Commonwealth · Tier X Cruiser
Brisbane B
Radar / Utility Light Cruiser
Cruiser Commander Skills — verified — 24 skills
Recommended role
Radar / Utility Light Cruiser
Brisbane B · Tier 10 Cruiser · Balanced playstyle
- 1
Last Stand
1 ptEssential5 out of 5Light cruisers get engine and rudder knocked out constantly. Keeps you mobile.
In game: The ship keeps moving and steering with incapacitated engine or steering gears. · Unlocked from 1 total points.
- 2
Priority Target
2 ptsEssential5 out of 5Tells you when to stop shooting and dodge — the single best survival tool for a squishy cruiser.
In game: Shows how many enemies are currently aiming at your ship. · Unlocked from 3 total points.
- 3
Superintendent
3 ptsEssential5 out of 5Extra charge of Repair Party, Hydroacoustic Search and Surveillance Radar. Directly multiplies Brisbane B's utility value.
In game: +1 charge to consumables, excluding those with unlimited charges and Squadron consumables. · Unlocked from 6 total points.
- 4
Concealment Expert
4 ptsEssential5 out of 5Lower detection means you choose your fights and radar from stealth.
In game: Reduces the ship's detectability radius. · Unlocked from 10 total points.
- 5
Adrenaline Rush
3 ptsEssential5 out of 5Brisbane B often fights damaged; faster reload scales your damage the longer you survive.
In game: Reload speed improves as your ship loses hit points. · Unlocked from 13 total points.
- 6
Survivability Expert
3 ptsRecommended4 out of 5Extra HP at Tier X keeps you alive through a single unlucky salvo.
In game: Increases the ship's maximum hit points per tier. · Unlocked from 16 total points.
- 7
Top Grade Gunner
4 ptsRecommended4 out of 5A main battery reload bonus on a DPM cruiser is always welcome — check the exact in-game condition on the skill card.
In game: Main battery reload improves while the skill's in-game condition is met (see the skill card in port for the exact condition and value). · Unlocked from 20 total points.
- 8
Demolition Expert
1 ptSituational3 out of 5Cheap fire chance boost; nice filler once the core skills are in.
In game: Increases the chance of setting a fire with HE shells. · Unlocked from 21 total points.
Class-based recommendation
Slot 1
Main Armaments Modification 1
Keeps the main guns and torpedo tubes working after incoming hits.
Slot 2
Damage Control System Modification 1
Reduces the risk of fires and flooding while under fire.
Alternative: Engine Room ProtectionChoose this if losing engine or steering is the bigger problem for you.
Slot 3
Aiming Systems Modification 1
Improves main-battery accuracy for more reliable salvos.
Slot 4
Steering Gears Modification 1
Helps the ship respond faster when dodging incoming fire.
Slot 5
Concealment System Modification 1
Improves concealment so the ship can choose safer engagements.
Slot 6
Main Battery Modification 3
Improves sustained main-battery damage for a gun-focused build.
Build complete — every recommended skill is already unlocked at 21 points.
- Brisbane B wins games with information and area denial, not raw alpha damage, so utility skills come before damage skills.
- Last Stand and Priority Target cost almost nothing and stop the two most common ways a light cruiser dies.
- Superintendent adds an extra charge to your consumables, the cheapest way to increase Radar, Hydroacoustic Search and Repair Party uptime.
- Concealment Expert is the big four-point spike: it lets you disengage, reposition and radar from stealth.
- Stay near an island or a friendly battleship for the first five minutes; with no smoke, cover is your only concealment reset.
- Use radar to spot for your team, not to hunt destroyers alone — call it out and keep angling.
- Watch the Priority Target counter. When it climbs above two, stop firing and change position.
- Fire HE at superstructures for fires and reposition behind cover when your radar cycle ends — you have no smoke to hide in.
Main battery calibre
152 mm
Verified — below the 190 mm threshold for Heavy AP Shells
Consumables
DCP · Repair · Hydro · Radar
Verified from the supplied configuration — no Smoke Generator
Commander skill points
1 – 21
Verified — progression milestones at 1/3/6/10/13/16/20/21
Only values confirmed from the supplied sources are listed. Unverified numbers such as reload, detection, hit points, radar range/duration and torpedo range are deliberately omitted.
Skill data: Skill names, point costs and effects verified against the supplied in-game screenshots.
Heavy AP Shells
3 ptsAvoid / Inefficient1 out of 5Ineffective on Brisbane B: the bonus requires main battery calibre 190 mm and above, and Brisbane B has 152 mm guns.
Eye in the Sky
2 ptsAvoid / Inefficient1 out of 5Spotting Aircraft is not part of this ship's core kit.
Inertia Fuse for HE Shells
4 ptsOptional2 out of 5Brisbane B's light HE already penetrates its usual targets; you lose fires for little gain.
Outnumbered
4 ptsOptional2 out of 5Requires being alone near several enemies — the opposite of how this ship should play.
Pack a Punch
3 ptsOptional2 out of 5+15% torpedo damage only pays off in rare close-range torpedo hits; the utility skills matter far more.
Grease the Gears
1 ptOptional2 out of 5Turret traverse is acceptable; the point is better spent elsewhere.
Full skill table for Brisbane B
Cruiser Commander Skills — 24 skills, 6 per row
Laid out like the in-game tree for this class. Each row is one point cost.
