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== Abilities == <tabber> |-|(1) Exploding Uppercut= {{Ability card | name = Exploding Uppercut | key = 1 | description = Deal '''Light Melee''' damage to nearby units and send them '''flying back''', causing '''area damage''' where they land. Does not damage allies. | cooldown = 21s | effect1 = '''Uppercut Damage:''' 0 | effect2 = '''Area Damage:''' 80 {{ss|0.5}} | effect3 = '''Landing Radius:''' 14m | upgrade1 = '''-10.5s''' Cooldown | upgrade2 = On Uppercut enemy Hero, gain '''fast spin up time, 2x range and +60% weapon damage''' for 12s | upgrade3 = On Uppercut enemy Hero, set '''Hook cooldown to 0''' and instantly '''+100% bullets''' to your current clip * Uppercuts all enemies within around 2-3m of Bebop. * Uppercutted enemies cannot receive the area damage. * Trajectory is affected by Bebop facing angle, i.e. facing down reduces airtime, and facing upward increases airtime. }} |-|(2) Sticky Bomb= {{Ability card | name = Sticky Bomb | key = 2 | description = Attach a Sticky Bomb to a nearby target that deals '''explosive damage''' after a short fuse time. Gain '''+2.5% bomb damage''' for every enemy hero hit. | cooldown = 19s | range = 6m | radius = 12m | effect1 = '''Damage:''' 120 {{ss|0.9}} | effect2 = '''Fuse Time:''' 3s | upgrade1 = '''-7.5s''' Cooldown | upgrade2 = '''+80''' Damage | upgrade3 = On Attach, '''disarms''' the target for '''3.5''' seconds. * Damage gain per hero hit is permanent for the rest of the game. * The percentage damage increase is applied to the total damage of the bomb (base damage + upgrade damage increase + damage from Spirit scaling). ** For example: A Bebop has the "+80 Damage" upgrade learned, 6 total bomb stacks (+15% damage), and has 33 total Spirit. His bomb will do (120 ''[base damage]'' + 80 ''[upgrade damage]'' + 33*0.9 ''[damage from spirit scaling]'') = 264.16 damage, before any Spirit Resistance reductions. }} |-|(3) Hook= {{Ability card | name = Hook | key = 3 | description = Launch out a hook that '''grabs and reels in''' the first enemy hero it hits, dealing damage. Target will be placed where you are facing. | cooldown = 23s | range = 30m | effect1 = '''Damage:''' 40 | upgrade1 = Bebop deals '''30% more bullet damage''' against hooked enemies for 10s | upgrade2 = '''+30m''' Cast Range | upgrade3 = '''-11.5s''' Cooldown * Hook damage is dealt after Bebop finishes reeling in the target. }} |-|(4) Hyper Beam= {{Ability card | name = Hyper Beam | key = 4 | description = Charge up your laser to unleash a powerful torrent of energy that '''deals damage''' and '''slows enemies' movement and dashes.''' You have slow movement and turn rate for the duration. If activated in the air you will hover while unleashing the beam. | duration = 8s {{ss|0.08}} | cooldown = 130s | effect1 = '''DPS:''' 205 {{ss|2.7}} | effect2 = '''Beam Width:''' 2.9m | effect3 = '''Movement Slow:''' 30% (on hit) | effect4 = '''Beam Length:''' 70m | upgrade1 = '''-30s''' Cooldown | upgrade2 = '''+100''' DPS | upgrade3 = Hyper Beam heals Bebop for '''100'''% of its damage on heroes. 33% on non-hero * Hyper Beam deals 75% damage to enemies within ~9m of Bebop. * Hyper Beam also deals 75% beam damage in an approximately ~6m radius centered around the beam arm, indicated by a ~4m purple circle on the ground. }} </tabber>
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