World of Warships: Legends ship guide

Minegumo

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 6.8 km detection
  • Avoid: Burning the 6.8 km concealment advantage on guns
Key characteristics
2 sigma accuracyHigh HE / fire outputHigh fire chanceSmokeWeak AA
Community Data

Minegumo Community Stats

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Playstyle

Overview

Minegumo is a Tier VIII Japanese stealth-leaning destroyer with strong surface detection (6.8 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best smoke duration in T8 DDs (20 s) and end-plate armor (20 mm).

Positioning

Hold concealment edges on the contested cap at 6.8 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 6.8 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Long-burning smoke

20.0 s Smoke Generator duration, best of T8 DDs. Holds the smoke shield longer.

High fire pressure

9.0 fires/min, top decile of T8 DDs. Keeps DCP on cooldown.

Heavy belt

Citadel belt in the top bracket. Incoming AP rarely citadels through angle.

Short gun range

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

Weak AA

17.0 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: Containers, Doubloons, and Campaign. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
Official WG availability sources
  • Party Around the World Campaign Breakdown Campaign Start: 2025-08-04 · End: 2025-09-07 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Minegumo Ship feature / release Start: 2025-08-05 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Niord Ship feature / release Start: 2025-08-06 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Party Around the World Campaign Breakdown 17,500 Doubloons 2025-08-04 Tier VIII default; exact price not in source
  • Anniversary Update: Operation Piñata 17,500 Doubloons 2025-07-31 Tier VIII default; exact price not in source
Show direct source rows

Builds Beta

Takeo Kurita is the official recommended commander direction, with The Quickening reducing Engine Boost cooldown. Build for concealment, boost uptime, torpedo pressure, and enough gun support to punish safe opportunities.

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Commanders frequently paired with this ship Takeo Kurita

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Cohort position

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Where Minegumo sits among Tier VIII DDs (25 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 (1/25) Top 10%Rudder shift4.7 s (3/25) Top 10%Fires per minute9 (3/24) Top 25%Stealth profile6.75 km / 3.38 km (6/25 / 6/25) Top 25%HE shell damage2,000 (5/24) Top 25%Torpedo damage20,967 (5/24) Top 25%Torpedo speed75 kt (5/24) Bottom 25%Hit points17,400 HP (22/25) Bottom 25%Max speed35 kt (21/25) Bottom 10%Turn-speed retention78.1 hp/m (24/25) Bottom 10%AA range3.1 km (24/25) WorstMain battery range10.65 km (25/25) WorstEngine power50,000 hp (1 of 3 tied) WorstAA DPS17 (25/25) WorstAA threat52 (25/25)
See 19 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.

Traverse-to-turn ratio11.17 ×(13/25) Main battery caliber127 mm(17/25) Main battery reload3.6 s(12/25) HE DPM200,000(8/24) AP shell damage2,400(10/23) AP DPM240,000(11/23) Main dispersion94.9 m(18/25) AP velocity915 m/s(9/23) HE velocity915 m/s(8/24) Acceleration11.1 s(13/25) AP fuse timer0.01 s(13/23) AP arming threshold21 mm(11/23) Power-to-weight20 hp/t(11/25) Torpedo range9 km(17/24) Torpedo reload130 s(16/24) NormAP ricochet start45°(17 of 23 tied at this value) NormAP auto-bounce angle60°(17 of 23 tied at this value) NormMax armor20 mm(22 of 25 tied at this value) NormCitadel belt20 mm(21 of 24 tied at this value)

