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How it Works: Consumables. 17 Aug 2020


Consumables are temporary bonuses that have strong effects with a limited number of uses. There are a variety of consumables; some are only available to certain ships or classes at certain tiers. Choosing the right consumable and knowing when to use it can be the difference between a good game or a great game -- or between winning and losing.

The tables below contain base values only. Commander skills, signal flags, and upgrades can change these values. For example, the signal flag November Foxtrot (-5% reload time on all consumables.) reduces the cooldown times of all consumables by 5%. The Superintendent skill for cruisers and destroyers adds one additional charge for each consumable. Other skills and signals affect only certain consumables. The upgrades [[Ship:Upgrades#Ship Consumable Modification 1|Ship Consumable Modification 1]] : +10% action time. and Squadron Consumables Modification 1 : +50% action time [CVs only]. increase the action times of ship and squadron consumables, respectively. Finally, for some consumables, there is also a special upgrade that increases its action time.

Gunships

Damage Control Party

Damage Control Party is the basic consumable found on all ships. It instantly repairs all module incapacitations, extinguishes fires, and stops floods. While it is active enemy submarine-launched torpedoes cannot home.

——  Details  ——  

Damage Control Party (DCP) repairs modules, puts out fires, stops floods, and clears sonar pings. In addition, for the action time of the consumable the ship is immune to incapacitations, fires, floods, and sonar pings.

Unlike other consumables, DCP typically has unlimited charges. The Fast Damage Control Team variant trades a relatively short cooldown for a limited number of charges.

Battleships can reduce the cooldown time with the Emergency Repair Specialist commander skill and increase the action time and the number of charges with the Emergency Repair Expert commander skill.

Remember that while you have unlimited DCP charges, you can't use the next one until the (action time + cooldown) elapses. While it is tempting to fix a single instance of fire or flood, it may be wiser to wait. In destroyers where modules (e.g. a turret) are easily incapacitated, waiting until something major (engine, rudder) breaks may be a much better use of your next DCP charge. In a battleship where the cooldown is long, repairing something minor like a single fire leaves the ship vulnerable for the cooldown period, during which flooding or more fires could be deadly.
DAMAGE CONTROL PARTY
Ship Tier Nation(s) Action time Cooldown (seconds) Charges
Warspite VI Naval ensign of the Royal Navy (United Kingdom) 5 secs. 60 Unlimited
Roma,
AL Littorio
VIII Naval ensign of Italy (1861–1946) 10 secs. 80 Unlimited
Battleships III - X Flag of the United States of America 20 secs. 80 Unlimited
Battleships II - XI 10 secs. 80 Unlimited
Battleships III - XI Ensign of the Soviet Navy (1935–1950) Ersatz naval ensign of the Kreigsmarine (1935-1945) Naval ensign of the Royal Navy (United Kingdom) Flag of the French Republic Naval ensign of Italy (1861–1946) 15 secs. 80 Unlimited
Salem X Flag of the United States of America 5 secs. 40 Unlimited
Cruisers I Flag of the United States of America Flag of Japan Ensign of the Soviet Navy (1935–1950) Ersatz naval ensign of the Kreigsmarine (1935-1945) Naval ensign of the Royal Navy (United Kingdom) Flag of the French Republic Naval ensign of Italy (1861–1946) 5 secs. 25 Unlimited
Cruisers II - XI Flag of the United States of America Flag of Japan Ensign of the Soviet Navy (1935–1950) Ersatz naval ensign of the Kreigsmarine (1935-1945) Naval ensign of the Royal Navy (United Kingdom) Flag of the French Republic Naval ensign of Italy (1861–1946) 5 secs. 60 Unlimited
Destroyers II - XI Flag of the United States of America Flag of Japan Ensign of the Soviet Navy (1935–1950) Ersatz naval ensign of the Kreigsmarine (1935-1945) Naval ensign of the Royal Navy (United Kingdom) Flag of the French Republic Naval ensign of Italy (1861–1946) 5 secs. 40 Unlimited


FAST DAMAGE CONTROL TEAM
Ship Tier Nation(s) Action time Cooldown (seconds) Charges
Oktyabrskaya Revolutsiya V Ensign of the Soviet Navy (1935–1950) 15 secs. 20 4
Knyaz Suvorov Admiral Ushakov tech tree line,
Novorossiysk,
Poltava,
Lenin,
AL Sov. Rossiya,
Navarin
III - XI Ensign of the Soviet Navy (1935–1950) 10 secs. 40 4
Von der Tann
Schlieffen tech tree line,
AL Prinz Heinrich
III - X Ersatz naval ensign of the Kreigsmarine (1935-1945) 10 secs. 40 4
Sevastopol X Ensign of the Soviet Navy (1935–1950) 10 secs. 30 3
Tianjin IX 10 secs. 40 Unlimited

Repair Party

The ship's Repair Party restores the ship's hit points by repairing damage.

——  Details  ——  
How Repair Party works.


The Repair Party consumable repairs damage by restoring a ship's hit points. It is found on all battleships, many cruisers, and a few high-tier destroyers.

The Specialized Repair Teams variant repairs very quickly, at a cost of some duration.

The Heavy Repair Teams variant, unique to Sevastopol, restores a large amount of hit points, but both its work time and cooldown are sigificantly longer.

The amount of damage that can be restored by a Repair Party charge is the Heal Rate times the Duration, up to the maximum restorable. The India Delta+20% to the amount of HP recovered when the Repair Party consumable is used. signal increases the Heal Rate by 20%.

Not all damage can be repaired. Health points (HP) lost to light damage (Fire, Flooding, AP overpenetration and Ramming damage) is completely restorable. The restorable amounts of ship damage due to warheads and the amount of damage to the citadel varies by ship.

Damage to different parts of the ship, e.g. bow, casemate, is restored proportionately.

