U.S.S.R. · Tier X Cruiser
Petropavlovsk
Armoured long-range AP heavy cruiser (Surveillance Radar support, cover-based trading)
Cruiser Commander Skills — verified — 24 skills
Recommended role
Armoured long-range AP heavy cruiser (Surveillance Radar support, cover-based trading)
Petropavlovsk · Tier 10 Cruiser · Balanced playstyle
- 1
Last Stand
1 ptEssential5 out of 5Petropavlovsk is slow to turn and relies on holding its angle; a knocked-out engine or rudder at the wrong moment shows the citadel.
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 5This ship trades at long range from behind cover. Knowing how many guns are pointed at you decides when to duck back.
In game: Shows how many enemies are currently aiming at your ship. · Unlocked from 3 total points.
- 3
Adrenaline Rush
3 ptsEssential5 out of 5The armoured hull means Petropavlovsk survives damage that would sink other cruisers, so it spends most of the match with the reload bonus 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 5Legal and central here: the bonus requires 190 mm or larger guns and Petropavlovsk mounts 220 mm. AP is this ship's main damage source.
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 the toughest cruiser hull at Tier X, and more value from every Repair Party charge.
In game: Increases the ship's maximum hit points per tier. · Unlocked from 12 total points.
- 6
Concealment Expert
4 ptsEssential5 out of 5The big spike. It lets a slow cruiser choose when a long-range duel starts and, more importantly, when it ends.
In game: Reduces the ship's detectability radius. · Unlocked from 16 total points.
- 7
Superintendent
3 ptsEssential5 out of 5Extra Surveillance Radar and Repair Party charges — one more radar activation is often one more dead destroyer.
In game: +1 charge to consumables, excluding those with unlimited charges and Squadron consumables. · Unlocked from 19 total points.
- 8
Consumable Specialist
2 ptsRecommended4 out of 5The last 2 points: faster Radar and Hydro cooldown, so the utility comes back for the next 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 early — unusually for this app — because Petropavlovsk's AP is its main damage source and its 220 mm guns clear the 190 mm requirement.
- Concealment Expert comes later than on the other cruisers here: the armoured hull can absorb mistakes while you are still learning the ship, so damage comes first.
- Points are banked between 12 and 16 for Concealment Expert instead of buying a cheap skill the final build would not keep.
- No torpedo skills appear anywhere in the build, because Petropavlovsk has no torpedo armament.
- Fight from cover: use an island or a friendly line, show the bow, fire, and reset your angle between salvos.
- Use AP as the default shell — the 220 mm guns punish cruisers and battleship superstructures far better than HE does.
- Hold Surveillance Radar for a cap fight your team can actually shoot into; radar without support only reveals you.
- Never turn broadside to a battleship, even when the armour tempts you; the citadel is still a citadel.
- Heal early and often rather than saving a charge for a moment that may never come.
Ship class / skill tree
Cruiser Commander Skills
Verified — 24 skills, 6 per row
Main battery
3×3 220 mm
Satisfies the Heavy AP Shells 190 mm+ gate
Torpedo armament
None
All torpedo skills are inapplicable
Consumables
Damage Control Party · Defensive AA Fire or Hydroacoustic Search · Surveillance Radar · Repair Party
Wiki consumable slots
Commander skill points
1 – 21
Progression milestones at 1/3/6/9/12/16/19/21
Final 21-point build
Last Stand 1 · Priority Target 2 · Adrenaline Rush 3 · Heavy AP Shells 3 · Survivability Expert 3 · Concealment Expert 4 · Superintendent 3 · Consumable Specialist 2
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.
Skill data: Skill names, point costs and effects verified against the supplied in-game screenshots.
Build: Ship characteristics: current World of Warships Wiki Ship:Petropavlovsk page (3×3 220 mm main battery firing HE and AP, no torpedo armament, and the Damage Control Party / Defensive AA Fire or Hydroacoustic Search / Surveillance Radar / Repair Party consumable set). Skill mechanics: the verified Cruiser commander skill catalog in this app. Progression: curated beginner-safe no-reset recommendation — not an official Wargaming build.
Pack a Punch
3 ptsAvoid / Inefficient1 out of 5Does not apply: Petropavlovsk carries no torpedo armament.
Fill the Tubes
2 ptsAvoid / Inefficient1 out of 5Does not apply: Petropavlovsk carries no torpedo armament.
Swift Fish
2 ptsAvoid / Inefficient1 out of 5Does not apply: Petropavlovsk carries no torpedo armament.
Eye in the Sky
2 ptsOptional2 out of 5Spotting Aircraft is not part of Petropavlovsk's consumable set.
Focus Fire Training
2 ptsOptional2 out of 5The single secondary mount type does not justify a skill.
