Italy · Tier X Cruiser
Venezia
SAP kiting heavy cruiser (Exhaust Smoke repositioning, long-range main battery pressure)
Cruiser Commander Skills — verified — 24 skills
Recommended role
SAP kiting heavy cruiser (Exhaust Smoke repositioning, long-range main battery pressure)
Venezia · Tier 10 Cruiser · Balanced playstyle
- 1
Last Stand
1 ptEssential5 out of 5Venezia lives by kiting away under Exhaust Smoke; losing the engine or rudder mid-turn is fatal.
In game: The ship keeps moving and steering with incapacitated engine or steering gears. · Unlocked from 1 total points.
- 2
Consumable Specialist
2 ptsEssential5 out of 5Faster Exhaust Smoke Generator cooldown. Smoke uptime is the whole Italian cruiser gimmick, so this is the earliest high-value pick.
In game: Reduces the reload time of consumables. · Unlocked from 3 total points.
- 3
Adrenaline Rush
3 ptsEssential5 out of 5Venezia's SAP salvos already hit hard; a faster reload as you take damage compounds that over a long kiting fight.
In game: Reload speed improves as your ship loses hit points. · Unlocked from 6 total points.
- 4
Concealment Expert
4 ptsEssential5 out of 5Venezia is a big, fragile citadel on a hull. Lower detection is what lets it re-enter a fight on its own terms.
In game: Reduces the ship's detectability radius. · Unlocked from 10 total points.
- 5
Survivability Expert
3 ptsEssential5 out of 5Extra hit points matter on a ship that takes overmatch damage easily when caught out of position.
In game: Increases the ship's maximum hit points per tier. · Unlocked from 13 total points.
- 6
Superintendent
3 ptsEssential5 out of 5An extra Exhaust Smoke and Repair Party charge — more chances to disengage and heal the damage you took doing it.
In game: +1 charge to consumables, excluding those with unlimited charges and Squadron consumables. · Unlocked from 16 total points.
- 7
Top Grade Gunner
4 ptsEssential5 out of 5SAP damage per salvo is Venezia's whole output, so main battery reload is its most direct damage skill.
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 20 total points.
- 8
Grease the Gears
1 ptRecommended4 out of 5The final 1 point: faster turret traverse keeps your guns on target while you turn away under smoke.
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 at an earlier milestone is still in the final 21-point build, so you never pay to redistribute points.
- Consumables Specialist is taken unusually early because Exhaust Smoke is Venezia's survival tool, not a luxury.
- Points are banked from 6 to 10 for Concealment Expert instead of buying a cheap skill the final build would not keep.
- No HE-specific skills are used: Venezia's main battery has no HE shell, so Demolition Expert and Inertia Fuse for HE Shells do nothing for it.
- Heavy HE and SAP Shells would boost SAP damage, but its detectability penalty applies to Venezia's 203 mm guns, so it is offered as an alternative rather than in the default concealment-first path.
- Fight at range and on the move; SAP rewards hitting the flat sides of superstructures and cruiser hulls, not brawling.
- Use Exhaust Smoke while moving to break a lock and reposition — it is a mobile escape, not a static firing position.
- Switch to AP against a broadside cruiser; SAP cannot punish an exposed citadel the way AP can.
- Never show broadside to a battleship: Venezia is long, lightly protected and easy to citadel.
- Keep torpedoes for anything that closes inside your comfort range, then turn away immediately after launching.
Ship class / skill tree
Cruiser Commander Skills
Verified — 24 skills, 6 per row
Main battery calibre
203 mm
SAP and AP only — no HE shell
Commander skill points
1 – 21
Progression milestones at 1/3/6/10/13/16/20/21
Final 21-point build
Last Stand 1 · Consumables Specialist 2 · Adrenaline Rush 3 · Concealment Expert 4 · Survivability Expert 3 · Superintendent 3 · Top Grade Gunner 4 · Grease the Gears 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 verified against the supplied in-game screenshots.
Build: Ship characteristics: current World of Warships Wiki Venezia page (203 mm main battery firing SAP and AP with no HE shell, Exhaust Smoke Generator, torpedoes for close defence). Skill mechanics: the verified Cruiser commander skill catalog in this app. Progression: curated beginner-safe no-reset recommendation — not an official Wargaming build.
Inertia Fuse for HE Shells
4 ptsAvoid / Inefficient1 out of 5Does not apply: Venezia's main battery fires SAP and AP, not HE. Inertia Fuse for HE Shells cannot help SAP.
Demolition Expert
1 ptAvoid / Inefficient1 out of 5Venezia has no HE main battery shells, so a fire chance bonus on HE does nothing for its guns.
Pack a Punch
3 ptsOptional2 out of 5Torpedo damage on a ship that should be at range most of the match.
Incoming Fire Alert
1 ptOptional2 out of 5Marginal information for a ship that is usually already reacting to incoming fire.
Eye in the Sky
2 ptsOptional2 out of 5Spotting Aircraft is not part of Venezia's core consumable kit.
Focus Fire Training
2 ptsOptional2 out of 5Secondaries do nothing for a long-range SAP cruiser.
