Azuma
Beta- Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
- Avoid: Trading the super-heal advantage in open water
Azuma Community Stats
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Azuma Community Stats
Playstyle
Overview
Azuma is a Tier VII Japanese super-cruiser: a battleship-sized hull with a 310mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. She also packs the super-heal (0.6%/s, for 28 s, every 40 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best Repair Party charges in T7 CAs (3).
Positioning
Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.
Potato Avoidance
Trading the super-heal advantage in open water
The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 3 charges before the cooldown completes.
Signature Traits
21.7 mm overmatch threshold, top decile of T7 CAs. Punishes bow-tanking ships peers can't crack.
324.7 mm AP pen at max range, top decile of T7 CAs. Threatens citadels even from range.
572.9 mm AP pen at 1.5 km, top decile of T7 CAs. Citadels broadside cruisers up close.
5100.0 damage per HE shell, best of T7 CAs. Punishes superstructure and modules harder than peers.
52.0 mm AP arming threshold, bottom decile of T7 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
4.9 hp per ton, bottom decile of T7 CAs. Engine struggles to overcome the hull's mass, so the ship bleeds speed harder than peers in sustained turns.
How to get Azuma
Azuma is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Global XP, and Campaign. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- Global XP750,000 GXP in the Legends Store (Jan 2022).
- CampaignEarnable in the Yasen Butai Leader campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
-
Santa Level 5
0.428571%
Tier VII Premium ship
Event containers · Santa Level 5 · 1 of 35 ships
-
Spectral Vault 5.0
0.375%
Tier VII Premium ship
Event containers · Spectral Vault 5.0 · 1 of 40 ships
-
Mega Santa '23
0.172414%
Tier VII Premium ship
Event containers · Mega Santa '23 · 1 of 29 ships
Show all 15 containers (12 more)
-
Santa Level 4
0.157143%
Tier VII Premium ship
Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
Show 2 paths
- Santa Level 40.114286%
- Santa Level 4 → Santa Level 50.042857%
-
Spectral Vault 4.0
0.15625%
Tier VII Premium ship
Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
Show 2 paths
- Spectral Vault 4.00.1%
- Spectral Vault 4.0 → Spectral Vault 5.00.05625%
-
Santa Level 3
0.102143%
Tier VII Premium ship
Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
Show 4 paths
- Santa Level 30.057143%
- Santa Level 3 → Santa Level 50.021429%
- Santa Level 3 → Santa Level 40.017143%
- Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
-
Spectral Vault 3.0
0.078437%
Tier VII Premium ship
Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
Show 4 paths
- Spectral Vault 3.00.05%
- Spectral Vault 3.0 → Spectral Vault 5.00.01125%
- Spectral Vault 3.0 → Spectral Vault 4.00.011%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
-
Mystic Lantern
0.074419%
Tier VII Premium ship
Event containers · Mystic Lantern · 1 of 43 ships
-
Super Santa '23
0.051724%
Tier VII Premium ship
Event containers · Super Santa '23 · 1 of 29 ships
-
Santa Level 2
0.026036%
Tier VII Premium ship
Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
Show 7 paths
- Santa Level 2 → Santa Level 30.008571%
- Santa Level 2 → Santa Level 40.005714%
- Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
- Santa Level 20.002857%
- Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
- Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
-
Champion's Box
0.020429%
Tier VII Premium ship
Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
Show 4 paths
- Champion's Box → Santa Level 30.011429%
- Champion's Box → Santa Level 3 → Santa Level 50.004286%
- Champion's Box → Santa Level 3 → Santa Level 40.003429%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
-
Spectral Vault 2.0
0.013469%
Tier VII Premium ship
Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
Show 7 paths
- Spectral Vault 2.0 → Spectral Vault 3.00.005%
- Spectral Vault 2.00.0025%
- Spectral Vault 2.0 → Spectral Vault 4.00.002%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
-
Santa Level 1
0.007834%
Tier VII Premium ship
Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
Show 9 paths
- Santa Level 1 → Santa Level 30.002857%
- Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
- Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
- Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
- Santa Level 1 → Santa Level 20.000429%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
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Ultimate Crate
0.005172%
Tier VII Premium ship
Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
-
Spectral Vault 1.0
0.001997%
Tier VII Premium ship
Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
Show 11 paths
- Spectral Vault 1.0 → Spectral Vault 3.00.0005%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
- Spectral Vault 1.0 → Spectral Vault 2.00.000225%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
- Yasen Butai Leader Campaign Breakdown Campaign Start: 2020-11-09 · End: 2020-12-06 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- February update: fortes fortuna adiuvat 750,000 Global XP 2022-01-27
- Holiday Update: Chilling With the Beasts 750,000 Global XP 2021-12-16
Show direct source rows
- Mega Santa '23 0.172414% · Tier VII Premium ship
- Mystic Lantern 0.074419% · Tier VII Premium ship
- Santa Level 2 0.002857% · Tier VII Premium ship
- Santa Level 3 0.057143% · Tier VII Premium ship
- Santa Level 4 0.114286% · Tier VII Premium ship
Builds Beta
Build for main-battery accuracy, range, mobility, concealment, and survivability. Commander choices can improve speed and incoming-fire dispersion to reinforce kiting.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
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Where Azuma sits among Tier VII CAs (46 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 19 mid-pack stats
