just 1 decisive SAP or AP salvo while they escape under the cover of exhaust smoke. Italian CAs struggle against bow in ships due to lack of HE and long reload times makes misses very punishing. This build is a standard DPS CA build that maximises concealment for maximum possible engagement control, while also buffing firepower in a reasonable way. Amalfi and lower tier cruisers will benefit from LS rather than EM because of their fragile steering. Since Piemonte doesn’t have access to a spotter plane, you can use CS instead of EITS. Sansonetti is recommended due to his improved EL, as well as both his talents. Applies to Nino Bixio, Taranto, Alberto di Giussano, Montecuccoli, Genova, Trento, Zara, Gorizia, Amalfi, Brindisi, Venezia and Piemonte.
Venezia
- LM build. This build is tailored specifically for Venezia’s legendary upgrade, taking full advantage of her smoke consumable to farm as much damage as possible. You will have to play from a longer range compared to the standard build. Do not forget to use the smoke’s flag in order to maximise the smoke’s uptime. Another option is to run HHE/HSAP instead of SE, in which case you will probably be better off using range mod instead of the reload mod. However, your win rate with such a build may suffer due to your reduced positioning flexibility, stemming from the ship’s massive detection range. If you don’t have the Spotter mod, use MAM1. Sansonetti is recommended due to his improved EL, as well as both his talents. See here for a ship priority list for this captain.
Napoli
- Standard build. Aggressive close range brawling cruiser who drowns enemies in a sea of red SAP secondary shells. Heavy armor and exhaust smoke helps her survive close combat though at the expense of poor main gun accuracy. Also be careful pushing into torpedoes as she lacks hydro. This build is customized for Napoli to take full advantage of her secondary firepower gimmick while providing some versatility on her main guns. Use secondary signal for maximum range, it should reach 11km if done correctly. Slot 6 Range mod is recommended to give versatility if you are unable to get close to the target. Due to Napoli’s unique dispersion curve, range also buffs her mid-range accuracy. Taking secondaries in slot 6 is a fine alternative, and is recommended for brawls or clan battles. Sansonetti is recommended due to his improved EL, as well as both his talents.
Napoli
- Secondary build. This is a build specifically tailored for buffing Napoli’s very strong secondary armament, while retaining maximum possible concealment for engagement control. Also applies to Michelangelo.
Varese
- Pan-Asian CLs. Glass cannon CL with both strong deepwater torps and respectable gun firepower. Excels at torping large pushes and cleaning up survivors by farming in smoke, but struggles without adequate spotting and very squishy. This build maxes out on firepower as much as reasonable, while still having some torpedo skills trained. If you would like to max out on smoke usage, swap the torpedo skills for the consumable skills. Rong is decent because of his improved SE. If you’re using Sa Zhenbing, you may swap Fill the Tubes for his improved Consumable Enhancements. He is recommended mostly for his torpedo talent. Applies to Chungking, Rahmat, Chumphon, Harbin, Sejong and Jinan.
Svea
- Svea specializes in harassing DDs and being difficult to kill due to smokes and speed boost. This build makes the most of Svea’s radar for maximum game impact, while also buffing her already decent torps. Alternatively, instead of buffing torps, you can trade PaP and SW for extra firepower in TGG or Outnumbered. RPF is also fine if you are anti-DD or playing in competitive modes. If you don’t have the Radar mod, use ERP.
NL CAs (Goulden Leeuw Line)
- Dutch CA line that specializes in long range airstrikes that devastate stationary or island hugging targets. Fast reloading repair party and some of the strongest AA in the game protect the ship, though their less accurate main guns let them down in direct gunfights. This build is a standard DPS CA build, adapted for NL CAs, that takes full advantage of their airstrike gimmick while also buffing firepower in a reasonable way. Slot 6 Range mod allows for extra flexibility in target selection, but reload mod is fine if you are comfortable operating at close range. Outnumbered is preferred as it almost buffs accuracy to cruiser level when active. Airstrike mod is the optimal slot 4 choice, but you may swap it for the acceleration mod if you don’t feel comfortable surviving in the ship. UU is highly recommended for Goulden Leeuw as it double down on her airstrike gimmick, get it as soon as you feel comfortable leading targets with her airstrikes. If you don’t have the Hydro mod, use ERP. For Kijkduin and Eendracht, use prop mod as extra survivability is preferred over faster reloading airstrikes. Applies to Gelderland, Java, De Ruyter, Celebes, Kijkduin, Eendracht, Haarlem, Johan de Witt, Van Speijk and Gouden Leeuw.
