World of Warships: Legends ship guide

Minsk

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 6-km torpedoes for a perfect shot
Key characteristics
Heavy torpedoes2 sigma accuracy12 km gun rangeSmokeEasily spotted
Community Data

Minsk Community Stats

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Playstyle

Overview

Minsk is a Tier VI Soviet torpedo destroyer reaching 6 km. The torpedoes travel at 70 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best main battery range in T6 DDs (11.8 km) and best DCP duration in T6 DDs (10 s).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 6 km reach at 70 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 6-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Long gun range

11.83 km main battery reach, best of T6 DDs.

Long DCP window

10.0 s Damage Control duration, best of T6 DDs. Stays fire / flood immune longer per activation.

Fast for the class

43.0 kt, top decile of T6 DDs. Lets you rotate flanks or escape disengagements.

Nimble for the tonnage

25.41 hp per ton, top decile of T6 DDs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Easily spotted

7.5 km surface detect, bottom decile of T6 DDs. Visible before you can react; position early.

Short torp range

6.03 km torpedo range, bottom decile of T6 DDs. Must close to deliver.

Acquisition

How to get Minsk

Minsk is available in the Fiery Destroyers branch of the U.S.S.R. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,475,000 credits.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Minsk sits in the Fiery Destroyers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds Beta

Build for gun reload/range, speed, rudder, survivability, and torpedo utility. Concealment helps choose fights but is not the whole plan.

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Cohort position

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Where Minsk sits among Tier VI DDs (33 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 range11.83 km (1/33) Top 10%Max speed43 kt (3/33) Top 10%Power-to-weight25.41 hp/t (3/33) Top 10%Torpedo damage17,933 (4/33) Top 10%Torpedo speed70 kt (4/33) Top 25%Rudder shift4.3 s (9/33) Top 25%Main battery caliber130 mm (9/33) Top 25%AP velocity870 m/s (8/30) Top 25%Engine power66,000 hp (9/33) Bottom 25%Main dispersion95.7 m (29/33) Bottom 25%Torpedo reload110 s (28/33) Bottom 10%Stealth profile7.5 km / 3.75 km (32/33 / 31/33) Bottom 10%Torpedo range6.03 km (31/33) WorstTraverse-to-turn ratio3.27 × (33/33) WorstNo secondaries (30 of 33 in cohort)
See 23 mid-pack stats

Not standouts for Minsk -- 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 points15,100 HP(21/33) Main battery reload4.5 s(17/33) HE shell damage1,750(21/33) HE fire chance8%(17/33) Fires per minute5.33(17/33) HE DPM116,667(25/33) AP shell damage2,300(13/30) AP DPM153,333(21/30) HE velocity870 m/s(10/33) Acceleration11.1 s(25/33) AP arming threshold22 mm(23/30) Turn-speed retention95.7 hp/m(11/33) Displacement2,597 t(17/33) AA DPS136(19/33) AA range3.2 km(25/33) AA threat434(16/33) NormAP fuse timer0.01 s(26 of 30 tied at this value) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value) NormMax armor16 mm(20 of 33 tied at this value) NormCitadel belt16 mm(22 of 32 tied at this value) NormBow armor16 mm(20 of 32 tied at this value) NormStern armor16 mm(21 of 32 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 13,800 → 15,100
Displacement2,597 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries23
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
7,600
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.
4,500
Main Battery
ModuleArtillery: 130 mm B-13 U
Mounts / barrels5 mounts / 5 barrels
Reload time5 s
Firing range (base)10.8 km
Firing range (top fire control)11.8 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10755/30·(8−0.5)/1000 + 0.5)·30 = 95.7 m
95.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 95.7 × 0.6 = 57.4 m
57.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 95.7 × 0.32 (σ=2) = 30.6 m
30.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.4 × 0.319 (σ=2) = 18.3 m
18.3 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ5 broadside guns x 60 / 5 s base reload = 60.
60
HE shells
HE Damage1,750 → 1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 5 broadside guns = 9,500.
9,500
Base HE DPM
ƒ9,500 HE full-salvo alpha x 60 / 5 s base reload = 114,000.
114,000
Base fires/min
ƒ5 HE shells x 60 / 5 s reload x 8% fire chance = 4.8.
4.8
AP shells
AP Damage2,300 → 2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 184.1 mm. Matches the in-game spec card.
184.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.8 km), where the shell has slowed to 346.3 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 346.3^1.38 = 51.6 mm.
51.6 mm
AP full-salvo alpha
ƒ2,500 AP damage x 5 broadside guns = 12,500.
12,500
Base AP DPM
ƒ12,500 AP full-salvo alpha x 60 / 5 s base reload = 150,000.
150,000
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.
9
Torpedoes
ModuleTorpedoes: 53-38U
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time110 s
Projectile speed70 kt
Range6.03 km
Maximum simulated damage16,733 (est.)
Alpha damage50,200
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming216 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
133,864
AA Defense
AA mount pointsInitial: 8 → 11
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×1) + (35×3.5×1) = 136. 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.
136
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.2 km
76 mm 34-KInitial: 2×1 → 3×1 76mm
37 mm 70-K (upgraded hull only)8×1 37mm
45 mm 21-K (stock hull only)6×1 45mm
Medium aura
DPS35
Range3.2 km
Far aura
DPSInitial: 3 → 4
Range3 km
Total DPS in Aura
ƒMedium 35 + Far 4 = 39
39
Maneuverability
Engine moduleEngine: 66,000 hp
Engine power66,000 hp
Maximum speed43 kt
Turning circle radius690 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.3× drags
Concealment
Detectability by sea7.5 km
Detectability by air3.75 km
Smoke firing penalty2.85 km
Detect after firing main guns7.5 km
Detect Fire Sea9.5 km
Detect Fire Air6.75 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 85 s cloud active
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.

