World of Warships: Legends ship guide

Minnesota

Also called: 明尼苏达 Beta
Sniper battleshipA sniper: farm AP citadels from range, repositioning before the line closes.
Playstyle
  • Sit 14-17 km from the brawl line and bow toward the closest threat
  • Avoid: Pushing the brawl line to chase a kill
Key characteristics
18 km gun rangeHigh AP DPMStrong AALobs over islandsSpotter planeSlow
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Community Data

Minnesota Community Stats

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Playstyle

Overview

Minnesota is a Tier VIII American sniper battleship (17.7 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. AA (729 AA DPS at 5 km, +100% Defensive AA flak burst) ranks 4 of 32 in T8 BBs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best DCP duration in T8 BBs (20 s) and best magazine armor in T8 BBs (102 mm).

Positioning

Sit 14-17 km from the brawl line and bow toward the closest threat. The heavy bow plate holds an angle indefinitely against same-tier guns, which is what protects the citadel; the citadel sides do not survive a broadside trade even at long range. Rotate one map cell back if a flank starts to collapse rather than holding the angle, and keep bow on between salvos. Once the rudder is over she turns tightly for her cohort (700 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Pushing the brawl line to chase a kill

The kit pays out at range; every map cell you push forward is one your sniper advantage shrinks, and you stop trading better than the peer BBs you out-range.

Signature Traits

Long DCP window

20 s Damage Control duration, best of T8 BBs. Stays fire / flood immune longer per activation.

ELITE ARMOR
  • Heavy magazine · 102 mm
  • Saturates bow fast · 2000 HP
ELITE MAIN BATTERY
  • Long gun range · 17.7 km
  • AP DPM machine · 301176 AP
Top-tier AA

729 AA DPS, top decile of T8 BBs (median 532).

WEAK MOBILITY
  • Slow acceleration
  • Slow for the class · 25 kt
Acquisition

How to get Minnesota

Minnesota is available in the Heavy Battleships branch of the U.S. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 5,000,000 credits.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Minnesota sits in the Heavy Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.

The heavy battleship line starts with Tennessee, focusing on maximum firepower at the cost of speed and flexibility in battle. Plan ahead, pick a position, and punish the enemy with a heavy broadside.
Advantages
Long-range main battery guns, Large main battery salvo
Disadvantages
Slow, Slow reload, Inflexible
Official WG availability sources

Builds

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

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Cohort position

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Where Minnesota sits among Tier VIII BBs (31 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.

BestTurning circle700 m (1/32) Top 10%Main battery range17.74 km (2/32) Top 10%AP DPM301,176 (4/32) Top 10%AA DPS729 (4/32) Top 25%Flak per wave (expected)1,800 (7/32) Bottom 25%Main battery reload30.6 s (28/32) Bottom 25%Main dispersion237.4 m (28/32) Bottom 25%Secondary DPM (per side)144,000 (29/32) Bottom 25%Secondary HE pen21 mm (27/30) Bottom 10%Traverse-to-turn ratio3.8 × (31/32) WorstMax speed25 kt (32/32) WorstSecondary fire chance5% (1 of 4 tied) WorstAcceleration39.5 s (32/32) WorstEngine power72,000 hp (32/32) WorstTurn-speed retention102.9 hp/m (32/32) WorstPower-to-weight1.3 hp/t (32/32) WorstSecondary range5 km (1 of 16 tied) WorstNo torpedoes (25 of 32 in cohort)
See 33 mid-pack stats

Not standouts for Minnesota -- 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.

