Patch 09-16-2026 Data researched 2026-09-21 What changed
BE Bebop — controller frame IV Ivy — carry frame

Playing Bebop against Ivy

Extreme threat

Everything below is generated for Deadlock patch 09-16-2026 from Ivy's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Quick summary

Threat
Extreme threat
Main problem
Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached
Your main advantage
You kill faster than they do (Bebop 3/3 against Ivy 1/3).
Primary rule
Do not commit before Stone Form is gone. Stone Form first — it is her only reliable defensive cooldown. Show a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal
Key item
Arctic Blast — Ivy gives this team real gap closers and escapes. Buy to lock down a mobile enemy team or to peel a dive off your backline — the stamina freeze stops them dashing out.

Data-supported Measured: you win 41.9% of these, which is 4.9 points below your overall win rate (29,500 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: Deadlock Labs (deadlocklabs.gg/heroes/bebop/).

What should I do right now?

Before lane

Do

  • Plan for Arctic Blast — know which tier it sits in so you are not improvising at the shop.
  • Know what Stone Form looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Ivy's engage range.

During lane

Do

  • Solo she only gets half the Kudzu Connection bonuses before tier 3, so her power is partner-dependent
  • Low burst — she cannot punish a mistake quickly, only grind
  • The beam weapon's huge 66-round clip and hitscan behaviour make last-hitting and denying orbs very easy, giving him one of the strongest soul-economy lanes in the game

Avoid

  • Entangling Thorns clears the wave and denies the orb area at the same time
  • Kudzu Connection's fire rate and bullet lifesteal make her duo lane trades favourable and self-sustaining

Mid game

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is Grapple Arm T2 (roughly 3-5k souls): +30m cast range roughly doubles his hook threat radius and makes lanes and chokes unwalkable

Avoid

  • Taking an even fight against Ivy on their spike timing when you could take the same fight ten minutes later on yours.

Teamfights

Do

  • Watch for Air Drop. Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright
  • Buy Knockdown for Air Drop — it drops her and the carried ally out of the sky and cancels the delivery entirely

Avoid

  • Spending your own escape before Stone Form is on cooldown.

Abilities to watch

  • Air Drop Ultimate

    This is the ability that actually kills you — tier 2 adds a slow on the drop; tier 3 adds a silence. Everything else in the kit is set up by it.

    • Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright
    • Knockdown hits her and the carried ally out of the sky, cancelling the whole delivery
    • Watch the sky when she is off-screen: the drop is telegraphed by the flight path, so spread out and deny the landing angle
  • Stone Form Ability 3

    This is the ability that actually kills you — area stun on landing; tier 3 extends the stun duration. Everything else in the kit is set up by it.

    • Do not keep shooting a hero in Stone Form — she is impervious and you are wasting a magazine; disengage and reset instead
    • The landing radius is only about 5.75m, so simply stepping back out of it denies the stun entirely
    • Unstoppable pre-cast makes the landing stun irrelevant
  • Entangling Thorns Ability 1

    This is the ability that actually kills you — movement slow; tier 3 upgrades the effect to an immobilize. Everything else in the kit is set up by it.

    • It is a static circle with a visible model — leave the radius rather than trading inside it
    • Before tier 3 it is only a slow; push through it rather than retreating, since walking backwards through the patch takes the most ticks
    • Dispel Magic clears the slow, and the tier-3 immobilize, in one press
  • Kudzu Connection Ability 2

    The mechanical core of her support identity — it makes one chosen ally meaningfully stronger for the whole fight and gives Ivy the gun uptime she otherwise lacks.

    • Break the pair's line of sight — forcing them around separate corners cuts the buff before tier 3
    • Focus the linked ally, not Ivy: killing the buffed target removes most of the value and Ivy's own bonus halves
    • Anti-heal (Napalm tier 3, Decay, Cursed Relic) is disproportionately effective because the lifesteal and replicated healing are the link's main payoff

Abilities to bait — in this order

  1. 1. Stone Form

    Stone Form first — it is her only reliable defensive cooldown. Show a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal

  2. 2. Air Drop

    Air Drop next: force it defensively as an extraction rather than letting her use it as an engage. An Air Drop spent pulling an ally out of a losing fight is an Air Drop that is not landing on your backline

  3. 3. Entangling Thorns

    Entangling Thorns third — make her place it on the wave or on a durable frontliner so the tier-3 immobilize is not available for your carry

