Bebop: Difference between revisions
LuckyLuke44 (talk | contribs) m Added reload time and bullet velocity values. |
m Updated ability cards to v2 |
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<tabber> | <tabber> | ||
|-|(1) Exploding Uppercut= | |-|(1) Exploding Uppercut= | ||
{{Ability card | {{Ability card v2 | ||
| | | hero_name=Bebop | ||
| | | ability_num=1 | ||
| | | notes= | ||
* Uppercuts all enemies within around 2-3m of Bebop. | * Uppercuts all enemies within around 2-3m of Bebop. | ||
* Uppercutted enemies cannot receive the area damage. | * Uppercutted enemies cannot receive the area damage. | ||
Line 57: | Line 49: | ||
|-|(2) Sticky Bomb= | |-|(2) Sticky Bomb= | ||
{{Ability card | {{Ability card v2 | ||
| | | hero_name=Bebop | ||
| | | ability_num=2 | ||
| | | notes= | ||
* Damage gain per hero hit is permanent for the rest of the game. | * 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. 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). | ||
Line 78: | Line 61: | ||
* 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. |
Revision as of 12:04, 3 October 2024
“
Bebop
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Weapon: "Hero Not Found"
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Weapon Stats | |
DPS: | 66 |
Bullet Damage: | 5.3 |
Ammo: | |
Bullets per sec: | |
Reload Time: | |
Bullet Velocity: | |
Light Melee: | 69 |
Heavy Melee: | 116 |
Falloff Range: | 22m → 51mm |
Vitality Stats | |
Health: | |
Health Regen: | |
Bullet Resist: | |
Spirit Resist: | |
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
- 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.
- 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. 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.
Weapon
Weapon Stats | |||
Humble Pie | |||
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Fires a continuous beam with no bullet travel
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Background
“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
- Main article: Update history
Update | Changes |
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Trivia
- He has an ongoing feud with Lash. Several voice lines reference their feud and rivalry in blood sport. They share another connection as the only two heroes that start the game with sprint speed, Bebop and Lash having 3m/s and 1m/s respectively.
- Bebop is the only hero that starts with more than 0% bullet resist (10%).
- 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.).
Heroes |
Hero Labs |