World of Warships: Legends ship guide

Minotaur

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

Minotaur Community Stats

Across 43,000+ Standard battles from 320+ players, Minotaur averages a 64% win rate, 99,800 damage and 1.4 kills per battle, and survives 49% of them.

Community Data

Minotaur Community Stats

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Playstyle

Overview

Minotaur is a Legendary British AP-only cruiser with strong AP DPM (584,348): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Surveillance Radar (9.9 km, 40 s active, every 180 s) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: best AA reach in Legendary CAs (6 km, 3rd of 21) and AA DPS in Legendary CAs (665, 4th of 21). The trade is quick-fuse AP in Legendary CAs (0.01 s, 21st of 21).

Positioning

Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on. Shooting from the cloud gives you away at 5.8 km, and a destroyer here is spotted at about 7.1 km, so you see it coming with roughly 1.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.9 km) and radar (about 9.9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. Once the rudder is over she turns tightly for her cohort (660 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 3.2 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

Surveillance Radar

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

ELITE MAIN BATTERY ↗
  • AP DPM machine · 584348 AP
  • Sensitive AP fuse · arms on 12 mm+ plate
ELITE AA ↗
  • Long-reach AA · 6 km
  • Top-tier AA · 665 AA
Super-heal ↗

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

Quick-fuse AP ↗

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

Thin bow plate ↗

16 mm bow, bottom quartile of Legendary CAs. Bow-on doesn't save you against same-tier guns.

Acquisition

How to get Minotaur

Minotaur is the Legendary ship of the Skirmishing Cruisers branch of the U.K. Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau.

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

Official WG availability sources
  • “Theseus' Bane” Campaign Breakdown Campaign Start: 2021-12-21 · End: 2022-01-30
    • For the first time in World of Warships: Legends, Theseus' Bane brings with it the widely anticipated Legendary Tier British cruiser Minotaur as its final milestone reward.
  • February update: fortes fortuna adiuvat Bureau project Start: 2022-01-27
    • Mighty HMS Minotaur powered us through the holiday update, and it’s now time to take her rightful place among the Bureau Projects.
  • Holiday Update: Chilling With the Beasts Campaign 2021-12-16
    • British Legendary cruiser Minotaur is the star of the holiday campaign.
    • This is the first time a Legendary ship has been available as the biggest campaign prize, but don’t worry if you end up missing out on getting her!

Builds

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

Open in Build Tool →

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Cohort position

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Where Minotaur sits among Legendary CAs (20 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMain battery reload3.2 s (1 of 2 tied) BestTime to 90% speed9.4 s (1 of 2 tied) BestAcceleration (0-12 kt)3.2 s (1 of 2 tied) BestAP arming threshold12 mm (1/21) BestAP ricochet start60° (1 of 5 tied) BestAP auto-bounce angle75° (1/21) BestAA range6 km (1 of 4 tied) BestFlak damage per salvo (expected)3,654 (1 of 2 tied) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%Smoke fire bloom5.83 km (2/21) Top 10%Air detection7.29 km (3/21) Top 10%Turning circle660 m (2/21) Top 10%AP DPM584,348 (2/21) Top 10%Turn speed retained93.1% (3/21) Top 25%Concealment12.15 km (4/21) Top 25%Displacement16,970 t (5/21) Top 25%AA DPS665 (4/21) Top 25%AA threat3,148 (4/21) Bottom 25%Main battery caliber152 mm (17/21) Bottom 25%Engine power110,000 hp (18/21) Bottom 25%AP pen at 10 km134 mm (18/21) Bottom 25%Max armor127 mm (17/21) Bottom 25%Citadel belt101 mm (17/21) WorstNo secondaries (8 of 21 in cohort) ShortestAP fuse timer0.005 s (21/21) WorstEnd plates16 mm (1 of 4 tied / 1 of 4 tied)
See 15 mid-pack stats

