Skip to content
World of Warships Captain Builds
Build 26 / 33
Build

Pan American DDs (20 de Julio line)

~2 min read26 of 33 in Destroyers

Pan American DDs (20 de Julio line)

Pan American DDs (20 de Julio line) captain build for World of Warships

  • Pan American DDs are AP only close-mid range gunboats who excel against lightly armored targets. A well rounded package with good enough concealment, AP boosting combat instructions, timed-MBRB, and repair party to offset her low HP pool. Though no HE is still a big drawback.
  • Pan-American DDs take a modified standard DD build
    • Extra Heavy AP is taken as it’s a straight 7.5% boost to her DPM
    • FB is not taken because there is no room in the build
    • Libosa is a good captain as he improves SE and makes it easier to activate combat instructions
  • Notes about Pan-American gimmicks:
    • Combat instructions is automatically activated as soon as you fill the bar, you cannot save the charge for later!

      • Requires ~25 hits to charge
      • +50% AP damage for 10s when active, enough for 3-4 normal salvoes, or 6-8 with MBRB active
      • Loses charge after 10s if no hits are scored
      • Tier 8-10 ships have combat instructions
    • Main Battery reload booster is a timed consumable

      • 80s of usage, no way to increase this timer
      • You can turn on/off at any time, use all 80s in 1 go or space it out for different engagements
      • Standard -50% reload time when active
      • Available to Tier 6-10 ships
    • AP shells

      • Improved 60-75° Penetration angle
      • Higher AP penetration
      • All Pan American DDs get improved AP
    • Speed Boost

      • Tier 3-7 gets standard speed boost
      • Tier 8-9 gets the improved version, +15% speed boost
      • 20 de Julio gets +20% speed boost
    • Repair party

      • Repairs 20% HP over 20s
      • Tier 3-7 get 2 charges, T8-10 get 3 charges base
  • Pan American DDs are gimmicky AP only DDs with an open water gunboat playstyle. They like to get close to the enemy, unleash AP on their broadsides, and either kill them or disengage if the enemy angles. The DDs can fight other DDs in the early game, but damage output is inconsistent due to frequent AP overpens and bounces. MBRB can compensate to an extent. After fighting DDs in the early game, seek out enemy cruisers and BBs and harass them. 6-9km is ideal, but farther back is fine for conserving HP.
    • DD gunfights are wonky at best, your AP will overpen broadside DDs, cause full damage if they slightly angle, and bounce when they angle too much. Aim for the mid section if they are broadside/slightly broadside, and superstructure when completely angled.
    • Try to combine MBRB with combat instructions to maximize your burst DPM
    • Don’t be stingy with the repair party. You risk dying early if you try to maximize the healing efficiency
    • Treat Combat instructions as bonus damage for prolonged engagements, not something you should use every chance you get.
  • Applies to Almirante Villar, Serrano, Antioquia, Marcílio Dias, Cuauhtemoc, Nueva Esparta, 20 de Julio