Pan-Asia · Tier X Destroyer
Lüshun B
Gunboat destroyer with a unique Repair Party: 130 mm HE/SAP on a very fast reload, no smoke and no Engine Boost
Destroyer Commander Skills — verified — 24 skills
Recommended role
Gunboat destroyer with a unique Repair Party: 130 mm HE/SAP on a very fast reload, no smoke and no Engine Boost
Lüshun B · Tier 10 Destroyer · Balanced playstyle
- 1
Grease the Gears
1 ptEssential5 out of 5Lüshun B fires a 130 mm battery on a very short reload, so the limiting factor is almost never ammunition — it is whether the turrets are pointed at the target. One point for +15% traverse is the cheapest DPM gain on the ship.
In game: +15% main battery turret traverse speed. · Unlocked from 1 total points.
- 2
Last Stand
2 ptsEssential5 out of 5Lüshun B has no Engine Boost and no Smoke Generator, so a dead engine or rudder cannot be papered over with a consumable. Keeping the ability to move — slowly — is what lets you crawl out of a bad cap.
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
Adrenaline Rush
3 ptsEssential5 out of 5The defining synergy on this ship: Repair Party lets you deliberately fight at reduced health, and every 1% of missing HP speeds up all armaments. On a 1.7 s gun that turns into a very real rate-of-fire bonus.
In game: For each 1% of lost hit points: -0.2% reload time of all armaments and +0.2% continuous AA damage. · Unlocked from 6 total points.
- 4
Survivability Expert
3 ptsEssential5 out of 5More hit points means more health for the Repair Party to give back. Survivability Expert and the heal multiply each other; this is the single most valuable 3-point pick on the hull.
In game: +350 hit points per ship tier (destroyer value). · Unlocked from 9 total points.
- 5
Concealment Expert
4 ptsEssential5 out of 5At 7.16 km base detection Lüshun B is stealthy but not exceptional, and it has no smoke to hide in. −10% detectability is the only way you get to choose when a gunfight starts.
In game: -10% detectability range of your ship. · Unlocked from 13 total points.
- 6
Demolition Expert
2 ptsRecommended4 out of 5The 130 mm HE has a 5% base fire chance and you throw an enormous number of shells; +1% fire chance compounds across a whole match. Two cheap points that suit a shell-spam gunboat.
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 15 total points.
- 7
Main Battery and AA Specialist
3 ptsRecommended4 out of 5This is the destroyer reload skill in current PC data: −5% main battery reload plus +10% continuous AA. On the fastest-firing gun at Tier X, a flat reload cut is worth more than range.
In game: -5% main battery reload time; +10% continuous AA damage. · Unlocked from 18 total points.
- 8
Superintendent
3 ptsRecommended4 out of 5The final 3 points: +1 charge to all consumables, which on Lüshun B means a fourth Repair Party and a fourth Hydroacoustic Search. Since the heal *is* the ship's gimmick, an extra charge is close to an extra life.
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.
- Lüshun B replaces the usual destroyer smoke with a Repair Party, so the build is written around fighting damaged rather than hiding: Adrenaline Rush, Survivability Expert and Superintendent all feed that plan.
- Concealment Expert is still taken as the big four-point spike, because without smoke or Engine Boost your only disengagement tool is not being seen.
- Points are banked once, between 9 and 13, to buy Concealment Expert outright instead of a filler skill the final build would not keep.
- Extra-Heavy Ammunition and Inertia Fuse for HE Shells are deliberately skipped: the main battery has no AP shell, and IFHE would halve the fire chance that a 1.7 s reload exploits best.
- Treat the Repair Party as your smoke. Trade with another destroyer, break off behind an island, and heal back what the exchange cost you.
- You have no Engine Boost, so commit to positions early — you cannot sprint out of a cap you entered carelessly.
- Swap to SAP against angled or lightly armoured targets and back to HE when you want fires; the switching penalty is short and the guns reload almost instantly.
- Use Hydroacoustic Search to win the first exchange of a cap fight rather than saving it — Superintendent gives you a spare charge.
- Your AA is weak. Stay away from carrier squadrons rather than trying to fight them off.
Ship class / skill tree
Destroyer Commander Skills
Verified — 24 skills, 6 per row
Main battery ammunition
HE and SAP (130 mm)
No AP shell — AP skills do not apply
Defining consumable
Repair Party (no Smoke Generator, no Engine Boost)
From the current PC wiki pros/cons list
Commander skill points
1 – 21
Progression milestones at 1/3/6/9/13/15/18/21
Final 21-point build
Grease the Gears 1 · Last Stand 2 · Adrenaline Rush 3 · Survivability Expert 3 · Concealment Expert 4 · Demolition Expert 2 · Main Battery and AA Specialist 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 Lüshun B (wiki.worldofwarships.com) — Pan-Asian Tier X special destroyer, 2 x 2 130 mm main battery with a 1.7 s reload firing HE and SAP (no AP shell), 2 x 5 533 mm torpedoes at 11.0 km / 65 kt, 7.16 km surface detection, 36.0 kt top speed, and a Damage Control Party / Repair Party / Hydroacoustic Search consumable set with the page explicitly listing 'No Smoke Generator' and 'No Engine Boost' as cons. 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 raises HE penetration but halves fire chance, and your SAP shell already covers the armour-penetration role. Taking it deletes the fire damage that a fast-firing 130 mm gun does best.
Extra-Heavy Ammunition
2 ptsAvoid / Inefficient1 out of 5Avoid — +7.5% AP damage and +10% depth charge damage. Lüshun B's 130 mm battery loads HE and SAP, so the AP half never applies, and the ship has no depth charges to speak of.
Incoming Fire Alert
1 ptOptional2 out of 5A long-range salvo warning. Helpful while kiting, but Lüshun B fights close enough that you are usually already reacting.
