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- 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.(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.
- 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:-20% to fire duration.
-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).
+5% to the ship's maximum speed.
-5% reload time on all consumables.
+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.
+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.
+15% chance of causing flooding.
+5% to the risk of your ship's magazine detonating.
+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.