World of Warships: Legends ship guide

Minotaur

Also called: 米诺陶 Beta
U.K. · Tier ★ · CL Cruiser · Premium
AP-only cruiserNo HE shells: every salvo is AP into broadsides, dodge in open water.
Playstyle
  • Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Radar (9.9 km)High AP DPMWide always-pen zoneLobs over islandsSmoke + SonarQuick-fuse AP
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Community Data

Minotaur Community Stats

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Playstyle

Overview

Minotaur is a Legendary British AP-only cruiser with cohort-best AP DPM (662,069): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Surveillance Radar (9.9 km, 40 s active, every 180 s) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: best AP always-pen window in Legendary CAs (60°) and best AP guaranteed-ricochet angle in Legendary CAs (75°).

Positioning

Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on. Shooting from the cloud gives you away at 5.8 km, and a destroyer here is spotted at about 7.1 km, so you see it coming with roughly 1.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar (9.9 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.9 km) and radar (about 9.9 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. Once the rudder is over she turns tightly for her cohort (660 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 2.9 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

Surveillance Radar

9.9 km range, 40 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • Wide always-pen zone · 60°
  • Late auto-bounce · 75°
  • AP DPM machine · 662069 AP
Long-reach AA

6 km AA reach, best of Legendary CAs.

Super-heal

Repair Party heals 2%/s, best of Legendary CAs. Restores more HP per active second than peers.

Lingering smoke

113 s smoke cloud linger, best of Legendary CAs. Each puff stays up longer after you stop laying it, holding the shield.

Quick-fuse AP

0.01 s AP fuse timer, bottom decile of Legendary CAs. Bursts earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Acquisition

How to get Minotaur

Minotaur is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • “Theseus' Bane” Campaign Breakdown Campaign Start: 2021-12-21 · End: 2022-01-30 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.
  • Through the Spy Glass: Brisbane Ship feature / release Start: 2023-12-13 · 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.
  • Colors of Freedom Store price varies 2023-06-20
  • Holiday Update: Chilling With the Beasts Store price varies 2021-12-16

Builds

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

Open in Build Tool →

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Cohort position

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Where Minotaur sits among Legendary CAs (20 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.

BestMain battery reload2.9 s (1 of 2 tied) BestAP DPM662,069 (1/21) BestAcceleration9.6 s (1 of 2 tied) BestAP arming threshold12 mm (1/21) BestAP ricochet start60° (1 of 5 tied) BestAP auto-bounce angle75° (1/21) BestAA range6 km (1 of 4 tied) BestFlak per wave (expected)3,654 (1 of 2 tied) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%Smoke fire bloom5.83 km (2/21) Top 10%Air detection7.29 km (3/21) Top 10%Turning circle660 m (2/21) Top 10%Traverse-to-turn ratio25.4 × (3/21) Top 10%Turn speed retained93.1% (3/21) Top 25%Concealment12.15 km (4/21) Top 25%Displacement16,970 t (5/21) Top 25%AA DPS665 (4/21) Top 25%AA threat3,148 (4/21) Top 25%Deck armor57 mm (5/21) Bottom 25%Main battery caliber152 mm (17/21) Bottom 25%Engine power110,000 hp (18/21) Bottom 25%AP pen at 10 km134 mm (18/21) Bottom 25%Max armor127 mm (17/21) Bottom 25%Citadel belt101 mm (17/21) WorstNo secondaries (8 of 21 in cohort) WorstAP fuse timer0.01 s (21/21) WorstEnd plates16 mm (1 of 4 tied / 1 of 4 tied)
See 15 mid-pack stats

