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Shiv vs Bebop

Shiv's team wins 47.0% Bebop's team wins 53.0%, across 55,003 games

Written for the Shiv player. Playing Bebop? See Bebop vs Shiv →

Shiv has the edge

Shiv usually wins 44.8% of games. Against Bebop that is 2.2% higher, over 55,003 games.

  • Whole match 47.0% +2.2% vs usual 55,003 games
  • Sharing a lane 46.8% +2.0% vs usual 17,516 games
  • Oracle and above 49.3% +2.2% vs usual 2,961 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 Shiv's usual win rate at that rank.

The fight at a glance

If you're Shiv

Has the edge
Grapple Arm 30m Range23s Cooldown 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

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
Shiv is more mobile than Bebop, so you choose when to fight.
Buy
Cursed Relic Cursed Relic 6,400 souls · Tier 4 · Tech · Press +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty Buy it against the channelled ultimates from Bebop.

If you're Bebop

Slice and Dice 16s Cooldown Shiv dashes forward, cutting everything along the line he travels. Damage 75 impact damage base, 12m range, 16s cooldown; Mobility A fixed-length 12m forward dash (14m at 2 AP) — the only repositioning tool… Defensive Usable to escape, but only along the direction he is already facing, so it… 1 1 AP: -6s cooldown (16s to 10s) 2 2 AP: -4% spirit resistance on hit (stacking) and +2m range 5 5 AP: -2s cooldown per hero hit (max -8s) and +50 impact damage

Wait out Slice and Dice 16s cooldown

WhyIt is his engage and his disengage on one 16s cooldown; a Shiv who dashes at a trooper wave or a durable frontliner has no way to reach or leave your backline for the next 10-16 seconds.

Watch out
Killing Blow 12m Range145s Cooldown Shiv leaps to an enemy hero and instantly kills them if they are below a health threshold; Damage Instant kill below 18% of the target's health (23% at 2 AP); Mobility The leap itself is a 12m-18m targeted gap-close, separate from Slice and… Defensive none directly, though the 5 AP reset on kill effectively removes the risk of… 1 1 AP: +2 m/s move speed at full Rage and +6m range (12m to 18m) 2 2 AP: -25s cooldown (145s to 120s), +5% execute threshold (18% to 23%) and +16%… 5 5 AP: resets cooldown on a successful elimination and allows a recast within 12s on a… Killing Blow executes you outright below 18% (23% with 2 ability points) from 12-18m away.
Your edge
Bebop has more crowd control than Shiv.
Buy
Divine Barrier Divine Barrier 6,400 souls · Tier 4 · Armor · Press +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy it against the backline assassination from Shiv.

The full plan for Shiv, phase by phase, is below. Bebop's side in full →

What should I do right now?

Do

  • Plan for Cursed Relic Cursed Relic 6,400 souls Tier 4TechPress +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty — know which tier it sits in so you are not improvising at the shop.
  • Know what Grapple Arm looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Bebop's engage range.

Do

  • A Bebop with hook on cooldown is close to a non-threat; his lane pressure is entirely cooldown-gated
  • He has no escape whatsoever — a gank on his side of the lane usually kills him
  • Serrated Knives Serrated Knives 16s Cooldown Shiv throws a knife that damages and bleeds the target. Crowd Control Applies a movement slow with the bleed; Damage 32 impact damage plus 10 bleed DPS per knife stack over a 5s debuff; 1 1 AP: +2s debuff duration 2 2 AP: +2 charges (four knives available for a full stack dump) 5 5 AP: +7 bleed DPS per stack, and +0.01 spirit scaling on the full-Rage impact damage give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range

Avoid

  • The beam weapon's huge 66-round clip and steady stream of fast shots make last-hitting and denying orbs easier
  • Grapple Arm converts any moment of bad positioning near the lane's side walls into a kill

Do

  • Their first real spike is Grapple Arm T2 (roughly 3-5k souls) — respect it from that point, not before.
  • Your spike is ult unlock: Killing Blow makes every low-health enemy within 12m a guaranteed kill and turns on the Rage passive that upgrades all three basic abilities

Avoid

  • Taking an even fight against Bebop on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Hyper Beam Hyper Beam 120s Cooldown 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 . Break line of sight — the beam is a straight line and stepping behind any pillar or corner ends your exposure instantly
  • Put a body between you and him — Grapple Arm stops on the first character it hits, so walking behind your own troopers or your frontline makes you literally unhookable

Avoid

  • Spending your own escape before Grapple Arm is on cooldown.

Bebop’s abilities

  • Hyper Beam Ultimate

    Sticking power rather than damage: applies a movement slow to everything hit.

    • Break line of sight — the beam is a straight line and stepping behind any pillar or corner ends your exposure instantly
    • Stun, Silence or knock him during the 1s cast delay and the entire 120s ultimate is gone
    • Never contest an objective in a straight open lane against a Bebop with ultimate up; force the fight around geometry
  • Grapple Arm Ability 3

    Position is the thing this takes from you: hard displacement — the target is pulled through the air with no control for the duration of the reel-in.

