Revision as of 21:08, 17 July 2026 by Vergir (talk | contribs) (add beam + debuff resist note)

Bebop is a Hero in Deadlock. A modified scrap golem with a big heart and a bigger extendable arm, Bebop is a potent threat on the battlefield when supported by his team. His Grappling Arm can pull friends and enemies alike towards him, saving them from certain doom or guaranteeing it. Bebop can attach Sticky Bombs to nearby foes and launch them in any direction with a powerful Exploding Uppercut. For any foes left standing, Bebop's Hyper Beam can cut across the battlefield and finish them off.

Bebop
Hook
Bomb
Punch
Weapon Stats
Damage Per Second: 59.3
Bullet Damage: 4.98+0.115
Ammo: 66
Bullets per sec: 11.9
Reload Time: 2.35s
Bullet Velocity: 508m/s
Light Melee: 63+1.58
Heavy Melee: 116+2.91
Max Range: 32+2
Vitality Stats
Health: 880+52
Health Regen: 2.5
Bullet Resist: 0%+0.3
Move Speed: 6.5m/s
Sprint Speed: 4m/s
Dash Speed: 13.9m/s
Stamina: 3
Stamina Cooldown: 5.5s
Spirit Stats
Spirit Power: 0+1.1
Information
Pronouns:He/Him
Voice Actor:JB Blanc[1]
Release Date:April 24, 2024
The inevitable is a hell of a thing.

The mechanical son of a widowed junkyard attendant, Bebop and Ms. Shelly live together at a junkyard, working with scrap metal by day and listening to jazz music by night. But once Ms. Shelly falls ill, Bebop is forced into illegal activities to pay for her medicine, doing whatever he can to save his creator. While Ms. Shelly wouldn't approve of what Bebop does to pay for her medicine, what she doesn't know can't hurt her.

Weapon

Humble Pie
Beam Weapon
Medium Range
  59 Damage Per Second
Falloff Range
20m ➞ 51m
 
Fires a continuous beam with no bullet travel

Bebop's weapon has a unique "Max Range" stat (not to be confused with Falloff Range). His weapon deals no damage beyond its max range. The max range starts at 32m and increases by +2m with boons. It also has a short wind-up time to start shooting. The gun can also be wound-up by zooming with right-click.

Abilities

Exploding Uppercut

 Exploding Uppercut






  0


  22s



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.

 x1


  63.01

Uppercut Damage


  0%

Missing HP Heal


  Displacement
0.5s
Duration
On Landing:

 x0.6


  75

Area Damage
On Landing:

 x-0.186


  -14%

Fire Rate

  14m  Landing Radius 

-11s Cooldown
On Hero Hit: Gain fast spin-up time, 2x weapon range and +30% weapon damage for 9s
On Hero Hit: Set Grapple Arm cooldown to 0 and restores +18% of your missing health
 Benefits from melee items (e.g. Melee Lifesteal) Debuff duration reduced by Debuff Resist Healing amplified by Healing Booster and affected by healing reduction Effect can be dispelled Healing triggers Healing Tempo's unique effect CC effect suppressed by Unstoppable
  • Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him.
  • Uppercut first tries to launch all nearby allied troopers, enemy troopers, and enemy Heroes.
  • If there are no valid enemy targets at all near Bebop on cast, then Uppercut will try to launch nearby allied Heroes as well.
  • Launched enemies cannot receive the area damage.
  • Launched enemies and enemies in the landing area all receive the fire rate slow debuff.
  • Trajectory is affected by Bebop facing angle, i.e. facing down reduces airtime, and facing upward increases airtime.

Sticky Bomb

 Sticky Bomb


  6m



  8m




  3.5s



  0


  18s



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


  3.5s

Fuse Time
On Hit:

 x1.5


  85

Damage
On Attach:

