Patch 09-16-2026 Data researched 2026-09-21 What changed
Bebop portrait Silver portrait

Playing Bebop against Silver

Moderate threat

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

Quick summary

Threat
Moderate threat
Main problem
Entangling Bola into Boot Kick into Slam Fire: the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and Slam Fire empties 3 boosted shots into a target that cannot strafe
Your main advantage
You kill faster than they do (Bebop 3/3 against Silver 2/3).
Primary rule
Do not commit before Entangling Bola is gone. Entangling Bola first. It is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop
Key item
Knockdown — Silver gives this team real long-range poke. The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky.

Strategic No measured result for this specific pairing, so this rating comes from the kit model: 4.0/12 pressure. The largest single factor is dive versus your escape — Silver dive threat 2/3 against your escape 1/3. Derived from trait ratings. Shown because this pairing was not in the harvested win-rate dataset.

What should I do right now?

Before lane

Do

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

Avoid

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

During lane

Do

  • Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it
  • 7-round clip means her burst is entirely gated on Slam Fire's 25s cooldown
  • 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

  • 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner
  • Slam Fire's bonus damage against troopers and neutrals makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime

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 Silver on their spike timing when you could take the same fight ten minutes later on yours.

Teamfights

Do

  • Watch for Lycan Curse. Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it
  • Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation

Avoid

  • Spending your own escape before Entangling Bola is on cooldown.

Abilities to watch

  • Lycan Curse Ultimate

    This is the ability that actually kills you — No CC on the cast itself. The transformed Tail Whack applies a 2.5s disarm and a -30% movement slow in an area around her. Everything else in the kit is set up by it.

    • Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it
    • Disengage when she transforms rather than trading: the transformed kit is melee-range, so the counter to a wolf is distance, and the form has a limited duration
    • Buy healing reduction before she transforms; 40% lifesteal on Go For The Throat and 30%-missing-health on the transformation are the whole reason she survives the melee window
  • Boot Kick Ability 2

    This is the ability that actually kills you — none, but the kick displaces Silver herself away from the target. Everything else in the kit is set up by it.

    • The mark lasts only 3 seconds — break line of sight immediately after being kicked and the follow-up shot never lands
    • Since the patch it only hits heroes and objectives, so standing behind a trooper wave no longer eats the kick but also means the dash passes straight through to you
    • Deny the 2 AP stamina refund by not letting her connect on a hero: dodge the dash and it is a 21s (15s at 1 AP) cooldown with no refund
  • Entangling Bola Ability 3

    This is the ability that actually kills you — Slow plus a complete lockout on movement abilities, stamina use and jumping for ~1.5s. As of the 09-16-2026 patch it also increases gravity during the debuff and interrupts flying abilities. Everything else in the kit is set up by it.

    • The debuff is short at base (~1.5s) — the correct response is to hold your dash and stamina rather than burning them into the lockout and getting nothing
    • It is a thrown projectile: strafe it, or put a trooper wave between you (it can no longer be consumed by troopers since the patch, but geometry still blocks it)
    • Air-mobility heroes must not be mid-flight when it lands; the patch made it interrupt flying abilities and add gravity, so commit airborne movement only after it is on cooldown

Abilities to bait — in this order

  1. 1. Entangling Bola

    Entangling Bola first. It is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop

  2. 2. Boot Kick

    Then Boot Kick. It is both her mark and her escape; a Silver who has kicked cannot disengage from your frontliner for 21s (15s at 1 AP), and dodging it denies the 2 AP stamina refund

  3. 3. Slam Fire

    Slam Fire is worth draining in lane specifically: force her to use it on a wave and her burst is gone for 25 seconds

