Nurse Harrow vs Bebop
Written for the Nurse Harrow player. Playing Bebop? See Bebop vs Nurse Harrow →
Nurse Harrow is announced but not out yet. New heroes release Tuesdays and Fridays at 2:00 pm Pacific, in an order set by player vote; the next slot is Friday 16 October.
This page becomes the full matchup guide on release day: the measured win rate, who is favoured, how to win, a phase-by-phase plan and the abilities to watch. Everything known about Nurse Harrow so far →
How to beat Bebop
- Put a body between you and him —
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 stops on the first character it hits, so walking behind your own troopers or your frontline makes you literally unhookable - Route through cover: hug pillars, crates Crates Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute and building corners so no straight line ever exists from him to you, especially in the 30-60m band
- Carry a cleanse or debuff-removal item to strip
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 before it detonates, and spread out the instant you see one land on a teammate - Hold a Stun for the 1s
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 cast delay; cancelling the channel removes a 120s cooldown from the fight
Bait these first
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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 above everything — it is the hero. Walk 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 -
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 second, because its T3 resets the hook; if he burns the uppercut on a trooper wave or a non-lethal target, the chain-pick is off the table -
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 is the lowest priority to bait — it is short cooldown and cheap for him to throw; just do not cluster when it lands
What Bebop does to you
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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 reaches roughly 60m once upgraded — if you can see a Bebop down a straight lane, you are already inside his kill range - The hook-into-Sticky-Bomb-into-Exploding-Uppercut sequence is a full combo that kills most squishies outright once his bomb has stacks
- With
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 he resets his own hook on a hero hit, so surviving the first pick does not mean the chain is over
What Valve has shown of Nurse Harrow
Abilities not shown yet. Valve's words for Nurse Harrow: strict, terrifying, savior. A medical theme and a healer's silhouette — watch for whether she is a support or a drain-tank.
Other new heroes against Bebop
- Violet vs Bebop from 16 Oct