Full skill table for Petropavlovsk
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 ExpertSituational3 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 SkyOptional2 out of 5
- Priority TargetEssential5 out of 5
- Focus Fire TrainingOptional2 out of 5
- Fill the TubesAvoid / Inefficient1 out of 5
- Heavy HE and SAP ShellsSituational3 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 GunnerRecommended4 out of 5
- Concealment ExpertEssential5 out of 5
- AA Defense and ASW ExpertSituational3 out of 5
- Radio LocationSituational3 out of 5
- Inertia Fuse for HE ShellsSituational3 out of 5
Showing 24 of 24 cruiser commander skills , rated for Petropavlovsk.
Last Stand
1 ptEssential5 out of 5The ship keeps moving and steering with incapacitated engine or steering gears.
Petropavlovsk is slow to turn and relies on holding its angle; a knocked-out engine or rudder at the wrong moment shows the citadel.
Priority Target
2 ptsEssential5 out of 5Shows how many enemies are currently aiming at your ship.
This ship trades at long range from behind cover. Knowing how many guns are pointed at you decides when to duck back.
Adrenaline Rush
3 ptsEssential5 out of 5Reload speed improves as your ship loses hit points.
The armoured hull means Petropavlovsk survives damage that would sink other cruisers, so it spends most of the match with the reload bonus 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).
Legal and central here: the bonus requires 190 mm or larger guns and Petropavlovsk mounts 220 mm. AP is this ship's main damage source.
Superintendent
3 ptsEssential5 out of 5+1 charge to consumables, excluding those with unlimited charges and Squadron consumables.
Extra Surveillance Radar and Repair Party charges — one more radar activation is often one more dead destroyer.
Survivability Expert
3 ptsEssential5 out of 5Increases the ship's maximum hit points per tier.
More hit points on the toughest cruiser hull at Tier X, and more value from every Repair Party charge.
Concealment Expert
4 ptsEssential5 out of 5Reduces the ship's detectability radius.
The big spike. It lets a slow cruiser choose when a long-range duel starts and, more importantly, when it ends.
Grease the Gears
1 ptRecommended4 out of 5Improves main battery turret traverse speed.
Genuinely useful here: Petropavlovsk's turret traverse is slow, so keeping guns on target while angling is worth a point.
Consumable Specialist
2 ptsRecommended4 out of 5Reduces the reload time of consumables.
The last 2 points: faster Radar and Hydro cooldown, so the utility comes back for the next cap fight.
Consumable Enhancements
2 ptsRecommended4 out of 5Increases the action time of consumables.
Longer Radar action time instead of shorter cooldown; pick whichever suits how your division plays caps.
Top Grade Gunner
4 ptsRecommended4 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 slow-firing 220 mm battery is meaningful, but it competes with the concealment and consumable plan.
Demolition Expert
1 ptSituational3 out of 5Increases the chance of setting a fire with HE shells.
Petropavlovsk does carry HE, but it earns with AP; a fire chance bonus is a secondary consideration.
Gun Feeder
1 ptSituational3 out of 5Reduces the time needed to switch main battery shell types.
You do swap HE and AP against destroyers, so the faster switch has some value.
Incoming Fire Alert
1 ptSituational3 out of 5Warns you when shells are fired at your ship from long range.
A slow cruiser at long range does benefit from a warning before the shells arrive.
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.
The HE damage bonus is real, but the detectability penalty applies at 149 mm and above and works against the concealment plan.
Outnumbered
4 ptsSituational3 out of 5Bonuses when several enemies are close and friendlies are not.
Petropavlovsk's armour lets it survive being focused better than most cruisers, but planning for it is still a bad habit.
AA Defense and ASW Expert
4 ptsSituational3 out of 5Improves continuous AA damage and ASW aircraft performance.
Petropavlovsk can carry Defensive AA Fire instead of Hydro; take this only if you commit to the anti-air role.
Radio Location
4 ptsSituational3 out of 5Shows the direction of the nearest enemy ship.
Pairs with Surveillance Radar for destroyer hunting, but four points is a lot next to Concealment Expert.
Inertia Fuse for HE Shells
4 ptsSituational3 out of 5Increases HE shell armour penetration but lowers fire chance.
The 220 mm HE already penetrates most of what you shoot, and halving fire chance is a poor trade for an AP-first cruiser.
Eye in the Sky
2 ptsOptional2 out of 5Increases the action time of the Spotting Aircraft consumable.
Spotting Aircraft is not part of Petropavlovsk's consumable set.
Focus Fire Training
2 ptsOptional2 out of 5Improves secondary and AA performance against a priority target.
The single secondary mount type does not justify a skill.
Swift Fish
2 ptsAvoid / Inefficient1 out of 5Torpedo speed +5%.
Does not apply: Petropavlovsk carries no torpedo armament.
Fill the Tubes
2 ptsAvoid / Inefficient1 out of 5Speeds up torpedo tube reload.
Does not apply: Petropavlovsk carries no torpedo armament.
Pack a Punch
3 ptsAvoid / Inefficient1 out of 5Torpedo damage +15%.
Does not apply: Petropavlovsk carries no torpedo armament.