Bebop vs Silver
Bebop's team wins 51.9% Silver's team wins 48.1%, across 64,540 games
Written for the Bebop player. Playing Silver? See Silver vs Bebop →
Bebop has the edge
Bebop usually wins 48.5% of games. Against Silver that is 3.4% higher, over 64,540 games.
- Whole match 51.9% +3.4% vs usual 64,540 games
- Sharing a lane 52.0% +3.5% vs usual 21,566 games
- Oracle and above 47.4% −1.4% vs usual 1,746 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 Entangling Bola 23s cooldown
WhyIt is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop.
- Watch out
- Entangling Bola into
Boot Kick
Boot Kick Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target into
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 2 AP: damage boost and -10s cooldown (25s to 15s) 2 5 AP: additional health-scaling damage : the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and
Slam Fire empties 3 boosted shots into a target that cannot strafe. - Your edge
- Bebop has more burst damage than Silver.
- Buy
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Buy it against the long-range poke from Silver.
If you're Silver
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
- Silver 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. Silver's side in full →
What should I do right now?
Do
- Plan for
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius — know which tier it sits in so you are not improvising at the shop. - Know what
Entangling Bola looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Silver's engage range.
Do
- Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it
- 7-round clip means her burst is entirely gated on
Slam Fire's 25s cooldown - The beam weapon's huge 66-round clip and steady stream of fast shots make last-hitting and denying orbs easier
Avoid
- 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner
Slam Fire's bonus damage against troopers and Haunts Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime
Do
- Their first real spike is ult unlock — 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 Silver on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Lycan Curse
Lycan Curse Damaging enemies passively fills a bloodlust meter, filling faster at low health. Crowd Control No CC on the cast itself. Damage Sources disagree on the exact bonuses. Mobility Bonus move speed while transformed, plus Mauling Leap replacing Boot Kick as… 1 Upgrade tiers scale the transformation's bonuses (health, fire rate, move speed and… . Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it - Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation
Avoid
- Spending your own escape before
Entangling Bola is on cooldown.
Silver’s abilities
-
Lycan Curse Ultimate The cooldown that decides the fight. The transformed Tail Whack applies a 2.5s Disarm and a -30% movement slow in an area around her.
- Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it
- Disengage when she transforms rather than trading: the transformed kit is melee-range, so the counter to a wolf is distance, and the form has a limited duration
- Buy healing reduction before she transforms; 40% Lifesteal on Go For The Throat and 30%-missing-health on the transformation are the whole reason she survives the melee window
-
Entangling Bola Ability 3 A second source of hard control: slow plus a complete lockout on movement abilities, stamina use and jumping for ~1.5s.
- The debuff is short at base (~1.5s) — the correct response is to hold your dash and stamina rather than burning them into the lockout and getting nothing
- It is a thrown projectile: strafe it, or put a trooper wave between you (it can no longer be consumed by troopers since the patch, but geometry still blocks it)
- Air-mobility heroes must not be mid-flight when it lands; the patch made it interrupt flying abilities and add gravity, so commit airborne movement only after it is on cooldown
-
Boot Kick Ability 2 Her mobility, her disengage and her damage amplifier in one button. The self-knockback means she engages and retreats with a single cast, which is how a rifle hero survives being approached.
- The mark lasts only 3 seconds — break line of sight immediately after being kicked and the follow-up shot never lands
- Since the patch it only hits heroes and objectives, so standing behind a trooper wave no longer eats the kick but also means the dash passes straight through to you
- Deny the 2 AP stamina refund by not letting her connect on a hero: dodge the dash and it is a 21s (15s at 1 AP) cooldown with no refund
- 1
Entangling Bola Entangling Bola first. It is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop
- 2
Boot Kick Then Boot Kick. It is both her mark and her escape; a Silver who has kicked cannot disengage from your frontliner for 21s (15s at 1 AP), and dodging it denies the 2 AP stamina refund
- 3
Slam Fire Slam Fire is worth draining in lane specifically: force her to use it on a wave and her burst is gone for 25 seconds
The matchup in detail
- The automatic transformation takes timing out of her hands and can strand her in melee form at range or at the wrong moment Strong evidence
- Base form has zero healing and only one escape on a 21s cooldown Strong evidence
-
Slam Fire's accuracy penalty forces her closer than her falloff band wants Strong evidence - You out-lane Silver 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
- Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Silver is one anti-heal, one shred, and damage after that. Strong evidence
-
Entangling Bola into
Boot Kick into
Slam Fire: the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and
Slam Fire empties 3 boosted shots into a target that cannot strafe Strong evidence -
Slam Fire deals 4% of your current health per shot, so being at full health does not make you safe from it — high-HP frontliners take the most from it, not the least Strong evidence - Transformed Tail Whack disarms everyone around her for 2.5s; if your gun carry is inside that radius the fight is over before it starts Strong evidence
