World of Warships: Legends ship guide

Benham R

Beta
U.S.A. · Tier VI · Destroyer · Premium
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
Playstyle
  • Work the edge of capture zones, preserve concealment, and only take destroyer fights when support or he…
  • Avoid: Do not force the first cap fight just because the ship is small
Key characteristics
SmokeEngine BoostWide dispersion

Variant of Benham

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

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Community Data

Benham R Community Stats

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Playstyle

Overview

Benham R is best treated as vision control, cap pressure, and opportunistic torpedo attacks. Work the edge of capture zones, preserve concealment, and only take destroyer fights when support or health trade is favorable.

Positioning

Work the edge of capture zones, preserve concealment, and only take destroyer fights when support or health trade is favorable.

Potato Avoidance

Force the first cap fight just because the ship is…

Surviving into the mid-game is often the difference between pressure and a throw.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long-reach AA

5.0 km AA reach, best of T6 DDs.

Heavy armor

20.0 mm max plate, top decile of T6 DDs.

Fast turret traverse

30.0°/s turret traverse, top decile of T6 DDs. Tracks fast-rotating targets peers can't keep up with.

Wide dispersion

95.9 m max horizontal dispersion, bottom decile of T6 DDs. Long-range salvos are noticeably wider than peers'.

Weak torpedoes

8333.0 damage per torpedo, bottom decile of T6 DDs.

Acquisition

How to get Benham R

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

Builds Beta

Start with the standard destroyer priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.

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Cohort position

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Where Benham R sits among Tier VI DDs (40 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.

BestAA range5 km (1 of 12 tied) Top 10%Traverse-to-turn ratio15.62 × (3/40) Top 10%Displacement2,250 t (5/40) Top 25%Main battery range10.78 km (11/40) Top 25%Main battery reload3.6 s (10/40) Top 25%Power-to-weight22.22 hp/t (8/40) Top 25%Max armor20 mm (7/40) Bottom 25%Hit points14,500 HP (31/40) Bottom 25%Stealth profile7.12 km / 3.56 km (33/40 / 33/40) Bottom 25%AP DPM140,000 (28/36) Bottom 25%AP velocity792 m/s (31/36) Bottom 25%HE velocity792 m/s (33/40) Bottom 25%Torpedo range7.5 km (33/40) Bottom 25%Torpedo speed56 kt (32/40) Bottom 10%Fires per minute3.33 (39/40) Bottom 10%Main dispersion95.9 m (37/40) Bottom 10%Torpedo damage≈8,333 (38/40) WorstNo secondaries (36 of 40 in cohort)
See 15 mid-pack stats

Not standouts for Benham R -- 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.

Max speed36.5 kt(21/40) Rudder shift3.4 s(16/40) Main battery caliber127 mm(20/40) HE shell damage1,800(19/40) HE DPM120,000(25/40) Acceleration16.8 s(12/40) AP arming threshold21 mm(19/36) Engine power50,000 hp(25/40) Turn-speed retention89.3 hp/m(18/40) AA DPS136(21/40) AA threat430(20/40) Torpedo reload85 s(18/40) NormAP fuse timer0.01 s(32 of 36 tied at this value) NormAP ricochet start45°(32 of 36 tied at this value) NormAP auto-bounce angle60°(32 of 36 tied at this value)
Survivability
Hit Points14,500
Displacement2,250 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries22
Fire resistance30%
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.
7,300
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.
4,400
Main Battery
ModuleArtillery: 4×127 mm
Mounts / barrels4 mounts / 4 barrels
Reload time4 s
Firing range10.8 km
Turret traverse30 °/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 =(1078230·80.51000+0.5)·30=95.9m
95.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.9·0.6=57.5m
57.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =95.9·0.319(σ=2)=30.6m
30.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.5·0.32(σ=2)=18.4m
18.4 m
Turret turn time
ƒ180 degrees / 30 deg/s traverse speed = 6 s.
6 s
Base shells/min
ƒ4 broadside guns x 60 / 4 s base reload = 60.
60
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 4 broadside guns = 7,200.
7,200
Base HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.
108,000
Base fires/min
ƒ4 HE shells x 60 / 4 s reload x 5% fire chance = 3.
3
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.5 km), where the shell has slowed to 249.2 m/s: P=107·2598·250.69·0.1271.07·249.21.38=44.2mm.
44.2 mm
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
Base AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 4 s base reload = 126,000.
126,000
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
Torpedoes
ModuleTorpedoes: 533 mm quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time85 s
Projectile speed56 kt
Range7.5 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=25,000·0.333=8,333.
≈ 8,333
Torpedo detectability1.1 km
Flooding chance192%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming346 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 16 x 8,333 = 133,328.
133,328
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×0.95) + (20×3.5×1) = 136. 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.
136
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
12.7 mm Browning M2 mod. 24×1 13mm
Far aura
DPS
ƒIncludes 20 continuous AA damage from dual-purpose main battery firing as AA in this range band.
20
Range5 km
Near aura
DPS20
Range1.2 km
Total DPS in Aura
ƒFar 20 + Near 20 = 40
40
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed36.5 kt
Turning circle radius560 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (32.9 kt of 36.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(50,0002,250)0.42=3.6783; 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=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=16.8s. 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.
16.8 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (36.1 kt of 36.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=28.4s. 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.
28.4 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·36.5·0.5144560=1.92°/s, so ratio=ωturretωhull=301.92=15.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
15.6× snappy
Concealment
Detectability by sea7.12 km
Detectability by air3.56 km
Smoke firing penalty2.65 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.12 km
Detect Fire Sea9.12 km
Detect Fire Air6.56 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 85 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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 Disp95.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10782}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 95.9\,\text{m}$
Max Vert Disp57.5 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 95.9 \cdot 0.6 = 57.5\,\text{m}$
Med Horiz Disp30.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 95.9 \cdot 0.319\;(\sigma = 2) = 30.6\,\text{m}$
Med Vert Disp18.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 57.5 \cdot 0.32\;(\sigma = 2) = 18.4\,\text{m}$
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 792^{1.38} = 218\,\text{mm}$. Matches the in-game spec card.
AP Pen Far44.2 mm
Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 249.2 m/s: $P = 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 249.2^{1.38} = 44.2\,\text{mm}$.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 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 alpha4
All 4 barrels bear on the broadside.
Turret turn time6 s
180 degrees / 30 deg/s traverse speed = 6 s.
HE full-salvo alpha7,200
1,800 HE damage x 4 broadside guns = 7,200.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
Base HE DPM108,000
7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.
Base AP DPM126,000
8,400 AP full-salvo alpha x 60 / 4 s base reload = 126,000.
Base shells/min60
4 broadside guns x 60 / 4 s base reload = 60.
Base fires/min3
4 HE shells x 60 / 4 s reload x 5% fire chance = 3.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range51.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo16 torpedoes
16 (centerline launchers train across - full salvo to either side).
Full-salvo damage133,328
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 8,333 = 133,328.
Per-side salvo damage133,328
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 16 x 8,333 = 133,328.

AA defense

Close-range AA DPS136
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×0.95) + (20×3.5×1) = 136. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index430
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.
Near aura range1.2 km
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Benham R default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

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