vs pulls and knockbacksUnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
vs backline assassinationGuardian WardGuardian Ward1,600 soulsTier 2ArmorPress+60sCooldown+0.2sCast Delay+1.5Out of Combat Regen+6sBuff Duration+8%Ability Range+8%RadiusBuilds from GritSlowing HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast Delay+16%Move Speed-26%Dash DistanceDisarming HexDisarming Hex3,200 soulsTier 3TechPress+16sCooldown+4.25sDuration+0.1sCast Delay+75Bonus Health-13%Bullet ResistBuilds from Rusted Barrel
Put a body between you and him — Grapple ArmGrapple Arm30m Range23s CooldownBebop fires a mechanical hand along a line;Crowd ControlHard displacement — the target is pulled through the air with no control for…DamageNo direct damage listed;MobilityMoves the target, not Bebop.1hooked target takes +20 bullet damage amplification for 6s2+30m cast range (roughly doubling his threat radius)5roughly -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, cratesCrates Breakable Streets, rooftops and tunnels — about 500 of themOrdinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double.Souls23 soulsa 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 BombSticky Bomb6m Range3.5s Duration18s CooldownBebop sticks a bomb to a target or surface;DamageTier 2 alone adds +85 damage.DefensiveTier 3 gives +5 m/s move speed and +25% debuff resistance for 6s on cast…1roughly -8s cooldown from the ~18s base2+85 damage5on 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 BeamHyper Beam120s CooldownBebop channels an enormous beam of energy that deals heavy spirit damage over time and slows anything it touches.Crowd ControlApplies a movement slow to everything hit.DamageTier 2 adds +108 DPS. Channel lasts about 11s with a 1s cast delay.…MobilityBebop is slowed and locked into the channel;1roughly -20s cooldown from the 120s base2+108 damage per second5heals for 65% of hero damage dealt and 20% of non-hero damage cast delay; cancelling the channel removes a 120s cooldown from the fight
Play high-stamina, high-mobility heroes into him where possible and strafe perpendicular at range — the hook is a travelling projectile
Deny Sticky Bomb stacks in lane; his late-game burst is a direct function of how many free bomb hits you gave him early
Grapple Arm 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 can kill squishies outright once his bomb has stacks
With Exploding UppercutExploding Uppercut22s CooldownBebop swings upward, knocking back everyone close to him.Crowd ControlKnockback/knockup on the initial hit, plus a fire-rate reduction applied by…DamageNot sourced as a single figure on current pages;Mobilitynone for Bebop himself;1roughly -11s cooldown (base is about 22s)2+9 uppercut hit buff and +30% weapon damage5on 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
Hyper Beam deletes Guardians and Walkers in seconds — a free channel on an objective costs you the lane, not just the fight
Exploding Uppercut can throw you off a bridge or out of your team's formation even when he is not going for damage
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
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
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
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
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
Immediately after a missed hook — the projectile animation and cooldown leave him standing still with only a beam weapon
While he is channelling Hyper Beam into an objective, his team is effectively playing a man down on the map
Anywhere in open ground with no walls or pillars: without geometry to hook you behind, his whole combo loses its follow-up
Ally-cast hook and uppercut give him real utility as a rescue tool
Weak to
Almost no mobility and no escape; he dies to any collapse he does not see coming
Entirely cooldown-dependent — with hook down he contributes little
Hook is blocked by the first body it touches, including troopers
Hyper Beam is a long channel that any Stun cancels
Falls off hard in open terrain where there is nothing to hook people into and nothing to hide his channel behind
In lane, good at
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
Sticky Bomb permanently stacks off lane hits, so even a 'safe' lane where he chips you repeatedly pays him off for the whole match
In lane, weak to
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
Against high-stamina, high-mobility laners who can dodge the hook projectile, he gets very little value
Grapple Arm T2 (roughly 3-5k souls) — +30m cast range roughly doubles his hook threat radius and makes lanes and chokes unwalkable
Exploding Uppercut T3 — Hook resets on uppercut hit, enabling chained picks and taking two heroes out of a fight
Hyper Beam unlock — Gives him objective-melting power and teamfight damage he otherwise lacks
Late 30min+ with high Sticky Bomb stacks — An unpunished bomb becomes a genuine one-shot on squishies after hook
Sustained Beam Weapon ("Humble Pie")
Beam WeaponMedium Range
59.3DPS
Falloff Range 20m → 51m
A continuous beam doing roughly 4.98 per tick at about 11.9 ticks per second for ~59 DPS, fed by a very large 66-shot magazine with a slow 2.35s reload. Damage starts dropping at 20m and the beam stops at 32m (2m further per boon), so it stays useful at mid range, and because it is a held beam of fast shots (about 508 m/s) it is forgiving to aim but punishes anyone who breaks line of sight.
