U.S.A. · Tier X Destroyer

Gearing

Verified build

Hybrid stealth destroyer (screening, torpedoes and smoke utility)

21

Destroyer Commander Skills — verified — 24 skills

Recommended role

Hybrid stealth destroyer (screening, torpedoes and smoke utility)

Gearing · Tier 10 Destroyer · Balanced playstyle

Points used21/21
Use these skills now
  1. 1

    Preventive Maintenance

    1 ptEssential5 out of 5

    The safest first point on any destroyer: fewer knocked-out rudders, engines and torpedo tubes.

    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

    Gearing gets modules broken in every gunfight; staying mobile is what lets you escape a losing trade.

    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

    Survivability Expert

    3 ptsEssential5 out of 5

    Gearing trades guns often, so a flat hit point increase directly wins more destroyer duels.

    In game: +350 hit points per ship tier (destroyer value). · Unlocked from 6 total points.

  4. 4

    Concealment Expert

    4 ptsEssential5 out of 5

    Gearing's low detectability is its defining strength — this makes it the best in class and lets you disengage at will.

    In game: -10% detectability range of your ship. · Unlocked from 10 total points.

  5. 5

    Adrenaline Rush

    3 ptsEssential5 out of 5

    Faster guns and torpedoes as you take damage; it works for both halves of Gearing's hybrid kit.

    In game: For each 1% of lost hit points: -0.2% reload time of all armaments and +0.2% continuous AA damage. · Unlocked from 13 total points.

  6. 6

    Superintendent

    3 ptsEssential5 out of 5

    An extra charge of Gearing's enhanced Smoke Generator, and of Defensive AA Fire or Engine Boost. Smoke charges are the ship's utility.

    In game: +1 charge to all ship consumables. · Unlocked from 16 total points.

  7. 7

    Fill the Tubes

    3 ptsEssential5 out of 5

    -10% torpedo reload — Gearing's torpedoes are genuinely strong, not just self-defence. (Current PC data: reload only, no tube-traverse bonus.)

    In game: -10% torpedo tube reload time. · Unlocked from 19 total points.

  8. 8

    Demolition Expert

    2 ptsRecommended4 out of 5

    The final 2 points: more fires from a high rate-of-fire gun platform firing HE out of smoke.

    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.
  • Between 6 and 10 points you bank rather than spend, because Concealment Expert costs 4 and is the skill that defines Gearing.
  • Gearing is a hybrid, so the build takes both a torpedo skill (Fill the Tubes) and a gun skill (Demolition Expert) instead of specialising.
  • Superintendent is included because Gearing's enhanced Smoke Generator is a team consumable, not just a personal escape tool.
  • Long-range gunnery is difficult on this ship, so accuracy-dependent picks such as Fearless Brawler are left out of the default path.
How to play this ship
  • Cap and screen early using your class-leading concealment, then fall back before enemy radar arrives.
  • Fight other destroyers only when you spot them first — that first-strike advantage is your main gun advantage.
  • Use smoke for the team as often as for yourself: smoking an allied cruiser can decide a flank.
  • Send torpedoes at choke points and at battleships pushing a cap; your fish reload fast enough to keep pressure up.
  • Do not sit still in smoke against a radar cruiser; leave before the charge lands on you.
Verified ship values

Ship class / skill tree

Destroyer Commander Skills

Verified — 24 skills, 6 per row

Commander skill points

1 – 21

Progression milestones at 1/3/6/10/13/16/19/21

Final 21-point build

Preventive Maintenance 1 · Last Stand 2 · Survivability Expert 3 · Concealment Expert 4 · Adrenaline Rush 3 · Superintendent 3 · Fill the Tubes 3 · 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 Gearing page (low detectability, enhanced Smoke Generator, high rate of fire, Defensive AA Fire option, challenging long-range gunnery). 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

Inertia Fuse for HE Shells

3 ptsAvoid / Inefficient1 out of 5

Halves your fire chance, which is a large part of Gearing's gun damage against bigger ships.

Gun Feeder

1 ptOptional2 out of 5

You mostly fire HE; the shell-switch bonus rarely decides a fight.

Incoming Fire Alert

1 ptOptional2 out of 5

Some warning value, but weaker than Priority Target for the same kind of point.

Extra-Heavy Ammunition

2 ptsOptional2 out of 5

An AP damage bonus (plus depth charges) on a ship that mainly fires HE.