Full skill table for Venezia
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 ExpertAvoid / Inefficient1 out of 5
- Gun FeederSituational3 out of 5
- Incoming Fire AlertOptional2 out of 5
- Last StandEssential5 out of 5
- Swift FishSituational3 out of 5
- Consumable SpecialistEssential5 out of 5
- Consumable EnhancementsRecommended4 out of 5
- Eye in the SkyOptional2 out of 5
- Priority TargetSituational3 out of 5
- Focus Fire TrainingOptional2 out of 5
- Fill the TubesSituational3 out of 5
- Heavy HE and SAP ShellsRecommended4 out of 5
- Pack a PunchOptional2 out of 5
- Adrenaline RushEssential5 out of 5
- Heavy AP ShellsRecommended4 out of 5
- SuperintendentEssential5 out of 5
- Survivability ExpertEssential5 out of 5
- OutnumberedSituational3 out of 5
- Top Grade GunnerEssential5 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 ShellsAvoid / Inefficient1 out of 5
Showing 24 of 24 cruiser commander skills , rated for Venezia.
Last Stand
1 ptEssential5 out of 5The ship keeps moving and steering with incapacitated engine or steering gears.
Venezia lives by kiting away under Exhaust Smoke; losing the engine or rudder mid-turn is fatal.
Consumable Specialist
2 ptsEssential5 out of 5Reduces the reload time of consumables.
Faster Exhaust Smoke Generator cooldown. Smoke uptime is the whole Italian cruiser gimmick, so this is the earliest high-value pick.
Adrenaline Rush
3 ptsEssential5 out of 5Reload speed improves as your ship loses hit points.
Venezia's SAP salvos already hit hard; a faster reload as you take damage compounds that over a long kiting fight.
Superintendent
3 ptsEssential5 out of 5+1 charge to consumables, excluding those with unlimited charges and Squadron consumables.
An extra Exhaust Smoke and Repair Party charge — more chances to disengage and heal the damage you took doing it.
Survivability Expert
3 ptsEssential5 out of 5Increases the ship's maximum hit points per tier.
Extra hit points matter on a ship that takes overmatch damage easily when caught out of position.
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).
SAP damage per salvo is Venezia's whole output, so main battery reload is its most direct damage skill.
Concealment Expert
4 ptsEssential5 out of 5Reduces the ship's detectability radius.
Venezia is a big, fragile citadel on a hull. Lower detection is what lets it re-enter a fight on its own terms.
Grease the Gears
1 ptRecommended4 out of 5Improves main battery turret traverse speed.
The final 1 point: faster turret traverse keeps your guns on target while you turn away under smoke.
Consumable Enhancements
2 ptsRecommended4 out of 5Increases the action time of consumables.
Longer Exhaust Smoke action time — a genuine alternative to Consumables Specialist depending on whether you want uptime or cooldown.
Heavy HE and SAP Shells
3 ptsRecommended4 out of 5HE and SAP shell damage +10%. Main battery detectability penalty applies for main battery calibre 149 mm and above.
The bonus does apply to SAP, which is Venezia's main shell — but the detectability penalty applies at 149 mm and above, and Venezia has 203 mm guns. Take it only if you accept a worse concealment plan.
Heavy AP Shells
3 ptsRecommended4 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 here: the 190 mm+ gate is satisfied by Venezia's 203 mm guns. Useful because AP is your answer to a broadside cruiser that SAP would only shatter-proof against.
Gun Feeder
1 ptSituational3 out of 5Reduces the time needed to switch main battery shell types.
You do swap between SAP and AP on this ship, so the shell-switch bonus has some value.
Swift Fish
2 ptsSituational3 out of 5Torpedo speed +5%.
Venezia's torpedoes are a real close-defence tool, so a small speed bonus is not wasted.
Priority Target
2 ptsSituational3 out of 5Shows how many enemies are currently aiming at your ship.
Useful, but Venezia usually knows it is being shot at: it is spotted the moment it fires from smoke.
Fill the Tubes
2 ptsSituational3 out of 5Speeds up torpedo tube reload.
Faster torpedo reload helps when you are forced into a close-range fight, but that is not the plan.
Outnumbered
4 ptsSituational3 out of 5Bonuses when several enemies are close and friendlies are not.
Exhaust Smoke does let Venezia survive being surrounded better than most cruisers, but relying on that is a bad habit.
AA Defense and ASW Expert
4 ptsSituational3 out of 5Improves continuous AA damage and ASW aircraft performance.
Only in carrier games; Venezia would rather spend four points on concealment.
Radio Location
4 ptsSituational3 out of 5Shows the direction of the nearest enemy ship.
Helps a kiting cruiser avoid walking into a destroyer, but it competes with Concealment Expert.
Incoming Fire Alert
1 ptOptional2 out of 5Warns you when shells are fired at your ship from long range.
Marginal information for a ship that is usually already reacting to incoming fire.
Eye in the Sky
2 ptsOptional2 out of 5Increases the action time of the Spotting Aircraft consumable.
Spotting Aircraft is not part of Venezia's core consumable kit.
Focus Fire Training
2 ptsOptional2 out of 5Improves secondary and AA performance against a priority target.
Secondaries do nothing for a long-range SAP cruiser.
Pack a Punch
3 ptsOptional2 out of 5Torpedo damage +15%.
Torpedo damage on a ship that should be at range most of the match.
Demolition Expert
1 ptAvoid / Inefficient1 out of 5Increases the chance of setting a fire with HE shells.
Venezia has no HE main battery shells, so a fire chance bonus on HE does nothing for its guns.
Inertia Fuse for HE Shells
4 ptsAvoid / Inefficient1 out of 5Increases HE shell armour penetration but lowers fire chance.
Does not apply: Venezia's main battery fires SAP and AP, not HE. Inertia Fuse for HE Shells cannot help SAP.