World of Warships: Legends ship guide

Minekaze

Also called: 峰风 Beta
Stealth destroyerOpen detection windows peers can't match; contest caps from concealment edges.
Playstyle
  • 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
Key characteristics
SmokeEngine BoostFast for the classHeavy citadel beltMany torpedo launchersFragile
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Community Data

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.

Community Data

Minekaze Community Stats

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

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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

Engine Boost

+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.

ELITE MOBILITY ↗
  • Fast for the class · 39 kt
  • Sharp rudder · 2.2 s
ELITE TORPEDOES ↗
  • Fast torp reload · 42 s
  • Many torpedo launchers · 3 launchers
ELITE ARMOR ↗
  • Heavy citadel belt · 18 mm
  • Heavy magazine · 12 mm
Fragile HP pool ↗

10900 HP, bottom decile of T4 DDs. Trade hits sparingly.

Low HE DPM ↗

40800 HE DPM, bottom decile of T4 DDs. Don't bank on burn pressure.

Acquisition

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
Official WG availability sources
  • 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.

Open in Build Tool →

Commanders frequently paired with this ship AL AsashioAL Yukikaze

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.

BestRudder shift2.2 s (1 of 2 tied) BestTorpedo reload42 s (1/21) Top 10%Max speed39 kt (3/21) Top 10%Main dispersion86.9 m (3/21) Top 10%Displacement1,650 t (2/21) Top 10%Citadel belt18 mm (3/21) Top 25%Stealth profile5.84 km / 2.92 km (6/21 / 6/21) Top 25%Smoke fire bloom2.1 km (5/21) Top 25%Acceleration (0-12 kt)4.8 s (6/21) Top 25%AP arming threshold20 mm (5/19) Top 25%Power-to-weight23.33 hp/t (5/21) Top 25%Max armor18 mm (6/21) Bottom 25%Main battery range9.58 km (19/21) Bottom 25%Time to 90% speed16.5 s (17/21) Bottom 25%Torpedo damage≈9,933 (18/21) Bottom 10%Hit points10,900 HP (20/21) WorstMain battery reload10 s (1 of 4 tied) WorstFires per minute1.68 (1 of 2 tied) WorstHE DPM40,800 (1 of 2 tied) WorstAP DPM48,000 (1 of 4 tied) WorstEffective HE DPM (incl. fire)52,956 (1 of 2 tied)
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.

