World of Warships: Legends ship guide

Benson

Also called: 本森 Beta
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
High HE DPMSmokeEngine BoostFast turret traverseLong-reach AALow fire chance
On this page
Community Data

Benson Community Stats

Log in to GamingDiver and upload your data to see Community Data for Benson: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Benson is a Tier VI American gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Standout traits: best turret traverse rate in T6 DDs (34) and best AA reach in T6 DDs (5 km).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

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.

ELITE MAIN BATTERY
  • Fast turret traverse · 34.0°
  • HE DPM machine · 154286 HE
  • Gun-boat DD
Long-reach AA

5.0 km AA reach, best of T6 DDs.

Lingering smoke

121.0 s smoke cloud linger, top decile of T6 DDs. Each puff stays up longer after you stop laying it, holding the shield.

Sharp rudder

2.7 s rudder shift, top quartile of T6 DDs. Snappy weave.

Low fire chance

5.0% fire chance per HE shell, bottom quartile of T6 DDs. AP carries more weight.

Acquisition

How to get Benson

Benson is available in the Universal Destroyers branch of the U.S. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 1,800,000 credits.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Benson sits in the Universal Destroyers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. destroyers are "jacks-of-all-trades" and masters of none. They can perform in nearly any role needed from a destroyer: spotting the enemy, showering them in fire-starting shells, or unleashing torpedoes.
Advantages
Adaptable, Long-duration Smoke Generator
Disadvantages
Lackluster torpedo armament, Low-velocity shells

Builds Beta

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Benson 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.

BestRudder shift2.7 s (1 of 6 tied) BestAA range5 km (1 of 12 tied) Top 10%Traverse-to-turn ratio17.3 × (3/41) Top 10%HE DPM154,286 (3/41) Top 25%Main battery reload3.5 s (7/41) Top 25%AP DPM180,000 (9/37) Top 25%Main dispersion87.3 m (7/41) Top 25%AA threat514 (9/41) Bottom 25%Hit points14,300 HP (35/41) Bottom 25%Concealment7.09 km (32/41) Bottom 25%AP velocity792 m/s (32/37) Bottom 25%HE velocity792 m/s (35/41) Bottom 25%Acceleration18.2 s (33/41) Bottom 25%Torpedo speed55 kt (37/41) Bottom 25%Torpedo reload109 s (36/41) Bottom 25%Deck armor13 mm (23/27) WorstHE fire chance5% (1 of 5 tied) WorstNo secondaries (37 of 41 in cohort)
See 21 mid-pack stats

