France · Tier X Destroyer
Cassard
Torpedo destroyer with no smoke: twelve fast 13.5 km torpedo tubes, Emergency Engine Power and high manoeuvrability
Destroyer Commander Skills — verified — 24 skills
Recommended role
Torpedo destroyer with no smoke: twelve fast 13.5 km torpedo tubes, Emergency Engine Power and high manoeuvrability
Cassard · Tier 10 Destroyer · Balanced playstyle
- 1
Liquidator
1 ptEssential5 out of 5+30% chance of causing flooding with your torpedoes. Cassard launches twelve tubes in four triple mounts with a very high flooding chance already; one point turns each hit into a much more likely flood.
In game: +30% chance of causing flooding with your torpedoes. · Unlocked from 1 total points.
- 2
Last Stand
2 ptsEssential5 out of 5Cassard has no Smoke Generator. If the engine or steering goes down while you are spotted there is nothing to hide behind, so keeping the ability to move is essential rather than merely nice.
In game: The ship remains able to move and manoeuvre — slowly — while the engine or steering gears are incapacitated. · Unlocked from 3 total points.
- 3
Fill the Tubes
3 ptsEssential5 out of 5−10% torpedo reload on a 120 s, twelve-tube broadside. This is the largest single increase to Cassard's actual damage output in the tree.
In game: -10% torpedo tube reload time. · Unlocked from 6 total points.
- 4
Concealment Expert
4 ptsEssential5 out of 5Cassard's 7.53 km detection is the worst of the Tier X destroyers in this batch and it has no smoke, so the four points that reduce detectability are what make the ship playable rather than merely fast.
In game: -10% detectability range of your ship. · Unlocked from 10 total points.
- 5
Swift Fish
2 ptsEssential5 out of 5+5% torpedo speed. At 13.5 km launch range with 72 kt torpedoes, extra speed directly converts into hits, because the flight time is what gives targets room to dodge.
In game: +5% torpedo speed. · Unlocked from 12 total points.
- 6
Adrenaline Rush
3 ptsEssential5 out of 5Cassard has no heal and no smoke, so it spends a lot of the match damaged. Faster reload on guns and torpedoes as health drops fits how the ship actually ends up being played.
In game: For each 1% of lost hit points: -0.2% reload time of all armaments and +0.2% continuous AA damage. · Unlocked from 15 total points.
- 7
Survivability Expert
3 ptsRecommended4 out of 5Raw hit points. With no Repair Party and no smoke, the only way to survive a mistake is to have had more health when you made it.
In game: +350 hit points per ship tier (destroyer value). · Unlocked from 18 total points.
- 8
Superintendent
3 ptsRecommended4 out of 5The final 3 points: +1 charge to all consumables, which here means an extra Emergency Engine Power and an extra Damage Control Party — the two buttons that substitute for the smoke you do not have.
In game: +1 charge to all ship consumables. · Unlocked from 21 total points.
Class-based recommendation
Slot 1
Main Armaments Modification 1
Protects guns and torpedo tubes during close engagements.
Slot 2
Engine Room Protection
Helps preserve movement when the engine or steering is hit.
Slot 3
Aiming Systems Modification 1
Improves gun accuracy without committing to a narrow playstyle.
Slot 4
Steering Gears Modification 1
Improves rudder response when dodging while spotted.
Slot 5
Concealment System Modification 1
Supports safer spotting, disengagement, and cap play.
Slot 6
Main Battery Modification 3
Supports a general gun-focused destroyer build.
Alternative: Torpedo Tubes Modification 2Choose this for a torpedo-focused playstyle.
Build complete — every recommended skill is already unlocked at 21 points.
- This is a no-reset path: every skill taken at an earlier milestone is still in the final 21-point build, so you never pay to redistribute points.
- Cassard's damage is a twelve-tube torpedo broadside, so the torpedo skills (Liquidator, Fill the Tubes, Swift Fish) are taken early rather than treated as extras.