REPAIR PARTY
Class or Ship Tier Nation(s) Heal Rate[1] Ship HP Restore[2] Citadel Restore[3] Duration Cooldown Charges
Battleships
South Carolina Maine tech tree line, Oklahoma,
North Carolina CLR,
Illinois, Wisconsin
III - XI 0.66% / sec 50% 10% 28 seconds 80 seconds 4
Nebraska, Delaware,
Louisiana, Premium Battleships
IV - IX 0.5% / sec 50% 10% 28 seconds 80 seconds 4
Florida, Constellation VII - VIII 0.5% / sec 50% 10% 28 seconds 80 seconds 3
West Virginia '44,
Kansas, Minnesota,
Massachusetts (B),
Georgia, Ohio
VII - X 0.5% / sec 50% 10% 28 seconds 40 seconds 4
Vermont X 0.5% / sec 50% 50% 28 seconds 40 seconds 4
Rhode Island X 0.5% / sec 60% 10% 28 seconds 40 seconds 4
Battleships II - XI 0.5% / sec 50% 10% 28 seconds 80 seconds 4
Hizen, Daisen IX 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Tsurugi IX 0.5% / sec 50% 33% 28 seconds 80 seconds 3
Nassau,
Von der Tann Schlieffen tech tree line, AL Prinz Heinrich
III - X 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Champagne, Flandre VIII 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Gascogne VIII 0.5% / sec 50% 10% 28 seconds 40 seconds 4
Battleships III - XI 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Imperator Nikolai I,
Oktyabrskaya Revolutsiya
IV - V 0.5% / sec 50% 10% 28 seconds 80 seconds 4
Battleships III - VI 0.5% / sec 60% 10% 28 seconds 80 seconds 4
Battleships VII - VIII 0.6% / sec 75% 10% 28 seconds 60 seconds 4
Battleships IX - X (See Specialized Repair Team below)
Indefatigable, Queen Mary,
Agincourt
III - V 0.5% / sec 50% 10% 28 seconds 80 seconds 4
Warspite VI 0.6% / sec 60% 10% 28 seconds 80 seconds 4
Rooke, Hood, Marlborough VII, IX 0.5% / sec 60% 10% 28 seconds 80 seconds 4
Renown '44 VII 0.5% / sec 60% 10% 28 seconds 40 seconds 4
Rodney VII 0.5% / sec 60% 50% 28 seconds 40 seconds 4
Hawke VIII 0.6% / sec 60% 10% 28 seconds 60 seconds 4
Repulse (B), Vanguard,
Thunderer
VI, VIII, X 0.6% / sec 60% 33% 28 seconds 60 seconds 4
Scarlet Thunder IX 0.5% / sec 50% 10% 28 seconds 80 seconds 4
Ruggiero di Lauria X 0.5% / sec 50% 33% 28 seconds 80 seconds 4
Class or Ship Tier Nation(s) Heal Rate[1] Ship HP Restore[2] Citadel Restore[3] Duration Cooldown Charges
Cruisers
Cruisers IX - XI 0.5% / sec 50% 33% 28 seconds 80 seconds 3
Congress VIII 0.5% / sec 50% 10% 28 seconds 80 seconds 2
San Diego VIII 0.5% / sec 50% 50% 28 seconds 80 seconds 2
Vallejo, Alaska (B),
Puerto Rico
IX - X 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Austin X 0.66% / sec 60% 50% 28 seconds 80 seconds 4
Maya VII 0.5% / sec 50% 33% 28 seconds 80 seconds 2
Atago (B), ARP Takao,
ARP Maya
VIII 0.5% / sec 50% 33% 28 seconds 80 seconds 3
Tone, Chikuma II VIII - IX 0.5% / sec 50% 10% 28 seconds 80 seconds 4
Azuma, AL Azuma IX 0.5% / sec 50% 33% 28 seconds 40 seconds 4
Yoshino (B) X 0.5% / sec 50% 33% 28 seconds 80 seconds 4
Kitakami X 0.5% / sec 60% 50% 28 seconds 80 seconds 4
Pyotr Bagration, Bagration VIII 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Kommissar X 0.5% / sec 60% 33% 28 seconds 40 seconds 4
Cruisers IX - XI 0.5% / sec 50% 33% 28 seconds 80 seconds 4
Admiral Graf Spee,
HSF Admiral Graf Spee,
Admiral Schröder
VI, IX 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Schill VIII 0.5% / sec 50% 10% 28 seconds 120 seconds 2
Prinz Eugen, Agir,
Siegfried
VIII - IX 0.5% / sec 50% 33% 28 seconds 80 seconds 3
Weymouth II 0.5% / sec 50% 10% 10 seconds 80 seconds 3
Cruisers (except Dido, Belfast) III - VII 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Hawkins, Devonshire,
Surrey
V - VII 0.5% / sec 50% 50% 28 seconds 80 seconds 3
Cruisers VIII - XI (See Specialized Repair Team below)
London VI 1% / sec 50% 10% 10 seconds 80 seconds 2
Plymouth X 0.5% / sec 60% 50% 28 seconds 80 seconds 3
Defence X 0.6% / sec 60% 33% 28 seconds 60 seconds 3
Toulon, Cherbourg, Brest, Marseille VII - X 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Colbert X 0.66% / sec 60% 50% 28 seconds 80 seconds 4
Mysore VI 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Auckland VIII 0.5% / sec 50% 33% 28 seconds 80 seconds 3
Hector IX 0.5% / sec 50% 50% 28 seconds 80 seconds 3
Duca degli Abruzzi VII 0.5% / sec 50% 33% 28 seconds 80 seconds 3
Napoli (B) X 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Harbin VIII 0.5% / sec 50% 10% 28 seconds 80 seconds 3
Cruisers IX - X 0.5% / sec 50% 50% 28 seconds 80 seconds 3
Dalian IX 0.5% / sec 50% 50% 28 seconds 80 seconds 4
Mengchong,
Tianjin
IX 0.5% / sec 50% 33% 28 seconds 80 seconds 3
Almirante Barroso II 0.5% / sec 50% 50% 10 seconds 80 seconds 4
Vicente Guerrero, Córdoba,
La Argentina
III - V 0.5% / sec 50% 50% 20 seconds 80 seconds 4
Cruisers VI - X (See Specialized Repair Team below)
Cruisers VIII - IX 0.5% / sec 50% 10% 28 seconds 40 seconds 3
De Zeven Provinciën,
Gouden Leeuw
VIII, X 0.5% / sec 50% 33% 28 seconds 40 seconds 3
Prins van Oranje X 0.5% / sec 50% 33% 28 seconds 80 seconds 3
Asturias VII 0.5% / sec 50% 33% 28 seconds 80 seconds 2
Class or Ship Tier Nation(s) Heal Rate[1] Ship HP Restore[2] Citadel Restore[3] Duration Cooldown Charges
Destroyers
Kidd VIII 0.5% / sec 50% -- 28 seconds 80 seconds 3
Kiev, Tashkent, Delny, Zorkiy VIII - XI 0.5% / sec 50% -- 28 seconds 80 seconds 3
Ognevoi, Udaloi, Grozovoi VIII - X 0.5% / sec 50% -- 28 seconds 80 seconds 2
Karl von Schönberg VI 1% / sec 50% -- 10 seconds 80 seconds 3
Destroyers IX - X 1% / sec 50% -- 10 seconds 80 seconds 2
Huron VII 1% / sec 50% -- 10 seconds 80 seconds 2
Visby, Västerås, Skåne V - VII 1% / sec 50% -- 10 seconds 80 seconds 3
Öland, Östergötland,
Halland, Småland, Dalarna
VIII - XI 1% / sec 50% -- 14 seconds 80 seconds 3
Orkan VIII 1% / sec 50% -- 10 seconds 80 seconds 3
Ragnar X 1% / sec 50% -- 14 seconds 80 seconds 2


SPECIALIZED REPAIR TEAMS
Class or Ship Tier Nation(s) Heal Rate[1] Ship HP Restore[2] Citadel Restore[3] Duration Cooldown Charges
Battleships
Battleships IX - XI 2.0% / sec 75% 10% 20 seconds 80 seconds 3
Nelson, Yukon VII 2.0% / sec 60% 10% 20 seconds 80 seconds 3
Duncan, St. Vincent IX - X 2.0% / sec 60% 10% 20 seconds 100 seconds 3
Incomparable X 2.0% / sec 50% 10% 20 seconds 80 seconds 2
Class or Ship Tier Nation(s) Heal Rate[1] Ship HP Restore[2] Citadel Restore[3] Duration Cooldown Charges
Cruisers
Boise, Nueve de Julio,
Salem
VII, X 2.0% / sec 50% 33% 20 seconds 80 seconds 3
Cruisers (except Belfast '43,
Hampshire,
Nottingham)
VIII - XI 2.0% / sec 50% 50% 20 seconds 80 seconds 3
Brisbane X 2.0% / sec 50% 50% 20 seconds 80 seconds 3
Albemarle, Cheshire,
AL Cheshire, Monmouth
VIII 2.0% / sec 50% 50% 20 seconds 80 seconds 2
Orion '44, Tiger '59 VI, VIII 2.0% / sec 60% 50% 20 seconds 80 seconds 3
Drake, Goliath IX - X 2.0% / sec 60% 50% 20 seconds 80 seconds 2
Almirante Cochrane,
Coronel Bolognesi,
Ignacio Allende,
Santander
VI - IX 1.2% / sec 70% 70% 20 seconds 180 seconds 4
San Martín X 1.5% / sec 80% 80% 20 seconds 180 seconds 4
Class or Ship Tier Nation(s) Heal Rate[1] Ship HP Restore[2] Citadel Restore[3] Duration Cooldown Charges
Destroyers
Neustrashimy IX 1.5% / sec 50% -- 20 seconds 80 seconds 2
Khabarovsk X 1.5% / sec 50% -- 20 seconds 80 seconds 3
Stord '43 VII 2.0% / sec 50% -- 10 seconds 80 seconds 2


HEAVY REPAIR TEAMS
Class or Ship Tier Nation(s) Heal Rate[1] Ship HP Restore[2] Citadel Restore[3] Duration Cooldown Charges
Cruisers
Sevastopol X 0.5% / sec 75% 50% 60 seconds 120 seconds 4
Lüshun X 0.5% / sec 60% -- 60 seconds 120 seconds 3


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Heal rate is the percentage of the ship's full Health Points repaired per second.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Ship HP restore is the percentage of normal damage taken (full penetrations and torpedo hits that don't hit the torpedo protection) that can be repaired.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Citadel restore is the percentage of citadel damage (including torpedo hits against the torpedo protection) taken that can be repaired.

Catapult Fighter

When activated, the Catapult Fighter consumable deploys a group of fighters from the ship's catapult to defend the ship against air attack.

——  Details  ——

Once launched, the fighter group orbits the ship and automatically intercepts enemy planes that come within a 3km radius[1]. By itself it is fairly effective at shooting some down. However, shipboard AA defenses, particularly when bolstered by Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., and a fighter group can wreak havoc. When not engaged, the fighter group may detect concealed enemy ships that come within its visual range. See the Aircraft article for more information.

