World of Warships: Legends ship guide

AL Avrora

Also called: AL 阿芙乐尔 · AL Аврора Beta
U.S.S.R. · Tier II · CL Cruiser · Premium
Light cruiserDamage comes from sustained HE rather than big AP hits; keep the guns talking.
Playstyle
  • Hold islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
Lobs over islandsThickest plateHigh-arc AP shellsEasily spotted

Variant of Aurora

Cosmetic-only variant of Aurora. Identical hull, modules, and consumables; differs in appearance and acquisition only.

Also on this hull: Aurora B

On this page
Community Data

AL Avrora Community Stats

Across 450+ Standard battles from 120+ players, AL Avrora averages a 57% win rate, 20,500 damage and 0.8 kills per battle, and survives 28% of them.

Community Data

AL Avrora Community Stats

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

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Playstyle

Overview

AL Avrora is a Tier II Soviet light cruiser with 152mm guns at 11.3 km, 8.6-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. Standout traits: armor plate in T2 CAs (152 mm, 5th of 26) and best high-arc AP shells in T2 CAs (40.3°, 1st of 25). The trade is surface detection in T2 CAs (10 km, 23rd of 26).

Positioning

Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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. Once the rudder is over she turns tightly for her cohort (400 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 10 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 22,500 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

Thickest plate ↗

152 mm on her single heaviest plate, top decile of T2 CAs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

LOBBING BATTERY ↗
  • High-arc AP shells · 40.29°
  • High-arc howitzer
Easily spotted ↗

10 km surface detect, bottom decile of T2 CAs. Visible before you can react; position early.

Acquisition

How to get AL Avrora

AL Avrora is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Collaboration.

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

Official WG availability sources
  • Azur Lane: The Epic Comeback! Collaboration Start: 2024-09-06
    • AL Avrora – Soviet Tier II Premium cruiser
  • Azur Lane Returns: All Six Waves Are Here! Collaboration Start: 2025-09-08
    • Don’t miss the chance to obtain your favorite Commanders, ships, and skins—they will all be available in the Store from September 8 to October 6, both individually and in discounted bundles, as well as from the "Azur Lane Crate: Ultimate III."

Builds

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

Open in Build Tool →

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 AL Avrora sits among Tier II CAs (25 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.

Top 10%Turning circle400 m (3/26) Top 10%Main dispersion100.1 m (3/26) Top 25%Main battery range11.35 km (7/26) Top 25%Fires per minute4.41 (7/25) Top 25%HE DPM115,672 (7/25) Top 25%Max armor152 mm (5/26) Bottom 25%Max speed19 kt (21/26) Bottom 25%Concealment10 km (23/26) Bottom 25%Smoke fire bloom4.45 km (23/26) Bottom 25%Acceleration (0-12 kt)13.9 s (21/26) Bottom 25%Engine power11,971 hp (21/26) Bottom 25%Power / turn radius29.9 hp/m (21/26) Bottom 25%Power-to-weight1.78 hp/t (21/26) Bottom 25%AA DPS9 (15/17) WorstAir detection6 km (1 of 2 tied) WorstNo secondaries (10 of 26 in cohort) WorstAP pen at 10 km27 mm (1 of 6 tied) WorstFlak damage per salvo (expected)180 (1 of 4 tied) WorstNo torpedoes (20 of 26 in cohort)
See 23 mid-pack stats