- Concealment Expert arrives as soon as it is affordable because Cassard has no Smoke Generator at all — stealth is its only way to disengage.
- Points are banked once, between 6 and 10, to buy Concealment Expert outright instead of a cheap filler skill the final build would not keep.
- Fearless Brawler and Inertia Fuse for HE Shells are deliberately avoided: one rewards staying spotted on a ship that cannot hide, and the other trades away an unusually good 7% fire chance for penetration this build does not need.
- Launch from outside detection range and keep moving; with 13.5 km torpedoes you never need to be close to threaten a battleship line.
- You have no smoke. Plan every approach with an exit already chosen, and use Emergency Engine Power to take it.
- Your torpedoes are conventional, so they will hit enemy destroyers — do not assume the deep-water behaviour of the Pan-Asian ships.
- Weave constantly. The 610 m turn radius is a genuine strength and dodging is what replaces the smoke button.
- Use the guns opportunistically against already-burning or distracted targets; a spotted Cassard trading shells with a real gunboat loses.
Ship class / skill tree
Destroyer Commander Skills
Verified — 24 skills, 6 per row
Torpedo armament
4 x 3 tubes, 13.5 km, 72 kt
Conventional torpedoes — they can hit destroyers
Consumables
Damage Control Party, Emergency Engine Power
No Smoke Generator — stated on the current PC wiki page
Commander skill points
1 – 21
Progression milestones at 1/3/6/10/12/15/18/21
Final 21-point build
Liquidator 1 · Last Stand 2 · Fill the Tubes 3 · Concealment Expert 4 · Swift Fish 2 · Adrenaline Rush 3 · Survivability Expert 3 · Superintendent 3
Unverified — Total 21 — curated, not an official recommendation
Only values confirmed from the supplied sources are listed. Unverified numbers such as reload, detection, hit points, radar range/duration and torpedo range are deliberately omitted.
Skill data: Skill names, point costs and effects taken from the current World of Warships Wiki destroyer skill list (Aug/Sep 2026).
Build: Ship characteristics: current World of Warships PC wiki ship page for Cassard (wiki.worldofwarships.com) — French Tier X tech-tree destroyer, 3 x 2 127 mm main battery with a 3.5 s reload firing HE (7% base fire chance) and AP, 4 x 3 550 mm torpedoes at 13.5 km / 72 kt with a 120 s reload, 7.53 km surface detection, 35.7 kt top speed with a 610 m turn radius, and a consumable set of Damage Control Party plus Emergency Engine Power; the page explicitly lists 'Smoke Generator consumable unavailable' as a con. Skill mechanics: the re-audited Destroyer commander skill catalog in this app (current PC sources only; Legends data excluded). Progression: curated beginner-safe no-reset recommendation — not an official Wargaming build.
Inertia Fuse for HE Shells
3 ptsAvoid / Inefficient1 out of 5Avoid — it halves fire chance on a shell with an unusually good 7% base fire rate, and does nothing for the torpedoes that are this ship's real weapon.
Fearless Brawler
4 ptsAvoid / Inefficient1 out of 5Avoid — the reload bonus requires staying detected, and a smokeless destroyer that stays detected inside gun range of anything will die there.
Gun Feeder
1 ptOptional2 out of 5−40% shell switching time between HE and AP. Real but minor on a torpedo-first build.
Main Battery and AA Expert
4 ptsOptional2 out of 5+20% firing range and +15% flak damage, with no reload effect in current PC data. Cassard's guns are a secondary consideration and its AA is only moderate.
Full skill table for Cassard
Destroyer Commander Skills — 24 skills, 6 per row
Laid out like the in-game tree for this class. Each row is one point cost.
