Exploding Uppercut
Ability 1 · point-blank melee knockback with delayed detonation Bebop swings upward, knocking back everyone close to him. When a knocked-back target lands, they detonate for spirit damage and inflict a fire-rate reduction on others nearby. It can also be cast on an ally.
What it is for: The finisher in his hook combo and his panic button when someone is standing on top of him. The ally cast is a genuine utility tool for throwing a teammate out of danger or launching them into a fight.
- Damage
- Not sourced as a single figure on current pages; Tier 2 adds a +9 uppercut hit buff and +30% weapon damage. Mobalytics lists roughly 63 melee plus 75 area damage (secondary source, treat as approximate).
- Crowd control
- Knockback/knockup on the initial hit, plus a fire-rate reduction applied by the landing detonation.
- Mobility
- none for Bebop himself; it displaces the target
- Defensive
- Creates space against divers and can be cast on an ally to eject them from a collapse.
How to play against it
- Do not stand in melee range of a Bebop who has hook available — the uppercut is the back half of the combo, so denying the hook denies this too
- If you are hooked, spend a dash the instant you land rather than the instant you are grabbed; the uppercut lands during the reel-in
- Unstoppable or CC-immunity effects prevent the knockback and the whole combo falls apart
Interactions
- Tier 3 resets Grapple Arm on hero hit, which is the core of the hook-uppercut-hook chain that removes two heroes from a fight
- Casting it on an ally is a legitimate rescue or catapult tool, not just a meme
- The knockback is a displacement, so it can throw a target off a bridge or out of a Dynamo Singularity
Upgrade tiers
- T1: roughly -11s cooldown (base is about 22s)
- T2: +9 uppercut hit buff and +30% weapon damage
- T3: on hero hit, resets Grapple Arm's cooldown and restores about +18% of his missing health
Sticky Bomb
Ability 2 · attached delayed-detonation explosive Bebop sticks a bomb to a target or surface; after a short fuse it explodes for spirit damage in an area. Every hero the bomb hits, and every hero it kills, permanently increases the bomb's damage, with the stack gain halving past 60 hits and 7 kills.
What it is for: His scaling damage source and the bulk of his burst. The stacking mechanic means an unpunished Bebop's bomb gets meaningfully stronger across a match, so denying stacks in lane matters for the whole game.
- Damage
- Tier 2 alone adds +85 damage. Base scales with accumulated stacks. Mobalytics lists roughly 80 damage in an 8m radius at base (secondary source).
- Defensive
- Tier 3 gives +5 m/s move speed and +25% debuff resistance for 6s on cast, which doubles as an escape tool.
How to play against it
- Break away from your allies the moment a bomb lands on you — the explosion is an area effect and clustering turns one bomb into four hits of stacks for him
- Deny stacks in lane by refusing to eat free bomb hits; his late-game burst is literally a function of how many times he hit you early
- Debuff-cleanse items remove the bomb before detonation, which is the cleanest hard answer
Interactions
- Stacks are permanent, so trading a small amount of health in lane to eat bomb hits is genuinely costly across 40 minutes
- The bomb sticks to terrain as well as heroes, so a Bebop can pre-place it on a wall in a choke
- Hook into bomb into uppercut is the standard one-shot sequence; the bomb is usually applied during the reel-in
Upgrade tiers
- T1: roughly -8s cooldown from the ~18s base
- T2: +85 damage
- T3: on cast, +5 m/s move speed and +25% debuff resistance for 6s
Grapple Arm
Ability 3 · long-range skillshot pull Bebop fires a mechanical hand along a line; the first character it touches is yanked all the way to him. It works on allies as well as enemies.
What it is for: The defining ability of the hero and one of the best pick tools in the game. A landed hook is usually a death sentence, and the ally cast is a real peel and rescue option.
- Damage
- No direct damage listed; Tier 1 applies +20 bullet damage amplification for 6s to the hooked target.
- Crowd control
- Hard displacement — the target is pulled through the air with no control for the duration of the reel-in.
- Mobility
- Moves the target, not Bebop. Hooking an ally can reposition them across a gap.
- Defensive
- Can pull a diving enemy away from your carry, or pull a falling ally back to safety.
How to play against it
- It is blocked by the first body it touches — walk behind troopers or a frontline teammate and the hook physically cannot reach you
- Never stand in a straight open line to a Bebop who has hook up; break the line with pillars, crates and building corners
- The projectile has travel time; strafing perpendicular to him, especially while sliding or dashing, beats it at long range
- If hooked, immediately dash on landing rather than during the pull, and use a cleanse or Unstoppable if you have one
Interactions
- Cast range goes from about 30m base to roughly 60m with Tier 2 — that is a completely different threat radius and is the most important upgrade in his kit
- Exploding Uppercut T3 resets this cooldown on hero hit, enabling back-to-back picks
- It stops on the first character hit, including troopers and your own allies, so bodies between you and Bebop physically block it
- Pulling an ally is a legitimate rotation tool for getting a slow hero to a fight
Upgrade tiers
- T1: hooked target takes +20 bullet damage amplification for 6s
- T2: +30m cast range (roughly doubling his threat radius)
- T3: roughly -11.5s cooldown from the ~23s base
Hyper Beam
Ultimate · channelled sustained-damage beam Bebop channels an enormous beam of energy that deals heavy spirit damage over time and slows anything it touches.
What it is for: Teamfight damage and objective melting. It is a long channel, so it is either a fight-winner from a safe angle or a free kill for the enemy team if he casts it in the open.
- Damage
- Tier 2 adds +108 DPS. Channel lasts about 11s with a 1s cast delay. Mobalytics lists roughly 160 DPS at max (secondary source).
- Crowd control
- Applies a movement slow to everything hit.
- Mobility
- Bebop is slowed and locked into the channel; he cannot dash out of it without cancelling.
- Defensive
- Tier 3 heals him for 65% of the damage dealt to heroes (20% against non-heroes), making a well-positioned beam a sustain tool as well.
How to play against it
- Break line of sight — the beam is a straight line and stepping behind any pillar or corner ends your exposure instantly
- Stun, silence or knock him during the 1s cast delay and the entire 120s ultimate is gone
- Never contest an objective in a straight open lane against a Bebop with ultimate up; force the fight around geometry
- Spread out — the beam is a line, so a stacked team feeds him every tick of the T3 lifesteal
Interactions
- The 1s cast delay plus the visible wind-up is the full counterplay window; interrupting the channel with any stun wastes the ultimate
- Apollo's Riposte can specifically interrupt the channel (tracklock explicitly names Bebop's ultimate as a target)
- It is one of the fastest objective-damage tools in the game — a free Hyper Beam on a Walker is worth more than a teamfight
- Tier 3 lifesteal turns it into a comeback tool if he can channel from behind cover
Upgrade tiers
- T1: roughly -20s cooldown from the 120s base
- T2: +108 damage per second
- T3: heals for 65% of hero damage dealt and 20% of non-hero damage