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


 x0.524

  80

Area Damage


  14m

Landing Radius


  15%  Fire Rate Slow   x0.2

  5s  Fire Rate Slow Duration

  1
-10.5s Cooldown


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


  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.

 x1.2

  120

Damage


  3s

Fuse Time


  1
-8s Cooldown


  2
+80 Damage


  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.

 x2

  10

Damage


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


  2
+30m Cast Range


  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.

 x2.7

  205

DPS


  2.9m

Beam Width


On Hit:

  25%

Movement Slow


  70m  Beam Length

  1
-30s Cooldown


  2
+100 DPS


  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.