U.K. · Tier X Destroyer
Daring
Cap-contesting gunboat destroyer (Repair Party sustain, short-burst smoke, HE/SAP guns)
Destroyer Commander Skills — verified — 24 skills
Recommended role
Cap-contesting gunboat destroyer (Repair Party sustain, short-burst smoke, HE/SAP guns)
Daring · Tier 10 Destroyer · Balanced playstyle
- 1
Preventive Maintenance
1 ptEssential5 out of 5Daring fights gun duels with its small turrets exposed; one point keeps the main battery and rudder working through the first hits.
In game: -30% chance of the main armament, engine and steering gears becoming incapacitated; +15% hit points of secondary and AA mounts. · Unlocked from 1 total points.
- 2
Last Stand
2 ptsEssential5 out of 5A gunboat that loses engine or rudder inside a cap dies there. This is the cheapest insurance against that.
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
Priority Target
2 ptsEssential5 out of 5Daring is fragile for a gunboat; knowing how many ships are aiming at you tells you when to break off and use the short-burst smoke.
In game: The detection indicator shows the number of enemies currently aiming their main battery at your ship. · Unlocked from 5 total points.
- 4
Adrenaline Rush
3 ptsEssential5 out of 5Daring has Repair Party, so it deliberately plays damaged. That makes the reload bonus close to permanent rather than a desperation skill.
In game: For each 1% of lost hit points: -0.2% reload time of all armaments and +0.2% continuous AA damage. · Unlocked from 8 total points.
- 5
Concealment Expert
4 ptsEssential5 out of 5The big spike: Daring's whole game is contesting caps and choosing its fights, which requires seeing first.
In game: -10% detectability range of your ship. · Unlocked from 12 total points.
- 6
Survivability Expert
3 ptsEssential5 out of 5More hit points to heal back with Repair Party — the two skills multiply each other.
In game: +350 hit points per ship tier (destroyer value). · Unlocked from 15 total points.
- 7
Main Battery and AA Expert
4 ptsEssential5 out of 5Current PC data: +20% main battery firing range and +15% flak damage — this skill does not reduce reload. On Daring the extra range means you can hold a cap edge and still reach targets, and the flak helps a ship with strong AA. Note: the reload gain comes from Main Battery and AA Specialist (3 pts) instead.
In game: +20% main battery firing range; +15% damage from AA shell explosions (flak). This skill does not change reload time. · Unlocked from 19 total points.
- 8
Demolition Expert
2 ptsRecommended4 out of 5The last 2 points: Daring's HE lights fires often, and more fire chance suits a ship that wins by damage over time.
In game: +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. · 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.
- Daring is a gunboat that heals, so Adrenaline Rush comes before concealment here — unlike the torpedo destroyers, it expects to be shot at and to keep firing.
- Points are banked between 8 and 12 for Concealment Expert rather than spent on a cheap skill the final build would not keep.
- Main Battery and AA Expert is deliberately last of the big picks. Note the corrected mechanic: on current PC data it gives +20% main battery firing range and +15% flak damage, not a reload bonus — it extends how far Daring can trade from a cap edge. A rate-of-fire variant would swap it for Main Battery and AA Specialist (-5% reload, 3 pts) and spend the spare point elsewhere.
- Fearless Brawler is left out on purpose: its -10% reload only applies while your ship is detected, and Daring spends much of a fight firing from short-burst smoke.
- Contest caps early, but from the edge: spot, trade with guns and back out rather than sitting in the middle.
- Use the short-burst smoke as a reset button between salvos, not as a firing position for a whole minute.
- Use Hydroacoustic Search when entering smoke or a cap to avoid torpedoes and to find the enemy destroyer first.
- Heal between fights, not during them — leave the flank, repair, then come back.
- Switch to SAP against destroyers and superstructures at close range; keep HE for starting fires on larger ships.