CATAPULT FIGHTER
Class or Ship Tier Nation(s) Duration # Fighters Cooldown Charges
Dunkerque,
Strasbourg
VI, VII 60 seconds 2 90 seconds 3
Battleships (except
Ashitaka,
Borodino, Prinz Heinrich,
AL Prinz Heinrich,
Zieten, Rooke,
Hood, Nelson,
Collingwood,
Duke of York,
Renown '44,
Rodney,
Hawke,
Vanguard, Lyon, Flandre,
Francesco Caracciolo,
Atlântico)
VII - VIII 60 seconds 3 90 seconds 3
Kansas VIII 60 seconds 4 90 seconds 3
Musashi IX 80 seconds 4 90 seconds 3
Hizen, Lepanto, Marco Polo,
Giuseppe Verdi,
Cristoforo Colombo
IX - X 60 seconds 3 90 seconds 3
Battleships (except
Missouri,
Kearsarge (B),
Iwami (B),
Tsurugi,
Pommern (B),
Prinz Rupprecht,
Duncan,
Scarlet Thunder,
Marlborough,
Jean Bart (B))
IX 60 seconds 4 90 seconds 3
Nebraska,
Delaware,
Louisiana
VIII - X 90 seconds 4 70 seconds 3
Battleships (except
Maine,
Schlieffen,
Conqueror,
St. Vincent,
Thunderer)
X - XI 60 seconds 4 90 seconds 3
Katori, Kuma (B hull), Duguay-Trouin, Alberto di Giussano,
De Ruyter
III - IV 60 seconds 1 90 seconds 3
Cruisers (except
Hawkins,
Devonshire,
London, Dido,
Orion '44,
La Galissonnière,
Montcalm,
Delhi, Mysore,
Hobart,
Duca d'Aosta)
V - VI 60 seconds 2 90 seconds 3
Kirov V 60 seconds 2 90 seconds 3
Almirante Cochrane VI 60 seconds 2 180 seconds 4
Cruisers (except
Atlanta (B),
Flint,
Boise,
Rochester,
Wichita,
San Diego,
Tone,
Chikuma II,
Surrey, Belfast, Albemarle,
Cheshire,
Belfast '43,
Tiger '59,
Bayard,
Wiesbaden,
Gorizia,
Haarlem,
De Zeven Provinciën)
VII - VIII 60 seconds 3 90 seconds 3
Anchorage,
Amalfi
VIII 60 seconds 4 90 seconds 3
Cruisers (except
Tulsa, Azuma,
AL Azuma,
Kronshtadt,
Dmitri Donskoi,
Kozma Minin,
Ägir, Admiral Schröder,
Michelangelo)
IX 60 seconds 4 90 seconds 3
Brest, Marseille IX - X 60 seconds 3 90 seconds 3
Cruisers (except
Salem,
Austin,
Annapolis,
Kitakami,
Piemonte)
X - XI 60 seconds 4 90 seconds 3

  1. As per the How It Works: Consumables video, at 11:50.


Spotting Aircraft

Similar to the Catapult Fighter consumable, the Spotting Aircraft consumable launches a plane from the ship's catapult. The unarmed Spotting Aircraft increases the range of the ship's main battery and gives an "aerial" perspective when scoping.

——  Details  ——

Ships with access to catapult-launched aircraft often must choose between equipping either a Catapult Fighter or a Spotting Aircraft. Like the Catapult Fighter, a Spotting Aircraft can spot ships if it happens to fly near them, but its primary mission in spotting the fall of main battery shells and passing corrections back to the ship.

The aerial perspective may take some getting used to:

  • More vertical lead on the screen is required due to the angle; to make matters worse, many crosshairs are purely horizontal.
  • The auto-tracking feature (if used) tends to drift more than it does for the normal zoom.
  • The view covers a smaller area due to the angle, so careless zooming may end up with no ship on the screen.

On the other hand, the aerial perspective can be quite handy when shooting at ships behind islands, or at tracers coming out of smoke.

By default, the C key is used to switch between the default view and aerial view if the Spotting Aircraft consumable is active.


The Spotting Aircraft consumable is available on many battleships on Tiers IV+ and on some cruisers on Tiers IV+, for example on these ships:

  • many US and Japanese battleships Tier IV+ (not the 3rd US tech-tree branch (with HE bombers)).
  • many Italian battleships Tier VIII+.
  • some German and British battleships Tier V+ (not the 2nd tech-tree branches of both nations).
  • some other battleships Tier VI+.
  • many Italian cruisers Tier V+.
  • Dutch tech-tree cruisers Tier IV–VII.
  • Spanish tech-tree cruisers Tier VII–X.
  • Pan-American tech-tree cruisers Tier VIII–X.
  • British tech tree: light cruisers Tier V–VIII and heavy cruisers Tier VII–IX.
  • many US cruisers Tier VIII+.
  • German tech-tree cruisers Tier IX+.
  • Soviet tech-tree cruisers Tier V–VII.
  • some other cruisers Tier V+.

Most Soviet, European, Pan-American and Pan-Asian battleships and most Pan-Asian, French, Commonwealth and European cruisers do NOT have it.

In comparison to the standard Spotting Aircraft consumable, the Rapid Takeoff Spotter consumable features a significantly faster cooldown and an extra charge, at the cost of duration.

The High-Precision Spotter increases both the firing range and the accuracy of the main battery guns.

SPOTTING AIRCRAFT
Class or Ship Nation(s) Firing Range Increase Duration Cooldown Charges
X Wisconsin +20% 70 seconds 100 seconds 4
IX Musashi +20% 120 seconds 120 seconds 4
IX Daisen +20% 240 seconds 90 seconds 3
VI Perth +20% 180 seconds 240 seconds 4
VII Weimar +30% 60 seconds 240 seconds 4
All other ships
with Spotting Aircraft
-- +20% 100 seconds 240 seconds 4


RAPID TAKEOFF SPOTTER
Class or Ship Nation(s) Firing Range Increase Duration Cooldown Charges
VII Lazo (B), IX Vallejo +20% 60 seconds 10 seconds 5


HIGH-PRECISION SPOTTER
Class or Ship Nation(s) Firing Range Increase Main Battery Dispersion Decrease Duration Cooldown Charges
VIII Yumihari,
IX Adatara
+10% -10% 55 seconds 120 seconds 5
X Bungo +10% -20% 65 seconds 120 seconds 5
IX Tianjin +10% -10% 30 seconds 100 seconds 5


Smoke Generator

The common Smoke Generator emits vision-obscuring smoke that can hide ships or block the view through a choke point.

——  Details  ——  

Please see the Smoke Screens article for how smoke is generated, used, and countered.

The Short-Burst Smoke Generator variant trades a shorter cloud duration for a short cooldown and double the number of charges.

A smoke generator produces smoke 'puffs' at regular intervals that merge to form the smoke cloud or screen. All smoke has the same concealment effects but can vary in other characteristics:

  • Radius - the size of a puff. (Puffs overlap.)
  • Emission time - the length of time the generator runs, producing new smoke puffs. (also called 'Action time')
  • Dispersion time - the length of time each puff lasts before dissipating.


