Bebop vs Apollo
Bebop's team wins 49.6% Apollo's team wins 50.4%, across 55,382 games
Written for the Bebop player. Playing Apollo? See Apollo vs Bebop →
About even
Bebop usually wins 48.5% of games. Against Apollo that is 1.1% higher, over 55,382 games.
- Whole match 49.6% +1.1% vs usual 55,382 games
- Sharing a lane 49.1% +0.6% vs usual 18,281 games
- Oracle and above 47.4% −1.4% vs usual 1,472 games
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Bebop's usual win rate at that rank.
The fight at a glance
If you're Bebop
Wait out Riposte 22s cooldown
ThenWith Riposte down he is a low-durability duellist with a 49 DPS gun.
- Watch out
- Riposte turns your committed damage against you: it deflects, makes him briefly invulnerable, then dashes him onto you with an immobilize, a parry lock and a -30% melee resist debuff.
- Your edge
- Bebop has more reach than Apollo, so you can trade from range.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Apollo's
Disengaging Sigil
Disengaging Sigil Apollo inscribes a glowing sigil in the air ahead of him and springs backwards as it bursts, damaging and slowing anyone standing in it. Crowd Control Movement slow on enemies caught in the blast. Damage 85 base damage (deadlock.one). Mobility A backwards leap; at Tier 2 it also restores 1 stamina and resets his air… 1 +25% fire rate and +25% bullet velocity for 8s 2 restores 1 stamina and resets air jump / dash limit on hitting player targets 5 can be recast within 4 seconds .
If you're Apollo
Wait out Grapple Arm 23s cooldown
ThenWalk into hook range behind a trooper or with a dash held, force the cast, then play the next 11-23 seconds aggressively because he has no pick and no escape.
- Watch out
- Grapple Arm reaches roughly 60m once upgraded.
- Your edge
- Apollo is more mobile than Bebop, so you choose when to fight.
- Buy
Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty Buy it against the channelled ultimates from Bebop.
The full plan for Bebop, phase by phase, is below. Apollo's side in full →
What should I do right now?
Do
- Plan for
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — know which tier it sits in so you are not improvising at the shop. - Know what
Riposte looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Apollo's engage range.
Do
- Only ~49 weapon DPS with 2.63 shots per second — he cannot burst a healthy laner down through raw gunfire
- Poor wave clear; he farms slowly compared to Calico or Drifter
- The beam weapon's huge 66-round clip and steady stream of fast shots make last-hitting and denying orbs easier
Avoid
- The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance
Disengaging Sigil lets him take an aggressive trade and immediately deny the counter-trade, which is very hard to punish
Do
- Their first real spike is
Flawless Advance
Flawless Advance Apollo performs a run of lunges in whatever direction he chooses, driving piercing stabs out in front of him. Damage 25 base hold damage, 40 at maximum hold, 65 on a perfect release… Mobility Directional lunges usable in any direction; Defensive Tier 2 grants 60% bullet resistance during the lunges, which makes it a… 1 hero hits restore 35 health (1.3 spirit scaling) 2 -12s cooldown (from a 26s base) and 60% bullet resistance during the lunges 5 +65 damage with improved spirit scaling, plus increased lunge speed and distance T2 (roughly 4-6k souls) — respect it from that point, not before. - Your spike is
Grapple Arm T2 (roughly 3-5k souls): +30m cast range roughly doubles his hook threat radius and makes lanes and chokes unwalkable
Avoid
- Taking an even fight against Apollo on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Itani Lo Sahn
Itani Lo Sahn Apollo winds up a wide, long-reaching slash. Crowd Control Stasis-style lockdown — the target cannot take action and is stuck in slow… Damage 200 delayed damage base (deadlock.one); Mobility Tier 1 adds +8m dash range to the slash; 1 +8m dash range 2 -35s cooldown (from a 145s base) 5 adds maximum-health damage and increases the bonus against half-health enemies by 50% . The charge is a visible, immobilising wind-up — break line of sight behind a pillar during the charge and the slash cannot reach you - Never fire into a stationary Apollo who is facing you — that is the
Riposte window. Feint a readable threat, let the parry expire, then commit the real damage into the 14-22s recovery
Avoid
- Spending your own escape before
Riposte is on cooldown.
Apollo’s abilities
-
Itani Lo Sahn Ultimate The one cooldown worth tracking on its own timer: stasis-style lockdown — the target cannot take action and is stuck in slow motion, plus a healing prevention effect for the duration.
- The charge is a visible, immobilising wind-up — break line of sight behind a pillar during the charge and the slash cannot reach you
- Do not spend your own burst or single-target ultimate while he is in the slow-motion effect; he is invulnerable and it is thrown away
- Stay above half health when he has ultimate up — the bonus scales specifically against low-health targets and is where the execute damage comes from
-
Disengaging Sigil Ability 1 Sticking power rather than damage: movement slow on enemies caught in the blast.
