U.S.S.R. · Tier X Battleship

Kremlin

Verified build

Close to mid-range armoured battleship (cap pressure, main-gun trading and survivability)

21

Battleship Commander Skills — verified — 24 skills

Recommended role

Close to mid-range armoured battleship (cap pressure, main-gun trading and survivability)

Kremlin · Tier 10 Battleship · Balanced playstyle

Points used21/21
Use these skills now
  1. 1

    Preventive Maintenance

    1 ptEssential5 out of 5

    Kremlin fights at ranges where its turrets and modules take constant hits; one point keeps the guns working.

    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

    Kremlin pushes into fire on purpose. Knowing how many ships are aiming at you decides whether the push continues.

    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

    A huge hit point pool means you spend most of the match damaged, so this reload bonus is close to permanent.

    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

    Fire Prevention Expert

    4 ptsEssential5 out of 5

    Kremlin is an HE magnet; fewer fire zones is the single largest survivability gain available to it.

    In game: -10% fire risk and one fewer maximum simultaneous fire (to three; the superstructure is limited to one fire zone). · Unlocked from 10 total points.

  5. 5

    Basics of Survivability

    3 ptsEssential5 out of 5

    Faster fire and flooding repair pairs with the heal and keeps you pushing instead of retreating.

    In game: -15% module restoration, fire extinguishing and flooding recovery time. · Unlocked from 13 total points.

  6. 6

    Concealment Expert

    4 ptsEssential5 out of 5

    Kremlin's long-range dispersion is poor relative to its close and mid-range performance, so getting closer unspotted is a damage skill as well as a survival one.

    In game: -10% ship detectability radius. · Unlocked from 17 total points.

  7. 7

    Improved Repair Party Readiness

    3 ptsEssential5 out of 5

    More heal uptime on the tankiest hull at Tier X converts directly into more time on the cap.

    In game: -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. · Unlocked from 20 total points.

  8. 8

    Emergency Repair Specialist

    1 ptRecommended4 out of 5

    The final 1 point: shorter Damage Control Party cooldown, which matters when you are permanently on fire.

    In game: -3% cooldown of Damage Control Party and Repair Party. · 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 at an earlier milestone is still in the final 21-point build, so you never pay to redistribute points.
  • Fire Prevention Expert comes before Concealment Expert here, because Kremlin's first problem is burning, not being seen.
  • You bank points twice — from 6 to 10 and from 13 to 17 — rather than buying filler that a later build would not keep.
  • Because Kremlin shoots much better up close than at extreme range, concealment and durability are what let it reach its good range.
  • Secondary-oriented skills are deliberately kept out of the default build; they belong to an optional brawling variant, not a beginner-safe path.
How to play this ship
  • Pick one flank and push it slowly; Kremlin is a wall, but only for the flank it is actually standing on.
  • Angle at about the point where your rear turret still bears — the armour does the rest.
  • Fire AP by default; switch to HE only against a battleship that is fully angled to you.
  • Let fires stack a little before using Damage Control Party, then heal the burnt hit points back.
  • Do not chase destroyers into open water; your turning circle and long-range accuracy both punish you for it.
Verified ship values

Ship class / skill tree

Battleship Commander Skills

Verified — 24 skills, 6 per row

Commander skill points

1 – 21

Progression milestones at 1/3/6/10/13/17/20/21

Final 21-point build

Preventive Maintenance 1 · Priority Target 2 · Adrenaline Rush 3 · Fire Prevention Expert 4 · Basics of Survivability 3 · Concealment Expert 4 · Improved Repair Party Readiness 3 · Emergency Repair Specialist 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 taken from the current World of Warships Wiki battleship skill list (Aug/Sep 2026).

Build: Ship characteristics: current World of Warships Wiki Kremlin page (exceptional armour and survivability, powerful main battery, long-range dispersion notably worse than its close and mid-range performance). Exact dispersion, reload and armour values are not restated here because they are not verified in this project. Skill mechanics: the verified Battleship commander skill catalog in this app. Progression: curated beginner-safe no-reset recommendation — not an official Wargaming build.

Avoid / low priority skills

Incoming Fire Alert

1 ptAvoid / Inefficient1 out of 5

Kremlin cannot dodge long-range salvos and does not need to — the armour does that job.

Long-Range Secondary Battery Shells

3 ptsOptional2 out of 5

A secondary-build skill; Kremlin earns far more from main guns and armour.

Manual Secondary Battery Aiming

4 ptsOptional2 out of 5

Four points into a secondary battery this build does not rely on.

Inertia Fuse for HE Shells

2 ptsOptional2 out of 5

An HE-focused pick on a ship that should be firing AP most of the time.

Gun Feeder

1 ptOptional2 out of 5

You rarely switch shell types on Kremlin; AP covers most targets.

