Bebop vs Mirage
Bebop's team wins 55.1% Mirage's team wins 44.9%, across 26,919 games
Written for the Bebop player. Playing Mirage? See Mirage vs Bebop →
Bebop has a big edge
Bebop usually wins 48.5% of games. Against Mirage that is 6.6% higher, over 26,919 games.
- Whole match 55.1% +6.6% vs usual 26,919 games
- Sharing a lane 54.2% +5.7% vs usual 8,646 games
- Oracle and above 54.9% +6.1% vs usual 948 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
Has the edgeWait out Dust Devil 36s cooldown
WhyIt is his only gap-closer and his only escape; bait it with a fake overextend and he has 36 seconds of being a 730 HP pistol hero with no mobility.
- Watch out
- Dust Devil closes distance and lifts you into the air, and while airborne you cannot dash away from the marks and pistol shots that follow.
- Your edge
- Bebop has more burst damage than Mirage.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Mirage's
Traveler
Traveler Mirage designates a spot on the minimap and, after a 3s wait, teleports there and gains a barrier. Damage No damage. 140s cooldown. Mobility Global relocation, the split-pressure tool in his kit. Defensive Every Traveler grants a 400 barrier on arrival, so he lands into a fight… 1 +3m move speed and +20% fire rate for 12s on arrival (the 12s now comes from the base… 2 -65s cooldown. 5 damage can no longer cancel the channel, and the barrier gains 0.8 spirit scaling. .
If you're Mirage
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
- Mirage has more healing than Bebop, so you recover between fights and they do not.
- 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. Mirage'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
Dust Devil looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Mirage's engage range.
Do
- 2.72 shots per second is slow; a high-fire-rate laner out-trades him raw if he does not have scarabs running.
Djinn's Mark
Djinn's Mark Mirage's shots leave marks on enemies, with a per-target cooldown on application. Crowd Control None at base. T1 applies a fading 48% slow for 0.8s on proc; T3 adds a 0.5s… Damage 11 spirit damage per mark at base, with a doubling effect per stack. 1 fading 48% slow for 0.8s on proc. 2 +20 base damage, +3s multiplier duration. 5 -0.75s cooldown, +1 max mark, 0.5s stun at max marks. takes time to build, so his burst is not available in the first seconds of a trade.- The beam weapon's huge 66-round clip and steady stream of fast shots make last-hitting and denying orbs easier
Avoid
- 14.8 damage per bullet is high per-shot, so he punishes anyone who stands still to last hit.
Fire Scarabs
Fire Scarabs Mirage infests an enemy with scarabs that siphon life from them back to him and reduce the damage they deal. Crowd Control No CC, but the damage reduction on the infested target is a meaningful soft… Damage Drains 8 health per second at base rank. Defensive The life steal plus the enemy damage reduction is a double-sided defensive… 1 +7 DPS. 2 increased spirit scaling. heals him through trades, letting him stay in lane.
Do
- Their first real spike is
Fire Scarabs +
Djinn's Mark early (laning 0-10min) — 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 Mirage on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Dust Devil. It travels in a straight line he cannot steer — dash or strafe perpendicular to his approach and the whole tornado whiffs. - Break
Traveler with any damage before T3, or with a Stun, immobilize, sleep or slowing hex at any tier. That only locks it for 5s, so keep watching: he will try again.
Avoid
- Spending your own escape before
Dust Devil is on cooldown.
Mirage’s abilities
-
Dust Devil Ability 2 Being moved is the damage here, because of what follows it: movement slow plus a Knockup/lift on enemies caught in the path.
- It travels in a straight line he cannot steer — dash or strafe perpendicular to his approach and the whole tornado whiffs.
- Do not stand in a corridor when he has it up; take fights in open ground where you have a lateral escape.
- If he lifts you, the follow-up is his pistol and his marks — a cleanse or a stamina-dash the moment you land denies the mark detonation window.
-
Traveler Ultimate Map presence rather than combat power. It lets him farm a side lane and still arrive for a fight across the map, defend an objective he is nowhere near, or collapse on a gank — and it always arrives with a barrier, plus a speed buff after upgrades.
- Before T3 any damage cancels it. A single poke shot, a DoT, or a trooper aggro while he is channelling locks it for 5s and buys your team the time — a cheap counter. Against T3, use a Stun, immobilize, sleep or slowing hex instead.
- Warding and watching his lane tells you when he is about to arrive; the wait period is long enough to reposition.
- Silencing him prevents the cast outright, which is worth a cleanse-denial or a
Time Wall
Time Wall Paradox raises a wall of warped time that halts every enemy bullet and projectile that touches it, while speeding up and empowering friendly bullets passing through. Crowd Control Brief slow plus a silence on contact (2.3s silence at T2). Damage No direct damage. T2 grants +35% weapon damage to friendly bullets passing… Defensive Stops enemy bullets and projectiles outright — against a projectile-heavy… 1 +3.5s duration, +3m width, +1m height. 2 2.3s silence duration, +35% weapon damage for friendly bullets. 5 +2 ability charges. placed on him specifically.