Matchup overview

  • Their structural weakness: Very low burst; she cannot convert a short window into a kill on her own Why this is shown: Ivy's weaknesses. Strong evidence
  • Their structural weakness: Air Drop is disabled briefly after she takes damage, so it is a proactive tool and not a panic button Why this is shown: Ivy's weaknesses. Strong evidence
  • Their structural weakness: Her value is heavily tied to having a competent linked ally and a correct target for the drop Why this is shown: Ivy's weaknesses. Strong evidence
  • You out-lane Ivy and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Why this is shown: Hero laning 3 versus an opponent with laning ≤2 but teamfight 2+; the transition happens around 6:00. Strategic
  • Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Ivy is one anti-heal, one shred, and damage after that. Why this is shown: Resists and healing reduction both stack multiplicatively; shred is subtracted from total resist after multiplication. Strong evidence

What they do against you

  • Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached Why this is shown: Authored from Ivy's kit. Strong evidence
  • Air Drop tier 3 silences on the drop, which ends a channelled ultimate the instant she lands on you Why this is shown: Authored from Ivy's kit. Strong evidence
  • Entangling Thorns tier 3 immobilizes you in place while her gun and her linked ally's gun pour into you Why this is shown: Authored from Ivy's kit. Strong evidence
  • Kudzu Connection means the ally you are fighting is permanently stronger than their base kit — you are effectively fighting a buffed carry, not a normal one Why this is shown: Authored from Ivy's kit. Strong evidence
  • Stone Form eats your entire burst window while healing her, then stuns you when it ends Why this is shown: Authored from Ivy's kit. Strong evidence
  • Ivy can silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Why this is shown: Silence prevents ability and item use, invalidating reactive defensive cooldowns. Strong evidence

How you counter them

  • Buy Knockdown for Air Drop — it drops her and the carried ally out of the sky and cancels the delivery entirely Why this is shown: Authored counterplay against Ivy. Strong evidence
  • Apply constant chip damage: taking damage briefly disables Air Drop, so pressured Ivy simply cannot cast her ult Why this is shown: Authored counterplay against Ivy. Strong evidence
  • Stop shooting during Stone Form (she is impervious) and instead back out of the roughly 5.75m landing radius so the stun whiffs Why this is shown: Authored counterplay against Ivy. Strong evidence
  • Break the Kudzu Connection pair's line of sight before tier 3 by forcing them around separate corners, and focus the buffed ally rather than Ivy Why this is shown: Authored counterplay against Ivy. Strong evidence
  • Stack anti-heal — Napalm tier 3, Decay or Cursed Relic — because the bullet lifesteal, replicated healing and Stone Form heal are her whole sustain package Why this is shown: Authored counterplay against Ivy. Strong evidence
  • Spread out on objectives so Entangling Thorns cannot hit multiple people and Air Drop has no clustered landing target Why this is shown: Authored counterplay against Ivy. Strong evidence
  • Against Ivy the item that changes the matchup is Slowing Hex, and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their Warp Stone and their Phantom Strike all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the spirit damage needed to apply the follow-up. Why this is shown: Slowing Hex (T2 Spirit, 1,600) slows, applies 120% gravity, and silences movement abilities and movement items. Strong evidence
  • You cannot out-move Ivy's gun, so the answer is the item that changes what their bullets do rather than where you stand. Plated Armor deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to Silencer, Toxic Bullets and Inhibitor stacks landing on you. If 6,400 is too far away, Battle Vest at +18% Bullet Resist is the efficient Tier II step and Bullet Resilience at +30% (with a further +15% below half health) the Tier III one. Why this is shown: Plated Armor deflects bullets and strips on-hit build-ups; Battle Vest +18% and Bullet Resilience +30% are the T2/T3 stat steps. Strong evidence

Trading

  • Whenever she has recently taken damage — Air Drop is locked out, so she has no flight and no escape Why this is shown: Ivy's vulnerability windows. Strong evidence
  • The entire Stone Form duration if you disengage instead of shooting: she is immobile and you get a free reposition Why this is shown: Ivy's vulnerability windows. Strong evidence
  • Mid-flight during Air Drop — she and her passenger are a slow, visible, committed target for Knockdown or hitscan tracking Why this is shown: Ivy's vulnerability windows. Strong evidence
  • Her 2.44s reload on a 33-round magazine is one of the longer reloads in the group Why this is shown: Ivy's vulnerability windows. Strong evidence
  • Any fight where her linked ally has died — she drops to half Kudzu Connection value and has almost no independent kill pressure Why this is shown: Ivy's vulnerability windows. Strong evidence
  • Being stunned by Ivy now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Why this is shown: 09-16-2026: being stunned pauses reload instead of restarting it; parrying also pauses reload. Verified
  • When Ivy puts up a barrier, do not reset the trade and wait for it to drop. Overflow damage carries through to health, so a single large hit spends the barrier and keeps going in one action — there is no wasted remainder. What does get wasted is chip, because barriers decay on their own and small hits are exactly what a temporary pool absorbs for free. Either commit your burst through it or disengage entirely; the middle option gives them a free absorb. Why this is shown: Barriers sit in front of health with overflow carrying through, and decay over time. Strong evidence