Full skill table for Kremlin

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 FeederOptional2 out of 5
  • Demolition ExpertSituational3 out of 5
  • Consumables SpecialistSituational3 out of 5
  • Emergency Repair SpecialistRecommended4 out of 5
  • Incoming Fire AlertAvoid / Inefficient1 out of 5
  • Preventive MaintenanceEssential5 out of 5
2 pts
  • Grease the GearsRecommended4 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 ShellsRecommended4 out of 5
  • Long-Range Secondary Battery ShellsOptional2 out of 5
  • Adrenaline RushEssential5 out of 5
  • Basics of SurvivabilityEssential5 out of 5
  • Improved Repair Party ReadinessEssential5 out of 5
  • Focus Fire TrainingSituational3 out of 5
4 pts
  • FuriousSituational3 out of 5
  • Manual Secondary Battery AimingOptional2 out of 5
  • Close Quarters CombatSituational3 out of 5
  • Emergency Repair ExpertRecommended4 out of 5
  • Concealment ExpertEssential5 out of 5
  • Fire Prevention ExpertEssential5 out of 5

Showing 24 of 24 battleship commander skills , rated for Kremlin.

  • Preventive Maintenance

    1 pt
    Essential5 out of 5

    -30% risk of module incapacitation; +15% survivability of secondary and AA mounts.

    Kremlin fights at ranges where its turrets and modules take constant hits; one point keeps the guns working.

  • Priority Target

    2 pts
    Essential5 out of 5

    Shows the number of enemies currently aiming their main battery at your ship.

    Kremlin pushes into fire on purpose. Knowing how many ships are aiming at you decides whether the push continues.

  • 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.

    A huge hit point pool means you spend most of the match damaged, so this reload bonus is close to permanent.

  • Basics of Survivability

    3 pts
    Essential5 out of 5

    -15% module restoration, fire extinguishing and flooding recovery time.

    Faster fire and flooding repair pairs with the heal and keeps you pushing instead of retreating.

  • Improved Repair Party Readiness

    3 pts
    Essential5 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.

    More heal uptime on the tankiest hull at Tier X converts directly into more time on the cap.

  • Concealment Expert

    4 pts
    Essential5 out of 5

    -10% ship detectability radius.

    Kremlin's long-range dispersion is poor relative to its close and mid-range performance, so getting closer unspotted is a damage skill as well as a survival one.

  • Fire Prevention Expert

    4 pts
    Essential5 out of 5

    -10% fire risk and one fewer maximum simultaneous fire (to three; the superstructure is limited to one fire zone).

    Kremlin is an HE magnet; fewer fire zones is the single largest survivability gain available to it.

  • Emergency Repair Specialist

    1 pt
    Recommended4 out of 5

    -3% cooldown of Damage Control Party and Repair Party.

    The final 1 point: shorter Damage Control Party cooldown, which matters when you are permanently on fire.

  • Grease the Gears

    2 pts
    Recommended4 out of 5

    +20% main battery turret traverse speed.

    Kremlin's turrets are slow; faster traverse helps you keep guns on a target while you angle. A good swap for Priority Target if you prefer gun handling.

  • Super-Heavy AP Shells

    3 pts
    Recommended4 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.

    More AP damage suits Kremlin's hard-hitting guns; a fair 3-point alternative if you value damage over heal uptime.

  • Emergency Repair Expert

    4 pts
    Recommended4 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).

    A stronger damage control option, but four points is steep once Fire Prevention Expert is in.

  • 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.

    Kremlin does fire HE at angled targets, but AP is where its damage comes from.

  • Consumables Specialist

    1 pt
    Situational3 out of 5

    -7.5% cooldown of consumables, except Damage Control Party and Repair Party (and their special variants).

    Cheap consumable cooldown; a reasonable substitute for the final 1-point pick.

  • Brisk

    2 pts
    Situational3 out of 5

    +10% ship speed while your ship is undetected.

    Extra speed helps a slow-turning battleship rotate to the flank that needs it.

  • Vigilance

    2 pts
    Situational3 out of 5

    +25% enemy torpedo acquisition range; +7% torpedo protection.

    Kremlin turns poorly and pushes into destroyer water, so better torpedo warning has real value.

  • 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.

    Only worth it in carrier-heavy games; Kremlin's AA is not the reason to take this ship.

  • Focus Fire Training

    3 pts
    Situational3 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.

    Secondary-oriented. Kremlin's secondaries exist but are not the plan here.

  • 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.

    Secondary-oriented; keep it out of the default build unless you commit fully to a brawling setup.

  • 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.

    Kremlin genuinely does brawl, so this is defensible — but four points here means giving up Concealment Expert or Fire Prevention Expert.

  • Gun Feeder

    1 pt
    Optional2 out of 5

    -40% minimum main battery shell-type switching time.

    You rarely switch shell types on Kremlin; AP covers most targets.

  • Inertia Fuse for HE Shells

    2 pts
    Optional2 out of 5

    +25% HE shell armour penetration; base HE fire chance is halved.

    An HE-focused pick on a ship that should be firing AP most of the time.

  • Long-Range Secondary Battery Shells

    3 pts
    Optional2 out of 5

    +20% secondary battery firing range.

    A secondary-build skill; Kremlin earns far more from main guns and armour.

  • Manual Secondary Battery Aiming

    4 pts
    Optional2 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.

    Four points into a secondary battery this build does not rely on.

  • Incoming Fire Alert

    1 pt
    Avoid / Inefficient1 out of 5

    Warns you about a main battery salvo fired at your ship from more than 4.5 km away.

    Kremlin cannot dodge long-range salvos and does not need to — the armour does that job.