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Howard Roark Jun 20, 2019 @ 8:57pm
Yukikaze Build suggestions
I got the AL Yukikaze before the end of the colab and haven't gotten around to specking her yet. I haven't gotten to the Kagero yet, so I'm not sure what the best build is for her. I've tried looking online, but I can't find anything for the Yukikaze and my hits for the Kagero come from a time when the captain skill tree was different.

So I figure I'll ask here, does anyone have a suggestion on a good build for the Yukikaze? Thanks in advance!
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Probably a standard IJN Torp build:
  • 1: PT
  • 3: LS
  • 6: SE
  • 10: CE
  • 12: AR
  • 15: TAE
  • 17: EM
  • 18: PM
  • 19: EL or IFA
Really, there isn't anything different about Yukikaze compared to the tech tree line: you'd essentially play her like a tier VIII Yugumo with F3s. You can probably swap something out if you want BFT for better knife-fighting potential, but Adernaline Rush will more or less alleviate that along with the insane 76kt speed the F3s which can cover 8km in a frighteningly short amount of time.
Last edited by s u p e r g r a m p s; Jun 20, 2019 @ 11:46pm
Ryuu Jun 21, 2019 @ 12:41am 
That's what i'm using personally: https://wowsft.com/ship?index=PJSD718&modules=11111&upgrades=141220&commander=PJW018&skills=3221652482&consumables=222&lang=en
(change 3rd upgrade to Aiming Systems if rotation is enough for you, i hate Japanese rotation speed)

Torp-ninja avoiding close direct confrontation with other DDs. The best you can do vs them — shoot with only rear guns on retreat.

Results are decent, but not great: https://ru.wows-numbers.com/player/21141838,Ryuu_kun/

Torps are currently difficult to realize, especially such short ones in a CV battle, so maybe try going for gunboat instead, it has Shimakaze-level of damage shells, really great alpha strike. But mind that even with SE your HP = regular Shimakaze and you're not as fast.
Howard Roark Jun 21, 2019 @ 10:23pm 
Thanks for the suggestion guys! What upgrades would you suggest supergramps, do you agree with Ryuu's suggestions?
Ryuu Jun 22, 2019 @ 7:39am 
  • My 1st upgrade — obvious reasons.
  • 2nd — helps torp rushing or retreating, also compensates somewhat for the absence of Superintendant.
  • 3rd — like i said i hate Japanese rotation and prefer to sacrifice a bit of DPM, it's already low anyway. Aiming systems can do as well.
  • 4th — ♥♥♥♥ already have good rudders, and ability to start quick from the smoke and losing less power while dodging helps.
  • 5th — well, you're a ninja, concealment is the feature of Japanese destroyers you shouldn't omit.
When using it for competitive mode like ranked or clan battles choice of combat signals is obvious too:
  1. * India Yankee
    -20% to fire duration.
  2. * Juliet Charlie
    -100% to the risk of your ship's magazine detonating.
    Note: This flag reduces detonation chance to zero, regardless of other modifiers that may increase the chance of detonation (such as India X-Ray and Juliet Whiskey Unaone).
  3. * Sierra Mike
    +5% to the ship's maximum speed.
  4. * November Foxtrot
    -5% reload time on all consumables.
  5. Victor Lima
    +1% chance of causing a fire for bombs and shells with a caliber above 160mm.
    +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm.
    +4% chance of causing flooding.
  6. India X-Ray
    +1% chance of causing a fire for bombs and shells with a caliber above 160mm.
    +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm.
    +5% to the risk of your ship's magazine detonating.
  7. Juliet Whiskey Unaone
    +15% chance of causing flooding.
    +5% to the risk of your ship's magazine detonating.
  8. November Echo Setteseven
    +5% continuous damage by all AA guns
    +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.

Signals not marked with an *asterisk can be freely changed for (super-)economic signals instead, especially in the lower leagues. But you might as well run 8 (super-)economic signals at first too.
Last edited by Ryuu; Jun 23, 2019 @ 8:20am
Howard Roark Jun 22, 2019 @ 10:27pm 
Thanks for the detailed explination, I think I have a good idea how to speck and play the Yukikaze (in theory at least). Thanks for all the help!
Ryuu Jun 23, 2019 @ 8:21am 
Maybe you'll find some alternative playstyle :) But i think for IJN Radio location is a really handy perk despite its price. Also it compensates somewhat for guns rotation — you know where to look :)
Last edited by Ryuu; Jun 23, 2019 @ 8:22am
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Date Posted: Jun 20, 2019 @ 8:57pm
Posts: 6