Game SystemsWC4 Vote Skills Guide β Full 2026 Reference
Understand the skill vote system in World Conqueror 4: training vs replaceable, top 5 skills per general type, medal cost and voting strategy.
- Two types of skills: training (permanent, sword/sceptre) and replaceable (voted, medals).
- The vote pool depends on the general's category β currently equipped skills are excluded.
- Priority order: leadership skill β signature skill β utility.
- Typical budget for a tier A: 5,000 medals over a month for two priority slots.
- Voted skills turn a tier A into a pseudo-tier S.
Vote skills in two minutes
Every WC4 general has 3 to 5 skill slots. Most players miss what the game actually differentiates: there are two types of skills that do not follow the same rules.
Training skills are tied to the premium sword/sceptre tier. You get them by spending swords and sceptres on the general's training page. They are permanent β once unlocked they stay. Prestige generals often carry very strong training skills (improved crit, +20% damage, +3 star ceiling).
Replaceable skills are the native skills the game assigns to the general. These you can change with medals through the vote system. That is what the French community calls "voting a skill." A replaceable slot costs roughly 200 medals to refresh, and you re-roll from a pool of skills specific to the general's role.
This guide explains which skills to re-roll, in what order, and which to keep no matter what.
Training vs replaceable skills
The distinction is fundamental. You cannot "vote out" a training skill: it cost you premium resources and it stays. Voting out a native replaceable skill is free on resources but costs medals and a dose of luck β the roll is semi-random weighted by the general's category.
| Type | How to get it | Changeable? | Cost |
|---|---|---|---|
| Training | Sword/sceptre page, star progression | No | Swords + sceptres + medals |
| Replaceable | Native slot on the general | Yes, via vote | ~200 medals per roll |
| Signature / hero skill | Restricted to prestige generals | No | Not purchasable |
When you click a native skill, the game shows a "Change" or "Refresh" button and the medal cost. If the button is absent, the skill is locked: either a signature or a training skill.
How voting works mechanically
The vote roll is not pure RNG. It follows three rules:
- The pool depends on the general's category. An infantry general never rolls in the armor pool. A balanced general rolls in a hybrid pool with all categories but weighted toward infantry and artillery.
- Skills already present are excluded from the roll. You will not see the same skill twice in the same voting session β as long as you do not leave the screen.
- Rarity matters. Skills marked "β β β " in-game (Blitz, Ambush, Commander Elite) have roughly a 5 to 8% roll chance. Expect 12 to 18 votes on average to hit one.
What does it cost in practice? Rolling 12 times at 200 medals = 2,400 medals for a rare skill. Comparable to what it takes to raise a general from 6 to 8 stars β so voting deserves planning, not blind play.
Top 5 skills by general type
Offensive infantry {#top5-infantry}
| Skill | Effect | Why vote for it |
|---|---|---|
| Blitz | +15% damage, +1 movement | Unlocks city-capture rushes. |
| Commander Elite | Commanded unit +1β | Equivalent to a free star on the elite unit. |
| Defense Expert | -20% damage taken | Lets infantry hold a city for 3 turns. |
| Counter Attack | 30% crit on counter | Excellent against enemy armor. |
| City Fight | +20% in urban terrain | Stacks with Defense Expert for HQ defense. |
Armor {#top5-armor}
| Skill | Effect | Why vote for it |
|---|---|---|
| Armor Leader | Armor units +1β | Core of the tank build. Mandatory. |
| Penetration | Ignores 15% defense | Crucial vs entrenched infantry. |
| Blitz | +1 movement, +15% damage | Exploits breakthroughs. |
| Tank Commander | 20% crit on armor | Alternative if Penetration unavailable. |
| Rapid Deploy | +1 movement, ignores terrain | Strategic mobility on world conquest. |
Long-range artillery {#top5-artillery}
| Skill | Effect | Why vote for it |
|---|---|---|
| Artillery Leader | +16% crit on artillery | Pivot of any artillery build. |
| Long Range | +1 range | Equivalent to a full unit in engagement zone. |
| Fire Support | +20% damage in support | Stacks with Artillery Leader. |
| Counter-Battery | Ignores counter-battery | Protects your artillery from theirs. |
| Ambush | 30% crit in ambush | Excellent on fog-of-war scenarios. |
Navy {#top5-navy}
| Skill | Effect | Why vote for it |
|---|---|---|
| Naval Leader | Naval units +1β | Core of the naval build. |
| Submarine Expert | +25% submarine damage | Essential for Pacific patrols. |