- Grease the GearsSituational3 out of 5
- LiquidatorEssential5 out of 5
- Consumable SpecialistRecommended4 out of 5
- Gun FeederOptional2 out of 5
- Incoming Fire AlertSituational3 out of 5
- Preventive MaintenanceRecommended4 out of 5
- Demolition ExpertSituational3 out of 5
- Swift FishEssential5 out of 5
- Consumables EnhancementsSituational3 out of 5
- Extra-Heavy AmmunitionSituational3 out of 5
- Priority TargetRecommended4 out of 5
- Last StandEssential5 out of 5
- Main Battery and AA SpecialistSituational3 out of 5
- Fill the TubesEssential5 out of 5
- Adrenaline RushEssential5 out of 5
- Inertia Fuse for HE ShellsAvoid / Inefficient1 out of 5
- SuperintendentRecommended4 out of 5
- Survivability ExpertRecommended4 out of 5
- Main Battery and AA ExpertOptional2 out of 5
- Swift in SilenceSituational3 out of 5
- Radio LocationSituational3 out of 5
- Fearless BrawlerAvoid / Inefficient1 out of 5
- Concealment ExpertEssential5 out of 5
- DazzleRecommended4 out of 5
Showing 24 of 24 destroyer commander skills , rated for Cassard.
Liquidator
1 ptEssential5 out of 5+30% chance of causing flooding with your torpedoes.
+30% chance of causing flooding with your torpedoes. Cassard launches twelve tubes in four triple mounts with a very high flooding chance already; one point turns each hit into a much more likely flood.
Swift Fish
2 ptsEssential5 out of 5+5% torpedo speed.
+5% torpedo speed. At 13.5 km launch range with 72 kt torpedoes, extra speed directly converts into hits, because the flight time is what gives targets room to dodge.
Last Stand
2 ptsEssential5 out of 5The ship remains able to move and manoeuvre — slowly — while the engine or steering gears are incapacitated.
Cassard has no Smoke Generator. If the engine or steering goes down while you are spotted there is nothing to hide behind, so keeping the ability to move is essential rather than merely nice.
Fill the Tubes
3 ptsEssential5 out of 5-10% torpedo tube reload time.
−10% torpedo reload on a 120 s, twelve-tube broadside. This is the largest single increase to Cassard's actual damage output in the tree.
Adrenaline Rush
3 ptsEssential5 out of 5For each 1% of lost hit points: -0.2% reload time of all armaments and +0.2% continuous AA damage.
Cassard has no heal and no smoke, so it spends a lot of the match damaged. Faster reload on guns and torpedoes as health drops fits how the ship actually ends up being played.
Concealment Expert
4 ptsEssential5 out of 5-10% detectability range of your ship.
Cassard's 7.53 km detection is the worst of the Tier X destroyers in this batch and it has no smoke, so the four points that reduce detectability are what make the ship playable rather than merely fast.
Consumable Specialist
1 ptRecommended4 out of 5-7.5% cooldown time of all consumables, except Damage Control Party and Repair Party.
Consumable Specialist: −7.5% cooldown on everything except Damage Control Party and Repair Party, so it does shorten Emergency Engine Power. A good one-point swap if you use the engine consumable constantly.
Preventive Maintenance
1 ptRecommended4 out of 5-30% chance of the main armament, engine and steering gears becoming incapacitated; +15% hit points of secondary and AA mounts.
−30% incapacitation chance for main armament, engine and steering. On a ship whose survival plan is manoeuvring, protecting the engine and rudder is a sensible one-point alternative to Liquidator.
Priority Target
2 ptsRecommended4 out of 5The detection indicator shows the number of enemies currently aiming their main battery at your ship.
With no smoke to break a focus, knowing how many ships are aiming at you is what stops you overstaying in a bad position.
Superintendent
3 ptsRecommended4 out of 5+1 charge to all ship consumables.
The final 3 points: +1 charge to all consumables, which here means an extra Emergency Engine Power and an extra Damage Control Party — the two buttons that substitute for the smoke you do not have.
Survivability Expert
3 ptsRecommended4 out of 5+350 hit points per ship tier (destroyer value).
