U.K. · Tier X Submarine
Thrasher
Long-range acoustic-homing Submarine (sonar/torpedo pressure, concealment, dive-capacity management)
Submarine Commander Skills — verified — 20 skills
Recommended role
Long-range acoustic-homing Submarine (sonar/torpedo pressure, concealment, dive-capacity management)
Thrasher · Tier 10 Submarine · Balanced playstyle
- 1
Liquidator
1 ptEssential5 out of 5A 1-point flooding boost on every torpedo hit. Thrasher's damage comes from torpedoes, so this pays off from the first minute.
In game: +30% flooding chance (multiplicative) from your torpedo hits. · Unlocked from 1 total points.
- 2
Last Stand
2 ptsEssential5 out of 5A submarine that loses its engine or diving planes cannot escape depth charges. This keeps you manoeuvring.
In game: The engine and steering gears remain partially operational while incapacitated, so you keep moving and steering. · Unlocked from 3 total points.
- 3
Preventive Maintenance
2 ptsEssential5 out of 5-30% module incapacitation risk protects the same fragile systems Last Stand covers, for only 2 points.
In game: -30% risk of module incapacitation. · Unlocked from 5 total points.
- 4
Sonarman
3 ptsEssential5 out of 5Longer single-ping duration gives you far more time to line up a homing salvo after the first ping lands.
In game: +25% duration of a once-highlighted ping sector; -15% duration of a twice-highlighted ping sector. · Unlocked from 8 total points.
- 5
Torpedo Aiming Master
4 ptsEssential5 out of 5+15% damage on double-pinged sectors, and Thrasher only carries homing torpedoes — this is its biggest damage skill.
In game: +15% homing torpedo damage against a twice-highlighted sonar-ping sector. · Unlocked from 12 total points.
- 6
Adrenaline Rush
4 ptsEssential5 out of 5Faster torpedo and Sonar reload as you take damage; with Thrasher's small HP pool it is often active.
In game: For each 1% of HP lost: -0.25% torpedo reload, -0.25% Sonar reload, -0.25% secondary battery reload and -0.25% main battery reload. · Unlocked from 16 total points.
- 7
Improved Battery Efficiency
4 ptsEssential5 out of 5Directly fixes Thrasher's main weakness: slow dive-capacity recharge. Take it before any capacity skill.
In game: While dive capacity is below 50%: +25% dive capacity recharge rate on the surface. · Unlocked from 20 total points.
- 8
Helmsman
1 ptRecommended4 out of 5The final point: sharper rudder and diving-plane response right after a Hydrophone use, which is exactly when you reposition.
In game: For 15 s after using the Hydrophone: -10% rudder shift time and -10% diving plane shift time. · Unlocked from 21 total points.
Class-based recommendation
Slot 1
Sonar Modification 1
Protects the sonar used to guide homing torpedoes.
Slot 2
Sonar Modification 2
Supports quicker target acquisition when pinging.
Slot 3
Dive Capacity Modification 1
Recharges dive capacity faster for more underwater time.
Slot 4
Submarine Steering Gears
Improves underwater handling when repositioning or escaping.
Slot 5
Reinforced Bulkheads
Reduces depth-charge damage when you are hunted.
Slot 6
Dive Capacity Modification 2
Allows longer dives at high tiers.
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.
- The submarine tree is smaller than the other classes — 20 skills, 5 per point-cost row — so there are fewer cheap filler picks and the 4-point row matters more.
- Liquidator, Last Stand and Preventive Maintenance are the cheap survival core: they keep you moving and turn torpedo hits into floods.
- Sonarman then Torpedo Aiming Master build directly on Thrasher's acoustic homing torpedoes, which are its only torpedo type.
- Improved Battery Efficiency is chosen over Improved Battery Capacity because Thrasher's weakness is slow recharge, not low capacity.
- Ping first, then launch: your torpedoes only home on a highlighted sector, so a double ping is worth the wait.
- Manage your battery like ammunition — surface or run at periscope depth to recharge before you are empty, not after.
- Use your long torpedo range to pressure battleships and cruisers from outside destroyer and ASW reach.
- Break contact when a ship with Submarine Surveillance or depth charges pushes toward you; your HP pool cannot absorb a coordinated hunt.
- Stay away from friendly destroyers' fights — you contribute more by threatening the enemy backline.
Ship class / skill tree
Submarine Commander Skills
Verified — 20 skills, 5 per row
Commander skill points
1 – 21
Progression milestones at 1/3/5/8/12/16/20/21
Final 21-point build
Liquidator 1 · Last Stand 2 · Preventive Maintenance 2 · Sonarman 3 · Torpedo Aiming Master 4 · Adrenaline Rush 4 · Improved Battery Efficiency 4 · Helmsman 1
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 commander skill list (last edited 11 Aug 2026). The submarine tree is structurally different: 20 skills, 5 per point-cost row.
Build: Skill mechanics: current World of Warships Wiki commander skill list (last edited 11 Aug 2026) and the current Thrasher page. Progression: curated beginner-safe no-reset prototype — not an official Wargaming recommendation.
Enhanced Impulse Generator
3 ptsOptional2 out of 5Only active below 33% dive capacity. Worth it if you routinely run your battery dry, otherwise dead points.
Priority Target
1 ptOptional2 out of 5Most of your time is spent submerged and unaimed-at, so the counter is usually blank.
Incoming Fire Alert
1 ptOptional2 out of 5Only relevant on the surface, which is where a long-range submarine tries not to be.
Full skill table for Thrasher
Submarine Commander Skills — 20 skills, 5 per row
Laid out like the in-game tree for this class. Each row is one point cost.
