Patch 09-16-2026 Data researched 2026-09-21 What changed
BE Bebop — controller frame

Bebop

InitiatorControllerBruiser mid range hybrid damage mid-game Medium difficulty

Measured 46.8% win rate, 4.0% pick rate on patch 09-16-2026 across 93,109 matches.

Strengths

  • Best-in-class pick potential — a landed Grapple Arm is usually a kill outright
  • 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 is one of the fastest objective-damage abilities in the game
  • Ally-cast hook and uppercut give him real utility as a rescue tool

Weaknesses

  • 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

Weapon

sustained beam weapon ("Humble Pie"). A continuous hitscan 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. Falloff runs 20m to 51m, so it stays useful at mid range, and because it is a held beam rather than a projectile it is forgiving to aim but punishes anyone who breaks line of sight.

Abilities

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.

What it is for: 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 plus 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
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.

What it is for: 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.

What it is for: The defining ability of the hero and one of the best pick tools in the game. A landed hook is usually a death sentence, 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 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 completely different threat radius and is the most important upgrade in his kit
  • 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.

What it is for: 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
  • Apollo's Riposte can specifically interrupt the channel (tracklock explicitly names Bebop's ultimate as a target)
  • 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

Laning strengths

  • The beam weapon's huge 66-round clip and hitscan behaviour make last-hitting and denying orbs very easy, giving him one of the strongest soul-economy lanes in the game
  • 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

Laning weaknesses

  • 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

Power spikes

  • 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
  • ult unlock: Hyper Beam 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

Playing against Bebop

  • 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
  • Route through cover: hug pillars, crates 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 before it detonates, and spread out the instant you see one land on a teammate
  • Hold a stun for the 1s Hyper Beam 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, not hitscan
  • Deny Sticky Bomb stacks in lane; his late-game burst is a direct function of how many free bomb hits you gave him early

Bait these first

  • 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

What Bebop does to you

  • 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 kills most squishies outright once his bomb has stacks
  • 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
  • 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

Punish windows

  • 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

Hardest matchups for Bebop

Ranked by how far below Bebop's own baseline each pairing measures — not by raw win rate.

Graves 41.5% -5.3 pts
Ivy 41.9% -4.9 pts
Warden 43.7% -3.1 pts
Dynamo 44.1% -2.7 pts
Mo & Krill 45.3% -1.5 pts
Wraith 45.4% -1.4 pts
Celeste 45.5% -1.3 pts
Lash 45.8% -1.0 pts

Best matchups for Bebop

Same measure, other direction.

Mirage 52.1% +5.3 pts
Mina 51.2% +4.4 pts
Holliday 50.3% +3.5 pts
Pocket 50.3% +3.5 pts
Grey Talon 50.1% +3.3 pts
Billy 49.2% +2.4 pts
Viscous 47.9% +1.1 pts
Infernus 46.8% 0.0 pts

Every Bebop matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Bebop
Sources and confidence for this record

Record confidence: Verified. Compiled for patch 09-16-2026, researched 2026-09-21.

Difficulty rating: Both Deadlock Labs' hero difficulty guide (deadlocklabs.gg/heroes/difficulty/) and Lockbuilds' difficulty tier list independently place Bebop at Medium.