World of Warships: Legends ship guide

Aurora B

Beta
U.S.S.R. · Tier II · Cruiser · Premium
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • 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…
Key characteristics
2 sigma accuracyEasily spotted

Variant of Aurora

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

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Community Data

Aurora B Community Stats

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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

Heavy armor

152.0 mm max plate, top decile of T2 CAs.

Overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

Easily spotted

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

Acquisition

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.

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Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

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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.

Top 10%Main dispersion100.1 m (3/25) Top 25%Main battery range11.35 km (7/25) Top 25%Max armor152 mm (5/25) Bottom 25%Max speed19 kt (21/25) Bottom 25%Concealment10 km (23/25) Bottom 25%Traverse-to-turn ratio3.57 × (21/25) Bottom 25%AP fuse timer0.01 s (19/24) Bottom 25%Engine power11,971 hp (21/25) Bottom 25%Turn-speed retention29.9 hp/m (21/25) Bottom 25%Power-to-weight1.78 hp/t (21/25) WorstAir detection6 km (1 of 2 tied) WorstNo secondaries (10 of 25 in cohort) WorstNo torpedoes (19 of 25 in cohort)
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.

Hit points22,500 HP(13/25) Rudder shift6.5 s(14/25) Main battery caliber152 mm(9/25) Main battery reload7.7 s(13/25) Sigma2(11/25) HE shell damage2,100(12/24) HE fire chance8%(13/24) Fires per minute3.74(15/24) HE DPM98,182(13/24) AP shell damage2,700(13/24) AP DPM126,234(11/24) AP velocity792.5 m/s(17/24) HE velocity753 m/s(17/24) Acceleration25.3 s(12/21) AP arming threshold25 mm(15/24) Displacement6,722 t(13/25) AA DPS9(13/25) AA range3 km(9/25) AA threat28(9/16) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 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 resistance3.3%
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.
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
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
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1134830·80.51000+0.5)·30=100.1m
100.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.1·0.6=60.1m
60.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =100.1·0.32(σ=2)=32m
32 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =60.1·0.319(σ=2)=19.2m
19.2 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ6 broadside guns x 60 / 8.6 s base reload = 41.9.
41.9
HE shells
HE Damage2,100
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 6 broadside guns = 12,600.
12,600
Base HE DPM
ƒ12,600 HE full-salvo alpha x 60 / 8.6 s base reload = 87,907.
87,907
Base fires/min
ƒ6 HE shells x 60 / 8.6 s reload x 8% fire chance = 3.35.
3.35
AP shells
AP Damage2,700
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1445·41.40.69·0.1521.07·792.51.38=141.8mm. Matches the in-game spec card.
141.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 229.1 m/s: P=107·1445·41.40.69·0.1521.07·229.11.38=25.6mm.
25.6 mm
AP full-salvo alpha
ƒ2,700 AP damage x 6 broadside guns = 16,200.
16,200
Base AP DPM
ƒ16,200 AP full-salvo alpha x 60 / 8.6 s base reload = 113,023.
113,023
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
Close-range AA DPS
ƒSum 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.
9
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm Lender gun6×1 76mm
Far aura
DPS3
Range3 km
Maneuverability
Engine moduleEngine: 11,971 hp
Engine power11,971 hp
Maximum speed19 kt
Turning circle radius400 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime 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: maxPower=(Pm)0.42=(11,9716,722)0.42=1.2743; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=25.3s. 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.
25.3 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (18.8 kt of 19). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=42.8s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
42.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·19.0·0.5144400=1.40°/s, so ratio=ωturretωhull=51.40=3.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.6× drags
Concealment
Detectability by sea10 km
Detectability by air6 km
Smoke firing penalty4.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10 km
Detect Fire Sea12 km
Detect Fire Air9 km
Guaranteed Detect2 km
Consumables
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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp100.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11348}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 100.1\,\text{m}$
Max Vert Disp60.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 100.1 \cdot 0.6 = 60.1\,\text{m}$
Med Horiz Disp32 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 100.1 \cdot 0.32\;(\sigma = 2) = 32\,\text{m}$
Med Vert Disp19.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 60.1 \cdot 0.319\;(\sigma = 2) = 19.2\,\text{m}$
AP Pen Close141.8 mm
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.
AP Pen Far25.6 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 229.1 m/s: $P = 10^{-7}\cdot 1445 \cdot 41.4^{0.69} \cdot 0.152^{-1.07} \cdot 229.1^{1.38} = 25.6\,\text{mm}$.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha6
Barrels that can bear on one beam (6 of 14); casemate/wing mounts only fire one side.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha12,600
2,100 HE damage x 6 broadside guns = 12,600.
AP full-salvo alpha16,200
2,700 AP damage x 6 broadside guns = 16,200.
Base HE DPM87,907
12,600 HE full-salvo alpha x 60 / 8.6 s base reload = 87,907.
Base AP DPM113,023
16,200 AP full-salvo alpha x 60 / 8.6 s base reload = 113,023.
Base shells/min41.9
6 broadside guns x 60 / 8.6 s base reload = 41.9.
Base fires/min3.35
6 HE shells x 60 / 8.6 s reload x 8% fire chance = 3.35.

AA defense

Close-range AA DPS9
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.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index28
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.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Aurora B default exterior
    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.

Source status No high-context source card yet Filtered for precision

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