SMOKE GENERATOR
Class or Ship Tier Nation(s) Radius Emission Time Dispersion Time Cooldown Charges
Iwaki Alpha IV 0.45 km 15 seconds 80 seconds 160 seconds 3
Chikuma II, Chikuma II Golden IX 0.45 km 20 seconds 93 seconds 180 seconds 3
Flint VII 0.45 km 30 seconds 121 seconds 160 seconds 3
Anchorage, Rochester VIII 0.45 km 30 seconds 104 seconds 160 seconds 2
Wiesbaden VIII 0.45 km 15 seconds 69 seconds 180 seconds 3
Mikhail Kutuzov VIII 0.45 km 20 seconds 89 seconds 160 seconds 2
Smolensk X 0.45 km 20 seconds 89 seconds 160 seconds 2
Emerald, Leander, Fiji,
Gibraltar
V - VII, X 0.60 km 15 seconds 96 seconds 160 seconds 3
Belfast VII 0.60 km 15 seconds 103 seconds 160 seconds 3
Tiger '59 VIII 0.60 km 15 seconds 106 seconds 160 seconds 3
London, Edinburgh,
STAR Edinburgh
VI, VIII 0.60 km 15 seconds 99 seconds 160 seconds 3
Neptune IX 0.60 km 15 seconds 110 seconds 160 seconds 3
Minotaur, Plymouth X 0.60 km 15 seconds 113 seconds 160 seconds 3
Edgar XI 0.60 km 15 seconds 120 seconds 160 seconds 3
Cruisers II - X 0.45 km 30 seconds 70 seconds 110 seconds 3
Dalian IX 0.45 km 30 seconds 70 seconds 110 seconds 3
Vampire III 0.45 km 30 seconds 109 seconds 160 seconds 3
Juruá VI 0.45 km 20 seconds 81 seconds 160 seconds 3
Aigle VI 0.45 km 20 seconds 81 seconds 160 seconds 3
Anshan VI 0.45 km 20 seconds 81 seconds 160 seconds 3
Loyang VIII 0.45 km 30 seconds 124 seconds 160 seconds 3
Destroyers (except Lüshun) II - XI 0.45 km 30 seconds 70 seconds 100 seconds 5
Campbeltown III 0.45 km 30 seconds 109 seconds 160 seconds 3
Gallant VI 0.45 km 20 seconds 81 seconds 160 seconds 3
Destroyers II 0.45 km 30 seconds 106 seconds 160 seconds 3
Destroyers III 0.45 km 30 seconds 109 seconds 160 seconds 3
Destroyers IV 0.45 km 30 seconds 112 seconds 160 seconds 3
Destroyers V 0.45 km 30 seconds 115 seconds 160 seconds 3
Destroyers VI 0.45 km 30 seconds 118 seconds 160 seconds 3
Destroyers VII 0.45 km 30 seconds 121 seconds 160 seconds 3
Destroyers VIII 0.45 km 30 seconds 124 seconds 160 seconds 3
Destroyers IX 0.45 km 30 seconds 127 seconds 160 seconds 3
Destroyers X - XI 0.45 km 30 seconds 130 seconds 160 seconds 3
Destroyers II 0.45 km 20 seconds 45 seconds 160 seconds 3
Destroyers III 0.45 km 20 seconds 49 seconds 160 seconds 3
Destroyers IV 0.45 km 20 seconds 53 seconds 160 seconds 3
Destroyers V 0.45 km 20 seconds 57 seconds 160 seconds 3
Destroyers VI 0.45 km 20 seconds 61 seconds 160 seconds 3
Destroyers VII 0.45 km 20 seconds 65 seconds 160 seconds 3
Z-31 VII 0.45 km 20 seconds 85 seconds 160 seconds 3
Z-39 VII 0.45 km 20 seconds 69 seconds 160 seconds 3
Destroyers VIII 0.45 km 20 seconds 69 seconds 160 seconds 3
Gustav Julius Maerker VIII 0.45 km 20 seconds 89 seconds 160 seconds 3
Destroyers IX 0.45 km 20 seconds 73 seconds 160 seconds 3
Felix Schultz IX 0.45 km 20 seconds 93 seconds 160 seconds 3
Z-44 IX 0.45 km 20 seconds 77 seconds 160 seconds 3
Destroyers X 0.45 km 20 seconds 77 seconds 160 seconds 3
Elbing X 0.45 km 20 seconds 97 seconds 160 seconds 3
Destroyers II 0.45 km 20 seconds 65 seconds 160 seconds 3
Destroyers III 0.45 km 20 seconds 69 seconds 160 seconds 3
Destroyers IV 0.45 km 20 seconds 73 seconds 160 seconds 3
Destroyers V 0.45 km 20 seconds 77 seconds 160 seconds 3
Destroyers VI 0.45 km 20 seconds 81 seconds 160 seconds 3
Destroyers VII 0.45 km 20 seconds 85 seconds 160 seconds 3
Destroyers VIII 0.45 km 20 seconds 89 seconds 160 seconds 3
Ognevoi VIII 0.45 km 20 seconds 89 seconds 160 seconds 2
HSF Harekaze II VIII 0.45 km 20 seconds 69 seconds 160 seconds 3
Destroyers IX 0.45 km 20 seconds 93 seconds 160 seconds 3
Udaloi IX 0.45 km 20 seconds 93 seconds 160 seconds 2
Neustrashimy IX 0.45 km 20 seconds 97 seconds 160 seconds 2
Destroyers X - XI 0.45 km 20 seconds 97 seconds 160 seconds 3
Grozovoi X 0.45 km 20 seconds 97 seconds 160 seconds 2
Leone VI 0.45 km 30 seconds 118 seconds 160 seconds 3
Muavenet V 0.45 km 20 seconds 77 seconds 160 seconds 3
Stord VI 0.45 km 20 seconds 81 seconds 160 seconds 3
Grom, Błyskawica VII 0.45 km 20 seconds 85 seconds 160 seconds 3
Stord '43 VII 0.45 km 20 seconds 61 seconds 160 seconds 2
Split VIII 0.45 km 20 seconds 89 seconds 160 seconds 3
Lambros Katsonis IX 0.45 km 20 seconds 93 seconds 160 seconds 3
Friesland, Velos, Groningen IX 0.45 km 30 seconds 127 seconds 160 seconds 3
Gdańsk X 0.45 km 20 seconds 97 seconds 160 seconds 3


SHORT-BURST SMOKE GENERATOR
Class or Ship Tier Nation(s) Radius Emission Time Dispersion Time Cooldown Charges
Dido VI 0.60 km 15 seconds 35 seconds 80 seconds 5
Dmitry Pozharsky VIII 0.60 km 15 seconds 40 seconds 70 seconds 4
Belfast '43, Nottingham,
Defence
VIII, X 0.60 km 15 seconds 40 seconds 70 seconds 5
Kitakami X 0.45 km 15 seconds 40 seconds 80 seconds 6
Destroyers II - X 0.60 km 10 seconds 40 seconds 70 seconds 6
Z-35, Z-42 VIII, X 0.60 km 10 seconds 40 seconds 70 seconds 6


Crawling Smoke Generator

With similarities to both the base Smoke Generator and the Exhaust Smoke Generator, the Crawler Smoke Generator deploys smoke to conceal the ship while the ship moves at up to 1/4 speed.

——  Details  ——  

Please see the Smoke Screens article for the mechanics of smoke.

The Crawling Smoke Generator is very useful against counter-fire, allowing the ship to move to avoid incoming torpedoes while remaining within its cloud. A moving ship also makes enemy blind firing considerably more difficult.

  • Radius - the size of a puff. (Puffs overlap.)
  • Emission time - the length of time the generator runs, producing new smoke puffs. (also called 'Action time')
  • Dispersion time - the length of time each puff lasts before dissipating.


CRAWLER
SMOKE GENERATOR
Ship Tier Nation(s) Radius Emission Time Dispersion Time Cooldown Charges
Delhi V 0.45 km 102 seconds 10 seconds 160 seconds 3
Huanghe VI 0.45 km 90 seconds 10 seconds 180 seconds 3
Mysore VI 0.45 km 90 seconds 10 seconds 160 seconds 3
Hobart VI 0.45 km 102 seconds 10 seconds 160 seconds 3
Perth VI 0.45 km 90 seconds 10 seconds 180 seconds 3
Uganda VII 0.45 km 102 seconds 10 seconds 160 seconds 3
Haida VII 0.45 km 90 seconds 10 seconds 80 seconds 3
Auckland VIII 0.45 km 102 seconds 10 seconds 130 seconds 3
Encounter IX 0.45 km 102 seconds 10 seconds 130 seconds 3
Hector IX 0.45 km 90 seconds 10 seconds 160 seconds 3
Cerberus X 0.45 km 102 seconds 10 seconds 130 seconds 3
Vampire II X 0.45 km 90 seconds 10 seconds 120 seconds 3



Exhaust Smoke Generator

Found exclusively on Italian ships, the Exhaust Smoke Generator deploys smoke to conceal the ship. What makes this type of generator unique is that it generates a screen that covers the ship while it moves at up to full speed. Other generators require that the ship move slowly or not at all to stay within the smoke screen.

——  Details  ——

Please see the Smoke Screens article for the mechanics of smoke.

An exhaust smoke screen can be used in a couple of ways that the more common Smoke Generator cannot, from retreating from battle to remaining undetected while pushing forward. While using the Exhaust Smoke Generator consumable, you are able to remain undetected at full speed for the action time of the consumable.

The tactic known as "invisi-firing" — sitting still in smoke and firing without being detected — is not recommended with this consumable due to its short duration.

EXHAUST SMOKE GENERATOR
Class or Ship Tier Nation(s) Radius Emission Time Duration Cooldown Charges
Kitakami X 0.45 km 30 seconds 10 seconds 80 seconds 4
Battleships VIII - X 0.51 km 45 seconds 10 seconds 180 seconds 3
Giuseppe Verdi IX 0.9 km 60 seconds 15 seconds 180 seconds 3
Sicilia X 0.9 km 60 seconds 15 seconds 120 seconds 4
Cruisers V - VI 0.51 km 25 seconds 10 seconds 180 seconds 2
Cruisers VII - XI 0.51 km 40 seconds 10 seconds 180 seconds 2
Francesco Ferruccio VII 0.51 km 22 seconds 10 seconds 180 seconds 2
Michelangelo IX 0.51 km 40 seconds 10 seconds 150 seconds 2
Gorizia, Napoli (B) VII, X 0.51 km 40 seconds 10 seconds 140 seconds 2
Destroyers II - VIII 0.45 km 25 seconds 10 seconds 90 seconds 3
Destroyers IX - X 0.45 km 40 seconds 10 seconds 80 seconds 6
Paolo Emilio IX 0.51 km 35 seconds 10 seconds 140 seconds 5


Engine Boost

The Engine Boost consumable enhances the ship's engine power and top speed.

——  Details  ——

This consumable enhances a ship's engine power and top speed. It is found on all but British destroyers, but it can often be swapped out for Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. on some late-hull American destroyers. It is also available to French cruisers from tier VI onwards and to French battleships from tier VIII onwards. French ships typically have an enhanced Engine Boost compared to the normal variation.

The Emergency Engine Power variant provides a large boost in speed for a short duration, though with more charges.

