Minekaze
Also called: 峰风 Beta- Hold concealment edges on the contested cap at 5.8 km detection
- The band opens windows for unspotted torpedo drops and clean repositions
- Avoid: Burning the 5.8 km concealment advantage on guns
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Minekaze Community Stats
Across 5,100+ Standard battles from 330+ players, Minekaze averages a 56% win rate, 27,300 damage and 0.9 kills per battle, and survives 33% of them.
Minekaze Community Stats
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Minekaze Community Stats
Record History
Playstyle
Overview
Minekaze is a Tier IV Japanese stealth-leaning destroyer with strong surface detection (5.8 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: top speed in T4 DDs (39 kt, 3rd of 21) and torpedo reload in T4 DDs (42 s, 1st of 21). The trade is hit points in T4 DDs (10,900 HP, 20th of 21).
Positioning
Hold concealment edges on the contested cap at 5.8 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. 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 2.1 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.9 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 3.7 km) reads straight in regardless. The helm answers quickly (2.2 s), so she can break an incoming salvo that slower hulls have to eat.
Potato Avoidance
Burning the 5.8 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
+8% speed (about +3.1 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.
- Fast for the class · 39 kt
- Sharp rudder · 2.2 s
- Fast torp reload · 42 s
- Many torpedo launchers · 3 launchers
- Heavy citadel belt · 18 mm
- Heavy magazine · 12 mm
10900 HP, bottom decile of T4 DDs. Trade hits sparingly.
40800 HE DPM, bottom decile of T4 DDs. Don't bank on burn pressure.
How to get Minekaze
Minekaze is available in the Gunboat Destroyers branch of the Japan Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show Japan tech-tree branch diagram
Minekaze sits in the Gunboat Destroyers branch. The highlighted path shows the local branch context inside the full Japan tree.
Official WG availability sources
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Might of Japan
Tech tree line
Start: 2020-11-05
- Destroyers Minekaze, Hatsuharu, Shiratsuyu and Akizuki—Tiers IV to VII, respectively—join the Japanese fleet and are available to research at your will!
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Minekaze sits among Tier IV DDs (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.
See 16 mid-pack stats
Not standouts for Minekaze -- 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.
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (9.6 km) shells land in an ellipse about 87 m wide and 52 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 9 deg/s traverse speed = 20 s.ƒ
Zero upgrades: 4 broadside guns x 60 / 11 s (10.9 s = 77 ticks) base reload = 21.8. All upgrades (top gun): 4 broadside guns x 60 / 10 s all-upgrades reload = 24.HE shells
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20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).ƒ
1,700 HE damage x 4 broadside guns = 6,800.ƒ
Zero upgrades: 6,800 HE full-salvo alpha x 60 / 11 s (10.9 s = 77 ticks) base reload = 37,091. All upgrades (top gun): 6,800 HE full-salvo alpha x 60 / 10 s all-upgrades reload = 40,800.ƒ
Zero upgrades: 21.8 shells/min × 0.07 (7% fire chance) = 1.53. All upgrades (top gun): 24 shells/min × 0.07 (7% fire chance) = 1.68.AP shells
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floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (9.6 km), where the shell has slowed to 297.6 m/s: .ƒ
2,000 AP damage x 4 broadside guns = 8,000.ƒ
Zero upgrades: 8,000 AP full-salvo alpha x 60 / 11 s (10.9 s = 77 ticks) base reload = 43,636. All upgrades (top gun): 8,000 AP full-salvo alpha x 60 / 10 s all-upgrades reload = 48,000.ƒ
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.ƒ
Most 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: . 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.ƒ
29,800 warhead alpha / 3 + 900 blast = 10,833. 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 1.75 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,933 = 59,598. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Initial: 1 km → 3.1 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 1 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 4 raw aura damage × 3.5 × 1 hit probability = 14 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 8 raw aura damage × 3.5 × 0.95 hit probability = 27 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 14 + Near 27 = 41ƒ
top speed / 4 + 4.9 = 39 / 4 + 4.9 = 14.7 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (35.1 kt of 39.0 kt).ƒ
Time to reach 99% of top speed (38.6 kt of 39.0 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.ƒ
With the rudder hard over the hull turns 8.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 9 − 8.9 = +0.1°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.84 km x 0.955 = 5.58 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 5.84 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.58 km.ƒ
max(main battery range, sea detectability 5.84 km) = 9.58 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 2.92 km + gun-firing bloom 2.4 km = 5.32 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.ƒ
Sea detectability 5.84 km + 2.0 km while burning = 7.84 km.ƒ
Air detectability 2.92 km + 3.0 km while burning = 5.92 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 73 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
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
The standard destroyer dispersion curve.(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.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 , where 470.4 m/s is the shell's speed when it arrives at 5 km (from 825 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.4 mounts × 1 barrels = 4; all 4 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1200 m / (59.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).6000 m / (59.0 kt × 2.6855) = 37.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).3 launchers × 2 tubes.3 launchers × 2 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,933 = 59,598. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 double 1x2 -> 14 DPS @ 3.1 km; 13mm76 Type93 double 1x2 -> 9 DPS @ 1.2 km; 13mm76 Type93 single 2x1 -> 18 DPS @ 1.2 km.@ 3.1 km: 14 from one family; @ 1.2 km: 14 + 9 + 18 = 41. 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.14 + 9 + 18 = 41 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).14 × 3.1 + 9 × 1.2 + 18 × 1.2 = 76. 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.Ship Charts
Background
A ship that had a remarkable influence on the development of destroyers in the Imperial Japanese Navy. Owing to her powerful turbines, Minekaze could produce very high speeds that were superior to many of the destroyers built later.
Armor Beta
Hull HP 9,600 → 10,900 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 10 mm primary (range 10–14 mm) | 1,600 (15% of HP) | Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 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. |
| Stern | 10 mm primary (range 10–14 mm) | 1,200 (11% of HP) | Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 18 mm primary (range 10–18 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. |
| Superstructure | 6 mm primary (range 6–18 mm) | 400 (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 HP | 5,500 magazine HP | Turret knocked out | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 3,300 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Minekaze can equip.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
