The Training Room is World of Warships’ private practice mode. It lets you set up custom battles — any map, any game mode, any mix of friends and bots — with no match consequences, no consumable costs, and no credits lost. This guide explains how to enable and use the Training Room in World of Warships.
For free in-game resources, check the latest World of Warships codes.
How to unlock the Training Room
The Training Room is locked until Access Level 17, which requires completing 200 battles. It is not available to new accounts.
Access Level 17 unlocks at the same time as Clan Battles, so if you can see Clan Battles in the battle type selector, the Training Room should be available too.
How to open the Training Room

- Go to your Port
- Click the Battle! button
- From the battle type dropdown, select Training Room
- Configure your session settings
- Click Create Room
You can also join an existing Training Room that a clanmate or friend has created and made public.
Training Room settings
When creating a session you can configure:
- Map — choose any map available in the game
- Game mode — Standard Battle, Domination, or Epicenter
- Battle duration — set how long the match runs
- Team composition — the number of ships per side, which can be unequal (e.g., 1v5 for focused practice against many bots)
- Bots — add bots to fill slots on either team; choose bot behaviour type (passive, active, or armed — see below)
- Password protection — lock the room to invited players only or leave it open for clan members
Bot types in the Training Room

When adding bots to your session you can configure their behaviour:
- Passive bots — present on the map but do not move or shoot. Useful for practising static gunnery: calibrating your aim at a set range, testing dispersion on a stationary target, or learning where modules are located on a specific ship.
- Active (unarmed) bots — bots that move and manoeuvre but do not fire back. Useful for practising torpedo lead on a moving target, or for learning to track a ship without return fire pressure.
- Armed bots — bots that move and shoot. Useful for simulating real conditions — defensive manoeuvring practice, damage control timing, angle management under incoming fire.
Start with passive or active bots when learning a specific mechanic. Move to armed bots once you’re ready to apply it under fire.
What you earn in the Training Room
Nothing. Training Room battles award zero credits, zero ship XP, and zero Commander XP. Consumables you use are not deducted from your inventory. Flags, signals, and boosters are not consumed. Your service costs are not charged.
This is intentional — it’s a completely economically neutral space designed purely for practice.
What to use the Training Room for

Learning a new ship
Before taking a new ship into Random Battles, spend a few Training Room sessions on it. Test:
- Effective range — how far can you fire before dispersion makes accuracy unreliable?
- Torpedo arming distance — how close do you need to be before torpedoes arm? See the torpedoes guide for full mechanics.
- Citadel location — fire at a passive bot at various angles to find where citadel hits register
- Consumable timing — practise how long Engine Boost or Hydroacoustic Search lasts so you don’t check in battle
Practising torpedo lead
Set up an active (unarmed) bot moving at various speeds and angles. Fire torpedoes to work out your lead instincts before doing it in a real match against players who will punish bad runs. The Training Room is the fastest way to calibrate torpedo aim across different speed targets.
Clan drills and strategy
Clans use the Training Room to practise specific formations, cap sequences, and coordinated pushes before Clan Battles. A password-protected session lets your clan run internal scrimmages or test a specific strategy against each other.
Gunnery calibration
Set a passive bot at a specific range and fire full salvoes to observe dispersion patterns. This is how players learn the effective range of a ship’s guns — the range at which most of the salvo still hits a target — rather than maximum range, which may be too spread to be useful. See the how to aim guide for more on dispersion and sigma.
Commander skill testing
If you’ve recently respec’d a Commander or mounted a new upgrade set, the Training Room is a free way to evaluate the practical difference before going into randoms. Test a new secondary build range, check new gun handling changes, or confirm that your Damage Control timing is right.
Can I use the Training Room before Access Level 17?
No. There is no official way to access Training Room before Access Level 17. Co-op Battles (available from the start) are the closest alternative — you fight against bots in a real match, earn reduced credits and XP, and can practise most ship mechanics without the pressure of player opponents. Co-op service costs are 35% lower than Random Battles.
Do consumables get used up in the Training Room?
No. Consumables do not deplete in Training Room sessions. You can fire as many torpedoes, pop as many Damage Control Parties, and use as much Engine Boost as you want without any inventory impact. This makes it ideal for practising consumable timing.
What maps are available in the Training Room?
All standard maps available in the current patch are selectable when creating a Training Room. This includes every map you encounter in Random Battles — you can specifically practise battles on a map you find difficult, or set up fights on a map your clan expects to see in Clan Battles.
Why does the Training Room require 200 battles to unlock?
Wargaming hasn’t given an official reason. The most common community explanations: they want players to have a grounding in real gameplay before custom practice becomes meaningful; Training Rooms use server resources without generating revenue; or the feature is primarily intended for organised clan use, which also unlocks alongside it at Access Level 17.