Prins van Oranje
- Prins van Oranje is essentially a more gun oriented version of Gouden Leeuw, trading airstrike reload for more accurate main guns. This build is very similar to the tech tree NL CAs build, but uses MBM3 in slot 6 to take advantage of her great guns. You can swap airstrike mod for prop or steering gears for better dodging. If you don’t have the Hydro mod, use ERP.
NL CLs (Utrecht Line)
- Dutch CLs places a strong emphasis on firepower over survivability. 32mm pen HE, high DPM, and fast reloading airstrikes makes short work of unprepared enemies. However, Dutch CLs are squishy and only get a speed boost for self-defense. This build focuses on maximizing NL CLs’ damage output while retaining some useful survivability skills. Prop mod is recommended for newer players as it gives Utrecht much needed maneuvering options when speedboost is unavailable. You can switch to airstrike mod once you are more comfortable surviving in the ship. Helfrich is a great captain for these ships mainly due to his talents. If you don’t have the Engine boost mod, use ERP. Applies to Vrijheid, Jaarsveld, M. van Coehoorn and Utrecht.
Pan-American CLs (San Martin Line)
- Pan-American CLs are unusually tanky for a CL thanks to their superheal and combat instructions that reduces consumable cooldown when activated. Hydro and radar rounds out their utility toolkit, making them formidable close range kiters. However, AP only shells limits their effective DPM and they are heavily reliant on charging their combat instructions to function properly. This build is a standard DPS CA build, adapted for PAm CLs. This build puts emphasis on an aggressive playstyle that works particularly well thanks to the synergy of the Specialized Repair Team, the Combat Instructions and, in the case of San Martin, the amazing concealment. PAm CLs heavily relies on their combat instruction for their survivability, farm easy-to-hit targets like bow in BBs if you need to quickly charge. If you don’t have the Radar mod, use ERP. Applies to Almirante Barroso, Vicente Guerrero, Córdoba, La Argentina, Almirante Cochrane, Coronel Bolognesi, Ignacio Allende, Santander and San Martin.
ES CAs (Castilla Line)
- Spanish CA mid-long range kiting cruiser with a unique burst fire mechanic, firing guns twice per salvo in exchange for a long reload penalty. Extremely potent when used properly, but careless use will lower overall damage output and leave you defenseless in worst case scenarios. This build is a standard DPS CA build, adapted for ES CAs, that maximises concealment for maximum possible engagement control, while also buffing firepower in a reasonable way. If you feel like you need a warning when being shot at, swap GtG for IFA. If you don’t have the Spotter mod, use MAM1. If you don’t have the Hydro mod, use ERP. Burst fire is useful when you are about to disengage, shooting 2 salvoes of AP into a broadside cruiser, about to die, etc. Applies to Jupiter, Méndez Núñez, Navarra, Almirante Cervera, Galicia, Baleares, Asturias, Cataluña, Numancia, Andalucía, Almirante Oquendo and Castilla.
Battleships
IJN BBs (Yamato Line)
- Great starter BB line well suited for mid-long range combat. Standard BB tank build that provides great survivability for maximum game impact. Yamato’s legendary upgrade is a viable alternative to the reload mod. FP is taken first because the mid tier BBs have hopelessly bad concealment, CE isn’t going to fix that. If you’re building a dedicated Hyuga captain, swap PM for EL because Hyuga has good HE shells and her gun calibre is subpar for her tier. Yamamoto is recommended mostly for his improved PM and GtG skills. If you don’t have the Spotter mod, use MAM1. Applies to Kawachi, Myogi, Ishizuchi, Viribus Unitis, Kongo and ARP clones, Fuso, Ise, Mutsu, Nagato, Ashitaka, Hyuga, Amagi, Kii, Ragnarok, Ignis Purgatio, Izumo, Bajie, Hizen, Musashi, Iwami, Yamato, Shikishima and Satsuma. Pretty much every IJN BB if you think about it.