Ship class / skill tree
Destroyer Commander Skills
Verified — 24 skills, 6 per row
Main battery
3×2 113 mm
HE and SAP shells (Wiki Ship:Daring)
Consumables
Damage Control Party · Short-Burst Smoke Generator · Hydroacoustic Search · Repair Party
Wiki consumable slots
Commander skill points
1 – 21
Progression milestones at 1/3/5/8/12/15/19/21
Final 21-point build
Preventive Maintenance 1 · Last Stand 2 · Priority Target 2 · Adrenaline Rush 3 · Concealment Expert 4 · Survivability Expert 3 · Main Battery and AA Expert 4 · Demolition Expert 2
Unverified — Total 21 — curated prototype, 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 Wiki Ship:Daring page (3×2 113 mm main battery firing HE and SAP, torpedo armament, and the Damage Control Party / Short-Burst Smoke Generator / Hydroacoustic Search / Repair Party consumable set). Skill mechanics: the verified Destroyer commander skill catalog in this app. Progression: curated beginner-safe no-reset recommendation — not an official Wargaming build.
Gun Feeder
1 ptOptional2 out of 5Daring does swap between HE and SAP, so it is not useless, just low value against a reload skill.
Liquidator
1 ptOptional2 out of 5+30% torpedo flooding chance. Daring uses its torpedoes opportunistically, so this offensive one-pointer is low value in a gun build.
Incoming Fire Alert
1 ptOptional2 out of 5Priority Target gives you more actionable information for the same budget.
Full skill table for Daring
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
- LiquidatorOptional2 out of 5
- Consumable SpecialistRecommended4 out of 5
- Gun FeederOptional2 out of 5
- Incoming Fire AlertOptional2 out of 5
- Preventive MaintenanceEssential5 out of 5
- Demolition ExpertRecommended4 out of 5
- Swift FishSituational3 out of 5
- Consumables EnhancementsSituational3 out of 5
- Extra-Heavy AmmunitionSituational3 out of 5
- Priority TargetEssential5 out of 5
- Last StandEssential5 out of 5
- Main Battery and AA SpecialistRecommended4 out of 5
- Fill the TubesSituational3 out of 5
- Adrenaline RushEssential5 out of 5
- Inertia Fuse for HE ShellsSituational3 out of 5
- SuperintendentRecommended4 out of 5
- Survivability ExpertEssential5 out of 5
- Main Battery and AA ExpertEssential5 out of 5
- Swift in SilenceSituational3 out of 5
- Radio LocationSituational3 out of 5
- Fearless BrawlerSituational3 out of 5
- Concealment ExpertEssential5 out of 5
- DazzleSituational3 out of 5
Showing 24 of 24 destroyer commander skills , rated for Daring.
Preventive Maintenance
1 ptEssential5 out of 5-30% chance of the main armament, engine and steering gears becoming incapacitated; +15% hit points of secondary and AA mounts.
Daring fights gun duels with its small turrets exposed; one point keeps the main battery and rudder working through the first hits.
Priority Target
2 ptsEssential5 out of 5The detection indicator shows the number of enemies currently aiming their main battery at your ship.
Daring is fragile for a gunboat; knowing how many ships are aiming at you tells you when to break off and use the short-burst smoke.
Last Stand
2 ptsEssential5 out of 5The ship remains able to move and manoeuvre — slowly — while the engine or steering gears are incapacitated.
A gunboat that loses engine or rudder inside a cap dies there. This is the cheapest insurance against that.
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.
Daring has Repair Party, so it deliberately plays damaged. That makes the reload bonus close to permanent rather than a desperation skill.
Survivability Expert
3 ptsEssential5 out of 5+350 hit points per ship tier (destroyer value).
More hit points to heal back with Repair Party — the two skills multiply each other.
Main Battery and AA Expert
4 ptsEssential5 out of 5+20% main battery firing range; +15% damage from AA shell explosions (flak). This skill does not change reload time.
