World of Warships: Legends ship guide

Minegumo

Also called: 峰云 Beta
Japan · Tier VIII · Destroyer · Premium
Smoke destroyerBuilt around smoke: hold cap edges and trade gunfire from inside the cloud.
Playstyle
  • Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud
  • The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest
  • Avoid: Burning Torpedo Reload Booster on a hopeful salvo
Key characteristics
High HE / fire outputHigh fire chanceSmokeTorp Reload BoosterFragileWeak AA
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Community Data

Minegumo Community Stats

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Playstyle

Overview

Minegumo is a Tier VIII Japanese smoke destroyer with 6 smoke charges on a short cooldown: the many smokes are the kit, setting up aggressive and defensive plays that one-smoke DDs cannot. Hold cap edges and trade gunfire from cover, then re-smoke before the next window closes.

Positioning

Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud. The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.5 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. The helm answers quickly (3.6 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Burning Torpedo Reload Booster on a hopeful salvo

With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra torpedo salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE SMOKE
  • Extra smoke charges · 6 Smoke
  • Fast smoke cycle · 60 s
WEAK MAIN BATTERY
  • Pattern widens fast with range
  • Short gun range · 10.7 km
Acquisition

How to get Minegumo

Minegumo is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Campaign. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Mystic Lantern 0.045455% Tier VIII Premium ship Event · Mystic Lantern · 1 of 22 ships
Official WG availability sources
  • Party Around the World Campaign Breakdown Campaign Start: 2025-08-04 · End: 2025-09-07 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Minegumo Ship feature / release Start: 2025-08-05 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Niord Ship feature / release Start: 2025-08-06 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Party Around the World Campaign Breakdown 17,500 Doubloons 2025-08-04 Tier VIII default; exact price not in source
  • Anniversary Update: Operation Piñata 17,500 Doubloons 2025-07-31 Tier VIII default; exact price not in source
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Takeo Kurita

WG official
InspirationsErich Bey · William Sims

WG official build from Through the Spy Glass: Minegumo.

Source: Through the Spy Glass: Minegumo

Open in Build Tool →

Commanders frequently paired with this ship Takeo Kurita

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Minegumo sits among Tier VIII DDs (26 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestDisplacement2,500 t (1/27) Top 10%Rudder shift3.6 s (3/27) Top 25%Stealth profile6.75 km / 3.38 km (6/27 / 6/27) Top 25%Fires per minute9 (5/26) Top 25%Main dispersion94.9 m (5/27) Top 25%Acceleration16.7 s (6/27) Top 25%Torpedo damage≈19,567 (5/26) Top 25%Torpedo speed75 kt (5/26) Bottom 25%Hit points17,400 HP (24/27) Bottom 25%Max speed35 kt (23/27) Bottom 25%AP pen at 10 km50 mm (20/25) Bottom 10%Turn-speed retention78.1 hp/m (26/27) Bottom 10%AA range3.1 km (26/27) WorstMain battery range10.65 km (27/27) WorstEngine power50,000 hp (1 of 3 tied) WorstAA DPS17 (27/27) WorstAA threat53 (27/27)
See 24 mid-pack stats

