U.K. · Tier X Destroyer

Daring

Verified build

Cap-contesting gunboat destroyer (Repair Party sustain, short-burst smoke, HE/SAP guns)

21

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

Points used21/21
Use these skills now
  1. 1

    Preventive Maintenance

    1 ptEssential5 out of 5

    Daring 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. 2

    Last Stand

    2 ptsEssential5 out of 5

    A 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. 3

    Priority Target

    2 ptsEssential5 out of 5

    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.

    In game: The detection indicator shows the number of enemies currently aiming their main battery at your ship. · Unlocked from 5 total points.

  4. 4

    Adrenaline Rush

    3 ptsEssential5 out of 5

    Daring 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. 5

    Concealment Expert

    4 ptsEssential5 out of 5

    The 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. 6

    Survivability Expert

    3 ptsEssential5 out of 5

    More 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. 7

    Main Battery and AA Expert

    4 ptsEssential5 out of 5

    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.

    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. 8

    Demolition Expert

    2 ptsRecommended4 out of 5

    The 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.

Recommended Upgrades

Class-based recommendation

  1. Slot 1

    Main Armaments Modification 1

    Protects guns and torpedo tubes during close engagements.

  2. Slot 2

    Engine Room Protection

    Helps preserve movement when the engine or steering is hit.

  3. Slot 3

    Aiming Systems Modification 1

    Improves gun accuracy without committing to a narrow playstyle.

  4. Slot 4

    Steering Gears Modification 1

    Improves rudder response when dodging while spotted.

  5. Slot 5

    Concealment System Modification 1

    Supports safer spotting, disengagement, and cap play.

  6. Slot 6

    Main Battery Modification 3

    Supports a general gun-focused destroyer build.

    Alternative: Torpedo Tubes Modification 2Choose this for a torpedo-focused playstyle.

Next recommended skill

Build complete — every recommended skill is already unlocked at 21 points.

Why this build?
  • 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.
How to play this ship
  • 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.
Verified ship values

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.

Sources

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.

Avoid / low priority skills

Gun Feeder

1 ptOptional2 out of 5

Daring 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 5

Priority 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.

1 pt
  • 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
2 pts
  • 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
3 pts
  • 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
4 pts
  • 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 pt
    Essential5 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 pts
    Essential5 out of 5

    The 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 pts
    Essential5 out of 5

    The 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 pts
    Essential5 out of 5

    For 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 pts
    Essential5 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 pts
    Essential5 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 pts
    Essential5 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 pt
    Recommended4 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 pts
    Recommended4 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 pts
    Recommended4 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 pts
    Recommended4 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 pt
    Situational3 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 pts
    Situational3 out of 5

    +5% torpedo speed.

    Slightly faster torpedoes on a ship that mostly uses them opportunistically.

  • Consumables Enhancements

    2 pts
    Situational3 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 pts
    Situational3 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 pts
    Situational3 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 pts
    Situational3 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 pts
    Situational3 out of 5

    While 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 pts
    Situational3 out of 5

    Shows 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 pts
    Situational3 out of 5

    While 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 pts
    Situational3 out of 5

    For 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 pt
    Optional2 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 pt
    Optional2 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 pt
    Optional2 out of 5

    Warns 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.