Hit points76,300 HP(12/32) Concealment15.91 km(24/32) Smoke fire bloom15.35 km(22/32) Air detection12.73 km(24/32) Rudder shift16.8 s(19/32) Main battery caliber406 mm(18/32) Sigma1.9(11/32) HE shell damage5,700(19/30) HE fire chance36%(14/30) Fires per minute8.47(10/30) HE DPM134,118(12/30) AP shell damage12,800(19/32) Secondary HE alpha1,800(23/30) AP velocity808 m/s(19/32) HE velocity820 m/s(17/30) AP arming threshold68 mm(17/32) Displacement55,300 t(17/32) AP pen at 10 km589 mm(23/32) Effective HE DPM (incl. fire)203,548(12/30) AA range5 km(18/32) AA threat2,250(11/32) Repair charges3(13/32) Max armor406 mm(14/32) Citadel belt343 mm(19/30) Deck armor38 mm(22/29) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(29 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormRepair heal rate0.5 %/s(23 of 32 tied at this value) NormBow armor32 mm(28 of 30 tied at this value) NormStern armor32 mm(28 of 30 tied at this value)
Survivability
Hit PointsInitial: 69,500 → 76,300
Displacement55,300 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.
208.5 x 37.76 m
Armor range19–406 mm
Plate armor thicknesses19, 25, 32, 38, 50, 76, 86, 102, 140, 152, 203, 241, 273, 298, 343, 406 mm
Armor material/layer entries64
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 duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (13,734 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 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (15,260 HP on this ship). Verified against measured flood ticks in replay data.
0.5% 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.
40%
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.
38,200
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.
22,900
Effective HP
ƒBase 76,300 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 10,682 HP per charge, x3 charges = 32,046 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
108,346
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 406 mm/50 Mk7
Mounts / barrels4 mounts / 12 barrels
Reload time34 s
Firing range (base)16.1 km
Firing range (top fire control)17.7 km
Turret traverse4 °/s
Turret armor457 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.
2x ±145°, 2x ±144°
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.
36° off bow / 35° off stern
AP pen max range465 mm
HE fire DPM vs T8 BB62492
Effective HE DPM vs T8 BB183197
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1774330·1221000+2)·30=237.4m
237.4 m at 17.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =237.4·0.6=142.5m
142.5 m at 17.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =237.4·0.61.9=75m
75 m at 17.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =142.5·0.61.9=45m
45 m at 17.7 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 34 s base reload = 21.2. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 30.6 s all-upgrades reload = 23.5.
Initial: 21.2 → 23.5
HE shells
HE Damage5,700
HE Velocity820 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 12 broadside guns = 68,400.
68,400
HE DPM
ƒZero upgrades: 68,400 HE full-salvo alpha x 60 / 34 s base reload = 120,706. All upgrades (Main Battery Mod. 3 = -10% reload): 68,400 HE full-salvo alpha x 60 / 30.6 s all-upgrades reload = 134,118.
Initial: 120,706 → 134,118
Fires/min
ƒZero upgrades: 21.2 shells/min x 36% fire chance = 7.62. All upgrades (Main Battery Mod. 3 = -10% reload): 23.5 shells/min x 36% fire chance = 8.47.
Initial: 7.62 → 8.47
AP shells
AP Damage12,800
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2620·10150.69·0.4061.07·8081.38=839.2mm. Matches the in-game spec card.
839.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.7 km), where the shell has slowed to 526.6 m/s: P=107·2620·10150.69·0.4061.07·526.61.38=464.8mm.
464.8 mm at 17.7 km
AP full-salvo alpha
ƒ12,800 AP damage x 12 broadside guns = 153,600.
153,600
AP DPM
ƒZero upgrades: 153,600 AP full-salvo alpha x 60 / 34 s base reload = 271,059. All upgrades (Main Battery Mod. 3 = -10% reload): 153,600 AP full-salvo alpha x 60 / 30.6 s all-upgrades reload = 301,176.
Initial: 271,059 → 301,176
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.
250
AA Defense
AA mount points53
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk2Initial: 40 mm Bofors Mk1 (16×2) → 40 mm Bofors Mk2 (16×4)
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (37×1) → 20 mm Oerlikon Mk20 (37×2)
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 127mm
Far aura
Guns127 mm Mk32 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 108 from dual-purpose secondaries firing as AA in this range band.
108
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 119 raw aura damage × 3.5 × 0.75 hit probability = 312 - the same in-game units as the Close-range AA DPS headline.
Initial: 228 → 312
Range3.5 km
Total DPS in Aura
ƒFar 108 + Medium 312 = 420
420
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 126 raw aura damage × 3.5 × 0.7 hit probability = 309 - the same in-game units as the Close-range AA DPS headline.
Initial: 189 → 309
Range2 km
Total DPS in Aura
ƒFar 108 + Medium 312 + Near 309 = 729
729
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 127mm
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power72,000 hp
Maximum speed25 kt
Turning circle radius700 m
Rudder shift time16.8 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 25 / 4 + 4.9 = 11.2 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.
11.2 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.
51 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).
7.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.5 kt of 25 kt), from our in-house acceleration model.
39.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.8 kt of 25 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.
65.8 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·25.0·0.5144700=1.05°/s, so ratio=ωturretωhull=41.05=3.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.8× drags
Concealment
Detectability by sea15.91 km
Detectability by air12.73 km
Smoke firing penalty15.35 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.
17.74 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (8.12 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
20.85 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.
17.91 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.
15.73 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,682 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 32,046 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 382 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (76,300 HP) per second = 382 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Choose one
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Defensive AA Fire4 charges · 120 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points69,500 → 76,300
  • Rudder shift30.5 → 21.8 s
  • Close-range AA DPS164 → 245
Fire controlUpgrade
  • Main battery range16,130 → 17,743 m