IJN BCs (Bungo Line)
- Fragile BCs with good concealment and pinpoint accuracy when spotter plane is active. Be careful when engaging in direct combat due to your weak armor. This build is a balanced build that provides both good survivability and damage output, considering IJN BCs have high damage output and are not very survivable. You can opt for GtG instead of Brisk if you feel your turrets are too slow. You can switch Heavy AP for IRPR if you prefer more survivability. If you don’t have the Spotter mod, use MAM1. That said, getting spotter mod is a high priority considering the line’s gimmick revolves around her spotter. Specific for Tsurugi, you might want to pick ERE before FP as she only has 3 repairs by default. Remember, you only get increased accuracy when the spotter plane is active. Applies to Yumihari, Adatara, Tsurugi and Bungo.
USN fast BBs (Montana Line)
- Standard build. Well rounded BBs with improved heal, DCP, and very accurate main guns. If you’re using this build on Constellation, make sure you use range mod in slot 3. You may use range mod instead of turret traverse if you feel like you lack range. For Tier 7 and below BBs, take BoS instead of IRPR as you are unlikely to gain the extra heal though 2 million potential damage. Rudder > Prop mod for Montana because 22.2s rudder shift is unacceptable. Halsey and Doe brothers are recommended mostly for their improved skills. Applies to South Carolina, Wyoming, Arkansas beta, New York, Texas, New Mexico, Arizona, West Virginia ‘41, Colorado, California, Florida, North Carolina, Alabama, Constellation, Indiana, Iowa, Missouri, Montana, Ohio and Maine.
USN fast BBs
- Damage build. This build puts emphasis on damage output, and is made possible by USN BBs’ improved Repair party. You will have to play more carefully and take less damage in the long run because of the reduced survivability. If you want a more moderate build, swap SHAP for IRPR. For maximum firepower, trade FP for ERE. Be aware makes you very vulnerable to fires unless you are Maine. Recommended for more experienced players who understand how to control HP. Halsey and Doe brothers are recommended mostly for their improved skills. Applies to North Carolina, Alabama, Iowa, Missouri, Montana, Ohio and Maine.
Montana
- LM build. This build is tailored for Montana’s legendary upgrade. IRPR is picked here because stacking BoS with the legendary upgrade gives diminishing returns, and reducing the cooldown on Montana’s repair, which is more powerful than an average BB repair, will allow you to heal more in shorter bursts. You can also use this build on Maine because her Combat Instructions greatly diminish DoT effects. Halsey and Doe brothers are recommended mostly for their improved skills.
USN super-dreadnought BBs (Vermont Line)
- Slow moving giant bricks designed for 1 purpose: To 100-0 brik smash any oblivious broadside ship it comes across. Improved US DCP and fast reloading repair party keep the ship alive long enough for her to unleash the strongest AP salvo in the game. However, slow speed and horrible reload heavily punishes poor positioning and aim. This is a standard BB tank build, adapted for the USN super dreadnought branch, that provides great survivability for maximum game impact. If you feel like you’re lacking range, pick the range mod in slot 3. You can use the legendary upgrade on Vermont, but you will have to play a bit more carefully due to worse concealment. You can combine it with the reload mod for maximum firepower. If you feel like your turrets traverse quickly enough without EM, drop EM and ERS for IRPR or BoS. Halsey and Doe brothers are recommended mostly for their improved skills. If you are making a dedicated build for ships before the split, this build is preferred. Otherwise, use the build for the sub-branch you will pursue. Applies to South Carolina, Wyoming, Arkansas, New York, Texas, New Mexico, Arizona, West Virginia ‘41, Colorado, California, Kansas, Tennessee, Minnesota and Vermont.
USN hybrid BBs
- This is a variation of the standard BB tank build, adapted for the USN hybrid branch to buff her plane complement. i.e. The main reason you play the line. Halsey and Doe brothers are recommended mostly for their improved skills. Applies to Nebraska, Delaware, Kearsarge and Louisiana.