Not standouts for Minotaur -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points48,000 HP(15/21) Max speed33.5 kt(13/21) Rudder shift10.5 s(7/21) Main battery range15.55 km(13/21) Sigma2.05(13/21) Main dispersion140.3 m(10/21) AP velocity768 m/s(15/21) Power / turn radius166.7 hp/m(14/21) Power-to-weight6.48 hp/t(13/21) Torpedo range11 km(7/13) Torpedo damage≈15,667(7/13) Torpedo speed62 kt(8/13) Torpedo reaction time7.8 s(9/13) Torpedo reload96 s(6/13) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points48,000
Displacement16,970 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
169 x 19 m (design estimate)
Armor range6–127 mm
Plate armor thicknesses6, 13, 16, 19, 25, 32, 38, 51, 57, 81, 90, 101, 127 mm
Armor material/layer entries62
Fire resistance
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 × 48,000 HP = 4,320 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 × 48,000 HP = 4,800 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.262 hull torpedo-damage coefficient / 0.333 unprotected baseline = 21%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
21%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
21,700
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
14,400
Effective HP
ƒBase 48,000 HP plus everything Repair Party can restore: 0.02 of max HP per second (2%) × 20 s × 48,000 HP = 19,200 HP per charge, × 2 charges = 38,400 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
86,400
Repairable: penetration50%
Repairable: citadel50%
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 × 2,300 = 4,600), 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.
2,300
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,700 = 13,400), 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.
6,700
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 × 36,000 = 72,000), 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.
36,000
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 × 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 ×. 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.
2,200
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 × 3,200 = 6,400), 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.
3,200
Citadel 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
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 152 mm/50 Mk XXVI
Mounts / barrels5 mounts / 10 barrels
Reload time3.2 s
Firing range15.6 km
Turret traverse38 °/s
Turret armor101 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±149°, ±145°, ±159°, ±157°, ±156°
Guns to bear
ƒ180° − 156° (the most restricted aft-facing mount's arc) = 24° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.
24° off bow / 35° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.6 km) shells land in an ellipse about 140 m wide and 84 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1555030·8−1.11000+1.1)·30=140.3m
140.3 m at 15.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.3·0.6=84.2m
84.2 m at 15.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =140.3·0.62.05=41.1m
41.1 m at 15.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =84.2·0.62.05=24.6m
24.6 m at 15.6 km
Turret turn time
ƒ180 degrees / 38 deg/s traverse speed = 4.7 s.
4.7 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 3.286 s (3.2 s = 23 ticks) base reload = 182.6. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 3 s (2.9 s = 21 ticks) all-upgrades reload (3.2 s × 0.9 Main Battery Mod. 3 = 2.9 s) = 200.
Initial: 182.6 → 200
AP shells
AP alpha3,200
AP Velocity768 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP pen max range97 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2672·58.850.69·0.152−1.07·7681.38=320mm.
320 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.6 km), where the shell has slowed to 323.2 m/s: P=10−7·2672·58.850.69·0.152−1.07·323.21.38=96.9mm.
96.9 mm at 15.6 km
AP full-salvo alpha
ƒ3,200 AP damage x 10 broadside guns = 32,000.
32,000
AP DPM
ƒZero upgrades: 32,000 AP full-salvo alpha x 60 / 3.286 s (3.2 s = 23 ticks) base reload = 584,348. All upgrades (Main Battery Mod. 3 = -10% reload): 32,000 AP full-salvo alpha x 60 / 3 s (2.9 s = 21 ticks) all-upgrades reload (3.2 s × 0.9 Main Battery Mod. 3 = 2.9 s) = 640,000.
Initial: 584,348 → 640,000
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.
20
Torpedoes
ModuleTorpedoes: 533 mm QR Mk II
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time96 s
Projectile speed62.0 kt
Range11 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=47,000·0.333=15,667. 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.
≈ 15,667
Maximum damage (ammunition)
ƒ47,000 warhead alpha / 3 + 1,100 blast = 16,767. 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.
16,767
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.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.82 per hit, shown as 2.82×100=282%. 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.
282%
Torpedo launcher traverse25 °/s
Launch arcswing 140° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,667 = 125,336. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
125,336
AA Defense
AA mount points18
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
6 km
76.2 mm/70 Mk VI8×2 76mm
20 mm Oerlikon Mk V10×2 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 117 from dual-purpose main battery firing as AA in this range band.
117
Range6 km
Medium aura
Guns76.2 mm/70 Mk VI
Continuous DPS
ƒEffective DPS: 143 raw aura damage × 3.5 × 0.9 hit probability = 450 - the same in-game units as the Close-range AA DPS headline.
450
Range5 km
Total DPS in Aura
ƒFar 117 + Medium 450 = 567
567
Near aura
Guns20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.85 hit probability = 98 - the same in-game units as the Close-range AA DPS headline.
98
Range2 km
Total DPS in Aura
ƒFar 117 + Medium 450 + Near 98 = 665
665
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 290 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
290
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 6 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-6 km
Maneuverability
Engine power110,000 hp
Maximum speed33.5 kt
Turning circle radius660 m
Rudder shift time10.5 s
Engine power-boost threshold31.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, 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.
30.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt).
9.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
27.6 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 38 − 6.7 = +31.4°/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 (+31.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.15 km x 0.955 = 11.6 km. Camouflage does not change detectability by air.
12.15 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.15 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.6 km.
11.6 km
Detectability by air7.29 km
Smoke firing penalty5.83 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.15 km) = 15.55 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.55 km
Detect when firing (air)
ƒAir detectability 7.29 km + gun-firing bloom 3.04 km = 10.33 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
10.33 km
Detect when on fire (sea)
ƒSea detectability 12.15 km + 2.0 km while burning = 14.15 km.
14.15 km
Detect when on fire (air)
ƒAir detectability 7.29 km + 3.0 km while burning = 10.29 km.
10.29 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 19,200 HP (40% of max HP) total heal (per charge)
ƒ0.02 of max HP per second (2%) × 20 s effective active time = 0.4 of max HP × 48,000 HP = 19,200 HP: up to 40% of max HP restored per charge.
· 38,400 HP (80% of max HP) total heal (all charges)
ƒ0.4 of max HP per charge × 2 charges = 0.8 × 48,000 HP = 38,400 HP: up to 80% of max HP if the whole Repair Party loadout is used.
· 960 HP/s (2% of max HP) heal per second
ƒ0.02 (2% of max HP) × 48,000 HP = 960 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 164×301000=4.92 km
· 3.42 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 114×301000=3.42 km
Choose one
Smoke Generator2 charges · 240 s reload · 15 s emit / 113 s cloud active · 600 m radius
Surveillance Radar2 charges · 180 s reload · 40 s active · 9.9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 330×301000=9.9 km

