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| key = hero_bebop
| key = hero_bebop
| max_range = 32{{PI|2}}
| max_range = 32{{PI|2}}
| voice_actor = JB Blanc<ref>[https://www.imdb.com/title/tt33268153/fullcredits/ Deadlock] on [https://www.imdb.com/ IMDb]</ref>
| voice_actor = JB Blanc<ref>2026-05-17 - [https://x.com/MeleeCreepsDL/status/2056100550379196572 Melee Creeps] on [https://x.com/ X] - ''"After meeting @thejbblanc, Bebop has some words for the team!"''</ref>
| release_date = April 24, 2024
| release_date = April 24, 2024
| pronouns = He/Him
}}{{Quotation
| 2 = The inevitable is a hell of a thing.
| 4 = Bebop_upgrade_power3_07.mp3
}}
}}
'''Bebop''' is a [[Hero]] in ''[[Deadlock]]''. A scrap golem with a big heart and a bigger extendable arm, Bebop is a potent threat on the battlefield when supported by his team. His '''[[Bebop#Grapple Arm|Grappling Arm]]''' can pull friends and enemies alike towards him, saving them from certain doom or guaranteeing it. Bebop can attach '''[[Bebop#Sticky Bomb|Sticky Bombs]]''' to nearby foes and launch them in any direction with a powerful [[Bebop#Exploding Uppercut|'''Exploding Uppercut''']]. For any foes left standing, Bebop's '''[[Bebop#Hyper Beam|Hyper Beam]]''' can cut across the battlefield and finish them off.
'''Bebop''' is a [[Hero]] in ''[[Deadlock]]''. A modified scrap golem with a big heart and a bigger extendable arm, Bebop is a potent threat on the battlefield when supported by his team. His Grappling Arm can pull friends and enemies alike towards him, saving them from certain doom or guaranteeing it. Bebop can attach Sticky Bombs to nearby foes and launch them in any direction with a powerful Exploding Uppercut. For any foes left standing, Bebop's Hyper Beam can cut across the battlefield and finish them off.
The mechanical son of a widowed junkyard attendant, Bebop and Miss Shelly lived together at a junkyard, working with scrap metal by day and listening to jazz music by night. But once Miss Shelly fell ill, Bebop had to resort to participating in bloodsport at the [[Bear Pit]] to pay for her medicine. And while Bebop's creator wouldn't approve of his illicit activities, what she doesn't know can't hurt her.
The mechanical son of a widowed junkyard attendant, Bebop and Ms. Shelly live together at a junkyard, working with scrap metal by day and listening to jazz music by night. But once Ms. Shelly falls ill, Bebop is forced into illegal activities to pay for her medicine, doing whatever he can to save his creator.
== Weapon ==
{{WeaponCard|key=hero_bebop}}Bebop's weapon has a unique "Max Range" stat (not to be confused with [[Falloff Range]]). His weapon deals no damage beyond its max range. The max range starts at 32m and increases by +2m with [[Boon|boons]]. It also has a short wind-up time to start shooting. The gun can also be wound-up by zooming with right-click.
== Abilities ==
== Abilities ==
{{Ability tabs
| name=Bebop
{{AbilitySection
| ability1_notes=
| hero_name = Bebop
* Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him.
| ability_num = 1
* Uppercut first tries to launch all nearby allied troopers, enemy troopers, and enemy Heroes.
| notes =
* If there are no valid enemy targets at all near Bebop on cast, then Uppercut will try to launch nearby allied Heroes as well.
* Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him.
* Launched 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 do not receive the "On Landing" damage.
* Launched enemies and enemies in the landing area all receive the fire rate slow debuff.
* 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.
| ability2_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).
{{AbilitySection
** EX: With the "+75 Damage" upgrade, 6 bomb stacks (+9% damage), and 33 Spirit; Sticky Bomb will deal <u>244.81 damage</u> (110 ''[Base]'' + 75 ''[Upgrade]'' + 33*1.2 ''[Spirit scaling]'') * 1.09 ''[Stack Multiplier]''
| hero_name = Bebop
* Can target allies.
| ability_num = 2
* Bombs instantly explode if the target dies.
| notes =
* Also gains stacks for enemy heroes that die while a bomb is attached to them.