    • It is blocked by the first body it touches — walk behind troopers or a frontline teammate and the hook physically cannot reach you
    • Never stand in a straight open line to a Bebop who has hook up; break the line with pillars, crates Crates Breakable 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
    • The projectile has travel time; strafing perpendicular to him, especially while sliding or dashing, beats it at long range
  • Exploding Uppercut Exploding Uppercut 22s Cooldown 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 Ability 1

    It puts you somewhere you did not choose to be — knockback/Knockup on the initial hit, plus a fire-rate reduction applied by the landing detonation.

    • Do not stand in melee range of a Bebop who has hook available — the uppercut is the back half of the combo, so denying the hook denies this too
    • If you are hooked, spend a dash the instant you land rather than the instant you are grabbed; the uppercut lands during the reel-in
    • Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer or CC-immunity effects prevent the knockback and the whole combo falls apart
  • Sticky Bomb Sticky Bomb 6m Range3.5s Duration18s Cooldown 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 Ability 2

    His scaling damage source and the bulk of his burst. The stacking mechanic means an unpunished Bebop's bomb gets meaningfully stronger across a match, so denying stacks in lane matters for the whole game.

    • Break away from your allies the moment a bomb lands on you — the explosion is an area effect and clustering turns one bomb into four hits of stacks for him
    • Deny stacks in lane by refusing to eat free bomb hits; his late-game burst is literally a function of how many times he hit you early
    • Debuff-cleanse items remove the bomb before detonation, which is the cleanest hard answer
  1. 1 Grapple Arm

    Grapple Arm 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

  2. 2 Exploding Uppercut

    Exploding Uppercut 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

  3. 3 Sticky Bomb

    Sticky Bomb is the lowest priority to bait — it is short cooldown and cheap for him to throw; just do not cluster when it lands

