Editing
User:Saag/Sandbox/Bebop
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Abilities == <div style="display: flex; flex-wrap: wrap; gap: 10px;> {{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. }} {{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. }} {{Ability card v2 | hero_name=Bebop | ability_num=3 | notes= * Hook damage is dealt after Bebop finishes reeling in the target. }} {{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. }} </div>
Summary:
Please note that all contributions to Deadlock Wiki are considered to be released under the Creative Commons Attribution-NonCommercial-ShareAlike (see
Deadlock:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
English
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
User page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Discord community
Recent changes
Random page
Tools
What links here
Related changes
User contributions
Logs
View user groups
Special pages
Page information
Languages