* Bomb(s) instantly explode if the target dies.
* To get an "On Hero Kill" [[stack]], the enemy has to die within 12s of the bomb exploding.
* 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.
| ability4_notes=
* 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 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.
* Bebop stays in the air during deployment time and also while the beam is active.
* 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:
* 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.
** 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.
* 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.
* 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.
== Weapon ==
Does not increase Beam's width.
{{WeaponCard|key=hero_bebop}}Bebop's weapon has a unique "Max Range" stat (not to be confused with [[Falloff Range]]). His weapon deals no damage beyond its max range. The max range starts at 32m and increases by +2m with [[Boon|boons]]. It also has a short wind-up time to start shooting. The gun can also be wound-up by zooming with right-click.
}}
}}
== Street Brawl ==
=== Ability Changes ===
<!--For fresh data see [[Deadlock:Street Brawl Ability Changes]] -->
In addition to [[Street Brawl#Heroes|global changes]], Bebop receives the following modifications to his abilities:
==== {{AbilityIcon|Hyper Beam}} ====
* Duration {{#invoke:StreetBrawlAbilities|change|Hyper Beam|AbilityChannelTime}}, from {{DataProp|Hyper Beam|AbilityChannelTime}}s to {{DataProp|Hyper Beam|AbilityChannelTime|streetbrawl}}s.
=== Item Draft ===
{{HeroStreetBrawlItems|Bebop}}
== Background ==
== Backstory ==
{{Fates_Tale|bebop}}
{{Fates_Tale|bebop}}
=== Lore ===
Bebop's motivation and wish in the ritual is to cure [[Shelly Fisher|Ms. Shelly]] of her illness.<ref>{{PageRef|name=Bebop}}'s in-game [[Bebop/Quotes#Select|voice line]] (select): ''"I'll do whatever it takes to save Ms. Shelly."''</ref><ref>{{PageRef|name=Hidden King}}'s in-game [[Bebop/Quotes#Patrons|voice line]] (Bebop start): ''"Shelly Fisher is running out of time, Bebop. Don't fail her. Complete the ritual."''</ref> Ms. Shelly doesn't know that Bebop is attempting to summon the [[Patron|Patrons]].<ref>{{PageRef|name=Bebop}}'s in-game [[Bebop/Quotes#Pre-Game|voice line]] (pre-game ping): ''"Ms. Shelly probably wouldn't approve of what I'm about to do. Unfortunately for them, she's at home, resting."''</ref>
Bebop describes his creation as "an act of craftsmanship, willpower and sacrifice".<ref>{{ConvoCite|hero1=Bebop|hero2=Kelvin|number=2|hero_quote1=Bebop|quote1=I was summoned into existence by an act of craftsmanship, willpower and sacrifice. There is a clear path that someone could replicate.}}</ref> Bebop seems to have a soul.<ref>{{ConvoCite|hero1=Bebop|hero2=Dynamo|number=1|hero_quote1=Bebop|quote1=I thought I'd found a kindred spirit.|hero_quote2=Dynamo|quote2=Listen, we're both just a couple of floating souls in iron bodies. I think there's plenty of common ground.}}</ref>