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.5 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=0.5·15550=7775 m, and radiusOnMax=0.6 at 15550 m. Below the kink: k=0.2+(0.5−0.2)·50007775=0.3929, so σV=σH·k=67.5·0.3929=26.5m.
Shell scatter height @ 10 km53.9 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15550=7775 m, and radiusOnMax=0.6 at 15550 m. Above the kink: k=0.5+(0.6−0.5)·10000−777515550−7775=0.5286, so σV=σH·k=102·0.5286=53.9m.
Shell scatter height @ 15 km80.9 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15550=7775 m, and radiusOnMax=0.6 at 15550 m. Above the kink: k=0.5+(0.6−0.5)·15000−777515550−7775=0.5929, so σV=σH·k=136.5·0.5929=80.9m.
AP pen 5 km204 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 =10−7·2672·58.850.69·0.152−1.07·5541.38=204mm, where 554 m/s is the shell's speed when it arrives at 5 km (from 768 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 km134 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 =10−7·2672·58.850.69·0.152−1.07·409.11.38=134mm, where 409.1 m/s is the shell's speed when it arrives at 10 km (from 768 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 15 km99 mm
AP penetration at a fixed 15 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 =10−7·2672·58.850.69·0.152−1.07·328.51.38=99mm, where 328.5 m/s is the shell's speed when it arrives at 15 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.65 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3475·0.15228·58.85=5.36×10−5. That runs from a 768 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 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)10
5 mounts × 2 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,672
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 mass58.85 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 coefficient0.3475
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity768 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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 time7.8 s
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range66.1 s
11000 m / (62.0 kt × 2.6855) = 66.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count16
4 launchers × 4 tubes.
Per-side salvo8 torpedoes
16 wing tubes / 2 = 8: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage250,672
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 15,667 = 250,672. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range117
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 3in70 Mk6 8x2 -> 450 DPS @ 5 km; 20mm Oerlikon MK V 10x2 -> 98 DPS @ 2 km; Far AA (?) -> 117 DPS @ 6 km.
AA DPS layered by range117 DPS @ 6 km, 567 DPS @ 5 km, 665 DPS @ 2 km
@ 6 km: 117 from one family; @ 5 km: 450 + 117 = 567; @ 2 km: 450 + 98 + 117 = 665. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank665
450 + 98 + 117 = 665 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index3148
450 × 5 + 98 × 2 + 117 × 6 = 3148. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km
Open in Charting Tool

Ship Charts

Background

A light cruiser design with a more powerful and sophisticated AA system. Developed after the end of World War II from the Neptune-class cruisers. She carried dual-purpose main guns placed in new turrets, allowing for a higher rate of fire.

Armor Beta

Hull HP 48,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 83+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel101 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–25 mm)2,000 (4% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)51 mm primary (range 16–127 mm)32,500 (68% of HP)
No common AP caliber overmatches51 mm: most HE shatters, standard pen from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–25 mm)2,900 (6% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel101 mm primary (range 13–101 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–57 mm)2,000 (4% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP21,700 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (76 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP13,000 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Balance History

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

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

Ministry of Balance: Summertime Refit

  • Main battery firing range increased from 15.34 to 15.55 km.
  • Improved AA guns: Increased the number of flak bursts and their damage.
  • Hull HP increased from 43,300 to 48,000:
  • Engine HP increased from 43,300 to 48,000.
  • Bow HP increased from 2,000 to 2,300.
  • Stock auxiliary space HP increased from 6,000 to 6,700.
  • Stock hull stern HP increased from 2,900 to 3,200.
  • Stock hull HP increased from 32,500 to 36,000.
  • Stock hull steering gear HP increased from 13,000 to 14,400.
  • Stock hull superstructure HP increased from 2,000 to 2,200.
  • Repair Party cooldown time reduced from 80 to 60 seconds.
  • Torpedo range increased from 10 to 11 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Minotaur can equip.

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.