World of Warships Captain Builds

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Regele Carol I

Section 28 of 57

Regele Carol I

Conventional Build

  • Tier 8 Pan EU β€œLarge Cruiser” with flamethrower secondaries and improved heal to survive the harsh nature of brawling. Main guns are unimpressive at best.
  • This is a conventional build, meant for players who prefer to play her similarly to other kiting cruisers. Or if they plan to share with other Pan EU cruisers like Elli
    • Outnumbered is preferred as it can significantly improve her otherwise unreliable main gun accuracy. TGG is fine if it is a shared captain
    • Swirski is fine for his improved AR.
    • Engine boost mod is fine if you prefer better open water dodging. If you have neither upgrade, take DCM1
    • For a Carol-taliored build, see the secondary build below
  • This version of Carol plays as a typical kiting cruiser, now with improved heals and big guns. While her guns are mid at best, her real strength comes from annoying enemies by dodging shots with speed boost while healing up. Keep the enemy entertained long enough for your allies to make plays, and try to farm broadsides in the process.
    • Don’t forget you have 12km torps, spam them off cooldown
    • Prioritize speed boost for fights. +25% boost does wonders when juking shells

Secondary Build

  • This is a secondary build, meant to take advantage of Carol’s flamethrower secondaries and amazing stealth. This build gets 10km secondaries with 10.2km surface detect
    • Remember to mount secondary signal for the extra range
    • Swirski is fine for his improved AR.
    • If you don’t have Hydro mod, take DCM1
    • For Asymmetric Battles, you can trade CE for IFHE to quickly deal with lower tier ships. This is not recommended outside PvE as IFHE will not allow your secondary HE shells to pen equal tier BB armor. Just rely on fires
  • Secondary Regele Carol I plays similarly to Knesebeck and other German secondary cruisers, designed to get in close and maul enemies with secondaries before they escape. Use stealth and islands to conceal your approach before running it down.
    • Keep the enemy between ~5-10km. Too close and your secondaries will start shattering on the belt, bow or stern.
    • Your torps will not kill healthy ships in point blank drivebys, too low alpha damage
    • Prioritize speed boost for fights. +25% boost does wonders when juking shells