Turning circle550 m(9/21) Main battery caliber120 mm(16/21) HE fire chance7%(16/21) AP velocity825 m/s(7/19) HE velocity825 m/s(9/21) Engine power38,500 hp(11/21) Power / turn radius70 hp/m(11/21) AA DPS41(13/21) AA range3.1 km(9/21) AA threat76(14/21) Torpedo range6 km(15/21) Torpedo speed59 kt(15/21) Torpedo reaction time7.6 s(11/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit PointsInitial: 9,600 → 10,900
Displacement1,650 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.
102.6 x 9 m, draft 2.8 m
Armor range6–18 mm
Plate armor thicknesses6, 10, 12, 14, 18 mm
Armor material/layer entries27
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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.
Initial: 13.3% → 16.6%
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 × 10,900 HP = 981 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 × 10,900 HP = 1,090 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.
5,500
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.
3,300
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 × 1,600 = 3,200), 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.
1,600
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 × 8,200 = 16,400), 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.
8,200
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 × 400 = 800), 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.
400
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 × 1,200 = 2,400), 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.
1,200
Main Battery
ModuleArtillery: 120 mm 3rd Year Type
Mounts / barrels4 mounts / 4 barrels
Reload timeInitial: 10.9 s → 10 s
Firing range (base)8.7 km
Firing range (top fire control)9.6 km
Turret traverse9 °/s
Turret armor12 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.
±150°
Guns to bear
ƒ180° − 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.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn 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.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(9582.130·8−0.51000+0.5)·30=86.9m
86.9 m at 9.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =86.9·0.6=52.1m
52.1 m at 9.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =86.9·0.62=26.1m
26.1 m at 9.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =52.1·0.62=15.6m
15.6 m at 9.6 km
Turret turn time
ƒ180 degrees / 9 deg/s traverse speed = 20 s.
20 s
Shells/min
ƒZero 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.
Initial: 21.8 → 24
HE shells
HE alpha1,700
HE Velocity825 m/s
Fire Chance7%
HE fire DPM vs T4 BB12156
Effective HE DPM vs T4 BB52956
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
HE DPM
ƒZero 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.
Initial: 37,091 → 40,800
Fires/min
ƒZero 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.
Initial: 1.53 → 1.68
AP shells
AP alpha2,000
AP Velocity825 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 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 =10−7·1750·20.30.69·0.12−1.07·8251.38=143mm.
143 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.6 km), where the shell has slowed to 297.6 m/s: P=10−7·1750·20.30.69·0.12−1.07·297.61.38=35mm.
35 mm at 9.6 km
AP full-salvo alpha
ƒ2,000 AP damage x 4 broadside guns = 8,000.
8,000
AP DPM
ƒZero 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.
Initial: 43,636 → 48,000
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.
7
Torpedoes
ModuleTorpedoes: 533 mm double
Launchers / tubes3 launchers × 2 tubes = 6 tubes
Reload time42 s
Projectile speed59.0 kt
Range6 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=29,800·0.333=9,933. 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.
≈ 9,933
Maximum damage (ammunition)
ƒ29,800 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.
10,833
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.
900
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km59 kt×2.6855=7.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.75 per hit, shown as 1.75×100=175%. 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.
175%
Torpedo launcher traverse25 °/s
Launch arcscentreline 210°, 248°, 252°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne 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 %.
59,598
AA Defense
AA mount pointsInitial: 2 → 4
Maximum AA range
ƒInitial: 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.
Initial: 1 km → 3.1 km
25 mm Type96 mod. 1 (upgraded hull only)1×2 25mm
13 mm Type93 (upgraded hull only)1×2 13mm
13 mm Type93 (upgraded hull only)2×1 13mm
7.7 mm Type92 (stock hull only)2×1 8mm
Medium aura
Guns25 mm Type96 mod. 1
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 1 hit probability = 14 - the same in-game units as the Close-range AA DPS headline.
14
Range3.1 km
Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.95 hit probability = 27 - the same in-game units as the Close-range AA DPS headline.
27
Range1.2 km
Total DPS in Aura
ƒMedium 14 + Near 27 = 41
41
Maneuverability
Engine power38,500 hp
Maximum speed39.0 kt
Turning circle radius550 m
Rudder shift timeInitial: 3.2 s → 2.2 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 = 39 / 4 + 4.9 = 14.7 kt. Base value; speed modifiers scale it.
14.7 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.
15.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (35.1 kt of 39.0 kt).
16.5 s
Acceleration 0-99%
ƒTime 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.
27.4 s
Guns in a full turn
ƒWith 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.
hold target (+0.1°/s spare)
Concealment
Detectability by sea
ƒBase 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.
5.84 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.84 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.58 km.
5.58 km
Detectability by air2.92 km
Smoke firing penalty2.1 km
Detect when firing (sea)
ƒmax(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.
9.58 km
Detect when firing (air)
ƒAir 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.
5.32 km
Detect when on fire (sea)
ƒSea detectability 5.84 km + 2.0 km while burning = 7.84 km.
7.84 km
Detect when on fire (air)
ƒAir detectability 2.92 km + 3.0 km while burning = 5.92 km.
5.92 km
Guaranteed Detect2 km
✦
Consumables
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
Module options (3)

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

HullUpgrade
  • Hit points9,600 → 10,900
  • Rudder shift3.2 → 2.2 s
  • AA mounts2 → 4
  • Close-range AA DPS3 → 12
  • Maximum AA range1 → 3.1 km
Fire controlUpgrade
  • Main battery range8,711 → 9582.1 m
ArtilleryUpgrade
  • Base reload10.9 → 10 s

Under the hood

Show ▾

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.
AP pen 5 km66 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 =10−7·1750·20.30.69·0.12−1.07·470.41.38=66mm, 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.
Guns per full salvo (alpha, DPM)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,750
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 mass20.3 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 coefficient0.331
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity825 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity825 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 time7.6 s
1200 m / (59.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed59.0 kt
Travel time to max range37.9 s
6000 m / (59.0 kt × 2.6855) = 37.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
3 launchers × 2 tubes.
Per-side salvo6 torpedoes
3 launchers × 2 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage59,598
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

AA DPS at max range14
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.
AA DPS layered by range14 DPS @ 3.1 km, 41 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.
AA DPS at point-blank41
14 + 9 + 18 = 41 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index76
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.
Near aura range1.2 km
Open in Charting Tool

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.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

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
Bow10 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.
Stern10 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.
Citadel18 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.
Superstructure6 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 HP5,500 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 HP3,300 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 Minekaze can equip.

  • Minekaze default exterior
    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.

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