Bebop
Bebop is a Brawler hero in Deadlock, with a Complexity of 2 in the game files. The game sums up the role as "Hooks an enemy for a knockout combo." Bebop has 880 base health and 2.5 health regen. Bebop's gun fires 4.98 damage per bullet from a 66-round clip. Each level adds 52 health and 0.115 bullet damage.
Open the most-bought Bebop build
The 4 items bought most in each phase of 160,765 Bebop matches, October 30 to November 1, 2026, measured by deadlock-api.com.
How Bebop plays
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.
Bebop counters
Bebop's toughest matchups, the furthest below what both heroes' overall win rates predict, are Ivy (44.0% over 15,908 matches, 1.4 points below expected), Baba (42.6% over 10,751 matches, 0.8 points below expected) and Mo & Krill (49.8% over 18,956 matches, 0.7 points below expected), and its best, the furthest above, are Graves (42.2% over 36,236 matches, 1.0 points above expected), Rem (53.2% over 24,438 matches, 0.6 points above expected) and Abrams (46.0% over 30,784 matches, 0.5 points above expected), in all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, measured by deadlock-api.com.
Measured from matches at all ranks from October 30 to November 1, 2026, starting on the day patch 6833 was released (October 30, 2026), by deadlock-api.com. These are match results, not numbers from the game files. A pairing shows its win rate only with at least 500 matches. Expected is what both heroes' overall win rates predict (computed), and each list is ordered by the gap between it and the win rate, not by the rate alone: how the order is computed. Across all its matches in the same window, Bebop won 48.4% over 160,765 matches.
Toughest matchups
| Enemy | Bebop win rate | Expectedcomputed | Matches |
|---|---|---|---|
| 44.0% | 45.4%1.4 below | 15,908 | |
| 42.6% | 43.4%0.8 below | 10,751 | |
| 49.8% | 50.5%0.7 below | 18,956 | |
| 49.6% | 50.1%0.5 below | 15,048 | |
| 47.7% | 48.2%0.5 below | 28,725 |
Best matchups
| Enemy | Bebop win rate | Expectedcomputed | Matches |
|---|---|---|---|
| 42.2% | 41.2%1.0 above | 36,236 | |
| 53.2% | 52.7%0.6 above | 24,438 | |
| 46.0% | 45.5%0.5 above | 30,784 | |
| 51.2% | 50.8%0.4 above | 18,453 | |
| 53.8% | 53.4%0.4 above | 8,718 |
Match data: deadlock-api.com. deadlock-api.com is not endorsed by Valve and does not reflect the views or opinions of Valve or anyone officially involved in producing or managing Valve properties. How a rate is computed: methodology.
Most-bought Bebop build
On Bebop, players bought Mystic Burst in 76.8% of matches (123,453 of 160,765), Spirit Strike in 74.5% of matches (119,690 of 160,765) and Sprint Boots in 67.5% of matches (108,526 of 160,765), in all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, measured by deadlock-api.com.
Laning, bought before 10:00
| Item | Bought by | Win rate when bought | Average buy time |
|---|---|---|---|
| 72.6%116,642 of 160,765 Bebop matches | 48.4%116,642 matches | 3:06 | |
| 64.3%103,376 of 160,765 Bebop matches | 48.7%103,376 matches | 5:01 | |
| 54.0%86,866 of 160,765 Bebop matches | 48.7%86,866 matches | 5:14 | |
| 49.0%78,792 of 160,765 Bebop matches | 49.6%78,792 matches | 6:16 | |
| 45.6%73,311 of 160,765 Bebop matches | 48.5%73,311 matches | 2:51 | |
| 43.7%70,248 of 160,765 Bebop matches | 48.1%70,248 matches | 5:34 |
Mid game, bought 10:00 to 19:59
| Item | Bought by | Win rate when bought | Average buy time |
|---|---|---|---|
| 40.9%65,802 of 160,765 Bebop matches | 50.4%65,802 matches | 15:27 | |
| 31.0%49,849 of 160,765 Bebop matches | 49.7%49,849 matches | 14:07 | |
| 24.8%39,800 of 160,765 Bebop matches | 46.9%39,800 matches | 12:54 | |
| 23.9%38,368 of 160,765 Bebop matches | 49.6%38,368 matches | 15:31 | |
| 20.1%32,353 of 160,765 Bebop matches | 50.5%32,353 matches | 15:33 | |
| 17.4%27,988 of 160,765 Bebop matches | 49.4%27,988 matches | 15:41 |
Late game, bought at 20:00 or later
| Item | Bought by | Win rate when bought | Average buy time |
|---|---|---|---|
| 43.2%69,457 of 160,765 Bebop matches | 50.4%69,457 matches | 29:00 | |
| 31.4%50,526 of 160,765 Bebop matches | 46.9%50,526 matches | 26:37 | |
| 27.4%44,067 of 160,765 Bebop matches | 48.6%44,067 matches | 28:43 | |
| 24.1%38,725 of 160,765 Bebop matches | 46.6%38,725 matches | 25:13 | |
| 23.7%38,119 of 160,765 Bebop matches | 57.3%38,119 matches | 32:19 | |
| 22.9%36,868 of 160,765 Bebop matches | 49.4%36,868 matches | 29:28 |
Measured from matches at all ranks from October 30 to November 1, 2026, starting on the day patch 6833 was released (October 30, 2026), by deadlock-api.com. These are match results, not numbers from the game files, and the most bought items, not a recommended build. Each table counts the items bought in one part of a match, by the game time of the purchase: laning before 10:00, mid game 10:00 to 19:59 and late game at 20:00 or later. "Bought by" is the share of all Bebop matches in which the Bebop player bought the item in that phase, counting matches that ended before it began. The win rate is how often those players won, which describes the players who bought it, not what the item itself adds. The average buy time is the average game time of those purchases, also measured by deadlock-api.com. A copy the Broker corrupted is not counted. An item shows only with at least 500 matches.
