France · Tier IX Battleship
Roussillon
Fast, accurate long-range battleship (Engine Boost mobility, Main Battery Reload Booster burst, fragile armour)
Battleship Commander Skills — verified — 24 skills
Recommended role
Fast, accurate long-range battleship (Engine Boost mobility, Main Battery Reload Booster burst, fragile armour)
Roussillon · Tier 9 Battleship · Balanced playstyle
- 1
Consumables Specialist
1 ptEssential5 out of 5Roussillon's identity is its consumable rack — Engine Boost and Main Battery Reload Booster. This skill shortens exactly those cooldowns and costs one point.
In game: -7.5% cooldown of consumables, except Damage Control Party and Repair Party (and their special variants). · Unlocked from 1 total points.
- 2
Priority Target
2 ptsEssential5 out of 5A fast, thinly armoured battleship needs to know how many guns are tracking it before it commits to a turn.
In game: Shows the number of enemies currently aiming their main battery at your ship. · Unlocked from 3 total points.
- 3
Adrenaline Rush
3 ptsEssential5 out of 5With a slow reload, every percentage of reload time recovered is worth more here than on a fast-firing battleship.
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
Super-Heavy AP Shells
3 ptsEssential5 out of 5Roussillon earns with accurate 406 mm AP at range, and the skill also cuts fire and flooding damage taken — both halves suit a ship the wiki itself calls thinly armoured.
In game: +7.5% AP shell damage; -10% damage received from fires and flooding; +25% fire and flooding duration. Does not increase AP penetration. · Unlocked from 9 total points.
- 5
Basics of Survivability
3 ptsEssential5 out of 5Faster fire and flooding recovery is the practical answer to weak deck and superstructure armour, which draws constant HE.
In game: -15% module restoration, fire extinguishing and flooding recovery time. · Unlocked from 12 total points.
- 6
Fire Prevention Expert
4 ptsEssential5 out of 5Fewer simultaneous fires on a ship that is set alight easily; this is the largest single survivability gain in the tree for Roussillon.
In game: -10% fire risk and one fewer maximum simultaneous fire (to three; the superstructure is limited to one fire zone). · Unlocked from 16 total points.
- 7
Concealment Expert
4 ptsEssential5 out of 5The late spike: paired with Engine Boost it lets a mobile battleship disengage and re-enter the fight on its own terms rather than being pinned at long range.
In game: -10% ship detectability radius. · Unlocked from 20 total points.
- 8
Preventive Maintenance
1 ptRecommended4 out of 5The final point: keeps the main battery and steering working, which matters most on a ship that relies on accuracy and manoeuvre.
In game: -30% risk of module incapacitation; +15% survivability of secondary and AA mounts. · Unlocked from 21 total points.
Class-based recommendation
Slot 1
Main Armaments Modification 1
Protects the main battery that provides most of the ship's damage.
Slot 2
Damage Control System Modification 1
Improves resistance to fires and flooding during sustained fights.
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.
Slot 4
Damage Control System Modification 2
Shortens the time spent taking fire and flooding damage.
Slot 5
Concealment System Modification 1
Helps the ship disengage and reposition between salvos.
Slot 6
Main Battery Modification 3
Improves main-battery reload for more consistent damage.
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.
- Consumables Specialist leads because Roussillon is defined by Engine Boost and Main Battery Reload Booster, and that skill shortens both cooldowns for a single point.
- The build is main-gun and mobility focused rather than secondary focused: the guns are accurate at range and the armour does not reward brawling.
- Fire Prevention Expert and Basics of Survivability answer the ship's real weakness — it burns easily — instead of trying to out-tank it.
- Points are banked between 12 and 16 for Fire Prevention Expert rather than buying a cheap skill the final build would not keep.
- Fight at range where the accurate 406 mm guns punish broadsides; the reload is slow, so make each salvo count.
- Save the Main Battery Reload Booster for a target that is already committed to a turn, not for the first cruiser you see.
- Use Engine Boost to change flanks and to break away, not to charge — the armour will not carry a push.
- Angle constantly and expect fires; heal in pairs of fires rather than the moment the first one starts.
