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== Abilities == <tabber> |-|(1) Exploding Uppercut= {{Ability card v2 | hero_name=Bebop | ability_num=1 | notes= * 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. }} |-|(2) Sticky Bomb= {{Ability card v2 | hero_name=Bebop | ability_num=2 | notes= * Damage gain per stack is permanent for the rest of the game. * The percentage damage increase is applied to the total damage of the bomb. Formula: ((Base dmg + Upgrade + Spirit scaling) * stack multiplier). ** EX: With the "+80 Damage" upgrade, 6 bomb stacks (+15% damage), and 33 Spirit; Sticky Bomb will deal <u>264.14 damage</u> (120 ''[Base]'' + 80 ''[Upgrade]'' + 33*0.9 ''[Spirit scaling]'') * 1.15 ''[Stack Multiplier]'' * Can target allies. * Can target self by using alt-cast functionality. * Bombs instantly explode if the target dies. * Also gains stacks for enemy heroes that die while a bomb is attached to them. }} |-|(3) Hook= {{Ability card v2 | hero_name=Bebop | ability_num=3 | notes= * Hook damage is dealt after Bebop finishes reeling in the target. }} |-|(4) Hyper Beam= {{Ability card v2 | hero_name=Bebop | ability_num=4 | notes= * 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 short "cast time" before the laser is fully deployed and active. * Bebop levitates in the air during deployment time and also while the beam is active. * Cancelling Hyper Beam during the deployment time does not consume the cooldown. }} </tabber>
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