Matchup overview

  • Their structural weakness: The automatic transformation takes timing out of her hands and can strand her in melee form at range or at the wrong moment Why this is shown: Silver's weaknesses. Strong evidence
  • Their structural weakness: Base form has zero healing and only one escape on a 21s cooldown Why this is shown: Silver's weaknesses. Strong evidence
  • Their structural weakness: Slam Fire's accuracy penalty forces her closer than her falloff band wants Why this is shown: Silver's weaknesses. Strong evidence
  • You out-lane Silver 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 Silver 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

  • Entangling Bola into Boot Kick into Slam Fire: the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and Slam Fire empties 3 boosted shots into a target that cannot strafe Why this is shown: Authored from Silver's kit. Strong evidence
  • Slam Fire deals 4% of your current health per shot, so being at full health does not make you safe from it — high-HP frontliners take the most from it, not the least Why this is shown: Authored from Silver's kit. Strong evidence
  • Transformed Tail Whack disarms everyone around her for 2.5s; if your gun carry is inside that radius the fight is over before it starts Why this is shown: Authored from Silver's kit. Strong evidence
  • Mauling Leap applies reduced bullet resist for ~6s, which amplifies her entire team's weapon damage onto whoever she lands on Why this is shown: Authored from Silver's kit. Strong evidence
  • Post-patch the bola increases gravity and interrupts flying abilities, so air-mobility escapes are simply deleted mid-flight Why this is shown: Authored from Silver's kit. Strong evidence
  • Go For The Throat at 40% lifesteal means trading damage into a transformed Silver actively heals her Why this is shown: Authored from Silver's kit. Strong evidence

How you counter them

  • Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation Why this is shown: Authored counterplay against Silver. Strong evidence
  • Fight the wolf at range. The transformed kit is melee — Go For The Throat and Tail Whack both require adjacency, and Mauling Leap is a single committed gap-closer on a cooldown Why this is shown: Authored counterplay against Silver. Strong evidence
  • Buy healing reduction before the transformation window. 40% lifesteal plus missing-health healing is the only sustain she has, and anti-heal removes it entirely Why this is shown: Authored counterplay against Silver. Strong evidence
  • Hold your dash and stamina through Entangling Bola's ~1.5s lockout rather than burning them into it, or cleanse it to restore movement immediately Why this is shown: Authored counterplay against Silver. Strong evidence
  • Break line of sight within 3 seconds of being Boot Kicked — the mark expires and the bonus spirit damage never lands Why this is shown: Authored counterplay against Silver. Strong evidence
  • Stay past ~25m during Slam Fire; the accuracy penalty means the boosted shots scatter, and the ability is only 3 shots long regardless Why this is shown: Authored counterplay against Silver. Strong evidence

Trading

  • Entangling Bola on cooldown (23s base) — she has no way to stop a dash-in and her only escape is a single 21s Boot Kick Why this is shown: Silver's vulnerability windows. Strong evidence
  • Immediately after Boot Kick connects and pushes her backward: the dash is spent, and she is committed to whichever direction the recoil put her Why this is shown: Silver's vulnerability windows. Strong evidence
  • After the third Slam Fire shot — the boosted window ends on shot count, not on a timer, so count the shots rather than waiting out a duration Why this is shown: Silver's vulnerability windows. Strong evidence
  • The moment the transformation ends: she reverts to a 7-round rifle with no sustain, no lifesteal and whatever cooldowns the wolf form did not restore Why this is shown: Silver's vulnerability windows. Strong evidence
  • Transformed but with Mauling Leap spent — a melee wolf with no gap-closer is a free kite, especially given the 17-42m falloff on the form she just left Why this is shown: Silver's vulnerability windows. Strong evidence
  • Early lane before the 1 AP cooldown cuts, when Boot Kick (21s) and Entangling Bola (23s) are both at base and she cannot kick off troopers since the 09-16-2026 patch Why this is shown: Silver's vulnerability windows. Strong evidence