- Treat the secondaries as a bonus for anything that closes, never as a reason to close yourself.
Ship class / skill tree
Battleship Commander Skills
Verified — 24 skills, 6 per row
Main battery
Nine 406 mm guns
Accurate long-range fire, low rate of fire
Mobility
High speed with an enhanced Engine Boost
Core to the kiting plan
Consumables
Damage Control Party · Repair Party · Engine Boost · Main Battery Reload Booster · Spotting Aircraft or Patrol Fighter
Wiki consumable slots
Commander skill points
1 – 21
Progression milestones at 1/3/6/9/12/16/20/21
Final 21-point build
Consumables Specialist 1 · Priority Target 2 · Adrenaline Rush 3 · Super-Heavy AP Shells 3 · Basics of Survivability 3 · Fire Prevention Expert 4 · Concealment Expert 4 · Preventive Maintenance 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.
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 Ship:Roussillon page (nine 406 mm main battery guns with accurate long-range fire and a low rate of fire, high speed with an enhanced Engine Boost, a dual-calibre 152 mm/100 mm secondary suite, Main Battery Reload Booster, and armour the wiki itself lists as a weakness). Skill mechanics: the verified Battleship commander skill catalog in this app. Progression: curated beginner-safe no-reset recommendation — not an official Wargaming build. Note: the wiki flags Roussillon's figures as recently revealed and subject to balance changes, so no numeric values are reproduced here.
Inertia Fuse for HE Shells
2 ptsAvoid / Inefficient1 out of 5Halving fire chance on a battleship whose HE is valued for fires, in exchange for penetration it rarely needs, is a poor trade.
Close Quarters Combat
4 ptsOptional2 out of 5Rewards fighting inside secondary range, which is the opposite of this ship's accurate long-range plan and its thin armour.
Full skill table for Roussillon
Battleship Commander Skills — 24 skills, 6 per row
Laid out like the in-game tree for this class. Each row is one point cost.
- Gun FeederSituational3 out of 5
- Demolition ExpertSituational3 out of 5
- Consumables SpecialistEssential5 out of 5
- Emergency Repair SpecialistSituational3 out of 5
- Incoming Fire AlertSituational3 out of 5
- Preventive MaintenanceRecommended4 out of 5
- Grease the GearsRecommended4 out of 5
- Inertia Fuse for HE ShellsAvoid / Inefficient1 out of 5
- BriskRecommended4 out of 5
- VigilanceSituational3 out of 5
- Priority TargetEssential5 out of 5
- AA Defense and ASW ExpertSituational3 out of 5
- Super-Heavy AP ShellsEssential5 out of 5
- Long-Range Secondary Battery ShellsSituational3 out of 5
- Adrenaline RushEssential5 out of 5
- Basics of SurvivabilityEssential5 out of 5
- Improved Repair Party ReadinessRecommended4 out of 5
- Focus Fire TrainingSituational3 out of 5
- FuriousSituational3 out of 5
- Manual Secondary Battery AimingSituational3 out of 5
- Close Quarters CombatOptional2 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 Roussillon.
Consumables Specialist
1 ptEssential5 out of 5-7.5% cooldown of consumables, except Damage Control Party and Repair Party (and their special variants).
Roussillon's identity is its consumable rack — Engine Boost and Main Battery Reload Booster. This skill shortens exactly those cooldowns and costs one point.
Priority Target
2 ptsEssential5 out of 5Shows the number of enemies currently aiming their main battery at your ship.
A fast, thinly armoured battleship needs to know how many guns are tracking it before it commits to a turn.
Super-Heavy AP Shells
3 ptsEssential5 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.
Roussillon earns with accurate 406 mm AP at range, and the skill also cuts fire and flooding damage taken — both halves suit a ship the wiki itself calls thinly armoured.
Adrenaline Rush
3 ptsEssential5 out of 5For each 1% of HP lost: -0.2% reload time of all armaments and +0.2% continuous AA damage.
With a slow reload, every percentage of reload time recovered is worth more here than on a fast-firing battleship.
Basics of Survivability
3 ptsEssential5 out of 5-15% module restoration, fire extinguishing and flooding recovery time.
