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.
Live
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.
Exploding Uppercut
→
Sticky Bomb
→
Grapple Arm
→
Hyper Beam
ult at lvl 6
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.
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
Launch out a mechanical hand that Pulls the first character it hits, reeling them in. Grapple Arm can be used on allies.
Channel a powerful torrent of energy that deals Spirit Damage and applies slow.
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.
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.
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, 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.
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.
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.
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.
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.
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.
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.
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.