Match data: deadlock-api.com. deadlock-api.com is not endorsed by Valve and does not reflect the views or opinions of Valve or anyone officially involved in producing or managing Valve properties. How a rate is computed: methodology.
Bebop ability order
On Bebop, players unlocked Sticky Bomb, Grapple Arm, Exploding Uppercut, then Hyper Beam in 69.4% of matches (112,138 of 161,545), and Exploding Uppercut, Grapple Arm, Sticky Bomb, then Hyper Beam in 8.2% of matches (13,233 of 161,545), in all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, measured by deadlock-api.com.
| Unlock order | Matches |
|---|---|
| 69.4%112,138 of 161,545 | |
| 8.2%13,233 of 161,545 |
Measured from matches at all ranks from October 30 to November 1, 2026, starting on the day patch 6833 was released (October 30, 2026), by deadlock-api.com. These are match results, not numbers from the game files, and the most common orders, not a recommendation. An unlock order is the order of each ability's first point; the share is the Bebop matches that used it out of every Bebop match counted, including players who spent no point. An order shows only with at least 500 matches.
Match data: deadlock-api.com. deadlock-api.com is not endorsed by Valve and does not reflect the views or opinions of Valve or anyone officially involved in producing or managing Valve properties. How a share is computed: methodology.
Bebop lore
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.
Bebop stats
Bebop abilities
| Slot | Ability | Damage | Cooldown | Scaling | What it does |
|---|---|---|---|---|---|
| Ability 1 | 75Area Damage | 22s | +0.6 x SpiritArea Damage | Deal melee damage to nearby enemies and apply knockback. When they land, they deal spirit damage and apply reduced fire rate to other nearby enemies. Exploding Uppercut can be used on allies. | |
| Ability 2 | 85Damage | 18s | +1.5 x SpiritDamage | 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. | |
| Ability 3 | 23s | +0.7 x Light Melee DamageDamage | Launch out a mechanical hand that pulls the first character it hits, reeling them in. Grapple Arm can be used on allies. | ||
| Ultimate | 160Damage Per Second | 120s | +2.511 x SpiritDamage Per Second | Channel a powerful torrent of energy that deals spirit damage and applies slow. |
Hero
- Type
- Brawler
- Complexity
- 2
- Tags
- Hook, Bomb, Punch
Starting stats
- Max Health
- 880
- Health Regen
- 2.5
- Move Speed
- 6.45
- Sprint Speed
- 4m
- Stamina
- 3
- Stamina regen per second
- 0.181818
- Light Melee
- 63
- Heavy Melee
- 116
- Ground dash distance
- 10m
- Air dash distance
- 8m
Gun
- Bullet Damage
- 4.98
- Bullets per shot
- 1
- Cycle time
- 0.084s
- Rounds per second
- 11.9computed
- Weapon DPS
- 59.3computed
- Clip size
- 66
- Reload Time
- 2.35s
- Bullet Velocity
- 20000 units/s
- Falloff start range
- 787 units
- Falloff end range
- 2000 units
- Damage scale at falloff end
- 0.1
Weapon DPS is computed at level 1 with no items: bullet damage x bullets per shot x (1 / cycle time). Burst fire, reload and falloff are not modelled. Ranges and bullet speed are in the game file's own units.
Bebop vs every hero
Body shots Bebop needs to kill each other hero, and each hero needs to kill Bebop, both at level 1 with no items. Each number opens that matchup in the lab.
Computed with the matchup lab's formula, body shots with every pellet hitting, level 1, no items: damage per bullet = bullet damage x (1 - defender bullet resist / 100); bullets to kill = ceil(defender max health / damage per bullet); body shots = ceil(bullets to kill / bullets per shot). Each number's tooltip holds its inputs.
