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Cruiser | U.K. | Tier ★
Tech Tree Position
Research priceexp
Purchase price47,500,000 Credits
Hit Points49,900 
Main Battery
152 mm/50 QF Mk.V on a Mk.XXVI mount6 х 2 pcs.
Rate of Fire18.75 shots/min.
Reload Time3.2 sec.
Rotation Speed38 deg./sec.
180 Degree Turn Time4.74 sec.
Firing Range16.53 km.
Maximum Dispersion147 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP Mk V 
Maximum AP Shell Damage3,200 
Initial AP Shell Velocity768 m./s.
AP Shell Weight58.85 kg.
Torpedo Tubes
533 mm QR Mk II4 х 4 pcs.
Rate of Fire0.63 shots/min.
Reload Time96 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IXM 
Maximum Damage16,767 
Torpedo Speed62 knot
Torpedo Range12 km.
AA Defense
152 mm/50 QF Mk.V on a Mk.XXVI mount6 х 2 pcs.
. . . Average Damage per Second141.6 
. . . Firing Rangekm.
76.2 mm/62 OTO-Melara Compact8 х 1 pcs.
. . . Average Damage per Second357.6 
. . . Firing Range5.01 km.
Maximum Speed34 knot
Turning Circle Radius730 m.
Rudder Shift Time11.3 sec.
Surface Detectability Range11.7 km.
Air Detectability Range8.52 km.
Battle Levels

Edgar — British Tier ★ cruiser.

While working on the Minotaur-class project, British engineers were inspired by the U.S. Worcester-class cruisers laid down in 1945. After the lead ship entered service in 1948, a proposal was made to increase the number of turrets to six; however, this idea was abandoned due to the respective increase in development time that such a change would have entailed.


Main Battery Guns Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
152 mm/50 QF Mk.V on a Mk.XXVI mount18.84.71473,200 00
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Edgar49,9001310268/64 00
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
533 mm Mk IXM0.6967.216,7666212 00
Maximum Firing Range
Research price
Purchase price
Mk XI mod. 10 00
Engine Maximum Speed
Research price
Purchase price
Propulsion: 130,000 hp34 00

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Hydroacoustic Search Modification 1
Surveillance Radar Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion


Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

Combat Capability - Alternative Firing Mode

Edgar can alternate between a regular firing mode and a Burst Fire firing mode. Firing the guns with the alternative firing mode enabled will fire 3 salvos in quick succession, with increased armor penetration and shell damage. This firing mode takes much longer to reload.


Burst fire can be toggled on and off at will.


  • +50% Main battery AP shell damage
  • +100% Armor-penetration capability of AP shells
  • Reload time: 35 seconds
  • Interval between individual shots: 1.5 seconds
  • Number of bursts in a series: 3


Edgar marks the pinnacle of the British light cruiser line, taking Minotaur’s strengths while removing some of her weaknesses. She has a large amount of different weapons at her disposal, making her a universal threat against all classes. However, she is the only British tech-tree light cruiser that doesn´t receive enhanced energy retention whilst turning.

Most noticeably, Edgar gains an extra back turret, increasing the already amazing firepower of the Minotaur. While you are still limited to only AP-shells, the Edgar parks an extra punch when using the alternative fire mode. For three quick salvoes, you get twice as much penetration, and 50% higher damage, at the cost of a long, 35 second reload. While the short fuze still makes it hard to go through spaced armour, pressing the F-key can almost make you feel like a heavy cruiser for a moment, and punish unsuspecting cruisers.

Another welcomed upgrade is some 700 meters extra range on the main guns, and more notably, a whole 2 km extra torpedo range. With the torpedoes already being excellent, the added range makes then a fierce weapon, and well worth investing some commander skills into. To round of the upgrades, you gain a little more speed, some extra hitpoints, longer smoke duration and a slightly better protected citadel. However, you will still get obliterated if you are not careful, but if you employ similar tactics to the Minotaur, you will have great success, and may surprise someone with you long range torpedoes and burst fire mode.