Ohio
- Alternative build. Sidegrade of Montana that uses 457mm guns, has improved secondary performance, and fast reloading repair party. This build is an alternative to the standard tank and damage builds that are optimal for Ohio, and makes use of her above average secondaries for additional damage output. Note: this build is not optimal for maximising win rate. Halsey and Doe brothers are recommended mostly for their improved skills. Applies to Oklahoma, West Virginia ‘44, Massachusetts and Ohio.
Rhode Island
- Fast but fragile battlecruiser with improved AP pen angles, fast reload repair party, and a 10km radar. This build is a balanced build that provides both good survivability and damage output, considering Rhode Island has high damage output and is not very survivable. The radar is very situational, so you may swap to the Spotter plane if you feel like you’re not using it enough. Engine boost mod is stronger than the radar mod in slot 2 for the same reason. Halsey and Doe brothers are recommended mostly for their improved skills. If you don’t have the Engine boost mod, use DCSM1.
Wisconsin
- Upgraded Iowa with improved accuracy and combat instructions that reduces main gun and consumable reload time when activated. Also has DFAA for what it’s worth. This build is a balanced build that provides both good survivability and damage output, considering Wisconsin has high damage output and is not very survivable. If you are comfortable with sacrificing durability for even more firepower, swap FP for Furious. Do mind that you are more reliant on combat instructions to tank at critical moments. Pro tip: Whisky needs 17 main gun hits to fill the combat instructions. You may fire alternating turrets to keep the bar from depleting. Halsey and Doe brothers are recommended mostly for their improved skills.
Thunderer
- Relatively fragile BB with Godly 457mm guns. Very accurate, both AP and HE hits extremely hard, and 26s reload is fast. This build is a balanced build that provides both good survivability and damage output, considering Thunderer has high damage output and is not very survivable. Dunkirk brothers are decent because of their improved EM.
RN BBs
Standard build
- Tanky HE focused line thanks to their superheal and improved HE shells. This is a variation of the standard BB tank build, adapted for the RN BBs, that provides great survivability for maximum game impact. Dunkirk brothers are decent because of their improved EM. Tier 7 and below BBs take BoS instead of IRPR. The line doesn’t get superheal until Tier 9 and mid tier is unlikely to get 2 million potential anyways. Applies to Bellerophon, Dreadnought, Orion, Iron Duke, Queen Elizabeth, Warspite, King George V, Duke of York, Nelson, Rodney, Yukon, Collingwood, Hood, Monarch, Vanguard, Lion, Marlborough, Scarlet Thunder, Conqueror and Devastation.
RN BBs
- Damage build. This is a build that maxes out on damage output at the expense of survivability, which means you will have to play this build more carefully and form a longer range. It is made possible by RN BBs’ Specialised Repair teams. You can swap GtG for Vigilance for slightly better torp dodging. Dunkirk brothers are decent because of their improved EM. See here for a ship priority list for these captains. Applies to Nelson, Yukon, Monarch, Lion, Conqueror and Devastation.
RN BCs
Standard build
- This is a variation of the standard BB tank build, adapted for the RN BCs. IRPR is very important for reducing their long cooldown on Duncan’s and St.Vincent’s repair party. Dedicated captains for Tier 3-7 ships should take BoS instead of IRPR. If you don’t have the Engine boost mod, use DCSM1. Applies to Indefatigable, Queen Mary, Tiger, Renown, Hawke, Renown ‘44, Rooke, Duncan, St. Vincent and Incomparable.
RN BCs
Damage build
- This build takes maximum advantage of high tier RN BCs’ super Repairs by allowing them to take increased amounts of fire damage in exchange for additional firepower. If you don’t like the increased DoT duration coming from SHAP, pick IRPR, BoS, EM, PM. You can share this captain with the Incomparable. If you don’t have the Engine boost mod, use DCSM1. Applies to Duncan, St. Vincent and Incomparable.
Slava
- Long range BB that snipes distant targets with her railgun AP shells, but struggles in a close range fight due to her poor armor. Do not confuse her with the tech tree RU BBs, they have completely opposite playstyles. This build is a balanced build that provides both good survivability and damage output, considering Slava has high damage output and is not very survivable. Znamensky brothers are decent because of their improved skills.
