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Bebop Guide: Build, Abilities & Tips (City Never Sleeps)

Bebop wins fights by hooking one enemy into his team, then bombing and beaming the crowd. This guide covers every ability with current wiki numbers, a skill order, and a bomb-and-Hyper-Beam item build updated for City Never Sleeps.

Intermediate 17 min read 15 viewsUpdated 8 days ago
Adapted from This Bebop Hyper Beam Build Is BROKEN In Deadlock...

🎯 The core idea

Bebop wins fights by deciding who is standing where. Grapple Arm drags one enemy into your team, Sticky Bomb and Exploding Uppercut punish the crowd that follows, and Hyper Beam finishes anyone still slowed. The current bomb-and-beam build stacks spirit power, cooldown and range, then adds Refresher late so you can fire Hyper Beam twice. Hook carefully: a missed hook costs you 23 seconds.

  • free costs nothing
  • cheap small cost
  • setup needs preparation
  • grind pays off slowly
  • skip the thing to stop doing

What Bebop does in the City Never Sleeps patch

The wiki calls Bebop an isolating and disruptive hero. He is a scrap golem with an extendable arm that can pull any hero, friend or foe, to his side. He starts with 880 health (+52 per boon), 0% bullet resist and 3 stamina, so he is not a natural frontliner. His value comes from picks: you remove one enemy from a fight before it starts, or pull a teammate out of a fight they are losing.

None of Bebop's abilities changed in the September 29, 2026 City Never Sleeps map rework or the October balance patches. His last direct changes came on June 30, 2026, when the global ultimate change raised Hyper Beam's cooldown from 105s to 120s. What changed around him is the map, the item prices and some item values. This guide uses two videos: an October 1, 2026 Hyper Beam match from RealPlayyerZ, played on the new map, and a June 1, 2026 match from rndThursday that we use only for ability fundamentals, because it predates the June 30 ultimate change, the September 16 balance patch and the map rework.

Humble Pie, the beam gun that needs spin-up

Bebop's weapon, Humble Pie, fires a continuous beam with no bullet travel time. The wiki lists 59 damage per second and falloff from 20m to 51m. It also has a hard max range of 32m (+2m per boon): past that, the beam does no damage at all. The gun takes a moment to spin up, and you can pre-spin it by zooming with right-click before you peek.

free In lane, hold right-click as you walk around a corner so the beam is already at full rate when you see the enemy. Stay inside 32m. Shooting from farther away does no damage, even though it looks like you are hitting. The beam also won't pass through Paradox's time wall.

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Grapple Arm (the Bebop hook) and how to land it

Grapple Arm launches a mechanical hand that pulls the first character it hits back to you. It works on allies as well as enemies. Wiki numbers: 30m cast range, 23s cooldown, 44.1 damage. When the pull ends, the target gets a 72% move slow for 0.5s, and where they land depends on which way you face. Turn toward your team or your own tower before the hand connects, and the enemy lands in your crossfire.

Upgrades:

TierGrapple Arm upgradeWhy it matters
1+20% weapon damage against the hooked target for 6sYour gun follow-up hits harder (can be cleansed)
2+30m cast rangeDoubles your threat range. Most builds take this first
5-11.5s cooldownHook roughly twice as often late game

Bebop hook tips from the source matches. The June video shows a hook stopped by the Mid-Boss, which got in the way of the intended target. Anything the wiki counts as a character can block the hand, so throw from an angle where nothing else stands between you and the target. The wiki also notes that Grapple Arm triggers Spirit Snatch and Lifestrike as if it were a heavy melee. That is a cheap extra hit if you build those items.

Sticky Bomb and Exploding Uppercut combos

Sticky Bomb attaches to a target and explodes after a 3.5s fuse for 85 spirit damage (scales 1.5x with spirit power), with an 18s cooldown. Every hero it hits gives you +1% permanent bomb damage, and every kill on a bombed hero gives +2.5%. The wiki says both counters halve their gains after 60 hits and 7 kills. You can attach it to an ally to turn them into a walking bomb, or alt-cast it on yourself. If you do, you take 20% of the damage. Upgrades: T1 -8s cooldown, T2 +85 damage, T5 +5m move speed and +25% debuff resist for 6s on cast.

Exploding Uppercut hits enemies in front of you with melee damage (63) and launches them. Where they land, nearby enemies take 75 spirit damage and get -14% fire rate. The enemies you launch don't take the landing damage. Their teammates do. Cooldown is 22s. Upgrades: T1 -11s cooldown; T2 on hero hit gives fast spin-up, 2x weapon range and +30% weapon damage for 9s; T5 on hero hit resets Grapple Arm and heals 18% of your missing health.

