15576
Build ID
Build Overview
This is an explosive Spirit Bomb build for Bebop. This playstyle completely revolves around Bebop's core combo: Hooking an enemy, attaching Sticky Bombs while using Exploding Uppercut to launch them away (or into your team).
Build Items































Ability Points
Early Game Explanations
Disclaimer: The
Echo Shard rush can be a risky move, this is a very fun and strong build if everything goes well, but you can feel a bit weak if it doesn't, however you can still have a lot of utility, CC and ok damage regardless, you have a lot of good debuff items to carry (
Slowing Hex,
Knockdown,
Cursed Relic) and you are still a very strong picker, so do not give up on a match even if your stacks aren't looking amazing.
ABB, Always Be Bombing.
Sticky Bomb all the time, you need to have the stacking damage as high as possible, always remember that you can
Sticky Bomb an allied minion and
Exploding Uppercut them into the enemies. You can also do it on yourself and run into the enemies, which can work amazingly with some practice and understanding of the map layout.
After the
Echo Shard, you can apply two
Sticky Bomb every time you hook an enemy, it works like this:
Hook,
Exploding Uppercut,
Sticky Bomb
Echo Shard
Sticky Bomb. You can spam the bomb button during the
Echo Shard press and it will register both.
Trophy Collector is an amazing item this patch and provides passive soul generation, meaning you can spend less time in the jungle and more time bombing enemies, also provides more range for our
Sticky Bomb.
Mid Game Explanations
Compress Cooldown should imbue
Sticky Bomb
Mystic Expansion should imbue
Sticky Bomb
Surge of Power should imbue
Sticky Bomb
Even though this build focuses on your
Sticky Bomb, your
Hyper Beam is still extremely potent, you can do the big jungle camps, siege and take down Guardians and Walkers with it, do not be afraid to use it. You can also use it at the end of your combo for extra burst damage to secure a kill.
Warp Stone is useful in many different ways, you can self-bomb and teleport forward to hit enemies, you can teleport forward and do your full combo on the enemy, and hook them AFTER you knock them away to stop their escape. Also useful for running away from a tricky situation.
Tankbuster can be bought much earlier if you are out of slots.
Late Game Explanations
Greater Expansion can also be bought a bit earlier in the build if the enemy team is escaping all your bombing attempts, it also helps your
Hook and
Hyper Beam.
Transcendent Cooldown can be bought before
Spirit Burn if you are slot locked.
Juggernaut is also a good upgrade for extra tankiness.
If you still need to sell items, sell
Slowing Hex first then
Tankbuster, then
Veil Walker.
Situational / Luxury Explanations
Slowing Hex can be purchased very early if you're laning against enemies with good movement that always escape your
Sticky Bomb and
Hook, it's still a very good item for midgame.
Knockdown is an amazing item, you can use it to guarantee enemies won't escape ticks of your
Hyper Beam or simply to help your team catch an enemy carry.
Spirit Resilience is your best early item for survivability, in most games you will get hit by condiserable spirit splash damage.
Cursed Relic can help counter pretty much anything, if there's a specific enemy who got really fed, this can be the answer, do not be afraid to buy it if your team is struggling with dealing with the biggest threat.
Indomitable is good in most games currently, the cooldown reduction and barrier can really swing things around, unless the enemy team has bad burst and little CC, I prefer it over
Witchmail, which is the greedier option usually.