
WoWS beginner guide: how to start
Settings, first lines, resources, and progression.
Read guide →Selling ships, weak Credit reserves, wasted boosters, converted Doubloons, and scattered scarce resources.

The worst mistake is funding every new purchase by destroying the previous one. Keep a Credit reserve, retain Tier V+ ships, and spend scarce resources only on a chosen objective.
Selling returns some Credits but destroys an option, may require a later repurchase, and shrinks the fleet available for events.
Anniversary and holiday events regularly grant rewards to eligible Tier V+ ships in Port. Rules change, but more eligible ships means more potential rewards.
A higher-tier stock ship may lack range, HP, or mobility. Add modules, upgrades, and Commander retraining to the hull price.
Wait for a margin.
Skipping a painful stock hull is rational; skipping three ships removes practice.
Set a minimum reserve and spend only on direct quality improvements.
Conversion feels fast but costs accumulate and the advantage vanishes at the next unlock.
Compare with durable purchases.
Small purchases delay major objectives. Steel-to-Coal conversion should remain exceptional.
Maintain at most two objectives.
Large bonuses should multiply reliable sessions, not stock ships or warm-up games.
Use them with mastered ships and suitable modes.
Event tokens expire or convert poorly. Check the Armory before each update ends.
Do not wait for the final hour.
Moving a Commander without a plan can disable skills during retraining.
Keep Elite Commander XP and use national Premiums.
For a specific resource, prefer rewards with known returns over random containers.
Calculate realistic expected value, not the best possible drop.
| Before purchase | Question |
|---|---|
| Ship | Can I pay for modules, upgrades, and reserve? |
| Doubloons | Planned purchase or impatience? |
| Coal/Steel | Does this delay my main target? |
| Boosters | Is the ship and session reliable? |
| Sale | Can this ship earn festive rewards? |

Settings, first lines, resources, and progression.
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Positioning, ammunition, objectives, economy, and habits to correct.
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What battleships, cruisers, destroyers, carriers, and submarines teach the player.
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