U.S.A. · Tier V Destroyer

Nicholas

Verified build

U.S.A. destroyer: smoke-supported support and spotting

21

Destroyer Commander Skills — verified — 24 skills

Recommended role

U.S.A. destroyer: smoke-supported support and spotting

Nicholas · Tier 5 Destroyer · Balanced playstyle

Points used19/21

2 points intentionally saved.

Use these skills now
  1. 1

    Preventive Maintenance

    1 ptEssential5 out of 5

    Cuts the chance of losing your guns, engine or rudder in a knife fight.

    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

    Priority Target

    2 ptsEssential5 out of 5

    Shows how many guns are pointed at you before they fire.

    In game: The detection indicator shows the number of enemies currently aiming their main battery at your ship. · Unlocked from 3 total points.

  3. 3

    Superintendent

    3 ptsEssential5 out of 5

    One more charge of every consumable, including smoke and heal.

    In game: +1 charge to all ship consumables. · Unlocked from 6 total points.

  4. 4

    Concealment Expert

    4 ptsEssential5 out of 5

    Lower detection is a destroyer's main weapon.

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

  5. 5

    Adrenaline Rush

    3 ptsRecommended4 out of 5

    Faster reload as your health drops.

    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

    Survivability Expert

    3 ptsRecommended4 out of 5

    More hit points, which on a destroyer is a whole extra exchange of fire.

    In game: +350 hit points per ship tier (destroyer value). · Unlocked from 16 total points.

  7. 7

    Consumable Specialist

    1 ptRecommended4 out of 5

    Faster consumable reload, so smoke and engine boost come back sooner.

    In game: -7.5% cooldown time of all consumables, except Damage Control Party and Repair Party. · Unlocked from 19 total points.

  8. 8

    Demolition Expert

    2 ptsRecommended4 out of 5

    More fire chance on a fast-firing HE battery adds up over a match.

    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.

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 earlier is still in the final 21-point build, so you never pay to redistribute points.
  • Consumables first suits a destroyer that fights from its own smoke.
  • Concealment Expert decides who starts every engagement.
  • Points are only spent when the next skill in the plan is fully affordable — intermediate points are banked rather than wasted.
How to play this ship
  • Cap early only when you know where the enemy destroyers are; otherwise spot from just outside the circle.
  • Never fight guns-first against a ship with better concealment — disengage and re-approach.
  • Launch torpedoes at where the target will be, not where it is, and reset the wall as it reloads.
  • Keep smoke for saving yourself or a teammate, not for a marginal extra minute of shooting.
Sources

Skill data: Skill names, point costs and effects taken from the current World of Warships Wiki destroyer skill list (Aug/Sep 2026).

Build: Curated beginner-safe no-reset progression built only from this app's verified class skill catalog (current World of Warships PC sources). Ship role reflects the ship's well-known in-game character; no numeric ship statistics are claimed. Not an official Wargaming build.

Avoid / low priority skills

Inertia Fuse for HE Shells

3 ptsOptional2 out of 5

Optional: more HE penetration for half the fire chance.

Extra-Heavy Ammunition

2 ptsOptional2 out of 5

Optional: only pays off if you fire AP regularly.

Full skill table for Nicholas

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
  • LiquidatorSituational3 out of 5
  • Consumable SpecialistRecommended4 out of 5
  • Gun FeederSituational3 out of 5
  • Incoming Fire AlertSituational3 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 TargetEssential5 out of 5
  • Last StandSituational3 out of 5
3 pts
  • Main Battery and AA SpecialistSituational3 out of 5
  • Fill the TubesSituational3 out of 5
  • Adrenaline RushRecommended4 out of 5
  • Inertia Fuse for HE ShellsOptional2 out of 5
  • SuperintendentEssential5 out of 5
  • Survivability ExpertRecommended4 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 Nicholas.

  • 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.

    Cuts the chance of losing your guns, engine or rudder in a knife fight.

  • Priority Target

    2 pts
    Essential5 out of 5

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

    Shows how many guns are pointed at you before they fire.

  • Superintendent

    3 pts
    Essential5 out of 5

    +1 charge to all ship consumables.

    One more charge of every consumable, including smoke and heal.

  • Concealment Expert

    4 pts
    Essential5 out of 5

    -10% detectability range of your ship.

    Lower detection is a destroyer's main weapon.

  • Consumable Specialist

    1 pt
    Recommended4 out of 5

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

    Faster consumable reload, so smoke and engine boost come back sooner.

  • 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.

    More fire chance on a fast-firing HE battery adds up over a match.

  • Adrenaline Rush

    3 pts
    Recommended4 out of 5

    For each 1% of lost hit points: -0.2% reload time of all armaments and +0.2% continuous AA damage.

    Faster reload as your health drops.

  • Survivability Expert

    3 pts
    Recommended4 out of 5

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

    More hit points, which on a destroyer is a whole extra exchange of fire.

  • Grease the Gears

    1 pt
    Situational3 out of 5

    +15% main battery turret traverse speed.

    No ship-specific note yet.

  • Liquidator

    1 pt
    Situational3 out of 5

    +30% chance of causing flooding with your torpedoes.

    No ship-specific note yet.

  • Gun Feeder

    1 pt
    Situational3 out of 5

    -40% main battery shell-type switching time.

    No ship-specific note yet.

  • Incoming Fire Alert

    1 pt
    Situational3 out of 5

    Warns you about a main battery salvo fired at your ship from more than 4.5 km away.

    No ship-specific note yet.

  • Swift Fish

    2 pts
    Situational3 out of 5

    +5% torpedo speed.

    No ship-specific note yet.

  • Consumables Enhancements

    2 pts
    Situational3 out of 5

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

    No ship-specific note yet.

  • Last Stand

    2 pts
    Situational3 out of 5

    The ship remains able to move and manoeuvre — slowly — while the engine or steering gears are incapacitated.

    No ship-specific note yet.

  • Main Battery and AA Specialist

    3 pts
    Situational3 out of 5

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

    No ship-specific note yet.

  • Fill the Tubes

    3 pts
    Situational3 out of 5

    -10% torpedo tube reload time.

    No ship-specific note yet.

  • 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.

    No ship-specific note yet.

  • 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.

    No ship-specific note yet.

  • 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 map information, but it costs the same as Concealment Expert.

  • 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.

    Situational: rewards staying spotted, which is risky for beginners.

  • 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.

    Situational: a defensive dispersion bonus after you are spotted.

  • 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.

    Optional: only pays off if you fire AP regularly.

  • Inertia Fuse for HE Shells

    3 pts
    Optional2 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.)

    Optional: more HE penetration for half the fire chance.