Not standouts for Benson -- 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 speed38 kt(15/41) Air detection3.55 km(31/41) Main battery caliber127 mm(21/41) Main battery range10.61 km(27/41) HE shell damage1,800(18/41) Fires per minute4.29(29/41) AP arming threshold21 mm(20/37) Engine power50,000 hp(27/41) Turn-speed retention87.7 hp/m(23/41) Displacement2,591 t(19/41) Power-to-weight19.3 hp/t(25/41) AA DPS139(20/41) Torpedo range9.15 km(18/41) Torpedo damage≈10,700(31/41) 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) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(28 of 39 tied at this value) NormBow armor16 mm(32 of 39 tied at this value) NormStern armor16 mm(32 of 39 tied at this value)
Survivability
Hit PointsInitial: 11,900 → 14,300
Displacement2,591 t
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries29
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 5×127 mm
Mounts / barrels5 mounts / 5 barrels
Reload time3.5 s
Firing range (base)9.6 km
Firing range (top fire control)10.6 km
Turret traverse34 °/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 =(964430·80.51000+0.5)·30=87.3m
87.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.3·0.6=52.4m
52.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.3·0.32(σ=2)=27.9m
27.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.4·0.319(σ=2)=16.7m
16.7 m
Turret turn time
ƒ180 degrees / 34 deg/s traverse speed = 5.3 s.
5.3 s
Base shells/min
ƒ5 broadside guns x 60 / 3.5 s base reload = 85.7.
85.7
HE shells
HE Damage
patched
  1. baseline1800
    In-game data
  2. 2021-05-131900
    May Update: Things Are Heating Up! Maximum damage increased from 1,800 to 1,900.
1,900
HE Velocity792 m/s → 830 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,900 HE damage x 5 broadside guns = 9,500.
9,500
Base HE DPM
ƒ9,500 HE full-salvo alpha x 60 / 3.5 s base reload = 162,857.
162,857
Base fires/min
ƒ85.7 shells/min x 5% fire chance = 4.29.
4.29
AP shells
AP Damage
patched
  1. baseline2100
    In-game data
  2. 2021-05-132200
    May Update: Things Are Heating Up! Maximum damage increased from 2,100 to 2,200.
2,200
AP Velocity792 m/s → 830 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 =107·2598·250.69·0.1271.07·8301.38=232.5mm. Matches the in-game spec card.
232.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 249.9 m/s: P=107·2598·250.69·0.1271.07·249.91.38=44.4mm.
44.4 mm
AP full-salvo alpha
ƒ2,200 AP damage x 5 broadside guns = 11,000.
11,000
Base AP DPM
ƒ11,000 AP full-salvo alpha x 60 / 3.5 s base reload = 188,571.
188,571
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: Mk15 mod. 0
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time109 s
Projectile speed55 kt
Range9.15 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=32,100·0.333=10,700.
≈ 10,700
Torpedo detectability1.1 km
Flooding chance190%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming170 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 10,700 = 107,000.
107,000
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: (10×3.5×1) + (6×3.5×0.95) + (24×3.5×1) = 139. 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.
139
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk4 (upgraded hull only)4×1 20mm
12.7 mm Browning M2 mod. 2Initial: 6×1 → 2×1 13mm
Far aura
DPS
ƒIncludes 24 continuous AA damage from dual-purpose main battery firing as AA in this range band.
24
Range5 km
Medium aura
DPS10
Range2 km
Total DPS in Aura
ƒFar 24 + Medium 10 = 34
34
Near aura
DPSInitial: 20 → 6
Range1.2 km
Total DPS in Aura
ƒFar 24 + Medium 10 + Near 6 = 40
40
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed38 kt
Turning circle radius570 m
Rudder shift time2.7 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 (34.2 kt of 38 kt), from our in-house acceleration model.
18.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.6 kt of 38 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.
31 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·38.0·0.5144570=1.96°/s, so ratio=ωturretωhull=341.96=17.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
17.3× snappy
Concealment
Detectability by sea7.09 km
Detectability by air3.55 km
Smoke firing penalty2.64 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.09 km
Detect Fire Sea9.09 km
Detect Fire Air6.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 27 s emit / 121 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points11,900 → 14,300
  • Rudder shift5.2 → 3.5 s
  • Close-range AA DPS20 → 16
  • Maximum AA range1.2 → 2 km
Fire controlUpgrade
  • Main battery range9,644 → 10608.4 m
TorpedoesTrade-off
  • Range8 → 9.15 km
  • Reload110 → 109 s
  • Alpha damage32,500 → 32,100
  • Display damage10,833 → 10,700
  • Speed64 → 55 kt

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 Disp87.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9644}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 87.3\,\text{m}$
Max Vert Disp52.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 87.3 \cdot 0.6 = 52.4\,\text{m}$
Med Horiz Disp27.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 87.3 \cdot 0.32\;(\sigma = 2) = 27.9\,\text{m}$
Med Vert Disp16.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 52.4 \cdot 0.319\;(\sigma = 2) = 16.7\,\text{m}$
AP Pen Close232.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 830^{1.38} = 232.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far44.4 mm
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 249.9 m/s: $P = 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 249.9^{1.38} = 44.4\,\text{mm}$.
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time5.3 s
180 degrees / 34 deg/s traverse speed = 5.3 s.
HE full-salvo alpha9,500
1,900 HE damage x 5 broadside guns = 9,500.
AP full-salvo alpha11,000
2,200 AP damage x 5 broadside guns = 11,000.
Base HE DPM162,857
9,500 HE full-salvo alpha x 60 / 3.5 s base reload = 162,857.
Base AP DPM188,571
11,000 AP full-salvo alpha x 60 / 3.5 s base reload = 188,571.
Base shells/min85.7
5 broadside guns x 60 / 3.5 s base reload = 85.7.
Base fires/min4.29
85.7 shells/min x 5% fire chance = 4.29.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage107,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 10,700 = 107,000.
Per-side salvo damage107,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 10,700 = 107,000.

AA defense

Close-range AA DPS139
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (6×3.5×0.95) + (24×3.5×1) = 139. 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 index514
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 11,90014,300 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 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 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
Bow16 mm primary (range 10–16 mm)2,100 (15% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)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)16 mm10,700 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–16 mm)1,300 (9% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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.
Superstructure10 mm primary (range 10–13 mm)1,000 (7% 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 HP7,200 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 (20 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 HP4,300 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

Balance History

Balance updates affecting Benson. Cards are condensed; use each source link for full context.

Buff ×5Main Battery ×2Torpedo ×2
2024-11-14

Ministry of Balance: Torpedo Chaos

  • To ease the stock grind for Benson, we're improving her stock torpedo range.
  • Stock torpedo range increased from 6.4 to 8.0 km.
Read the full official post
2021-05-13

May Update: Things Are Heating Up!

  • New artillery module added to ship progression:
  • AP shell:
  • Maximum damage increased from 2,100 to 2,200.
  • Muzzle speed increased from 792 to 830 m/s.
  • HE shell:
  • Maximum damage increased from 1,800 to 1,900.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.