Build file · 25 Oct to 2 Nov

Bebop build and item order

What Bebop players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.

Matches

438.0k

last 7 days

Finished build

≈11 items

41k souls held in items at the end

Build type

Caster

55% of item souls in spirit

Games past 35 min

49%

the finished build is read from these

The Bebop build in brief

Most Bebop players open with Mystic Burst and Spirit Strike, then pick up Spirit Snatch (around 19 minutes, 56% of games) and Tankbuster (around 21 minutes, 49% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Spirit Snatch (40%), Tankbuster (25%) and Veil Walker (20%).

In games past 35 minutes, a finished Bebop carries about 11 items, 41.3k souls, 55% of them spirit; most end with Spirit Snatch (67%), Tankbuster (64%) and Boundless Spirit (61%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Spirit Resilience (17% of games); the late-game duel sets it against Greater Expansion (9% of games).

In long games, players pick Enduring Speed or Fortitude: of those who buy either, 10% buy both.

The clearest change by opponent: against Haze, Bebop players buy Metal Skin at about ×3.44 the usual rate (27,873 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Bebop - HOOK, BOMB, DELETE and REPEAT - deadlocked.gg" by deadlocked.gg, picked in 34,851 games (47% won).

SpiritWeaponVitality
Caster55% of item souls in spiritWeapon 9% · vitality 35% · spirit 55%. The diamond is the average hero.7 days · games over 35 min (49%)

The finished build 7 days · games over 35 min (49%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

What Bebop games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.

  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty

Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 213,056 long games (49% of Bebop games).

Show as table
The finished Bebop build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
VitalityTrophy Collector51%58%13%~7:481,600
VitalitySpirit Resilience39%40%3%~27:433,200
VitalityEnduring Speed34%53%36%~14:571,600
VitalityWitchmail32%32%1%~33:256,400
SpiritSpirit Snatch67%68%2%~19:323,200
SpiritTankbuster64%64%1%~22:133,200
SpiritBoundless Spirit61%61%1%~28:456,400
SpiritTranscendent Cooldown34%34%1%~34:266,400
Flex (spirit)Mystic Reverb33%33%1%~33:036,400
Flex (vitality)Veil Walker32%33%4%~18:473,200
Flex (spirit)Echo Shard31%31%1%~25:586,400
Weapon, alternateHeadhunter18%19%3%~13:483,200
Vitality, alternateFortitude25%25%3%~18:513,200
Vitality, alternateHealbane20%24%16%~16:521,600
Vitality, alternateEnchanter's Emblem19%23%19%~12:441,600
Spirit, alternateSpirit Burn29%30%1%~34:336,400
Spirit, alternateSurge of Power28%29%1%~23:273,200
Spirit, alternateGreater Expansion23%24%1%~26:493,200

Against other heroes 21 days

What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ Bebop is Bebop players only.

The 8 clearest changes in what Bebop players buy, across every enemy. Pick enemies above the board to see one lineup.

Lifts compare how often Bebop players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.

Show as table
What Bebop players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×3.4428k—
LashCounterspell×2.3622k—
HazePlated Armor×1.9123k—
Deadman DannyKnockdown×1.6326k—
BabaRebuttal×1.938.4k—
HazeBullet Resilience×1.4322k—
HazeDisarming Hex×1.846.4k—
GravesTranscendent Cooldown×1.1771k—

What you hold, minute by minute 7 days

Each band is one item: the share of Bebop games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.

45:00about 12.1 items52,234 souls14% of games still going1.2 weapon4.9 vitality6.0 spirit
81% of games still going at 30:00481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon1.2 itemsVitality4.9 itemsSpirit6.0 items
81% still going at 30:004812items0m10m20m30m40m60k souls

At 45:00 you'd typically hold

Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.

