124 skills organised exactly like the Academy. The 5 learnable series (Field Tactics, Command, Logistics, Defense, Offense) group all skills you can unlock with medals. The section General-specific skills covers every signature or training skill tied to a particular hero (Rokossovsky — Hero, Eisenhower — Super Commander, etc.).
Each entry details the full description, the L1→L5 progression, the per-level medal cost and the list of generals who carry it.
Terrain mastery, barrages and coordinated assaults.

Damage to the enemy +X when the artillery units are more than half damaged

Damage to the enemy +X when the infantry units are more than half damaged

Damage to the enemy +X when fighting in the desert

Deals damage +X% to demoralized and chaotic enemies.

Damage to the enemy +X when fighting in the jungle

Damage to the enemy +X when fighting on the mountain

Damage to the enemy +X when fighting in the plain

Damage to the enemy +X when fighting in the city

Damage to the enemy +X when the armored units are more than half damaged
Army leaders and command doctrines.

X% chance to give the enemy a critical attack when commanding air units

X% chance to give the enemy a critical attack when commanding artillery units

Attack of friendly surrounding army units +X

Fix nearby fortress units: each round HP+X

When the economic output of the city where the troops are stationed is at least 100 (or if the general has the skills Unyielding or Military

X% chance to give the enemy a critical attack when commanding ship units

X% chance to give the enemy a critical attack when commanding infantry units

Damage is increased by X% when the number of troop formations under command is 1.

X% chance to give the enemy a critical attack when commanding armored units

Attack of friendly surrounding ship units +X
Production, repair and troop support.

Experience gained by the army in combat increases by X%

Fix the city: each round City HP +X

Fix damaged ship units: each round HP+X

The economic output of the city +X

After commanding a troop to counterattack, +X HP to yourself and surrounding friendly troops.

When commanded troop activates dodge, restore X% based on self's maximum HP (up to 1 time per turn)

The industrial output of the city +X

Supply to damaged armored units and artillery units: each round HP +X

Reinforce damaged infantry units: each round HP +X

The technological output of the city +X
Fortifications, cover and psychological warfare.

X% chance that the enemy will not fight back when commanding armored units

Able to dodge X% damage from the enemy's air units

12% chance to dodge X% damage from the enemy

X% chance to evade 20% damage when commanding ship units

Able to dodge X% damage from the enemy's artillery units

When commanding armored troops, damage received - X%.

X% chance that the enemy will not fight back when commanding infantry units

X% chance the enemy will not fight back when commanding ship units.

X% chance to reduce the morale of the enemy when attacking

Able to dodge X% damage from the enemy's missile units
Critical strikes and damage multipliers.

Deal +X% damage to the enemy when commanding artillery units

Deal +X% damage to the enemy when commanding armored units

Damage +X% to the defending forces in the city when air-raiding

Counter attack +X% when attacked by the enemy on land

Damage +X% when attacking the stronghold units

30% chance to boost morale after attacking. Damage +X% when morale is high

Deal +X% damage to the enemy when commanding infantry units

Counter attack +X% when attacked by the enemy at sea
Unique skills tied to a single general (base or trained).

When using air and missile attacks, ignore enemy units X% defense

X% chance to give the enemy a critical attack and attack range +1 when commanding infantry unit (If the general has this skill, the effects

Submarine units under command (excluding nuclear submarines) ignores enemy defense, and their attack range is increased by 1; after eliminat

When commanding armored units to attack, ignore enemy units X% defense

When commanding an airforce unit to attack, there is X% rate that our inactive units that are 1 grid around the enemy unit under attack will

X% chance to ignore anti-air weapon when commanding air force. Damage +20% with Stealth Aircraft and B-52 Stratofortress.

Reduces air force command (except airborne troops) and missile consumption by 20%. Gain “Echeloned Offensive” after commanding air force and

Mobility +X% when commanding land units on board

When commanding troops to move, dealt damage +X% (up to 50%) for each grid moved for 1 turn.

Attack +15 while in your own territory; the chance of receiving a critical attack is reduced by X%.

Recover X% maximum HP on the next turn when the armored units are more than half damaged

When commanding artillery units to attack, ignore enemy units X% defense

Increase the HP recovery converted from dealt damage of X% based on the level of artillery elite force. Critical attack damage of artillery

Defense +X% when commanding artillery units

X% chance that one of the inactive artillery units around will join the attack (Only once per turn)

After commanding a unit attack, it causes the target and 2 enemy units 1 square around it to have a X% probability of getting “Fatigue” for

When commanding an infantry elite force, friendly units (including the commanding unit itself) within a 1-hex radius deal +10% damage to lan

Consumption of resources when attacking with air force -X%

Commanded units ignore smoke bomb, phantom status, dodge effect, and EMCON. Dealt damage to enemy below half HP +X%

After commanding an armored unit to annihilate an enemy troop, deal an additional X% damage to enemies around the target.

After annihilating enemy troops, X% rate to lower the morale of 2 enemies within 1 grid of you.