Not standouts for Azuma -- 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 chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15785/30·(10−0.5)/1000 + 0.5)·30 = 165 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 165 × 0.6 = 99 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 165 × 0.319 (σ=2) = 52.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99 × 0.319 (σ=2) = 31.6 mƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
9 broadside guns x 60 / 24 s base reload = 22.5.HE shells
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52 mm ≈ 310 mm caliber / 6 (standard HE penetration ratio).ƒ
5,100 HE damage x 9 broadside guns = 45,900.ƒ
45,900 HE full-salvo alpha x 60 / 24 s base reload = 114,750.ƒ
45,900 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 127,500.ƒ
9 HE shells x 60 / 24 s reload x 27% fire chance = 6.08.AP shells
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floor(310 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2365 × 448.8^0.69 × 0.31^-1.07 × 836^1.38 = 603.4 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.7 km), where the shell has slowed to 533.5 m/s: 1e-7 × 2365 × 448.8^0.69 × 0.31^-1.07 × 533.5^1.38 = 324.7 mm.ƒ
8,650 AP damage x 9 broadside guns = 77,850.ƒ
77,850 AP full-salvo alpha x 60 / 24 s base reload = 194,625.ƒ
77,850 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 216,250.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: (103×3.5×0.85) + (57×3.5×0.9) = 486. 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
Includes 57 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 57 + Near 103 = 160ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party3 charges · 40 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
See all derived stats
Show
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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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15785/30·(10−0.5)/1000 + 0.5)·30 = 165 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 165 × 0.6 = 99 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 165 × 0.319 (σ=2) = 52.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99 × 0.319 (σ=2) = 31.6 mCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2365 × 448.8^0.69 × 0.31^-1.07 × 836^1.38 = 603.4 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.7 km), where the shell has slowed to 533.5 m/s: 1e-7 × 2365 × 448.8^0.69 × 0.31^-1.07 × 533.5^1.38 = 324.7 mm.52 mm ≈ 310 mm caliber / 6 (standard HE penetration ratio).floor(310 mm caliber / 14.3) = 21 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.All 9 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.5,100 HE damage x 9 broadside guns = 45,900.8,650 AP damage x 9 broadside guns = 77,850.45,900 HE full-salvo alpha x 60 / 24 s base reload = 114,750.77,850 AP full-salvo alpha x 60 / 24 s base reload = 194,625.45,900 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 127,500.77,850 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 216,250.9 broadside guns x 60 / 24 s base reload = 22.5.9 broadside guns x 60 / 21.6 s installed Artillery reload = 25.9 HE shells x 60 / 24 s reload x 27% fire chance = 6.08.9 HE shells x 60 / 21.6 s installed reload x 27% fire chance = 6.75.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (103×3.5×0.85) + (57×3.5×0.9) = 486. 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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 100 mm (8/side) × 60/3 × 1700 = 272,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.Armor
Hull HP 52,500, 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.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 27–32 mm) | 8,600 (16% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 16 mm primary (range 16–195 mm) | 43,800 (83% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 27–175 mm) | 9,000 (17% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 178 mm primary (range 27–178 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.33 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.33 direct pen, ×0.10 over-pen). |
| Superstructure | 13 mm primary (range 13–215 mm) | 3,300 (6% 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 HP | 29,200 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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. |
| Secondary mount (100 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (25 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 17,500 module HP | Incapacitated at 0 HP | When 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting Azuma. Cards are condensed; use each source link for full context.
Summer Update: The High Roll
- Azuma is admittedly trailing behind her closest rivals, mainly by damage dealt, so we’re giving her a straightforward main battery buff.
- Main battery reload time decreased from 26 to 24 s.
- Maximum HE shell damage increased from 4,500 to 5,100.
- Maximum AP shell damage increased from 8,150 to 8,650.
- Main battery AP penetration increased by 18.5%.
- Main battery AP minimum ricochet angle decreased from 50 to 45.
- Main battery 180.
- ° traverse speed decreased from 40s to 36s.
- Main battery shell grouping Improved by 7.5%.
- Main battery dispersion.
- +1 more official change line in the source post.
Balance Overdue!
- Azuma gets buffed.
- Staying with Japan, there’s a ship that unfortunately didn’t quite live up to our hopes in more ways than one, and that is Azuma. We’re giving her the deluxe treatment: 7.5% better shell grouping; 24 second main gun reload (down from 26); HE shell damage boosted to 5,100 (600 more); and AP damage up to 8,650 (500 more). However, as these buffs are quite significant, we're also making her AP shells start ricocheting at a 45-degree angle, down from 50 they used to.
Marchin' on: The First Update of Spring 2021
- Main battery accuracy improved by about 3%.
- Rudder-shift time decreased from 13.9 to 12.3 seconds.
- Angle at which AP shells start checking for ricochet increased from 45 to 50 degrees, which will increase damage inflicted to angled targets should they be insufficiently angled.
- Repair Party now regenerates 20% more HP per second.
Skins & permanent camouflages
Every custom exterior Azuma can equip, from in-game data.
DefaultThe ship’s standard exterior
Azur AzumaAzur Lane
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.