Laning

  • What they want in lane: 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner Why this is shown: Silver's laning strengths. Strong evidence
  • What they want in lane: Slam Fire's bonus damage against troopers and neutrals makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime Why this is shown: Silver's laning strengths. Strong evidence
  • What you can take from them in lane: Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it Why this is shown: Silver's laning weaknesses. Strong evidence
  • What you can take from them in lane: 7-round clip means her burst is entirely gated on Slam Fire's 25s cooldown Why this is shown: Silver'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 are not a close-range hero forced to walk them down, which makes this lane a range-band problem rather than an approach problem. There is a band where your damage is real and theirs is still comfortable — find it and hold it, because stepping back one band concedes the whole wave and stepping forward one gives them the free trade. Your orb contests should happen from that band, which means positioning before the trooper dies rather than walking in to secure. Why this is shown: Mid-range hero versus a long-range poke opponent; the contested band is narrow and must be pre-held. Strategic
  • Silver closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Why this is shown: Guardians deal 116 DPS to players and become contestable around 6:00; enemy gap-close against a hero with escape 0-1. Strategic
  • You have real objective damage, which makes the Guardian your win condition in this lane rather than Silver'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

Mid game

  • Their spike — ult unlock: Lycan Curse adds a second kit with sustain, a leap and a 2.5s AoE disarm, and the bloodlust passive starts building from the first damage she deals Why this is shown: Silver's power spike timeline. Strong evidence
  • Their spike — 1 AP into Boot Kick: -6s cooldown (21s to 15s) makes her escape-and-mark loop available nearly every skirmish Why this is shown: Silver's power spike timeline. Strong evidence
  • Their spike — 2 AP into Entangling Bola: -8s cooldown (23s to 15s) turns the movement lockout from a situational catch into a reliable opener Why this is shown: Silver's power spike timeline. Strong evidence
  • Their spike — late 35min+ with lifesteal items: Transformed Go For The Throat at 40% lifesteal plus item lifesteal makes the wolf window genuinely hard to burn down Why this is shown: Silver'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
  • 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
  • There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Silver can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Why this is shown: 09-16-2026: respawn timer at 20:00 raised 35s → 38s; hero has escape 0-1 against enemy diveThreat 2+. Verified

Positioning

  • Silver has to lead you and you are too slow to make that hard by strafing, so buy the miss with geometry instead of movement. A corner, a pillar or a doorway edge means the projectile has to be in flight before you are visible — travel time works against them the moment the sight line is short-lived. Hold positions where your exposure is measured in fractions of a second per peek, and never cross an open space on a straight line at a constant speed, which is the one input their weapon is designed to punish. Why this is shown: Enemy projectile weapon with rangedPoke 2+ against a hero with mobility 0-1; travel time is defeated by short sight lines. Strategic

Build adjustments

  • Silver 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
  • With no self-sustain of your own, Silver's chip damage compounds across a lane. Regeneration or lifesteal early is worth more here than it looks on paper, because it converts their poke from permanent attrition into something you reset between waves. Why this is shown: Hero sustain 0-1 versus a long-range poke opponent. Strategic
  • Knockdown (spirit T3) — Silver gives this team real long-range poke. The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Why this is shown: Answers: enemy-long-range-poke, enemy-mobility, enemy-backline-threat. Verified
  • Phantom Strike (vitality T4) — Silver gives this team real long-range poke. Buy to catch flying or long-range heroes who otherwise never enter your range, and to disarm a gun carry mid-burst. Why this is shown: Answers: enemy-long-range-poke, enemy-mobility, enemy-backline-threat. Verified
  • High-Velocity Rounds (weapon T1) — Silver gives this team real long-range poke. Buy on projectile-weapon heroes fighting mobile or long-range opponents. Why this is shown: Answers: enemy-long-range-poke, enemy-mobility. Strong evidence

Common mistakes

  • The losing pattern against Silver is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and Silver has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Why this is shown: Zipline attachment is blocked for 3s after taking enemy hero or objective damage; enemy rangedPoke 2+. Verified

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

Silver'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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