VMF BBs
- Heavily armored BBs well suited to spearhead pushes thanks to their amazing durability and amazing close range accuracy. However, their accuracy dramatically falls off past 14km and they have limited DCP charges. This is a variation of the standard BB tank build, adapted for the VMF BBs, that provides great survivability for maximum game impact. Due to how fragile Kremlin’s AA mounts are, and considering her turrets are incredibly hard to knock out, it is recommended that you swap MAM1 for AAM1 on the Kremlin. If you don't get any use out of GtG, you may try your luck with Brisk or PT. Due to the potential damage cutoff of the IRPR skill’s proc, this build is only applicable to high tier Soviet BBs. The low tier BBs and Borodino should use BoS instead. Kuznetsov is highly recommended because his talent is very good on VMF BBs. Applies to Knyaz Suvorov, Gangut, Nikolai, Pyotr Velikiy, Oktyabrskaya Revolutsiya, Izmail, Novorossiysk, Sinop, Poltava, Vladivostok, Lenin, Borodino, Sovetsky Soyuz, Sovetskaya Rossiya, Sun Yat-sen, Kremlin and Ushakov.
Sevastopol
- Fast Battlecruiser with accurate 381mm guns and a long lasting repair party. Excellent at punishing broadside ships and difficult to kill, but low DPM makes it hard to sink uncooperative enemies. Heavy Repair party slowly heals over 60s. Use near the start of an engagement or if you are on fire/flood. Znamensky is a decent captain for Sevastopol due to his improved GtG. If you don’t have the Engine boost mod, use ERP.
Moskva
- Well armored tanky cruiser with railguns and 12km radar. Very high surface detection and a notoriously vulnerable citadel severely limits her positioning ability. Legendary mod is highly recommended, improved accuracy and range complements her long range playstyle and is the preferred upgrade for competitive settings (provided your team uses Moskva in competitive). For Clan Battles, trade PT and GtG for SE. Znamensky is a decent captain for Moskva due to his improved GtG. If you don’t have the Radar mod, use ERP.
VMF CLs (Nevsky Line)
- This build is tailored around the high tier Soviet CLs (Chapayev, Donskoi, Nevsky) using their radar and firepower to control objectives. If you are making a dedicated build for tier 6 and 7 CLs, use IFHE instead of TGG, and replace PT with DE. In case a ship doesn’t have radar or you don’t have the Radar mod, use ERP or Hydro mod in slot 2. Applies to Novik, Aurora, Bogatyr, Svietlana, Krasny Krym, Kotovsky, Budyonny, Makarov, Shchors, Lazo, Chapayev, Tallinn, Kutuzov, Ochakov, Dimitri Donskoi and Alexander Nevsky.
Smolensk
- Close range flamethrower with 16 DD guns. Amazing DPM, smoke for safety, and a thin hull that most BB AP overpens. Low HP leaves her squishy if improperly handled. This build maximises Smolensk’s firepower and consumable usage. +16% gun range is recommended for extra safety, and good ballistics allows her to farm BBs even at 16km. If you feel like you don’t need as good concealment and prefer to dodge enemy fire, you can replace the concealment mod for the rudder mod in slot 5. You can share this build with Krasny Krym. However, as she lacks a Repair, you can put the 3 leftover points into any skill of your preference in case you want a dedicated build. If you don’t have the Hydro mod, use ERP.
Komissar
- Russian CA hybrid with amazing long range guns and tactical rocket attack planes. Squishy hull and terrible maneuverability makes her vulnerable even at mid range. This build is an all-round build that buffs most of Komissar’s various features, allowing her to use all tools at her disposal to make the most game impact possible. If you don’t have the Hydro mod, use ERP.
KM Adalbert Line
- Close range cruisers with controllable secondary batteries and torps. Poor long range performance can be an issue in open water or long range maps. Full secondary build to maximize her strong secondaries. IFHE is not needed as you already pen 32mm and 38mm with her secondaries. If you don’t have hydro mod, use DCM1 instead. Lütjens is a very strong captain for her. For dedicated Deutshland or Scheer captains, trade SI for SE. Taking ASM1 in slot 3 over secondaries is also fine. Applies to Deutschland, Admiral Scheer, Knesebeck, Manteuffel, and Prinz Adalbert.
