U.S.S.R. · Tier X Cruiser
Moskva
Tough Soviet radar cruiser with long-range 220 mm guns
Cruiser Commander Skills — verified — 24 skills
Recommended role
Tough Soviet radar cruiser with long-range 220 mm guns
Moskva · Tier 10 Cruiser · Balanced playstyle
- 1
Last Stand
1 ptEssential5 out of 5Keeps you moving with a knocked-out engine or rudder — cruisers lose both constantly.
In game: The ship keeps moving and steering with incapacitated engine or steering gears. · Unlocked from 1 total points.
- 2
Priority Target
2 ptsEssential5 out of 5Tells you when to stop shooting and start dodging. The best survival information in the game.
In game: Shows how many enemies are currently aiming at your ship. · Unlocked from 3 total points.
- 3
Adrenaline Rush
3 ptsEssential5 out of 5Faster reload as your health drops; scales your damage the longer you stay alive.
In game: Reload speed improves as your ship loses hit points. · Unlocked from 6 total points.
- 4
Heavy AP Shells
3 ptsEssential5 out of 5Improves AP damage, but only on main batteries of 190 mm and above.
In game: AP shell damage +5% for main battery calibre 190 mm and above. · Unlocked from 9 total points.
- 5
Superintendent
3 ptsRecommended4 out of 5An extra charge of every consumable — more heals, more radar, more hydro.
In game: +1 charge to consumables, excluding those with unlimited charges and Squadron consumables. · Unlocked from 12 total points.
- 6
Concealment Expert
4 ptsRecommended4 out of 5Lower detection means you choose your fights and can disengage after a trade.
In game: Reduces the ship's detectability radius. · Unlocked from 16 total points.
- 7
Survivability Expert
3 ptsRecommended4 out of 5Extra hit points at Tier X can be the difference between surviving a salvo and returning to port.
In game: Increases the ship's maximum hit points per tier. · Unlocked from 19 total points.
- 8
Demolition Expert
1 ptRecommended4 out of 5Cheap extra fire chance; excellent filler on an HE cruiser.
In game: Increases the chance of setting a fire with HE shells. · Unlocked from 20 total points.
- 9
Grease the Gears
1 ptRecommended4 out of 5Faster turret traverse, which on a kiting cruiser means more shells on target.
In game: Improves main battery turret traverse speed. · Unlocked from 21 total points.
Class-based recommendation
Slot 1
Main Armaments Modification 1
Keeps the main guns and torpedo tubes working after incoming hits.
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.
Slot 3
Aiming Systems Modification 1
Improves main-battery accuracy for more reliable salvos.
Slot 4
Steering Gears Modification 1
Helps the ship respond faster when dodging incoming fire.
Slot 5
Concealment System Modification 1
Improves concealment so the ship can choose safer engagements.
Slot 6
Main Battery Modification 3
Improves sustained main-battery damage for a gun-focused build.
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.
- Moskva's 220 mm guns comfortably clear the 190 mm requirement for Heavy AP Shells, making AP the main damage plan.
- The armour lets you take fights other cruisers cannot, so survivability skills come after the damage core rather than before it.
- 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.
- Bow-tank at range: Moskva's bow armour bounces most cruiser AP.
- Use radar to support destroyers in caps rather than to hunt alone.
- Beware of HE spam — you are large and easy to hit.
Skill data: Skill names, point costs and effects verified against the supplied in-game screenshots.
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
4 ptsOptional2 out of 5Optional: more HE penetration for far fewer fires. Usually the wrong trade.
Eye in the Sky
2 ptsOptional2 out of 5Optional: only relevant if Spotting Aircraft is part of your kit.
Focus Fire Training
2 ptsOptional2 out of 5Optional: secondaries are rarely a cruiser's damage source.
Full skill table for Moskva
Cruiser Commander Skills — 24 skills, 6 per row
Laid out like the in-game tree for this class. Each row is one point cost.
- Grease the GearsRecommended4 out of 5
- Demolition ExpertRecommended4 out of 5
- Gun FeederSituational3 out of 5
- Incoming Fire AlertSituational3 out of 5
- Last StandEssential5 out of 5
- 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
- Heavy HE and SAP ShellsSituational3 out of 5
- Pack a PunchSituational3 out of 5
- Adrenaline RushEssential5 out of 5
- Heavy AP ShellsEssential5 out of 5
- SuperintendentRecommended4 out of 5
- Survivability ExpertRecommended4 out of 5
- OutnumberedSituational3 out of 5
- Top Grade GunnerSituational3 out of 5
- Concealment ExpertRecommended4 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 Moskva.