The matchup in detail

  • Almost no mobility and no escape; he dies to any collapse he does not see coming Strong evidence
  • Entirely cooldown-dependent — with hook down he contributes little Strong evidence
  • Hook is blocked by the first body it touches, including troopers Strong evidence
  • Bebop 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 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale blocks Bullet Damage and no statuses; Unstoppable blocks statuses and no damage; Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +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
  • Read this matchup as one where the early deficit sticks. Bebop is a top-tier laner, and the 09-16-2026 patch removed the fixed bonus souls for being modestly behind in net worth on both hero kill bounties and Rift bounties, with the notes explicitly naming early-to-mid game as the most affected window. What is left is a redistribution inside your own team, not a handout. The practical consequence is that a lane you lose 0-6 minutes no longer self-corrects — you have to not lose it, or take the game somewhere else quickly. Documented
  • 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 Bebop is one anti-heal, one shred, and damage after that. Strong evidence
  • Grapple Arm reaches roughly 60m once upgraded — if you can see a Bebop down a straight lane, you are already inside his kill range Documented
  • The hook-into-Sticky-Bomb-into-Exploding-Uppercut sequence is a full combo that can kill squishies outright once his bomb has stacks Documented
  • With Exploding Uppercut T3 he resets his own hook on a hero hit, so surviving the first pick does not mean the chain is over Documented
  • Hyper Beam deletes Guardians and Walkers in seconds — a free channel on an objective costs you the lane, not just the fight Documented
  • Exploding Uppercut can throw you off a bridge or out of your team's formation even when he is not going for damage Documented
  • Put a body between you and him — Grapple Arm stops on the first character it hits, so walking behind your own troopers or your frontline makes you literally unhookable Strong evidence
  • Route through cover: hug pillars, crates Crates Breakable 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 Strong evidence
  • Carry a cleanse or debuff-removal item to strip Sticky Bomb before it detonates, and spread out the instant you see one land on a teammate Strong evidence
  • Hold a Stun for the 1s Hyper Beam cast delay; cancelling the channel removes a 120s cooldown from the fight Strong evidence
  • Play high-stamina, high-mobility heroes into him where possible and strafe perpendicular at range — the hook is a travelling projectile Strong evidence
  • Deny Sticky Bomb stacks in lane; his late-game burst is a direct function of how many free bomb hits you gave him early Strong evidence
  • You do not have the CC to reliably break Hyper Beam out of your own kit, so buy the cheapest thing that does: Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health is the only area Silence in the shop and the standard answer to channelled ultimates. Area matters because you do not have to win the aim duel — you have to cover the spot they cast from. Note the alternative, Counterspell Counterspell 3,200 souls Tier 3ArmorPassive +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power , parries a single ability outright but requires a read; Silence Wave forgives a bad read, which is why it is the buy when interrupting is not your specialty. Strong evidence
  • Bebop starts the fight and you have no exit, so the defensive active you buy has to work when you did not see it coming. Unstoppable is the stronger effect — immunity to and a dispel of Stun, Silence, Sleep, Root and Disarm for 5.5 seconds — but it must be pre-cast, and it cannot be activated once you are already stunned, which is precisely the situation this hero creates. Indomitable Indomitable 6,400 souls Tier 4ArmorPassive +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier auto-cleanses the next Hard CC with no input from you; against an initiator that reliability beats the bigger number. Strong evidence
  • Any time Grapple Arm is on cooldown (up to 23s base, ~11.5s upgraded) he has no gap-close, no escape and no pick — this is the window to walk at him Documented
  • During the 1s cast delay and the full ~11s channel of Hyper Beam he is slowed and locked in place; a dive here is usually free Documented
  • Immediately after a missed hook — the projectile animation and cooldown leave him standing still with only a beam weapon Documented
  • While he is channelling Hyper Beam into an objective, his team is effectively playing a man down on the map Documented
  • Anywhere in open ground with no walls or pillars: without geometry to hook you behind, his whole combo loses its follow-up Documented
  • Bebop's pull is the whole matchup. Until it is on cooldown you are playing around it; once it misses you have a window that is worth committing into. Make it the first thing you bait — show a sliver of yourself from behind cover rather than walking a clean line they can lead. Strategic
  • Around 6:00 the Guardians become realistically contestable and players start leaving lane for Haunt camps Haunts Neutral camps 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 — which for you means the map stops being a 1v1 and Bebop gains the thing they are best at, the opening engagement onto a target with no way out. The last two minutes before that transition are your safest window to build a soul lead. After it, treat any position without a teammate in line of sight as a position they can start a fight in. Strategic
  • Bebop is one of the strongest laners in the game and the standard build order will lose to them. Tier I is 800 and Tier II is 1,600, so your first meaningful decision comes fast: against this hero the 1,600 that answers their specific threat (Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing if they out-sustain you, Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health if they out-lock you, Battle Vest Battle Vest 1,600 souls Tier 2ArmorPassive +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate at +18% if they out-gun you) is worth more than the damage item that wins you a lane you are not going to win anyway. Strategic
  • You get value from moving around the map and Bebop does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Breakable 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 now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Bebop or on the Guardian, not by the breakables you pick up on the way. Documented
  • The beam weapon's huge 66-round clip and steady stream of fast shots make last-hitting and denying orbs easier Strong evidence
  • Grapple Arm converts any moment of bad positioning near the lane's side walls into a kill Strong evidence
  • A Bebop with hook on cooldown is close to a non-threat; his lane pressure is entirely cooldown-gated Strong evidence
  • He has no escape whatsoever — a gank on his side of the lane usually kills him Strong evidence
  • Serrated Knives give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range Strong evidence
  • If you are behind and planning to fight Bebop 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
  • 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 Bebop 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
  • 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 T3 — Hook resets on uppercut hit, enabling chained picks and taking two heroes out of a fight Documented
  • Hyper Beam unlock — Gives him objective-melting power and teamfight damage he otherwise lacks Documented
  • Late 30min+ with high Sticky Bomb stacks — An unpunished bomb becomes a genuine one-shot on squishies after hook Documented
  • Killing Blow unlock — Makes every low-health enemy within 12m a guaranteed kill and turns on the Rage passive that upgrades all three basic abilities Strong evidence
  • 1 AP into Slice and Dice — -6s cooldown (16s to 10s) lets him engage and still hold an exit dash in the same fight Strong evidence
  • Hyper Beam is a channel, which means the fight is decided by whether you can break it. Hold one interrupt — a Stun, a Silence, or a displacement — specifically for that cast rather than spending it on the opening trade. If you have no interrupt, the answer is line of sight: leave the area entirely rather than trying to out-heal it. Strong evidence
  • Against Bebop's knockups, Debuff Reducer 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 3,200 souls Tier 3TechPress +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
  • Bebop brings enough lockdown that Stun sequencing matters. Community reporting describes Stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening Stun. Uncertain
  • Bebop 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
  • Against Bebop's crowd control, understand what Debuff Resist actually buys you: it shortens duration, never magnitude. It is excellent against long disables and close to worthless against a short hard slow. Two things it explicitly does not shorten at all are the parry Stun and the Knockdown item's Stun. Documented
  • You have no reliable interrupt in your own kit, so against Hyper Beam you are buying one. A Silence or a displacement active is worth more to your team here than another damage item, because nobody else may be holding one either. Strategic
  • Cursed Relic (spirit T4) — Bebop is where this lineup’s channelled ultimates comes from. Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright. Documented
  • Ethereal Shift (spirit T4) — Buy to survive a telegraphed assassination combo or ultimate — you cannot be hurt for four seconds. That matters here because of the channelled ultimates from Bebop. Documented
  • Focus Lens Focus Lens 6,400 souls Tier 4TechPress +40s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Builds from Spirit Sap (spirit T4) — This lineup gets its channelled ultimates from Bebop. Buy to take one enemy caster out of the fight — it silences them for four and a half seconds. Documented
  • The losing pattern against Bebop 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 Bebop 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
  • Your instinct is to jump on Bebop's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with Unstoppable pre-cast or after the Stomp has just gone off. Strong evidence

Next

Shiv’s other hard matchups

Every Shiv matchup →

All of Bebop

Who beats Bebop, the items that shut Bebop down, and every ability.

How to counter Bebop →

Facing more than Bebop?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Bebop's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 47.0% of these, which is 2.2% above your overall win rate (55,003 matches). The kit-based model reads this as high instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

Bebop's kit and counterplay were compiled from 8 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Shiv'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%.

Full source register →