Not modelled:
- Headshots: the gun files give a 1.65 bonus, a game setting gives 1.25, and only the game shows which applies.
- Damage falloff over range, and the game-unit to meter conversion.
- Resist shred and negative resist.
- Reload, burst-fire and spin-up timing, so time to kill is shown only when the kill fits in one clip of a gun that neither bursts nor spins up.
- Item procs and actives, spirit damage amplifiers, and ability upgrades (every ability is at its base tier).
- Health regen, barriers and healing during the fight.
Gains per level
- Bullet damage per level
- 0.115
- Health per level
- 52
- Melee damage per level
- 1.58
- Attack range per level
- 59
- Boons per level
- 1
- Bullet resist per level
- 0.3
- Spirit power per level
- 1.1
Souls and investment
Same soul curve as every hero: Bebop reaches level 36 at 48,600 souls. See souls per level and investment bonuses.
Bebop change history
| Patch | Change | State |
|---|---|---|
| November 5, 2026build 6860from build 6742 | No player-facing change in 37 builds (October 2 to November 5, 2026). | Unchanged |
| October 1, 2026build 6731 | Bebop's shop stat panel now lists Lifesteal Effectiveness under Vitality. | Changed |
| September 30, 2026build 6726from build 6643 | No player-facing change in 16 builds (July 28 to September 30, 2026). | Unchanged |
| July 28, 2026build 6642 | Bebop's Air dash duration changed from 0.49 to 0.51 and Ground dash duration from 0.7 to 0.72. | Changed |
| July 25, 2026build 6640 | First recorded in Deadlock. | Baseline |
Bebop FAQ
Who is Bebop in Deadlock?
Bebop is a Brawler hero in Deadlock, with a Complexity of 2 in the game files. 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.
How do you play Bebop in Deadlock?
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.
Who counters Bebop in Deadlock?
In all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, Bebop did furthest below what both heroes' overall win rates predict against Ivy (44.0% over 15,908 matches, 1.4 points below expected), Baba (42.6% over 10,751 matches, 0.8 points below expected), Mo & Krill (49.8% over 18,956 matches, 0.7 points below expected), Calico (49.6% over 15,048 matches, 0.5 points below expected) and Wraith (47.7% over 28,725 matches, 0.5 points below expected). These are match results measured by deadlock-api.com, not numbers from the game files.
What items do players buy most on Bebop in Deadlock?
In all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, Bebop players bought Mystic Burst in 76.8% of matches (123,453 of 160,765), Spirit Strike in 74.5% of matches (119,690 of 160,765) and Sprint Boots in 67.5% of matches (108,526 of 160,765). These are match results measured by deadlock-api.com, not numbers from the game files, and the most bought items are not a recommended build.
What are Bebop's abilities in Deadlock?
Bebop has four abilities. Exploding Uppercut (first ability, 22 second cooldown): Deal melee damage to nearby enemies and apply knockback. When they land, they deal spirit damage and apply reduced fire rate to other nearby enemies. Exploding Uppercut can be used on allies. Sticky Bomb (second ability, 18 second cooldown): 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. Grapple Arm (third ability, 23 second cooldown): Launch out a mechanical hand that pulls the first character it hits, reeling them in. Grapple Arm can be used on allies. Hyper Beam (ultimate, 120 second cooldown): Channel a powerful torrent of energy that deals spirit damage and applies slow.
What do Bebop's abilities scale with?
Three of Bebop's four abilities scale with Spirit in the game files: Exploding Uppercut (75 Area Damage, +0.6 x Spirit), Sticky Bomb (85 Damage, +1.5 x Spirit) and Hyper Beam (160 Damage Per Second, +2.511 x Spirit). Grapple Arm scales with Light Melee Damage (Damage, +0.7 x Light Melee Damage).
What order do players unlock Bebop's abilities in Deadlock?
In all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, Bebop players unlocked Sticky Bomb, Grapple Arm, Exploding Uppercut, then Hyper Beam in 69.4% of matches (112,138 of 161,545), and Exploding Uppercut, Grapple Arm, Sticky Bomb, then Hyper Beam in 8.2% of matches (13,233 of 161,545). These are match results measured by deadlock-api.com, not numbers from the game files, and the most common order is not a recommendation.
How much health does Bebop have in Deadlock?
Bebop starts with 880 max health and gains 52 health per level, before items.
How much damage does Bebop's gun do?
Bebop's gun fires 4.98 damage per bullet from a 66-round clip. That is about 59.3 damage per second at level 1 with no items, computed as bullet damage x bullets per shot / cycle time, ignoring reload and falloff.
How many souls does Bebop need to reach max level?
Bebop reaches level 36 at 48,600 souls (Boon 35 in the game's HUD).
Was Bebop changed in the latest patch?
No. Bebop is unchanged in the latest build of Deadlock on file (the November 5, 2026 patch, build 6860). It last changed in the October 1, 2026 patch.