The bread-and-butter combo: hook a target, stick a bomb on them, then uppercut them into their own team so the bomb goes off in the crowd. With the T5 Uppercut you get a second hook right away. If no enemies are near you, Uppercut can launch an ally instead.

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Bebop Hyper Beam: damage, slow and positioning

Hyper Beam is Bebop's ultimate. You hover in the air and channel a 70m-long, 2.9m-wide beam for up to 11s. It deals 160 spirit damage per second (scales 2.51x with spirit power) and slows targets by 20%. Cooldown is 120s since the June 30 global ultimate change. Older videos that cite 105s are out of date. Upgrades: T1 -20s cooldown, T2 +108 damage per second, T5 heals you for 65% of the damage you deal to heroes.

Wiki details that change how you aim:

  • The beam takes 1s to deploy before it does anything, so start it before the enemy commits, not after.
  • Damage within about 9m of the arm is reduced by 25%. Hyper Beam is strongest at mid range, not point blank.
  • It only does 50% damage to objectives, so it is a fight-winner, not a tower-killer.
  • You stay airborne the whole time and can't reposition, so check which enemies still have stuns or silences before you commit. The wiki lists Hyper Beam's crowd control as suppressed by Unstoppable.

The October video shows Hyper Beam doing its best work as follow-up crowd control. Teammates lock or chase a target, and the slow keeps them inside the beam.

Bebop skill order and ability upgrades

The wiki doesn't publish a recommended order. This one comes from the upgrade values above, for the bomb-and-beam build:

PriorityAbility point goes toReason
UnlocksGrapple Arm, Sticky Bomb, Exploding Uppercut, then Hyper Beam when availableHook threat from minute one
1st upgradeSticky Bomb T2 (+85 damage)Doubles your laning burst
2ndGrapple Arm T2 (+30m range)Hooks from outside their gun range
3rdSticky Bomb T1 (-8s cooldown)Bomb every 10s instead of 18s
4thHyper Beam T1 (-20s) then T2 (+108 DPS)Ult more often, then make it lethal
LateExploding Uppercut T5, Grapple Arm T5, Hyper Beam T5Hook resets, low hook cooldown, beam sustain

grind Each boon you pick up (the "Boon received" banner in the June video) adds health, weapon range and an ability point. A bomb build spends those points on Sticky Bomb first, because the bonus damage you stack on hits and kills only matters if the bomb is landing often.

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Bebop items: the current bomb and Hyper Beam build

Item names and costs below come from the current wiki. The build follows the bomb-and-beam loadout shown in the October 1 video's quick-buy queue (Mystic Burst, Spirit Strike, Extra Spirit, Improved Spirit, Enchanter's Emblem, Warp Stone, Boundless Spirit, Debuff Reducer, Unstoppable, Mystic Slow, then Refresher).

PhaseItem (cost)What it does for Bebop
EarlyExtra Spirit (800)+10 spirit power for bomb and beam
EarlyMystic Burst (800)Bonus damage on abilities over 80 damage, so it procs on Sticky Bomb
EarlyMystic Expansion (800)Imbue Grapple Arm: +20% ability range
EarlySpirit Strike (800)Extra spirit damage and -6% spirit resist on melee hits; Uppercut benefits from melee items
MidTrophy Collector (1,600)Stacks souls per minute, sprint and ability range on every kill or assist
MidImproved Spirit (1,600)+18 spirit power
MidEnchanter's Emblem (1,600)Spirit power and 5% cooldown reduction while above 65% health
MidMystic Slow (1,600)Your spirit damage slows by 24%, keeps targets in the beam
MidDebuff Reducer (1,600)+25% debuff resist, builds into Unstoppable
MidTankbuster (3,200) or Superior Cooldown (3,200)Burst against tanks, or 20% cooldown reduction
MidWarp Stone (3,200)11m teleport to get into hook range or escape
LateBoundless Spirit (6,400)+30 spirit power and +15% spirit power
LateUnstoppable (6,400)5.5s immunity to stun, silence, sleep, root and disarm, so your beam can't be cancelled
LateRefresher (6,400)Resets every cooldown, including Hyper Beam

This is a bebop bomb build at heart. Sticky Bomb and Hyper Beam both scale with spirit power, so every spirit item helps both of them.

Refresher and the Bebop late game build

setup The October video's plan is simple: fire Hyper Beam, press Refresher, fire it again. Refresher costs 6,400 and resets the cooldown of all your abilities (wiki: 300s cooldown on the base item). It also resets hook, bomb and uppercut, so the second round is a full combo, not just a second beam. The video gets its double-beam team wipe exactly this way.