Not standouts for Minegumo -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Smoke fire bloom2.52 km(9/27) Turning circle640 m(9/27) Traverse-to-turn ratio11.17 ×(14/27) Main battery caliber127 mm(18/27) Main battery reload3.6 s(15/27) HE shell damage2,000(9/26) HE DPM200,000(11/26) AP shell damage2,400(11/25) AP DPM240,000(13/25) AP velocity915 m/s(11/25) HE velocity915 m/s(9/26) AP fuse timer0.01 s(14/25) AP arming threshold21 mm(11/25) Power-to-weight20 hp/t(13/27) Effective HE DPM (incl. fire)273,775(9/26) Torpedo range9 km(17/26) Torpedo reaction time8.4 s(20/26) Torpedo reload130 s(17/26) NormAP ricochet start45°(19 of 25 tied at this value) NormAP auto-bounce angle60°(19 of 25 tied at this value) NormTurn speed retained81%(23 of 27 tied at this value) NormMax armor20 mm(23 of 27 tied at this value) NormCitadel belt20 mm(23 of 27 tied at this value) NormBow armor19 mm(26 of 27 tied at this value)
Survivability
Hit Points17,400
Displacement2,500 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
118 x 10.35 m
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (1,566 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (1,740 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
8,700
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
5,200
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 127 mm 3rd Year Type
Mounts / barrels3 mounts / 6 barrels
Reload time4 s
Firing range10.7 km
Turret traverse18 °/s
Turret armor20 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±153°, ±154°, ±157°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
27° off bow / 23° off stern
HE fire DPM vs T8 BB66397
Effective HE DPM vs T8 BB246397
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1065030·80.51000+0.5)·30=94.9m
94.9 m at 10.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.9·0.6=56.9m
56.9 m at 10.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =94.9·0.62=28.5m
28.5 m at 10.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =56.9·0.62=17.1m
17.1 m at 10.7 km
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 4 s base reload = 90. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.6 s all-upgrades reload = 100.
Initial: 90 → 100
HE shells
HE Damage2,000
HE Velocity915 m/s
Fire Chance9%
HE penetration
ƒIn-game data: 25 mm = 127 mm caliber / 5.08 (non-standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,000 HE damage x 6 broadside guns = 12,000.
12,000
HE DPM
ƒZero upgrades: 12,000 HE full-salvo alpha x 60 / 4 s base reload = 180,000. All upgrades (Main Battery Mod. 3 = -10% reload): 12,000 HE full-salvo alpha x 60 / 3.6 s all-upgrades reload = 200,000.
Initial: 180,000 → 200,000
Fires/min
ƒZero upgrades: 90 shells/min x 9% fire chance = 8.1. All upgrades (Main Battery Mod. 3 = -10% reload): 100 shells/min x 9% fire chance = 9.
Initial: 8.1 → 9
AP shells
AP Damage2,400
AP Velocity915 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2266·230.69·0.1271.07·9151.38=219mm. Matches the in-game spec card.
219 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.7 km), where the shell has slowed to 297.7 m/s: P=107·2266·230.69·0.1271.07·297.71.38=46.5mm.
46.5 mm at 10.7 km
AP full-salvo alpha
ƒ2,400 AP damage x 6 broadside guns = 14,400.
14,400
AP DPM
ƒZero upgrades: 14,400 AP full-salvo alpha x 60 / 4 s base reload = 216,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 240,000.
Initial: 216,000 → 240,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
17
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time130 s
Projectile speed75 kt
Range9 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=58,700·0.333=19,567.
≈ 19,567
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
20,967
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km75 kt×2.6855=8.4 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
355%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming231 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.
156,536
AA Defense
AA mount points2
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
3.1 km
25 mm Type96 mod. 12×2 25mm
Near aura
Guns25 mm Type96 mod. 1
Continuous DPS
ƒEffective DPS: 5 raw aura damage × 3.5 × 0.95 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.
17
Range3.1 km
Maneuverability
Engine power50,000 hp
Maximum speed35 kt
Turning circle radius640 m
Rudder shift time3.6 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.7 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
14.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
11.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
16.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
28.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·35.0·0.5144640=1.61°/s, so ratio=ωturretωhull=181.61=11.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
11.2× ok
Concealment
Detectability by sea6.75 km
Detectability by air3.38 km
Smoke firing penalty2.52 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
10.65 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.54 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.92 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
8.75 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
6.38 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Torpedo Reload Booster2 charges · 360 s reload · 1 s active · 5 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.

See all derived stats

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All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp94.9 m at 10.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1065030·80.51000+0.5)·30=94.9m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp56.9 m at 10.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.9·0.6=56.9m
Shell scatter height @ 10 km52.9 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10650=5325 m, and radiusOnMax=0.6 at 10650 m. Above the kink: k=0.5+(0.60.5)·100005325106505325=0.5878, so σV=σH·k=90·0.5878=52.9m.
Med Horiz Disp28.5 m at 10.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =94.9·0.62=28.5m
Med Vert Disp17.1 m at 10.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =56.9·0.62=17.1m
AP Pen Close219 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2266·230.69·0.1271.07·9151.38=219mm. Matches the in-game spec card.
AP Pen Far46.5 mm at 10.7 km
Same formula at the ship's max firing range (10.7 km), where the shell has slowed to 297.7 m/s: P=107·2266·230.69·0.1271.07·297.71.38=46.5mm.
AP pen 5 km101 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km50 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km7.25 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.334·0.12728·23=9.2×105. That runs from a 915 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km7.25 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.334·0.12728·23=9.2×105. That runs from a 915 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration25 mm
In-game data: 25 mm = 127 mm caliber / 5.08 (non-standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius17
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time10 s
180 degrees / 18 deg/s traverse speed = 10 s.
HE full-salvo alpha12,000
2,000 HE damage x 6 broadside guns = 12,000.
AP full-salvo alpha14,400
2,400 AP damage x 6 broadside guns = 14,400.
HE DPMInitial: 180,000 → 200,000
Zero upgrades: 12,000 HE full-salvo alpha x 60 / 4 s base reload = 180,000. All upgrades (Main Battery Mod. 3 = -10% reload): 12,000 HE full-salvo alpha x 60 / 3.6 s all-upgrades reload = 200,000.
AP DPMInitial: 216,000 → 240,000
Zero upgrades: 14,400 AP full-salvo alpha x 60 / 4 s base reload = 216,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 240,000.
Shells/minInitial: 90 → 100
Zero upgrades: 6 broadside guns x 60 / 4 s base reload = 90. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.6 s all-upgrades reload = 100.
Fires/minInitial: 8.1 → 9
Zero upgrades: 90 shells/min x 9% fire chance = 8.1. All upgrades (Main Battery Mod. 3 = -10% reload): 100 shells/min x 9% fire chance = 9.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time8.4 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed75 kt
Travel time to max range44.7 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,400
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage156,536
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.
Per-side salvo damage156,536
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.

AA defense

AA DPS at max range17
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 double 2x2 -> 17 DPS @ 3.1 km.
Maximum AA range3.1 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
AA DPS layered by range17 DPS @ 3.1 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank17
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index53
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range3.1 km

Armor Beta

Hull HP 17,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern19 mm

Overmatched by 132+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,200 (13% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm13,100 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 16–20 mm)2,000 (11% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Turret (module, per magazine)separate HP pool, does not drain ship HP8,700 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (25 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP5,200 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

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Exteriors

Skins & permanent camouflages

Every custom exterior Minegumo can equip, from in-game data.

  • Minegumo default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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