When activated, a boost that grants +8% will provide an 8% increase in top speed. This means a ship with 35 knot top speed will reach 37.8 knots. The use of this consumable also grants a significant engine power bonus, enabling the ship to accelerate and decelerate much faster, although the exact amount is not given. It can be used to improve maneuverability when attempting to dodge incoming shells and torpedoes. If captains are rushing to attack/defend an area, this consumable should be used as well.

A ship's engine smoke will visually appear much thicker during the duration of the consumable. However this effect is purely cosmetic. Engine Boost has no impact on a ship's concealment value.

Although British destroyers do not have this consumable, they have excellent initial engine power by default. This means that although their top speed is limited, their acceleration from stop is even faster than other destroyers with Engine Boost active.
*: This does not apply to premium British destroyers Campbeltown and Gallant. They have normal initial engine power and Engine Boost consumable, similar to destroyers of other nations.

ENGINE BOOST
Class or Ship Tier Nation(s) Speed Bonus Duration (seconds) Cooldown (seconds) Charges
Georgia,
Rhode Island
IX - X +15% 180 90 3
Scharnhorst '43 VII +15% 180 90 3
Bourgogne X +15% 180 90 3
Patrie XI +15% 120 120 3
Battleships
(except Flandre,
Bajie)
VIII - X +8% 180 120 3
Tiger, Renown,
Rooke,
Renown '44,
Hawke, Duncan,
St. Vincent
V - X +8% 120 120 3
Repulse (B) VI +8% 180 90 3
Rodney VII +8% 120 120 3
Incomparable X +8% 180 120 3
Yahagi V +8% 120 120 3
Kitakami X +15% 90 180 3
Kozma Minin IX +8% 120 120 4
Sevastopol X +20% 45 60 4
Weimar,
Admiral Schröder
VII, IX +15% 180 90 3
Orion '44 VI +8% 120 120 3
Cruisers (except
Montcalm)
VI - VII +15% 180 90 3
Toulon VII +20% 180 90 3
Cruisers VIII - XI +20% 180 90 3
De Zeven Provinciën VIII +8% 120 120 3
Canarias VI +15% 180 90 3
Destroyers
(except Z-35,
Lüshun,
Friesland,
Forrest Sherman)
II - XI +8% 120 120 3
Ognevoi, Udaloi,
Grozovoi,
Neustrashimy
VIII - X +8% 120 120 2
Campbeltown*,
Gallant*, Jupiter '42,
Cossack
III, VI, VIII +8% 120 120 3
Destroyers II - VII +20% 120 120 3
Destroyers VIII - X +20% 180 90 3
Le Terrible VIII +20% 120 120 3
Leone VI +8% 120 120 3
FR25 VII +20% 120 120 3
Muavenet, Stord,
Grom, Split,
Lambros Katsonis,
Gdańsk
V - X +8% 90 90 4


EMERGENCY
ENGINE POWER
Ship Tier Nation(s) Speed Bonus Duration (seconds) Cooldown (seconds) Charges
L'Adroit, Duchaffault V - VI +20% 40 120 3
Le Hardi VII +25% 50 120 3
Le Orage, Cassard IX - X +30% 60 120 3
Tech-tree Destroyers II - V +25% 15 160 3
Aviere VI +25% 25 160 4
Tech-tree Destroyers VII - X +25% 25 160 6
Paolo Emilio IX +25% 50 140 5
Småland X +30% 60 100 4
Ragnar X +30% 60 180 2
Tromp X +25% 60 100 4


Main Battery Reload Booster

A Main Battery Reload Booster briefly reduces the reload time of the ship's main battery. The quick reload may allow the battery to fire one or more knockout salvos in a critical situation.

A similar thing is Burst Fire.

——  Details  ——

This consumable reduces the reload time of a ship's main battery for a short period.

Main Battery Reload Booster's effect runs continuously: if it is started or ended while a reload is in progress, the reload bonus is applied for the length of time spent under the consumable's effect. In order to maximize the bonus, captains should fire just before activating the consumable. It is not necessary to time the end of its duration so that it lines up with a reload.

For example, for tier VIII cruiser Charles Martel with 11 seconds reload:

  • if Main Battery Reload Booster is activated when the reload timer is 8 seconds, the reload timer immediately halves to 4 seconds.
  • if the player fires his guns when the Booster is active, the reload timer resets to 5.5 seconds instead of 11.
  • if the consumable deactivates when there is 3 seconds left on the reload timer (because it was halved during the activation of the Booster), the timer doubles to 6 seconds.


MAIN BATTERY RELOAD BOOSTER
Ship Tier Nation(s) Reload Time Reduction Duration (seconds) Cooldown (seconds) Charges
Maya VII -50% 15 60 2
Hyūga VII -50% 15 60 3
Strasbourg VII -50% 20 180 4
Picardie,
Jean Bart (B),
Bourgogne
VIII - X -50% 20 120 4
Siroco V -50% 15 120 4
Destroyers
(except Aigle and
Marceau)
VI - X -50% 15 100 4
ZF-6 IX -50% 15 100 4
Cruisers
(except De Grasse,
Toulon)
VI - VIII -50% 15 120 4
Cruisers
(except Carnot)
IX - XI -50% 15 80 4
Cherbourg, Brest,
Marseille
VIII - X -50% 15 80 4
San Diego VIII -33% 15 180 2
Austin X -75% 15 120 Unlimited
Schill VIII -50% 20 120 4
Collingwood VII -50% 25 120 4


Torpedo Reload Booster

Activating a Torpedo Reload Booster instantly reduces the ship's torpedo reload time. (The Booster will not activate if a mount is not reloading.) A captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. This often surprises an enemy who feels safe after dodging the first salvo.

——  Details  ——
TORPEDO RELOAD BOOSTER
Ship Tier Nation(s) Boosted reload time Cooldown (seconds) Charges
Monaghan [1] VI 30 seconds 240 3
Shiratsuyu [1], Akizuki,
Kitakaze, STAR Kitakaze,
Harugumo
VII - X 5 seconds 160 3
Tokachi, Yūdachi,
Kagero,
Yugumo [1], Asashio (B),
HSF Harekaze [1], Hayate
VII - X 8 seconds 240 3
Tsurugi IX 8 seconds 300 2
Tashkent '39 VII 8 seconds 300 2
Huanghe [1] VI 8 seconds 240 3
Irian, Wukong VIII 8 seconds 240 3
Hsienyang, Chung Mu,
Yueyang, Kunming
VIII - XI 8 seconds 300 2
Harbin, Sejong, Jinan,
Incheon
VIII - X 8 seconds 300 2
Chumphon VII 8 seconds 300 1
Fenyang, Ship Smasha VIII 5 seconds 160 3


  1. 1.0 1.1 1.2 1.3 1.4 Shares a slot with another consumable (usually Smoke Generator).


The Hydroacoustic Search consumable increases the ability of the ship to detect other ships and torpedoes. It detects submarines at maximum depth at a range of 2 km.

——  Details  ——

When active, Hydroacoustic Search will detect any ship within the detection range without regard to obstacles such as smoke screens or terrain. It will also detect torpedoes at roughly double to triple the torpedo's nominal detection range. (The torpedo detection bonus stacks with the Vigilance commander skill for battleships.) This makes the consumable useful for hunting destroyers, defeating smoke screens, and evading torpedoes.

The Short-Range Hydroacoustic Search variant trades some detection range, notably of ships, for a much longer action time.

Of note, German ships have a superior version with greater range, while Italian and Pan-Asian ships have no Hydroacoustic Search at all, except those mentioned in the table.

HYDROACOUSTIC SEARCH
Ship Tier Nation(s) Duration (seconds) Torpedo Detection Range (km) Ship Detection Range (km) Cooldown (seconds) Charges
Duke of York,
Renown '44
VII 100 3.00 4.00 120 2
Collingwood VII 100 3.00 4.00 120 3
Mackensen,
Prinz Heinrich,
AL Prinz Heinrich
VI - VII 110 3.50 5.00 120 3
Bismarck,
Odin
VIII 100 3.50 5.00 120 3
Zieten VIII 110 3.75 5.50 120 3
Battleships (except
Mecklenburg)
IX - XI 120 4.00 6.00 120 3
Prinz Rupprecht,
Schlieffen
IX - X 110 3.75 5.50 120 3
Karl XIV Johan IX 100 3.50 5.00 120 3
Cruisers (except
Yūbari, Dido)
IV - VII 100 3.00 4.00 120 3
Cruisers (except
Vallejo,
Kitakami,
Kronshtadt,
Stalingrad,
Tiger '59,
Brennus,
De Zeven Provinciën)
VIII - XI 100 3.50 5.00 120 3
Rochester,
Belfast '43
VIII 100 3.50 5.00 120 2
Cruisers IV - VII 110 3.75 5.50 120 3
Cruisers VIII - XI 120 4.00 6.00 120 3
Wiesbaden VIII 100 3.50 5.00 120 3
Duca d'Aosta,
Duca degli Abruzzi
VI - VII 100 3.00 4.00 120 3
Gorizia VII 120 4.00 6.00 120 3
Michelangelo IX 100 3.50 5.00 120 3
Huanghe VI 100 3.00 4.00 120 3
Irian,
Tianjin
VIII - IX 100 3.50 5.00 120 3
Nueve de Julio,
Almirante Grau
VII - VIII 100 3.50 5.00 120 3
T-22 V 70 3.00 4.00 120 3
Destroyers (except
Karl von Schönberg,
Z-31)
VI - VII 100 3.00 4.00 120 3
Z-39 VII 100 3.50 5.00 120 3
Z-35 VIII 110 3.75 5.50 120 3
Destroyers (except
Gustav Julius Maerker, Felix Schultz,
ZF-6, Z-44)
VIII - IX 100 3.50 5.00 120 3
Z-52, Z-42 X 120 4.00 6.00 120 3
Loyang (B),
Siliwangi,
Lüshun
VIII, X 110 3.75 5.50 120 3
HSF Harekaze II VIII 100 3.50 5.00 120 3
Friesland,
Groningen
IX 100 3.50 5.00 120 3
Haida VII 180 2.50 3.50 120 3
Huron VII 100 3.00 4.00 120 3
Vampire II X 100 3.50 5.00 120 3
Forrest Sherman X 100 3.50 5.00 120 3


