2020 … their is no best destroyer you will only find DD's that match your playstyle and you will be ending playing several. One of the Largest HP pools of all tech-tree Tier VIII Battleships. Modules that boost range. Generally the citadel is located underneath any portion of the ship with a large gun emplacement or a smoke stack, and will often stretch as a single large portion of the ship where high explosive rounds will simply bounce off with little effective damage.Given the proper aim a citadel penetratio… The dancer will also lose points ifhe/she is unprepared and not fully dressed for the contest. If you're some kind of fun hating puritan, drop IFHE, PM, and MFSAA. WoWS 0.10.0.0. The real "salt of the branch" starts with at least T6 IMHO. That might also have justified the price as the torps (which are situational, easily and often destroyed, not always a guaranteed kill, maybe if they were 2×5 or smth like that) and the guns (wonky, very imprecise, terrible angles and meh pen, less overmatch than 406's) don't really offer enough over FdG. All rights reserved. ; 2020-06-11 Ship Comparison added for testing. Getting started: Newbie guide — Generic guide to getting started with World of Warcraft. World of Warships official customer service center. Also with IFHE, you will rise from 26mm pen to 33mm pen. Standard build for most of them is Priority Target, Last Stand, Survivability Expert, Advanced Firing Training, Demolition Expert, Adrenaline Rush and Superintendant or Basic Firing Training + Preventive Maintenance. DE and IFHE also affect secondaries. All Z-52 stats BTW. This is a secondary build OHIO without IFHE, after the IFHE rework. While the American secondary BBs rely on fires for damage, the Germans really need the shell alpha, so IFHE is probably worth it if you plan on fully committing to the secondary build. 16 shells per salvo, 4.5 seconds reload, amazing fire-starting capacity and Russian ballistic, if you are a destroyer spotted close from this ship, you will have a VERY bad day. Commander Skills World of Warships - full descriptions for the WoWS commander skills, play the free multiplayer pc game about battleships with your friends Español - Latinoamérica (Spanish - Latin America), Best in-class torpedoes with the signature 610mm that have long range and high damage, Very good Concealment allows you to not only scout and outspot most other DDs, but also allows you to get relativly close to enemy ships to torpedo them without getting spotted, Hard hitting 127mm guns on most ships in the tech tree but also have rapid firing 100mm guns on a few of the higher tiered AA DDs that have ridiculous penetration with IFHE, Has exclusive access to Torpedo reload, allowing you to quickly double your DPM of your torpedoes by quickly reloading all your torpedo tubes, Squishiest ships in the class due to low HP pools, bar the AA DDs, which are more like small cruisers, Manouverabiliy is average for the class as a whole, with an average of 35 kts and rather long turning circles, which is even worse on the AA DDs, 120mm and 127mm guns have a compartively low RoF compared to almost all other nations DDs, meaning that missed shots are very punishing when trying to defend yourself from another ship, AA is quite terrible on these ships, even on the AA DDs, since they don't have Defensive Fire (for some reason...), Torpedoes have high detection range, making them easy to spot from a distance, Fantastic RoF on main battery guns allows you to usually come out on top in knife-fights with other DDs, Top-Tier Smoke, with long up-time and lasts for a long time, allowing for many tactical applications for their use, Concealment is 3rd in class, but still competetive overall, Only nation besides the Russian DDs that have Defensive Fire (though not very effective without dedicated builds nor do the AA guns themselves pack a punch until tier IX), Fast and very manouverable ships make them slippery targets, with an average speed of 36-37 kts, and turning circles that allow them to quickly turn on a dime, Main guns have awful muzzle velocity combined with lightweight shells, meaning anything outside 10km will quickly become difficult to hit with high arching shots, HP is rather average: not too beefy, not too squishy but enough that hits will be noticeable no matter where they come from, Torpedoes don't get good until tier VII, until then, they have very short range, limiting thier use and your options of dealing with larger ships, Gun firing arcs aren't the best due to heavy reliance of single gun mounts until tier X, meaning you have to show significant broadside if you want to use all of your firepower, High velocity guns makes shooting any target at any range, pretty comfortable, Best in class HP pools with some ships having access to repair party, Decent AA at higher tiers with the option of defensive fire, Very high speed ships with speeds at an average of 40kts, making them very difficult to hit when they have engine boost active, Worst in class torpedoes with the lowest range tier-for-tier, Awful firing arcs on some of the earlier ships due to single gun mounts, Rather large ships overall, with poor concealment as a result, Fast reloading torpedo tubes that do decent damage and have increasing range as you progess upwards in the tech tree, Have access to German Hydro starting at the mid-tiers that allows you to spot torpedoes and bully DDs out of smoke or use smoke plus hydro as a way to ward off enemy DDs, 2nd best in class HP pools allows you to trade HP and last longer in knife-fights, Awful AA with no Dual Purpose guns until tier IX, which even then, they're not good in their own right, 2nd worst in class concealment, making it difficult to push into areas against DDs that have better concealment, Rather sluggish ships with large turning circles, Have poor firing arcs due to reliance on single-mount guns until tier IX, Potent 120mm guns that hit hard and have great RoF while still having good muzzle velocity, and high tier ships have 114mm guns that have insane RoF, 2nd best in class, hard-hitting torpedoes that can be single-launched, allowing you to punish ships that try to go bow-in to you, Fast reloading smoke with double the charges compared to other nations that don't last long, but allow you to quickly break engagment and allows you to constantly smoke up and fire on ships before repositiong to do so again, Have RN DD Hydro from tier VI forward, allowing you to spot torpedoes and ships at a fixed range; mostly used as a defensive tool due to short spotting range of ships, 3rd best in class HP, allowing you to come out on top of your Japanese and even US contemporaries, 2nd best in class concealment, which is very competetive due to how lethal your guns are to other DDS, Have RN acceleration built into the ships, allowing you to quickly get moving if stopped or reversing, Short range torpedoes means you can't really stealth torp until tier VI, but even then you have a small 1.0km buffer zone that gradually gets better at the higher tiers, but is still rather short ranged, limiting your options against heavier ships until they get close to you, Does not have access to Engine boost unlike all other nations DDs, and combined with the average speed of 35 kts means they can't really catch up and hunt down other DDs that run away from you, nor does that mean you can easily run away from a bad situation, Both tier IX and Tier X ships require IFHE to damage 19mm plating of most tier VIII-X DDs, in which they otherwise need to use AP, Most ships have similar characteristics to other nations ship, making the line very unique in that there is no linear performance of all ships in the tech tree compared to other nations, Have deep-water torpedoes that have very low detection range, allowing you to catch ships off guard with stealthy torps that limit reaction times to around 5 sec or even less, Have access to 7.5km radar at tier VIII-X, allowing you to work in conjunction with other DDs to flush out enemy DDs in smoke, Competetive concelament of most ships, allowing you to do about as well as USN ships but, Smoke is unique in that it has a long activation time but short up-time, allowing you either do walking smokescreens or just laying massive walls of smoke to blind your enemies and cover a reatreat (and or blind your whole team too...), Due to most ships being different from another, your overall playstyle won't really even out until tier VIII-X which are like USN DDs, but everything before that being either Russian, German, or British, Deep-water torpedoes cannot hit other DDs, meaning that other DDs can bum-rush you and torp you with the only option is to run, making it hard to hold capture points if you get bullied out by other DDs, Opting for radar leaves you without smoke. 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