  0s

Debuff Duration
On Hero Hit:

 x0.0015


  1%

Sticky Bomb Damage
On Hero Kill:

 x0.01


  2.5%

Sticky Bomb Damage
-8s Cooldown
85 Damage
On Cast: +5m Move Speed and +25% Debuff Resistance for 6s
 Effect can be dispelled
  • Bomb(s) instantly explode if the target dies.
  • The permanent bonus damage is applied after all upgrades and Spirit Scaling. Formula: ((Base dmg + Upgrade + Spirit Scaling) * stacks multiplier). I.e.: With the T2 ("+85 Damage") upgrade, stacks giving +9% damage, and 33 Spirit; Sticky Bomb will deal 245 damage ((110 [Base] + 85 [Upgrade] + 33*1.5 [Spirit Scaling]) * 1.09 [Stack Multiplier])
  • Bomb damage is based on Bebop's spirit power at cast time, so buffs/debuffs such as   Spirit Snatch apply only if they are active when the bomb is attached.
  • Can be attached to allies.
  • Can be attached to self by using Alternate Cast, but deals 20% of the bomb's listed Spirit damage to himself on explode. The self-damage can be mitigated with Spirit Resist items.
  • If the target enemy uses a purge effect (e.g.   Dispel Magic), the bomb is dropped on the ground but still detonates.
  • Permanent bonus damage stacking notes:
    • The game keeps track of two independent counters: hit stacks and kill stacks. These are not shown anywhere in UI.
    • A hit stack is gained every time a hero is hit by a bomb. A kill stack is gained whenever a hero hit by a bomb in the last 10 seconds dies.
    • If enemy hero dies while a bomb is attached to them, it gives one hit stack and one kill stack to Bebop. It may give additional stacks if the explosion hits/kills other heroes.
    • Stacking two bombs via   Echo Shard gives two hit stacks and possibly one kill stack.
    • Whenever hit stack count reaches 60, then every hit starts giving only half of a hit stack. Likewise, when kill stack count reaches 7, every kill starts giving half of a kill stack. This also applies to stacks gained upon target death.
    • For calculating total damage bonus the game uses following formula: (HitStacks*(1+0.0015*SP)) + (KillStacks*(2.5+0.01*SP)) (SP = Spirit Power). The result is % damage bonus applied to the bomb and is the number shown on the UI.
    • Since SP determines damage for each stack and doesn't affect gaining stacks, it can be said that Spirit Power applies retroactively to already gained stacks. This can be observed by purchasing e.g.   Boundless Spirit and seeing the number above ability icon increase by itself.

Grapple Arm

 Grapple Arm


  30m






  0


  23s



Launch out a mechanical hand that   pulls the first character it hits, reeling them in.

Grapple Arm can be used on allies.



  30m

Cast Range

 x0.7


  44.1

Damage
+20% weapon damage against victims for 6s
30m Cast Range
-11.5s Cooldown
 Benefits from melee items (e.g. Melee Lifesteal) Debuff duration reduced by Debuff Resist Triggers Reactive Barrier Effect can be dispelled Disable prevented by Indomitable CC effect suppressed by Unstoppable
  • The target receives a 90% move slow that lasts for 0.5s when it finishes being pulled-in.
  • T1 damage bonus works by applying a unique debuff to the enemy. This debuff can be shortened (e.g.   Debuff Reducer) and cleansed (e.g.   Dispel Magic).

Hyper Beam

 Hyper Beam

  11s







  0


  120s



Channel a powerful torrent of energy that deals   spirit damage and applies   slow.

 x2.51


  160

Damage Per Second
On Hit:

  -25%

Move Speed

  70m  Beam Length 

2.9m  Beam Width

-20s Cooldown
108 Damage Per Second
Hyper Beam heals Bebop for 65% of its damage on Heroes. 20% on non-hero
  Interacts partially with Debuff Resist.
Click to reveal more info.
 CC effect suppressed by Unstoppable
  • Deals 50% damage to objectives.
  • Deals damage (and applies a 25% 0.5s slow) in 0.1s intervals.
  • Bebop stays in the air during deployment time and also while the beam is active.
  • Hyper Beam has 3 damage areas: area near arm, the beam itself (2.9m width), and area around the end of the beam.
  • Hyper Beam deals damage in an area 5m radius centered around the beam arm, and 4m radius centered around the end of the beam, indicated by purple circles.
  • Any Hyper Beam damage that occurs within about ~9m radius of the beam arm is reduced by 25%, even main beam and end-of-beam damage.
    • This reduced damage penalty area scales with cast range bonuses; for example, +35% cast range will increase the penalty area from ~9m to ~12m.
  • Hyper Beam has a 1s. cast time before the laser is fully deployed and active.

