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
Heavy, fast torpedoesHigh HE / fire outputHigh fire chanceSmokeFragileWeak AA
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Community Data

Minegumo Community Stats

Across 5,900+ Standard battles from 260+ players, Minegumo averages a 61% win rate, 55,600 damage and 1.2 kills per battle, and survives 48% of them.

Community Data

Minegumo Community Stats

Log in to GamingDiver and upload your data to see Community Data for Minegumo: community win rate, damage, survival, spotting, and your own comparison.

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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. Standout traits: torpedo alpha in T8 DDs (19,567, 5th of 27). The trade is short gun range in T8 DDs (10.7 km, 28th of 28).

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.

Heavy torpedoes ↗

19567 damage per torpedo, top quartile of T8 DDs.

ELITE SMOKE ↗
  • Extra smoke charges · 6 Smoke
  • Fast smoke cycle · 60 s
Short gun range ↗

10.7 km main battery reach, bottom decile of T8 DDs. Outranged by peers; close distance or lean on terrain.

Weak AA ↗

17 AA DPS, bottom decile of T8 DDs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Minegumo

Minegumo is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign, Doubloons, and Containers. 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Mystic Lantern 0.043478% Tier VIII Premium ship Event · Mystic Lantern · 1 of 23 ships
Official WG availability sources
  • Through the Spy Glass: Minegumo Campaign Start: 2025-08-05
    • You can obtain Minegumo for free during this update! Go to the Campaign menu, claim the free Admiralty Backing, and complete all 100 campaign milestones.
    • At the end, you'll be able to choose between Minegumo and another ship: Pan-European battleship Niord. Whichever ship you choose, the other will be available to purchase with doubloons.
  • Party Around the World Campaign Breakdown Campaign 2025-08-04
    • Acquire the free Admiralty Backing and complete 100 milestones over the next 5 weeks to receive a host of rewards, including a new ship: Japanese Tier VIII Premium destroyer Minegumo or Pan-European Tier VIII Premium battleship Niord.
    • You can choose which ship to receive for free, while the other will be available for doubloons.
  • Anniversary Update: Operation Piñata Campaign 2025-07-31
    • Meet the first-ever campaign to have a completely free Admiralty Backing and a choice between two ships at the end: Japanese Tier VIII Premium destroyer Minegumo or Pan-European Tier VIII Premium battleship Niord.
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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Minegumo sits among Tier VIII DDs (27 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 (1/28) Top 10%Rudder shift3.6 s (3/28) Top 25%Stealth profile6.75 km / 3.38 km (6/28 / 6/28) Top 25%Fires per minute8.1 (5/26) Top 25%Main dispersion94.9 m (5/28) Top 25%Time to 90% speed15.8 s (6/28) Top 25%Torpedo damage≈19,567 (5/27) Top 25%Torpedo speed75 kt (5/27) Bottom 25%Hit points17,400 HP (25/28) Bottom 25%Max speed35 kt (23/28) Bottom 25%AP pen at 10 km50 mm (21/26) Bottom 10%Power / turn radius78.1 hp/m (27/28) Bottom 10%AA range3.1 km (27/28) WorstMain battery range10.65 km (28/28) WorstEngine power50,000 hp (1 of 3 tied) WorstAA DPS17 (28/28) WorstAA threat53 (28/28)
See 23 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(9/28) Turning circle640 m(9/28) Main battery caliber127 mm(19/28) Main battery reload4 s(15/28) HE shell damage2,000(9/26) HE DPM180,000(11/26) AP shell damage2,400(12/26) AP DPM216,000(12/26) AP velocity915 m/s(12/26) HE velocity915 m/s(9/26) Acceleration (0-12 kt)5.1 s(18/28) AP fuse timer0.01 s(14/26) AP arming threshold21 mm(13/26) Power-to-weight20 hp/t(13/28) Effective HE DPM (incl. fire)246,397(8/26) Torpedo range9 km(19/27) Torpedo reaction time8.4 s(21/27) Torpedo reload130 s(17/27) NormAP ricochet start45°(19 of 26 tied at this value) NormAP auto-bounce angle60°(19 of 26 tied at this value) NormTurn speed retained81%(24 of 28 tied at this value) NormMax armor20 mm(24 of 28 tied at this value) NormCitadel belt20 mm(24 of 28 tied at this value)
Survivability
Hit Points17,400
Displacement2,500 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. 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
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 17,400 HP = 1,566 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 17,400 HP = 1,740 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
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%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,200 = 4,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,200
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 13,100 = 26,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
13,100
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,000 = 2,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,000
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,000 = 4,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,000
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. 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
ƒ180° − 153° (the most restricted aft-facing mount's arc) = 27° off bow; 180° − 157° (the most restricted forward-facing mount's arc) = 23° off stern. How 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.
27° off bow / 23° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.7 km) shells land in an ellipse about 95 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1065030·8−0.51000+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 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 96.9.
Initial: 90 → 96.9
HE shells
HE alpha2,000
HE Velocity915 m/s
Fire Chance9%
HE fire DPM vs T8 BB66397
Effective HE DPM vs T8 BB246397
HE penetration
ƒ25 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 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 193,846.
Initial: 180,000 → 193,846
Fires/min
ƒZero upgrades: 90 shells/min × 0.09 (9% fire chance) = 8.1. All upgrades (Main Battery Mod. 3 = -10% reload): 96.9 shells/min × 0.09 (9% fire chance) = 8.72.
Initial: 8.1 → 8.72
AP shells
AP alpha2,400
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2266·230.69·0.127−1.07·9151.38=219mm.
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=10−7·2266·230.69·0.127−1.07·297.71.38=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 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 232,615.
Initial: 216,000 → 232,615
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 speed75.0 kt
Range9 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 19,567
Maximum damage (ammunition)
ƒ58,700 warhead alpha / 3 + 1,400 blast = 20,967. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
20,967
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. 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.
1,400
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. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. 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.
355%
Torpedo launcher traverse25 °/s
Launch arcscentreline 258°, 266°
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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
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 speed35.0 kt
Turning circle radius640 m
Rudder shift time3.6 s
Engine power-boost threshold7.0 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. Base value; speed modifiers scale it.
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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
14.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
15.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
26.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 18 − 7.1 = +10.9°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+10.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.75 km x 0.955 = 6.45 km. Camouflage does not change detectability by air.
6.75 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.75 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.45 km.
6.45 km
Detectability by air3.38 km
Smoke firing penalty2.52 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.75 km) = 10.65 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.65 km
Detect when firing (air)
ƒAir detectability 3.38 km + gun-firing bloom 2.54 km = 5.92 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
5.92 km
Detect when on fire (sea)
ƒSea detectability 6.75 km + 2.0 km while burning = 8.75 km.
8.75 km
Detect when on fire (air)
ƒAir detectability 3.38 km + 3.0 km while burning = 6.38 km.
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.

