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== Abilities == {{AbilitySection | 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 do not receive the "On Landing" 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. }} {{AbilitySection | hero_name = Bebop | ability_num = 2 | notes = * Bomb(s) instantly explode if the target dies. * Bomb damage is based on Bebop's spirit power at cast time, so buffs/debuffs such as {{ItemIcon|Spirit Snatch}} apply only if they are active when the bomb is attached. * Can be attached to allies. * Can be attached to self by using Alternate Cast, but deals 20% of the bomb's listed Spirit damage to himself on explode. The self-damage can be mitigated with [[Spirit Resist]] items. * The permanent bonus damage is applied after all upgrades and Spirit Scaling. Formula: <code>((Base dmg + Upgrade + Spirit Scaling) * stacks multiplier)</code>. I.e.: With the T2 ("+{{DataProp|Sticky Bomb|Upgrades.2.Damage}} Damage") upgrade, stacks giving +9% damage, and 33 Spirit; Sticky Bomb will deal 245 damage <code>((110 ''[Base]'' + {{DataProp|Sticky Bomb|Upgrades.2.Damage}} ''[Upgrade]'' + 33*{{DataProp|Sticky Bomb|Damage.Scale.Value}} ''[Spirit Scaling]'') * 1.09 ''[Stack Multiplier]'')</code> * Permanent bonus damage stacking notes: ** The game keeps track of two independent counters: hit stacks and kill stacks. These are not shown anywhere in UI. ** A hit stack is gained every time a hero is hit by a bomb. A kill stack is gained whenever a hero hit by a bomb in the last {{DataProp|Sticky Bomb|KillCheckWindow}} seconds dies. ** If enemy hero dies while a bomb is attached to them, it gives one hit stack and one kill stack to Bebop. It may give additional stacks if the explosion hits/kills other heroes. ** Stacking two bombs via {{ItemIcon|Echo Shard}} gives two hit stacks and possibly one kill stack. ** Whenever hit stack count reaches {{DataProp|Sticky Bomb|OnHitDiminish}}, then every hit starts giving only half of a hit stack. Likewise, when kill stack count reaches {{DataProp|Sticky Bomb|OnKillDiminish}}, every kill starts giving half of a kill stack. This also applies to stacks gained upon target death. ** For calculating total damage bonus the game uses following formula: <code>(HitStacks*({{DataProp|Sticky Bomb|BonusDamagePctPerPlayerHit}}+{{DataProp|Sticky Bomb|BonusDamagePctPerPlayerHit.Scale}}*SP)) + (KillStacks*({{DataProp|Sticky Bomb|BonusDamagePctPerPlayerKilled}}+{{DataProp|Sticky Bomb|BonusDamagePctPerPlayerKilled.Scale}}*SP))</code> (SP = Spirit Power). The result is % damage bonus applied to the bomb and is the number shown on the UI. ** Since SP determines damage for each stack and doesn't affect gaining stacks, it can be said that Spirit Power applies retroactively to already gained stacks. This can be observed by purchasing e.g. {{ItemIcon|Boundless Spirit}} and seeing the number above ability icon increase by itself. | interactions = {{AbilityInteraction | interaction = dispel magic | state = partial | text = If purged, the bomb is dropped on the ground and still detonates.}} }} {{AbilitySection | hero_name = Bebop | ability_num = 3 | notes = * The target receives a {{#invoke:Abilities|get_ability_prop|Grapple Arm|SlowPercent}}% move slow that lasts for {{#invoke:Abilities|get_ability_prop|Grapple Arm|RestrictionDuration}}s when it finishes being pulled-in. * T1 damage bonus works by applying a unique debuff to the enemy, which can be shortened and cleansed. * Though it does light melee damage, Grapple Arm triggers the effects of some items as if it does heavy melee damage ({{ItemIcon|Spirit Snatch}}, {{ItemIcon|Lifestrike}}), but not for others ({{ItemIcon|Melee Charge}} and {{ItemIcon|Crushing Fists}}). This is likely unintentional. | interactions = {{AbilityInteraction | interaction = debuff resist | text = T1 damage bonus' duration can be reduced.}} {{AbilityInteraction | interaction = dispel magic | text = T1 damage bonus can be removed.}} }} {{AbilitySection | hero_name = Bebop | ability_num = 4 | notes = * Deals 50% damage to objectives. * Deals damage and applies slow in {{DataProp|Hyper Beam|Interval}}s intervals. The slow lasts for {{DataProp|Hyper Beam|SlowTargetDuration}}s and subsequent applications refresh the duration. * Bebop stays in the air during deployment time and also while the beam is active. * Hyper Beam has 3 damage areas: ** Area near arm - {{DataProp|Hyper Beam|BeamCloseRadius}}m radius, ** The beam itself - {{DataProp|Hyper Beam|BeamWidth}}m width, ** Area around the end of the beam - {{DataProp|Hyper Beam|BeamEndRadius}}m radius. * 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 '''{{DataProp|Hyper Beam|AbilityCastDelay}}s''' cast time before the laser is fully deployed and active. | interactions = {{AbilityInteraction | interaction = debuff resist | state = partial | text = Hyper Beam's slow is continously reapplied which effectively nullifies any debuff resist. However when the player leaves the beam's area the slow lingers for {{DataProp|Hyper Beam|SlowTargetDuration}}s which can be reduced e.g. by {{ItemIcon|Debuff Reducer}}. }} {{AbilityInteraction | interaction = range | text = Increases * Damage area around Bebop, * Beam's length, * Damage area around the end of beam. Does not increase Beam's width. }} }}
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