Italy · Tier X Battleship
C. Colombo
Italian battleship with SAP main battery shells and a heavy secondary suite
Battleship Commander Skills — verified — 24 skills
Recommended role
Italian battleship with SAP main battery shells and a heavy secondary suite
C. Colombo · Tier 10 Battleship · Balanced playstyle
- 1
Preventive Maintenance
1 ptEssential5 out of 5One point that cuts the chance of losing a turret, the engine or the rudder. Cheap insurance on a ship that gets focused.
In game: -30% risk of module incapacitation; +15% survivability of secondary and AA mounts. · Unlocked from 1 total points.
- 2
Priority Target
2 ptsEssential5 out of 5Shows how many enemies are aiming at you, so you know when to turn away before the salvo lands.
In game: Shows the number of enemies currently aiming their main battery at your ship. · Unlocked from 3 total points.
- 3
Adrenaline Rush
3 ptsEssential5 out of 5Faster reload the more damage you have taken — battleships spend most of a match damaged, so this is close to free DPM.
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
Basics of Survivability
3 ptsEssential5 out of 5Shorter 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
Manual Secondary Battery Aiming
4 ptsRecommended4 out of 5Makes the secondary battery actually accurate. Only worth it on ships that intend to 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
Fire Prevention Expert
4 ptsRecommended4 out of 5Fewer fire zones means fewer simultaneous fires. The classic four-point survivability spike for battleships.
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
Long-Range Secondary Battery Shells
3 ptsRecommended4 out of 5Extends secondary range so the guns start working before you are already knife-fighting.
In game: +20% secondary battery firing range. · Unlocked from 20 total points.
- 8
Gun Feeder
1 ptRecommended4 out of 5A 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.
Class-based recommendation
Slot 1
Main Armaments Modification 1
Protects the main battery that provides most of the ship's damage.
Slot 2
Damage Control System Modification 1
Improves resistance to fires and flooding during sustained fights.
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.
Slot 4
Damage Control System Modification 2
Shortens the time spent taking fire and flooding damage.
Slot 5
Concealment System Modification 1
Helps the ship disengage and reposition between salvos.
Slot 6
Main Battery Modification 3
Improves main-battery reload for more consistent damage.
Build complete — every recommended skill is already unlocked at 21 points.
- 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.
- Colombo wants to be at mid range where both its SAP salvos and its secondaries work, so the secondary skills are the four-point picks.
- Fire Prevention Expert is essential because mid-range play means constant HE attention.
- Points are only spent when the next skill in the plan is fully affordable — intermediate points are banked rather than wasted on a skill the final build would drop.
- Angle your bow towards the nearest threat and only show a broadside while your guns are firing.
- Repair fires in pairs, not one at a time, and keep Damage Control Party for flooding or a heavy fire stack.
- Push only when your team pushes with you — a lone battleship is a free target.
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.
Inertia Fuse for HE Shells
2 ptsOptional2 out of 5Optional: more HE penetration but far fewer fires. Skip it unless you fire HE almost exclusively.
Focus Fire Training
3 ptsOptional2 out of 5Optional: secondary range and dispersion, but weaker than dedicated secondary skills.
Full skill table for C. Colombo
Battleship Commander Skills — 24 skills, 6 per row
Laid out like the in-game tree for this class. Each row is one point cost.
- 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
- 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
- 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
- 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 C. Colombo.
Preventive Maintenance
1 ptEssential5 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. Cheap insurance on a ship that gets focused.
Priority Target
2 ptsEssential5 out of 5Shows 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 before the salvo lands.
Adrenaline Rush
3 ptsEssential5 out of 5For 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 spend most of a match damaged, so this is close to free DPM.
Basics of Survivability
3 ptsEssential5 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 ptRecommended4 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 ptsRecommended4 out of 5+20% secondary battery firing range.
Extends secondary range so the guns start working before you are already knife-fighting.
Improved Repair Party Readiness
3 ptsRecommended4 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, which suits ships that tank and heal repeatedly.
Manual Secondary Battery Aiming
4 ptsRecommended4 out of 5Permanent -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 actually accurate. Only worth it on ships that intend to close the distance.
Fire Prevention Expert
4 ptsRecommended4 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 for battleships.
Demolition Expert
1 ptSituational3 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 ptSituational3 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 ptSituational3 out of 5-3% cooldown of Damage Control Party and Repair Party.
No ship-specific note yet.
Incoming Fire Alert
1 ptSituational3 out of 5Warns 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 ptsSituational3 out of 5+20% main battery turret traverse speed.
No ship-specific note yet.
Brisk
2 ptsSituational3 out of 5+10% ship speed while your ship is undetected.
No ship-specific note yet.
Vigilance
2 ptsSituational3 out of 5+25% enemy torpedo acquisition range; +7% torpedo protection.
Better torpedo spotting — useful, but rarely worth delaying the survivability core.
AA Defense and ASW Expert
2 ptsSituational3 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 ptsSituational3 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 ptsSituational3 out of 5While 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. Unreliable to plan around.
Close Quarters Combat
4 ptsSituational3 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 to the enemy. Strong on brawlers, dead weight on snipers.
Emergency Repair Expert
4 ptsSituational3 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 ptsSituational3 out of 5-10% ship detectability radius.
No ship-specific note yet.
Inertia Fuse for HE Shells
2 ptsOptional2 out of 5+25% HE shell armour penetration; base HE fire chance is halved.
Optional: more HE penetration but far fewer fires. Skip it unless you fire HE almost exclusively.
Focus Fire Training
3 ptsOptional2 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, but weaker than dedicated secondary skills.