Show as table
Share of Bebop games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Other weapon items0.30.50.70.81.01.01.11.1
Extra Regen41%47%48%38%21%19%19%19%
Sprint Boots23%26%4%2%2%2%2%2%
Trophy Collector13%47%54%55%56%56%56%54%
Enduring Speed1%12%32%43%49%50%44%40%
Fortitude0%1%7%18%22%23%24%25%
Veil Walker0%2%10%21%28%30%31%31%
Spirit Resilience0%0%2%7%15%25%32%37%
Witchmail0%0%0%1%3%10%19%27%
Other vitality items0.10.61.01.11.31.61.82.1
Mystic Burst59%73%74%61%27%18%17%17%
Tankbuster0%2%12%27%42%53%58%62%
Spirit Strike35%63%63%32%10%9%9%9%
Spirit Snatch0%2%19%42%57%63%66%67%
Extra Spirit19%32%8%1%1%1%1%1%
Improved Spirit4%31%51%56%48%23%17%17%
Surge of Power0%1%5%12%18%22%25%28%
Boundless Spirit0%0%1%7%20%36%48%57%
Echo Shard0%0%2%8%15%21%25%28%
Mystic Reverb0%0%0%1%5%12%20%29%
Spirit Burn0%0%0%0%3%8%15%24%
Transcendent Cooldown0%0%0%1%4%9%18%29%
Other spirit items0.10.61.01.31.41.51.51.7
Items held, in all2.55.16.67.58.19.09.910.9

Items show the share holding them; other items show the average number held.

Buy windows: clock against souls 7 days

When Bebop players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall

Mystic Reverb by the clock: 64% → 46%. By souls at purchase: 52–61%.

  1. Veil Walker

    118,531 buyers · 49.4% won overall

    most buy it 14–21 min

    49.4% of all its buyers won.

    Show as table
  2. Spirit Snatch

    247,149 buyers · 49.4% won overall

    most buy it 14–22 min

    49.4% of all its buyers won.

    Show as table
  3. Tankbuster

    215,807 buyers · 48.2% won overall

    most buy it 16–26 min

    48.2% of all its buyers won.

    Show as table
  4. Spirit Resilience

    125,659 buyers · 48.7% won overall

    most buy it 21–31 min

    48.7% of all its buyers won.

    Show as table
  5. Boundless Spirit

    184,865 buyers · 51.3% won overall

    most buy it 22–32 min

    51.3% of all its buyers won.

    Show as table
  6. Mystic Reverb

    90,506 buyers · 58.0% won overall

    most buy it 26–36 min

    By the clock: 64% → 46%. By souls at purchase: 52–61%.

    Show as table
  7. Witchmail

    86,147 buyers · 55.2% won overall

    most buy it 27–36 min

    By the clock: 63% → 47%. By souls at purchase: 48–60%.

    Show as table
  8. Transcendent Cooldown

    88,963 buyers · 51.7% won overall

    most buy it 27–38 min

    51.7% of all its buyers won.

    Show as table

For Mystic Reverb and Witchmail, buying early wins more mostly because early buyers are already ahead: by souls at purchase the line is much flatter. Win rates describe; they don't say an item wins games.

Two late games, side by side 7 days

What Bebop players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.

Spirit Resilience at 20–30 min

74,511 games · 49.4% won · 72% reach 30 min

Greater Expansion at 20–30 min

37,983 games · 47.5% won · 73% reach 30 min

Either way, 7 of the top 8 late items are the same.

Late items (30 minutes on) for Spirit Resilience at 20–30 min against Greater Expansion at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
51.3%
51.6%52.4%
50.3%48.8%
49.5%50.5%
54.8%54.1%
53.0%53.3%
50.3%50.2%
49.3%49.3%
50.7%50.9%

Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 60%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.

Either/or, and sets 7 days · games over 35 min (49%)

Items Bebop players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.

Either/or

  • Enduring Speed or Fortitude: 10% buy both.

    Only Enduring Speed48.5% won · 97,285 games

    Both10%

    Only Fortitude46.9% won · 38,177 games

    Enduring Speed-only buyers won 1.7 pts more than Fortitude-only buyers. Out of 151,169 long games with either.

  • Fortitude or Healing Booster: only 6% buy both.

