Strengths and weaknesses
Good at
- Grapple Arm pulls enemies into your team from 30m (60m with T2)
- Hyper Beam deals huge damage over a very long range
- Sticky Bomb grows permanently stronger over the match
- High health (880, +52 per boon)
Struggles with
- Slow move speed (6.5 m/s)
- Hyper Beam is an 11s channel that can be interrupted
- Missing a hook leaves you with little threat
- Grapple Arm hits the first target, so troopers can block it
Abilities
Ability order
Spend points in this order. Each ability's tiers cost 1, 2 and 5 points.
- Unlock Grapple Arm
- Unlock Sticky Bomb
- Unlock Exploding Uppercut
- Grapple Arm T1
- Sticky Bomb T1
- Unlock Hyper Beam
- Exploding Uppercut T1
- Sticky Bomb T2
- Hyper Beam T1–T2
- Grapple Arm T2
- Exploding Uppercut T3
- Hyper Beam T3
- Grapple Arm T3
- Sticky Bomb T3
- Exploding Uppercut T2
Item build
A starting build that works in most games. Swap pieces based on the enemy team; the notes explain what each stage is for.
Checked against 26,305 Bebop matches from October 6–7, 2026 (all ranks). It keeps the items most Bebop players buy and fills the other slots with the items that won most often. See the item tier list for how we measure that.
WeaponVitalitySpirit
| Stage | Items |
|---|---|
| Laning (800-soul items)Bebop's usual opener: Mystic Burst and Spirit Strike for damage, Sprint Boots to set up Grapple Arm angles. | |
| Mid game core (1,600–3,200)Most Bebops build Trophy Collector, Improved Spirit, Enduring Speed and Spirit Snatch. Superior Cooldown has the best mid-game results: more Grapple Arms and Sticky Bombs per fight. Slowing Hex, the usual active, scores poorly, so it moves to situational. | |
| Late game (6,400)Spirit Burn and Mystic Reverb have the best late-game results on Bebop, and Witchmail keeps a frontliner alive. | |
| SituationalLifestrike for sustain in brawls, Torment Pulse and Escalating Exposure for more spirit damage, Slowing Hex to stop a target escaping. |
Rate this build in the build rater → See its grade, and the heroes it does well and badly against.
How to play
Bebop is a hook initiator. Grapple Arm pulls enemies across the map to him, Exploding Uppercut launches them, Sticky Bomb blows them up, and Hyper Beam fires a long, enormous beam that melts anything in its path.
Laning phase (0–10 min)
- Hook, bomb, uppercut. A landed Grapple Arm into Sticky Bomb and Exploding Uppercut is a huge trade.
- Mind the troopers. Grapple Arm hits the first target, so aim around the trooper wave.
- Your beam gun is consistent: 66 rounds of short-to-medium-range damage.
Mid game (10–25 min)
- Hook enemies into your team. One good Grapple Arm can start and win a fight.
- Sticky Bomb scales over the game. Keep hitting heroes to stack its permanent bonus.
- Exploding Uppercut T3 resets Grapple Arm, which lets you hook twice.
Late game and team fights (25+ min)
- Hyper Beam from a safe angle. It reaches 70 m, so you can beam from the back.
- Buy Unstoppable so you can’t be interrupted during the 11-second channel.
- T3 heals you for 65% of the damage dealt to heroes, which makes you very hard to kill while beaming.
Combos
- Classic: Grapple Arm → Sticky Bomb → Exploding Uppercut → shoot.
- Double hook (T3 Uppercut): Grapple Arm → Exploding Uppercut (resets Grapple) → hook a second target.
- Beam setup: Hook a target into your team → Hyper Beam the group fighting over them.
Matchups
- Good against: squishy backline heroes who can be pulled out of position.
- Hard against: teams that stay behind troopers or tanks, and heroes who can interrupt the beam.
Pro tips
- Exploding Uppercut works on allies too: launch a teammate to help them reposition.
- Hyper Beam deals half damage to objectives, but 11 seconds of it can still take a lot of an objective’s health.
Lore
Bebop is a scrap golem built by Miss Shelly, a junkyard attendant. To pay for her medicine, he secretly fights in illegal combat tournaments at night, and she has no idea how dangerous his after-hours work really is.
Frequently asked questions
How does Bebop's hook work?
Grapple Arm launches a mechanical hand up to 30 metres (60 with T2) and pulls the first target it hits back to Bebop, dealing damage and briefly slowing them. Troopers and other enemies in the way can block it.
Does Sticky Bomb get stronger?
Yes, permanently. Each hero hit adds 1% damage and each hero kill adds 2.5%, with diminishing returns after 60 hits or 7 kills.
How do you counter Bebop?
Stand behind troopers or teammates so his hook hits them instead. Interrupt Hyper Beam with a stun or silence, and punish him when he misses Grapple Arm.
Ability numbers are checked against the game and the community-run Deadlock Wiki after every patch. Builds are our own recommendations, checked against public match data. Spotted something out of date? Tell us.