HullTrade-off
  • Hit points13,800 → 15,100
  • Rudder shift6 → 4.3 s
  • AA mounts8 → 11
  • Close-range AA DPS13 → 39
  • Maximum AA range3 → 3.2 km
  • Turret traverse6 → 5 °/s
Fire controlUpgrade
  • Main battery range10,755 → 11830.5 m
TorpedoesTrade-off
  • Alpha damage42,000 → 50,200
  • Display damage14,000 → 16,733
  • Speed75 → 70 kt

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp95.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10755/30·(8−0.5)/1000 + 0.5)·30 = 95.7 m
Max Vert Disp57.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 95.7 × 0.6 = 57.4 m
Med Horiz Disp30.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 95.7 × 0.32 (σ=2) = 30.6 m
Med Vert Disp18.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.4 × 0.319 (σ=2) = 18.3 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close184.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 184.1 mm. Matches the in-game spec card.
AP Pen Far51.6 mm
Same formula at the ship's max firing range (14.8 km), where the shell has slowed to 346.3 m/s: 1e-7 × 1615 × 33.5^0.69 × 0.13^-1.07 × 346.3^1.38 = 51.6 mm.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha5
All 5 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha9,500
1,900 HE damage x 5 broadside guns = 9,500.
AP full-salvo alpha12,500
2,500 AP damage x 5 broadside guns = 12,500.
Base HE DPM114,000
9,500 HE full-salvo alpha x 60 / 5 s base reload = 114,000.
Base AP DPM150,000
12,500 AP full-salvo alpha x 60 / 5 s base reload = 150,000.
Base shells/min60
5 broadside guns x 60 / 5 s base reload = 60.
Base fires/min4.8
5 HE shells x 60 / 5 s reload x 8% fire chance = 4.8.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed70 kt
Travel time to max range33.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage133,864
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage133,864
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS136
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×1) + (35×3.5×1) = 136. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index434
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 13,80015,100 with hull upgrade, 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
Bow16 mm primary (range 15–16 mm)2,300 (15% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)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)16 mm11,300 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–16 mm)1,100 (7% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Turret (module, per magazine)separate HP pool, does not drain ship HP7,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (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 HP4,500 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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

Shell ballistics chart

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

Balance History

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

Buff ×2Rework ×2Main Battery ×3
2022-03-03

March update: All That is Gold Does Not Glitter

  • Minsk received a buff a few updates ago which made her a little too ambitious, so we're culling the reload of both her main guns and torpedoes to decrease the total damage she can inflict in battle.
  • Upgraded artillery preset reload time changed from 3.5 to 4 s.
  • Reload time for both torpedo presets changed from 101 to 110 s from 98 to 110 s.
Read the full official post
2021-12-16

Holiday Update: Chilling With the Beasts

  • Upgraded main battery reload time decreased from 5.2s to 3.5s; range of torpedoes increased from 4 km to 6 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Minsk default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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