World of Warships: Legends ship guide

Aoba

Also called: 青叶 Beta
Improved-AP cruiserAn improved AP fuse citadels cruisers a normal CA round over-pens; lean on AP, not HE.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Long, heavy torpedoes (10 km)Heavy HE shellsSonarHigh fire chancePunchy HE secondariesThin deck
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Community Data

Aoba Community Stats

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Playstyle

Overview

Aoba is a Tier V Japanese IJN cruiser with the improved AP fuse: her AP shells arm at 60% of the standard armor threshold, so they citadel cruisers that would over-pen a normal CA round. Lean on AP into broadsides and short-angled cruisers - HE-spamming this hull leaves the cohort's best damage tool on the rack. Sonar (4 km on ships and 2.8 km on torpedoes, 92 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: top-decile AP overmatch threshold in T5 CAs (14.1 mm) and best HE alpha in T5 CAs (3,300).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 2.8 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 31,900-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

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, shared by 2/28 T5 CAs.

ELITE MAIN BATTERY
  • Big-caliber overmatch · 14.1 mm
  • Heavy HE shells · 3300.0 damage
  • High fire chance · 17.0%
ELITE SECONDARIES
  • Punchy HE · 2000.0 max
  • Burny · 8.0%
Thin deck

25.0 mm armor deck, bottom decile of T5 CAs. Plunging fire and HE eat through.

Stiff AP fuse

34.0 mm AP arming threshold, bottom decile of T5 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Aoba

Aoba is available in the Combat Heavy Cruisers branch of the Japan Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Aoba sits in the Combat Heavy Cruisers branch. The highlighted path shows the local branch context inside the full Japan tree.

Builds Beta

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

Open in Build Tool →

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Cohort position

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Where Aoba sits among Tier V CAs (28 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.

BestHE shell damage3,300 (1 of 2 tied) BestHE alpha2,000 (1/25) BestAP fuse timer0.03 s (1 of 10 tied) Top 10%HE fire chance17% (3/26) Top 10%Secondary fire chance8% (3/25) Top 10%Torpedo damage≈14,967 (3/24) Top 25%Max speed35 kt (7/28) Top 25%Rudder shift6.5 s (4/28) Top 25%Main battery caliber203 mm (5/28) Top 25%AP shell damage4,700 (5/28) Top 25%Main dispersion123.5 m (7/28) Top 25%Secondary HE pen20 mm (5/25) Top 25%Torpedo range9.99 km (5/24) Top 25%Citadel belt105 mm (7/28) Bottom 25%AP arming threshold34 mm (23/28) Bottom 25%Torpedo speed59 kt (20/24) Bottom 25%Torpedo reload102 s (22/24) Bottom 10%Traverse-to-turn ratio3.44 × (27/28) Bottom 10%Secondary DPM (per side)40,000 (24/25) WorstDeck armor25 mm (28/28)
See 25 mid-pack stats

