Germany · Tier VIII Battleship

Anhalt

Verified build

German battleship: close-range secondary pressure

21

Battleship Commander Skills — verified — 24 skills

Recommended role

German battleship: close-range secondary pressure

Anhalt · Tier 8 Battleship · Balanced playstyle

Points used21/21
Use these skills now
  1. 1

    Preventive Maintenance

    1 ptEssential5 out of 5

    One point that cuts the chance of losing a turret, the engine or the rudder.

    In game: -30% risk of module incapacitation; +15% survivability of secondary and AA mounts. · Unlocked from 1 total points.

  2. 2

    Priority Target

    2 ptsEssential5 out of 5

    Shows how many enemies are aiming at you, so you know when to turn away.

    In game: Shows the number of enemies currently aiming their main battery at your ship. · Unlocked from 3 total points.

  3. 3

    Adrenaline Rush

    3 ptsEssential5 out of 5

    Faster reload the more damage you have taken — battleships usually fight damaged.

    In game: For each 1% of HP lost: -0.2% reload time of all armaments and +0.2% continuous AA damage. · Unlocked from 6 total points.

  4. 4

    Basics of Survivability

    3 ptsEssential5 out of 5

    Shorter fire, flooding and repair times: the most reliable damage reduction a beginner can buy.

    In game: -15% module restoration, fire extinguishing and flooding recovery time. · Unlocked from 9 total points.

  5. 5

    Manual Secondary Battery Aiming

    4 ptsRecommended4 out of 5

    Makes the secondary battery accurate. Only worth it on ships that close the distance.

    In game: Permanent -10% secondary battery reload and -10% secondary dispersion; when firing at a priority target, dispersion improves to -50% over 45 seconds. · Unlocked from 13 total points.

  6. 6

    Fire Prevention Expert

    4 ptsRecommended4 out of 5

    Fewer fire zones means fewer simultaneous fires — the classic four-point survivability spike.

    In game: -10% fire risk and one fewer maximum simultaneous fire (to three; the superstructure is limited to one fire zone). · Unlocked from 17 total points.

  7. 7

    Long-Range Secondary Battery Shells

    3 ptsRecommended4 out of 5

    Extends secondary range so the guns work before you are knife-fighting.

    In game: +20% secondary battery firing range. · Unlocked from 20 total points.

  8. 8

    Gun Feeder

    1 ptRecommended4 out of 5

    A cheap final point: faster shell switching between AP and HE.

    In game: -40% minimum main battery shell-type switching time. · Unlocked from 21 total points.

Recommended Upgrades

Class-based recommendation

  1. Slot 1

    Main Armaments Modification 1

    Protects the main battery that provides most of the ship's damage.

  2. Slot 2

    Damage Control System Modification 1

    Improves resistance to fires and flooding during sustained fights.

  3. Slot 3

    Aiming Systems Modification 1

    Makes long reloads more rewarding by improving salvo accuracy.

    Alternative: Artillery Plotting Room Modification 1American battleships carry this in place of Aiming Systems Modification 1.

  4. Slot 4

    Damage Control System Modification 2

    Shortens the time spent taking fire and flooding damage.

  5. Slot 5

    Concealment System Modification 1

    Helps the ship disengage and reposition between salvos.

Next recommended skill

Build complete — every recommended skill is already unlocked at 21 points.

Why this build?
  • This is a no-reset path: every skill taken earlier is still in the final 21-point build, so you never pay to redistribute points.
  • Manual Secondary Battery Aiming is the first real damage step for a German brawler.
  • Long-Range Secondary Battery Shells extends the window before you are knife-fighting.
  • Points are only spent when the next skill in the plan is fully affordable — intermediate points are banked rather than wasted.
How to play this ship
  • Angle the bow towards the nearest threat and only show your side while your guns are reloading.
  • Watch Priority Target: when several ships lock you, turn away before the salvos arrive.
  • Use the Repair Party after the fires burn out, not on the first tick of damage.
  • Push only when your team pushes with you — a lone battleship is a free citadel.
Sources

Skill data: Skill names, point costs and effects taken from the current World of Warships Wiki battleship skill list (Aug/Sep 2026).

Build: Curated beginner-safe no-reset progression built only from this app's verified class skill catalog (current World of Warships PC sources). Ship role reflects the ship's well-known in-game character; no numeric ship statistics are claimed. Not an official Wargaming build.

Avoid / low priority skills

Inertia Fuse for HE Shells

2 ptsOptional2 out of 5

Optional: more HE penetration but far fewer fires.

Focus Fire Training

3 ptsOptional2 out of 5

Optional: secondary range and dispersion, weaker than the dedicated secondary skills.

Full skill table for Anhalt

Battleship Commander Skills — 24 skills, 6 per row

Laid out like the in-game tree for this class. Each row is one point cost.

1 pt
  • Gun FeederRecommended4 out of 5
  • Demolition ExpertSituational3 out of 5
  • Consumables SpecialistSituational3 out of 5
  • Emergency Repair SpecialistSituational3 out of 5
  • Incoming Fire AlertSituational3 out of 5
  • Preventive MaintenanceEssential5 out of 5
2 pts
  • Grease the GearsSituational3 out of 5
  • Inertia Fuse for HE ShellsOptional2 out of 5
  • BriskSituational3 out of 5
  • VigilanceSituational3 out of 5
  • Priority TargetEssential5 out of 5
  • AA Defense and ASW ExpertSituational3 out of 5
3 pts
  • Super-Heavy AP ShellsSituational3 out of 5
  • Long-Range Secondary Battery ShellsRecommended4 out of 5
  • Adrenaline RushEssential5 out of 5
  • Basics of SurvivabilityEssential5 out of 5
  • Improved Repair Party ReadinessRecommended4 out of 5
  • Focus Fire TrainingOptional2 out of 5
4 pts
  • FuriousSituational3 out of 5
  • Manual Secondary Battery AimingRecommended4 out of 5
  • Close Quarters CombatSituational3 out of 5
  • Emergency Repair ExpertSituational3 out of 5
  • Concealment ExpertSituational3 out of 5
  • Fire Prevention ExpertRecommended4 out of 5

Showing 24 of 24 battleship commander skills , rated for Anhalt.