    Only Fortitude47.4% won · 47,882 games

    Both6%

    Only Healing Booster48.3% won · 42,575 games

    Players who bought only one won about the same either way. Out of 96,459 long games with either.

  • Enduring Speed or Arcane Surge: only 4% buy both.

    Only Enduring Speed48.8% won · 107,200 games

    Both4%

    Only Arcane Surge46.4% won · 37,590 games

    Enduring Speed-only buyers won 2.4 pts more than Arcane Surge-only buyers. Out of 150,582 long games with either.

Sets

  • 2.1× as likely together

    21% of long games · 44,537 games

  • 1.9× as likely together

    18% of long games · 37,665 games

  • 1.9× as likely together

    16% of long games · 34,288 games

Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.

How players get there, 0–30 min 7 days

The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.

  • Weapon
  • Vitality
  • Spirit
0–9 min9–20 min20–30 min30 min +Mystic BurstSpirit StrikeSprint BootsExtra RegenTrophy CollectorExtra SpiritSpirit SnatchEnduring SpeedImproved SpiritTankbusterVeil WalkerFortitudeBoundless SpiritTankbusterSpirit SnatchSpirit ResilienceSuperior CooldownEcho ShardBoundless SpiritTranscendent CooldownMystic ReverbWitchmailSpirit BurnSuperior CooldownEvery game100% reach 9 min96% reach 20 min67% reach 30 min
Show as table
Bebop's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minMystic Burst71%48.4%308,191
0–9 minSpirit Strike60%48.9%259,739
0–9 minSprint Boots50%48.8%216,694
0–9 minExtra Regen46%48.6%200,661
0–9 minTrophy Collector43%49.8%184,021
0–9 minExtra Spirit42%48.0%179,892
9–20 minSpirit Snatch40%49.9%174,349
9–20 minEnduring Speed35%50.1%151,198
9–20 minImproved Spirit32%48.6%138,628
9–20 minTankbuster25%49.1%108,757
9–20 minVeil Walker20%50.3%85,181
9–20 minFortitude17%49.2%73,537
20–30 minBoundless Spirit27%50.7%116,787
20–30 minTankbuster24%47.8%105,501
20–30 minSpirit Snatch20%48.5%87,732
20–30 minSpirit Resilience17%48.7%74,503
20–30 minSuperior Cooldown13%48.7%57,964
20–30 minEcho Shard12%51.4%53,238
30 min +Boundless Spirit16%50.9%67,057
30 min +Transcendent Cooldown15%49.9%65,694
30 min +Mystic Reverb13%54.4%57,444
30 min +Witchmail13%51.4%56,738
30 min +Spirit Burn13%52.7%56,616
30 min +Superior Cooldown9%50.4%40,420

Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.

Ability order

Exploding Uppercut461011
Sticky Bomb12513
Grapple Arm38912
Hyper Beam71415

The most played full upgrade path (3% of matches, 52.2% won). Exploding Uppercut is maxed first in 46% of matches.

In-game builds players pick 7 days

  1. Bebop - HOOK, BOMB, DELETE and REPEAT - deadlocked.ggby deadlocked.gg · 21,562 players9 of 11 board items
    34,851 games
    47.2% won

    EARLY GAME

    EARLY GAME

    MID GAME

    MID GAME

    LATE GAME

    LATE GAME

  2. prez54 bombaby Prez54 · 13,650 players11 of 11 board items
    24,909 games
    50.1% won
  3. Bebop - Gun-Burst [57% WR] [tracklock.gg]by Tracklock · 8,677 players6 of 11 board items
    13,864 games
    47.9% won
  4. Erebus GunBebopby E · 5,945 players4 of 11 board items
    10,215 games
    49.8% won
  5. |47| DOUBLE BOMB 70% WIN RATEby пукаю after нюхаю · 5,465 players9 of 11 board items
    8,803 games
    47.1% won

The build each player had selected when the match started; known for 39% of Bebop games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
25 Oct to 1 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Bebop matches.
21 days
11 Oct to 1 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
213,056 (49% of Bebop games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 2 Nov. Not affiliated with or endorsed by Valve.