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Bebop

InitiatorControllerBruiser Hybrid Damage Mid Game Medium Difficulty

Patch 10-30-2026, 387,513 matches. Updated daily.

How to counter and play Bebop

Items to buy

  • vs pulls and knockbacks Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer
  • vs channelled ultimates 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 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 Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health
  • vs backline assassination Guardian Ward Guardian Ward 1,600 souls Tier 2ArmorPress +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Builds from Grit Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Disarming Hex Disarming Hex 3,200 souls Tier 3TechPress +16s Cooldown +4.25s Duration +0.1s Cast Delay +75 Bonus Health -13% Bullet Resist Builds from Rusted Barrel
  • Put a body between you and him — Grapple Arm 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 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 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
  • Carry a cleanse or debuff-removal item to strip 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 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 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 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 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 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

Plan a game against Bebop and the rest of their team →

Good at

  • Pick potential — a landed Grapple Arm sets up his Sticky Bomb and Exploding Uppercut combo
  • Permanent Sticky Bomb scaling rewards a good early game for the rest of the match
  • Very strong laning economy from the beam weapon
  • Hyper Beam takes down objectives quickly
  • 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

59.3 DPS

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.

  • 4.98 Bullet Damage
  • 1 Pellets per Shot
  • 11.90 Bullets per sec
  • 66 Ammo
  • 2.35s Reload Time
  • 508m/s Bullet Velocity
  • 63Light Melee
  • 116Heavy Melee
Vitality and movement
  • 880 Health
  • 2.50 Health Regen
  • 6.45m/s Move Speed
  • 4m/s Sprint Speed
  • 3 Stamina
  • 5.50s Stamina 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.

  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 56.5% together +3.6% above expected
  • Deadman Danny Deadman Danny SkirmisherInitiatorMid rangeHybrid damage Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) 53.3% together +1.7% above expected
  • Victor Victor BruiserInitiatorClose rangeSpirit damage Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) 53.0% together +1.6% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 53.5% together +1.5% above expected
  • Kelvin Kelvin SupportControllerMid rangeHybrid damage Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 53.3% together +1.4% above expected
  • Haze Haze AssassinCarryClose rangeBullet damage Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 52.5% together +1.4% above expected

Every Bebop duo →

Every Bebop matchup

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 struggles Bebop 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%).

Only matches whose average rank was Oracle and above, where Bebop wins 48.8% overall.

Abilities

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 Singularity Singularity 250s Cooldown Dynamo 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 Control AoE stun plus a continuous vacuum pull for the full channel duration — the… Damage 75 spirit damage per second base (deadlock.one) over a ~2.75s channel; Mobility none; Dynamo is rooted in place for the channel 1 +2m vacuum radius 2 +0.75s channel time 5 +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, 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
  • 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.

45% 50% 55% 60% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 56.3% over 2,286 games 56.3% 15–20 min: 56.0% over 4,571 games 56.0% 20–25 min: 53.4% over 13,144 games 53.4% 25–30 min: 49.4% over 43,236 games 49.4% 30–35 min: 47.8% over 91,854 games 47.8% 35–40 min: 47.5% over 103,157 games 47.5% 40–45 min: 48.1% over 69,583 games 48.1% 45–50 min: 48.4% over 35,595 games 48.4% 50–55 min: 49.1% over 16,388 games 49.1% 55–60 min: 51.0% over 6,263 games 51.0% 60+ min: 48.4% over 3,106 games 48.4% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
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.