Bebop vs Wraith
Bebop's team wins 48.4% Wraith's team wins 51.6%, across 68,434 games
Written for the Bebop player. Playing Wraith? See Wraith vs Bebop →
About even
Bebop usually wins 48.5% of games. Against Wraith that is 0.1% lower, over 68,434 games.
- Whole match 48.4% −0.1% vs usual 68,434 games
- Sharing a lane 48.6% +0.1% vs usual 19,306 games
- Oracle and above 47.4% −1.4% vs usual 3,722 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 Project Mind 50s cooldown
ThenForce her to spend it defensively and, before Tier 3, she has no way into or out of a fight for 50 seconds.
- Watch out
- Telekinesis lifts you helpless for about 2.25 seconds, slams you for 100-200, and then blocks your Stamina and every movement-based ability and item for 2.25-3.75 seconds.
- Your edge
- Bebop has more burst damage than Wraith.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Wraith's
Project Mind.
If you're Wraith
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
- Wraith 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. Wraith'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
Project Mind looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Wraith's engage range.
Do
- 730 max health, so she loses any trade she does not win with her gun
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit- The beam weapon's huge 66-round clip and steady stream of fast shots make last-hitting and denying orbs easier
Avoid
- The
Rake
Rake A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill. Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +60 damage. 2 +30 heal per kill, -8s cooldown. 5 +7% missing-health damage and increased heal-per-kill spirit scaling. 's 52-round magazine and high fire rate win extended weapon trades against burst laners
Card Trick converts lane chip damage into stored burst and Heart heals, making her trades net-positive
Do
- Their first real spike is
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet T1 (-20s cooldown) — 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 Wraith on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Telekinesis. It is single-target and 10m range at base, so simply standing spread out and beyond 10m of Wraith denies it entirely - Interrupt her channels:
Project Mind is 1s and
Telekinesis is 1.25s, both interruptible. A Viscous
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage 20 damage base plus about 0.6x melee scaling; Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage , Warden
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised , Venator
Gutshot
Gutshot A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed wall Stun or Vyper
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits landed on the channel wastes a 50s or 150s cooldown
Avoid
- Spending your own escape before
Project Mind is on cooldown.
Wraith’s abilities
-
Telekinesis Ultimate The one cooldown worth tracking on its own timer: stunned during the 1.25s channel, then the target is airborne and unable to act for roughly 2.25s.
- It is single-target and 10m range at base, so simply standing spread out and beyond 10m of Wraith denies it entirely
- Once lifted you cannot act, but your team can: the counterplay belongs to your allies, who should focus Wraith during the 1.25s channel to break it
- Cast
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer before the lift, or carry slow resist or
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health for the slow after the slam (Telekinesis is her ultimate, so
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount cannot purge it), because the movement lockout is what actually kills you, not the 100-200 damage
-
Card Trick Ability 1 Her resource loop and her flexible utility slot. Shooting builds cards; throwing them converts sustained gunfire into burst, healing, resist shred or chase speed depending on what she draws.
- Deny the shooting window and you deny the cards — breaking line of sight before she can land sustained weapon damage starves the entire ability
- The card throw is a visible projectile on a 0.6s cycle; strafing through the throw avoids the Spade burst
- Heart healing was nerfed in the 09-16-2026 patch, so anti-heal (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing , Venator's
Consecrating Grenade
Consecrating Grenade Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges , Vindicta's T1 Crow) now cuts her only self-sustain
-
Project Mind Ability 2 Her entry and her exit, but not both at once. The core Wraith decision is whether Project Mind is being spent to reach a backliner or saved to get out afterwards.
