U.S.S.R. · ★ Supership Cruiser
Novosibirsk
★ Supership heavy cruiser: 254 mm AP, heavy armour, Surveillance Radar and Repair Party
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
- 1
Last Stand
1 ptEssential5 out of 5Novosibirsk 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
Priority Target
2 ptsEssential5 out of 5You 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
Adrenaline Rush
3 ptsEssential5 out of 5Russian 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
Heavy AP Shells
3 ptsEssential5 out of 5The 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
Survivability Expert
3 ptsEssential5 out of 5More 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
Superintendent
3 ptsEssential5 out of 5An 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
Top Grade Gunner
4 ptsEssential5 out of 5A 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
Consumable Specialist
2 ptsRecommended4 out of 5The 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.
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 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.
- 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.
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.
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.
Fill the Tubes
2 ptsAvoid / Inefficient1 out of 5Avoid — torpedo reload on a ship with no torpedoes.
Pack a Punch
3 ptsAvoid / Inefficient1 out of 5Avoid — torpedo damage on a ship with no torpedoes.
Swift Fish
2 ptsAvoid / Inefficient1 out of 5Avoid — Novosibirsk carries no torpedo armament.
Inertia Fuse for HE Shells
4 ptsAvoid / Inefficient1 out of 5Avoid — four points spent improving the ammunition type you should almost never load.
Demolition Expert
1 ptOptional2 out of 5Novosibirsk'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 5Adds 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.
- 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
- 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
- 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
- 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 ptEssential5 out of 5The 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 ptsEssential5 out of 5Shows 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 ptsEssential5 out of 5Reload 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 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).
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 ptsEssential5 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 ptsEssential5 out of 5Increases 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 ptsEssential5 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).
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 ptRecommended4 out of 5Improves main battery turret traverse speed.
Faster traverse helps keep the heavy 254 mm turrets on target while kiting away.
Consumable Specialist
2 ptsRecommended4 out of 5Reduces 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 ptsRecommended4 out of 5Increases 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 ptsRecommended4 out of 5Improves 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 ptsRecommended4 out of 5Improves 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 ptSituational3 out of 5Reduces the time needed to switch main battery shell types.
Faster ammo switching matters little because you fire AP almost exclusively.
Incoming Fire Alert
1 ptSituational3 out of 5Warns 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 ptsSituational3 out of 5Increases the action time of the Spotting Aircraft consumable.
Only worthwhile if you actually mount and use a spotting consumable.
Outnumbered
4 ptsSituational3 out of 5Bonuses 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 ptsSituational3 out of 5Reduces 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 ptsSituational3 out of 5Shows 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 ptOptional2 out of 5Increases 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 ptsOptional2 out of 5HE 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 ptsAvoid / Inefficient1 out of 5Torpedo speed +5%.
Avoid — Novosibirsk carries no torpedo armament.
Fill the Tubes
2 ptsAvoid / Inefficient1 out of 5Speeds up torpedo tube reload.
Avoid — torpedo reload on a ship with no torpedoes.
Pack a Punch
3 ptsAvoid / Inefficient1 out of 5Torpedo damage +15%.
Avoid — torpedo damage on a ship with no torpedoes.
Inertia Fuse for HE Shells
4 ptsAvoid / Inefficient1 out of 5Increases HE shell armour penetration but lowers fire chance.
Avoid — four points spent improving the ammunition type you should almost never load.