Commonwealth · Tier X Cruiser

Brisbane B

Verified build

Radar / Utility Light Cruiser

21

Cruiser Commander Skills — verified — 24 skills

Recommended role

Radar / Utility Light Cruiser

Brisbane B · Tier 10 Cruiser · Balanced playstyle

Points used21/21
Use these skills now
  1. 1

    Last Stand

    1 ptEssential5 out of 5

    Light 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. 2

    Priority Target

    2 ptsEssential5 out of 5

    Tells 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. 3

    Superintendent

    3 ptsEssential5 out of 5

    Extra 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. 4

    Concealment Expert

    4 ptsEssential5 out of 5

    Lower detection means you choose your fights and radar from stealth.

    In game: Reduces the ship's detectability radius. · Unlocked from 10 total points.

  5. 5

    Adrenaline Rush

    3 ptsEssential5 out of 5

    Brisbane 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. 6

    Survivability Expert

    3 ptsRecommended4 out of 5

    Extra 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. 7

    Top Grade Gunner

    4 ptsRecommended4 out of 5

    A 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. 8

    Demolition Expert

    1 ptSituational3 out of 5

    Cheap 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.

Recommended Upgrades

Class-based recommendation

  1. Slot 1

    Main Armaments Modification 1

    Keeps the main guns and torpedo tubes working after incoming hits.

  2. 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.

  3. Slot 3

    Aiming Systems Modification 1

    Improves main-battery accuracy for more reliable salvos.

  4. Slot 4

    Steering Gears Modification 1

    Helps the ship respond faster when dodging incoming fire.

  5. Slot 5

    Concealment System Modification 1

    Improves concealment so the ship can choose safer engagements.

  6. Slot 6

    Main Battery Modification 3

    Improves sustained main-battery damage for a gun-focused build.

Next recommended skill

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

Why this build?
  • 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.
How to play this ship
  • 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.
Verified ship values

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.

Sources

Skill data: Skill names, point costs and effects verified against the supplied in-game screenshots.

Avoid / low priority skills

Heavy AP Shells

3 ptsAvoid / Inefficient1 out of 5

Ineffective 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 5

Spotting Aircraft is not part of this ship's core kit.

Inertia Fuse for HE Shells

4 ptsOptional2 out of 5

Brisbane B's light HE already penetrates its usual targets; you lose fires for little gain.

Outnumbered

4 ptsOptional2 out of 5

Requires 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 5

Turret 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.

1 pt
  • 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
2 pts
  • 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
3 pts
  • 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
4 pts
  • 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 pt
    Essential5 out of 5

    The 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 pts
    Essential5 out of 5

    Shows 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 pts
    Essential5 out of 5

    Reload speed improves as your ship loses hit points.

    Brisbane B often fights damaged; faster reload scales your damage the longer you survive.

  • Superintendent

    3 pts
    Essential5 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 pts
    Essential5 out of 5

    Reduces the ship's detectability radius.

    Lower detection means you choose your fights and radar from stealth.

  • Consumable Enhancements

    2 pts
    Recommended4 out of 5

    Increases 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 pts
    Recommended4 out of 5

    Increases 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 pts
    Recommended4 out of 5

    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).

    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 pt
    Situational3 out of 5

    Increases the chance of setting a fire with HE shells.

    Cheap fire chance boost; nice filler once the core skills are in.

  • Swift Fish

    2 pts
    Situational3 out of 5

    Torpedo speed +5%.

    +5% torpedo speed makes close-range fish harder to dodge, but torpedoes are a secondary tool here.

  • Consumable Specialist

    2 pts
    Situational3 out of 5

    Reduces the reload time of consumables.

    Faster consumable reload competes with Superintendent for the same job.

  • Fill the Tubes

    2 pts
    Situational3 out of 5

    Speeds up torpedo tube reload.

    Torpedoes are a secondary tool here; useful in close-range brawls only.

  • AA Defense and ASW Expert

    4 pts
    Situational3 out of 5

    Improves continuous AA damage and ASW aircraft performance.

    Only worth it if you regularly meet carriers and play as fleet escort.

  • Radio Location

    4 pts
    Situational3 out of 5

    Shows the direction of the nearest enemy ship.

    Helpful map awareness, but four points is expensive next to Concealment Expert.

  • Grease the Gears

    1 pt
    Optional2 out of 5

    Improves main battery turret traverse speed.

    Turret traverse is acceptable; the point is better spent elsewhere.

  • Gun Feeder

    1 pt
    Optional2 out of 5

    Reduces the time needed to switch main battery shell types.

    You mainly fire one shell type; the swap bonus rarely matters.

  • Incoming Fire Alert

    1 pt
    Optional2 out of 5

    Warns you when shells are fired at your ship from long range.

    Priority Target already gives you better information.

  • Focus Fire Training

    2 pts
    Optional2 out of 5

    Improves secondary and AA performance against a priority target.

    Secondaries are irrelevant on this ship.

  • Heavy HE and SAP Shells

    3 pts
    Optional2 out of 5

    HE 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 pts
    Optional2 out of 5

    Torpedo damage +15%.

    +15% torpedo damage only pays off in rare close-range torpedo hits; the utility skills matter far more.

  • Outnumbered

    4 pts
    Optional2 out of 5

    Bonuses 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 pts
    Optional2 out of 5

    Increases 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 pts
    Avoid / Inefficient1 out of 5

    Increases the action time of the Spotting Aircraft consumable.

    Spotting Aircraft is not part of this ship's core kit.

  • Heavy AP Shells

    3 pts
    Avoid / Inefficient1 out of 5

    AP 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.