4.98Bullet Damage
1Pellets per Shot
11.90Bullets per sec
66Ammo
2.35sReload Time
508m/sBullet Velocity
63Light Melee
116Heavy Melee
Vitality and movement
880Health
2.50Health Regen
6.45m/sMove Speed
4m/sSprint Speed
3Stamina
5.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Bebop wins most with, against what their two win rates would predict.
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)56.5% together+3.6% above expected
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)53.3% together+1.7% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)53.0% together+1.6% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)53.5% together+1.5% above expected
KelvinKelvinSupportControllerMid rangeHybrid damageFrozen Shelter is a hard physical barrier that stops ranged damage and ultimates outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)53.3% together+1.4% above expected
HazeHazeAssassinCarryClose rangeBullet damageSingle-target sustained DPS ramps up once Fixation is stackedDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinghigh (2/3)52.5% together+1.4% above expected
Bebop wins 48.5% of games overall.
Who counters Bebop and who Bebop counters: all 43 opponents, from Bebop's hardest to easiest, with how far each sits from that average. Bebop strugglesBebop does well
Paige and Graves are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Bebop in particular: Ivy (Bebop wins 44.8%).
Pick an ability to see what it does and how to play around it.
Exploding Uppercut
Ability 1 · Point-Blank Melee Knockback with Delayed Detonation
Bebop swings upward, knocking back everyone close to him. When a knocked-back target lands, they detonate for Spirit Damage and inflict a fire-rate reduction on others nearby. It can also be cast on an ally.
Purpose: The finisher in his hook combo and his panic button when someone is standing on top of him. The ally cast is a genuine utility tool for throwing a teammate out of danger or launching them into a fight.
Damage
Not sourced as a single figure on current pages; Tier 2 adds a +9 uppercut hit buff and +30% weapon damage. Mobalytics lists roughly 63 melee + 75 Area Damage (secondary source, treat as approximate).
Crowd control
Knockback/Knockup on the initial hit, plus a fire-rate reduction applied by the landing detonation.
Mobility
None for Bebop himself; it displaces the target
Defensive
Creates space against divers and can be cast on an ally to eject them from a collapse.
How to play against it
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 or CC-immunity effects prevent the knockback and the whole combo falls apart
Interactions
Tier 3 resets Grapple Arm on hero hit, which is the core of the hook-uppercut-hook chain that removes two heroes from a fight
Casting it on an ally is a legitimate rescue or catapult tool, not just a meme
The knockback is a displacement, so it can throw a target off a bridge or out of a Dynamo SingularitySingularity250s CooldownDynamo forms a black hole in his hands that drags nearby enemies toward him, stunning them and burning them with spirit damage for the duration of the channel.Crowd ControlAoE stun plus a continuous vacuum pull for the full channel duration — the…Damage75 spirit damage per second base (deadlock.one) over a ~2.75s channel;Mobilitynone; Dynamo is rooted in place for the channel1+2m vacuum radius2+0.75s channel time5+6% damage per enemy's missing health
Upgrade tiers
T1: roughly -11s cooldown (base is about 22s)
T2: +9 uppercut hit buff and +30% weapon damage
T3: on hero hit, resets Grapple Arm's cooldown and restores about +18% of his missing health
Sticky Bomb
Ability 2 · Attached Delayed-Detonation Explosive
Bebop sticks a bomb to a target or surface; after a short fuse it explodes for Spirit Damage in an area. Every hero the bomb hits, and every hero it kills, permanently increases the bomb's damage, with the stack gain halving past 60 hits and 7 kills.
Purpose: 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.
Damage
Tier 2 alone adds +85 damage. Base scales with accumulated stacks. Mobalytics lists roughly 80 damage in an 8m radius at base (secondary source).
Defensive
Tier 3 gives +5 m/s move speed and +25% debuff resistance for 6s on cast, which doubles as an escape tool.