Laning

  • What they want in lane: Entangling Thorns clears the wave and denies the orb area at the same time Why this is shown: Ivy's laning strengths. Strong evidence
  • What they want in lane: Kudzu Connection's fire rate and bullet lifesteal make her duo lane trades favourable and self-sustaining Why this is shown: Ivy's laning strengths. Strong evidence
  • What you can take from them in lane: Solo she only gets half the Kudzu Connection bonuses before tier 3, so her power is partner-dependent Why this is shown: Ivy's laning weaknesses. Strong evidence
  • What you can take from them in lane: Low burst — she cannot punish a mistake quickly, only grind Why this is shown: Ivy's laning weaknesses. Strong evidence
  • Your lever: The beam weapon's huge 66-round clip and hitscan behaviour make last-hitting and denying orbs very easy, giving him one of the strongest soul-economy lanes in the game Why this is shown: Bebop's laning strengths. Verified
  • You have real objective damage, which makes the Guardian your win condition in this lane rather than Ivy's health bar. Guardian resistance scales from +50% down to −50% across roughly the first twelve minutes since 05-22-2026 — it gets softer, not harder, so the pressure you can apply grows every minute from about 6:00. Guardians also have no ability-damage reduction, so spirit works on them at full value. Older guides claiming Guardians toughen over time are wrong. Why this is shown: 05-22-2026 changed Guardian scaling resist from +75%→−50% to +50%→−50%; Guardians have no ability-damage reduction. Verified
  • Around 6:00 the Guardians become realistically contestable and players start leaving lane for neutrals — which for you means the map stops being a 1v1 and Ivy gains the thing they are best at, the opening engagement onto a target with no way out. The last two minutes before that transition are your safest window to build a soul lead. After it, treat any position without a teammate in line of sight as a position they can start a fight in. Why this is shown: Laning transitions to the mid game around 6:00 as Guardians become contestable; enemy initiation 3 against a hero with disengage 0-1. Strategic
  • You are a strong laner, so know where the income actually goes. Trooper souls are split among players within roughly 45m of the orb or 30m of the killer, and two players nearby take 54% each rather than 50% — a duo lane is slightly net-positive for the team and clearly negative for you individually. If you are winning the lane against Ivy, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Why this is shown: Soul sharing radii of 45m/30m and the 54%/36% split are single-source; the directional effect is reliable. Uncertain

Mid game

  • Their spike — ult unlock: Air Drop turns every fight into one her team can start from an angle the enemy cannot defend Why this is shown: Ivy's power spike timeline. Strong evidence
  • Their spike — Kudzu Connection tier 3: The connection becomes always-on, so the buff no longer depends on holding line of sight Why this is shown: Ivy's power spike timeline. Strong evidence
  • Their spike — Entangling Thorns tier 3: The slow becomes an immobilize, upgrading her from soft CC to a genuine lockdown setter Why this is shown: Ivy's power spike timeline. Strong evidence
  • Their spike — Air Drop tier 3: The silence on drop shuts down channelled ultimates on arrival Why this is shown: Ivy's power spike timeline. Strong evidence
  • Your spike — Grapple Arm T2 (roughly 3-5k souls): +30m cast range roughly doubles his hook threat radius and makes lanes and chokes unwalkable Why this is shown: Bebop's power spike timeline. Verified
  • Your spike — Exploding Uppercut T3: Hook resets on uppercut hit, enabling chained picks and taking two heroes out of a fight Why this is shown: Bebop's power spike timeline. Verified
  • The first Unstable Rift lands around 11:00 and then every 7 minutes, and Ivy beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Why this is shown: First Unstable Rift ~11:00 (±1 min) then every 7 minutes; ~60s world-visual warning precedes the global announcement. Strong evidence
  • Your objective damage is the lever in this matchup and the Walker timing is where it pays. Walkers sit around 65% damage resistance early and decay toward −65% by minute 18, so the same rotation that accomplishes nothing at 12:00 kills one outright at 17:00. Each Walker your team destroys also unlocks an extra item slot for the whole team, so the take is a build spike for five other people, not just souls. Remember a Walker is invulnerable unless someone is within 22m. Why this is shown: Walker resist decays from ~65% to −65% by minute 18; each Walker grants a team-wide item slot; Walkers are invulnerable with no enemy inside 22m. Strong evidence