Gun Feeder
1 ptOptional2 out of 5−40% shell-switching time. You do swap between HE and SAP, so this is not dead — it is simply worth less than a point spent on traverse or survivability.
Full skill table for Lüshun B
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 GearsEssential5 out of 5
- LiquidatorSituational3 out of 5
- Consumable SpecialistRecommended4 out of 5
- Gun FeederOptional2 out of 5
- Incoming Fire AlertOptional2 out of 5
- Preventive MaintenanceRecommended4 out of 5
- Demolition ExpertRecommended4 out of 5
- Swift FishSituational3 out of 5
- Consumables EnhancementsSituational3 out of 5
- Extra-Heavy AmmunitionAvoid / Inefficient1 out of 5
- Priority TargetRecommended4 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 ShellsAvoid / Inefficient1 out of 5
- SuperintendentRecommended4 out of 5
- Survivability ExpertEssential5 out of 5
- 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 Lüshun B.
Grease the Gears
1 ptEssential5 out of 5+15% main battery turret traverse speed.
Lüshun B fires a 130 mm battery on a very short reload, so the limiting factor is almost never ammunition — it is whether the turrets are pointed at the target. One point for +15% traverse is the cheapest DPM gain on the ship.
Last Stand
2 ptsEssential5 out of 5The ship remains able to move and manoeuvre — slowly — while the engine or steering gears are incapacitated.
Lüshun B has no Engine Boost and no Smoke Generator, so a dead engine or rudder cannot be papered over with a consumable. Keeping the ability to move — slowly — is what lets you crawl out of a bad cap.
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.
The defining synergy on this ship: Repair Party lets you deliberately fight at reduced health, and every 1% of missing HP speeds up all armaments. On a 1.7 s gun that turns into a very real rate-of-fire bonus.
Survivability Expert
3 ptsEssential5 out of 5+350 hit points per ship tier (destroyer value).
More hit points means more health for the Repair Party to give back. Survivability Expert and the heal multiply each other; this is the single most valuable 3-point pick on the hull.
Concealment Expert
4 ptsEssential5 out of 5-10% detectability range of your ship.
At 7.16 km base detection Lüshun B is stealthy but not exceptional, and it has no smoke to hide in. −10% detectability is the only way you get to choose when a gunfight starts.
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. Note the exclusion — it does NOT speed up the heal, only Hydroacoustic Search here, which limits its value on this particular ship.
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. A perfectly good one-point swap for Grease the Gears if you keep losing turrets in gun duels.
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 130 mm HE has a 5% base fire chance and you throw an enormous number of shells; +1% fire chance compounds across a whole match. Two cheap points that suit a shell-spam gunboat.
Priority Target
2 ptsRecommended4 out of 5The detection indicator shows the number of enemies currently aiming their main battery at your ship.
Knowing how many ships are aiming at you matters more than usual because you have no smoke button to erase a mistake.
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 in current PC data: −5% main battery reload plus +10% continuous AA. On the fastest-firing gun at Tier X, a flat reload cut is worth more than range.
Superintendent
3 ptsRecommended4 out of 5+1 charge to all ship consumables.
The final 3 points: +1 charge to all consumables, which on Lüshun B means a fourth Repair Party and a fourth Hydroacoustic Search. Since the heal *is* the ship's gimmick, an extra charge is close to an extra life.
Liquidator
1 ptSituational3 out of 5+30% chance of causing flooding with your torpedoes.
+30% chance of causing flooding with your torpedoes. Fine on a torpedo-leaning variant; this build does not fire enough fish to build around it.
Swift Fish
2 ptsSituational3 out of 5+5% torpedo speed.
+5% torpedo speed helps land the 11 km launches, but it is a support skill on a gun-first build.
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. Lüshun B only has Hydroacoustic Search from that list, so this is a narrow pick here.
Fill the Tubes
3 ptsSituational3 out of 5-10% torpedo tube reload time.
−10% torpedo reload. The 2×5 53-51 tubes (11 km, 65 kt) are a real threat, but this hull earns most of its damage with guns and the heal.
Main Battery and AA Expert
4 ptsSituational3 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; current PC data confirms it does NOT change reload. Extra range suits kiting, but Lüshun B's AA is weak and its damage comes from close-to-medium volume fire.
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 +5% main battery reload time. Losing gun speed is the wrong trade on the fastest-firing Tier X destroyer battery.
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 4 points as Concealment Expert, which this ship needs far 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.
−10% main battery reload while you are detected, plus an extra flak burst. Tempting on a gunboat, but it costs the same 4 points as Concealment Expert and rewards staying spotted on a ship with no smoke to break contact.
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.
+20% enemy dispersion and +8% speed for 15 s after you are spotted — a genuinely good defensive pick on a smokeless destroyer, and the strongest alternative to Concealment Expert.
Gun Feeder
1 ptOptional2 out of 5-40% main battery shell-type switching time.
−40% shell-switching time. You do swap between HE and SAP, so this is not dead — it is simply worth less than a point spent on traverse or survivability.
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.
A long-range salvo warning. Helpful while kiting, but Lüshun B fights close enough that you are usually already reacting.
Extra-Heavy Ammunition
2 ptsAvoid / Inefficient1 out of 5+7.5% main battery AP shell damage; +10% depth charge damage. No calibre restriction is listed in current PC data.
Avoid — +7.5% AP damage and +10% depth charge damage. Lüshun B's 130 mm battery loads HE and SAP, so the AP half never applies, and the ship has no depth charges to speak of.
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 raises HE penetration but halves fire chance, and your SAP shell already covers the armour-penetration role. Taking it deletes the fire damage that a fast-firing 130 mm gun does best.