  • Preventive Maintenance

    1 pt
    Essential5 out of 5

    -30% risk of module incapacitation; +15% survivability of secondary and AA mounts.

    One point that cuts the chance of losing a turret, the engine or the rudder.

  • Priority Target

    2 pts
    Essential5 out of 5

    Shows the number of enemies currently aiming their main battery at your ship.

    Shows how many enemies are aiming at you, so you know when to turn away.

  • Adrenaline Rush

    3 pts
    Essential5 out of 5

    For each 1% of HP lost: -0.2% reload time of all armaments and +0.2% continuous AA damage.

    Faster reload the more damage you have taken — battleships usually fight damaged.

  • Basics of Survivability

    3 pts
    Essential5 out of 5

    -15% module restoration, fire extinguishing and flooding recovery time.

    Shorter fire, flooding and repair times: the most reliable damage reduction a beginner can buy.

  • Gun Feeder

    1 pt
    Recommended4 out of 5

    -40% minimum main battery shell-type switching time.

    A cheap final point: faster shell switching between AP and HE.

  • Long-Range Secondary Battery Shells

    3 pts
    Recommended4 out of 5

    +20% secondary battery firing range.

    Extends secondary range so the guns work before you are knife-fighting.

  • Improved Repair Party Readiness

    3 pts
    Recommended4 out of 5

    -0.8% Repair Party cooldown for each multiple of the ship's base HP in potential damage; once per battle, +1 Repair Party charge after 2,000,000 potential damage.

    Repair Party comes back sooner — suits ships that tank and heal repeatedly.

  • Manual Secondary Battery Aiming

    4 pts
    Recommended4 out of 5

    Permanent -10% secondary battery reload and -10% secondary dispersion; when firing at a priority target, dispersion improves to -50% over 45 seconds.

    Makes the secondary battery accurate. Only worth it on ships that close the distance.

  • Fire Prevention Expert

    4 pts
    Recommended4 out of 5

    -10% fire risk and one fewer maximum simultaneous fire (to three; the superstructure is limited to one fire zone).

    Fewer fire zones means fewer simultaneous fires — the classic four-point survivability spike.

  • Demolition Expert

    1 pt
    Situational3 out of 5

    +1% chance of setting a fire with main and secondary battery HE shells; +15% explosion radius of munitions, except depth charges used against submarines.

    No ship-specific note yet.

  • Consumables Specialist

    1 pt
    Situational3 out of 5

    -7.5% cooldown of consumables, except Damage Control Party and Repair Party (and their special variants).

    No ship-specific note yet.

  • Emergency Repair Specialist

    1 pt
    Situational3 out of 5

    -3% cooldown of Damage Control Party and Repair Party.

    No ship-specific note yet.

  • Incoming Fire Alert

    1 pt
    Situational3 out of 5

    Warns you about a main battery salvo fired at your ship from more than 4.5 km away.

    No ship-specific note yet.

  • Grease the Gears

    2 pts
    Situational3 out of 5

    +20% main battery turret traverse speed.

    No ship-specific note yet.

  • Brisk

    2 pts
    Situational3 out of 5

    +10% ship speed while your ship is undetected.

    No ship-specific note yet.

  • Vigilance

    2 pts
    Situational3 out of 5

    +25% enemy torpedo acquisition range; +7% torpedo protection.

    Better torpedo spotting, but rarely worth delaying the survivability core.

  • AA Defense and ASW Expert

    2 pts
    Situational3 out of 5

    +15% continuous AA and flak damage; +10% depth charge damage; -40% consumable reload/preparation time while AA is active.

    No ship-specific note yet.

  • Super-Heavy AP Shells

    3 pts
    Situational3 out of 5

    +7.5% AP shell damage; -10% damage received from fires and flooding; +25% fire and flooding duration. Does not increase AP penetration.

    No ship-specific note yet.

  • Furious

    4 pts
    Situational3 out of 5

    While a fire or flooding is active: -10% main battery reload for the first instance, and a further -5% for each additional instance, up to five.

    Situational: a reload bonus tied to fires burning on you.

  • Close Quarters Combat

    4 pts
    Situational3 out of 5

    -10% main battery reload while an enemy ship is spotted within your secondary battery firing range.

    Main battery reload bonus while close; strong on brawlers, dead weight on snipers.

  • Emergency Repair Expert

    4 pts
    Situational3 out of 5

    +1 charge and +10% action time for Damage Control Party and Repair Party (Damage Control Party has unlimited charges on most ships).

    No ship-specific note yet.

  • Concealment Expert

    4 pts
    Situational3 out of 5

    -10% ship detectability radius.

    No ship-specific note yet.

  • Inertia Fuse for HE Shells

    2 pts
    Optional2 out of 5

    +25% HE shell armour penetration; base HE fire chance is halved.

    Optional: more HE penetration but far fewer fires.

  • Focus Fire Training

    3 pts
    Optional2 out of 5

    +1 flak shell; -15% Airstrike reload; -10% aircraft preparation time where applicable; +1.5% priority sector damage and +25% sector reinforcement speed.

    Optional: secondary range and dispersion, weaker than the dedicated secondary skills.