Japan · Tier X Battleship

Yamato

Verified build

Long-range / mid-long-range Heavy Battleship (AP-focused, survivability-oriented)

21

Battleship Commander Skills — verified — 24 skills

Recommended role

Long-range / mid-long-range Heavy Battleship (AP-focused, survivability-oriented)

Yamato · Tier 10 Battleship · Balanced playstyle

Points used21/21
Use these skills now
  1. 1

    Emergency Repair Specialist

    1 ptEssential5 out of 5

    One point for faster Damage Control Party and Repair Party cooldowns — the cheapest survivability skill in the tree and safe to take first.

    In game: -3% cooldown of Damage Control Party and Repair Party. · Unlocked from 1 total points.

  2. 2

    Grease the Gears

    2 ptsEssential5 out of 5

    Yamato's turrets traverse very slowly. +20% traverse is the difference between landing a salvo and turning past the target.

    In game: +20% main battery turret traverse speed. · Unlocked from 3 total points.

  3. 3

    Adrenaline Rush

    3 ptsEssential5 out of 5

    Yamato usually fights while damaged; faster reload on every armament scales with the HP you have already lost.

    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. 4

    Concealment Expert

    4 ptsEssential5 out of 5

    -10% detectability lets a slow battleship disengage, reposition and pick its engagement range instead of being focused.

    In game: -10% ship detectability radius. · Unlocked from 10 total points.

  5. 5

    Fire Prevention Expert

    4 ptsEssential5 out of 5

    Fewer simultaneous fires plus -10% fire risk is the single biggest reduction in incoming HE damage for a large battleship.

    In game: -10% fire risk and one fewer maximum simultaneous fire (to three; the superstructure is limited to one fire zone). · Unlocked from 14 total points.

  6. 6

    Basics of Survivability

    3 ptsRecommended4 out of 5

    Faster fire extinguishing, flooding recovery and module repair — it makes every Damage Control Party use count for more.

    In game: -15% module restoration, fire extinguishing and flooding recovery time. · Unlocked from 17 total points.

  7. 7

    Emergency Repair Expert

    4 ptsRecommended4 out of 5

    +1 Repair Party charge and +10% action time. The strongest 4-point survivability capstone for the no-reset path.

    In game: +1 charge and +10% action time for Damage Control Party and Repair Party (Damage Control Party has unlimited charges on most ships). · Unlocked from 21 total points.

Recommended Upgrades

Class-based recommendation

  1. Slot 1

    Main Armaments Modification 1

    Protects the main battery that provides most of the ship's damage.

  2. Slot 2

    Damage Control System Modification 1

    Improves resistance to fires and flooding during sustained fights.

  3. 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.

  4. Slot 4

    Damage Control System Modification 2

    Shortens the time spent taking fire and flooding damage.

  5. Slot 5

    Concealment System Modification 1

    Helps the ship disengage and reposition between salvos.

  6. Slot 6

    Main Battery Modification 3

    Improves main-battery reload for more consistent damage.

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 you take at a milestone stays in the final 21-point build, so you never pay to redistribute points.
  • Yamato is an AP-focused long-range battleship. Its guns are already excellent, so points go into staying alive and into turret traverse, which is its real weakness.
  • Concealment Expert and Fire Prevention Expert are the two big four-point spikes: they decide when you fight and how much chip damage you take.
  • Yamato has weak close-range citadel angles and very slow turret traverse, so the default build deliberately skips the secondary-brawling skills.
How to play this ship
  • Fight at mid to long range and use your accuracy; do not push into secondary range by default.
  • Angle your bow to incoming fire, but remember that broadside at close range exposes a very large citadel.
  • Start your turret traverse before you need it — even with Grease the Gears, Yamato's turrets are slow.
  • Hold Repair Party for after a big salvo or a fire cluster rather than using it on the first fire.
Verified ship values

Ship class / skill tree

Battleship Commander Skills

Verified — 24 skills, 6 per row

Commander skill points

1 – 21

Progression milestones at 1/3/6/10/14/17/21

Final 21-point build

ERS 1 · Grease 2 · Adrenaline 3 · Concealment 4 · Fire Prevention 4 · Basics 3 · Emergency Repair Expert 4

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.

Sources

Skill data: Skill names, point costs and effects taken from the current World of Warships Wiki battleship skill list (Aug/Sep 2026).

Build: Skill mechanics: current World of Warships Wiki. Progression: curated balanced prototype based on standard IJN battleship / Yamato community builds — not an official Wargaming recommendation.

Avoid / low priority skills

Inertia Fuse for HE Shells

2 ptsAvoid / Inefficient1 out of 5

Not a default Yamato skill: Yamato wins with AP, and IFHE halves your base fire chance for HE you rarely fire.

Focus Fire Training

3 ptsOptional2 out of 5

AA and airstrike focused; little value on a default Yamato build.

Demolition Expert

1 ptOptional2 out of 5

Yamato is an AP ship; +1% fire chance changes very little.

Gun Feeder

1 ptOptional2 out of 5

You fire AP almost exclusively, so faster shell switching rarely matters.

Incoming Fire Alert

1 ptOptional2 out of 5

Nice to know, but a slow battleship often cannot react in time.