Not standouts for AL Avrora -- 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 points22,500 HP(15/26) Rudder shift6.5 s(15/26) Main battery caliber152 mm(9/26) Main battery reload8.6 s(17/26) Sigma2(12/26) HE shell damage2,100(13/25) HE fire chance8%(13/25) AP shell damage2,700(14/25) AP DPM148,721(9/25) AP velocity792.5 m/s(18/25) HE velocity753 m/s(19/25) Time to 90% speed23.9 s(11/26) AP fuse timer0.01 s(19/25) AP arming threshold25 mm(16/25) Displacement6,722 t(13/26) AA range3 km(9/17) AA threat27(9/17) Citadel belt70 mm(17/26) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit Points22,500
Displacement6,722 t
Armor range6–152 mm
Plate armor thicknesses6, 9, 10, 25, 51, 70, 152 mm
Armor material/layer entries36
Fire resistance
ƒtop hull: 1 − 0.9667 fire coefficient = 3.3%. 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.
3.3%
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 × 22,500 HP = 2,025 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 × 22,500 HP = 2,250 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.
11,300
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.
6,800
Repairable: penetration50%
Repairable: citadel10%
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 × 1,500 = 3,000), 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.
1,500
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 × 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
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 × 16,900 = 33,800), 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 ×. 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.
16,900
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 × 600 = 1,200), 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 ×. 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.
600
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 × 1,400 = 2,800), 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 ×. 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.
1,400
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
ModuleArtillery: 152 mm/45 Canet naval gun
Mounts / barrels14 mounts / 14 barrels
Reload time8.6 s
Firing range11.3 km
Turret traverse5 °/s
Turret armor13 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.
2x 107° arc, 4x 142° arc, ±111°, 2x 98° arc, 103° port-only, 103° starboard-only, 2x 96° arc
Guns to bear
ƒ180° − 111° (the most restricted aft-facing mount's arc) = 69° off bow; 180° − 155° (the most restricted forward-facing mount's arc) = 25° 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.
69° off bow / 25° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 10% tighter (better) horizontal dispersion and 10% less vertical spread at max range (11.3 km) than a standard cruiser: about 100 m wide × 60 m tall, against 111 m × 67 m. Also on this curve (225): AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Almirante Barroso, 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 =(1134830·8−0.51000+0.5)·30=100.1m
100.1 m at 11.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.1·0.6=60.1m
60.1 m at 11.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =100.1·0.62=30m
30 m at 11.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =60.1·0.62=18m
18 m at 11.3 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒ8 broadside guns x 60 / 8.714 s (8.6 s = 61 ticks) base reload = 55.1.
55.1
HE shells
HE alpha2,100
HE Velocity753 m/s
Fire Chance8%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 8 broadside guns = 16,800.
16,800
HE DPM
ƒ16,800 HE full-salvo alpha x 60 / 8.714 s (8.6 s = 61 ticks) base reload = 115,672.
115,672
Fires/min
ƒ55.1 shells/min × 0.08 (8% fire chance) = 4.41.
4.41
AP shells
AP alpha2,700
AP Velocity792.5 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold25 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 =10−7·1445·41.40.69·0.152−1.07·792.51.38=141.8mm.
141.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.3 km), where the shell has slowed to 222.7 m/s: P=10−7·1445·41.40.69·0.152−1.07·222.71.38=24.6mm.
24.6 mm at 11.3 km
AP full-salvo alpha
ƒ2,700 AP damage x 8 broadside guns = 21,600.
21,600
AP DPM
ƒ21,600 AP full-salvo alpha x 60 / 8.714 s (8.6 s = 61 ticks) base reload = 148,721.
148,721
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.
10
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm Lender gun6×1 76mm
Far aura
Guns76.2 mm Lender gun
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.9 hit probability = 9 - the same in-game units as the Close-range AA DPS headline.
9
Range3 km
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 100 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.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
100
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 AA mount is operational - it stops only once every AA mount is knocked out.
AA mounts
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 3 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.
2.5-3 km
Maneuverability
Engine power11,971 hp
Maximum speed19.0 kt
Turning circle radius400 m
Rudder shift time6.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 19 / 4 + 4.9 = 9.7 kt. Base value; speed modifiers scale it.
9.7 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.
29.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
6.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (17.1 kt of 19.0 kt).
23.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (18.8 kt of 19.0 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.
39.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 5.8 = -0.8°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.8°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 10 km x 0.955 = 9.55 km. Camouflage does not change detectability by air.
10 km
With Grade IV camouflage (sea)
ƒDetectability by sea 10 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.55 km.
9.55 km
Detectability by air6 km
Smoke firing penalty4.45 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 10 km) = 11.35 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.35 km
Detect when firing (air)
ƒAir detectability 6 km + gun-firing bloom 3.04 km = 9.04 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
9.04 km
Detect when on fire (sea)
ƒSea detectability 10 km + 2.0 km while burning = 12 km.
12 km
Detect when on fire (air)
ƒAir detectability 6 km + 3.0 km while burning = 9 km.
9 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

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 cruiser10% tighter H · 10% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (11.3 km) with the same model as Max Horiz/Vert Disp: horizontal 100 / 111 m − 1 = -10%, vertical 60 / 67 m − 1 = -10%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
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.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km24.4 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=0.5·11348=5674 m, and radiusOnMax=0.6 at 11348 m. Below the kink: k=0.2+(0.5−0.2)·50005674=0.4644, so σV=σH·k=52.5·0.4644=24.4m.
Shell scatter height @ 10 km51.9 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=0.5·11348=5674 m, and radiusOnMax=0.6 at 11348 m. Above the kink: k=0.5+(0.6−0.5)·10000−567411348−5674=0.5762, so σV=σH·k=90·0.5762=51.9m.
AP pen 5 km56 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 =10−7·1445·41.40.69·0.152−1.07·4021.38=56mm, where 402 m/s is the shell's speed when it arrives at 5 km (from 792.5 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 km27 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 =10−7·1445·41.40.69·0.152−1.07·235.31.38=27mm, where 235.3 m/s is the shell's speed when it arrives at 10 km (from 792.5 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 km9.72 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·0.51·0.15228·41.4=0.000112. That runs from a 792.5 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.
HE flight time @ 10 km8.23 s
How long an HE 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·0.4468·0.15228·49.76=8.15×10−5. That runs from a 753 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)8
Counted from each mount's firing arc: most barrels that bear at once: 8 of 14, 75° off the bow; 7 abeam.

Model inputs

Krupp (AP)1,445
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 mass41.4 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 coefficient0.51
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity792.5 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity753 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.

AA defense

AA DPS at max range9
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 76 2mm 30 Lender 8 K 6x1 -> 9 DPS @ 3 km.
AA DPS layered by range9 DPS @ 3 km
@ 3 km: 9 from one family. 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-blank9
9 = 9 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index27
9 × 3 = 27. 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.
Open in Charting Tool

Ship Charts

Background

The design of this ship is based on the Avrora character from Azur Lane. She belongs to the Northern Parliament fleet faction.

Armor Beta

Hull HP 22,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel70 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–10 mm)≈ 1,125 (~5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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)25 mm primary (range 6–25 mm)≈ 16,875 (~75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–70 mm)≈ 1,125 (~5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel70 mm primary (range 6–70 mm)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 6–152 mm)no cap
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).

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 AL Avrora can equip.

  • AL Avrora 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.