- Grease the GearsOptional2 out of 5
- Demolition ExpertSituational3 out of 5
- Gun FeederOptional2 out of 5
- Incoming Fire AlertOptional2 out of 5
- Last StandEssential5 out of 5
- Swift FishSituational3 out of 5
- Consumable SpecialistSituational3 out of 5
- Consumable EnhancementsRecommended4 out of 5
- Eye in the SkyAvoid / Inefficient1 out of 5
- Priority TargetEssential5 out of 5
- Focus Fire TrainingOptional2 out of 5
- Fill the TubesSituational3 out of 5
- Heavy HE and SAP ShellsOptional2 out of 5
- Pack a PunchOptional2 out of 5
- Adrenaline RushEssential5 out of 5
- Heavy AP ShellsAvoid / Inefficient1 out of 5
- SuperintendentEssential5 out of 5
- Survivability ExpertRecommended4 out of 5
- OutnumberedOptional2 out of 5
- Top Grade GunnerRecommended4 out of 5
- Concealment ExpertEssential5 out of 5
- AA Defense and ASW ExpertSituational3 out of 5
- Radio LocationSituational3 out of 5
- Inertia Fuse for HE ShellsOptional2 out of 5
Showing 24 of 24 cruiser commander skills , rated for Brisbane B.
Last Stand
1 ptEssential5 out of 5The ship keeps moving and steering with incapacitated engine or steering gears.
Light cruisers get engine and rudder knocked out constantly. Keeps you mobile.
Priority Target
2 ptsEssential5 out of 5Shows how many enemies are currently aiming at your ship.
Tells you when to stop shooting and dodge — the single best survival tool for a squishy cruiser.
Adrenaline Rush
3 ptsEssential5 out of 5Reload speed improves as your ship loses hit points.
Brisbane B often fights damaged; faster reload scales your damage the longer you survive.
Superintendent
3 ptsEssential5 out of 5+1 charge to consumables, excluding those with unlimited charges and Squadron consumables.
Extra charge of Repair Party, Hydroacoustic Search and Surveillance Radar. Directly multiplies Brisbane B's utility value.
Concealment Expert
4 ptsEssential5 out of 5Reduces the ship's detectability radius.
Lower detection means you choose your fights and radar from stealth.
Consumable Enhancements
2 ptsRecommended4 out of 5Increases the action time of consumables.
Longer Radar and Hydroacoustic Search action time — a good alternative if you prefer uptime over extra charges.
Survivability Expert
3 ptsRecommended4 out of 5Increases the ship's maximum hit points per tier.
Extra HP at Tier X keeps you alive through a single unlucky salvo.
Top Grade Gunner
4 ptsRecommended4 out of 5Main battery reload improves while the skill's in-game condition is met (see the skill card in port for the exact condition and value).
A main battery reload bonus on a DPM cruiser is always welcome — check the exact in-game condition on the skill card.
Demolition Expert
1 ptSituational3 out of 5Increases the chance of setting a fire with HE shells.
Cheap fire chance boost; nice filler once the core skills are in.
Swift Fish
2 ptsSituational3 out of 5Torpedo speed +5%.
+5% torpedo speed makes close-range fish harder to dodge, but torpedoes are a secondary tool here.
Consumable Specialist
2 ptsSituational3 out of 5Reduces the reload time of consumables.
Faster consumable reload competes with Superintendent for the same job.
Fill the Tubes
2 ptsSituational3 out of 5Speeds up torpedo tube reload.
Torpedoes are a secondary tool here; useful in close-range brawls only.
AA Defense and ASW Expert
4 ptsSituational3 out of 5Improves continuous AA damage and ASW aircraft performance.
Only worth it if you regularly meet carriers and play as fleet escort.
Radio Location
4 ptsSituational3 out of 5Shows the direction of the nearest enemy ship.
Helpful map awareness, but four points is expensive next to Concealment Expert.
Grease the Gears
1 ptOptional2 out of 5Improves main battery turret traverse speed.
Turret traverse is acceptable; the point is better spent elsewhere.
Gun Feeder
1 ptOptional2 out of 5Reduces the time needed to switch main battery shell types.
You mainly fire one shell type; the swap bonus rarely matters.
Incoming Fire Alert
1 ptOptional2 out of 5Warns you when shells are fired at your ship from long range.
Priority Target already gives you better information.
Focus Fire Training
2 ptsOptional2 out of 5Improves secondary and AA performance against a priority target.
Secondaries are irrelevant on this ship.
Heavy HE and SAP Shells
3 ptsOptional2 out of 5HE and SAP shell damage +10%. Main battery detectability penalty applies for main battery calibre 149 mm and above.
+10% HE damage is real, but Brisbane B trades on concealment; take it only if you are not building for stealth.
Pack a Punch
3 ptsOptional2 out of 5Torpedo damage +15%.
+15% torpedo damage only pays off in rare close-range torpedo hits; the utility skills matter far more.
Outnumbered
4 ptsOptional2 out of 5Bonuses when several enemies are close and friendlies are not.
Requires being alone near several enemies — the opposite of how this ship should play.
Inertia Fuse for HE Shells
4 ptsOptional2 out of 5Increases HE shell armour penetration but lowers fire chance.
Brisbane B's light HE already penetrates its usual targets; you lose fires for little gain.
Eye in the Sky
2 ptsAvoid / Inefficient1 out of 5Increases the action time of the Spotting Aircraft consumable.
Spotting Aircraft is not part of this ship's core kit.
Heavy AP Shells
3 ptsAvoid / Inefficient1 out of 5AP shell damage +5% for main battery calibre 190 mm and above.
Ineffective on main batteries below 190 mm (Brisbane B: 152 mm).
Ineffective on Brisbane B: the bonus requires main battery calibre 190 mm and above, and Brisbane B has 152 mm guns.