Bebop is a Deadlock hero whose role is to hooks an enemy for a knockout combo. Across 1,738,000 tracked matches, Bebop has a 48.3% win rate, placing them in the C tier on the SoulLock.gg hero tier list. This Bebop guide covers abilities, base stats, recommended playstyle and live performance.
SoulLock starter plans, authored from each hero's current kit and the current shop. Ability names, upgrade effects and item availability were checked against the installed game files on October 7, 2026. These are starting points for normal six-versus-six matches, not ranked build win-rate results or a fixed shopping script. Buy the defense or utility that solves your present fight before a damage luxury.
Pick setup and spirit burst. Bebop turns a useful Grapple Arm connection into a short-range opportunity for Sticky Bomb and team damage. The best target is one your team can punish, not necessarily the nearest hero you can pull. This spirit-focused starter plan keeps bomb pressure reliable without assuming every game allows a long Hyper Beam channel or an expensive double-bomb sequence.
Reviewed 2026-10-07; balance patch 2026-10-05; game build 6759.
Use the threat of Grapple Arm to make the opponent respect the lane's open angles, while continuing to secure souls with the weapon. Attach Sticky Bomb when it gives a safe trade or clear, then choose the Uppercut direction carefully. Launching the opponent out of your teammate's range can waste the opening. A missed grapple is a reason to farm from cover until the threat returns.
Stand where a pulled enemy lands in a useful team firing angle. After connecting Grapple Arm, attach Sticky Bomb and use Exploding Uppercut only when its displacement improves the play. Pulling a durable initiator into your own damage dealer can start the enemy's preferred fight. Use Hyper Beam across a route enemies need to cross, while respecting nearby cover and any hero still holding a channel interrupt.
Begin with affordable spirit damage and lane recovery, then reduce downtime and improve ability reach. Echo Shard can create a second bomb opportunity later, but it costs enough to delay several useful survival and utility purchases. If the enemy repeatedly removes or escapes bombs, invest in a safer beam position or team setup instead of doubling down on one sequence.
| When | Item | Souls | Reason and tradeoff |
|---|---|---|---|
| Opening | Extra Spirit | 800 | Supports the spirit damage plan with a small opening purchase. It will not turn a grapple without allied follow-up into a guaranteed kill. |
| Opening | Restorative Shot | 800 | Helps recover during normal weapon contact in lane. Staying available to threaten the next grapple is often worth more than an extra early damage item. |
| Core | Superior Cooldown | 3,200 | Supports repeated grapple, bomb and Uppercut opportunities. Its value comes from useful casts, so do not spend every available ability on low-impact poke. |
| Core | Mystic Expansion | 800 | Imbue Grapple Arm for more reach or Sticky Bomb for a larger blast. Select the effect your fights need; the item expands one chosen ability rather than the whole kit. |
| Situational | Echo Shard | 6,400 | Imbue Sticky Bomb to reset it for a second bomb. The item's cooldown also includes the imbued ability's cooldown, so account for that downtime. It cannot refresh Hyper Beam. |
| Situational | Warp Stone | 3,200 | Adds an escape or a new casting angle when your position is being punished. A safe endpoint matters more than spending the teleport purely to shorten the next grapple. |
If the enemy front line deliberately offers a grapple, hold it for a more useful target or use it to peel a teammate. If a cleanse answer is ready for the bomb, threaten with weapon and beam pressure until it is used. If your team cannot follow a long pull, shorten the angle and fight from beside them rather than seeking a highlight at maximum range.
References: Bebop ability reference · Current game data · October 5 balance patch
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.
| Stat | Value |
|---|---|
| Max Move Speed | 6.45 |
| Sprint Speed | 4 |
| Crouch Speed | 4.75 |
| Move Acceleration | 4 |
| Light Melee Damage | 63 |
| Heavy Melee Damage | 116 |
| Max Health | 880 |
| Weapon Power | 0 |
| Reload Speed | 1 |
| Weapon Power Scale | 1 |
| Proc Build Up Rate Scale | 1 |
| Stamina | 3 |
| Base Health Regen | 2.5 |
| Stamina Regen Per Second | 0.181818 |
| Ability Resource Max | 0 |
| Ability Resource Regen Per Second | 0 |
| Crit Damage Received Scale | 1 |
| Tech Duration | 1 |
| Tech Range | 1 |
| Ground Dash Distance In Meters | 10 |
| Ground Dash Duration | 0.72 |
| Air Dash Distance In Meters | 8 |
| Air Dash Duration | 0.51 |
| OOCHealth Regen | 0 |
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.
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