SHORT-RANGE
HYDROACOUSTIC SEARCH
Ship Tier Nation(s) Duration (seconds) Torpedo Detection Range (km) Ship Detection Range (km) Cooldown (seconds) Charges
Incomparable X 180 3.00 3.00 120 3
London,
Hector
VI, IX 180 3.00 3.00 120 3
Córdoba,
La Argentina,
Almirante Cochrane,
Coronel Bolognesi,
Ignacio Allende,
Santander,
San Martín
IV - X 100 3.00 3.00 180 4
Destroyers (except
Gallant)
VI - X 180 3.00 3.00 120 3


Defensive AA Fire

Defensive AA Fire temporarily increases the continuous damage of anti-aircraft guns.

——  Details  ——

The most vital consumable against aircraft, Defensive AA Fire temporarily increases the damage of anti-aircraft guns. This means bombers are much more likely to be shot down before or after dropping their payload. This consumable is available on non-British cruisers from Tier VI and up, on most American destroyers from Tier V and up, and on alternate Russian destroyer branch Tier VIII and up.[1] Ships equipped with Defensive AA Fire should escort friendly ships when the threat of an air strike is present.

  1. As of 0.8.0 update, aircraft carriers no longer have access to this consumable.


DEFENSIVE AA FIRE
Ship Tier Nation(s) Duration (seconds) Effect Cooldown (seconds) Charges
Florida,
West Virginia 1944,
Kansas,
Minnesota,
Vermont,
Wisconsin
VII - X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 4
Mecklenburg X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Renown,
Rooke,
Renown '44,
Hawke,
Duncan,
Scarlet Thunder,
St. Vincent
VI - X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Hood,
Thunderer
VII, X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 4
Sun Yat-Sen IX 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Cruisers (except
Anchorage)
VI - XI 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 4
Atlanta (B),
Flint
VII 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 Unlimited
San Diego VIII 30 +100% continuous damage,, all ranges.
Damage from flak bursts quadrupled.
60 4
Yubari IV 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 2
Cruisers (except
Huanghe,
Mengchong,
Tokachi,
Ägir,
Admiral Schröder,
Brennus,
Kitakami,
Perth, Mysore,
Irian,
Dalian)
VI - XI 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Petropavlovsk,
Moskva,
Sevastopol,
Kommissar,
Novosibirsk
X - XI 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 4
Stalingrad X 60 +25% continuous damage, all ranges.
Damage from flak bursts quadrupled.
180 3
Hawkins,
Devonshire,
Dido, Surrey,
Albemarle,
Cheshire,
Tiger '59,
Hampshire,
Nottingham,
Drake,
Goliath,
Monmouth
V - X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Duca d'Aosta
Duca degli Abruzzi
VI, VII 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Coronel Bolognesi,
Ignacio Allende,
Santander,
San Martín
VII - X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
180 4
Nueve de Julio VII 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 4
Almirante Grau VIII 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Cruisers (except
De Zeven Provinciën)
VIII - X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Tech-tree Destroyers,
Halford,
Forrest Sherman
V - XI 40 +100% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 4
Premium Destroyers VI - IX 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 4
Ognevoi,
Udaloi,
Grozovoi,
Neustrashimy
VIII - X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 4
Marceau X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 4
Loyang (B),
Fenyang,
Ship Smasha
VIII 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 4
Tech-tree Destroyers VIII - XI 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Friesland,
Velos
IX 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Groningen,
Tromp
IX - X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Felix Schultz,
ZF-6, Elbing
IX - X 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3
Hector IX 40 +50% continuous damage, all ranges.
Damage from flak bursts quadrupled.
80 3


Most cruisers can exchange Defensive AA Fire for Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.. Italian and American light cruisers have access to both Defensive AA Fire and Hydroacoustic Search simultaneously. American destroyers can exchange this consumable for Engine BoostWhile active, increases a ship's speed by a fixed percentage..



Surveillance Radar

Surface-search or Surveillance Radar expands the range at which the ship can detect other ships, without regard to line-of-sight obstacles such as smoke, terrain, or weather.

——  Details  ——

This consumable is excellent for hunting down destroyers, as it instantly reveals all enemy ships within the radar's specified radius, regardless of any obstacles such as smoke screens or islands. Additionally, it can extend view range in cyclones. For example, the American Tier VIII cruiser Baltimore can see enemy ships at 10.00 km during a cyclone, giving her a 1.0 km advantage. Note that this will only work for radars with a range of more than 8.0 km (as cyclones hard cap visibility range at 8.0 km). While active during a cyclone, Surveillance Radar will extend a ship's visibility range out to match the ship's radar range for the duration of the radar consumable. This allows radar-equipped ships to potentially fire their main battery undetected for a time.

The ship using the radar sees the detected enemies immediately in the game world and on the minimap. Her allies see them immediately on the minimap but only after 6 seconds in the game world, provided that the enemies remain in the radar zone for the whole time.[1]

Surveillance Radar detects only ships, not torpedoes or aircraft. It only detects submarines at surface depth.

British and American cruisers have longer lasting duration, while Russian cruisers have longer detection range. Pan-Asian destroyer radar is of very short duration, but does extend past their typical detection radii.

Ship SURVEILLANCE RADAR
Class Name Nation Tier Duration (seconds) Detection Range Cooldown (seconds) Charges Alternate Consumables
(if not radar)

BB Borodino VIII 25 12.0 km 120 3 -
BB Constellation VIII 30 10.0 km 120 3 -
BB Missouri IX 35 9.5 km 120 3 -
BB Rhode Island X 40 9.0 km 120 3 Fighter, Spotting Aircraft
CR AL Montpelier VIII 30 9.0 km 120 3 Spotting Aircraft
CR Alaska IX 35 10.0 km 120 3 Fighter, Spotting Aircraft
CR Alaska B IX 35 10.0 km 120 3 Fighter, Spotting Aircraft
CR Alexander Nevsky X 30 12.0 km 120 3 -
CR Annapolis XI 35 10.0 km 120 3 -
CR Atlanta VII 25 8.5 km 120 3 -
CR Atlanta B VII 25 8.5 km 120 3 -
CR Baltimore VIII 25 10.0 km 120 3 Fighter
CR Belfast VII 25 8.5 km 120 3 -
CR Belfast '43 VIII 25 9.0 km 120 2 Fighter
CR Brisbane X 20 12.0 km 120 3 -
CR Buffalo IX 30 10.0 km 120 3 Fighter, Spotting Aircraft
CR Chapayev VIII 20 12.0 km 120 3 -
CR Cleveland VIII 27 9.0 km 120 3 Fighter, Spotting Aircraft
CR Congress VIII 35 10.0 km 120 3 Fighter, Spotting Aircraft
CR Des Moines X 35 10.0 km 120 3 Fighter, Spotting Aircraft
CR Dmitri Donskoi IX 25 12.0 km 120 3 -
CR Edinburgh VIII 30 10.0 km 120 3 Smoke Generator, Spotting Aircraft, Fighter
CR STAR Edinburgh VIII 30 10.0 km 120 3 Smoke Generator, Spotting Aircraft, Fighter
CR Edgar XI 40 10.0 km 120 3 Smoke Generator
CR Ignacio Allende VIII 25 9.0 km 180 4 Spotting Aircraft
CR Indianapolis VII 25 10.0 km 120 3 Fighter
CR Jacksonville XI 40 9.0 km 120 3 Fighter, Spotting Aircraft
CR Kozma Minin IX 25 12.0 km 120 3 -
CR Kronshtadt IX 25 12.0 km 120 3 -
CR Minotaur X 40 10.0 km 120 3 Smoke Generator
CR Moskva X 30 12.0 km 120 3 -
CR Neptune IX 35 10.0 km 120 3 Smoke Generator
CR Novosibirsk XI 15 12.0 km 120 3 -
CR Ochakov VIII 20 10.0 km 120 3 -
CR Petropavlovsk X 15 12.0 km 120 3 -
CR Plymouth X 40 9.0 km 120 3 -
CR Puerto Rico X 35 10.0 km 120 3 Fighter, Spotting Aircraft
CR Riga IX 15 12.0 km 120 3 Fighter, Spotting Aircraft
CR Salem X 40 8.5 km 120 3 Hydroacoustic Search
CR San Martín X 25 9.0 km 180 4 Spotting Aircraft
CR Santander IX 25 9.0 km 180 4 Spotting Aircraft
CR Seattle IX 35 9.0 km 120 3 Fighter, Spotting Aircraft
CR Stalingrad X 20 12.0 km 120 3 -
CR Tallinn VIII 15 12.0 km 120 3 -
CR Tiger '59 VIII 30 9.0 km 120 3 -
CR Tulsa IX 35 9.0 km 120 3 -
CR Wichita VIII 30 9.0 km 120 3 Spotting Aircraft
CR Worcester X 40 9.0 km 120 3 Fighter, Spotting Aircraft
DD Black IX 19 7.5 km 120 3 Engine Boost, Def. AA Fire
DD Hsienyang VIII 20 7.5 km 120 3 Smoke Generator
DD Chung Mu IX 22 7.5 km 120 3 Smoke Generator
DD Kunming XI 25 7.5 km 120 3 Smoke Generator
DD Yueyang X 25 7.5 km 120 3 Smoke Generator
DD Orkan VIII 20 7.5 km 120 3 -
DD Split VIII 10 9.0 km 60 4 -
DD Lambros Katsonis IX 10 9.0 km 60 4 -
DD Gdańsk X 10 9.0 km 60 4 -
DD Ragnar X 30 7.5 km 120 2 -
DD Småland X 20 7.5 km 120 3 -