Bebop's main source of income for Ms. Shelly's medicine is by fighting in the [[Bear Pit]].<ref>{{ConvoCite|hero1=Bebop|hero2=Ivy|number=2}}</ref><ref>{{PageRef|name=Pocket}}'s in-game [[Pocket/Quotes#Enemies|voice line]] (Killed Bebop): ''"Well, if I don't retake my company at least I have a future in the Bear Pit."''</ref><ref>{{PageRef|name=Bebop}}'s in-game [[Bebop/Quotes#Select|voice line]] (Select): ''"People get me all wrong. I'm not interested in violence for violence's sake! I'm interested in violence for money's sake."''</ref> Once Ms. Shelly is cured of her illness, he intends to retire.<ref name=":1">{{ConvoCite|hero1=Bebop|hero2=Mo & Krill|number=2|hero_quote1=|quote1=}}</ref>
Bebop was created with access to his own free will.<ref>{{ConvoCite|hero1=Bebop|hero2=McGinnis|number=3|hero_quote1=McGinnis|quote1=So, what sort of bindings did your creator put on you?|hero_quote2=Bebop|quote2=Oh, Ms. Shelly doesn't believe in that sort of thing.}}</ref> While Bebop doesn't particularly value human life,<ref>{{ConvoCite|hero1=Bebop|hero2=Lady Geist|number=3|hero_quote1=Lady Geist|quote1=You're not one of those machines that value human life, are you?|hero_quote2=Bebop|quote2=Not particularly. Beyond a few... notable exceptions.}}</ref><ref>{{PageRef|name=Bebop}}'s in-game [[Bebop/Quotes#Select|voice line]] (Select): ''"Ms. Shelly's a good person, and probably wouldn't condone me participating in bloodsport for money. I, however, am not shackled by human morality, and find it a rather entertaining use of my time."''</ref> he knows Ms. Shelly wouldn't approve of him killing people.<ref>{{ConvoCite|hero1=Bebop|hero2=McGinnis|number=3|hero_quote1=McGinnis|quote1=So, what's stopping you from mowing down humanity with that death laser?|hero_quote2=Bebop|quote2=It would disappoint Ms. Shelly!}}</ref><ref>{{ConvoCite|hero1=Bebop|hero2=Calico|number=2|hero_quote1=Bebop|quote1=I'm not interested in killing people for money.}}</ref> Bebop also refers to Ms. Shelly as his "mother".<ref>{{ConvoCite|hero1=Bebop|hero2=Yamato|number=1|hero_quote1=Yamato|quote1=Your master is sick?|hero_quote2=Bebop|quote2=My mother. Not my master.}}</ref>
Bebop can speak French, but can't speak Japanese.<ref>{{ConvoCite|hero1=Bebop|hero2=Lady Geist|number=1|hero_quote1=Bebop|quote1=Ah ben super, maintenant je suis coincé avec un bourgeois.}}</ref><ref>{{ConvoCite|hero1=Bebop|hero2=Yamato|number=1|hero_quote1=Yamato|quote1=だろ奴が噂の殺戮マシーンか?|hero_quote2=Bebop|quote2=Er, apologies. I don't speak Japanese.}}</ref>
Bebop calls humans "organics".<ref>{{PageRef|name=Bebop}}'s in-game [[Bebop/Quotes#Enemies|voice line]] (Killed Drifter): ''"What do I look like, Drifter, a frail organic?"''</ref><ref>{{ConvoCite|hero1=Bebop|hero2=Seven|number=2|hero_quote1=Bebop|quote1=You're not like the other organics.}}</ref>
Bebop knows how to bake biscuits.<ref name=":0">{{ConvoCite|hero1=Bebop|hero2=Viscous|number=1|hero_quote1=Viscous|quote1=Do you think she'd like being in a Cube?|hero_quote2=Bebop|quote2=Y'know what? She might! After the ritual, come over and say hi! I'll make biscuits.}}</ref>
== Character interactions ==
