Minotaur
Beta- Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
- Avoid: Firing AP into thin destroyers or unangled bows
Minotaur Community Stats
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Minotaur Community Stats
Playstyle
Overview
Minotaur is a Legendary British AP-only cruiser with cohort-best AP DPM (662,069): 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 (11 km, 40 s active) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: best AP always-pen window in Legendary CAs (60°) and best AP guaranteed-ricochet angle in Legendary CAs (75°).
Positioning
Sit 12-15 km on 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.
Potato Avoidance
Firing AP into thin destroyers or unangled bows
Without HE the wrong target nets over-pens or shatters; pick broadside cruisers and BB sides only, and route around situations where the only shot is into a bow. AP discipline is the kit.
Signature Traits
11 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.
60.0° AP min ricochet angle, best of Legendary CAs. Larger impact-angle window where shells always penetrate.
75.0° AP guaranteed ricochet angle, best of Legendary CAs. Auto-bounce kicks in later than peers'.
662069 AP DPM, best of Legendary CAs. Punishes broadsides.
6.0 km AA reach, best of Legendary CAs.
0.01 s AP fuse timer, bottom decile of Legendary CAs. Detonates earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).
How to get Minotaur
Minotaur is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.
Official WG availability sources
- “Theseus' Bane” Campaign Breakdown Campaign Start: 2021-12-21 · End: 2022-01-30 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.
- Through the Spy Glass: Brisbane Ship feature / release Start: 2023-12-13 · 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.
- Colors of Freedom Store price varies 2023-06-20
- Holiday Update: Chilling With the Beasts Store price varies 2021-12-16
Builds Beta
Build for reload, concealment, smoke/radar utility, AP performance, and survivability.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Minotaur sits among Legendary CAs (21 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 17 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15550/30·(8−1.1)/1000 + 1.1)·30 = 140.3 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 140.3 × 0.6 = 84.2 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 140.3 × 0.314 (σ=2.05) = 44 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 84.2 × 0.314 (σ=2.05) = 26.4 mƒ
180 degrees / 38 deg/s traverse speed = 4.7 s.ƒ
10 broadside guns x 60 / 3.2 s base reload = 187.5.HE shells
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floor(152 mm caliber / 6): standard HE penetration.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2672 × 58.85^0.69 × 0.152^-1.07 × 768^1.38 = 320 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 312.5 m/s: 1e-7 × 2672 × 58.85^0.69 × 0.152^-1.07 × 312.5^1.38 = 92.5 mm.ƒ
3,200 AP damage x 10 broadside guns = 32,000.ƒ
32,000 AP full-salvo alpha x 60 / 3.2 s base reload = 600,000.ƒ
32,000 AP full-salvo alpha x 60 / 2.9 s installed reload (Main Battery Mod. 3 = -10%) = 662,069.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
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (143×3.5×0.9) + (33×3.5×0.85) + (37×3.5×0.9) = 665. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 37 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 37 + Medium 143 = 180ƒ
Far 37 + Medium 143 + Near 33 = 213
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Sonar2 charges · 180 s reload · 100 s active · 5.47 km ship detect · 3.8 km torpedo detect
Smoke Generator2 charges · 240 s reload · 20 s emit / 113 s cloud active
Surveillance Radar2 charges · 180 s reload · 40 s active · 11 km radar range
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15550/30·(8−1.1)/1000 + 1.1)·30 = 140.3 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 140.3 × 0.6 = 84.2 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 140.3 × 0.314 (σ=2.05) = 44 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 84.2 × 0.314 (σ=2.05) = 26.4 mStandard cruiser dispersion baseline.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 × 2672 × 58.85^0.69 × 0.152^-1.07 × 768^1.38 = 320 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 312.5 m/s: 1e-7 × 2672 × 58.85^0.69 × 0.152^-1.07 × 312.5^1.38 = 92.5 mm.floor(152 mm caliber / 6): standard HE penetration.floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 10 barrels bear on the broadside.180 degrees / 38 deg/s traverse speed = 4.7 s.3,200 AP damage x 10 broadside guns = 32,000.32,000 AP full-salvo alpha x 60 / 3.2 s base reload = 600,000.32,000 AP full-salvo alpha x 60 / 2.9 s installed reload (Main Battery Mod. 3 = -10%) = 662,069.10 broadside guns x 60 / 3.2 s base reload = 187.5.10 broadside guns x 60 / 2.9 s installed Artillery reload = 206.9.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (143×3.5×0.9) + (33×3.5×0.85) + (37×3.5×0.9) = 665. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Armor
Hull HP 48,000, 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 |
|---|---|---|---|---|
| Bow | 25 mm primary (range 16–25 mm) | 2,000 (4% of HP) | Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | 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 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. |
| Stern | 25 mm primary (range 16–25 mm) | 2,900 (6% of HP) | Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 101 mm primary (range 13–101 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). |
| Superstructure | 13 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 HP | 21,700 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (76 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 | 13,000 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting Minotaur. Cards are condensed; use each source link for full context.
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.
- +2 more official change lines in the source post.
Skins & permanent camouflages
Every custom exterior Minotaur can equip, from in-game data.
DefaultThe ship’s standard exterior
S NormaDecorative
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.
