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Bebop Live

Bebop

~54.7% WR ~10.4% pick
Moderate Beam Weapon HookBombPunch

Bebop can string together his abilities in many different ways. Disrupting enemy positions, saving an ally or dealing bursts of damage. When the situation doesn't require subtlety his giant laser still solves many problems.

Signature abilities4
Exploding Uppercut Sticky Bomb Grapple Arm Hyper Beam ult at lvl 6
Ability 1
Exploding Uppercut
22s
Instant cast

Deal Melee Damage to nearby enemies and apply Knock Back. When they land, they deal Spirit Damage and apply Reduced Fire Rate to other nearby enemies. Exploding Uppercut can be used on allies.

0.01
Uppercut Damage
0.5s
Status Effect Displacement
75
Landing Damage
-14%
Fire Rate
1AP Cooldown -11s
2AP On Hero Hit: Gain fast spin-up time, 2x weapon range and +0% weapon damage for Buff Durations — Uppercut Buff On Hit +9, Buff Base Weapon Pct +30
5AP On Hero Hit: Set Grapple Arm cooldown to 0 and restores +0% of your missing health — Restore Hook Cooldown +1s, Missing HPHeal +17
Ability 2
Sticky Bomb
18s
Instant cast

Attach a bomb that explodes after a delay, dealing Spirit Damage to nearby enemies. If the bomb hits or kills a hero, you gain permanent bonus damage on Sticky Bomb. Stacks diminish by half after 60 hits and 7 kills

6m
Cast range
3.5s
Duration
8m
Radius
3.5s
Fuse Time
1AP Cooldown -8s
2AP Damage +85
5AP On Cast: +0m/sm Move Speed and +0% Fire Rate for 0s — Movement Speed Bonus +5m, Fire Rate +20%, Movement Speed Bonus Duration +5s
Ability 3
Grapple Arm
23s
Instant cast

Launch out a mechanical hand that Pulls the first character it hits, reeling them in. Grapple Arm can be used on allies.

0.1s
Cast delay
30m
Cast range
1AP +0% weapon damage against victims for Buff Durations — Bullet Amp +20, Bullet Amp Duration +6s
2AP Cast range +30m
5AP Cooldown -11.5s
Ability 4
Hyper Beam
105s
Instant cast

Channel a powerful torrent of energy that deals Spirit Damage and applies slow.

11s
Channel time
1s
Cast delay
160↑2.51
DPS
25%
Slow
1AP Cooldown -25s
2AP DPS +108
5AP Hyper Beam heals Bebop for 0% of its damage on Heroes. 0% on non-hero — Beam Lifesteal +65%, Beam Lifesteal Non Hero Percent +20%
Guidehow to play

Bebop is the team's pick-creator: a melee-range disruptor who lands a Grapple Arm hook on an isolated target and deletes them with stacked Sticky Bomb + Exploding Uppercut, or yanks an ally out of a dive to safety. He wins by snowballing lane pressure into picks before the map opens up — he sets up the win condition, he isn't the carry. The plan is simple (hook → bomb → uppercut), but the hook is one of the hardest skillshots in the game and a miss leaves a big, slow, no-mobility body exposed, so he's moderate to play and needs a team that follows up.

Early game

Bebop is a trade-lane bully built around Sticky Bomb. Live by 'Always Be Bombing' — stick the bomb on the enemy laner every cooldown so the permanent damage stack grows before any real fight starts; if a hero is out of reach, tagging the creep wave still chips and keeps the habit. Use the Beam Weapon purely to last-hit and deny souls and to poke, not to win duels. Fish for hook angles from cover and keep a stamina dash in reserve so a whiffed Grapple Arm doesn't get you killed — your body is slow and has no escape. Don't throw hook into a melee laner who wants the brawl. First buys are Spirit so the bomb hits hard from minute one: Mystic Burst and Spirit Strike for burst-per-soul, Extra Spirit to scale bomb and beam, Monster Rounds to bully the wave, plus Healing Rite to win the bomb-trade and Extra Stamina for a second dodge dash.