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)1.9
Max Horiz Disp237.4 m at 17.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1774330·1221000+2)·30=237.4m
Shell scatter width @ 5 km110 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 km160 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.
Shell scatter width @ 15 km210 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp142.5 m at 17.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =237.4·0.6=142.5m
Shell scatter height @ 10 km82 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=0.5·17743=8872 m, and radiusOnMax=0.6 at 17743 m. Above the kink: k=0.5+(0.60.5)·100008872177438872=0.5127, so σV=σH·k=160·0.5127=82m.
Med Horiz Disp75 m at 17.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =237.4·0.61.9=75m
Med Vert Disp45 m at 17.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =142.5·0.61.9=45m
Dispersion familyUS/UK BB Disp.
2.5% overall improvement compared to EU BB Disp.
AP Pen Close839.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2620·10150.69·0.4061.07·8081.38=839.2mm. Matches the in-game spec card.
AP Pen Far464.8 mm at 17.7 km
Same formula at the ship's max firing range (17.7 km), where the shell has slowed to 526.6 m/s: P=107·2620·10150.69·0.4061.07·526.61.38=464.8mm.
AP pen 5 km701 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 km589 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.
AP pen 15 km502 mm
AP penetration at a fixed 15 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 flight time @ 10 km5.12 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·0.336·0.40628·1015=2.14×105. That runs from a 808 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 flight time @ 10 km5.19 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·0.346·0.40628·862=2.6×105. That runs from a 820 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 penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha68,400
5,700 HE damage x 12 broadside guns = 68,400.
AP full-salvo alpha153,600
12,800 AP damage x 12 broadside guns = 153,600.
HE DPMInitial: 120,706 → 134,118
Zero upgrades: 68,400 HE full-salvo alpha x 60 / 34 s base reload = 120,706. All upgrades (Main Battery Mod. 3 = -10% reload): 68,400 HE full-salvo alpha x 60 / 30.6 s all-upgrades reload = 134,118.
AP DPMInitial: 271,059 → 301,176
Zero upgrades: 153,600 AP full-salvo alpha x 60 / 34 s base reload = 271,059. All upgrades (Main Battery Mod. 3 = -10% reload): 153,600 AP full-salvo alpha x 60 / 30.6 s all-upgrades reload = 301,176.
Shells/minInitial: 21.2 → 23.5
Zero upgrades: 12 broadside guns x 60 / 34 s base reload = 21.2. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 30.6 s all-upgrades reload = 23.5.
Fires/minInitial: 7.62 → 8.47
Zero upgrades: 21.2 shells/min x 36% fire chance = 7.62. All upgrades (Main Battery Mod. 3 = -10% reload): 23.5 shells/min x 36% fire chance = 8.47.

AA defense

AA DPS at max range108
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 16x4 -> 312 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin12 37x2 -> 309 DPS @ 2 km; 5in38 Mk32 Mod12 8x2 -> 108 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range108 DPS @ 5 km, 420 DPS @ 3.5 km, 729 DPS @ 2 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-blank729
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2250
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 range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)144,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 127 mm (8/side) × 60/6 × 1800 = 144,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 21 mm from the 127 mm family.

Armor Beta

Hull HP 69,50076,300 with hull upgrade, 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 & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel343 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–273 mm)2,000 (3% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)343 mm primary (range 25–343 mm)57,200 (75% of HP)
No common AP caliber overmatches343 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–241 mm)2,300 (3% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel343 mm primary (range 38–343 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.
Superstructure19 mm primary (range 19–406 mm)8,100 (11% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP38,200 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.
Secondary mount (127 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP22,900 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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Ship Charts

Balance History

Balance updates affecting Minnesota. Cards are condensed; use each source link for full context.

Buff ×1
Exteriors

Skins & permanent camouflages

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

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.