Sea of Thieves Ship Combat and Damage Control
Ship fights are won by the crew that repairs faster, not the crew that shoots more. Always patch holes before you bail, and always patch the lowest holes first, because water pours in through a hole below the waterline and bailing an unpatched hull achieves nothing. Chain shot breaks masts and kills enemy speed, and a single boarder with a gunpowder keg can end a fight that cannons could not.
The first ship fight you lose will be one where you outshot the other crew and sank anyway. Damage control decides more engagements than aim does.
What is the correct damage control order?
Patch first, then bail. Always in that order, and always lowest hole first.
- Grab planks from the resource barrel below deck. You want a full stack before a fight, not during one.
- Patch the lowest holes. Water enters through holes below the waterline. A hole above the waterline leaks nothing until the ship sits lower in the water.
- Patch upward as the ship rises and the next holes drop below the line.
- Bail last, once the hull is sealed.
- Return to the cannons the moment the bilge is dry.
Bailing an unpatched hull is the single most common new-crew mistake. Water comes in faster than a bucket removes it, so every second spent bailing while a hole is open is wasted.
Repairing a plank onto a hole takes a moment and locks you in place. If a boarder is aboard, deal with the boarder first, because a player with a blunderbuss standing over your repairs will out-damage your planks indefinitely.
How do the crew split roles in a fight?
On a Sloop, one person helms and one repairs and shoots, swapping constantly. On a Brigantine and Galleon it is worth being deliberate:
| Role | Job |
|---|---|
| Helm | Keeps the broadside pointed at the enemy and the wind favorable |
| Gunner | Stays on cannons and does not leave them to bail |
| Repair | Owns planks and the bucket, below deck by default |
| Boarder | Rides a cannon onto the enemy ship |
The crew that pulls everyone off cannons to repair stops dealing damage and loses. The crew that pulls nobody off cannons sinks. Balance is one dedicated repairer per two cannoneers.
Which cannonballs matter?
Regular cannonballs punch holes. Everything else changes the shape of the fight.
| Shot | Effect | Best use |
|---|---|---|
| Regular | One hull hole | Default damage |
| Chain shot | Breaks masts | Kill enemy speed before they escape or close |
| Blunder bomb | Knockback and damage to players | Clear boarders and disrupt repairs |
| Firebomb | Sets the deck alight | Force a crew off cannons to fight fire |
Chain shot is the most underrated item in the game. A ship with a broken mast cannot run and cannot maneuver, and the repair takes real time. Open with chain shot on the masts, then switch to regular shot on the hull once they are stationary.
Cursed cannonballs
Cursed cannonballs come from skeleton ships, Ashen Chests, and barrels at world events. They do no hull damage and instead sabotage the enemy directly. The two worth hunting for are the anchor ball, which slams the enemy anchor down and stops them dead, and the ballast ball, which weighs the ship low in the water so existing holes flood faster.
Others in the family mess with the helm, the sails, the crew's vision, and their ability to use items. Save them for a fight you actually want to win rather than firing them at a passing Sloop.
Fighting on deck
You carry two weapon slots, picked from the cutlass, flintlock pistol, blunderbuss, Eye of Reach, and throwing knives. Everyone has the same damage numbers, so loadout is about range, not power.
- Cutlass for close quarters and for the lunge.
- Blunderbuss for boarding and for anyone who gets within a few meters.
- Flintlock for reliable mid-range chip damage.
- Eye of Reach for picking helmsmen off a deck at distance.
- Throwing knives for sustained ranged pressure without a reload animation per shot.
Hold the cutlass attack to charge a sword lunge, a forward dash that closes several meters and damages on contact. It is the fastest way to cross an enemy deck, and it also works as a movement tool for reaching a ladder or escaping a blunderbuss at point-blank range. Most players never charge it.
Ammo comes from ammo chests and crates on your own ship and on islands. Restock before a fight starts, because running dry mid-boarding is how you lose your own deck.
Boarding and gunpowder kegs
Loading yourself into a cannon and firing at an enemy ship is a legitimate opening move, not a stunt. A single boarder who reaches the enemy capstan can drop their anchor and end the chase instantly.
A boarder carrying a gunpowder keg is the highest-damage play in the game. A keg detonated below deck blows multiple holes at once and can sink a Galleon outright.
Defending against boarders comes down to three habits:
- Watch your own deck. A crew fixated on cannons never notices the pirate who landed behind them.
- Shoot kegs on approach. A keg explodes when shot, and a keg carrier hit at range dies with it.
- Check below deck. Galleons have multiple levels and a boarder can chop holes unnoticed for a long time.
Never shoot a gunpowder keg that is already on your own deck. Throw it overboard instead. Shooting it does exactly what the boarder wanted.
Fire
Firebombs, lanterns, and explosions set your ship alight. Fire spreads across decks, damages anyone standing in it, and will not stop on its own.
Put it out with a bucket of water, which you can fill from the sea or from your own flooded bilge. Flooding a burning deck deliberately is a real tactic and often the fastest way to kill a large fire, at the cost of water you then have to bail.
Frequently Asked Questions
Should you patch holes or bail water first in Sea of Thieves?
Patch first, always, and patch the lowest holes first. Water enters through holes below the waterline, so bailing an unpatched hull removes water slower than it comes in. Only pick up the bucket once every hole is sealed.
What does chain shot do?
Chain shot breaks masts rather than punching hull holes. A ship with a downed mast cannot run or maneuver properly and has to spend time repairing it, so opening with chain shot on the masts before switching to regular shot on the hull is the standard strong opening.
How many weapons can you carry in Sea of Thieves?
Two, chosen from the cutlass, flintlock pistol, blunderbuss, Eye of Reach, and throwing knives. All players deal identical damage with the same weapon, so the choice is about engagement range rather than power.
What should you do if a gunpowder keg lands on your ship?
Pick it up and throw it overboard. Never shoot it, because shooting detonates it and does exactly what the boarder intended. Shooting kegs is only correct while the carrier is still approaching at range.
How do you put out a fire on your ship?
Throw a bucket of water on it, filled from the sea or from your own flooded bilge. Deliberately flooding a burning deck is a valid way to kill a large fire quickly, though you then have to bail the water back out.
What to Read Next
- Ships and Sailing. Sail trim, wind angles, and the anchor turn that lines up a broadside.
- PvP and the Hourglass of Fate. Opt-in ship duels, faction choice, and how streaks pay out.
- World Events and Raids. Where cursed cannonballs come from and which events turn into three-way fights.
- Getting Started. Ship choice, sea modes, and why nothing you earn makes you stronger.
- Voyages and Treasure. What you are actually fighting over and what it sells for.