-
Djinn's Mark Ability 3 Nothing to respect until the upgrade lands, and then T1 applies a fading 48% slow for 0.8s on proc; T3 adds a 0.5s Stun when detonating at max marks.
- Watch your debuff bar for stacks. At 3+ marks, breaking line of sight or dashing out of his detonation range before he fires the active is a direct damage save.
- Spirit Resist blunts the whole payload, since all mark damage is spirit regardless of how it was applied.
- Deny the application: his pistol fires only 2.72 times per second, so every bullet you dodge is a full mark he does not get.
-
Fire Scarabs Ability 1 His sustain engine and his single-target debuff. Against multiple infested targets he heals continuously, which is what lets him stay in a brawl he otherwise has no durability for, and the damage reduction blunts whoever is trying to kill him.
- Apply anti-heal (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing /
Toxic Bullets
Toxic Bullets -40% Incoming Healing ) — the ability's value is entirely the heal-back, and cutting the rate removes his ability to brawl. - Break line of sight and disengage for the duration rather than trading through it; feeding him the drain is how he wins attrition.
- Since the damage reduction lands on whoever he infests, have a different teammate take the damage-dealing role for those seconds.
- Apply anti-heal (
- 1
Dust Devil Dust Devil first. It is his only gap-closer and his only escape; bait it with a fake overextend and he has 36 seconds of being a 730 HP pistol hero with no mobility.
- 2
Fire Scarabs Fire Scarabs charges second — force him to spend both on tanks or troopers, then engage while his sustain is offline.
- 3
Djinn's Mark Do not bait Djinn's Mark; instead deny its application by dodging his low-fire-rate shots, which is easier than baiting a 2.75s-cooldown active.
The matchup in detail
- Before T3
Traveler is cancelled by any damage at all, and at every tier by stuns, immobilizes, sleep and slowing hex, so his 3s channel is easy to delay. Strong evidence - Low durability (730 HP) with no barrier of his own except the one
Traveler gives on arrival. Strong evidence - Zone control such as McGinnis and Paige keeps him from reaching pistol range. Strong evidence
- You out-lane Mirage and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Strategic
-
Dust Devil closes distance and lifts you into the air, and while airborne you cannot dash away from the marks and pistol shots that follow. Strong evidence -
Djinn's Mark builds silently off his normal shooting and then detonates all stacks at once with a multiplier — at max marks T3 also stuns you for 0.5s so you cannot answer. Strong evidence -
Fire Scarabs drains 8+ HP/sec off you directly into his health bar while simultaneously reducing your damage output, so a 1v1 tilts even if you land more shots. Strong evidence -
Traveler means he can be farming the far side of the map and still arrive for the fight you started because he was absent — with a 400 barrier, and +20% fire rate at T1. Strong evidence - With
Ricochet
Ricochet +65% Ricochet Damage +18% Fire Rate his marks land on your whole team at once, so the detonation is an area burst rather than a single-target hit. Strong evidence
- Break
Traveler with any damage before T3, or with a Stun, immobilize, sleep or slowing hex at any tier. That only locks it for 5s, so keep watching: he will try again. Strong evidence - Buy anti-heal before he gets two
Fire Scarabs charges online; the drain is his whole reason for being able to brawl. Strong evidence -
Dust Devil is a straight, unsteerable path — dash perpendicular when he commits and he arrives next to nobody with his engage on a 36s cooldown. Strong evidence - Track your
Djinn's Mark stack count and break line of sight at 3+ stacks; a detonation on a target he cannot see is wasted. Strong evidence - Play zone-control heroes into him. McGinnis'
Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. and Paige's
Captivating Read
Captivating Read Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage. 30s cooldown. Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. both deny the approach he needs. Strong evidence - Stack Spirit Resist. His scarabs and his marks are both spirit; his 14.8-per-bullet pistol alone is not enough to kill through it. Strong evidence
- Mirage's bullets are among the fastest in the game and you have little mobility, so you will not dodge their gun; the answer is the item that changes what their bullets do rather than where you stand.