| Anti-Air Fleet | +20% AA on fleet | Makes the fleet viable vs enemy air. |
| Battleship Commander | +2 range on BBs | Flips the arc of a naval scenario. |
| Convoy Escort | +25% fleet HP | Mandatory in transport missions. |
Air {#top5-air}
| Skill | Effect | Why vote for it |
|---|---|---|
| Air Leader | Air units +1β | Core of the air build. |
| Fighter Ace | +25% fighter damage | Crucial for air superiority. |
| Bomb Mastery | +20% bomber damage | Natural complement to Fighter Ace. |
| Interceptor | Air counter-attack | Rare and powerful. |
| Rocket Artillery | +30% vs structures | Changes the matchup vs enemy bases. |
City defense (any type) {#top5-defense}
| Skill | Effect | Why vote for it |
|---|---|---|
| Defense Expert | -20% damage taken | Foundation of any defensive build. |
| City Fight | +20% in cities | Stacks with Defense Expert. |
| Fortification | +15% HP | Accumulates with passive city defense. |
| Rally | Morale regen | Prevents breakdown in long fights. |
| Counter Attack | 30% crit on counter | Turns assaults into counter-offensives. |
Vote priority order
A general who has not received a priority skill on his first three native slots is worth refreshing. Order:
- First lock in the leadership skill (Armor Leader, Infantry Leader, Artillery Leader, etc.). Without it, your general loses 15 to 25% of raw performance.
- Then hunt for the signature skill by role (Penetration for armor, Long Range for artillery, Fighter Ace for air).
- Finally, pick up the utility skill that completes the kit (Blitz, Ambush, Rapid Deploy).
- Slots 4 and 5 (if your general has them) can stay on secondary skills. The vote effort to fill them usually exceeds the gain.
Common mistakes
Voting before hitting 10 stars. As long as your general is below 10 stars, medals return more in training than in voting. Climb first.
Rolling without a cap. Set a ceiling: if you spend more than 4,000 medals on a single slot, move on. The game does not raise rare-skill probabilities.
Missing the exclusion rule. Every roll excludes the currently equipped skill. If you roll a mediocre one, do not leave the screen β re-roll immediately, you will not see the same skill twice.
Forgetting balanced generals roll a mixed pool. A balanced general can roll an armor or artillery skill. That is a feature, not a bug β do not mistake it for an error.
How to plan your vote medal spend
For a tier A general (Bradley, Model, Kesselring), a reasonable plan over a month of active play:
- 5,000 medals reserved for voting.
- Lock in the leadership skill on slot 1 β target ~1,500 medals.
- Aim for a signature skill on slot 2 β budget 2,500 medals.
- Keep 1,000 medals of buffer for a re-roll on a third slot if the general has 4 slots.
After three months, a tier A general can carry a skill kit comparable to an un-voted tier S. That is where the difference is made in WC4: voted skills turn a tier A into a pseudo-tier S.
Going further
This guide sits in a cluster with three other pages on the wiki. The medal farming guide explains where the medals you will spend here come from. The generals tier list tells you which generals deserve vote investment first. The top 10 premium generals guide covers the other half of the problem: training skills you cannot vote for.
Frequently Asked Questions
Can I change a training (sword/sceptre) skill?
No. Training skills are permanent once unlocked. Only native replaceable skills can be changed via the voting system by spending medals.
How much does a full vote on a silver general cost on average?
Budget 4,000 to 6,000 medals to lock in the two priority skills (leadership + signature) on a silver general. Beyond that marginal returns drop fast and you should stop.
Is the vote roll really random?
Semi-random. The pool is restricted to the general's category, currently equipped skills are excluded, and rare β β β skills have roughly a 5 to 8% chance. There is no pity timer.
Should I vote before or after raising my general's stars?
After. As long as your general is below 10 stars, medals return more in training than in voting. Climb to 10 stars first then start voting priority skills.
My balanced general rolled an armor skill despite having more infantry β is this a bug?
No. Balanced generals roll from a mixed pool that includes every category. This is intended mechanics, and it can be an upside: several armor skills are very strong on a balanced general who is climbing in the armor category.
What if I can never roll Blitz?
Set a 4,000-medal ceiling per slot. Beyond that, accept an alternative skill (Commander Elite, Defense Expert) that is still strong. Blitz chance is around 6% β on average you need 16 rolls or ~3,200 medals, but variance is high.