Hildebrand
- Hybrid cruiser that plays closer to CVs than other hybrid ships. Fast reloading tactical torps provide scouting and harrassing damage, level bombers deal heavy damage, and her 305mm guns provide support fire and for self defense. This build is made to maximise Hildebrand’s torpedo bomber strength and her survivability. If you don’t have the Hydro mod, use ERP.
RN CLs (Minotaur Line)
- Smoke build. AP only close range DPM machine. Short fuse AP and fast rate of fire makes quick work of any close range broadside ship while smoke keeps her hidden. One of the easiest ships to dev strike and her floaty shells force her to play a close - mid range. Dunkirk is a decent captain for RN CLs due to his improved consumable skills. If you don’t have hydro mod, use ERP instead. Applies to Weymouth, Caledon, Danae, Emerald, Leander, Orion ‘44, Mysore, Fiji, Edinburgh, Tiger ‘59, Neptune, Minotaur and Edgar.
RN CLs
- Radar build. Radar Minotaur (Manotaur) is a high risk high reward playstyle that uses stealth radar to crush enemy DDs and deny spotting while dodging devstrikes from BBs. This build maximises RN CLs’ game impact via usage of radar and firepower to control objectives. Top Grade gunner synergizes with radar. If not using radar, swap to RL. Slot 5 Steering Gears mod is optional. If not using radar, ERP. Dunkirk is a decent captain for RN CLs. For AP tech trees and slow turret traverse, swap CS for GtG. Applies to Edinburgh, Tiger ‘59, Neptune, Minotaur and Edgar.
Minotaur
- LM build. Tailored for Minotaur’s legendary upgrade; this is a cross between a crawling smoke and standard smoke; you creep half and farm the second half. Beware: the smoke cooldown doesn’t start until the last puff. If you don’t have Slot 3 smoke upgrade, take ASM1. Dunkirk is a good captain due to improved consumable skills.
Edgar
- Edgar build focuses on her 13.5km torpedo range to complement AP DPM. Everything else similar to previous RN CLs. Edgar’s AP needs at least 25mm armour to arm.
Plymouth
- Jack of all trades RN CL that carries both smoke and radar at the same time. Lower DPM than Minotaur; this build is tailored to Plymouth due to radar capability. Dunkirk recommended. If no Radar mod, ERP.
RN CAs (Goliath Line)
- Standard build. RN Goliath CA line are mid range damage farming kite cruisers with hard hitting HE salvoes, high HE armor pen, and high fire chance. This build maximises concealment for engagement control, while buffing firepower. Slot 6 Range mod due to short base range. Dunkirk recommended. If no Hydro mod, ERP. Applies to Hawkins, Exeter, Devonshire, London, Surrey, Albemarle, Cheshire, Nottingham, Drake, Goliath and Defence.
Goliath
- Damage build. Maximise damage output while keeping some concealment. Applies only to Goliath. Dunkirk recommended. If no Hydro mod, ERP.
Gibraltar
- AP-only RN CA that slaps lightly armored ships with short fuse AP while hiding in smoke. Smoke penalty 9.5km. Note: Gibraltar gets standard repair party, not superheal. Slot 6 range mod recommended. Dunkirk recommended. If no Hydro mod, ERP.
Commonwealth CAs (Cerberus line)
- Crawling smoke cruiser line with good HE DPM and fire chance. This build lets you get close to enemies to safely farm them in smoke. Outnumbered is preferred over TGG due to smoke range penalty. If you need more smoke, trade Consumable Expert for Fill the Tubes or Focus Fire Training. If you don’t have the Hydro mod, ERP. Applies to Sutlej, Port Jackson, Caradoc, Dunedin, Delhi, Hobart, Perth, Uganda, Auckland, Encounter and Cerberus.
Brisbane
- 12km Radar Minotaur that trades her insane AP for slower reloading normal HE/AP shells and increased torpedo range. Build around radar to control objectives, with strong torpedoes. Optional swap to anti-DD build with RPF and Swift Fish. If you don’t have Radar mod, ERP. 20s radar duration vs Mino’s 40s.