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km25.3 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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. Below the kink: k=0.2+(0.5−0.2)·50005325=0.4817, so σV=σH·k=52.5·0.4817=25.3m.
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+(0.6−0.5)·10000−532510650−5325=0.5878, so σV=σH·k=90·0.5878=52.9m.
AP pen 5 km101 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2266·230.69·0.127−1.07·5221.38=101mm, where 522 m/s is the shell's speed when it arrives at 5 km (from 915 m/s at the muzzle). 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, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2266·230.69·0.127−1.07·314.21.38=50mm, where 314.2 m/s is the shell's speed when it arrives at 10 km (from 915 m/s at the muzzle). 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=9.2×10−5. 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 because the game clock runs faster than real time. 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=9.2×10−5. 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 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,266
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass23 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.334
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity915 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity915 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time8.4 s
1700 m / (75.0 kt × 2.6855) = 8.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed75.0 kt
Travel time to max range44.7 s
9000 m / (75.0 kt × 2.6855) = 44.7 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

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.
AA DPS layered by range17 DPS @ 3.1 km
@ 3.1 km: 17 from one family. 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
17 = 17 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index53
17 × 3.1 = 53. 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
Open in Charting Tool

Ship Charts

Background

An Asashio-class destroyer. Ten ships in this series were built between 1935 and 1939, following a design created after Japan departed from international treaties aimed at restricting naval armament. In the Pacific War, Minegumo played a role in the invasions of Malaya, the Philippines, and the Dutch East Indies. She also took part in the Battle of the Java Sea and frequently transported reinforcements as part of the Tokyo Express.

Armor Beta

Hull HP 17,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 134+ 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Minegumo can equip.

  • Minegumo default exterior
    DefaultThe ship’s standard exterior

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.