Bebop: Difference between revisions

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'''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 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 lived together at a junkyard, working with scrap metal by day and listening to jazz music by night. But once Ms. 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 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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| notes      =
| notes      =
* Bomb(s) instantly explode if the target dies.
* Bomb(s) 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>
* 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.  
* 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 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.
* 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.
* 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.
* 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:
* 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.
** The game keeps track of two independent counters: hit stacks and kill stacks. These are not shown anywhere in UI.
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** 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.
** 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.
** 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 a {{DataProp|Hyper Beam|SlowPercent}}% {{DataProp|Hyper Beam|SlowTargetDuration}}s slow) in {{DataProp|Hyper Beam|Interval}}s intervals.
* 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 {{DataProp|Hyper Beam|AbilityCastDelay}}s. 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 =
| interactions =
{{AbilityInteraction | interaction = debuff resist | state = partial | text =  
{{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}}.
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 ==
== Street Brawl ==
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== 3D model ==
== 3D model ==
{{3D_Model|Bebop}}
{{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 MM.png|Bebop icon
File:Bebop MM.png|Bebop icon
File:Bebop Render.png|Bebop in-game render
File:Bebop Render.png|Bebop in-game render
File:Bebop select background.png|Bebop's select background
File:Bebop select background.png|Bebop's select background
File:Bebop Reference Sheet.png|Bebop reference sheet
File:Bebop Reference Sheet.png|Bebop reference sheet
File:Bebop name.svg|Bebop name typography
File:Bebop Weapon.png|Bebop weapon - ''Humble Pie''
</gallery>
 
=== Typography ===
<gallery>
File:Bebop name.svg|Bebop's name typography
File:Bebop italian.svg|Bebop's Italian typography
File:Bebop italian.svg|Bebop's Italian typography
File:Bebop russian.svg|Bebop's Russian typography
File:Bebop russian.svg|Bebop's Russian typography
File:Bebop schinese.svg|Bebop's Simplified Chinese typography
File:Bebop schinese.svg|Bebop's Simplified Chinese typography
File:Bebop ukrainian.svg|Bebop's Ukrainian typography
File:Bebop ukrainian.svg|Bebop's Ukrainian typography
File:Bebop Weapon.png|Bebop weapon - ''Humble Pie''
</gallery>
 
=== Visual novel ===
<gallery>
File:Bebop visual novel.png|Bebop visual novel art
</gallery>
 
=== Removed/Unused content ===
<gallery>
File:Bebop card old.png|Previous Bebop portrait
File:Bebop card old.png|Previous Bebop portrait
File:Bebop icon old.png|Previous Bebop icon
File:Bebop icon old.png|Previous Bebop icon
File:Bebop winter.png|Bebop 2024 [[Seasonal events#Winter|Winter skin]]
File:Bebop winter.png|Bebop 2024 [[Seasonal events#Winter|Winter skin]]
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.
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== Navigation ==
== Navigation ==
{{Hero Navbox}}
{{Hero Navbox}}
[[Category:Heroes]]
[[Category:Bebop]]