FR CAs (Henri IV Line)
- Standard DPS CA build, adapted for FR CAs, maximise concealment for engagement control while buffing firepower. If you want to prioritize steering due to HE, swap EM for LS early. If dedicated tier 6 CLs, use IFHE and DE. Honoré recommended due to GtG and AR. If you don’t have Engine boost mod, ERP. Applies to Jurien, Friant, Duguay-Trouin, Emile Bertin, La Galisonniere, De Grasse, Montcalm, Dupleix, Algerie, Charles Martel, Saint-Louis, Henri IV and Condé.
Henri IV
- Lighthouse build tailored to Henri’s legendary upgrade. Maximum firepower with long range; concealment sacrificed. If you want a moderate build, give up Consumable expert, Consumable specialist and IFA for CE, or Heavy HE for SE. Honoré recommended due to EM/AR. If no Engine boost mod, ERP. Also applies to Condé with broader options in slot 5.
Colbert
- Colbert LM-style: ultimate DPM machine with maneuverability; excellent for engagement control with good firepower. Auboyneau recommended for SE and damage talent. If no Engine boost mod, ERP.
FR Large Cruisers (Marseille Line)
- DPS CA build for FR BCs, concealment and firepower balance. Honoré recommended. Engine boost mod strongly advised. Applies to Toulon, Cherbourg, Brest, Marseille and Brennus.
Italian CAs (Venezia Line)
- SAP cruiser with strong guns, but limited HE. Concealment focused build; LS sometimes recommended for lower tiers. Sansonetti recommended for improved EL and talents. Applies to Nino Bixio, Taranto, Alberto di Giussano, Montecuccoli, Genova, Trento, Zara, Gorizia, Amalfi, Brindisi, Venezia and Piemonte.
Venezia
- LM build (see Venezia line). Smoke usage optimization and concealment tradeoffs. Sansonetti recommended for EL and talents.
Napoli
- Aggressive close-range brawling cruiser with SAPs. Range considerations for versatility. Sansonetti recommended for EL and talents.
Varese
- Pan-Asian CLs: glass cannon with deepwater torps and good firepower. Emphasis on firepower and some torpedo skills. Rong recommended; Sa Zhenbing variant can swap Fill the Tubes for Consumable Enhancements. Applies to Chungking, Rahmat, Chumphon, Harbin, Sejong and Jinan.
Svea
- Harassment via radar and torps with strong speed boosts. Radar-focused build with torps. ERP alternative if no radar.
NL CLs
- Dutch CLs (Behouden-Lin) focused on firepower, with high DPM and airstrikes. Prop mod is useful; Outnumbered preferred. Swirski recommended. ERP if no hydro.
Pan-American CLs (San Martin Line)
- Pan-American CLs have strong heal and Combat Instructions; radar/hydro for utility. This build emphasizes Aggressive play, with Combat Instructions synergizing with CA survivability. If no radar, ERP.
ES CAs (Castilla Line)
- Burst-fire ES CA build with concealment focus; IFHE option for longer range.
Battleships
IJN BBs (Yamato Line)
- Great starter BB line; standard BB tank build for survivability and damage. Yamato’s legendary upgrade optional. If Hyuga dedicated, swap PM for EL. Yamamoto recommended for PM/GtG. If no Spotter mod, MAM1. Applies to Kawachi, Myogi, Ishizuchi, Viribus Unitis, Kongo, Fuso, Ise, Mutsu, Nagato, Ashitaka, Hyuga, Amagi, Kii, Ragnarok, Ignis Purgatio, Izumo, Bajie, Hizen, Musashi, Iwami, Yamato, Shikishima and Satsuma.
IJN BCs (Bungo Line)
- Fragile BCs with concealment and high accuracy with spotter plane. Brisk if you want better turret speed, HE vs AP swap. Spotter mod recommended. Applies to Yumihari, Adatara, Tsurugi and Bungo.
USN fast BBs (Montana Line)
- Well rounded BBs with heal, DCP, accurate main guns. Range mods possible. 7/ below BBs prefer BoS over IRPR. Montana’s rudder and EM choices noted. Halsey and Doe recommended. Applies to various USN BBs including Montana, South Carolina, etc.