- Enhanced SonarSituational3 out of 5
- LiquidatorEssential5 out of 5
- HelmsmanRecommended4 out of 5
- Priority TargetOptional2 out of 5
- Incoming Fire AlertOptional2 out of 5
- Improved Battery CapacitySituational3 out of 5
- Torpedo Crew TrainingSituational3 out of 5
- Consumables EnhancementsSituational3 out of 5
- Preventive MaintenanceEssential5 out of 5
- Last StandEssential5 out of 5
- Enhanced Impulse GeneratorOptional2 out of 5
- SonarmanEssential5 out of 5
- Consumables SpecialistSituational3 out of 5
- WatchfulSituational3 out of 5
- SuperintendentSituational3 out of 5
- Adrenaline RushEssential5 out of 5
- Torpedo Aiming MasterEssential5 out of 5
- Sonarman ExpertSituational3 out of 5
- Improved Battery EfficiencyEssential5 out of 5
- Enlarged Propeller ShaftSituational3 out of 5
Showing 20 of 20 submarine commander skills , rated for Thrasher.
Liquidator
1 ptEssential5 out of 5+30% flooding chance (multiplicative) from your torpedo hits.
A 1-point flooding boost on every torpedo hit. Thrasher's damage comes from torpedoes, so this pays off from the first minute.
Preventive Maintenance
2 ptsEssential5 out of 5-30% risk of module incapacitation.
Does not apply to secondary or AA batteries.
-30% module incapacitation risk protects the same fragile systems Last Stand covers, for only 2 points.
Last Stand
2 ptsEssential5 out of 5The engine and steering gears remain partially operational while incapacitated, so you keep moving and steering.
A submarine that loses its engine or diving planes cannot escape depth charges. This keeps you manoeuvring.
Sonarman
3 ptsEssential5 out of 5+25% duration of a once-highlighted ping sector; -15% duration of a twice-highlighted ping sector.
Longer single-ping duration gives you far more time to line up a homing salvo after the first ping lands.
Adrenaline Rush
4 ptsEssential5 out of 5For each 1% of HP lost: -0.25% torpedo reload, -0.25% Sonar reload, -0.25% secondary battery reload and -0.25% main battery reload.
Faster torpedo and Sonar reload as you take damage; with Thrasher's small HP pool it is often active.
Torpedo Aiming Master
4 ptsEssential5 out of 5+15% homing torpedo damage against a twice-highlighted sonar-ping sector.
Only works with homing (acoustic) torpedoes.
+15% damage on double-pinged sectors, and Thrasher only carries homing torpedoes — this is its biggest damage skill.
Improved Battery Efficiency
4 ptsEssential5 out of 5While dive capacity is below 50%: +25% dive capacity recharge rate on the surface.
Directly fixes Thrasher's main weakness: slow dive-capacity recharge. Take it before any capacity skill.
Helmsman
1 ptRecommended4 out of 5For 15 s after using the Hydrophone: -10% rudder shift time and -10% diving plane shift time.
The final point: sharper rudder and diving-plane response right after a Hydrophone use, which is exactly when you reposition.
Enhanced Sonar
1 ptSituational3 out of 5While your submarine is detected: -10% Sonar reload time.
Only works while you are detected — good if you play aggressively at periscope depth, wasted if you stay hidden.
Improved Battery Capacity
2 ptsSituational3 out of 5+10% dive capacity; -20% dive capacity recharge rate while on the surface.
Tradeoff skill: Thrasher already has high dive capacity, and the -20% surface recharge worsens its actual weakness. Only take it if you rarely surface to recharge.
Torpedo Crew Training
2 ptsSituational3 out of 5While your submarine is detected: -15% torpedo tube reload time.
Also detection-gated. Thrasher's reload is already short, so the core survival skills come first.
Consumables Enhancements
2 ptsSituational3 out of 5+5% action time of your ship's consumables.
+5% action time is small but cheap; a reasonable 2-point alternative to Preventive Maintenance for experienced players.
Consumables Specialist
3 ptsSituational3 out of 5-15% preparation (reload) time of your ship's consumables.
Faster consumable reload supports a Hydrophone-cycling build; a fine swap for Sonarman if you prefer utility.
Watchful
3 ptsSituational3 out of 5Displays an “in detection range” warning when your otherwise-undetected submarine is inside active Submarine Surveillance, Surveillance Radar or Hydroacoustic Search detection range.
Detection range depends on your current depth under the standard depth rules.
Warns you when you are inside Submarine Surveillance, Radar or Hydro range — genuinely useful information, but 3 points is a lot for a warning.
Superintendent
3 ptsSituational3 out of 5+1 charge to all mounted consumables.
An extra Damage Control or Hydrophone charge is always welcome; take it if you are dying to floods rather than depth charges.
Sonarman Expert
4 ptsSituational3 out of 5If a sector was highlighted within 30 s of using the Hydrophone: +25% ping-effect duration on both once- and twice-highlighted sectors.
Strong for a Hydrophone-heavy playstyle, but it competes for the same 4 points as Adrenaline Rush and Torpedo Aiming Master.
Enlarged Propeller Shaft
4 ptsSituational3 out of 5While dive capacity is below 50%: +18% speed at the surface and at periscope depth.
Does not work at maximum depth.
Useful escape speed on the surface and at periscope depth, but it does nothing at maximum depth where you hide.
Priority Target
1 ptOptional2 out of 5Shows the number of opponents currently aiming their main battery at your submarine.
Most of your time is spent submerged and unaimed-at, so the counter is usually blank.
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.
Only relevant on the surface, which is where a long-range submarine tries not to be.
Enhanced Impulse Generator
3 ptsOptional2 out of 5While dive capacity is below 33%: +15% sonar ping velocity.
Only active below 33% dive capacity. Worth it if you routinely run your battery dry, otherwise dead points.