GamingDiver / WoWS Legends / Articles / Azur Lane Commanders

Commanders · From in-game data

Azur Lane Commanders in WoWs Legends: Trait Values and Ten Builds

Seven waves of the Azur Lane collaboration have put thirty-seven commanders in the game, and the per-rank values for every one of them sit in the game's data. Here is what each trait is worth at max level, which commanders are outclassed by another doing the same job for more, what players are currently building with them, and ten builds worth copying.

What each base trait is worth

Values at commander level 20, read from the game's per-rank data. An inspiration contributes this and nothing more.

A commander can be strong in one slot and unremarkable in the other. AL Tallinn has the best cruiser gunnery trait in the group, which makes her a first-choice inspiration, but as a primary she is good rather than exceptional.

Watch the size of an effect, not how many there are. AL Queen Elizabeth's trait carries three battleship gunnery bonuses and AL Colorado's carries two, but Colorado's are 3.5% each against Queen Elizabeth's 2%, so Colorado has the stronger trait.

Cruiser inspirations

CommanderTraitAt maxVerdict
AL TallinnMemorial of Ice and Iron-7% cruiser dispersion and +7% grouping, accumulated 1% at a time per consumable useTop pick
AL CheshireGrin and Fire!-3% cruiser main battery reload, -7% incoming citadel damageTop pick
AL ÄgirAbyssal Banquet+3% cruiser grouping, -4% incoming damageStrong
AL ZaraAudacious Challenger+5% cruiser SAP damageStrong on SAP ships
AL HarbinDragon Power+2% cruiser fire chance, +40% cruiser torpedo flooding chanceBig but narrow
AL AvroraFlexible Threat-20% shell switching time when fully loadedOnly if you swap shells
AL RichelieuFlagbearer+3% grouping, +3% incoming fire dispersionOutclassed by Tallinn
AL HipperFirewall-10% fire damage to your shipNarrow
AL Graf SpeePocket Battleship+6% Repair Party HP per secondNeeds a Repair Party

Battleship inspirations

CommanderTraitAt maxVerdict
AL BismarckUnwavering Strength-4.5% secondary reload, -7.5% secondary dispersionTop pick, secondaries
AL ColoradoFocused Assault-3.5% battleship reload, +3.5% groupingTop pick, gunnery
AL Vittorio VenetoThe Eternal Flagship+4% secondary SAP damage, -5% secondary dispersionStrong
AL NelsonLike a Rock-6% incoming damage to your battleshipSolid on any battleship
AL DunkerqueFloodgate-20% flooding damageBig but situational
AL MassachusettsBig Mamie+10% secondary damage beyond 5 kmNeeds secondary range
AL Q. ElizabethQueen's Orders-2% reload, +2% AP damage, +2% groupingOutclassed by Colorado
AL LittorioRosa Bombardamento-10% module repair, fire and flooding durationNarrow
AL FusouCover Fire+3% battleship HE fire chanceWrong shell type

The weakest traits

Three of the weak traits are not merely small. They do the same job as a stronger trait elsewhere in the group.

Hipper's -10% fire damage, Littorio's -10% recovery timers and Graf Spee's +6% heal rate are accurate but narrow. Graf Spee's does nothing at all on a ship without a Repair Party.

The namesake is not always the right ship. Wargaming's announcements often point somewhere else. AL Shoukaku was introduced for Japanese carriers "including the all-new Tier VII Premium Kaga". AL Montpelier was described as "a solid choice for your American cruisers" rather than tied to one hull, and AL New Jersey as a battleship commander who "can also do well leading cruisers", her trait and unique skill being class-neutral. AL Z24 is built against Z-23. Check the class scope on a trait before assuming the pairing.

What people actually build

Of the 103 player-made builds saved on the site, leaving out the ones we seeded ourselves, 43 use at least one Azur Lane commander. Twenty-three of the thirty-seven turn up somewhere. The other fourteen appear in none of them.

Those 23 fill 29 primary slots and 19 inspiration slots. That is backwards from what the slots alone would predict, because every build has one primary and two inspirations, so there are twice as many inspiration slots going spare. People are buying these commanders to lead ships.

By commander the split is sharp: 12 are only ever used as primaries, 6 only as inspirations, and 5 turn up in both roles.

CommanderAs primaryAs inspirationUsed as
AL Cheshire40Primary only
AL Colorado13Both
AL New Jersey31Both
AL Scharnhorst04Inspiration only
AL Nelson30Primary only
AL Sov. Rossiya21Both
AL Yukikaze03Inspiration only
AL Z2421Both
AL Atago20Primary only
AL Baltimore20Primary only
AL Bismarck11Both
AL Tallinn02Inspiration only
AL Vittorio Veneto20Primary only
AL Asashio10Primary only
AL Avrora10Primary only
AL Chapayev10Primary only
AL Dunkerque10Primary only
AL Harbin01Inspiration only
AL Hipper01Inspiration only
AL Montpelier10Primary only
AL Prinz Heinrich10Primary only
AL Saint Louis10Primary only
AL Zara01Inspiration only

The inspiration-only six are AL Harbin, AL Hipper, AL Scharnhorst, AL Tallinn, AL Yukikaze and AL Zara. For Tallinn and Zara that matches the trait tables above: two of the strongest cruiser traits in the collaboration, being used for exactly that and nothing else.