Teamfights

  • Fights against Ivy recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on Diviner's Kevlar at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. Why this is shown: 09-16-2026 introduced Ultimate Cooldown Reduction, first granted by Diviner's Kevlar at +10%; Rift cadence is 7 minutes. Verified

Positioning

  • Fight Ivy under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Why this is shown: Reasoned from air-mobility kits requiring open vertical space. Strategic
  • Ivy wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Why this is shown: Zone-control kits convert space into damage; positioning must precede the cast. Strategic
  • When you go for their Walker against a team with Ivy peeling, the 22m rule is your positioning constraint: a Walker is invulnerable while no enemy is within 22m, so somebody has to be inside that ring for any of your damage to count. Being that body is a commitment, not a poke. Backdoor protection also gives the Walker 65% damage reduction and 65 HP/s regeneration until your trooper wave arrives, so going without the wave is not a faster take, it is no take at all. Why this is shown: Walkers are invulnerable with no enemy inside 22m; backdoor protection grants 65% damage reduction and 65 HP/s regen. Strong evidence

Build adjustments

  • Ivy heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (Toxic Bullets, T3) builds up through gunfire, and spirit-applied (Healbane, T2) lands off spirit damage. Buy the one that matches how you actually deal damage, or it will never apply. Why this is shown: Anti-heal application routes differ by damage type; mechanics research, patch 09-16-2026. Verified
  • Ivy fights from the air, which is exactly what Knockdown exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that stun for them. Why this is shown: Knockdown airborne gravity and altitude-scaled stun, 6 March 2026 change. Verified
  • Do not assume Ivy shrugs off your anti-heal by going immune. Unstoppable explicitly does not suppress healing reduction — if you have the debuff on them before they pop it, they are still healing at the reduced rate through the whole window. Why this is shown: Documented mechanic: Unstoppable does not suppress healing reduction. Verified
  • Arctic Blast (spirit T4) — Ivy gives this team real gap closers and escapes. Buy to lock down a mobile enemy team or to peel a dive off your backline — the stamina freeze stops them dashing out. Why this is shown: Answers: enemy-mobility, enemy-air-mobility, enemy-zone-control, enemy-dive. Verified
  • Debuff Reducer (vitality T2) — Ivy gives this team real stuns and hard cc. The standard early buy when the enemy team chains crowd control; it is also the component for Spellbreaker and Unstoppable. Why this is shown: Answers: enemy-hard-cc, enemy-silence, enemy-slow. Verified
  • Dispel Magic (vitality T3) — Ivy gives this team real silences and ability denial. Buy when enemy debuffs — slows, silences, anti-heal, disarms, hexes — are what is killing you rather than raw damage. Why this is shown: Answers: enemy-silence, enemy-zone-control, enemy-slow. Verified

Common mistakes

  • The instinct here is to buy Dispel Magic as your answer to Ivy and then find it greyed out at the exact moment you need it. Dispel Magic cannot be cast while you are stunned or asleep, and it cannot remove a stun at all — it purges what comes with the stun, not the stun itself. Against Ivy the item you actually want is the pre-cast kind (Unstoppable, which also cannot be activated once you are already stunned) or the automatic kind (Indomitable, which cleanses the next hard CC with no input from you). Why this is shown: Dispel Magic cannot be used while stunned or asleep and cannot purge stuns; Unstoppable has the same activation restriction. Verified
  • The specific error is walking into Ivy's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Why this is shown: Enemy zone-control against a hero with mobility 0-1; committed entry cannot be aborted. Strategic
  • The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Ivy. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their area damage land on empty bridge. Why this is shown: Unstable Rift: 20m capture radius, progress halts while any enemy is inside, occupants revealed on the minimap. Strategic

Analyse this against your whole enemy team

A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.

Open in the matchup tool
Sources and method for this page

Ivy's kit and counterplay were compiled from 6 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Bebop's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

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