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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
}}{{Quotation|2=The inevitable is a hell of a thing.}}
| pronouns = He/Him
'''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.
}}{{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.
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. While Ms. Shelly wouldn't approve of what Bebop does to pay for her medicine, what she doesn't know can't hurt her.
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.
== Weapon ==
== Weapon ==
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| notes =
| notes =
* Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him.
* 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.
* 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.
* 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 cannot receive the area 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.
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| ability_num = 2
| ability_num = 2
| notes =
| notes =
* The percentage damage increase is applied to the total damage of the bomb. Formula: ((Base dmg + Upgrade + Spirit scaling) * stack multiplier).
* Bomb(s) instantly explode if the target dies.
** EX: With the "+{{#invoke:Abilities|get_ability_upgrade_prop|Sticky Bomb|2|Damage}} Damage" upgrade, 6 bomb stacks (+9% damage), and 33 Spirit; Sticky Bomb will deal <u>244.81 damage</u> (110 ''[Base]'' + {{#invoke:Abilities|get_ability_upgrade_prop|Sticky Bomb|2|Damage}} ''[Upgrade]'' + 33*{{#invoke:Abilities|get_ability_prop|Sticky Bomb|Damage.Scale.Value}} ''[Spirit scaling]'') * 1.09 ''[Stack Multiplier]''
* 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 allies.
* Can be attached to self by holding Alternate cast, dealing 20% self-damage on explode.
* 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.
* Bombs instantly explode if the target dies.
* 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>
* Also gains stacks for enemy heroes that die while a bomb is attached to them.
* Permanent bonus damage stacking notes:
* To get an "On Hero Kill" [[stack]], the enemy has to die within 12s of the bomb exploding.
** The game keeps track of two independent counters: hit stacks and kill stacks. These are not shown anywhere in UI.
*If the target enemy uses a [[Status_Effects#Purge|purge effect]] (e.g. {{ItemIcon|Dispel Magic}}), the bomb is dropped on the ground but still detonates.
** 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.}}
}}
}}
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| notes =
| 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.
* 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. This debuff can be shortened (e.g. {{ItemIcon|Debuff Reducer}}) and cleansed (e.g. {{ItemIcon|Dispel Magic}})
* 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.}}
}}
}}
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| notes =
| 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.
Does not increase Beam's width.
}}
}}
== 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}}
== Backstory ==
== Backstory ==
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== 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.
* Despite having been made in America, 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.
* "Ignoring Lash in the Hideout" is displayed as one's status in the in-game Friends List when playing as Bebop in the [[Hideout]].
* "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 [https://liquipedia.net/dota2/Pudge Pudge] has a nearly identical ability called Meat Hook.
* Bebop's Grappling Arm being depicted as a Hook is a reference to Dota 2, where [https://liquipedia.net/dota2/Pudge Pudge] has a nearly identical ability called Meat Hook.
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.