Other strong slots for a Bebop late game build, all 6,400 on the wiki: Echo Shard (resets one non-ultimate ability; imbue Grapple Arm for a double hook), Escalating Exposure (spirit damage stacks +4.5% spirit amp per stack, up to 12 stacks, easy to fill during an 11s beam), and Transcendent Cooldown (25% ability and item cooldown reduction, so Refresher comes back faster too).

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Bebop laning tips

Bebop's laning is about threat, not farm. Wiki facts that matter early:

  • Your gun deals nothing beyond 32m, so stand closer than it feels safe and use troopers as cover.
  • Sticky Bomb's base 85 damage plus the T2 upgrade's +85 is real kill pressure at low levels. Bomb the enemy when they walk up to last-hit.
  • A Grapple Arm hook near your own Guardian is the classic early kill. Face the tower as the hook lands so the enemy ends up inside its range.

skip Don't fire hooks at long range on a guess. A miss puts your main threat on a 23s cooldown, and the enemy knows it. The June video also leans on breakable boxes for permanent bonus health and spirit damage. Those are still worth breaking between waves, and the map rework added more breakables.

Support Bebop and saving teammates

cheap Every Bebop ability except Hyper Beam works on allies. You can hook a teammate out of a losing fight, uppercut a diving ally to safety, or stick a bomb on your tank and let them walk it into the enemy. The June video calls support Bebop easy to play well: you mostly just hook friends and enemies. In the clip it pairs that with Healing Rite (800 on the wiki: 300 regen over 20s plus sprint speed, cast range 30m).

For a dedicated support build, add Healing Rite into Rescue Beam (3,200: heals an ally and yourself for 20% max health and can pull them once) and Guardian Ward into Divine Barrier (6,400: 600 barrier, cleanses non-stun debuffs, half cooldown when cast on others). The June video's player tried to "cancel the heal to put the shield on" a teammate and couldn't. Plan which save you will use before the fight starts.

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Teamfights and objectives on the new map

In teamfights, Bebop's job is to start the fight on his terms. Hook the enemy carry or healer into your team, bomb them, and keep Hyper Beam for when the enemy groups up to answer. The beam's -20% slow is reapplied every 0.1s while targets stand in it, so the wiki notes that debuff resist does little against it. Enemies only shake it off once they leave the beam.

At the Mid-Boss, remember the hook will hit the boss if it's between you and an enemy. The June video loses a hook that way. Hyper Beam does only 50% damage to objectives, so beam the heroes contesting the boss, not the boss itself. The September 16 patch also raised Guardian and Walker soul bounties, which makes Bebop's pick potential around lane objectives worth more than before.

Bebop build for City Never Sleeps: what changed

The wiki's update list for the September 29, 2026 major update covers a map rework, neutral camps renamed and reworked as Haunts, new breakables, more buffs from breakables and sinner sacrifices, and a new limited-time shop (the Curiosity Shop in the October video). None of it changed Bebop's kit, but it changed the build around him:

  • Trophy Collector (Sep 16) now gives 16 souls per minute per stack, down from 18. It is still the best early snowball item for a hook hero, just slightly slower.
  • Slowing Hex (Sep 16) cooldown went up from 27s to 29s. The June video uses it on Apollo because it silences movement items and abilities. The wiki confirms that still works.
  • Restorative Locket, which the June video calls "crazy", lost value in two patches. Heal per boon dropped to 0.45 and stack range to 32m on Sep 16, and spirit resist dropped to 8% on Aug 22. It is now situational, not a core item.
  • Tankbuster (Sep 16) bonus damage fell from 8% to 7.5% of current health. It is still good against high-health fronts.
  • The Sep 16 patch also reduced slow effects globally. Hyper Beam's current -20% slow is the post-patch value.

This bebop build for City Never Sleeps keeps the same core idea as the summer builds. What changed is the item list around it, which is why the item table above comes from the current wiki, not from the June video.

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Bebop counters and what beats him

Bebop is easy to punish when his hook is down. Watch for the 23s window after a missed Grapple Arm and fight him then. Ways to counter Bebop, from his wiki kit:

  • Stand behind teammates or big units. The hook pulls only the first character it hits.
  • Hold crowd control for Hyper Beam. He hovers in place for a 1s deploy plus the channel, which makes him an easy target for stuns.
  • Dispel. The wiki says the Grapple Arm T1 damage debuff can be removed by dispels. Dispel Magic (3,200) purges all non-ultimate negative effects on you. The wiki says Sticky Bomb interacts only partially with dispels.
  • Spirit resist. Bomb, uppercut landing damage and beam are all spirit damage. Spirit Resilience (3,200, +30% spirit resist and more below 50% health) blunts all three. The June video buys it for this reason.
  • Reactive Barrier and Indomitable. Reactive Barrier gives a barrier when you are hit by crowd control, and Indomitable prevents Grapple Arm's disable.

