Aurora B
Beta- Use islands, flanks, and mid-range angles where you can keep guns active without becoming the easiest t…
- Avoid: Do not sail broadside in open water or overstay after being focused; cruiser value comes from staying a…
Variant of Aurora
Cosmetic-only variant of Aurora. Identical hull, modules, and consumables; differs in appearance and acquisition only.
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Aurora B Community Stats
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Aurora B Community Stats
Record History
Playstyle
Overview
Aurora is a Tier II Soviet premium cruiser best treated as a cruiser that supports objectives, creates crossfires, and punishes mistakes while avoiding sustained battleship focus. Its value comes from choosing safe firing lanes, punishing exposed targets, and using mobility or cover before battleship focus locks on.
Positioning
Use islands, flanks, and mid-range angles where you can keep guns active without becoming the easiest target on the map. Choose cover, kiting lanes, or flank angles that keep the main battery active while preserving room to disengage before focus fire stacks.
Potato Avoidance
Sail broadside in open water or overstay after being focused
Cruiser value comes from staying alive and applying pressure repeatedly. The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.
Signature Traits
152.0 mm max plate, top decile of T2 CAs.
Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.
10.0 km surface detect, bottom decile of T2 CAs. Visible before you can react; position early.
How to get Aurora B
Aurora B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
AL Avrora, AL Chapayev, and AL Tallinn are useful Soviet cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.
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 Aurora B 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.
See 21 mid-pack stats
Not standouts for Aurora B -- 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 chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
6 broadside guns x 60 / 8.6 s base reload = 41.9.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,100 HE damage x 6 broadside guns = 12,600.ƒ
12,600 HE full-salvo alpha x 60 / 8.6 s base reload = 87,907.ƒ
6 HE shells x 60 / 8.6 s reload x 8% fire chance = 3.35.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: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 229.1 m/s: .ƒ
2,700 AP damage x 6 broadside guns = 16,200.ƒ
16,200 AP full-salvo alpha x 60 / 8.6 s base reload = 113,023.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.9) = 9. 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
Time to accelerate from 0 kt to 90% of top speed (17.1 kt of 19). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (18.8 kt of 19). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
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, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11348}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 100.1\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 100.1 \cdot 0.6 = 60.1\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 100.1 \cdot 0.32\;(\sigma = 2) = 32\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 60.1 \cdot 0.319\;(\sigma = 2) = 19.2\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1445 \cdot 41.4^{0.69} \cdot 0.152^{-1.07} \cdot 792.5^{1.38} = 141.8\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 229.1 m/s: $P = 10^{-7}\cdot 1445 \cdot 41.4^{0.69} \cdot 0.152^{-1.07} \cdot 229.1^{1.38} = 25.6\,\text{mm}$.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).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.Barrels that can bear on one beam (6 of 14); casemate/wing mounts only fire one side.180 degrees / 5 deg/s traverse speed = 36 s.2,100 HE damage x 6 broadside guns = 12,600.2,700 AP damage x 6 broadside guns = 16,200.12,600 HE full-salvo alpha x 60 / 8.6 s base reload = 87,907.16,200 AP full-salvo alpha x 60 / 8.6 s base reload = 113,023.6 broadside guns x 60 / 8.6 s base reload = 41.9.6 HE shells x 60 / 8.6 s reload x 8% fire chance = 3.35.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.9) = 9. 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.Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Aurora B can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