- The leap goes backwards along a predictable vector — cut the retreat line rather than chasing directly behind him
- The sigil has a visible draw animation before it detonates; step out of the sphere and he gets neither the damage nor the slow
- Once the sigil is spent (12s base cooldown), his next approach has no exit and that is when to commit
-
Riposte Ability 2 Movement and control on the same button, which is what makes it awkward to trade against: a 1.5s immobilize and parry disable on the counter-dash target, not a Stun, so they can still shoot and cast.
- Do not throw your damage into an Apollo who is standing still and facing you — that pose is the parry, and feeding it hands him an immobilize and a free dash
- Bait it with a readable but harmless action, let the window lapse, then commit the real burst into the recovery
- Attack from multiple angles at once; a single perfectly-timed deflection cannot answer crossfire from two directions
-
Flawless Advance Ability 3 His main damage tool and his in-fight movement at the same time. The timing mechanic means a skilled Apollo does roughly two and a half times the damage of a careless one with the same ability.
- The lunges are linear and telegraphed — strafing perpendicular denies the piercing stab entirely
- Do not shoot bullets into him during the lunges once he has Tier 2; the 60% bullet resistance makes it a wasted magazine. Use Spirit Damage or wait
- Deny the hero hit and he loses the Tier 1 heal, which is most of his in-combat sustain
- 1
Riposte Riposte first, always — it is the hero. Show a readable threat, hold the real damage half a second, and punish the recovery. With Riposte down he is a low-durability duellist with a 49 DPS gun
- 2
Disengaging Sigil Disengaging Sigil second — it is his exit and his dash reset. Force it early in a skirmish and his next approach has no way out; the base cooldown is 12s so you have a real but short window
- 3
Flawless Advance Flawless Advance third — baiting the lunges denies both his damage and the T1 heal, and the 60% Bullet Resist window closes
The matchup in detail
- Very little teamfight contribution — his ultimate is single-target and his damage is duel-shaped Strong evidence
- Low durability; a Stun chain he cannot parry kills him quickly Strong evidence
-
Riposte is a read that can be baited, and a wrongly-spent parry leaves him exposed for 14-22s Strong evidence - Apollo threatens you two ways at once — a combo that kills and a disable that makes the combo land — and the three big defensive actives are deliberately orthogonal, so you have to decide which half you are answering.
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale blocks Bullet Damage and no statuses;
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer blocks statuses and no damage;
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power blocks everything but takes you out of the fight and cancels your own channels. Buying two is the honest answer if you have the souls; buying the wrong one is the same as buying nothing. Strong evidence
-
Riposte turns your committed damage against you: it deflects, makes him briefly invulnerable, then dashes him onto you with an immobilize, a parry lock and a -30% melee resist debuff Strong evidence -
Itani Lo Sahn freezes you in slow motion with healing disabled, then detonates for 200+ delayed damage — and the bonus is amplified against targets under half health, so a chipped hero is dead outright Strong evidence -
Flawless Advance perfect-timing hits do roughly 65 base compared to 25 on a lazy release, so a good Apollo's damage in a duel is far higher than his DPS number suggests Strong evidence -
Disengaging Sigil resets his dashes and air jumps at T2, so a fight you thought you had cornered him in usually ends with him leaving and you slowed Strong evidence - For 1.5s after the counter-dash you can neither move nor parry, so his melee follow-up lands unanswered; you can still shoot and cast Strong evidence
- Never fire into a stationary Apollo who is facing you — that is the
Riposte window. Feint a readable threat, let the parry expire, then commit the real damage into the 14-22s recovery Strong evidence - Attack from two angles at once;
Riposte answers one incoming attack, and crossfire defeats it by definition Strong evidence - Engage him from the air where you can — tracklock notes the
Riposte counter-dash loses reliability against airborne targets because Apollo descends during it Strong evidence - Stop shooting bullets during
Flawless Advance once he has T2 — the 60% bullet resistance makes it a wasted magazine; use Spirit Damage or simply strafe out of the linear lunges Strong evidence - Break line of sight while he charges
Itani Lo Sahn; the wind-up immobilises him and any pillar or corner denies the slash entirely Strong evidence - Stay above half health when his ultimate is up — the execute bonus keys off low-health targets, and topping up before a contest removes most of its damage Strong evidence
- Do not burn burst or a single-target ultimate while he is invulnerable (during the
Riposte deflect or the ultimate's slow-motion); wait the window out Strong evidence - Against Apollo the item that changes the matchup is
Slowing Hex, and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their
Warp Stone
Warp Stone +16s Cooldown +30% Bullet Resist +6s Buff Duration and their
Phantom Strike
Phantom Strike +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence
- The 14-22s after a wasted
Riposte — no parry, no counter-dash, and a fragile hero with low weapon DPS Strong evidence - During the
Itani Lo Sahn charge: he is immobilised while holding it, so a flank or a long-range burst catches him standing still Strong evidence - Immediately after