* Bebop and {{PageRef|name=Lash}} have a rivalry fueled by hate for each other.<ref>{{VoiceLineCite|name=Lash|file=Lash_select_06.mp3|transcription=Reason number 87 I'm better than Bebop: He's Bebop.}}</ref><ref>{{PageRef|name=Bebop}}'s in-game [[Bebop/Quotes#Select|voice line]] (Select): ''"The only way this day gets any better is if I get to punch Lash in the face."''</ref><ref>{{ConvoCite|hero1=Bebop|hero2=Viscous|number=1|hero_quote1=Viscous|quote1=I hear Lash doesn't like you.|hero_quote2=Bebop|quote2=Heh, he does not!}}</ref> Lash used to use an uppercut instead of Ground Strike, but refused to use it ever again after seeing Bebop use an uppercut.<ref>{{PageRef|name=Lash}}'s in-game [[Lash/Quotes#Select|voice line]] (Select): ''"Fun little fact: The Lash used to do an uppercut. And then I saw Bebop do an uppercut and I knew right then and there that I would never do one again."''</ref><ref>{{PageRef|name=Lash}}'s in-game [[Lash/Quotes#Ground Strike|voice line]] (Upgrade Ground Strike): ''"This used to be an uppercut... Then I grew as a person, y'know, meanwhile Bebop is still throwing uppercuts because he sucks.''</ref> Bebop has beaten Lash in the Bear Pit once,<ref name=":02">{{ConvoCite|hero1=Lash|hero2=Wraith|number=2|hero_quote1=Wraith|quote1=You're the guy that lost to Bebop.|hero_quote2=Lash|quote2=One time.|hero_quote3=Wraith|quote3=One time is all it takes to be a loser.}}</ref> and Lash has beaten Bebop at least once afterwards.<ref>{{PageRef|name=Bebop}}'s in-game [[Bebop/Quotes#Enemies|voice line]] (Killed Lash): ''"Like I told ya, Lash: beatin' me was a fluke!"''</ref><ref>{{PageRef|name=Lash}}'s in-game [[Lash/Quotes#Enemies|voice line]] (Killed Bebop): ''"Once again, Lash rights a great wrong!"''</ref> Neither Bebop nor Lash elaborate on why they hate the other so much.<ref>{{ConvoCite|hero1=Bebop|hero2=Pocket|number=2|hero_quote1=Pocket|quote1=Why do you hate Lash?|hero_quote2=Bebop|quote2=He's Lash.}}</ref><ref>{{ConvoCite|hero1=Lash|hero2=Ivy|number=3}}</ref>
* Bebop offers to introduce Ms. Shelly to {{PageRef|name=Drifter}},<ref>{{ConvoCite|hero1=Bebop|hero2=Drifter|number=1|hero_quote1=Bebop|quote1=In that case, you should come over to the scrapyard after the ritual! I'm sure Ms. Shelley could help out with dinner.}}</ref> {{PageRef|name=Victor}}<ref>{{ConvoCite|hero1=Bebop|hero2=Victor|number=1|hero_quote1=Bebop|quote1=After the ritual, I could introduce you to--|hero_quote2=Victor|quote2=I don't want to impose.|hero_quote3=Bebop|quote3=No imposition, I insist! People like us need to stick together.}}</ref> and {{PageRef|name=Viscous}}.<ref name=":0" /> He also wanted {{PageRef|name=McGinnis}} to speak to her.<ref>{{PageRef|name=Bebop}}'s in-game [[Bebop/Quotes#Enemies|voice line]] (Killed McGinnis): ''"So much for asking her to speak to Ms. Shelly."''</ref>
* Bebop offers {{PageRef|name=Pocket}} a place to stay after the ritual.<ref>{{ConvoCite|hero1=Bebop|hero2=Pocket|number=2|hero_quote1=Bebop|quote1=Pocket. I don't mean to pry, but... if after the ritual, you need a place to stay...|hero_quote2=Pocket|quote2=That's... very kind of you Bebop, but I'm fine.}}</ref>
* {{PageRef|name=Lady Geist}} regards Bebop as a man of culture after learning he speaks French.<ref>{{ConvoCite|hero1=Bebop|hero2=Lady Geist|number=1|hero_quote2=Lady Geist|quote2=Apologies. I didn't realize I was working with a man of culture.}}</ref>
* {{PageRef|name=Ivy}} invites Bebop and Ms. Shelly to visit the [[The Arroyo's|Arroyo's]] for dinner.<ref>{{ConvoCite|hero1=Bebop|hero2=Ivy|number=3|hero_quote1=Ivy|quote1=You and Ms. Shelly should come over to the Arroyo's for dinner sometime. Heh, I bet they'd get along great.}}</ref>