Mid game

Rush Echo Shard — that's your real spike. After a hook you do Sticky Bomb → Echo Shard → Sticky Bomb to stick two bombs in one pick for roughly double burst. Now you're a roaming pick machine: group with your team, gank around objectives, and convert every isolated enemy into a kill. Buy move speed because you have literally none — Enduring Speed and Surge of Power let your slow body find hook angles and stop you from being kited off the target. Knockdown turns a hook into a guaranteed combo. The reworked king-of-the-hill Urn loves you: hook enemies out of the capture circle, or yank a teammate in to contest.

Late game

Late, Bebop is a teamfight opener and an AoE threat with Hyper Beam. Stack Spirit and amp so your combo deletes, and buy survivability so you live long enough to land it — after the HP nerf you're an even bigger, slower target when caught. Position from cover and height, never be the one caught out first, and only commit the beam after a hook, Knockdown or Slowing Hex so the target can't strafe out of it. Refresher gives you a second hook and a second ult to swing a 5v5. You are not the win condition — you create the pick that lets your carry close the fight.

Combos & tricks

Roadhog turn: after a hook, swing the camera so the enemy lands behind you and Exploding Uppercut launches them into your team for follow-up — the direction of your swing decides where they go. Double-bomb: Sticky Bomb → Echo Shard → Sticky Bomb inside a single hook, spamming the bomb key during the Echo cast so both register. ABB stacking: tag enemies every cooldown so your bomb is already huge before the teamfight. Both Grapple Arm and Exploding Uppercut work on allies — pull a diving teammate out of danger or launch them over a fight; Enchanter's Emblem makes the supportive ally-hook playstyle juicier. Bomb delivery: stick Sticky Bomb on a fast diver like Abrams or Yamato to detonate it deep in the enemy backline. Lockdown beam: open Hyper Beam after Knockdown or Slowing Hex, let Escalating Exposure ramp the damage through the channel, and keep Warp Stone or Majestic Leap ready to cancel-reposition. Phantom Strike finisher: after a bomb tag, blink onto the target, silence it, and free-cast the uppercut.

Buildsbuy order matters
Laning1600

Spirit bully: cheap Spirit feeds the bomb and uppercut burst so your ABB stacks hurt, the gun bullies the wave for souls, and the sustain plus extra dash keep you alive when a hook misses.

Mid game3200

Echo Shard is the core — it resets Sticky Bomb for the double-stick after a hook. Improved Spirit jumps your burst, Enduring Speed and Surge of Power give the no-mobility hero angles and anti-kite, and Knockdown locks the pick down for the combo.

Late game6400

Scale Spirit and survive long enough to combo. Escalating Exposure and Spirit Burn melt during the bomb burst and Hyper Beam channel, Boundless Spirit anchors your stats, Spirit Armor keeps your slow body alive, and Refresher gives you a second hook plus ult.

Situational4000

Pick by lobby: Majestic Leap or Warp Stone for mobility and beam-from-height escapes, Phantom Strike to blink-and-silence onto a bombed target, Slowing Hex to pin a runner, and Spellbreaker or Debuff Reducer when heavy CC keeps deleting you mid-combo.

Tips & tricks
Always Be Bombing: stick Sticky Bomb on heroes every cooldown so the permanent damage stack is already huge before the teamfight.
Hook is your whole game and your biggest risk — fish angles from cover and keep a stamina dash to punish a miss instead of dying for it.
After a hook, turn so Exploding Uppercut launches the enemy into your team, not away from it.
Echo Shard means double-bomb: Sticky Bomb → Echo → Sticky Bomb in one pick for about 2x burst.
Never open Hyper Beam in the open — beam after a hook, Knockdown or Slowing Hex so the target can't strafe out, and keep Warp Stone to bail.
Grapple Arm and Exploding Uppercut both work on allies — yank a diving teammate to safety or launch them into a fight.
Common questions

Weapon or spirit Bebop?