USN fast BBs
- Damage build focusing on damage with reduced survivability. Swap SHAP for IRPR to moderate; ERE for more firepower. Applies to various vessels like North Carolina, Alabama, etc.
Montana
- LM build; Montana’s legendary upgrade; IRPR to optimize DCP cooldown with BoS limitations. Also fits Maine.
USN super-dreadnought BBs (Vermont Line)
- Standard tank build. If range lacking, use range mod; or swap to BoS/IRPR to maximize sustain. Halsey and Doe recommended. Applicable to many USN super-dreadnoughts.
USN hybrid BBs
- Variant of standard BB tank to buff plane complement.
Ohio
- Alternative to Montana, uses 457mm guns; improved secondaries and fast repair. Not optimal for win rate; Halsey and Doe recommended. Applies to Ohio lineage ships.
Rhode Island, Wisconsin, Thunderer, RN BBs
- Various builds focusing on survivability, improved HE, radar, and DPM for different RN and USN ships, with specific ship notes for balance of range, concealment, and survivability.
RN BBs
- Standard and damage builds for RN battleships with emphasis on survivability and DPM. Specific ships listed: Nelson, Yukon, Monarch, Lion, Conqueror, Devastation, etc.
Slava
- Long-range BB with railgun AP; notes on survivability and citadel exposure.
VMF BBs
- VMF BBs heavy armor builds; notes on turret armor, MAM1 swap suggestions, Kuznetsov recommendation for VMF BBs.
KM BBs
- Tank build; standard tank build; notes on hydro mod, and alternative builds for different ships.
KM BBs
- Secondary build; emphasis on secondary armament; swapping options suggested; Großer Kurfürst mentioned.
Mecklenburg
- German BB with heavy broadside alpha; notes on Brisk/DE usage and alternative options if not using Brisk+DE.
FR BB tree and some premiums
- Fast BB line; survivability; recommended engine boost mod; applies to multiple FR BBs.
IT BBs
- SAP slinging, smoke-based avoidance; standard tank build; Sansonetti recommended for EL; IFHE recommended for all IT BBs. Noting Colombo upgrade.
Sicilia, Pan-American BBs, Aircraft carriers
- Sicilia, Pan-American BBs, and various USN/UK/IT CVs build notes and captain suggestions. Shinano, Hosho, Ryujo sections included with emphasis on upgrade choices and SE.
Submarines
KM sub build
- If you don’t have DCP, use MAM1; Battery mod, Surveillance, Dive cap mod notes. Applies to U-69 etc.
U-4501
- Sub build variant with DCP and Battery mods; alternative battery mod choices.
USN sub build
- Applies to Cachalot, Salmon, Balao and Gato.
Archerfish
RN submarine build
- Applies to Undine, Sturdy, Alliance and Thrasher.
K-1 S-1 and L-20 (Soviet Submarines)
- Applies to K-1, S-1 and L-20.
Other premiums
Destroyers
Gallant/Jurua
- RN DD (Icarus) standard smoke; vanilla playstyle; RPF trade options.
Karl von Schönberg
- Karl as Ernst Gaede; open water gunboat DD; Lütjens recommended.
Leone
- Close range gunboat; long-range torps; swap RPF option.
FR25
- Italian DD trading torp range for French speed boost and gun range; swap BFT/CS.
Anshan, Tashkent ‘39, Jupiter ‘42, Haida, Huron, Blyskawica
- Individual ship builds with notes and mod suggestions.
Kidd, Orkan, Stord ‘43, etc.
Archerfish
RN sub builds
- See above.
K-1 etc.
Other premiums
- Goliath, Leew, etc.
Leaders and tips for many ship lines, including Leona, Lepp, etc.
Notes
- This document provides an extensive, ship-by-ship, skill priority and variant guide to captain builds across destroyers, cruisers, battleships, carriers, and submarines. It includes specific adjustments for different lines, legends, and upgrades, with emphasis on engine boost, hydro, spotter, radar, and consumables to maximize game impact in random battles.
Change log
- Update notes from 06.10.2025 down to 2.1.2025 detailing ships added and updates to builds for a wide range of ships and line trees, with explicit ship names and variants.
Abbreviations (repeat)
- See Abbreviations section above for full glossary.
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