* {{HeroIcon|Mo & Krill}} watch Bebop's fights in the Bear Pit and consistently bet on him winning.<ref name=":1" /> They know Ms. Shelly and have tried to help her.<ref>{{ConvoCite|hero1=Bebop|hero2=Mo & Krill|number=3|hero_quote1=Mo & Krill|quote1=Sorry we couldn't do more for her.|hero_quote2=Bebop|quote2=Ah you tried. That's good enough.}}</ref>
*{{HeroIcon|Vyper}} is a fan of {{HeroIcon|Lash}} and dislikes Bebop.<ref>{{VoiceLineCite|name=Vyper|file=viper_select_07.mp3|transcription=I'm just gonna say it: Lash is awesome, and he kicked Bebop's ass.}}</ref><ref>{{VoiceLineCite|name=Vyper|file=Viper kill bebop 05.mp3|transcription=When are you gonna get the message, Bebop? You suck!}}</ref>
*{{HeroIcon|Wraith}} criticizes Bebop for not telling Ms. Shelly about his work as a pitfighter.<ref>{{ConvoCite|hero1=Bebop|hero2=Wraith|number=2|hero_quote1=Wraith|quote1=How long are you planning on lying to that lady?|hero_quote2=Bebop|quote2=I don't lie to her.|hero_quote3=Wraith|quote3=No. You just lie to yourself.}}</ref>
*{{PageRef|name=McGinnis}} and {{PageRef|name=Paradox}} are impressed by the craftsmanship used to create Bebop.<ref>{{ConvoCite|hero1=Bebop|hero2=McGinnis|number=1|hero_quote1=McGinnis|quote1=Who made you, Bebop?|hero_quote2=Bebop|quote2=Oh, Ms. Shelly.|hero_quote3=McGinnis|quote3=When you see her, tell her she did great work.}}</ref><ref>{{ConvoCite|hero1=Bebop|hero2=Paradox|number=1|hero_quote1=Paradox|quote1=You're a marvel to behold, Bebop. Truly exquisite craftsmanship.}}</ref>
*{{PageRef|name=Seven}} believes Bebop's love for Ms. Shelly makes him weak. Seven threatens that, if he considered Bebop a threat, he would go after Ms. Shelly to get to Bebop.<ref>{{ConvoCite|hero1=Bebop|hero2=Seven|number=1}}</ref>
== Update history ==
== Update history ==
{{Update history}}
{{Update history}}
== 3D model ==
{{3D_Model|Bebop}}
===Weapon===
{{3D Model|Bebop Weapon|size=240px}}
== Gallery ==
== Gallery ==
<gallery>
<gallery>
File:Bebop card.png|Bebop portrait
File:Bebop card.png|Bebop portrait
File:Bebop Gloat.png|Gloat portrait for Bebop
File:Bebop Critical.png|Critical health portrait for Bebop
File:Bebop visual novel.png|Bebop visual novel art
</gallery>
File:Bebop Neon Prime.png|[[Neon Prime]] Bebop
File:Bebop Gloat.png|Gloat portrait for Bebop.
=== [[Neon Prime]] ===
File:Bebop Critical.png|Critical health portrait for Bebop.
<gallery>
File:Bebop Neon Prime.png|Neon Prime Bebop
</gallery>
</gallery>
== Trivia ==
== Trivia ==
* Bebop's current model is inherited from his original design in ''[[Neon Prime]].'' His previous portrait artwork was different from his in-game model and possibly hints at what his final design will be like. This updated design can also be seen in [[The Binding of Oathkeeper|''The Binding of Oathkeeper'']] [https://youtu.be/nn_C9nQ_Ri0?si=m6WF1b3kDfIb2R9R&t=1547 Chapter 5D.]
* Bebop's current model is inherited from his original design in ''[[Neon Prime]].'' His previous portrait artwork was different from his in-game model and possibly hints at what his final design will be like. This updated design can also be seen in [[The Binding of Oathkeeper|''The Binding of Oathkeeper'']] [https://youtu.be/nn_C9nQ_Ri0?si=m6WF1b3kDfIb2R9R&t=1547 Chapter 5D.]