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

TRBSmokeEngine Boost
Survivability
Hit Points17,400
Displacement2,500 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
Main Battery
ModuleArtillery: 127 mm 3rd Year Type
Mounts / barrels3 mounts / 6 barrels
Reload time4 s
Firing range10.7 km
Turret traverse18 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10650/30·(8−0.5)/1000 + 0.5)·30 = 94.9 m
94.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 94.9 × 0.6 = 56.9 m
56.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 94.9 × 0.319 (σ=2) = 30.3 m
30.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.9 × 0.32 (σ=2) = 18.2 m
18.2 m
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Base shells/min
ƒ6 broadside guns x 60 / 4 s base reload = 90.
90
HE shells
HE Damage2,000
HE Velocity915 m/s
Fire Chance9%
HE penetration
ƒIn-game data: 25 mm = 127 mm caliber / 5.08 (non-standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,000 HE damage x 6 broadside guns = 12,000.
12,000
Base HE DPM
ƒ12,000 HE full-salvo alpha x 60 / 4 s base reload = 180,000.
180,000
Installed HE DPM
ƒ12,000 HE full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 200,000.
200,000
Base fires/min
ƒ6 HE shells x 60 / 4 s reload x 9% fire chance = 8.1.
8.1
AP shells
AP Damage2,400
AP Velocity915 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2266 × 23^0.69 × 0.127^-1.07 × 915^1.38 = 219 mm. Matches the in-game spec card.
219 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 255.4 m/s: 1e-7 × 2266 × 23^0.69 × 0.127^-1.07 × 255.4^1.38 = 37.6 mm.
37.6 mm
AP full-salvo alpha
ƒ2,400 AP damage x 6 broadside guns = 14,400.
14,400
Base AP DPM
ƒ14,400 AP full-salvo alpha x 60 / 4 s base reload = 216,000.
216,000
Installed AP DPM
ƒ14,400 AP full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
240,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
17
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time130 s
Projectile speed75 kt
Range9 km
Maximum simulated damage19,567 (est.)
Alpha damage58,700
Torpedo detectability1.7 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming579 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
156,536
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (5×3.5×0.95) = 17. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
17
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.1 km
25 mm Type96 mod. 12×2 25mm
Near aura
DPS5
Range3.1 km
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed35 kt
Turning circle radius640 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio11.2× ok
Concealment
Detectability by sea6.75 km
Detectability by air3.38 km
Smoke firing penalty2.52 km
Detect after firing main guns6.75 km
Detect Fire Sea8.75 km
Detect Fire Air6.38 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 20 s emit / 40 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Torpedo Reload Booster2 charges · 360 s reload · 5 s active · Rapid torpedo reload

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp94.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10650/30·(8−0.5)/1000 + 0.5)·30 = 94.9 m
Max Vert Disp56.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 94.9 × 0.6 = 56.9 m
Med Horiz Disp30.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 94.9 × 0.319 (σ=2) = 30.3 m
Med Vert Disp18.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.9 × 0.32 (σ=2) = 18.2 m
AP Pen Close219 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2266 × 23^0.69 × 0.127^-1.07 × 915^1.38 = 219 mm. Matches the in-game spec card.
AP Pen Far37.6 mm
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 255.4 m/s: 1e-7 × 2266 × 23^0.69 × 0.127^-1.07 × 255.4^1.38 = 37.6 mm.
HE penetration25 mm
In-game data: 25 mm = 127 mm caliber / 5.08 (non-standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius17
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time10 s
180 degrees / 18 deg/s traverse speed = 10 s.
HE full-salvo alpha12,000
2,000 HE damage x 6 broadside guns = 12,000.
AP full-salvo alpha14,400
2,400 AP damage x 6 broadside guns = 14,400.
Base HE DPM180,000
12,000 HE full-salvo alpha x 60 / 4 s base reload = 180,000.
Base AP DPM216,000
14,400 AP full-salvo alpha x 60 / 4 s base reload = 216,000.
Installed HE DPM200,000
12,000 HE full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 200,000.
Installed AP DPM240,000
14,400 AP full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
Base shells/min90
6 broadside guns x 60 / 4 s base reload = 90.
Installed shells/min100
6 broadside guns x 60 / 3.6 s installed Artillery reload = 100.
Base fires/min8.1
6 HE shells x 60 / 4 s reload x 9% fire chance = 8.1.
Installed fires/min9
6 HE shells x 60 / 3.6 s installed reload x 9% fire chance = 9.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time8.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed75 kt
Travel time to max range46.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage156,536
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage156,536
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS17
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (5×3.5×0.95) = 17. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3.1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index52
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range3.1 km

Armor

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

Section Plates HP cap Threats Tactic
Bow20 mm primary (range 19–20 mm)2,200 (13% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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+ (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.
Stern20 mm primary (range 16–20 mm)2,000 (11% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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 ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Turret (module, per magazine)separate HP pool, does not drain ship HP8,700 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Minegumo default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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