How to play against it
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
Interactions
Stacks are permanent, so trading a small amount of health in lane to eat bomb hits is genuinely costly across 40 minutes
The bomb sticks to terrain as well as heroes, so a Bebop can pre-place it on a wall in a choke
Hook into bomb into uppercut is the standard one-shot sequence; the bomb is usually applied during the reel-in
Upgrade tiers
T1: roughly -8s cooldown from the ~18s base
T2: +85 damage
T3: on cast, +5 m/s move speed and +25% debuff resistance for 6s
Grapple Arm
Ability 3 · Long-Range Skillshot Pull
Bebop fires a mechanical hand along a line; the first character it touches is yanked all the way to him. It works on allies as well as enemies.
Purpose: His defining ability and pick tool. A landed hook sets up his combo, and the ally cast is a real peel and rescue option.
Damage
No direct damage listed; Tier 1 applies +20 Bullet Damage amplification for 6s to the hooked target.
Crowd control
Hard displacement — the target is pulled through the air with no control for the duration of the reel-in.
Mobility
Moves the target, not Bebop. Hooking an ally can reposition them across a gap.
Defensive
Can pull a diving enemy away from your carry, or pull a falling ally back to safety.
How to play against it
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, cratesCrates Breakable Streets, rooftops and tunnels — about 500 of themOrdinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double.Souls23 soulsa 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
If hooked, immediately dash on landing rather than during the pull, and use a cleanse or Unstoppable if you have one
Interactions
Cast range goes from about 30m base to roughly 60m with Tier 2 — that is a much larger threat radius
Exploding Uppercut T3 resets this cooldown on hero hit, enabling back-to-back picks
It stops on the first character hit, including troopers and your own allies, so bodies between you and Bebop physically block it
Pulling an ally is a legitimate rotation tool for getting a slow hero to a fight
Upgrade tiers
T1: hooked target takes +20 Bullet Damage amplification for 6s
T2: +30m cast range (roughly doubling his threat radius)
T3: roughly -11.5s cooldown from the ~23s base
Hyper Beam
Ultimate · Channelled Sustained-Damage Beam
Bebop channels an enormous beam of energy that deals heavy Spirit Damage over time and slows anything it touches.
Purpose: Teamfight damage and objective melting. It is a long channel, so it is either a fight-winner from a safe angle or a free kill for the enemy team if he casts it in the open.
Damage
Tier 2 adds +108 DPS. Channel lasts about 11s with a 1s cast delay. Mobalytics lists roughly 160 DPS at max (secondary source).
Crowd control
Applies a movement slow to everything hit.
Mobility
Bebop is slowed and locked into the channel; he cannot dash out of it without cancelling.
Defensive
Tier 3 heals him for 65% of the damage dealt to heroes (20% against non-heroes), making a well-positioned beam a sustain tool as well.
How to play against it
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
Spread out — the beam is a line, so a stacked team feeds him every tick of the T3 Lifesteal
Interactions
The 1s cast delay plus the visible wind-up is the full counterplay window; interrupting the channel with any Stun wastes the ultimate
It is one of the fastest objective-damage tools in the game — a free Hyper Beam on a Walker is worth more than a teamfight
Tier 3 Lifesteal turns it into a comeback tool if he can channel from behind cover
Upgrade tiers
T1: roughly -20s cooldown from the 120s base
T2: +108 damage per second
T3: heals for 65% of hero damage dealt and 20% of non-hero damage
Bebop's win rate by game length
Bebop wants the game over early: 54.3% in games under 25 minutes (#6 of 44), 48.5% in games past 40 (#32 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch Bebop falls behind other heroes in long games.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
56.3%
+7.9%
2,286
15–20
56.0%
+7.6%
4,571
20–25
53.4%
+5.0%
13,144
25–30
49.4%
+1.0%
43,236
30–35
47.8%
−0.6%
91,854
35–40
47.5%
−0.9%
103,157
40–45
48.1%
−0.3%
69,583
45–50
48.4%
0.0%
35,595
50–55
49.1%
+0.7%
16,388
55–60
51.0%
+2.6%
6,263
60+
48.4%
0.0%
3,106
"vs usual" is against Bebop's 48.4% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Bebop won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Documented. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: Both Deadlock Labs' hero difficulty guide (deadlocklabs.gg/heroes/difficulty/) and Lockbuilds' difficulty tier list independently place Bebop at Medium.