Full skill table for Yamato

Battleship 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
  • Gun FeederOptional2 out of 5
  • Demolition ExpertOptional2 out of 5
  • Consumables SpecialistSituational3 out of 5
  • Emergency Repair SpecialistEssential5 out of 5
  • Incoming Fire AlertOptional2 out of 5
  • Preventive MaintenanceSituational3 out of 5
2 pts
  • Grease the GearsEssential5 out of 5
  • Inertia Fuse for HE ShellsAvoid / Inefficient1 out of 5
  • BriskSituational3 out of 5
  • VigilanceSituational3 out of 5
  • Priority TargetSituational3 out of 5
  • AA Defense and ASW ExpertSituational3 out of 5
3 pts
  • Super-Heavy AP ShellsSituational3 out of 5
  • Long-Range Secondary Battery ShellsSituational3 out of 5
  • Adrenaline RushEssential5 out of 5
  • Basics of SurvivabilityRecommended4 out of 5
  • Improved Repair Party ReadinessSituational3 out of 5
  • Focus Fire TrainingOptional2 out of 5
4 pts
  • FuriousSituational3 out of 5
  • Manual Secondary Battery AimingSituational3 out of 5
  • Close Quarters CombatSituational3 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 Yamato.

  • Emergency Repair Specialist

    1 pt
    Essential5 out of 5

    -3% cooldown of Damage Control Party and Repair Party.

    One point for faster Damage Control Party and Repair Party cooldowns — the cheapest survivability skill in the tree and safe to take first.

  • Grease the Gears

    2 pts
    Essential5 out of 5

    +20% main battery turret traverse speed.

    Yamato's turrets traverse very slowly. +20% traverse is the difference between landing a salvo and turning past the target.

  • Adrenaline Rush

    3 pts
    Essential5 out of 5

    For each 1% of HP lost: -0.2% reload time of all armaments and +0.2% continuous AA damage.

    Yamato usually fights while damaged; faster reload on every armament scales with the HP you have already lost.

  • Concealment Expert

    4 pts
    Essential5 out of 5

    -10% ship detectability radius.

    -10% detectability lets a slow battleship disengage, reposition and pick its engagement range instead of being focused.

  • Fire Prevention Expert

    4 pts
    Essential5 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 plus -10% fire risk is the single biggest reduction in incoming HE damage for a large battleship.

  • Basics of Survivability

    3 pts
    Recommended4 out of 5

    -15% module restoration, fire extinguishing and flooding recovery time.

    Faster fire extinguishing, flooding recovery and module repair — it makes every Damage Control Party use count for more.

  • Emergency Repair Expert

    4 pts
    Recommended4 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).

    +1 Repair Party charge and +10% action time. The strongest 4-point survivability capstone for the no-reset path.

  • Consumables Specialist

    1 pt
    Situational3 out of 5

    -7.5% cooldown of consumables, except Damage Control Party and Repair Party (and their special variants).

    Does not affect Damage Control Party or Repair Party, so it does little on a standard Yamato.

  • Preventive Maintenance

    1 pt
    Situational3 out of 5

    -30% risk of module incapacitation; +15% survivability of secondary and AA mounts.

    Cheap module protection — a reasonable 1-point filler if you keep losing turrets.

  • Brisk

    2 pts
    Situational3 out of 5

    +10% ship speed while your ship is undetected.

    Speed while undetected helps repositioning, but Yamato is rarely undetected for long.

  • Vigilance

    2 pts
    Situational3 out of 5

    +25% enemy torpedo acquisition range; +7% torpedo protection.

    Helps against torpedo ambushes when you play closer than mid range.

  • Priority Target

    2 pts
    Situational3 out of 5

    Shows the number of enemies currently aiming their main battery at your ship.

    Useful information skill; on Yamato the balanced path spends those 2 points on turret traverse instead.

  • AA Defense and ASW Expert

    2 pts
    Situational3 out of 5

    +15% continuous AA and flak damage; +10% depth charge damage; -40% consumable reload/preparation time while AA is active.

    Only worth it when you regularly meet carriers.

  • Super-Heavy AP Shells

    3 pts
    Situational3 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.

    Alternate offensive choice: +7.5% AP damage and less fire/flood damage taken, but it is not part of the default no-reset survivability path.

  • Long-Range Secondary Battery Shells

    3 pts
    Situational3 out of 5

    +20% secondary battery firing range.

    Secondary specialisation. Fine in a dedicated brawling build, but Yamato's weak close-range citadel angles mean the default build stays at mid-long range.

  • Improved Repair Party Readiness

    3 pts
    Situational3 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.

    Viable advanced alternative: shorter Repair Party cooldown the more potential damage you tank. Good once you are comfortable holding a flank.

  • Furious

    4 pts
    Situational3 out of 5

    While 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 being on fire, which is the opposite of what Fire Prevention Expert is trying to achieve.

  • Manual Secondary Battery Aiming

    4 pts
    Situational3 out of 5

    Permanent -10% secondary battery reload and -10% secondary dispersion; when firing at a priority target, dispersion improves to -50% over 45 seconds.

    Secondary specialisation. Strong on brawling battleships; not part of the default long-range Yamato path.

  • Close Quarters Combat

    4 pts
    Situational3 out of 5

    -10% main battery reload while an enemy ship is spotted within your secondary battery firing range.

    Secondary specialisation. Requires fighting inside secondary range, which is exactly where Yamato is most vulnerable.

  • Gun Feeder

    1 pt
    Optional2 out of 5

    -40% minimum main battery shell-type switching time.

    You fire AP almost exclusively, so faster shell switching rarely matters.

  • Demolition Expert

    1 pt
    Optional2 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.

    Yamato is an AP ship; +1% fire chance changes very little.

  • Incoming Fire Alert

    1 pt
    Optional2 out of 5

    Warns you about a main battery salvo fired at your ship from more than 4.5 km away.

    Nice to know, but a slow battleship often cannot react in time.

  • Focus Fire Training

    3 pts
    Optional2 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.

    AA and airstrike focused; little value on a default Yamato build.

  • Inertia Fuse for HE Shells

    2 pts
    Avoid / Inefficient1 out of 5

    +25% HE shell armour penetration; base HE fire chance is halved.

    Not a default Yamato skill: Yamato wins with AP, and IFHE halves your base fire chance for HE you rarely fire.