Raw hit points. With no Repair Party and no smoke, the only way to survive a mistake is to have had more health when you made it.
Dazzle
4 ptsRecommended4 out of 5For 15 seconds after your ship is detected: +20% dispersion of enemy shells fired at your ship and +8% ship speed.
+20% enemy dispersion and +8% speed for 15 s after you are detected — a very good defensive fit for a smokeless destroyer, and the strongest four-point alternative to Concealment Expert.
Grease the Gears
1 ptSituational3 out of 5+15% main battery turret traverse speed.
Faster traverse helps you keep guns on target while you weave, but Cassard's damage comes from torpedo broadsides.
Incoming Fire Alert
1 ptSituational3 out of 5Warns you about a main battery salvo fired at your ship from more than 4.5 km away.
The long-range salvo warning suits a ship that spends its time weaving at range with Emergency Engine Power running.
Demolition Expert
2 ptsSituational3 out of 5+1% chance of setting a fire with main and secondary battery HE shells; +15% explosion radius of all munitions except depth charges when attacking submarines.
Cassard's HE has an above-average 7% base fire chance, so +1% is not wasted; it is simply smaller than the torpedo skills this build prioritises.
Consumables Enhancements
2 ptsSituational3 out of 5+10% action time of Hydroacoustic Search, Surveillance Radar, Smoke Generator and Engine Boost.
+10% action time of Hydro, Radar, Smoke and Engine Boost. Cassard carries none of those four — its Emergency Engine Power is a separate consumable — so read the in-game skill card before spending here.
Extra-Heavy Ammunition
2 ptsSituational3 out of 5+7.5% main battery AP shell damage; +10% depth charge damage. No calibre restriction is listed in current PC data.
+7.5% AP damage and +10% depth charge damage. Cassard does carry AP, so it applies, but only on a gunnery build.
Main Battery and AA Specialist
3 ptsSituational3 out of 5-5% main battery reload time; +10% continuous AA damage.
−5% main battery reload and +10% continuous AA. Worth considering for a gun-leaning variant on the 3.5 s 127 mm battery.
Swift in Silence
4 ptsSituational3 out of 5While your ship remains undetected: +8% ship speed and +5% main battery reload time (slower guns). The effect ends as soon as you are detected.
+8% speed while undetected for +5% main battery reload time. Cassard is explicitly a slow destroyer at 35.7 kt, so the speed is attractive; take it only if you are committed to a torpedo-only game.
Radio Location
4 ptsSituational3 out of 5Shows the direction to the nearest enemy ship. That enemy is alerted that a bearing has been taken.
Locating the nearest enemy is helpful for a torpedo destroyer choosing launch angles, but it competes with Concealment Expert for the same four points.
Gun Feeder
1 ptOptional2 out of 5-40% main battery shell-type switching time.
−40% shell switching time between HE and AP. Real but minor on a torpedo-first build.
Main Battery and AA Expert
4 ptsOptional2 out of 5+20% main battery firing range; +15% damage from AA shell explosions (flak). This skill does not change reload time.
+20% firing range and +15% flak damage, with no reload effect in current PC data. Cassard's guns are a secondary consideration and its AA is only moderate.
Inertia Fuse for HE Shells
3 ptsAvoid / Inefficient1 out of 5+25% armor penetration of HE shells; base chance of setting a fire with HE shells is halved. (Numbers confirmed from one current PC source only.)
Avoid — it halves fire chance on a shell with an unusually good 7% base fire rate, and does nothing for the torpedoes that are this ship's real weapon.
Fearless Brawler
4 ptsAvoid / Inefficient1 out of 5While your ship is detected: -10% main battery reload time. Also +1 shell explosion (flak burst) in AA salvos. Current PC data lists no dispersion penalty.
Avoid — the reload bonus requires staying detected, and a smokeless destroyer that stays detected inside gun range of anything will die there.