How to play Bebop
Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Bebop wins 47.5% overall
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The Bebop build
Each tier lists the items Bebop players win with most often, out of 409,656 Bebop games. Win % is how often Bebop wins when the item is bought; the green or red number is how far that is above or below the rest of the same tier. Popularity is the share of Bebop games the item was bought in; Bought at is the average time. Only items bought in at least 1,500 games and by at least 5% of Bebop players count, so a lucky streak can’t make the list.
Lane · Tier 1 · 800 souls
Early mid game · Tier 2 · 1,600 souls
-
Healing Booster - Win %
- 49.0% +1.0
- Popularity
- 25%
- Games
- 102,520
- Bought at
- ~14 min
-
Compress Cooldown - Win %
- 48.9% +0.9
- Popularity
- 30%
- Games
- 122,913
- Bought at
- ~19 min
-
Mystic Vulnerability - Win %
- 49.5% +1.6
- Popularity
- 8.8%
- Games
- 35,948
- Bought at
- ~22 min
-
Weakening Headshot - Win %
- 49.7% +1.8
- Popularity
- 6.5%
- Games
- 26,687
- Bought at
- ~24 min
Mid game · Tier 3 · 3,200 souls
Late game · Tier 4 · 6,400 souls
Situational / optional
Fewer Bebop players buy these, usually against particular enemies, but those who do win clearly more than the rest of the same tier. Each still has at least 1,500 games behind it.
-
Silencer - Win %
- 56.2% +3.4
- Popularity
- 3.3%
- Games
- 13,616
- Bought at
- ~35 min
- Tier
- 4
-
Melee Charge - Win %
- 50.5% +2.5
- Popularity
- 2.2%
- Games
- 9,136
- Bought at
- ~14 min
- Tier
- 2
-
Diviner's Kevlar - Win %
- 55.3% +2.5
- Popularity
- 1.2%
- Games
- 4,838
- Bought at
- ~36 min
- Tier
- 4
-
Shadow Weave - Win %
- 50.5% +2.2
- Popularity
- 1.9%
- Games
- 7,797
- Bought at
- ~21 min
- Tier
- 3
-
Crushing Fists - Win %
- 54.8% +2.0
- Popularity
- 1.3%
- Games
- 5,343
- Bought at
- ~28 min
- Tier
- 4
-
Superior Cooldown - Win %
- 49.6% +1.3
- Popularity
- 35%
- Games
- 142,455
- Bought at
- ~26 min
- Tier
- 3
Popular, but behind the rest of their tier
-
Echo Shard - Win %
- 50.4% -2.5
- Popularity
- 32%
- Games
- 131,015
- Bought at
- ~24 min
- Tier
- 4
-
Slowing Hex - Win %
- 46.2% -1.8
- Popularity
- 29%
- Games
- 118,250
- Bought at
- ~13 min
- Tier
- 2
-
Headhunter - Win %
- 46.8% -1.5
- Popularity
- 20%
- Games
- 82,178
- Bought at
- ~12 min
- Tier
- 3
Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Bebop players who buy these win less than those who buy something else at that point.
How this build is chosen
Source: deadlock-api.com item results for Bebop, City Never Sleeps matches since 2026-09-30, refreshed daily. Items are compared with the rest of their own tier, because late items always show higher raw win rates (only players who are ahead can afford them). Ranking uses the low end of each item’s 95% confidence range, so more games beat a lucky few. It shows what winning Bebop players buy; it can’t prove the item caused the win. For what to change against a specific enemy team, use the matchup tool.
