U.S.S.R. · ★ Supership Cruiser

Novosibirsk

Verified build

★ Supership heavy cruiser: 254 mm AP, heavy armour, Surveillance Radar and Repair Party

21

Cruiser Commander Skills — verified — 24 skills

Recommended role

★ Supership heavy cruiser: 254 mm AP, heavy armour, Surveillance Radar and Repair Party

Novosibirsk · Tier 11 Cruiser · Balanced playstyle

Points used21/21
Use these skills now
  1. 1

    Last Stand

    1 ptEssential5 out of 5

    Novosibirsk turns badly to begin with; a knocked-out engine or rudder on this hull is usually fatal. One point, always worth it.

    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

    You will be shot at constantly because you are large and easy to spot. Knowing when a second and third ship joins in tells you when to angle.

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

  3. 3

    Adrenaline Rush

    3 ptsEssential5 out of 5

    Russian heavy cruisers are built to tank and keep firing; Novosibirsk's armour lets it live at low health, so the reload bonus is reliably active.

    In game: Reload speed improves as your ship loses hit points. · Unlocked from 6 total points.

  4. 4

    Heavy AP Shells

    3 ptsEssential5 out of 5

    The signature pick. The 254 mm main battery clears the 190 mm calibre gate, and AP is what this ship is for — its shells hold velocity and ricochet at unusually forgiving angles.

    In game: AP shell damage +5% for main battery calibre 190 mm and above. · Unlocked from 9 total points.

  5. 5

    Survivability Expert

    3 ptsEssential5 out of 5

    More hit points on a ship whose whole plan is to absorb fire while its guns work.

    In game: Increases the ship's maximum hit points per tier. · Unlocked from 12 total points.

  6. 6

    Superintendent

    3 ptsEssential5 out of 5

    An extra charge of Repair Party and Surveillance Radar — the two consumables that define Novosibirsk's value to a team.

    In game: +1 charge to consumables, excluding those with unlimited charges and Squadron consumables. · Unlocked from 15 total points.

  7. 7

    Top Grade Gunner

    4 ptsEssential5 out of 5

    A main battery reload bonus on a ship that wins by out-trading rather than out-manoeuvring. Check the exact in-game condition on the skill card.

    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 19 total points.

  8. 8

    Consumable Specialist

    2 ptsRecommended4 out of 5

    The last two points: shorter Repair Party and Radar cooldowns, so the radar comes back for the second cap fight.

    In game: Reduces the reload time of consumables. · 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.
  • Heavy AP Shells is taken as soon as it is affordable because the 254 mm guns clear the 190 mm calibre requirement and AP is this ship's main damage source.
  • Concealment Expert is deliberately skipped — Novosibirsk cannot reach a useful detection range, so the four points go into reload and consumables instead.
  • Points are banked once, between 15 and 19, so Top Grade Gunner is bought outright rather than filling the gap with a skill the final build would drop.
  • The consumable block (Superintendent then Consumable Specialist) is what makes the radar and Repair Party available for more than one fight per match.
How to play this ship
  • Fight at medium range and angled: your armour is the reason you can hold a firing position other cruisers cannot.
  • Load AP by default. Your shells keep velocity and ricochet late, so you can punish cruisers that would bounce anyone else's shells.
  • Plan turns early — the ship answers the rudder slowly and a late turn will show a full broadside.
  • Use the radar for your destroyers, not just for yourself; with Superintendent you have enough charges to cover two cap fights.
  • Do not try to disengage by hiding. Break contact behind islands or with distance, because your concealment will not save you.
Verified ship values

Ship class / skill tree

Cruiser Commander Skills

Verified — 24 skills, 6 per row

Main battery calibre

254 mm

Clears the 190 mm+ gate on Heavy AP Shells

Commander skill points

1 – 21

Progression milestones at 1/3/6/9/12/15/19/21

Final 21-point build

Last Stand 1 · Priority Target 2 · Adrenaline Rush 3 · Heavy AP Shells 3 · Survivability Expert 3 · Superintendent 3 · Top Grade Gunner 4 · Consumable Specialist 2