Not standouts for Minotaur -- 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 points48,000 HP(15/21) Max speed33.5 kt(13/21) Rudder shift10.5 s(7/21) Main battery range15.55 km(13/21) Sigma2.05(13/21) Main dispersion140.3 m(10/21) AP velocity768 m/s(15/21) Turn-speed retention166.7 hp/m(14/21) Power-to-weight6.48 hp/t(13/21) Torpedo range11 km(7/13) Torpedo damage≈15,667(7/13) Torpedo speed62 kt(8/13) Torpedo reaction time7.8 s(9/13) Torpedo reload96 s(6/13) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points48,000
Displacement16,970 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.
169 x 19 m (design estimate)
Armor range6–127 mm
Plate armor thicknesses6, 13, 16, 19, 25, 32, 38, 51, 57, 81, 90, 101, 127 mm
Armor material/layer entries62
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 (4,320 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 (4,800 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.
21%
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.
21,700
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.
14,400
Effective HP
ƒBase 48,000 HP plus everything Repair Party can restore: 2%/s x 20 s = 19,200 HP per charge, x2 charges = 38,400 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.
86,400
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 152 mm/50 Mk XXVI
Mounts / barrels5 mounts / 10 barrels
Reload time3.2 s
Firing range15.6 km
Turret traverse38 °/s
Turret armor101 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.
±149°, ±145°, ±159°, ±157°, ±156°
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.
24° off bow / 35° off stern
AP pen max range97 mm
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1555030·81.11000+1.1)·30=140.3m
140.3 m at 15.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.3·0.6=84.2m
84.2 m at 15.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =140.3·0.62.05=41.1m
41.1 m at 15.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =84.2·0.62.05=24.6m
24.6 m at 15.6 km
Turret turn time
ƒ180 degrees / 38 deg/s traverse speed = 4.7 s.
4.7 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 3.2 s base reload = 187.5. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 2.9 s all-upgrades reload = 206.9.
Initial: 187.5 → 206.9
AP shells
AP Damage3,200
AP Velocity768 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2672·58.850.69·0.1521.07·7681.38=320mm. Matches the in-game spec card.
320 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.6 km), where the shell has slowed to 323.2 m/s: P=107·2672·58.850.69·0.1521.07·323.21.38=96.9mm.
96.9 mm at 15.6 km
AP full-salvo alpha
ƒ3,200 AP damage x 10 broadside guns = 32,000.
32,000
AP DPM
ƒZero upgrades: 32,000 AP full-salvo alpha x 60 / 3.2 s base reload = 600,000. All upgrades (Main Battery Mod. 3 = -10% reload): 32,000 AP full-salvo alpha x 60 / 2.9 s all-upgrades reload = 662,069.
Initial: 600,000 → 662,069
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.
20
Torpedoes
ModuleTorpedoes: 533 mm QR Mk II
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time96 s
Projectile speed62 kt
Range11 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=47,000·0.333=15,667.
≈ 15,667
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.
16,767
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 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.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.82 per hit, shown as 2.82×100=282%. 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.
282%
Torpedo launcher traverse25 °/s
Launch arcs140° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,667 = 125,336.
125,336
AA Defense
AA mount points18
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
6 km
76.2 mm/70 Mk VI8×2 76mm
20 mm Oerlikon Mk V10×2 20mm
Far aura
Gunsmain battery (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 117 from dual-purpose main battery firing as AA in this range band.
117
Range6 km
Medium aura
Guns76.2 mm/70 Mk VI
Continuous DPS
ƒEffective DPS: 143 raw aura damage × 3.5 × 0.9 hit probability = 450 - the same in-game units as the Close-range AA DPS headline.
450
Range5 km
Total DPS in Aura
ƒFar 117 + Medium 450 = 567
567
Near aura
Guns20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.85 hit probability = 98 - the same in-game units as the Close-range AA DPS headline.
98
Range2 km
Total DPS in Aura
ƒFar 117 + Medium 450 + Near 98 = 665
665
Flak bursts
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 290 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.
3 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
290
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.
90%
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 main battery mount is operational - even losing every other AA mount does not stop it.
Main 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 6 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.
2.5-6 km
Maneuverability
Engine power110,000 hp
Maximum speed33.5 kt
Turning circle radius660 m
Rudder shift time10.5 s
Engine power-boost threshold31.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 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.
13.3 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.
28.9 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).
10.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.
9.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
29.4 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·33.5·0.5144660=1.50°/s, so ratio=ωturretωhull=381.50=25.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
25.4× instant
Concealment
Detectability by sea12.15 km
Detectability by air7.29 km
Smoke firing penalty5.83 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.
15.55 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.33 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.
14.15 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.
10.29 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 19,200 HP (40% of max HP) total heal (per charge)
ƒHeal per second (2%) x effective active time (20 s) = up to 40% of max HP restored per charge.
· 38,400 HP (80% of max HP) total heal (all charges)
ƒ40% per charge x 2 charges = up to 80% of max HP if the whole Repair Party loadout is used.
· 960 HP/s (2% of max HP) heal per second
ƒ2% of max HP (48,000 HP) per second = 960 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 164×301000=4.92 km
· 3.42 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 114×301000=3.42 km
Choose one
Smoke Generator2 charges · 240 s reload · 15 s emit / 113 s cloud active · 600 m radius
Surveillance Radar2 charges · 180 s reload · 40 s active · 9.9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 330×301000=9.9 km

