Bebop: Difference between revisions
LuckyLuke44 (talk | contribs) m Updated ammo count to match the in-game value. |
→Abilities: added further uppercut radius notes and notes to bebop hyper beam mechanics |
||
(20 intermediate revisions by 9 users not shown) | |||
Line 1: | Line 1: | ||
{{Infobox hero | {{Infobox hero | ||
| | | key = hero_bebop | ||
| art | | weapon_name = Humble Pie | ||
| card | | art = Bebop full.png | ||
| card = Bebop card.png | |||
| | |||
| | |has_max_range=true | ||
| | |max_range= 32{{PI|2}} | ||
| | | no_spirit_resist=true | ||
| | |max_health = {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|MaxHealth|3}}{{PI|41}} | ||
| | |bullet_damage= {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|BulletDamage|3}}{{PI|0.29}} | ||
| | |light_melee= {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|LightMeleeDamage|3}}{{PI|2.67}} | ||
| | |heavy_melee= {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|HeavyMeleeDamage|3}}{{PI|4.91}} | ||
| | |bullet_resist= {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|BulletResist|3}}{{PI|1.25}} | ||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
Line 37: | Line 20: | ||
<tabber> | <tabber> | ||
|-|(1) Exploding Uppercut= | |-|(1) Exploding Uppercut= | ||
{{Ability card | {{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. | * Trajectory is affected by Bebop facing angle, i.e. facing down reduces airtime, and facing upward increases airtime. | ||
}} | }} | ||
|-|(2) Sticky Bomb= | |-|(2) Sticky Bomb= | ||
{{Ability card | {{Ability card v2 | ||
| | | hero_name=Bebop | ||
| | | ability_num=2 | ||
| | | notes= | ||
* Damage gain per stack is permanent for the rest of the game. | |||
* Damage gain per | |||
* The percentage damage increase is applied to the total damage of the bomb. Formula: ((Base dmg + Upgrade + Spirit scaling) * stack multiplier). | * 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]'' | ** 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]'' | ||
Line 76: | Line 45: | ||
* Also gains stacks for enemy heroes that die while a bomb is attached to them. | * Also gains stacks for enemy heroes that die while a bomb is attached to them. | ||
}} | }} | ||
|-|(3) Hook= | |-|(3) Hook= | ||
{{Ability card | {{Ability card v2 | ||
| | | hero_name=Bebop | ||
| | | ability_num=3 | ||
| | | notes= | ||
* Hook damage is dealt after Bebop finishes reeling in the target. | * Hook damage is dealt after Bebop finishes reeling in the target. | ||
}} | }} | ||
|-|(4) Hyper Beam= | |-|(4) Hyper Beam= | ||
{{Ability card | {{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 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. | * 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. | * 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. | * 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> | </tabber> | ||
== Weapon == | == Weapon == | ||
{{WeaponCard| | {{WeaponCard|key=hero_bebop}} | ||
== Background == | == Background == | ||
Line 125: | Line 83: | ||
== Trivia == | == Trivia == | ||
* He has an ongoing feud with {{HeroIcon|Lash}}. Several voice lines reference their feud and rivalry in blood sport | * He has an ongoing feud with {{HeroIcon|Lash}}. Several voice lines reference their feud and rivalry in blood sport. | ||
* Bebop's current model is likely temporary and is based on a robot model from when the game was still called ''Neon Prime.'' | * Bebop's current model is likely temporary and is based on a robot model from when the game was still called ''Neon Prime.'' | ||
* Bebop is voiced by [[wikipedia:JB Blanc|JB Blanc]], who is known for voiceworks in many popular videogames (e.g. Diablo in ''Diablo III'', Braum in ''League of Legends'', Saxton Hale in ''Team Fortress 2'', etc.). | * Bebop is voiced by [[wikipedia:JB Blanc|JB Blanc]], who is known for voiceworks in many popular videogames (e.g. Diablo in ''Diablo III'', Braum in ''League of Legends'', Saxton Hale in ''Team Fortress 2'', etc.). | ||
* Bebop is named after the jazz style [[wikipedia:Bebop|Bebop]] | |||
{{Hero Navbox}} | {{Hero Navbox}} | ||
[[Category:Heroes]] |
Latest revision as of 22:55, 4 November 2024
“Hooks an enemy for a knockout comboBebop can string together his abilities in many different ways. Disrupting enemy positions, saving an ally or dealing bursts of damage. When the situation doesn't require subtlety his giant laser still solves many problems.
Bebop
| |
---|---|
Weapon: "Humble Pie"
| |
Weapon Stats | |
DPS: | 66 |
Bullet Damage: | 5.3+0.29 |
Ammo: | |
Bullets per sec: | |
Reload Time: | |
Bullet Velocity: | |
Light Melee: | 63+2.67 |
Heavy Melee: | 116+4.91 |
Falloff Range: | 22m → 51m |
Max Range: | 32+2m |
Vitality Stats | |
Health: |
650+41 |
Health Regen: | |
Bullet Resist: |
10+1.25% |
Move Speed: | |
Sprint Speed: | |
Stamina: |
A modified scrap golem with a big heart and a bigger hook arm, Bebop is a potent threat on the battlefield when supported by his team. Not only can he Hook enemies and pull them into his allies, Bebop can attach sticky bombs to nearby foes and launch them in any direction with a powerful uppercut. For any foes left standing, Bebop's Hyper Beam can cut across the battlefield and finish them off.
Abilities[edit | edit source]
- 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.
- 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 264.14 damage (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.
- Hook damage is dealt after Bebop finishes reeling in the target.
- 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.
Weapon[edit | edit source]
Weapon Stats | |||
Humble Pie | |||
| |||
Fires a continuous beam with no bullet travel
|
Background[edit | edit source]
“Forged by the hands of a widowed junk yard attendant; Bebop was more than just some scrap golem laborer... he was the son she couldn't have. Together they would work in the iron yard during the day, and listen to jazz at night. But now, Bebop's creator has fallen ill and while Miss Shelly wouldn't approve of the activities that Bebop does at night to pay for her medicine, what she doesn't know can't hurt her.
— A FATE'S TALE
Update history[edit | edit source]
- Main article: Update history
Update | Changes |
---|---|
| |
| |
|
Trivia[edit | edit source]
- He has an ongoing feud with Lash. Several voice lines reference their feud and rivalry in blood sport.
- Bebop's current model is likely temporary and is based on a robot model from when the game was still called Neon Prime.
- Bebop is voiced by JB Blanc, who is known for voiceworks in many popular videogames (e.g. Diablo in Diablo III, Braum in League of Legends, Saxton Hale in Team Fortress 2, etc.).
- Bebop is named after the jazz style Bebop
Heroes |
Hero Labs |