Unverified — Total 21 — curated, 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 PC ship page for Novosibirsk — Soviet ★ heavy cruiser with a 254 mm main battery, high-velocity AP with improved ricochet angles, thick armour, poor manoeuvrability and concealment, and a consumable set including Surveillance Radar and Repair Party. 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

Fill the Tubes

2 ptsAvoid / Inefficient1 out of 5

Avoid — torpedo reload on a ship with no torpedoes.

Pack a Punch

3 ptsAvoid / Inefficient1 out of 5

Avoid — torpedo damage on a ship with no torpedoes.

Swift Fish

2 ptsAvoid / Inefficient1 out of 5

Avoid — Novosibirsk carries no torpedo armament.

Inertia Fuse for HE Shells

4 ptsAvoid / Inefficient1 out of 5

Avoid — four points spent improving the ammunition type you should almost never load.

Demolition Expert

1 ptOptional2 out of 5

Novosibirsk's HE is a secondary option at best; fire chance is not where this ship earns damage.

Heavy HE and SAP Shells

3 ptsOptional2 out of 5

Adds HE damage but also a detectability penalty for 149 mm+ guns — a bad trade on an already easily-spotted ship that prefers AP.

Full skill table for Novosibirsk

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 GearsRecommended4 out of 5
  • Demolition ExpertOptional2 out of 5
  • Gun FeederSituational3 out of 5
  • Incoming Fire AlertSituational3 out of 5
  • Last StandEssential5 out of 5
2 pts
  • Swift FishAvoid / Inefficient1 out of 5
  • Consumable SpecialistRecommended4 out of 5
  • Consumable EnhancementsRecommended4 out of 5
  • Eye in the SkySituational3 out of 5
  • Priority TargetEssential5 out of 5
  • Focus Fire TrainingRecommended4 out of 5
  • Fill the TubesAvoid / Inefficient1 out of 5
3 pts
  • Heavy HE and SAP ShellsOptional2 out of 5
  • Pack a PunchAvoid / Inefficient1 out of 5
  • Adrenaline RushEssential5 out of 5
  • Heavy AP ShellsEssential5 out of 5
  • SuperintendentEssential5 out of 5
  • Survivability ExpertEssential5 out of 5
4 pts
  • OutnumberedSituational3 out of 5
  • Top Grade GunnerEssential5 out of 5
  • Concealment ExpertSituational3 out of 5
  • AA Defense and ASW ExpertRecommended4 out of 5
  • Radio LocationSituational3 out of 5
  • Inertia Fuse for HE ShellsAvoid / Inefficient1 out of 5

Showing 24 of 24 cruiser commander skills , rated for Novosibirsk.

  • Last Stand

    1 pt
    Essential5 out of 5

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

    Novosibirsk turns badly to begin with; a knocked-out engine or rudder on this hull is usually fatal. One point, always worth it.

  • Priority Target

    2 pts
    Essential5 out of 5

    Shows how many enemies are currently aiming at your ship.

    You will be shot at constantly because you are large and easy to spot. Knowing when a second and third ship joins in tells you when to angle.

  • Adrenaline Rush

    3 pts
    Essential5 out of 5

    Reload speed improves as your ship loses hit points.

    Russian heavy cruisers are built to tank and keep firing; Novosibirsk's armour lets it live at low health, so the reload bonus is reliably active.

  • Heavy AP Shells

    3 pts
    Essential5 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).

    The signature pick. The 254 mm main battery clears the 190 mm calibre gate, and AP is what this ship is for — its shells hold velocity and ricochet at unusually forgiving angles.

  • Superintendent

    3 pts
    Essential5 out of 5

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

    An extra charge of Repair Party and Surveillance Radar — the two consumables that define Novosibirsk's value to a team.

