Germany · Tier X Cruiser

Hindenburg

Verified build

Durable long-range kiting heavy cruiser (HE damage over time, Hydro support)

21

Cruiser Commander Skills — verified — 24 skills

Recommended role

Durable long-range kiting heavy cruiser (HE damage over time, Hydro support)

Hindenburg · Tier 10 Cruiser · Balanced playstyle

Points used21/21
Use these skills now
  1. 1

    Last Stand

    1 ptEssential5 out of 5

    Hindenburg kites at long range; a dead engine or rudder while turning away is what actually kills it. One point fixes that.

    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 several ships have you in their sights, which is your cue to break the kite line and change angle.

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

  3. 3

    Concealment Expert

    4 ptsEssential5 out of 5

    The first big spike. Hindenburg is large, so lower detection is what lets it disengage and reset a losing trade.

    In game: Reduces the ship's detectability radius. · Unlocked from 7 total points.

  4. 4

    Adrenaline Rush

    3 ptsEssential5 out of 5

    Hindenburg has a big hit point pool for a cruiser and expects to fight damaged, so the reload bonus is active most of the game.

    In game: Reload speed improves as your ship loses hit points. · Unlocked from 10 total points.

  5. 5

    Superintendent

    3 ptsEssential5 out of 5

    Extra Repair Party and Hydroacoustic Search charges. The heal is a large part of why this ship survives long kiting duels.

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

  6. 6

    Survivability Expert

    3 ptsEssential5 out of 5

    More hit points on a cruiser that is already built around out-lasting its opponents.

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

  7. 7

    Top Grade Gunner

    4 ptsEssential5 out of 5

    Hindenburg's value is sustained HE damage over time; a main battery reload bonus is the most direct DPM increase available.

    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 ptRecommended4 out of 5

    The final 1 point: more fires from a ship that already sets them reliably.

    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?
  • This is a no-reset path: every skill taken at an earlier milestone is still in the final 21-point build, so you never pay to redistribute points.
  • Concealment Expert comes earlier here than on the American heavy cruiser, because Hindenburg is large and needs the disengage tool before it needs extra damage.
  • Between 3 and 7 points you bank rather than buy filler, which is cheaper than spending and resetting later.
  • The build is a gun and survivability build: Hindenburg earns with sustained HE fire while kiting, not with torpedoes or secondaries.
  • Heavy HE and SAP Shells is deliberately left out of the default path because its detectability penalty fights the concealment plan.
How to play this ship
  • Kite: keep the enemy on your rear quarter, fire HE continuously and turn away before the return salvo lands.
  • Use Hydroacoustic Search to hold a flank against destroyers and torpedoes rather than to hunt them.
  • Switch to AP when a cruiser shows broadside inside about your comfortable gunnery range; the 203 mm AP hits hard.
  • Heal in stages — Repair Party plus Superintendent means several smaller heals beat one desperate one.
  • Keep your torpedoes for a ship that pushes into you; do not manoeuvre to use them.
Verified ship values

Ship class / skill tree

Cruiser Commander Skills

Verified — 24 skills, 6 per row

Main battery calibre

203 mm

Satisfies the Heavy AP Shells 190 mm+ gate

Commander skill points

1 – 21

Progression milestones at 1/3/7/10/13/16/20/21

Final 21-point build

Last Stand 1 · Priority Target 2 · Concealment Expert 4 · Adrenaline Rush 3 · Superintendent 3 · Survivability Expert 3 · Top Grade Gunner 4 · Demolition Expert 1

Unverified — Total 21 — curated prototype, not an official recommendation

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.

Build: Ship characteristics: current World of Warships Wiki Hindenburg page (203 mm main battery with strong HE penetration, German Hydroacoustic Search, torpedoes for close defence, large but durable hull). Skill mechanics: the verified Cruiser commander skill catalog in this app. Progression: curated beginner-safe no-reset recommendation — not an official Wargaming build.

Avoid / low priority skills

Outnumbered

4 ptsAvoid / Inefficient1 out of 5

Rewards being alone next to several enemies, which is exactly how a kiting Hindenburg dies.

Inertia Fuse for HE Shells

4 ptsOptional2 out of 5

Hindenburg's HE already penetrates the targets it shoots at, and halving fire chance removes its best damage-over-time.

Pack a Punch

3 ptsOptional2 out of 5

Torpedo damage on a ship whose torpedoes are a panic button.

Incoming Fire Alert

1 ptOptional2 out of 5

Priority Target gives you better information for a similar point cost.

Eye in the Sky

2 ptsOptional2 out of 5

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

Focus Fire Training

2 ptsOptional2 out of 5

Secondaries are irrelevant on a cruiser that fights at range.