Current PC data: +20% main battery firing range and +15% flak damage — this skill does not reduce reload. On Daring the extra range means you can hold a cap edge and still reach targets, and the flak helps a ship with strong AA. Note: the reload gain comes from Main Battery and AA Specialist (3 pts) instead.
Concealment Expert
4 ptsEssential5 out of 5-10% detectability range of your ship.
The big spike: Daring's whole game is contesting caps and choosing its fights, which requires seeing first.
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 smoke and Hydro (not Repair Party); useful because Daring's smoke bursts are short and used often.
Demolition Expert
2 ptsRecommended4 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.
The last 2 points: Daring's HE lights fires often, and more fire chance suits a ship that wins by damage over time.
Main Battery and AA Specialist
3 ptsRecommended4 out of 5-5% main battery reload time; +10% continuous AA damage.
This is the destroyer reload skill: -5% main battery reload and +10% continuous AA damage for 3 points. Take it if you want raw rate of fire rather than the range from Main Battery and AA Expert.
Superintendent
3 ptsRecommended4 out of 5+1 charge to all ship consumables.
+1 charge to all ship consumables — Short-Burst Smoke, Hydroacoustic Search and Repair Party. A strong alternative if you keep running out of smoke.
Grease the Gears
1 ptSituational3 out of 5+15% main battery turret traverse speed.
Turret traverse matters in a knife fight, but Daring's turrets already track reasonably well.
Swift Fish
2 ptsSituational3 out of 5+5% torpedo speed.
Slightly faster torpedoes on a ship that mostly uses them opportunistically.
Consumables Enhancements
2 ptsSituational3 out of 5+10% action time of Hydroacoustic Search, Surveillance Radar, Smoke Generator and Engine Boost.
Longer Hydro and smoke action time; competes directly with Superintendent for the same slot in your plan.
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.
Current PC data lists this as +7.5% main battery AP damage plus +10% depth charge damage, with no shell-velocity penalty. Daring fires HE and SAP, so the AP part does little; the depth charge part only matters against submarines.
Fill the Tubes
3 ptsSituational3 out of 5-10% torpedo tube reload time.
-10% torpedo reload. Daring carries real torpedoes, but this build wins with guns; take it only for a torpedo-leaning variant.
Inertia Fuse for HE Shells
3 ptsSituational3 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.)
More HE penetration but half the fire chance. It changes what Daring is for; pick this or Demolition Expert, never both mentally.
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, but also +5% main battery reload time — a poor trade for a gunboat that wants to sit on a cap.
Radio Location
4 ptsSituational3 out of 5Shows the direction to the nearest enemy ship. That enemy is alerted that a bearing has been taken.
Useful information, but it costs the same four points as Concealment Expert, which Daring needs more.
Fearless Brawler
4 ptsSituational3 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.
Current PC data lists -10% main battery reload while your ship is detected, with no dispersion penalty, plus +1 flak burst. That is a real gain when Daring gunfights in the open, but it does nothing while you shoot from smoke — the reason it stays outside the default path.
Dazzle
4 ptsSituational3 out of 5For 15 seconds after your ship is detected: +20% dispersion of enemy shells fired at your ship and +8% ship speed.
For 15 seconds after you are spotted: +20% enemy dispersion and +8% speed — exactly the window in which Daring gets focused on a cap.
Liquidator
1 ptOptional2 out of 5+30% chance of causing flooding with your torpedoes.
+30% torpedo flooding chance. Daring uses its torpedoes opportunistically, so this offensive one-pointer is low value in a gun build.
Gun Feeder
1 ptOptional2 out of 5-40% main battery shell-type switching time.
Daring does swap between HE and SAP, so it is not useless, just low value against a reload skill.
Incoming Fire Alert
1 ptOptional2 out of 5Warns you about a main battery salvo fired at your ship from more than 4.5 km away.
Priority Target gives you more actionable information for the same budget.