  • Survivability Expert

    3 pts
    Essential5 out of 5

    Increases the ship's maximum hit points per tier.

    More hit points on a ship whose whole plan is to absorb fire while its guns work.

  • 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).

    A main battery reload bonus on a ship that wins by out-trading rather than out-manoeuvring. Check the exact in-game condition on the skill card.

  • Grease the Gears

    1 pt
    Recommended4 out of 5

    Improves main battery turret traverse speed.

    Faster traverse helps keep the heavy 254 mm turrets on target while kiting away.

  • Consumable Specialist

    2 pts
    Recommended4 out of 5

    Reduces the reload time of consumables.

    The last two points: shorter Repair Party and Radar cooldowns, so the radar comes back for the second cap fight.

  • Consumable Enhancements

    2 pts
    Recommended4 out of 5

    Increases the action time of consumables.

    Longer consumable action time is a fair swap for Consumable Specialist if you prefer a longer radar window to a shorter cooldown.

  • Focus Fire Training

    2 pts
    Recommended4 out of 5

    Improves secondary and AA performance against a priority target.

    Useful because Novosibirsk is frequently the ship the whole enemy team shoots at from range.

  • AA Defense and ASW Expert

    4 pts
    Recommended4 out of 5

    Improves continuous AA damage and ASW aircraft performance.

    Worth four points if carriers and submarines are common in your matches; otherwise the gunnery block wins.

  • Gun Feeder

    1 pt
    Situational3 out of 5

    Reduces the time needed to switch main battery shell types.

    Faster ammo switching matters little because you fire AP almost exclusively.

  • Incoming Fire Alert

    1 pt
    Situational3 out of 5

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

    You are under fire almost permanently, which makes the warning much less informative than on a stealthy cruiser.

  • Eye in the Sky

    2 pts
    Situational3 out of 5

    Increases the action time of the Spotting Aircraft consumable.

    Only worthwhile if you actually mount and use a spotting consumable.

  • Outnumbered

    4 pts
    Situational3 out of 5

    Bonuses when several enemies are close and friendlies are not.

    Rewards being focused by several ships, which does happen here — but the effect is inconsistent to build around.

  • Concealment Expert

    4 pts
    Situational3 out of 5

    Reduces the ship's detectability radius.

    Novosibirsk's concealment is poor even after the bonus, so it cannot use it the way a light cruiser does — it hides behind armour, not stealth.

  • Radio Location

    4 pts
    Situational3 out of 5

    Shows the direction of the nearest enemy ship.

    Interesting with a 12 km radar, but four points that do not add damage or survivability.

  • Demolition Expert

    1 pt
    Optional2 out of 5

    Increases the chance of setting a fire with HE shells.

    Novosibirsk's HE is a secondary option at best; fire chance is not where this ship earns damage.

  • Heavy HE and SAP Shells

    3 pts
    Optional2 out of 5

    HE and SAP shell damage +10%. Main battery detectability penalty applies for main battery calibre 149 mm and above.

    Adds HE damage but also a detectability penalty for 149 mm+ guns — a bad trade on an already easily-spotted ship that prefers AP.

  • Swift Fish

    2 pts
    Avoid / Inefficient1 out of 5

    Torpedo speed +5%.

    Avoid — Novosibirsk carries no torpedo armament.

  • Fill the Tubes

    2 pts
    Avoid / Inefficient1 out of 5

    Speeds up torpedo tube reload.

    Avoid — torpedo reload on a ship with no torpedoes.

  • Pack a Punch

    3 pts
    Avoid / Inefficient1 out of 5

    Torpedo damage +15%.

    Avoid — torpedo damage on a ship with no torpedoes.

  • Inertia Fuse for HE Shells

    4 pts
    Avoid / Inefficient1 out of 5

    Increases HE shell armour penetration but lowers fire chance.

    Avoid — four points spent improving the ammunition type you should almost never load.