World of Warships: Legends ship guide

Aurora

Also called: 阿芙乐尔 B · Аврора B · Aurora B · Aurora B Beta
U.S.S.R. · Tier II · CL Cruiser · Premium
Light cruiserHE fires and sustained DPM rather than picking AP citadels.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Lobs over islandsHigh-arc AP shellsHeavy armorEasily spotted
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Community Data

Aurora Community Stats

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Playstyle

Overview

Aurora 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: best high-arc AP shells in T2 CAs (40.3°) and top-decile armor plate in T2 CAs (152 mm).

Positioning

Hold under 10 km with 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.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 22,500-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

LOBBING BATTERY
  • High-arc AP shells · 40.29°
  • High-arc howitzer
Heavy armor

152.0 mm max plate, top decile of T2 CAs.

Easily spotted

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

Acquisition

How to get Aurora

Aurora is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

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

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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 sits among Tier II CAs (26 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 (3/26) Top 25%Main battery range11.35 km (7/26) Top 25%Max armor152 mm (5/26) Bottom 25%Max speed19 kt (21/26) Bottom 25%Concealment10 km (23/26) Bottom 25%Traverse-to-turn ratio3.57 × (21/26) Bottom 25%Engine power11,971 hp (21/26) Bottom 25%Turn-speed retention29.9 hp/m (21/26) Bottom 25%Power-to-weight1.78 hp/t (21/26) WorstAir detection6 km (1 of 2 tied) WorstNo secondaries (10 of 26 in cohort) WorstAP pen at 10 km25 mm (1 of 6 tied) WorstFlak per wave (expected)180 (1 of 4 tied) WorstNo torpedoes (20 of 26 in cohort)
See 27 mid-pack stats

Not standouts for Aurora -- 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(10/26) Main battery reload8.6 s(17/26) Sigma2(12/26) HE shell damage2,100(13/25) HE fire chance8%(13/25) Fires per minute3.91(13/25) HE DPM102,558(11/25) AP shell damage2,700(15/25) AP DPM131,860(13/25) AP velocity792.5 m/s(17/25) HE velocity753 m/s(19/25) Acceleration25.3 s(12/26) AP fuse timer0.01 s(19/25) AP arming threshold25 mm(15/25) Displacement6,722 t(13/26) AA DPS9(15/26) AA range3 km(9/26) AA threat28(9/17) Citadel belt70 mm(16/25) Deck armor25 mm(19/25) 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(23 of 25 tied at this value) NormStern armor6 mm(22 of 25 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%
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)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
Shells/min
ƒ7 broadside guns x 60 / 8.6 s base reload = 48.8.
48.8
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 7 broadside guns = 14,700.
14,700
HE DPM
ƒ14,700 HE full-salvo alpha x 60 / 8.6 s base reload = 102,558.
102,558
Fires/min
ƒ48.8 shells/min x 8% fire chance = 3.91.
3.91
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 7 broadside guns = 18,900.
18,900
AP DPM
ƒ18,900 AP full-salvo alpha x 60 / 8.6 s base reload = 131,860.
131,860
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
9
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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 bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 100 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
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 waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 3 km - once planes get inside the band, new waves stop.
2.5-3 km
Maneuverability
Engine power11,971 hp
Maximum speed19 kt
Turning circle radius400 m
Rudder shift time6.5 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (17.1 kt of 19 kt), from our in-house acceleration model.
25.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (18.8 kt of 19 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.
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
Max Horiz Disp100.1 m
Horizontal 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
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 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.
Max Vert Disp60.1 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.1·0.6=60.1m
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.
Med Horiz Disp32 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =100.1·0.32(σ=2)=32m
Med Vert Disp19.2 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =60.1·0.319(σ=2)=19.2m
AP Pen Close141.8 mm
Canonical 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.
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=107·1445·41.40.69·0.1521.07·229.11.38=25.6mm.
AP pen 5 km54 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km25 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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 alpha7
Barrels that can bear on one beam (7 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 alpha14,700
2,100 HE damage x 7 broadside guns = 14,700.
AP full-salvo alpha18,900
2,700 AP damage x 7 broadside guns = 18,900.
HE DPM102,558
14,700 HE full-salvo alpha x 60 / 8.6 s base reload = 102,558.
AP DPM131,860
18,900 AP full-salvo alpha x 60 / 8.6 s base reload = 131,860.
Shells/min48.8
7 broadside guns x 60 / 8.6 s base reload = 48.8.
Fires/min3.91
48.8 shells/min x 8% fire chance = 3.91.

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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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.

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 the exact in-game values, not estimated.

Bow & stern6 mm

Overmatched by 107+ 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)1,500 (7% of HP)
Overmatch not possible in its bracket6 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)16,900 (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)1,400 (6% of HP)
Overmatch not possible in its bracket6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel70 mm primary (range 6–70 mm)≈ 165,500 (effectively 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)600 (3% of HP)
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).
Turret (module, per magazine)separate HP pool, does not drain ship HP11,300 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 HP6,800 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Aurora 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.