- Interrupt the channel. It is 1s and interruptible, so a Viscous
Puddle Punch, a Warden
Binding Word, a Venator
Gutshot wall Stun or a Vyper
Petrifying Bola at the right moment wastes her whole escape - Track the cooldown. Before T3 it is 50s, so a Wraith who has used Project Mind to enter has no exit for nearly a minute — collapse from multiple angles
- Strip the 300 T2 barrier with a cheap ability first so your real damage lands on health
- Interrupt the channel. It is 1s and interruptible, so a Viscous
- 1
Project Mind Project Mind first — it is both her entry and her exit. Force her to spend it defensively and, pre-T3, she has no way into or out of a fight for 50 seconds
- 2
Telekinesis Telekinesis second: it is her only Hard CC and on a 105-150s cooldown. Baiting it onto a durable target means your carry is untouchable for the rest of the fight
- 3
Full Auto Full Auto third: make her burn the 5-8s window on a target that breaks line of sight, then all-in her during the 25-45s cooldown
The matchup in detail
- 730 max health with no innate durability outside
Project Mind's T2 barrier Strong evidence -
Project Mind is her entry AND her exit but can only be one at a time before T3's 18s cooldown Strong evidence - Both
Project Mind's 1s channel and
Telekinesis's 1.25s channel are interruptible, so CC-heavy teams shut her down Strong evidence - You out-lane Wraith 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
-
Telekinesis lifts you helpless for about 2.25 seconds, slams you for 100-200, and then blocks your Stamina and every movement-based ability and item for 2.25-3.75 seconds — that post-slam lockout, not the damage, is what kills you Strong evidence -
Project Mind teleports her 25-40m past every piece of cover and terrain, so distance and walls do not protect a backliner from her Strong evidence -
Full Auto with T3 gives her unlimited ammo at +30% fire rate for 8 seconds, which is enough to delete a squishy that cannot break line of sight Strong evidence -
Card Trick Spades add +60 burst on top of her gun, and Diamonds strip your bullet and Spirit Resist so everything she and her team do lands harder Strong evidence - The full chain —
Project Mind in,
Telekinesis your carry,
Full Auto while they cannot use Stamina — is a scripted backline deletion Strong evidence
- Interrupt her channels:
Project Mind is 1s and
Telekinesis is 1.25s, both interruptible. A Viscous
Puddle Punch, Warden
Binding Word, Venator
Gutshot wall Stun or Vyper
Petrifying Bola landed on the channel wastes a 50s or 150s cooldown Strong evidence - Stay beyond 10m of her and spread out —
Telekinesis is single-target at 10m base range and cannot reach a dispersed formation Strong evidence - Collapse from multiple angles after an aggressive
Project Mind: before T3 that is a 50s cooldown, so she is stranded in your team with no exit Strong evidence - Buy anti-heal; the 09-16-2026 nerf to Heart healing means
Healbane or Venator's
Consecrating Grenade now cuts her self-sustain Strong evidence - Break line of sight for the 5-8s of
Full Auto rather than trading into it; the window expires and the cooldown is 25-45s Strong evidence - Cast
Unstoppable before
Telekinesis lifts you, or carry slow resist or
Debuff Reducer for the slow after the slam;
Dispel Magic cannot purge an ultimate Strong evidence -
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale is the right shape of answer to Wraith's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their
Toxic Bullets
Toxic Bullets -40% Incoming Healing bleed,
Silencer
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Documented - Wraith 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 1s
Project Mind channel and the 1.25s
Telekinesis channel: both are interruptible and both are long cooldowns wasted Strong evidence - Any time
Full Auto is active — she is stationary, committed, and has no defensive layer while shooting Strong evidence - The 50s (pre-T3) window after
Project Mind is spent, especially if she used it to enter rather than to leave Strong evidence - After the 300 T2
Project Mind barrier expires (5s), she is a 730 HP hero with nothing Strong evidence - Before she has banked
Card Trick charges — a Wraith with no cards has lost her burst, her heal and her resist shred at once Strong evidence - When Wraith 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
- You have real objective damage, which makes the Guardian your win condition in this lane rather than Wraith'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 Wraith, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Uncertain
- The
Rake's 52-round magazine and high fire rate win extended weapon trades against burst laners Strong evidence -
Card Trick converts lane chip damage into stored burst and Heart heals, making her trades net-positive Strong evidence - 730 max health, so she loses any trade she does not win with her gun Strong evidence
-
Card Trick requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit 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 Wraith 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
-
Full Auto T1 (-20s cooldown) — A 25s
Full Auto means she has a damage window every skirmish instead of every other fight Strong evidence -
Telekinesis unlock — Gives her a 2.25s single-target removal plus a movement lockout that guarantees her damage window lands Strong evidence -
Project Mind T2 — The 300 barrier on arrival is what makes an aggressive backline teleport survivable on a 730 HP hero Strong evidence - Late 35min+ —
Project Mind T3 (18s cooldown) plus
Full Auto T3 (unlimited ammo) lets her enter, delete, and leave repeatedly 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
- Stacking a second damage-reduction debuff onto Wraith is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing against their carry is a common and invisible waste. Documented - You have peel and Wraith is the dive threat, so your job in the fight is not damage — it is being in range of whoever they are jumping on. Position between their entry point and your squishiest teammate and hold your peel tool for the moment they commit, not for the moment they appear. Strategic
- Wraith decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Strong evidence
- When you go for their Walker against a team with Wraith 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
- Wraith dives, and you do not have an exit in your kit. This is the clearest item priority in the matchup: buy a movement or escape active before you buy your next damage item. A damage item does not help you if the fight starts with you already dead. Strong evidence
-
Slowing Hex (spirit T2) — Wraith's
Project Mind 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) — Wraith's
Project Mind 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 -
Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty (spirit T4) — Wraith's
Telekinesis is what you are buying against here. Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright. Documented
- The losing pattern against Wraith 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 Wraith 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 Wraith
Who beats Wraith, the items that shut Wraith down, and every ability.
Facing more than Wraith?
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 Wraith's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 48.4% of these, which is 0.1% below your overall win rate (68,434 matches). The kit-based model agrees.
Wraith'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%.