How Bebop plays
Strengths
- Best-in-class pick potential — a landed
Grapple Arm
Grapple Arm Bebop fires a mechanical hand along a line; Crowd Control Hard displacement — the target is pulled through the air with no control for… Damage No direct damage listed; Mobility Moves the target, not Bebop. 1 hooked target takes +20 bullet damage amplification for 6s 2 +30m cast range (roughly doubling his threat radius) 5 roughly -11.5s cooldown from the ~23s base is usually a kill outright - Permanent
Sticky Bomb
Sticky Bomb Bebop sticks a bomb to a target or surface; Damage Tier 2 alone adds +85 damage. Defensive Tier 3 gives +5 m/s move speed and +25% debuff resistance for 6s on cast… 1 roughly -8s cooldown from the ~18s base 2 +85 damage 5 on cast, +5 m/s move speed and +25% debuff resistance for 6s scaling rewards a good early game for the rest of the match - Very strong laning economy from the beam weapon
-
Hyper Beam
Hyper Beam Bebop channels an enormous beam of energy that deals heavy spirit damage over time and slows anything it touches. Crowd Control Applies a movement slow to everything hit. Damage Tier 2 adds +108 DPS. Channel lasts about 11s with a 1s cast delay.… Mobility Bebop is slowed and locked into the channel; 1 roughly -20s cooldown from the 120s base 2 +108 damage per second 5 heals for 65% of hero damage dealt and 20% of non-hero damage is one of the fastest objective-damage abilities in the game
In lane
- The beam weapon's huge 66-round clip and hitscan behaviour make last-hitting and denying orbs very easy, giving him one of the strongest soul-economy lanes in the game
-
Grapple Arm
Grapple Arm Bebop fires a mechanical hand along a line; Crowd Control Hard displacement — the target is pulled through the air with no control for… Damage No direct damage listed; Mobility Moves the target, not Bebop. 1 hooked target takes +20 bullet damage amplification for 6s 2 +30m cast range (roughly doubling his threat radius) 5 roughly -11.5s cooldown from the ~23s base converts any moment of bad positioning near the lane's side walls into a kill -
Sticky Bomb
Sticky Bomb Bebop sticks a bomb to a target or surface; Damage Tier 2 alone adds +85 damage. Defensive Tier 3 gives +5 m/s move speed and +25% debuff resistance for 6s on cast… 1 roughly -8s cooldown from the ~18s base 2 +85 damage 5 on cast, +5 m/s move speed and +25% debuff resistance for 6s permanently stacks off lane hits, so even a 'safe' lane where he chips you repeatedly pays him off for the whole match
Power spikes
-
Grapple Arm
Grapple Arm Bebop fires a mechanical hand along a line; Crowd Control Hard displacement — the target is pulled through the air with no control for… Damage No direct damage listed; Mobility Moves the target, not Bebop. 1 hooked target takes +20 bullet damage amplification for 6s 2 +30m cast range (roughly doubling his threat radius) 5 roughly -11.5s cooldown from the ~23s base T2 (roughly 3-5k souls) — +30m cast range roughly doubles his hook threat radius and makes lanes and chokes unwalkable -
Exploding Uppercut
Exploding Uppercut Bebop swings upward, knocking back everyone close to him. Crowd Control Knockback/knockup on the initial hit, plus a fire-rate reduction applied by… Damage Not sourced as a single figure on current pages; Mobility none for Bebop himself; 1 roughly -11s cooldown (base is about 22s) 2 +9 uppercut hit buff and +30% weapon damage 5 on hero hit, resets Grapple Arm's cooldown and restores about +18% of his missing health T3 — Hook resets on uppercut hit, enabling chained picks and taking two heroes out of a fight -
Hyper Beam
Hyper Beam Bebop channels an enormous beam of energy that deals heavy spirit damage over time and slows anything it touches. Crowd Control Applies a movement slow to everything hit. Damage Tier 2 adds +108 DPS. Channel lasts about 11s with a 1s cast delay.… Mobility Bebop is slowed and locked into the channel; 1 roughly -20s cooldown from the 120s base 2 +108 damage per second 5 heals for 65% of hero damage dealt and 20% of non-hero damage unlock — Gives him objective-melting power and teamfight damage he otherwise lacks - Late 30min+ with high
Sticky Bomb
Sticky Bomb Bebop sticks a bomb to a target or surface; Damage Tier 2 alone adds +85 damage. Defensive Tier 3 gives +5 m/s move speed and +25% debuff resistance for 6s on cast… 1 roughly -8s cooldown from the ~18s base 2 +85 damage 5 on cast, +5 m/s move speed and +25% debuff resistance for 6s stacks — An unpunished bomb becomes a genuine one-shot on squishies after hook
Weak points to cover
- Almost no mobility and no escape; he dies to any collapse he does not see coming
- Entirely cooldown-dependent — with hook down he contributes little
- Hook is blocked by the first body it touches, including troopers
Next
Bebop’s hardest matchups
- vs Rat King -7.3 pts
- vs Paige -6.5 pts
- vs Graves -5.3 pts
Best teammates
-
Graves
Graves Best-in-class unattended map pressure via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 54.6% duo win -
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 54.6% duo win -
Seven
Seven Best-in-class wave and jungle clear, so he reaches item breakpoints ahead of most mid-laners Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 52.8% duo win