See all derived stats

Show

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)2.05
Max Horiz Disp140.3 m at 15.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1555030·81.11000+1.1)·30=140.3m
Shell scatter width @ 5 km67.5 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 km102 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 km136.5 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 Disp84.2 m at 15.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.3·0.6=84.2m
Shell scatter height @ 10 km53.9 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=0.5·15550=7775 m, and radiusOnMax=0.6 at 15550 m. Above the kink: k=0.5+(0.60.5)·100007775155507775=0.5286, so σV=σH·k=102·0.5286=53.9m.
Med Horiz Disp41.1 m at 15.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =140.3·0.62.05=41.1m
Med Vert Disp24.6 m at 15.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =84.2·0.62.05=24.6m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close320 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2672·58.850.69·0.1521.07·7681.38=320mm. Matches the in-game spec card.
AP Pen Far96.9 mm at 15.6 km
Same formula at the ship's max firing range (15.6 km), where the shell has slowed to 323.2 m/s: P=107·2672·58.850.69·0.1521.07·323.21.38=96.9mm.
AP pen 5 km204 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 km134 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 km99 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 km6.65 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·0.3475·0.15228·58.85=5.36×105. That runs from a 768 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 overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time4.7 s
180 degrees / 38 deg/s traverse speed = 4.7 s.
AP full-salvo alpha32,000
3,200 AP damage x 10 broadside guns = 32,000.
AP DPMInitial: 600,000 → 662,069
Zero upgrades: 32,000 AP full-salvo alpha x 60 / 3.2 s base reload = 600,000. All upgrades (Main Battery Mod. 3 = -10% reload): 32,000 AP full-salvo alpha x 60 / 2.9 s all-upgrades reload = 662,069.
Shells/minInitial: 187.5 → 206.9
Zero upgrades: 10 broadside guns x 60 / 3.2 s base reload = 187.5. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 2.9 s all-upgrades reload = 206.9.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 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 speed62 kt
Travel time to max range66.1 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
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 count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage250,672
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 15,667 = 250,672.
Per-side salvo damage125,336
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,667 = 125,336.

AA defense

AA DPS at max range117
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 3in70 Mk6 8x2 -> 450 DPS @ 5 km; 20mm Oerlikon MK V 10x2 -> 98 DPS @ 2 km; Far AA (?) -> 117 DPS @ 6 km.
Maximum AA range6 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
AA DPS layered by range117 DPS @ 6 km, 567 DPS @ 5 km, 665 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-blank665
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index3148
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

Armor Beta

Hull HP 48,000, 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 & stern16 mm

Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel101 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 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
Bow16 mm primary (range 16–25 mm)2,000 (4% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 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)51 mm primary (range 16–127 mm)32,500 (68% of HP)
No common AP caliber overmatches51 mm: most HE shatters, standard pen from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–25 mm)2,900 (6% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel101 mm primary (range 13–101 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.
Superstructure13 mm primary (range 13–57 mm)2,000 (4% 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 HP21,700 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 (76 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 HP13,000 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.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×12Main Battery ×1Torpedo ×1Consumable ×1
2026-05-28

Ministry of Balance: Summertime Refit

  • Main battery firing range increased from 15.34 to 15.55 km.
  • Improved AA guns: Increased the number of flak bursts and their damage.
  • Hull HP increased from 43,300 to 48,000:
  • Engine HP increased from 43,300 to 48,000.
  • Bow HP increased from 2,000 to 2,300.
  • Stock auxiliary space HP increased from 6,000 to 6,700.
  • Stock hull stern HP increased from 2,900 to 3,200.
  • Stock hull HP increased from 32,500 to 36,000.
  • Stock hull steering gear HP increased from 13,000 to 14,400.
  • Stock hull superstructure HP increased from 2,000 to 2,200.
  • +2 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Minotaur 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.