Disengaging Sigil is spent (12s base cooldown) — his next engage has no exit and no dash reset Strong evidence - In extended fights after his cooldowns are through; dramalock notes he specifically 'falters in extended fights after cooldown usage' Strong evidence
- Any time he is caught in layered CC he cannot parry — his durability is low and he has no sustain beyond the 35 health per
Flawless Advance hero hit Strong evidence
- Apollo closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Strategic
- You have real objective damage, which makes the Guardian your win condition in this lane rather than Apollo's health bar. Guardian resistance scales from +50% down to −50% across roughly the first twelve minutes since 05-22-2026 — it gets softer, not harder, so the pressure you can apply grows every minute from about 6:00. Guardians also have no ability-damage reduction, so spirit works on them at full value. Older guides claiming Guardians toughen over time are wrong. Documented
- You are a strong laner, so know where the income actually goes. Trooper souls are split among players within roughly 45m of the orb or 30m of the killer, and two players nearby take 54% each rather than 50% — a duo lane is slightly net-positive for the team and clearly negative for you individually. If you are winning the lane against Apollo, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Uncertain
- The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance Strong evidence
-
Disengaging Sigil lets him take an aggressive trade and immediately deny the counter-trade, which is very hard to punish Strong evidence - Only ~49 weapon DPS with 2.63 shots per second — he cannot burst a healthy laner down through raw gunfire Strong evidence
- Poor wave clear; he farms slowly compared to Calico or Drifter Strong evidence
- The beam weapon's huge 66-round clip and steady stream of fast shots make last-hitting and denying orbs easier Strong evidence
- Your objective damage is the lever in this matchup and the Walker timing is where it pays. Walkers sit around 65% damage resistance early and decay toward −65% by minute 18, so the same rotation that accomplishes nothing at 12:00 kills one outright at 17:00. Each Walker your team destroys also unlocks an extra item slot for the whole team, so the take is a build spike for five other people, not just souls. Remember a Walker is invulnerable unless someone is within 22m. Strong evidence
- If you are behind and planning to fight Apollo on the Rift point because of the comeback bubble, recheck the number. As of 09-16-2026 the behind-team resist bonus inside the 35m radius is no longer a flat 35% — it is 10% + 1% per minute, capping at 40% only at 30:00, which is roughly 20% at the first Rift. Twenty percent does not turn a losing fight against burst into a winning one. The reduced capture time (floor 6 seconds) is the part of the comeback package that is still worth playing for. Documented
-
Flawless Advance T2 (roughly 4-6k souls) — -12s cooldown plus 60% bullet resistance during the lunges makes his primary damage tool repeatable and safe to use into gunfire Strong evidence -
Itani Lo Sahn unlock — Gives him an anti-heal execute he otherwise completely lacks Strong evidence -
Riposte T3 — +1.6s immobilize turns a successful parry from a trade-winner into a kill sentence Strong evidence -
Disengaging Sigil T2/T3 — Dash and air-jump resets plus a 4-second recast make him very difficult to corner Strong evidence
-
Grapple Arm T2 (roughly 3-5k souls) — +30m cast range roughly doubles his hook threat radius and makes lanes and chokes unwalkable Documented -
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 Documented
- Fight Apollo under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
- When you go for their Walker against a team with Apollo peeling, the 22m rule is your positioning constraint: a Walker is invulnerable while no enemy is within 22m, so somebody has to be inside that ring for any of your damage to count. Being that body is a commitment, not a poke. Backdoor protection also gives the Walker 65% damage reduction and 65 HP/s regeneration until your trooper wave arrives, so going without the wave is not a faster take, it is no take at all. Strong evidence
- Apollo fights from the air, which is exactly what
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented -
Slowing Hex (spirit T2) — Apollo's
Disengaging Sigil is what you are buying against here. Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Documented -
Vortex Web
Vortex Web +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Apollo's
Disengaging Sigil is what you are buying against here. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented -
Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. What you are answering here: Apollo's
Disengaging Sigil. Documented
- The wrong instinct in the first six minutes is treating your health bar as a resource you can spend down to trade. Against Apollo it is not: they do not need you low, they need you in range once. With no self-sustain you also have no way to convert a survived trade into anything — you just stand there at 40% until the combo comes back. Your first 1,600 should be the item that breaks the combo, not the one that wins the poke war. Strategic
Next
Bebop’s other hard matchups
All of Apollo
Who beats Apollo, the items that shut Apollo down, and every ability.
Facing more than Apollo?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from Apollo's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 49.6% of these, which is 1.1% above your overall win rate (55,382 matches). The kit-based model agrees.
Apollo's kit and counterplay were compiled from 10 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Bebop's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.