U.S.S.R. · Tier VI Cruiser

Budyonny

Verified build

U.S.S.R. cruiser: HE and SAP fire support

21

Cruiser Commander Skills — verified — 24 skills

Recommended role

U.S.S.R. cruiser: HE and SAP fire support

Budyonny · Tier 6 Cruiser · Balanced playstyle

Points used20/21

1 point intentionally saved.

Use these skills now
  1. 1

    Last Stand

    1 ptEssential5 out of 5

    Keeps you moving with a knocked-out engine or rudder — cruisers lose both constantly.

    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 start dodging.

    In game: Shows how many enemies are currently aiming at your ship. · Unlocked from 3 total points.

  3. 3

    Adrenaline Rush

    3 ptsEssential5 out of 5

    Faster reload as your health drops.

    In game: Reload speed improves as your ship loses hit points. · Unlocked from 6 total points.

  4. 4

    Concealment Expert

    4 ptsEssential5 out of 5

    Lower detection means you choose your fights and can disengage after a trade.

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

  5. 5

    Superintendent

    3 ptsRecommended4 out of 5

    An extra charge of every consumable — more heals, more radar, more hydro.

    In game: +1 charge to consumables, excluding those with unlimited charges and Squadron consumables. · Unlocked from 13 total points.

  6. 6

    Survivability Expert

    3 ptsRecommended4 out of 5

    Extra hit points can be the difference between surviving a salvo and returning to port.

    In game: Increases the ship's maximum hit points per tier. · Unlocked from 16 total points.

  7. 7

    Heavy HE and SAP Shells

    3 ptsRecommended4 out of 5

    More HE and SAP damage per shell — the damage skill for HE/SAP cruisers.

    In game: HE and SAP shell damage +10%. Main battery detectability penalty applies for main battery calibre 149 mm and above. · Unlocked from 19 total points.

  8. 8

    Demolition Expert

    1 ptRecommended4 out of 5

    Cheap extra fire chance; excellent filler on an HE cruiser.

    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.

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.
  • Fast-firing shells want fire chance and shell damage, not AP skills.
  • Survivability and concealment come first so you live to use them.
  • 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
  • Open fire only when an island or a friendly ship covers your retreat line.
  • Keep the ship turning: a cruiser holding a straight line is the easiest citadel in the game.
  • Use Priority Target as your cue to stop shooting and start dodging.
  • Save one consumable charge for the disengage rather than spending everything in the first fight.
Sources

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

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

4 ptsOptional2 out of 5

Optional: more HE penetration for far fewer fires.

Focus Fire Training

2 ptsOptional2 out of 5

Optional: secondaries are rarely a cruiser's damage source.

Full skill table for Budyonny

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 GearsSituational3 out of 5
  • Demolition ExpertRecommended4 out of 5
  • Gun FeederSituational3 out of 5
  • Incoming Fire AlertSituational3 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 SkySituational3 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 ShellsRecommended4 out of 5
  • Pack a PunchSituational3 out of 5
  • Adrenaline RushEssential5 out of 5
  • Heavy AP ShellsSituational3 out of 5
  • SuperintendentRecommended4 out of 5
  • Survivability ExpertRecommended4 out of 5
4 pts
  • OutnumberedSituational3 out of 5
  • Top Grade GunnerSituational3 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 Budyonny.

  • Last Stand

    1 pt
    Essential5 out of 5

    The ship keeps moving and steering with incapacitated engine or steering gears.

    Keeps you moving with a knocked-out engine or rudder — cruisers lose both constantly.

  • 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 start dodging.

  • Adrenaline Rush

    3 pts
    Essential5 out of 5

    Reload speed improves as your ship loses hit points.

    Faster reload as your health drops.

  • Concealment Expert

    4 pts
    Essential5 out of 5

    Reduces the ship's detectability radius.

    Lower detection means you choose your fights and can disengage after a trade.

  • Demolition Expert

    1 pt
    Recommended4 out of 5

    Increases the chance of setting a fire with HE shells.

    Cheap extra fire chance; excellent filler on an HE cruiser.

  • Consumable Enhancements

    2 pts
    Recommended4 out of 5

    Increases the action time of consumables.

    Longer consumable action time.

  • Heavy HE and SAP Shells

    3 pts
    Recommended4 out of 5

    HE and SAP shell damage +10%. Main battery detectability penalty applies for main battery calibre 149 mm and above.

    More HE and SAP damage per shell — the damage skill for HE/SAP cruisers.

  • Superintendent

    3 pts
    Recommended4 out of 5

    +1 charge to consumables, excluding those with unlimited charges and Squadron consumables.

    An extra charge of every consumable — more heals, more radar, more hydro.

  • Survivability Expert

    3 pts
    Recommended4 out of 5

    Increases the ship's maximum hit points per tier.

    Extra hit points can be the difference between surviving a salvo and returning to port.

  • Grease the Gears

    1 pt
    Situational3 out of 5

    Improves main battery turret traverse speed.

    No ship-specific note yet.

  • Gun Feeder

    1 pt
    Situational3 out of 5

    Reduces the time needed to switch main battery shell types.

    No ship-specific note yet.

  • Incoming Fire Alert

    1 pt
    Situational3 out of 5

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

    No ship-specific note yet.

  • Swift Fish

    2 pts
    Situational3 out of 5

    Torpedo speed +5%.

    No ship-specific note yet.

  • Consumable Specialist

    2 pts
    Situational3 out of 5

    Reduces the reload time of consumables.

    Faster consumable reload; competes with Superintendent.

  • Eye in the Sky

    2 pts
    Situational3 out of 5

    Increases the action time of the Spotting Aircraft consumable.

    No ship-specific note yet.

  • Fill the Tubes

    2 pts
    Situational3 out of 5

    Speeds up torpedo tube reload.

    No ship-specific note yet.

  • Pack a Punch

    3 pts
    Situational3 out of 5

    Torpedo damage +15%.

    No ship-specific note yet.

  • Heavy AP Shells

    3 pts
    Situational3 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).

    No ship-specific note yet.

  • Outnumbered

    4 pts
    Situational3 out of 5

    Bonuses when several enemies are close and friendlies are not.

    No ship-specific note yet.

  • Top Grade Gunner

    4 pts
    Situational3 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).

    No ship-specific note yet.

  • AA Defense and ASW Expert

    4 pts
    Situational3 out of 5

    Improves continuous AA damage and ASW aircraft performance.

    Situational: worth it only if you regularly escort against carriers.

  • Radio Location

    4 pts
    Situational3 out of 5

    Shows the direction of the nearest enemy ship.

    Useful information, but four points is expensive next to Concealment Expert.

  • Focus Fire Training

    2 pts
    Optional2 out of 5

    Improves secondary and AA performance against a priority target.

    Optional: secondaries are rarely a cruiser's damage source.

  • Inertia Fuse for HE Shells

    4 pts
    Optional2 out of 5

    Increases HE shell armour penetration but lowers fire chance.

    Optional: more HE penetration for far fewer fires.