There are mods that can show the radar ranges in battle:

  • in the team lineups:
    • "Customizable Panels" (or "Team Panels") BADoBEST’s style by AutoSpy
    • "Customizable Panels" (or "Team Panels") by AutoSpy
  • on the minimap:
    • "Minimap" by AutoSpy
    • "Minimap" by BattleFrame


Submarine Surveillance

The Submarine Surveillance consumable detects submarines that are at underwater and periscope depths, ignoring terrain and smoke.

——  Details  ——
SUBMARINE SURVEILLANCE
Ship Tier Nation(s) Submarine Detection Range Action Time Cooldown Charges
Tech-tree cruisers and their clones V – VI 5.00 km 20 s 120 s 3
Delhi, Hobart V - VI 6.00 km 20 s 120 s 3
Tech-tree cruisers and their clones VII – VIII 6.00 km 20 s 120 s 3
Uganda,
Auckland
VII - VIII 7.00 km 20 s 120 s 3
Tech-tree cruisers and their clones IX – X, ★ 7.00 km 20 s 120 s 3
Encounter,
Cerberus
IX – X 8.00 km 20 s 120 s 3

Torpedo Defense System

The Torpedo Defense System acts as final line of defense against imminent torpedo damage.

——  Details  ——
TORPEDO DEFENSE SYSTEM
Ship Tier Nation(s) Reduction Percentage Action Time Cooldown Charges
Yimeng IX 70% 5 s 150 s 3

Aircraft Carriers

Aircraft carriers have only two consumables, neither of which can be activated by the player. They activate automatically at need.

Damage Control Party

Just as with gunships, a carrier's Damage Control Party extinguishes fires, halts flooding, repairs damaged modules, and clears sonar pings. It activates at need.

——  Details  ——  
DAMAGE CONTROL PARTY
Aircraft Carrier Tier Nation(s) Duration Cooldown Charges
All IV - XI 30 seconds 70 seconds Infinite

CAP Fighters

CAP Fighters are carrier-based fighters that orbit the ship and attack enemy aircraft that come within range. They are deployed automatically by the carrier in self-defense.

——  Details  ——  

Cap Fighters will move to and attack enemy aircraft "within range". That range depends on the relative vectors of the aircraft. Usually their targets are incoming strikes so the range is not important.

Notice that Patrol Fighters (a consumable of carrier strike squadrons) have more fighters than CAP Fighters, so having a strike squadron call Patrol Fighters near the carrier will strongly reinforce its air defenses for a time.

FIGHTER
Aircraft Carrier Tier Nation(s) Duration # Fighters[1] Radius Cooldown Charges
All IV - XI 600 seconds 4 3.0km 40 seconds 4
Bearn VI 600 seconds 8 3.0km 40 seconds 6


  1. The commander skill 'Direction Center for Fighters' adds one fighter.

Carrier Squadrons

These consumables are accessed from carrier-based strike squadrons. They are all player-controlled.

Engine Cooling

Activating the Engine Cooling consumable extends the engine boost time of aircraft. It is found on all strike aircraft.

——  Details  ——

This consumable extends the engine boost time of aircraft. It is found on all strike aircraft on aircraft carriers (except for the tactical squadrons of supercarriers), as well as the squadrons on Nebraska, Delaware, Louisiana, and Halford.

When activated, the current squadron will have its boost meter refilled to full. This is especially useful on Attack Aircraft, as their boost meter is much smaller than either the Torpedo Bombers' or Dive Bombers' boost meters, thereby allowing the player to boost for a longer time than is allowed by the boost meter.

ENGINE COOLING
Aircraft Carrier Tier Nation(s) Duration (sec) Cooldown Charges
Attack Aircraft Torpedo Bombers Dive Bombers Skip Bombers Tactical Squadron(s) Hybrid Squadron Attack Aircraft Torpedo Bombers Dive Bombers Skip Bombers Tactical Squadron(s) Hybrid Squadron
All IV 5 5 5 - - - 80 seconds 3 2 2 - - -
Tech tree IV - X 5 5 - 5 - - 80 seconds 2 2 - 2 - -
Chkalov (B) VIII - 5 5 5 - - 80 seconds - 2 2 2 - -
Tech tree IV - X 10 10 10 - - - 80 seconds 3 3 3 - - -
Erich Loewenhardt,
Graf Zeppelin (B)
VI, VIII 10 10 10 - - - 80 seconds 3 2 2 - - -
Max Immelmann X - 10 - 10 - - 80 seconds - 3 - 3 - -
All IV - X 5 5 5 - - - 80 seconds 2 2 2 - - -
Yorktown,
Essex
VIII - X - 5 - - 5/5 - 80 seconds - 2 2 - 2/2 -
Hornet VIII - 5 5 - 5 - 80 seconds - 2 2 - 2 -
Franklin D. Roosevelt X 5 5 5 - - - 80 seconds 2 2 2 - - -
Indomitable VIII 5 - 5 - - - 80 seconds 2 - 2 - - -
Bearn VI - - 5 5 - - 80 seconds - - 2 2 - -
Aquila VIII 5 5 - - - - 80 seconds 4 2 - - - -
United States XI 5 - 5 - - - 80 seconds 2 - 2 - - -
Eagle XI - 5 5 - - - 80 seconds - 2 2 - - -
Sekiryu XI 5 5 5 - - - 80 seconds 2 2 2 - - -
Nebraska,
Delaware,
Louisiana
VIII - X - - - - - 5 80 seconds - - - - - 2
Halford IX - - - - - 5 80 seconds - - - - - 2
Kommissar X - - - - - 5 80 seconds - - - - - 2


Patrol Fighters

Patrol Fighters are carrier-based fighters identical to CAP Fighters but with a different mission — to defend a strike squadron.

——  Details  ——

Patrol Fighters are carrier-based fighters identical to CAP Fighters but with a different mission. While CAP fighters are tasked to defend the carrier, Patrol fighters are tasked to defend a strike squadron. They are called to a squadron by player command, orbit the spot at which they were called, and attack enemy aircraft that come within range. Orbiting fighters also spot ships and other aircraft.

The Combat Air Patrol consumable, found on Bearn and the Essex branch, has an improved action radius, reaction time and number of fighters compared to the standard variant. However, it cannot spot ships past 2 km.