* 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]]. During Hyper Beam, a saxophone-like instrument can be heard playing erratically, akin to jazz improvisation.<ref>{{PageRef|name=Bebop}}'s [[Bebop/Sounds#Hyper Beam|Hyper Beam sounds]]</ref> The songs [https://www.youtube.com/watch?v=KwIC6B_dvW4 Giant Steps by John Coltrane] and [https://www.youtube.com/watch?v=YZYaSkhRhoE Bebop by Charlie Parker] are possible references for the Hyper Beam SFX variants.
* Bebop is named after the jazz style [[wikipedia:Bebop|bebop]]. During Hyper Beam, a saxophone-like instrument can be heard playing erratically, akin to jazz improvisation.<ref>{{PageRef|name=Bebop}}'s [[Bebop/Sounds#Hyper Beam|Hyper Beam sounds]]</ref> The songs [https://www.youtube.com/watch?v=KwIC6B_dvW4 Giant Steps by John Coltrane] and [https://www.youtube.com/watch?v=YZYaSkhRhoE Bebop by Charlie Parker] are possible references for the Hyper Beam SFX variants.
* Bebop has a [[wikipedia:Cockney|Cockney]] accent, commonly spoken in England by working-class Londoners.
* Bebop has a [[wikipedia:Cockney|Cockney]] accent, commonly spoken in England by working-class Londoners.
Bebop is a Hero in Deadlock. A scrap golem with a big heart and a bigger extendable arm, Bebop is a potent threat on the battlefield when supported by his team. His Grappling Arm can pull friends and enemies alike towards him, saving them from certain doom or guaranteeing it. Bebop can attach Sticky Bombs to nearby foes and launch them in any direction with a powerful Exploding Uppercut. For any foes left standing, Bebop's Hyper Beam can cut across the battlefield and finish them off.
The mechanical son of a widowed junkyard attendant, Bebop and Miss Shelly lived together at a junkyard, working with scrap metal by day and listening to jazz music by night. But once Miss Shelly fell ill, Bebop had to resort to participating in bloodsport at the Bear Pit to pay for her medicine. And while Bebop's creator wouldn't approve of his illicit activities, what she doesn't know can't hurt her.
Bebop's weapon has a unique "Max Range" stat (not to be confused with Falloff Range). His weapon deals no damage beyond its max range. The max range starts at 32m and increases by +2m with boons. It also has a short wind-up time to start shooting. The gun can also be wound-up by zooming with right-click.
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.
Sticky Bomb
Sticky Bomb
6m
8m
3.5s
0
18s
Attach a bomb that explodes after a delay, dealing spirit damage to nearby enemies.
If the bomb hits or kills a hero, you gain permanent bonus damage on Sticky Bomb.
Stacks diminish by half after 60 hits and 7 kills
3.5s
Fuse Time
On Hit:
x1.5
85
Damage
On Attach:
0s
Debuff Duration
On Hero Hit:
x0.0015
1%
Sticky Bomb Damage
On Hero Kill:
x0.01
2.5%
Sticky Bomb Damage
1
-8s Cooldown
2
85 Damage
5
On Cast: +5m Move Speed and +25% Debuff Resistance for 6s
Interacts partially with Dispel. Click to reveal more info.
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 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: ((Base dmg + Upgrade + Spirit Scaling) * stacks multiplier). I.e.: With the T2 ("+85 Damage") upgrade, stacks giving +9% damage, and 33 Spirit; Sticky Bomb will deal 245 damage ((110 [Base] + 85 [Upgrade] + 33*1.5 [Spirit Scaling]) * 1.09 [Stack Multiplier])
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 10 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 Echo Shard gives two hit stacks and possibly one kill stack.
Whenever hit stack count reaches 60, then every hit starts giving only half of a hit stack. Likewise, when kill stack count reaches 7, 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: (HitStacks*(1+0.0015*SP)) + (KillStacks*(2.5+0.01*SP)) (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. Boundless Spirit and seeing the number above ability icon increase by itself.
If purged, the bomb is dropped on the ground and still detonates.
