Commander skill reference
Exact in-game skill names and point costs, grouped by the ship class skill tree. Priority ratings are our recommendation for the selected ship and are separate from the game's own data.
Cruiser Commander Skills — verified · 24 skills
- Essential
- Recommended
- Situational
- Optional
- Avoid / Inefficient
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 GearsOptional2 out of 5
- Demolition ExpertSituational3 out of 5
- Gun FeederOptional2 out of 5
- Incoming Fire AlertOptional2 out of 5
- Last StandEssential5 out of 5
- Swift FishSituational3 out of 5
- Consumable SpecialistSituational3 out of 5
- Consumable EnhancementsRecommended4 out of 5
- Eye in the SkyAvoid / Inefficient1 out of 5
- Priority TargetEssential5 out of 5
- Focus Fire TrainingOptional2 out of 5
- Fill the TubesSituational3 out of 5
- Heavy HE and SAP ShellsOptional2 out of 5
- Pack a PunchOptional2 out of 5
- Adrenaline RushEssential5 out of 5
- Heavy AP ShellsAvoid / Inefficient1 out of 5
- SuperintendentEssential5 out of 5
- Survivability ExpertRecommended4 out of 5
- OutnumberedOptional2 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 ShellsOptional2 out of 5
Showing 24 of 24 cruiser commander skills , rated for Brisbane B.
Last Stand
1 ptEssential5 out of 5The ship keeps moving and steering with incapacitated engine or steering gears.
Light cruisers get engine and rudder knocked out constantly. Keeps you mobile.
Priority Target
2 ptsEssential5 out of 5Shows how many enemies are currently aiming at your ship.
Tells you when to stop shooting and dodge — the single best survival tool for a squishy cruiser.
Adrenaline Rush
3 ptsEssential5 out of 5Reload speed improves as your ship loses hit points.
Brisbane B often fights damaged; faster reload scales your damage the longer you survive.
Superintendent
3 ptsEssential5 out of 5+1 charge to consumables, excluding those with unlimited charges and Squadron consumables.
Extra charge of Repair Party, Hydroacoustic Search and Surveillance Radar. Directly multiplies Brisbane B's utility value.
Concealment Expert
4 ptsEssential5 out of 5Reduces the ship's detectability radius.
Lower detection means you choose your fights and radar from stealth.
Consumable Enhancements
2 ptsRecommended4 out of 5Increases the action time of consumables.
Longer Radar and Hydroacoustic Search action time — a good alternative if you prefer uptime over extra charges.
Survivability Expert
3 ptsRecommended4 out of 5Increases the ship's maximum hit points per tier.
Extra HP at Tier X keeps you alive through a single unlucky salvo.
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 DPM cruiser is always welcome — check the exact in-game condition on the skill card.
Demolition Expert
1 ptSituational3 out of 5Increases the chance of setting a fire with HE shells.
Cheap fire chance boost; nice filler once the core skills are in.
Swift Fish
2 ptsSituational3 out of 5Torpedo speed +5%.
+5% torpedo speed makes close-range fish harder to dodge, but torpedoes are a secondary tool here.
Consumable Specialist
2 ptsSituational3 out of 5Reduces the reload time of consumables.
Faster consumable reload competes with Superintendent for the same job.
Fill the Tubes
2 ptsSituational3 out of 5Speeds up torpedo tube reload.
Torpedoes are a secondary tool here; useful in close-range brawls only.
AA Defense and ASW Expert
4 ptsSituational3 out of 5Improves continuous AA damage and ASW aircraft performance.
Only worth it if you regularly meet carriers and play as fleet escort.
Radio Location
4 ptsSituational3 out of 5Shows the direction of the nearest enemy ship.
Helpful map awareness, but four points is expensive next to Concealment Expert.
Grease the Gears
1 ptOptional2 out of 5Improves main battery turret traverse speed.
Turret traverse is acceptable; the point is better spent elsewhere.
Gun Feeder
1 ptOptional2 out of 5Reduces the time needed to switch main battery shell types.
You mainly fire one shell type; the swap bonus rarely matters.
Incoming Fire Alert
1 ptOptional2 out of 5Warns you when shells are fired at your ship from long range.
Priority Target already gives you better information.
Focus Fire Training
2 ptsOptional2 out of 5Improves secondary and AA performance against a priority target.
Secondaries are irrelevant on this ship.
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.
+10% HE damage is real, but Brisbane B trades on concealment; take it only if you are not building for stealth.
Pack a Punch
3 ptsOptional2 out of 5Torpedo damage +15%.
+15% torpedo damage only pays off in rare close-range torpedo hits; the utility skills matter far more.
Outnumbered
4 ptsOptional2 out of 5Bonuses when several enemies are close and friendlies are not.
Requires being alone near several enemies — the opposite of how this ship should play.
Inertia Fuse for HE Shells
4 ptsOptional2 out of 5Increases HE shell armour penetration but lowers fire chance.
Brisbane B's light HE already penetrates its usual targets; you lose fires for little gain.
Eye in the Sky
2 ptsAvoid / Inefficient1 out of 5Increases the action time of the Spotting Aircraft consumable.
Spotting Aircraft is not part of this ship's core kit.
Heavy AP Shells
3 ptsAvoid / Inefficient1 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).
Ineffective on Brisbane B: the bonus requires main battery calibre 190 mm and above, and Brisbane B has 152 mm guns.
Source: Skill names, point costs and effects verified against the supplied in-game screenshots.