Faster fire and flooding recovery is the practical answer to weak deck and superstructure armour, which draws constant HE.
Concealment Expert
4 ptsEssential5 out of 5-10% ship detectability radius.
The late spike: paired with Engine Boost it lets a mobile battleship disengage and re-enter the fight on its own terms rather than being pinned at long range.
Fire Prevention Expert
4 ptsEssential5 out of 5-10% fire risk and one fewer maximum simultaneous fire (to three; the superstructure is limited to one fire zone).
Fewer simultaneous fires on a ship that is set alight easily; this is the largest single survivability gain in the tree for Roussillon.
Preventive Maintenance
1 ptRecommended4 out of 5-30% risk of module incapacitation; +15% survivability of secondary and AA mounts.
The final point: keeps the main battery and steering working, which matters most on a ship that relies on accuracy and manoeuvre.
Grease the Gears
2 ptsRecommended4 out of 5+20% main battery turret traverse speed.
Faster turret traverse helps a battleship that kites and turns often; a good two-point alternative if you find the guns lagging behind your course changes.
Brisk
2 ptsRecommended4 out of 5+10% ship speed while your ship is undetected.
More speed while undetected suits Roussillon's fast, repositioning game and pairs naturally with Concealment Expert.
Improved Repair Party Readiness
3 ptsRecommended4 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.
Rewards a long, high-damage game — reasonable once you are comfortable staying alive to the end of the match.
Emergency Repair Expert
4 ptsRecommended4 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).
An extra Repair Party charge is always strong; it is passed over here only because Fire Prevention Expert prevents the damage instead of healing it.
Gun Feeder
1 ptSituational3 out of 5-40% minimum main battery shell-type switching time.
Roussillon's HE is respectable, so faster shell switching has some value on an AP-first ship.
Demolition Expert
1 ptSituational3 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.
One point for more fire chance; a fair pick if you find yourself shooting HE at angled targets often.
Emergency Repair Specialist
1 ptSituational3 out of 5-3% cooldown of Damage Control Party and Repair Party.
A small Damage Control Party and Repair Party cooldown reduction for one point; fine filler if you swap the last pick.
Incoming Fire Alert
1 ptSituational3 out of 5Warns you about a main battery salvo fired at your ship from more than 4.5 km away.
Useful at the long ranges Roussillon prefers, but the warning only helps if you were already planning to jink.
Vigilance
2 ptsSituational3 out of 5+25% enemy torpedo acquisition range; +7% torpedo protection.
Better torpedo warning matters when you push into caps; this build spends most of its time further out.
AA Defense and ASW Expert
2 ptsSituational3 out of 5+15% continuous AA and flak damage; +10% depth charge damage; -40% consumable reload/preparation time while AA is active.
Take only if carriers or submarines are a persistent problem in your matches.
Long-Range Secondary Battery Shells
3 ptsSituational3 out of 5+20% secondary battery firing range.
Roussillon does carry a real dual-calibre secondary suite, so extra range is not wasted — but the ship wins at distance, not in the secondary envelope.
Focus Fire Training
3 ptsSituational3 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.
Mostly an anti-air and airstrike skill; worth it only in a heavy carrier meta.
Furious
4 ptsSituational3 out of 5While 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.
Rewards burning, which Roussillon will do often — but paying four points to profit from being on fire fights the Fire Prevention plan.
Manual Secondary Battery Aiming
4 ptsSituational3 out of 5Permanent -10% secondary battery reload and -10% secondary dispersion; when firing at a priority target, dispersion improves to -50% over 45 seconds.
A legitimate alternative build for the French secondaries; it is a different ship plan from this accurate long-range one, so do not mix them.
Close Quarters Combat
4 ptsOptional2 out of 5-10% main battery reload while an enemy ship is spotted within your secondary battery firing range.
Rewards fighting inside secondary range, which is the opposite of this ship's accurate long-range plan and its thin armour.
Inertia Fuse for HE Shells
2 ptsAvoid / Inefficient1 out of 5+25% HE shell armour penetration; base HE fire chance is halved.
Halving fire chance on a battleship whose HE is valued for fires, in exchange for penetration it rarely needs, is a poor trade.