- Mauling Leap applies reduced Bullet Resist for ~6s, which amplifies her entire team's weapon damage onto whoever she lands on Strong evidence
- Post-patch the bola increases gravity and interrupts flying abilities, so air-mobility escapes are simply deleted mid-flight Strong evidence
- Go For The Throat at 40% Lifesteal means trading damage into a transformed Silver actively heals her Strong evidence
- Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation Strong evidence
- Fight the wolf at range. The transformed kit is melee — Go For The Throat and Tail Whack both require adjacency, and Mauling Leap is a single committed gap-closer on a cooldown Strong evidence
- Buy healing reduction before the transformation window. 40% Lifesteal plus missing-health healing is the only sustain she has, and anti-heal removes it entirely Strong evidence
- Hold your dash and stamina through
Entangling Bola's ~1.5s lockout rather than burning them into it, or cleanse it to restore movement immediately Strong evidence - Break line of sight within 3 seconds of being Boot Kicked — the mark expires and the bonus Spirit Damage never lands Strong evidence
- Stay past ~25m during
Slam Fire; the accuracy penalty means the boosted shots scatter, and the ability is only 3 shots long regardless Strong evidence - Silver'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
Toxic Bullets -40% Incoming Healing 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
-
Entangling Bola on cooldown (23s base) — she has no way to stop a dash-in and her only escape is a single 21s
Boot Kick Strong evidence - Immediately after
Boot Kick connects and pushes her backward: the dash is spent, and she is committed to whichever direction the recoil put her Strong evidence - After the third
Slam Fire shot — the boosted window ends on shot count, not on a timer, so count the shots rather than waiting out a duration Strong evidence - The moment the transformation ends: she reverts to a 7-round rifle with no sustain, no Lifesteal and whatever cooldowns the wolf form did not restore Strong evidence
- Transformed but with Mauling Leap spent — a melee wolf with no gap-closer is a free kite, especially given the 17-42m falloff on the form she just left Strong evidence
- Early lane before the 1 AP cooldown cuts, when
Boot Kick (21s) and
Entangling Bola (23s) are both at base and she cannot kick off troopers since the 09-16-2026 patch Strong evidence
- You are not a close-range hero forced to walk them down, which makes this lane a range-band problem rather than an approach problem. There is a band where your damage is real and theirs is still comfortable — find it and hold it, because stepping back one band concedes the whole wave and stepping forward one gives them the free trade. Your orb contests should happen from that band, which means positioning before the trooper dies rather than walking in to secure. Strategic
- Silver 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 Silver'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
- 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner Strong evidence
-
Slam Fire's bonus damage against troopers and Haunts Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime Strong evidence - Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it Strong evidence
- 7-round clip means her burst is entirely gated on
Slam Fire's 25s cooldown 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
- 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 Silver 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
-
Lycan Curse unlock — Adds a second kit with sustain, a leap and a 2.5s AoE Disarm, and the bloodlust passive starts building from the first damage she deals Strong evidence - 1 AP into
Boot Kick — -6s cooldown (21s to 15s) makes her escape-and-mark loop available nearly every skirmish Strong evidence - 2 AP into
Entangling Bola — -8s cooldown (23s to 15s) turns the movement lockout from a situational catch into a reliable opener Strong evidence - Late 35min+ with Lifesteal items — Transformed Go For The Throat at 40% Lifesteal plus item Lifesteal makes the wolf window genuinely hard to burn down 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
- Silver 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
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing , T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented - With no self-sustain of your own, Silver's chip damage compounds across a lane. Regeneration or Lifesteal early is worth more here than it looks on paper, because it converts their poke from permanent attrition into something you reset between waves. Strategic
-
Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Relevant here because of Silver. Documented -
Phantom Strike
Phantom Strike +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration (vitality T4) — Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. Relevant here because of Silver. Documented -
High-Velocity Rounds
High-Velocity Rounds +45% Bullet Velocity +8% Weapon Damage (weapon T1) — Buy on heroes with slow bullets (under 275 m/s) fighting mobile or long-range opponents, where the extra Bullet Velocity cuts how far ahead each shot has to be led. Relevant here because of Silver. Strong evidence
- The losing pattern against Silver is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and Silver has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Documented
Next
Bebop’s other hard matchups
All of Silver
Who beats Silver, the items that shut Silver down, and every ability.
Facing more than Silver?
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 Silver's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 51.9% of these, which is 3.4% above your overall win rate (64,540 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.
Silver's kit and counterplay were compiled from 7 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%.