Last Stand
1 ptEssential5 out of 5The ship keeps moving and steering with incapacitated engine or steering gears.
Keeps you moving with a knocked-out engine or rudder — cruisers lose both constantly.
Priority Target
2 ptsEssential5 out of 5Shows how many enemies are currently aiming at your ship.
Tells you when to stop shooting and start dodging. The best survival information in the game.
Adrenaline Rush
3 ptsEssential5 out of 5Reload speed improves as your ship loses hit points.
Faster reload as your health drops; scales your damage the longer you stay alive.
Heavy AP Shells
3 ptsEssential5 out of 5AP shell damage +5% for main battery calibre 190 mm and above.
Ineffective on main batteries below 190 mm (Brisbane B: 152 mm).
Improves AP damage, but only on main batteries of 190 mm and above.
Grease the Gears
1 ptRecommended4 out of 5Improves main battery turret traverse speed.
Faster turret traverse, which on a kiting cruiser means more shells on target.
Demolition Expert
1 ptRecommended4 out of 5Increases the chance of setting a fire with HE shells.
Cheap extra fire chance; excellent filler on an HE cruiser.
Consumable Enhancements
2 ptsRecommended4 out of 5Increases the action time of consumables.
Longer consumable action time — an alternative to Superintendent if you prefer uptime.
Superintendent
3 ptsRecommended4 out of 5+1 charge to consumables, excluding those with unlimited charges and Squadron consumables.
An extra charge of every consumable — more heals, more radar, more hydro.
Survivability Expert
3 ptsRecommended4 out of 5Increases the ship's maximum hit points per tier.
Extra hit points at Tier X can be the difference between surviving a salvo and returning to port.
Concealment Expert
4 ptsRecommended4 out of 5Reduces the ship's detectability radius.
Lower detection means you choose your fights and can disengage after a trade.
Gun Feeder
1 ptSituational3 out of 5Reduces the time needed to switch main battery shell types.
No ship-specific note yet.
Incoming Fire Alert
1 ptSituational3 out of 5Warns you when shells are fired at your ship from long range.
No ship-specific note yet.
Swift Fish
2 ptsSituational3 out of 5Torpedo speed +5%.
No ship-specific note yet.
Consumable Specialist
2 ptsSituational3 out of 5Reduces the reload time of consumables.
Faster consumable reload; competes with Superintendent for the same job.
Fill the Tubes
2 ptsSituational3 out of 5Speeds up torpedo tube reload.
Situational: faster torpedo reload, a secondary tool on most cruisers.
Heavy HE and SAP Shells
3 ptsSituational3 out of 5HE and SAP shell damage +10%. Main battery detectability penalty applies for main battery calibre 149 mm and above.
No ship-specific note yet.
Pack a Punch
3 ptsSituational3 out of 5Torpedo damage +15%.
No ship-specific note yet.
Outnumbered
4 ptsSituational3 out of 5Bonuses when several enemies are close and friendlies are not.
No ship-specific note yet.
Top Grade Gunner
4 ptsSituational3 out of 5Main battery reload improves while the skill's in-game condition is met (see the skill card in port for the exact condition and value).
No ship-specific note yet.
AA Defense and ASW Expert
4 ptsSituational3 out of 5Improves continuous AA damage and ASW aircraft performance.
Situational: worth it only if you regularly escort against carriers.
Radio Location
4 ptsSituational3 out of 5Shows the direction of the nearest enemy ship.
Useful information, but four points is expensive next to Concealment Expert.
Eye in the Sky
2 ptsOptional2 out of 5Increases the action time of the Spotting Aircraft consumable.
Optional: only relevant if Spotting Aircraft is part of your kit.
Focus Fire Training
2 ptsOptional2 out of 5Improves secondary and AA performance against a priority target.
Optional: secondaries are rarely a cruiser's damage source.
Inertia Fuse for HE Shells
4 ptsOptional2 out of 5Increases HE shell armour penetration but lowers fire chance.
Optional: more HE penetration for far fewer fires. Usually the wrong trade.