Plated Armor
Plated Armor +1s Cooldown +30% Deflection Percent +50% On-Hit Prevention Percent +130 Bonus Health deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to
Silencer
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration ,
Toxic Bullets and
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing stacks landing on you. If 6,400 is too far away,
Battle Vest
Battle Vest +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate at +18% Bullet Resist is the efficient Tier II step and
Bullet Resilience
Bullet Resilience +35% Bullet Resist +5 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. Strong evidence - Mirage adds barrier, not health, and barriers behave differently enough to change how you spend your combo. Resists apply before the barrier depletes, so a barrier multiplies with their resist rather than bypassing it — and it decays on its own. Overflow damage carries straight through to health, so one large hit does not stop at the barrier boundary. That argues for landing your whole burst in one window rather than chipping: chip is exactly what a decaying pool is designed to absorb. Strong evidence
- The 3s
Traveler channel — before T3 any damage cancels it, and the crowd control that cancels it at any tier leaves him stuck where he is. Strong evidence - Immediately after
Dust Devil ends, before T3 grants the 6s recast: he is grounded, close, and has no exit. Strong evidence - His 2.6s pistol reload — at 2.72 shots per second he burns a 16-round clip quickly and cannot build marks while reloading. Strong evidence
-
Fire Scarabs on cooldown with no charges: his sustain and his damage-reduction debuff both come from that one ability. Strong evidence - Right after a
Djinn's Mark detonation, when his stacks are reset to zero and he needs many slow shots to rebuild them. Strong evidence - Being stunned by Mirage now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
- When Mirage puts up a barrier, do not reset the trade and wait for it to drop. Overflow damage carries through to health, so a single large hit spends the barrier and keeps going in one action — there is no wasted remainder. What does get wasted is chip, because barriers decay on their own and small hits are exactly what a temporary pool absorbs for free. Either commit your burst through it or disengage entirely; the middle option gives them a free absorb. Strong evidence
- Mirage 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 Mirage'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 Mirage, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Uncertain
- 14.8 damage per bullet is high per-shot, so he punishes anyone who stands still to last hit. Strong evidence
-
Fire Scarabs heals him through trades, letting him stay in lane. Strong evidence - 2.72 shots per second is slow; a high-fire-rate laner out-trades him raw if he does not have scarabs running. Strong evidence
-
Djinn's Mark takes time to build, so his burst is not available in the first seconds of a trade. 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
- There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Mirage can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Documented
- Mirage trades map for fights, and the reason that is more dangerous than it looks is item slots. Walker kills are reported to unlock an extra item slot for the destroying team, which means every structure they take while you win a fight elsewhere buys their whole team build flexibility you do not have. Count Walkers, not kills, when deciding whether a split is going your way. The slot mechanic is single-sourced — treat the direction as sound and the exact rule as unconfirmed. Uncertain
-
Fire Scarabs +
Djinn's Mark early (laning 0-10min) —
Fire Scarabs gives him sustain and
Djinn's Mark gives his pistol a detonation, so he can take trades in lane. Strong evidence -
Dust Devil T2 (mid game) — -12s cooldown and +30% evasion make his engages repeatable rather than once-per-fight. Strong evidence -
Traveler unlock — Global presence — he can farm a distant lane and still contest every objective. Strong evidence - Late game with
Ricochet and
Toxic Bullets —
Ricochet spreads
Djinn's Mark applications across a whole team, turning his detonation from single-target burst into a teamfight nuke. 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
- Against Mirage's knockups,
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health is a live answer where it used to be a dead one: Knockup durations were brought under debuff reduction on 05-22-2026, so the +25% from a 1,600 Tier II item genuinely shortens the airborne time. That matters more for you than for most, because you have no exit and the airborne window is when their follow-up lands. Worth pairing with the fact that
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius -style effects going the other way still cannot be shortened at all. Documented
- When you go for their Walker against a team with Mirage 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
- Mirage heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (
Toxic Bullets, T3) builds up through gunfire, and spirit-applied (
Healbane, T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented - If Mirage buys
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount to purge your anti-heal, bullet-applied reduction re-lands on your very next shot, while spirit-applied reduction has to wait for your next ability. That asymmetry is a real argument for the bullet route against a hero who will buy a purge. Strong evidence -
Slowing Hex (spirit T2) — Mirage's
Traveler 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 -
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Builds from Guardian Ward (vitality T4) — This lineup gets its backline assassination from Mirage. Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. 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) — Mirage's
Traveler 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
- The instinct here is to buy
Dispel Magic as your answer to Mirage and then find it greyed out at the exact moment you need it.
Dispel Magic cannot be cast while you are stunned or asleep, and it cannot remove a Stun at all — it purges what comes with the Stun, not the Stun itself. Against Mirage the item you actually want is the pre-cast kind (
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer , which also cannot be activated once you are already stunned) or the automatic kind (
Indomitable
Indomitable +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier , which cleanses the next Hard CC with no input from you). Documented - Anti-heal against Mirage is bought correctly and applied at the wrong moment.
Healbane's reduction runs for 8 seconds from your Spirit Damage and
Toxic Bullets' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Strong evidence
Next
Bebop’s other hard matchups
All of Mirage
Who beats Mirage, the items that shut Mirage down, and every ability.
Facing more than Mirage?
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 Mirage's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 55.1% of these, which is 6.6% above your overall win rate (26,919 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.
Mirage's kit and counterplay were compiled from 6 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%.