World of Warships: Legends ship guide

Benham R

Also called: 贝纳姆 R Beta
U.S.A. · Tier VI · Destroyer · Premium
Torpedo-gun destroyerA torpedo-gun hybrid: dip in for fish, then fade back to concealment.
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 BoostLong-reach AAThick end platesWide dispersion

Variant of Benham

Cosmetic-only variant of Benham. Identical to Benham on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); 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.

ELITE ARMOR
  • Thick end plates · 19.0 mm
  • Hardened superstructure · 19.0 mm
  • Heavy · 20.0 mm
  • Heavy citadel belt · 20.0 mm
  • Thick bow plate · 19.0 mm
Wide dispersion

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

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.

Open in Build Tool →

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Cohort position

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Where Benham R sits among Tier VI DDs (41 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) BestEnd plates19 mm (1 of 7 tied / 1 of 7 tied) Top 10%Traverse-to-turn ratio15.62 × (4/41) Top 10%Displacement2,250 t (5/41) Top 25%Main battery range10.78 km (10/41) Top 25%Acceleration16.8 s (11/41) Top 25%Power-to-weight22.22 hp/t (8/41) Top 25%Max armor20 mm (7/41) Top 25%Citadel belt20 mm (7/39) Top 25%Deck armor19 mm (4/27) Bottom 25%Stealth profile7.12 km / 3.56 km (35/41 / 34/41) Bottom 25%AP DPM126,000 (29/37) Bottom 25%AP velocity792 m/s (32/37) Bottom 25%HE velocity792 m/s (35/41) Bottom 25%Torpedo range7.5 km (33/41) Bottom 25%Torpedo speed56 kt (34/41) Bottom 10%Fires per minute3 (40/41) Bottom 10%Main dispersion95.9 m (39/41) Bottom 10%Torpedo damage≈8,333 (39/41) WorstNo secondaries (37 of 41 in cohort)
See 16 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.

Hit points14,500 HP(31/41) Max speed36.5 kt(23/41) Rudder shift3.4 s(16/41) Main battery caliber127 mm(21/41) Main battery reload4 s(12/41) HE shell damage1,800(18/41) HE DPM108,000(27/41) AP arming threshold21 mm(20/37) Engine power50,000 hp(27/41) Turn-speed retention89.3 hp/m(18/41) AA DPS136(23/41) AA threat430(21/41) Torpedo reload85 s(18/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 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%
Main Battery
ModuleArtillery: 4×127 mm
Mounts / barrels4 mounts / 4 barrels
Reload time4 s
Firing range10.8 km
Turret traverse30 °/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 =(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
ƒ60 shells/min 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
Rudder shift time3.4 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt), from our in-house acceleration model.
16.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.1 kt of 36.5 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.
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 · 20 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
Max Horiz Disp95.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10782}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 95.9\,\text{m}$
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 Disp57.5 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 95.9 \cdot 0.6 = 57.5\,\text{m}$
Shell scatter height @ 10 km52.7 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 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
60 shells/min 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

Armor Beta

Hull HP 14,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern19 mm

Overmatched by 122+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 725 (~5% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm19 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)19 mm≈ 10,875 (~75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)≈ 725 (~5% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)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.
Superstructure19 mmno cap
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).

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 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