  

Hyper Beam's slow is continously reapplied which effectively nullifies any debuff resist. However when the player leaves the beam's area the slow lingers for 0.5s which can be reduced e.g. by   Debuff Reducer.

Notes
  • Deals 50% damage to objectives.
  • Deals damage (and applies a 25% 0.5s slow) in 0.1s intervals.
  • Bebop stays in the air during deployment time and also while the beam is active.
  • Hyper Beam has 3 damage areas: area near arm, the beam itself (2.9m width), and area around the end of the beam.
  • Hyper Beam deals damage in an area 5m radius centered around the beam arm, and 4m radius centered around the end of the beam, indicated by purple circles.
  • Any Hyper Beam damage that occurs within about ~9m radius of the beam arm is reduced by 25%, even main beam and end-of-beam damage.
    • This reduced damage penalty area scales with cast range bonuses; for example, +35% cast range will increase the penalty area from ~9m to ~12m.
  • Hyper Beam has a 1s. cast time before the laser is fully deployed and active.
Interactions
  

Hyper Beam's slow is continously reapplied which effectively nullifies any debuff resist. However when the player leaves the beam's area the slow lingers for 0.5s which can be reduced e.g. by   Debuff Reducer.

Backstory

See Bebop/Lore for more story content.

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.

Update history

View the full update history: Bebop/Update history

Update Changes

June 30, 2026

  •   Hyper Beam cooldown increased from 105s to 120s. (Global ult change)
  •   Hyper Beam T1 reduced from -25s Cooldown to -20s. (Global ult change)

June 11, 2026

  •   Exploding Uppercut T3 increased from +17% Missing Health to +18%.
  • Fixed   Sticky Bomb T3 duration ending once the bomb went off rather than the full 5s duration.
  •   Sticky Bomb T3 changed from "On Cast: +5m Move Speed and +20% Fire Rate for 5s" to "On Cast: +5m Move Speed and +25% Debuff Resistance for 6s" (applies retroactively).

May 22, 2026

  • Bullet damage per boon reduced from 0.139 to 0.115.
  •   Exploding Uppercut T2 weapon damage reduced from +40% to +30%.
  •   Sticky Bomb T2 increased from +75 Damage to +85.

Trivia

  • Bebop's current model is inherited from his original design in Neon Prime. His previous portrait artwork was different from his in-game model and possibly hints at what his final design will be like. This updated design can also be seen in The Binding of Oathkeeper Chapter 5D.
  • Bebop is voiced by JB Blanc, who is known for voiceworks in many popular videogames (e.g. Diablo in Diablo III, Braum in League of Legends, Saxton Hale in Team Fortress 2, etc.).
  • Bebop is named after the jazz style bebop. During Hyper Beam, a saxophone-like instrument can be heard playing erratically, akin to jazz improvisation.[2] The songs Giant Steps by John Coltrane and Bebop by Charlie Parker are possible references for the Hyper Beam SFX variants.
  • Bebop has a Cockney accent, commonly spoken in England by working-class Londoners.
  • "Ignoring Lash in the Hideout" is displayed as one's status in the in-game Friends List when playing as Bebop in the Hideout.
  • Bebop's Grappling Arm being depicted as a Hook is a reference to Dota 2, where Pudge has a nearly identical ability called Meat Hook.

See also

References

Heroes
 

Hero Labs

Abrams

 

Hero Labs

Apollo

 

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Bebop

 

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Billy

 

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Calico

 

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Celeste

 

Hero Labs

The Doorman

 

Hero Labs

Drifter

 

Hero Labs

Dynamo

 

Hero Labs

Graves

 

Hero Labs

Grey Talon

 

Hero Labs

Haze

 

Hero Labs

Holliday

 

Hero Labs

Infernus

 

Hero Labs

Ivy

 

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Kelvin

 

Hero Labs

Lady Geist

 

Hero Labs

Lash

 

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McGinnis

 

Hero Labs

Mina

 

Hero Labs

Mirage

 

Hero Labs

Mo & Krill

 

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Paige

 

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Paradox

 

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Pocket

 

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Rem

 

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Seven

 

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Shiv

 

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Silver

 

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Sinclair

 

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Venator

 

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Victor

 

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Vindicta

 

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Viscous

 

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Vyper

 

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Warden

 

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Wraith

 

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Yamato