PATROL FIGHTERS
Aircraft Type Tier Nation(s) Duration # Fighters [1] Radius Cooldown Charges
All types (except Tactical Torpedo Bombers and Tactical Bombers) XI 20 seconds 7 4.0 km 5 seconds 3
All types X 60 seconds 7 3.5 km 10 seconds 3
All types VIII Enterprise 60 seconds 10 3.6 km 10 seconds 3
All types VIII Chkalov (B) 60 seconds 7 3.5 km 10 seconds 3
All types VIII Indomitable Aquila 60 seconds 5 3.0 km 10 seconds 4
All types VIII 60 seconds 5 3.0 km 10 seconds 3
All types VI 60 seconds 3 2.5 km 10 seconds 3


COMBAT AIR PATROL
Aircraft Type Tier Nation(s) Duration # Fighters [2] Radius Cooldown Charges
All types X Essex 60 seconds 9 4.0 km 5 seconds 3
All types VIII Yorktown 60 seconds 7 3.5 km 5 seconds 3
All types VI Bearn 100 seconds 8 3.0 km 10 seconds 8
All types VI Independence 60 seconds 5 3.0 km 5 seconds 3


  1. The commander skill 'Direction Center for Fighters' does NOT add one fighter. Source: Experiment on 11 Aug 2020 (Update 0.9.7).
  2. The commander skill 'Direction Center for Fighters' does NOT add one fighter. Source: Experiment on 11 Aug 2020 (Update 0.9.7).


Aircraft Repair

Similarly to the Repair Party on gunships, the Repair consumable on aircraft carrier squadrons partially restores squadron aircraft HP.

——  Details  ——

Using this consumable during enemy fighter attacks can save your aircraft from destruction.

REPAIR I
Aircraft Type Tier Nation(s) Aircraft HP Action Time Cooldown Charges
Torpedo Bombers VIII - XI Shokaku, Hakuryu,
Sekiryu
+10% 5 seconds 120 seconds 4
Torpedo Bombers (except United States) VIII - XI Kaga(B)
+10% 5 seconds 180 seconds 3
Bombers VIII - X Parseval, Richthofen +10% 5 seconds 180 seconds 3

Smoke Curtain Generator

The Smoke Curtain Generator on aircraft carriers works the same as with smoke generators on surface ships, but uses the aircraft to direct the smoke screen.

——  Details  ——
SMOKE CURTAIN GENERATOR
Aircraft Carrier Tier Nation(s) Smoke Screen Dispersion Time Action Radius Duration Cooldown Charges
Yorktown, Essex VIII - X 60 seconds 525 meters 10 seconds 90 seconds 2
Shinano X 60 seconds 525 meters 10 seconds 90 seconds 3
Ocean X 40 seconds 525 meters 6 seconds 90 seconds 3

Submarines

Damage Control Party

The Damage Control Party consumable immediately stops fires and floods and repairs damaged modules. While it is active enemy submarine-launched torpedoes cannot home, and the fuel system cannot leak oil.

——  Details  ——
DAMAGE CONTROL PARTY
Submarine Tier Nation(s) Action Time Cooldown (seconds) Charges
All VI - X 15 sec 60 3
All VI - X 5 sec 60 3
U-4501 X 15 sec 60 3

Hydrophone

The Hydrophone consumable allows submarines to immediately reveal (but not detect) ships in range, also through land and smoke. The consumable can be activated at any depth; however, it only reveals ships and submarines that are at periscope depth or on the surface (not maximum depth). When a submarine player activates it, this happens:

  • the player sees static (non-moving), flashing circles at the enemies' positions for a very short time. If the enemy is on the surface and in the line of sight, the player also sees the enemy's silhouette for about 6 seconds.
  • the last known positions of the revealed enemies are updated on the minimap for the submarine player's team.

The revealed enemies are not informed. So it does not detect but "semi-detects" enemies.

——  Details  ——
HYDROPHONE
Submarine Tier Nation(s) Ship Bearing Range Reveals ships' positions Action Time Cooldown Charges
All VI - VIII 8.00 km 6 s 1 s 60 s Unlimited
All X 9.00 km 6 s 1 s 60 s Unlimited
I-56 VIII 7.00 km 6 s 1 s 80 s 1
All VI - VIII 7.00 km 6 s 1 s 80 s Unlimited
K-1 X 7.00 km 6 s 1 s 80 s Unlimited
All X 8.00 km 6 s 1 s 80 s Unlimited
Undine VI 6.00 km 6 s 1 s 30 s 4
Sturdy,
Alliance
VIII 6.00 km 6 s 1 s 30 s 5
Thrasher X 6.00 km 6 s 1 s 30 s 6

Submarine Surveillance

The Submarine Surveillance consumable detects submarines that are at underwater and periscope depths, and goes through land and smoke. For submarines, the consumable is unavailable at the start of the match. It becomes ready only after the preparation time.

——  Details  ——
SUBMARINE SURVEILLANCE
Submarine Tier Nation(s) Submarines' Spotting Range Preparation Time Action Time Cooldown Charges
All VI - X 6.00 km 330 s 60 s 120 s Unlimited
All VI - X 9.00 km 330 s 60 s 120 s Unlimited
U-4501 X 6.00 km 330 s 60 s 120 s Unlimited
S-1 VI 7.00 km 290 s 20 s 80 s Unlimited
L-20 VIII 9.00 km 290 s 25 s 80 s Unlimited
S-189 VIII 9.00 km 290 s 60 s 80 s Unlimited
K-1 X 10.00 km 275 s 30 s 60 s Unlimited

Enhanced Rudder Gears

The Enhanced Rudder Gears consumable decreases the diving plane shift time and thus the dive and ascent times.

——  Details  ——
ENHANCED RUDDER GEARS
Submarine Tier Nation(s) Diving plane shift time Dive/ascend speed Action Time Cooldown (seconds) Charges
All VI - X -20% +20% 30 sec 120 2

Reserve Battery Unit

The Reserve Battery Unit consumable preserves dive capacity. While active, dive capacity does not decrease.

——  Details  ——
RESERVE BATTERY UNIT
Submarine Tier Nation(s) Dive capacity depletion Duration (seconds) Cooldown (seconds) Charges
All VI - X -100% 30 90 2

Repair Party

Like the one found on gunships, a submarine's Repair Party restores the submarine's hit points by repairing damage. However, it can only be used when the submarine is on the surface.

——  Details  ——
REPAIR PARTY
Submarine Tier Nation(s) Heal Rate[1] Ship HP Restore[2] Duration Cooldown Charges
U-4501 X 0.5% / sec 20% 40 seconds 80 seconds 2
Pietro Micca, Pietro Calvi VIII, X 0.5% / sec 20% 40 seconds 80 seconds 2
Archerfish X 0.5% / sec 20% 40 seconds 80 seconds 2

Main Battery Reload Booster

A Main Battery Reload Booster briefly reduces the reload time of the ship's main battery. The quick reload may allow the battery to fire one or more knockout salvos in a critical situation.

A similar thing is Burst Fire.

——  Details  ——
MAIN BATTERY RELOAD BOOSTER
Submarine Tier Nation(s) Reload Duration Cooldown Charges
Foca VI - 50% 30 seconds 100 seconds 3
Pietro Micca VIII - 60% 30 seconds 100 seconds 4
Pietro Calvi X - 70% 30 seconds 100 seconds 4
Surcouf X - 75% 10 seconds 100 seconds 4

Exhaust Smoke Generator

Found exclusively on Italian ships, the Exhaust Smoke Generator deploys smoke to conceal the ship. What makes this type of generator unique is that it generates a screen that covers the ship while it moves at up to full speed. Other generators require that the ship move slowly or not at all to stay within the smoke screen.

——  Details  ——
EXHAUST SMOKE GENERATOR
Submarine Tier Nation(s) Smoke Screen Dispersion Time Action Radius Duration Cooldown Charges
Foca VI 10 seconds 450m 25 seconds 80 seconds 3
Pietro Micca VIII 10 seconds 450m 30 seconds 80 seconds 4
Pietro Calvi X 10 seconds 450m 40 seconds 80 seconds 5

Engine Boost

The Engine Boost consumable enhances the ship's engine power and top speed.

——  Details  ——
Engine Boost
Submarine Tier Nation(s) Speed Increase Duration Cooldown Charges
Archerfish X +15% 120 seconds 120 seconds 3
Surcouf X +20% 180 seconds 90 seconds 3

Spotting Aircraft

Similar to the Catapult Fighter consumable, the Spotting Aircraft consumable launches a plane from the ship's catapult. The unarmed Spotting Aircraft increases the range of the ship's main battery and gives an "aerial" perspective when scoping.

——  Details  ——
SPOTTING AIRCRAFT
Submarine Tier Nation(s) Main Battery Range Increase Minimum Usage Time Total Usage Time
Surcouf X +20% 20 seconds 240 seconds

Notes

With Update 0.9.4 all base consumables were removed from the game and all "premium" consumable became free.

As of Update 0.8.0, aircraft can no longer spot enemy torpedoes and players controlling aircraft carriers (not including the strike aircraft) do not have to (i.e. cannot) manually activate their consumables. Aircraft characteristics.

  1. Heal rate is the percentage of the ship's full Health Points repaired per second.
  2. Ship HP restore is the percentage of normal damage taken (full penetrations and torpedo hits that don't hit the torpedo protection) that can be repaired.


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