Bebop: Difference between revisions
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== Abilities == | == Abilities == | ||
<tabber> | <tabber> | ||
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| ability_num=1 | | ability_num=1 | ||
| notes= | | 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. | ||
}} | }} | ||
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* 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> | ||
Revision as of 22:55, 4 November 2024
Abilities
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.
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.
Notes
- Hook damage is dealt after Bebop finishes reeling in the target.
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.
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.