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 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: ((Base dmg + Upgrade + Spirit Scaling) * stacks multiplier). I.e.: With the T2 ("+85 Damage") upgrade, stacks giving +9% damage, and 33 Spirit; Sticky Bomb will deal 245 damage ((110 [Base] + 85 [Upgrade] + 33*1.5 [Spirit Scaling]) * 1.09 [Stack Multiplier])
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 10 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 Echo Shard gives two hit stacks and possibly one kill stack.
Whenever hit stack count reaches 60, then every hit starts giving only half of a hit stack. Likewise, when kill stack count reaches 7, 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: (HitStacks*(1+0.0015*SP)) + (KillStacks*(2.5+0.01*SP)) (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. Boundless Spirit and seeing the number above ability icon increase by itself.
If purged, the bomb is dropped on the ground and still detonates.
Grapple Arm
Grapple Arm
30m
0
23s
Launch out a mechanical hand that pulls the first character it hits, reeling them in.
Grapple Arm can be used on allies.
30m
Cast Range
x0.7
44.1
Damage
1
+20% weapon damage against victims for 6s
2
30m Cast Range
5
-11.5s Cooldown
Benefits from melee items (e.g. Melee Lifesteal)Interacts with Debuff Resist. Click to reveal more info.Triggers Reactive BarrierInteracts with Dispel. Click to reveal more info.Disable prevented by IndomitableCC effect suppressed by Unstoppable
The target receives a 90% move slow that lasts for 0.5s 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 (Spirit Snatch, Lifestrike), but not for others (Melee Charge and Crushing Fists). This is likely unintentional.
The target receives a 90% move slow that lasts for 0.5s 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 (Spirit Snatch, Lifestrike), but not for others (Melee Charge and Crushing Fists). This is likely unintentional.
Channel a powerful torrent of energy that deals spirit damage and applies slow.
x2.51
160
Damage Per Second
On Hit:
-25%
Move Speed
70mBeam Length
2.9mBeam Width
1
-20s Cooldown
2
108 Damage Per Second
5
Hyper Beam heals Bebop for 65% of its damage on Heroes. 20% on non-hero
Interacts partially with Debuff Resist. Click to reveal more info.CC effect suppressed by UnstoppableInteracts with Ability Range. Click to reveal more info.
Deals 50% damage to objectives.
Deals damage and applies slow in 0.1s intervals. The slow lasts for 0.5s 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 - 5m radius,
The beam itself - 2.9m width,
Area around the end of the beam - 4m 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 1s cast time before the laser is fully deployed and active.
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 0.5s which can be reduced e.g. by Debuff Reducer.
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 0.5s which can be reduced e.g. by Debuff Reducer.
In Street Brawl, every hero draws items from a shared pool, but some items are weighted to appear more often for a given hero and others less often. For each tier below, that tier's items are grouped by how likely they are to be offered to Bebop: High, Average, or Low chance.
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. It was a predictable, if not comforting routine. 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.
Fixed Sticky Bomb T3 duration ending once the bomb went off rather than the full 5s duration.
Sticky Bomb T3 changed from "On Cast: +5m Move Speed and +20% Fire Rate for 5s" to "On Cast: +5m Move Speed and +25% Debuff Resistance for 6s" (applies retroactively).
Bebop's current model is inherited from his original design in Neon Prime. His previous portrait artwork was different from his in-game model and possibly hints at what his final design will be like. This updated design can also be seen in The Binding of OathkeeperChapter 5D.
Bebop is named after the jazz style bebop. During Hyper Beam, a saxophone-like instrument can be heard playing erratically, akin to jazz improvisation.[2] The songs Giant Steps by John Coltrane and Bebop by Charlie Parker are possible references for the Hyper Beam SFX variants.
Bebop has a Cockney accent, commonly spoken in England by working-class Londoners.
"Ignoring Lash in the Hideout" is displayed as one's status in the in-game Friends List when playing as Bebop in the Hideout.
Bebop's Grappling Arm being depicted as a Hook is a reference to Dota 2, where Pudge has a nearly identical ability called Meat Hook.