If you are the Bebop, Unstoppable (immune to stun, silence, sleep, root and disarm for 5.5s) is the answer to the crowd control aimed at you mid-beam. The death recap in the October video shows the item purchases (Tankbuster, Superior Cooldown) that this build relies on.

How this guide was fact-checked

Every ability number (cast range, cooldown, damage, scaling, upgrade tiers, Hyper Beam's 1s deploy, 9m reduced-damage zone and 50% objective damage) and every item cost and effect comes from the deadlock.wiki hero and item pages as of October 19, 2026. That includes the update histories for Bebop, Trophy Collector, Slowing Hex, Restorative Locket, Tankbuster, Lifestrike and Echo Shard. The game-wide changes come from the wiki's Updates list (June 30, September 16 and September 29, 2026).

Two videos were used. The row's original source, rndThursday's "The Only Correct Bebop Build" (June 1, 2026), predates the June 30 ultimate change, the September 16 balance patch and the September 29 map rework. It was used only for ability fundamentals and on-screen moments: the hook blocked by the Mid-Boss, Healing Rite on an ally, Spirit Resilience and Slowing Hex buys. A newer video found by searching, RealPlayyerZ's "This Bebop Hyper Beam Build Is BROKEN In Deadlock..." (October 1, 2026, played on the new map), supplied the quick-buy list and the Refresher double-beam plan. That makes it the source for the current build section.

Corrections made against the videos:

  • Hyper Beam's cooldown is now 120s, not the 105s in effect when the June video was recorded.
  • Trophy Collector now gives 16 souls per minute per stack (not 18).
  • Restorative Locket was nerfed twice after the June video praised it.
  • Slowing Hex now has a 29s cooldown (not 27s).

The wiki has no standalone pages for Bebop's individual abilities, so all ability data is from the main Bebop page.

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What this guide doesn't answer

  • Gun Bebop (weapon build). The June video calls it the strongest when you play with friends, but neither source shows a current gun item list, and Exploding Uppercut's T2 weapon bonus was cut to +30% in May. We didn't want to guess.
  • Hero tier placement. Where Bebop ranks this patch belongs to our Deadlock tier list, not a hero guide.
  • Street Brawl. The wiki lists a separate Hyper Beam duration (6s) and item draft for that mode. This guide covers standard matches only.
  • Exact hook routes on the new map. The map rework is only three weeks old, and neither video covers specific hook angles for each lane.
  • Matchup-by-matchup advice. Counters above are general, based on Bebop's kit, not tested per hero.

Frequently asked

What is the best Bebop build in Deadlock right now?

The strongest current build is the bomb-and-Hyper-Beam spirit build. Start with Extra Spirit, Mystic Burst, Mystic Expansion and Spirit Strike. Add Trophy Collector, Improved Spirit, Enchanter's Emblem, Mystic Slow and Debuff Reducer in mid game. Finish with Boundless Spirit, Unstoppable and Refresher (6,400), which lets you fire Hyper Beam twice.

What is the best skill order for Bebop?

Unlock Grapple Arm, Sticky Bomb and Exploding Uppercut, then Hyper Beam when it becomes available. Spend upgrades on Sticky Bomb T2 (+85 damage), then Grapple Arm T2 (+30m range), then Sticky Bomb T1 (-8s cooldown), then Hyper Beam T1 (-20s) and T2 (+108 damage per second). Finish with the T5 upgrades, especially Exploding Uppercut's hook reset.

How long is Bebop's hook cooldown and range?

Grapple Arm has a 23s cooldown and 30m cast range on the current wiki. The T2 upgrade adds +30m range and the T5 upgrade cuts 11.5s off the cooldown. Exploding Uppercut's T5 upgrade also resets the hook when the uppercut hits a hero. The hook pulls the first character it hits, so a Mid-Boss or another hero in the way will block it.

What is Hyper Beam's cooldown after the City Never Sleeps update?

Hyper Beam's cooldown is 120s. It went up from 105s in the June 30, 2026 global ultimate change, and neither the September 29 City Never Sleeps map rework nor the October patches changed it. The T1 upgrade cuts 20s. The beam deals 160 spirit damage per second, slows by 20%, and takes 1s to deploy.

How do you counter Bebop in Deadlock?

Fight him right after a missed hook, because Grapple Arm is then on a 23s cooldown. Keep a teammate or another unit between you and him, since the hook pulls only the first character it hits. Save a stun for when he hovers to channel Hyper Beam. Build spirit resist such as Spirit Resilience, because his bomb, uppercut landing damage and beam are all spirit damage.

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