Edgar carries twelve fast-firing 152mm guns in six twin turrets, the same turrets and guns as found on Minotaur. Like the rest of the line, she only has AP shells with improved penetration angles and floaty ballistics. However, she lacks Minotaur’s reduced arming threshold, requiring 25mm of armor to fuse, making her less effective against destroyers.She also retains the short AP fuse time of her predecessors, so she will struggle to citadel cruisers with spaced armor. Edgar has the second highest AP DPM of any ship of the game, just slightly behind ColbertOn top of that already high DPM, her burst fire mode doubles her AP penetration and increases the individual shell damage from 3100 to 4800. This allows her to rapidly fire 36 essentially heavy cruiser AP shells in just 4.5 seconds. It allows her to deal fatal blows to most cruisers below 12km with proper aim, and can devastate destroyers or take a big chunk out of battleships. Edgar features 8 torpedo tubes per side in a 4x4 layout. They are identical to Minotaur’s in every aspect, but gain an additional 2 kilometers of range, making them more efficient at area denial. Edgar’s AA is an upgrade over Minotaur. Despite this the AA merely remains a nuisance against planes. Although it won’t stop a Tier X carrier completely, it’s still strong enough to make her a less appealing target


Edgar gets rid of one of Minotaur´s biggest weaknesses, which is the infamous stepped citadel. Additionally she gains spaced armor under her turrets, making her machinery space the only part which counts as an exposed citadel. Her bow and stern are 16mm thick. In some scenarios, medium and large caliber AP will just overpenetrate and deal minimal damage, but it leaves her vulnerable to AP overmatch from 234mm+ guns and offers little protection against low caliber AP To compensate for this, Edgar comes equipped with the specialized repair teams consumable, allowing her to restore 40% of her HP in 20 seconds, without any modifiers applied. It can also restore 50% of citadel damage taken, as opposed to the regular 33% on most cruisers. Her armor layout and super heal aren't the only things helping her survive in battle. As a British light cruiser, Edgar possesses enhanced acceleration, allowing her to dodge shells and torpedoes. Despite this, she is the only British tech tree light cruiser that doesn't have enhanced energy retention in a turn. This means she isn't able to “drift” like Minotaur. Edgar drops down to 27.2 knots in a full turn, while Minotaur can retain 32.7 knots doing the same. This is a severe downgrade to her dodging ability and makes it harder to outmaneuver the enemy in close quarter combat. Her concealment is excellent. If the player chooses to run all necessary upgrades and captain skills, Edgars concealment can drop down to 9.5 kilometers, leaving her room to stealth radar.


As a high tier British light cruiser, Edgar gets to choose between running either the smoke generator, or surveillance Radar consumable.Therefore players have to choose whether to optimize Edgar for farming damage for smoke, or for DD hunting duties with the help of radar and her insane DPM. While smoke farming is a relatively easy playstyle, she should still move back and forth within her smokescreen to avoid possible torpedo threats or incoming AP salvoes.

Because of her increased AP arming threshold, players shouldn’t expect the same consistent full pens against destroyers. If they are lucky, they can even survive her full burst fire. Still, Edgar remains a menace against destroyers. Radar Edgar players must be cautious about carrier spotting and crossfires from medium and large caliber AP.


  • Insane AP dpm with enhanced AP shells that is only increased by combat instructions.
  • Citadel is somewhat more protected than Minotaur; less likely to be destroyed by a single battleship salvo
  • Combat instructions give Edgar the much needed alpha damage lacking in the British light cruiser line
  • Reliable torpedoes with 12 km range and the option to single launch
  • Option between the smoke screen generator or surveillance radar consumables
  • Good survivability for a light cruiser due to improved armor scheme and access to the specialized repair teams consumable
  • Stealth radar capabilities


  • Edgar is noticeably larger and more sluggish than Minotaur, making her more reliant on smoke, and harder to maneuver in open water
  • 16mm plating gets overmatched by many same tier cruisers
  • No HE shells
  • 25mm arming threshhold on the AP shells leads to more frequent overpens on destroyers


As a top tier ship, Edgar has no module upgrades to research.

Optimal Configuration


The recommended upgrades are:

Note that the coal upgrades in Slot 2 or 3 should only be selected with the corresponding consumable (Surveillance Radar or Smoke Generator}.

Commander Skills


Edgar equips the following consumables:


Note: Use of the Juliet Charlie signal makes detonation impossible.


Historical Info

Historical Gallery


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.11.2.

Testing Changes

  • DevBlog 274:
    • Preliminary characteristics.
  • DevBlog 307:
    • Alternate fire mode changed:
      • Number of salvoes in the burst decreased from 4 to 3.
  • DevBlog 308:
    • Main battery reload time while using the alternative fire mode increased from 30 to 35 s.
  • Update 0.11.6:
    • Available in limited Early Access as part of a Lighthouse Auction event, as a single-price auction with 500 ships available across all servers. The winning bid was 222,700,984 credits. Lots were delivered to winners on July 26, 2022.
  • Update 0.11.9:
    • Added to the UK tech tree as a special ship unlocked once the player reaches Tier 10 cruiser Minotaur, then purchased for credits.

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