Germany · Tier X Battleship

G. Kurfürst

Verified build

Heavily armoured German brawler built to absorb damage at close range

21

Battleship Commander Skills — verified — 24 skills

Recommended role

Heavily armoured German brawler built to absorb damage at close range

G. Kurfürst · Tier 10 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. 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. 2

    Priority Target

    2 ptsEssential5 out of 5

    Shows 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. 3

    Adrenaline Rush

    3 ptsEssential5 out of 5

    Faster 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. 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 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. 6

    Fire Prevention Expert

    4 ptsRecommended4 out of 5

    Fewer 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. 7

    Long-Range Secondary Battery Shells

    3 ptsRecommended4 out of 5

    Extends 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. 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.

  6. Slot 6

    Main Battery Modification 3

    Improves main-battery reload for more consistent damage.

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.
  • Kurfürst has the health pool and armour to tank, so the build doubles down on damage control and secondaries rather than long-range accuracy.
  • Long-Range Secondary Battery Shells extends the window where the ship is doing its best work.
  • 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.
How to play this ship
  • Lead the push, but only with support behind you — you are a shield, not a solo pusher.
  • Angle at roughly 30 degrees so both the bow armour and the secondaries stay effective.
  • Save Damage Control Party for flooding; fires are survivable, flooding is not.
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. Skip it unless you fire HE almost exclusively.

Focus Fire Training

3 ptsOptional2 out of 5

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

Full skill table for G. Kurfürst

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 G. Kurfürst.

  • 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. Cheap insurance on a ship that gets focused.

  • 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 before the salvo lands.

  • 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 spend most of a match damaged, so this is close to free DPM.

  • 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 start working before you are already 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, which 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 actually accurate. Only worth it on ships that intend to 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 for battleships.

  • 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 — useful, 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. Unreliable to plan around.

  • 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 to the enemy. 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. Skip it unless you fire HE almost exclusively.

  • 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, but weaker than dedicated secondary skills.