Read this as a habit, not a verdict. These are builds people chose to save and share here, not a survey of what is equipped in game, and 43 builds is a small sample. It tells you what the current consensus is, not whether the consensus is right. Two of the builds below disagree with it on purpose, putting AL Tallinn and AL Zara in the primary slot when no saved build does, and a third leads with AL Ägir, who appears in none of them.

Ten builds

Figures are the difference between the bare ship at top modules and the same ship carrying the commander, skills and inspirations listed. Traits that build up over a battle are counted at their full value, not at zero: Tallinn's accumulates a percent per consumable use and caps at 7%, so a cruiser holds all of it from mid-match onward, which is when the trades it decides tend to happen. Any of them can be rebuilt in the build tool.

Cruisers

Bounce and burn

AL Cheshire on Cheshire

SkillsBeyond Range · Bounce Right Back · Punch Through · Fixated · Refill Station
InspirationsAL Tallinn · AL Ägir
ResultReload 14.5 s to 12.6 s · sigma 2.00 to 2.30 · dispersion 136 m to 128 m · range 14.9 km to 16.4 km · AP 5,750 to 6,325 · incoming citadel damage -7%

With 42,500 HP and 234 mm guns, Cheshire wants to shoot from range rather than trade up close, and Beyond Range buys her about 1.5 km to do it from. Bounce Right Back is the one skill here we cannot put a number on, since incoming ricochet angle appears on no stat card. It shifts the auto-bounce angle 7 degrees in your favour on shells hitting your citadel.

Ice and iron

AL Tallinn on Tallinn

SkillsBeyond Range · Punch Through · Intuitive · Fixated · Refill Station
InspirationsAL Cheshire · AL Ägir
ResultShell spread at 15 km 136 m to 120 m · reload 15.0 s to 13.1 s · AP 4,400 to 4,840 · sigma 2.00 to 2.30

Fixated turns up on several cruiser commanders at 5%. Tallinn's is 13%, same name and same grid position, which is why the shell spread at 15 km falls from 136 m to 120 m, and most of the reason she holds up as a primary and not only as an inspiration. If you would rather lean on her consumable theme, Bulwark of Rime replaces Fixated with up to 20% consumable cooldown reduction earned through main battery hits.

SAP metronome

AL Zara on Zara

SkillsBeyond Range · In Arduis Intrepida · Fortified · Fixated · Refill Station
InspirationsAL Tallinn · AL Ägir
ResultReload 16.0 s to 14.4 s · sigma 2.00 to 2.30 · dispersion 134 m to 127 m · +1,113 HP

In Arduis Intrepida pays out on shots fired within five seconds of a reload finishing, so the build is arranged to bring that window round more often. Zara's trait adds 5% SAP damage, and SAP is largely indifferent to how the target is angled.

Secondary battery brawler

AL Ägir on Ägir

SkillsFortified · Porcupine · Jöttun's Jaws · Properly Meticulous · Refill Station
InspirationsAL Cheshire · AL Tallinn
ResultSecondary dispersion 372 m to 249 m (-33%) · secondary range 6.0 km to 6.7 km · secondary reload 3.6 s to 3.1 s · main reload 20.0 s to 17.4 s · +1,886 HP

Wargaming introduced Ägir as a commander "designed to improve the effectiveness of your secondary guns and reduce incoming damage", and the grid matches. Jöttun's Jaws adds up to 14% secondary damage for ten seconds after every main battery shot, which is why Refill Station is here on a secondary build: faster main guns keep that bonus up more of the time.

Shell-swap light cruiser

AL Avrora on Chapayev

SkillsBeyond Range · Igniter · Hammering Strikes · Fixated · Refill Station
InspirationsAL Tallinn · AL Cheshire
ResultAP 3,300 to 3,630 · HE 2,200 to 2,420 · fire chance 12% to 15% · reload 8.0 s to 7.0 s · range 16.0 km to 17.5 km

Avrora's trait cuts shell switching time, so the build pays for both ammunition types. Hammering Strikes costs 5% sigma and Fixated gives 5% back, so the accuracy comes out level. She is not tied to Chapayev; any Soviet cruiser that switches ammunition often will do.