After commanding a land unit to attack, there is a X% chance to grant "Coordination" to nearby allies and yourself for 1 turn. Units with "C

When commanding artillery units, the unit is not affected by skill effect that disable counterattack. When a surrounding friendly unit count

When the commanding force is attacked and receives damage, the enemy also takes X% of that damage.(Each attack only takes effect once)

After commanding a troop to attack, it gains the "Enemy Lure" status, which lasts for 1 turn and causes friendly troops within 1 grid to dea

While commanding ship units, there is a X% chance to deal a critical attack when attacking or launching airstrikes. (If the general has this

When commanding artillery units, dealt damage +X% to enemies 2 or more hexes away

After dealing a critical attack to enemy, the enemy unit's attack will be decreased by X%, effective for one turn

Boosts X% dodge rate and 4 mobility when commanding an air hover unit, and decreases 30% taken damage from air forces. Boost critical strike

When commanding a ship unit, air force units and missiles attack the enemy and deal damage + X%.

When commanding ship units, gain +5 mobility and unaffected by effect that disable counterattack. When commanding units, increase X% attack

When commanding artillery units, gain +3 mobility. After eliminating an enemy, there is a X% chance to attack again, which increases by an a

When your attack causes the morale of the enemy to be low or diminished, there is X% probability to attack again. When your attack causes th

Evade X% damage dealt by enemy land units. After attacking, restore 20% HP of the damage dealt to enemy units

Morale of armored units under command will not diminish, +X% damage. After commanding an armored unit to annihilate an enemy, gain the "Hero

When commanding armored units, for every enemy within 2 hexes, dealt damage +X% (Maximum 50%). When armored units have high morale, lower da

Troop morale will not deminish. When there is friendly units nearby within 1 grid, evade X% damage dealt by enemy

Enemy units within 3 tiles of the commanding unit have their defense reduced by X% and also take 20% increased damage from nuclear bombs, sa

X% chance that two of the inactive infantry units around will join the attack (Only once per turn)

Reduce the damage taken by X% per level based on the level of the elite force infantry under command. Elite Force Infantry does not lose att

After commanding an airforce unit to attack, the target gains the terrified state with a reduced counterattack rate of X% for 1 turn.

When commanding infantry , lower damage received by X%. After being attacked by enemy, increase damage reduction by additional 10%, lasting

After attacking, there is a X% chance that a tracking mark will be added to the target and other enemies within 1 grid of the target. Target

When commanding ship units, morale will not diminish. When dealing a naval critical attack, increase damage by X%. If a friendly carrier wit

Dealt damage of commanded units against land units +X%. When capturing an enemy city, grant "commendation" to friendly units within 3 hexes

When commanding a ship unit, you will not fall into Chaos. Attack of you and friendly troops of 1 grid around you +X.

While on mountainous or desert terrain, you and allies in a 1-tile radius take X% less damage. When commanding land units, the activation ch

When commanding land units, X% of the economy spent during the turn will be regained in the next turn (up to 1200). When commanding land uni

Consumption of resources When attacking with missiles -X%

When you command an airstrike that triggers a fatal blow, the damage dealt +X%.

Damage +X% when commanding ship units. After attacking, restore maximum HP by 5% (Only once per turn)

After commanding a naval troop to attack, there is 50% chance of applying a "jolt" effect to the enemy, lowering X% mobility, lasts for 2 tu

When commanding a naval unit to attack, there is X% chance that one of the surrounding inactive naval unit will participate in the attack.(O

Damage caused by nuclear bombs + X%.

Enemy units within a 3 hexes receive 35% additional damage, and disable the effects of sloped armor, protective device, provocation, abducti

Recover X% maximum HP on the next turn when the infantry units are more than half damaged

When commanding armored units in range of your own or an ally's territory, -X% damage received. When being attacked by enemy generals, addit

After attacking, there is X% to gain "provocation" effect

Self-morale will not be disrupted. Self and 1 square of friendly troops around it will have their counterattack damage increased by X%.

When friendly troops within 1 grid around you are killed in battle, you will gain the Vengeance status, with attack +X for 2 turns.

When commanding armored units, dealt damage to enemy elite force +X%

When commanding an artillery unit to attack, gain X% chance of attacking again after annihilating enemy troops

When commanding armored units, its morale cannot diminish. When attacking, there is a X% chance the enemy cannot counterattack. After elimin

While commanding land units, whenever an enemy within a 3-tile radius is eliminated, your morale is boosted and you gain the “Breakthrough C

When commanding troops to attack, there is a X% chance to trigger a Level II satellite strike on the target. When commanding air hover units

When commanding armored units, damage dealt is increased by X%. After each attack, the unit restores HP equal to 10% of the damage dealt. Wh

After commanding a unit to attack, if the target is not annihilated, there is X% chance that a tracking mark will be added to that target. T

After commanding infantry to attack, recover HP equal to X% of the damage dealt. If a friendly armored unit or artillery is within 1 hex, in

Submarine units under command receive X% less damage and have a 50% chance to dodge when attacked by airstrike or missile. Submarine recover

When commanding troops in your territory, economic, industry, and technology output +X%.

When commanding troops to attack and carry out airstrikes, there is a X% chance of dealing a critical attack.

Economic and industrial income +X when the commanding force with no enemy troops at 1 square around.

Maximum HP of commanded units +X%, cannot go into chaos when the unit has above half HP

When commanding armored troops in range of enemy territory, critical attack damage of self and nearby friendly forces +X%

When commanding infantry units, there is a X% chance to deal a critical attack and recovers 15% of your maximum HP each turn. At the same ti

When commanding armored units, deal +20% damage to non-building units other than city garrisons. If you are unable to attack or move after a

X% chance that one of the inactive armored units around will join the attack (Only once per turn)