Bebop: Difference between revisions

From Deadlock Wiki
Jump to navigation Jump to search
Snes (talk | contribs)
m is a hero
Korvo (talk | contribs)
No edit summary
Line 1: Line 1:
{{Infobox hero
| key = hero_bebop
| weapon_name = Humble Pie
| 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}}
}}
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 ==
== Abilities ==
<tabber>
<tabber>
Line 24: Line 6:
| ability_num=1
| ability_num=1
| notes=
| notes=
* Uppercuts all enemies within around 2-3m of Bebop.
* Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him.
* Uppercutted enemies cannot receive the area damage.
* 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.
}}
}}
Line 60: Line 45:
* 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 ==
{{WeaponCard|key=hero_bebop}}
== Background ==
{{Quotation|'''A FATE'S TALE'''|
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.
}}
== Update history ==
{{Main|Bebop/Update history|l1=Update history}}
{{Update history}}
== Trivia ==
* 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 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}}
[[Category:Heroes]]

Revision as of 22:55, 4 November 2024

Abilities

Exploding Uppercut




21s

Deal Light Melee damage to nearby units and send them flying back, causing area damage and fire rate slow where they land. Does not damage allies.

0.01

Uppercut Damage


Spirit Power#Spirit Power Scalingx0.524

80

Area Damage


14m

Landing Radius


15%  Fire Rate Slow  Spirit Power#Spirit Power Scalingx0.2

5s  Fire Rate Slow Duration

Ability Point 1
-10.5s Cooldown


Ability Point 2
On Uppercut enemy Hero, gain fast spin-up time, 2x range, and +60% weapon damage for 12s


Ability Point 5
On Uppercut enemy Hero, set Hook cooldown to 0 and instantly +100% bullets to your current clip


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.

Sticky Bomb

6m

12m

3s


18s

Attach a Sticky Bomb to a nearby target that deals explosive damage after a short fuse time.

Gain +1.5% bomb damage for every enemy hero hurt.
Gain +4% bomb damage for every enemy hero killed within 12.0s of taking bomb damage.

Hold to cast a Sticky Bomb on yourself.

Spirit Power#Spirit Power Scalingx1.2

120

Damage


3s

Fuse Time


Ability Point 1
-8s Cooldown


Ability Point 2
+80 Damage


Ability Point 5
On Attach, target deals -30% less damage for 5s


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 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

30m



23s

Launch out a hook that grabs and reels in the first hero it hits and deals damage to enemies. Target will be placed where you are facing.

Spirit Power#Spirit Power Scalingx2

10

Damage


Ability Point 1
Bebop deals 30% more bullet damage against hooked enemies for 10s


Ability Point 2
+30m Cast Range


Ability Point 5
-11.5s Cooldown


Notes
  • Hook damage is dealt after Bebop finishes reeling in the target.

Hyper Beam




130s

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.

Spirit Power#Spirit Power Scalingx2.7

205

DPS


2.9m

Beam Width


On Hit:

25%

Movement Slow


70m  Beam Length

Ability Point 1
-30s Cooldown


Ability Point 2
+100 DPS


Ability Point 5
Hyper Beam heals Bebop for 100% of its damage on Heroes. 33% on non-hero


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.