Battleships

Slow guns, long reach

AL Colorado on Colorado

SkillsFlammable Cannonier · Gyrating Drillbits · Marksmanship · Reaching Out XXL · Will to Rebuild
InspirationsAL Nelson · AL Dunkerque
ResultRange 16.5 km to 18.4 km · AP 12,400 to 13,392 · sigma 1.90 to 2.06 · heal 391 to 821 HP/s · traverse +30%

This build costs you speed and fire resistance: 21.0 kn down to 19.5, and 30% down to 21%. Will to Rebuild more than doubles the heal, which covers most of the fire cost. If a knot and a half matters more to you on an already slow ship, take Crisscross instead of Gyrating Drillbits and give up the 8% AP damage.

Big Seven

AL Nelson on Nelson

SkillsBrawler · Big Seven · Marksmanship · Master Mechanic · Running With Scissors
InspirationsAL Colorado · AL Dunkerque
ResultAP 12,000 to 13,920 · dispersion 220 m to 186 m · reload 30.0 s to 25.3 s · repair charges 2 to 4 · range 16.0 km to 14.7 km

Brawler gives up 1.28 km of range to cut the reload, and Big Seven adds 16% damage to both shell types while taking 15% penetration off both. The extra damage is worth having against a broadside and the lost penetration hurts against anything bow-in, so this build rewards picking targets over firing on cooldown.

Secondary brawler

AL Bismarck on Bismarck

SkillsBrawler · Porcupine · Firefighter · Properly Meticulous · Will to Rebuild
InspirationsAL Vittorio Veneto · AL Nelson
ResultSecondary dispersion 458 m to 249 m (-45%) · secondary range 7.5 km to 8.4 km · secondary reload 3.4 s to 2.7 s · main reload 26.0 s to 22.9 s · heal 346 to 727 HP/s

Wargaming describe Bismarck as a commander whose "primary strength lies in operating the secondary battery", and halving secondary dispersion is what that comes to in practice. Firefighter is doing real work here rather than filling a row. A battleship fighting at 8 km catches fire constantly, and 26% fire resistance alongside a doubled heal is what lets you stay there.

SAP secondaries

AL Vittorio Veneto on Vittorio Veneto

SkillsBrawler · Porcupine · Properly Meticulous · Banner of Splendor · Will to Rebuild
InspirationsAL Bismarck · AL Nelson
ResultSecondary dispersion 358 m to 195 m (-45%) · secondary reload 5.0 s to 4.0 s · main reload 31.0 s to 27.3 s · smoke charges 3 to 4 · heal 324 to 680 HP/s

The same secondary treatment as the Bismarck build, on SAP shells that largely ignore angling. Banner of Splendor tends to get dropped from secondary builds, which is a mistake: it adds a Smoke Generator charge, extends the duration, and gives up to 20% speed while smoke is active. Wargaming introduced her for "SAP shell efficiency and Smoke Generator-based gameplay", and the ship's faster-reloading Exhaust Smoke Generator matches.

All forward guns

AL Dunkerque on Dunkerque

SkillsBrawler · Gyrating Drillbits · Megalomania · Master Mechanic · Running With Scissors
InspirationsAL Nelson · AL Colorado
ResultReload 28.0 s to 20.9 s (-25%) · firing bloom 20 s to 15 s · traverse +56% · AP 9,700 to 10,476 · HP 52,600 to 49,970

Brawler and Megalomania both cut reload, and commander modifiers add rather than compound, so the two come to 25% off. Megalomania charges 5% of your health for its share. Her unique skill, Frontal Fire, is the alternative: up to 95% off shell switching time for a flat 5% shell damage. We can price the cost but not the benefit, so that one depends on how often you actually swap ammunition.

Reading a commander yourself

  1. Check the class scope before anything else. "Cruiser main battery reload" does nothing on a battleship, and roughly a third of the skills in any grid are scoped away from the ship in front of you.
  2. Two traits that touch the same stat can be compared directly. A dispersion trait and a flooding trait cannot, and a ranking that puts those in order is expressing a preference rather than a measurement.
  3. Some effects appear on no stat card, ours included: incoming ricochet angles, AP penetration multipliers, shell switching time. They still work in game. Bounce Right Back and Frontal Fire are both recommended here despite being unmeasurable on our side.
  4. Commander skills and inspirations add together and apply once rather than compounding, so two 10% reload skills give 20% and not 19%. Worth knowing before stacking two of the same effect.

Trait and skill values are read from in-game data at commander level 20, and cross-checked against Wargaming's Azur Lane wave announcements, which are also where the quoted design intent and the Kaga, American cruiser, cruiser-leading and Z-23 pairings come from. Build results come from the engine behind the build tool, comparing each ship at top modules with no commander against the same ship with the build listed. Skills whose effects have no corresponding stat, such as incoming ricochet angle and shell switching time, are described but not quantified. Published 2026-08-11.