Japan · Tier V Battleship
Kongō
Japan battleship: mid-range AP gunnery
Battleship Commander Skills — verified — 24 skills
Recommended role
Japan battleship: mid-range AP gunnery
Kongō · Tier 5 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.
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.
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 usually fight damaged.
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
Super-Heavy AP Shells
3 ptsRecommended4 out of 5Better AP performance at range for large-calibre guns — the damage pick for a ship that fights from distance.
In game: +7.5% AP shell damage; -10% damage received from fires and flooding; +25% fire and flooding duration. Does not increase AP penetration. · Unlocked from 12 total points.
- 6
Fire Prevention Expert
4 ptsRecommended4 out of 5Fewer fire zones means fewer simultaneous fires — the classic four-point survivability spike.
In game: -10% fire risk and one fewer maximum simultaneous fire (to three; the superstructure is limited to one fire zone). · Unlocked from 16 total points.
- 7
Concealment Expert
4 ptsRecommended4 out of 5Lower detection lets you pick when the trade starts.
In game: -10% ship detectability radius. · Unlocked from 20 total points.
- 8
Emergency Repair Specialist
1 ptRecommended4 out of 5A cheap final point: faster Damage Control Party readiness.
In game: -3% cooldown of Damage Control Party and Repair Party. · 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.
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.
- The survivability core comes first, then Super-Heavy AP Shells as the damage pick.
- Concealment Expert late lets you break contact when you are focused.
- Points are only spent when the next skill in the plan is fully affordable — intermediate points are banked rather than wasted.
- Angle the bow towards the nearest threat and only show your side while your guns are reloading.
- Watch Priority Target: when several ships lock you, turn away before the salvos arrive.
- Use the Repair Party after the fires burn out, not on the first tick of damage.
- Push only when your team pushes with you — a lone battleship is a free citadel.
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.
Focus Fire Training
3 ptsOptional2 out of 5Optional: secondary range and dispersion, weaker than the dedicated secondary skills.
Full skill table for Kongō
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 FeederSituational3 out of 5
- Demolition ExpertSituational3 out of 5
- Consumables SpecialistSituational3 out of 5
- Emergency Repair SpecialistRecommended4 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 ShellsRecommended4 out of 5
- Long-Range Secondary Battery ShellsSituational3 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 AimingSituational3 out of 5
- Close Quarters CombatSituational3 out of 5
- Emergency Repair ExpertSituational3 out of 5
- Concealment ExpertRecommended4 out of 5
- Fire Prevention ExpertRecommended4 out of 5
Showing 24 of 24 battleship commander skills , rated for Kongō.
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.
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.
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 usually fight damaged.
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.
Emergency Repair Specialist
1 ptRecommended4 out of 5-3% cooldown of Damage Control Party and Repair Party.
A cheap final point: faster Damage Control Party readiness.
Super-Heavy AP Shells
3 ptsRecommended4 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.
Better AP performance at range for large-calibre guns — the damage pick for a ship that fights from distance.
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 — suits ships that tank and heal repeatedly.
Concealment Expert
4 ptsRecommended4 out of 5-10% ship detectability radius.
Lower detection lets you pick when the trade starts.
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.
Gun Feeder
1 ptSituational3 out of 5-40% minimum main battery shell-type switching time.
No ship-specific note yet.
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.
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, 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.
Long-Range Secondary Battery Shells
3 ptsSituational3 out of 5+20% secondary battery firing range.
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.
Manual Secondary Battery Aiming
4 ptsSituational3 out of 5Permanent -10% secondary battery reload and -10% secondary dispersion; when firing at a priority target, dispersion improves to -50% over 45 seconds.
No ship-specific note yet.
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; 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.
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.
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, weaker than the dedicated secondary skills.