Full skill table for Hindenburg

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 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 SkyOptional2 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 ShellsSituational3 out of 5
  • Pack a PunchOptional2 out of 5
  • Adrenaline RushEssential5 out of 5
  • Heavy AP ShellsRecommended4 out of 5
  • SuperintendentEssential5 out of 5
  • Survivability ExpertEssential5 out of 5
4 pts
  • OutnumberedAvoid / Inefficient1 out of 5
  • Top Grade GunnerEssential5 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 Hindenburg.

  • Last Stand

    1 pt
    Essential5 out of 5

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

    Hindenburg kites at long range; a dead engine or rudder while turning away is what actually kills it. One point fixes that.

  • Priority Target

    2 pts
    Essential5 out of 5

    Shows how many enemies are currently aiming at your ship.

    Tells you when several ships have you in their sights, which is your cue to break the kite line and change angle.

  • Adrenaline Rush

    3 pts
    Essential5 out of 5

    Reload speed improves as your ship loses hit points.

    Hindenburg has a big hit point pool for a cruiser and expects to fight damaged, so the reload bonus is active most of the game.

  • Superintendent

    3 pts
    Essential5 out of 5

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

    Extra Repair Party and Hydroacoustic Search charges. The heal is a large part of why this ship survives long kiting duels.

  • Survivability Expert

    3 pts
    Essential5 out of 5

    Increases the ship's maximum hit points per tier.

    More hit points on a cruiser that is already built around out-lasting its opponents.

  • Top Grade Gunner

    4 pts
    Essential5 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).

    Hindenburg's value is sustained HE damage over time; a main battery reload bonus is the most direct DPM increase available.

  • Concealment Expert

    4 pts
    Essential5 out of 5

    Reduces the ship's detectability radius.

    The first big spike. Hindenburg is large, so lower detection is what lets it disengage and reset a losing trade.

  • Demolition Expert

    1 pt
    Recommended4 out of 5

    Increases the chance of setting a fire with HE shells.

    The final 1 point: more fires from a ship that already sets them reliably.

  • Consumable Enhancements

    2 pts
    Recommended4 out of 5

    Increases the action time of consumables.

    Longer Hydroacoustic Search and Repair Party action time; a fair alternative to Superintendent.

  • Heavy AP Shells

    3 pts
    Recommended4 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).

    Legal here: the bonus needs 190 mm or larger guns and Hindenburg mounts 203 mm. Worth swapping in if you punish broadside cruisers with AP often.

  • Grease the Gears

    1 pt
    Situational3 out of 5

    Improves main battery turret traverse speed.

    Useful filler: turret traverse matters when you kite and have to keep guns on target while turning.

  • Gun Feeder

    1 pt
    Situational3 out of 5

    Reduces the time needed to switch main battery shell types.

    You do swap between HE and AP on this ship, so the swap bonus is not wasted.

  • Swift Fish

    2 pts
    Situational3 out of 5

    Torpedo speed +5%.

    Slightly faster close-defence torpedoes; a minor pick on a ship that should not be at torpedo range.

  • Consumable Specialist

    2 pts
    Situational3 out of 5

    Reduces the reload time of consumables.

    Faster Hydro and heal cooldown, competing with Superintendent for the same role.

  • Fill the Tubes

    2 pts
    Situational3 out of 5

    Speeds up torpedo tube reload.

    Hindenburg's torpedoes are close-defence only; the reload bonus rarely changes a match.

  • Heavy HE and SAP Shells

    3 pts
    Situational3 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 the detectability penalty applies at 149 mm and above and works directly against the concealment plan.

  • AA Defense and ASW Expert

    4 pts
    Situational3 out of 5

    Improves continuous AA damage and ASW aircraft performance.

    Hindenburg's AA is respectable; take it only when carriers are common in your games.

  • Radio Location

    4 pts
    Situational3 out of 5

    Shows the direction of the nearest enemy ship.

    Knowing where the nearest enemy sits helps a kiting cruiser pick its lane, but it competes with Concealment Expert.

  • Incoming Fire Alert

    1 pt
    Optional2 out of 5

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

    Priority Target gives you better information for a similar point cost.

  • Eye in the Sky

    2 pts
    Optional2 out of 5

    Increases the action time of the Spotting Aircraft consumable.

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

  • Focus Fire Training

    2 pts
    Optional2 out of 5

    Improves secondary and AA performance against a priority target.

    Secondaries are irrelevant on a cruiser that fights at range.

  • Pack a Punch

    3 pts
    Optional2 out of 5

    Torpedo damage +15%.

    Torpedo damage on a ship whose torpedoes are a panic button.

  • Inertia Fuse for HE Shells

    4 pts
    Optional2 out of 5

    Increases HE shell armour penetration but lowers fire chance.

    Hindenburg's HE already penetrates the targets it shoots at, and halving fire chance removes its best damage-over-time.

  • Outnumbered

    4 pts
    Avoid / Inefficient1 out of 5

    Bonuses when several enemies are close and friendlies are not.

    Rewards being alone next to several enemies, which is exactly how a kiting Hindenburg dies.