Not standouts for Aoba -- 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 points31,900 HP(10/28) Concealment11.36 km(13/28) Air detection6.82 km(12/28) Main battery range14.43 km(16/28) Main battery reload11 s(18/28) Sigma2(15/28) Fires per minute5.56(18/26) HE DPM108,000(19/26) AP DPM153,818(21/28) AP velocity840 m/s(21/28) HE velocity840 m/s(19/26) Acceleration26.3 s(20/28) Engine power102,000 hp(10/28) Turn-speed retention143.7 hp/m(9/28) Displacement11,847 t(20/28) Power-to-weight8.61 hp/t(15/28) Secondary range4.5 km(11/25) AA DPS202(16/28) AA range4.5 km(12/28) AA threat665(16/28) Max armor105 mm(11/28) Bow armor16 mm(14/28) Stern armor16 mm(14/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value)
Survivability
Hit PointsInitial: 30,500 → 31,900
Displacement11,847 t
Armor range6–105 mm
Plate armor thicknesses6, 13, 16, 19, 25, 30, 35, 48, 51, 76, 105 mm
Armor material/layer entries43
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction4%
Main Battery
ModuleArtillery: 203 mm/50 Type3
Mounts / barrels3 mounts / 6 barrels
Reload time11 s
Firing range (base)13.1 km
Firing range (top fire control)14.4 km
Turret traverseInitial: 5 °/s → 6 °/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 =(1311730·81.11000+1.1)·30=123.5m
123.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =123.5·0.6=74.1m
74.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =123.5·0.32(σ=2)=39.5m
39.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =74.1·0.32(σ=2)=23.7m
23.7 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ6 broadside guns x 60 / 11 s base reload = 32.7.
32.7
HE shells
HE Damage3,300
HE Velocity840 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,300 HE damage x 6 broadside guns = 19,800.
19,800
Base HE DPM
ƒ19,800 HE full-salvo alpha x 60 / 11 s base reload = 108,000.
108,000
Base fires/min
ƒ32.7 shells/min x 17% fire chance = 5.56.
5.56
AP shells
AP Damage4,700
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
Improved AP FuseYes
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2468·125.850.69·0.2031.07·8401.38=414.7mm. Matches the in-game spec card.
414.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18 km), where the shell has slowed to 369.8 m/s: P=107·2468·125.850.69·0.2031.07·369.81.38=133.7mm.
133.7 mm
AP full-salvo alpha
ƒ4,700 AP damage x 6 broadside guns = 28,200.
28,200
Base AP DPM
ƒ28,200 AP full-salvo alpha x 60 / 11 s base reload = 153,818.
153,818
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.
24
Torpedoes
ModuleTorpedoes: Type8 mod. 2
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time102 s
Projectile speed59 kt
Range9.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=44,900·0.333=14,967.
≈ 14,967
Torpedo detectability1.5 km
Flooding chance269%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming182 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,967 = 59,868.
59,868
AA Defense
AA mount points17
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (55×3.5×0.9) + (9×3.5×0.9) = 202. 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.
202
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
25 mm Type96 mod. 12×3 25mm
25 mm Type96 mod. 1Initial: 2×2 → 15×2 25mm
13 mm Type93 (stock hull only)15×2 13mm
120 mm 10th Year Type mod. B2 (DP)4×1 120mm
Far aura
DPS
ƒIncludes 9 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
9
Range4.5 km
Medium aura
DPSInitial: 8 → 55
Range3.1 km
Total DPS in Aura
ƒFar 9 + Medium 55 = 64
64
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
Caliber120 mm
Reload time6 s
HE Damage2,000
Muzzle Velocity825 m/s
Fire Chance8%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 102,000 hp
Engine power102,000 hp
Maximum speed35 kt
Turning circle radius710 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 (31.5 kt of 35 kt), from our in-house acceleration model.
26.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
43 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·35.0·0.5144710=1.45°/s, so ratio=ωturretωhull=51.45=3.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.4× drags
Concealment
Detectability by sea11.36 km
Detectability by air6.82 km
Smoke firing penalty6.31 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.36 km
Detect Fire Sea13.36 km
Detect Fire Air9.82 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 92 s active · 3.96 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 132×301000=3.96 km
· 2.82 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 94×301000=2.82 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullTrade-off
  • Hit points30,500 → 31,900
  • Rudder shift11 → 8.5 s
  • Close-range AA DPS59 → 55
  • Turret traverse5 → 6 °/s
Fire controlUpgrade
  • Main battery range13,117 → 14428.7 m

See all derived stats

Show

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 Disp123.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13117}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 123.5\,\text{m}$
Shell scatter width @ 10 km102 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 Disp74.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 123.5 \cdot 0.6 = 74.1\,\text{m}$
Shell scatter height @ 10 km56.4 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 Disp39.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 123.5 \cdot 0.32\;(\sigma = 2) = 39.5\,\text{m}$
Med Vert Disp23.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 74.1 \cdot 0.32\;(\sigma = 2) = 23.7\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close414.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2468 \cdot 125.85^{0.69} \cdot 0.203^{-1.07} \cdot 840^{1.38} = 414.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far133.7 mm
Same formula at the ship's max firing range (18 km), where the shell has slowed to 369.8 m/s: $P = 10^{-7}\cdot 2468 \cdot 125.85^{0.69} \cdot 0.203^{-1.07} \cdot 369.8^{1.38} = 133.7\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius24
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
All 6 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha19,800
3,300 HE damage x 6 broadside guns = 19,800.
AP full-salvo alpha28,200
4,700 AP damage x 6 broadside guns = 28,200.
Base HE DPM108,000
19,800 HE full-salvo alpha x 60 / 11 s base reload = 108,000.
Base AP DPM153,818
28,200 AP full-salvo alpha x 60 / 11 s base reload = 153,818.
Base shells/min32.7
6 broadside guns x 60 / 11 s base reload = 32.7.
Base fires/min5.56
32.7 shells/min x 17% fire chance = 5.56.

Torpedoes

Torpedo detectability1.5 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range65.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage119,736
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,967 = 119,736.
Per-side salvo damage59,868
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,967 = 59,868.

AA defense

Close-range AA DPS202
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (55×3.5×0.9) + (9×3.5×0.9) = 202. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index665
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

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)40,000
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: 4×1 120 mm (2/side) × 60/6 × 2000 = 40,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 120 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 mm family.
Max HE pen20 mm
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: 20 mm from the 120 mm family.

Armor Beta

Hull HP 30,50031,900 with hull upgrade, 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 & stern16 mm

Overmatched by 92+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel105 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 23%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)1,600 (5% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 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)48 mm primary (range 6–105 mm)23,900 (75% of HP)
No common caliber overmatches48 mm: most HE shatters, standard pen from 305mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–30 mm)1,400 (4% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel105 mm primary (range 6–105 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 6–25 mm)1,500 (5% 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 HP16,000 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.
Secondary mount (120 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 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 HP9,600 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Aoba 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.