Full skill table for Gearing

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
  • LiquidatorRecommended4 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 AmmunitionOptional2 out of 5
  • Priority TargetSituational3 out of 5
  • Last StandEssential5 out of 5
3 pts
  • Main Battery and AA SpecialistRecommended4 out of 5
  • Fill the TubesEssential5 out of 5
  • Adrenaline RushEssential5 out of 5
  • Inertia Fuse for HE ShellsAvoid / Inefficient1 out of 5
  • SuperintendentEssential5 out of 5
  • Survivability ExpertEssential5 out of 5
4 pts
  • Main Battery and AA ExpertSituational3 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 Gearing.

  • 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.

    The safest first point on any destroyer: fewer knocked-out rudders, engines and torpedo tubes.

  • 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.

    Gearing gets modules broken in every gunfight; staying mobile is what lets you escape a losing trade.

  • Fill the Tubes

    3 pts
    Essential5 out of 5

    -10% torpedo tube reload time.

    -10% torpedo reload — Gearing's torpedoes are genuinely strong, not just self-defence. (Current PC data: reload only, no tube-traverse bonus.)

  • 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.

    Faster guns and torpedoes as you take damage; it works for both halves of Gearing's hybrid kit.

  • Superintendent

    3 pts
    Essential5 out of 5

    +1 charge to all ship consumables.

    An extra charge of Gearing's enhanced Smoke Generator, and of Defensive AA Fire or Engine Boost. Smoke charges are the ship's utility.

  • Survivability Expert

    3 pts
    Essential5 out of 5

    +350 hit points per ship tier (destroyer value).

    Gearing trades guns often, so a flat hit point increase directly wins more destroyer duels.

  • Concealment Expert

    4 pts
    Essential5 out of 5

    -10% detectability range of your ship.

    Gearing's low detectability is its defining strength — this makes it the best in class and lets you disengage at will.

  • Liquidator

    1 pt
    Recommended4 out of 5

    +30% chance of causing flooding with your torpedoes.

    +30% chance your torpedoes cause flooding — a good 1-point swap if you use Gearing's torpedoes heavily instead of chasing fires.

  • Consumable Specialist

    1 pt
    Recommended4 out of 5

    -7.5% cooldown time of all consumables, except Damage Control Party and Repair Party.

    Faster smoke cooldown; competes with Superintendent for the same job.

  • 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 final 2 points: more fires from a high rate-of-fire gun platform firing HE out of smoke.

  • Main Battery and AA Specialist

    3 pts
    Recommended4 out of 5

    -5% main battery reload time; +10% continuous AA damage.

    Reload plus AA on a ship with Defensive AA Fire available — a solid alternative to Fill the Tubes for a gun-first Gearing.

  • Grease the Gears

    1 pt
    Situational3 out of 5

    +15% main battery turret traverse speed.

    Turret traverse matters on a ship that kites while firing.

  • Swift Fish

    2 pts
    Situational3 out of 5

    +5% torpedo speed.

    +5% torpedo speed makes your long-range fish harder to dodge; a fair 2-point alternative to Demolition Expert.

  • Consumables Enhancements

    2 pts
    Situational3 out of 5

    +10% action time of Hydroacoustic Search, Surveillance Radar, Smoke Generator and Engine Boost.

    Longer smoke action time — reasonable if you fight from smoke most of the game.

  • Priority Target

    2 pts
    Situational3 out of 5

    The detection indicator shows the number of enemies currently aiming their main battery at your ship.

    Good information when you are contesting a cap in the open.

  • Main Battery and AA Expert

    4 pts
    Situational3 out of 5

    +20% main battery firing range; +15% damage from AA shell explosions (flak). This skill does not change reload time.

    +20% main battery range and +15% flak damage. Useful for shooting from smoke, but four points here means giving up Concealment Expert.

  • 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 helps you rotate caps, but it adds +5% main battery reload time and competes with Concealment Expert.

  • 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.

    Very useful for finding the enemy destroyer first, but it fights Concealment Expert for the same slot.

  • 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.

    -10% main battery reload while you are detected. Genuinely strong when you fight from open water, but Gearing prefers to shoot from smoke where it is not detected.

  • 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 being spotted, enemy shells scatter more and you gain speed — helpful the moment your smoke is called out.

  • Gun Feeder

    1 pt
    Optional2 out of 5

    -40% main battery shell-type switching time.

    You mostly fire HE; the shell-switch bonus rarely decides a fight.

  • 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.

    Some warning value, but weaker than Priority Target for the same kind of point.

  • Extra-Heavy Ammunition

    2 pts
    Optional2 out of 5

    +7.5% main battery AP shell damage; +10% depth charge damage. No calibre restriction is listed in current PC data.

    An AP damage bonus (plus depth charges) on a ship that mainly fires HE.

  • Inertia Fuse for HE Shells

    3 pts
    Avoid / 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.)

    Halves your fire chance, which is a large part of Gearing's gun damage against bigger ships.