Spirit/bomb. The Beam Weapon got nerfed and gun-Bebop fell off, while Sticky Bomb and Hyper Beam both scale with Spirit Power. Build Spirit and use the gun only for last-hits, denies and chip.

Is Bebop good for beginners?

The plan is simple — hook, bomb, uppercut — but the hook is a brutal skillshot and missing it gets you killed since you have no mobility and no self-heal. Playable but punishing, so moderate.

How do I play Hyper Beam without dying?

Pre-position from cover or height and only open the beam after a hook, Knockdown or Slowing Hex so the target can't run. Keep Warp Stone or Majestic Leap to cancel-reposition, and never start the channel in the open where you'll get focused.

Is Bebop good in the current meta?

He's a strong lane bully and early pick machine, but he fades as the map opens up — he's immobile, easily kited, and his combo is hard-countered by Debuff Remover, Reactive Barrier and Spirit Armor. Buy mobility, don't get caught out first, and rely on teammates to follow up your hooks.

Profilevs roster
Health 92 Mobility 20 Burst 62 Sustain 84 Range 37 Ammo 97
Health 880
Regen 2.5/s
Move speed 6.45 m/s
Stamina 3
Burst DPS 59.3
Sustained 41.6
Range 51 m
Ammo 66
Primary weapon
Humble Pie
Beam Weapon
59.3
DPS
5
Bullet damage
11.9rps
Fire rate
66
Ammo
2.4s
Reload
41.6
Sustained DPS
156
Shots to down
17.73s
Time to kill
94
Weak-spot shots
330
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m20m50.8m32m
Melee 63Light 116Heavy
Matchups

Forged by the hands of a widowed junk yard attendant; Bebop was more than just some scrap golem laborer... he was the son she couldn't have. Together they would work in the iron yard during the day, and listen to jazz at night. It was a predictable, if not comforting routine. But now, Bebop's creator has fallen ill and while Miss Shelly wouldn't approve of the activities that Bebop does at night to pay for her medicine, what she doesn't know can't hurt her.

Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.

Update history42
  • Bullet damage per boon reduced from 0.139 to 0.115
  • Exploding Uppercut T2 weapon damage reduced from +40% to +30%
  • Sticky Bomb T2 increased from +75 Damage to +85
04-10-2026 UpdateApr 11, 2026
  • Weapon windup time reduced from 0.5s to 0.3s and fast windup time reduced from 0.1s to 0.05s
  • Sticky Bomb can now be self cast again, but it deals 20% damage to yourself
  • Sticky Bomb radius reduced from 10m to 8m
  • Grapple Arm now deals light melee damage (0.7 scaling)
03-25-2026 UpdateMar 26, 2026
  • Base health regen increased from 1.5 to 2.5
03-21-2026 UpdateMar 21, 2026
  • Hyper Beam duration from -4s to -5s
  • Hook can now be canceled
01-30-2026 UpdateJan 30, 2026
  • Exploding Uppercut T3 no longer grants +100% Ammo
  • Exploding Uppercut T3 now also restores 20% of your Missing HP on enemy hero hit
  • Fixed some bugs with Sticky Bomb tooltip
  • Sticky Bomb stacks now diminish after 60 hits and 7 kills (rather than 100/10)
  • Sticky Bomb now drops on the ground and continues counting down when dispelled
12-29-2025 UpdateDec 30, 2025
  • Stamina increased from 2 to 3
  • Stamina regeneration cooldown increased from 4.55s to 6s
  • Bebop Health per boon increased from +46 to +52
  • Sticky Bomb base damage reduced from 100 to 75
  • Sticky Bomb T2 damage reduced from 63 to 60
11-21-2025 UpdateNov 21, 2025
  • Health growth reduced from 54 to 46
  • Exploding Uppercut cooldown increased from 19s to 22s
  • Exploding Uppercut spirit scaling increased from 0.49 to 0.6
  • Sticky Bomb T3 changed from "On
  • Hyperbeam DPS reduced from 190 to 160
Raw data & APIopen JSON from the client
bebopslug15heroIdbebopcodeName2complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt