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{{HeroTabs}}<!--
{{HeroTabs}}
-->{{Infobox hero
{{Infobox hero
| key = hero_bebop
| key = hero_bebop
| max_range = 32{{PI|2}}
| max_range = 32{{PI|2}}
| bullet_resist = {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|BulletResist|3}}{{#invoke:HeroData|get_hero_scalar|{{#var:hero_key_or_en}}|Level|BulletResist}}
| 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>
| voice_actor = JB Blanc<ref>[https://www.imdb.com/title/tt33268153/fullcredits/ Deadlock] on [https://www.imdb.com/ IMDb]</ref>
| release_date = April 24, 2024
| release_date = April 16, 2024
| pronouns = He/Him
| no_spirit_resist = true
}}{{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 hook arm, Bebop is a potent threat on the battlefield when supported by his team. Not only can he Grapple enemies and pull them into his allies, Bebop can attach sticky bombs to nearby foes and launch them in any direction with a powerful 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 ==
<tabber>
 
|-|(1) Exploding Uppercut=
{{AbilitySection
{{Ability card v2
| hero_name   = Bebop
| hero_name=Bebop
| ability_num = 1
| ability_num=1
| notes       =
| notes=
* Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him.
* Uppercut's base damage is equal to light melee damage (starts at 63).
* 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.
* Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him.  
* Launched enemies do not receive the "On Landing" 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 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.
}}
}}


|-|(2) Sticky Bomb=
{{AbilitySection
{{Ability card v2
| hero_name   = Bebop
| hero_name=Bebop
| ability_num = 2
| ability_num=2
| notes       =
| notes=
* Bomb(s) instantly explode if the target dies.
* Damage gain per stack is permanent for the rest of the game.
* 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.
* The percentage damage increase is applied to the total damage of the bomb. Formula: ((Base dmg + Upgrade + Spirit scaling) * stack multiplier).
* Can be attached to allies.
** 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]''
* 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 target allies.
* 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>
* Can target self by using alt-cast functionality.
* Permanent bonus damage stacking notes:
* Bombs instantly explode if the target dies.
** The game keeps track of two independent counters: hit stacks and kill stacks. These are not shown anywhere in UI.
* Also gains stacks for enemy heroes that die while a bomb is attached to them.  
** 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.
* To get an "On Hero Kill" [[stack]], the enemy has to die within 12s of the bomb exploding.
** 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.
* The attachment range is doubled for allies.
** 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.}}
}}
}}


|-|(3) Grapple Arm=
{{AbilitySection
{{Ability card v2
| hero_name  = Bebop
| hero_name=Bebop
| ability_num = 3
| ability_num=3
| 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.
* 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.}}
}}
}}


|-|(4) Hyper Beam=
{{AbilitySection
{{Ability card v2
| hero_name   = Bebop
| hero_name=Bebop
| ability_num = 4
| ability_num=4
| notes       =
| notes=
* Deals 50% damage to objectives.
* Deals 50% damage to objectives.
* Hyper Beam has 3 damage areas: area near arm, the beam itself (2.9m width), and area around the end of the beam.
* 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.
* 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.
* 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.
* 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.
* Bebop levitates in the air during deployment time and also while the beam is active.
| interactions =
* Cancelling Hyper Beam during the deployment time does not consume the cooldown.
{{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}}.
}}
}}
</tabber>
{{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.
}}
}}


== Update history ==
== Street Brawl ==
{{Main|Bebop/Update history|l1=Update history}}
=== Ability Changes ===
{{Update history}}
<!--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 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>{{ConvoCite|hero1=Bebop|hero2=Mo & Krill|number=2|hero_quote1=Bebop|quote1=All goes well today, I won't need to fight in the pit any more.}}</ref>
== Update history ==
 
{{Update history}}
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 has an ongoing feud with {{HeroIcon|Lash}}.<ref>{{VoiceLineCite|name=Lash|file=Lash_select_06.mp3|transcription=Reason number 87 I'm better than Bebop: He's Bebop.}}</ref><ref>{{VoiceLineCite|name=Lash|file=Lash_select_09.mp3|transcription=Fear... is for lesser men. And Bebop.}}</ref><ref>{{VoiceLineCite|name=Lash|file=Lash_unselect_06.mp3|transcription=Oh, Bebop got in your head, didn't he?}}</ref> Bebop once won a fight against Lash.<ref>[[Lash/Quotes#Conversations|Lash and Wraith conversation]]</ref>
== 3D model ==
* 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>
{{3D_Model|Bebop}}
* {{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>
===Weapon===
* {{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>
{{3D Model|Bebop Weapon|size=240px}}
* {{HeroIcon|Mo & Krill}} watch Bebop's fights in the Bear Pit. 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>


== 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 Reference Sheet.png|Bebop reference sheet
File:Bebop Reference Sheet.png|Bebop reference sheet
File:Bebop name.png|Bebop name typography
File:Bebop Weapon.png|Bebop weapon - ''Humble Pie''
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 russian.svg|Bebop's Russian typography
File:Bebop schinese.svg|Bebop's Simplified Chinese typography
File:Bebop ukrainian.svg|Bebop's Ukrainian typography
</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
 
=== [[Neon Prime]] ===
<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.
* "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.


== See Also ==
== See also ==


* [[Shelly Fisher]]
* [[Shelly Fisher]]
Line 130: Line 167:
== References ==
== References ==
<references />
<references />
== Navigation ==
{{Hero Navbox}}
{{Hero Navbox}}
[[Category:Heroes]]

Latest revision as of 21:33, 31 August 2026

Bebop
Hook
Bomb
Punch
Weapon Stats
Damage Per Second: 59.3
Bullet Damage: 4.98+0.115
Ammo: 66
Bullets per sec: 11.9
Reload Time: 2.35s
Bullet Velocity: 508m/s
Light Melee: 63+1.58
Heavy Melee: 116+2.91
Max Range: 32+2
Vitality Stats
Health: 880+52
Health Regen: 2.5
Bullet Resist: 0%+0.3
Move Speed: 6.5m/s
Sprint Speed: 4m/s
Dash Speed: 13.9m/s
Stamina: 3
Stamina Cooldown: 5.5s
Spirit Stats
Spirit Power: 0+1.1
Information
Pronouns:He/Him
Voice Actor:JB Blanc[1]
Release Date:April 24, 2024
The inevitable is a hell of a thing.

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.

Weapon

[edit | edit source]
Humble Pie
Beam Weapon
Medium Range
59 Damage Per Second
Falloff Range
20m ➞ 51m
Fires a continuous beam with no bullet travel

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.

Abilities

[edit | edit source]

Exploding Uppercut

Exploding Uppercut






Number of Charges 0


Cooldown 22s



Deal melee damage to nearby enemies and apply knockback.

When they land, they deal spirit damage and apply reduced fire rate to other nearby enemies.

Exploding Uppercut can be used on allies.

x1


63.01

Uppercut Damage


0%

Missing HP Heal


Displacement
0.5s
Duration
On Landing:

x0.6


75

Area Damage
On Landing:

x-0.186


-14%

Fire Rate

14m  Landing Radius 

Ability Point1
-11s Cooldown
Ability Point2
On Hero Hit: Gain fast spin-up time, 2x weapon range and +30% weapon damage for 9s
Ability Point5
On Hero Hit: Set Grapple Arm cooldown to 0 and restores +18% of your missing health
Benefits from melee items (e.g. Melee Lifesteal)Debuff duration reduced by Debuff ResistHealing amplified by Healing Booster and affected by healing reductionEffect can be dispelledHealing triggers Healing Tempo's unique effectCC effect suppressed by Unstoppable
  • 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


Cast Range 6m



Radius 8m




Duration 3.5s



Number of Charges 0


Cooldown 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
Ability Point1
-8s Cooldown
Ability Point2
85 Damage
Ability Point5
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.

Dispel

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.
Interactions
Dispel

If purged, the bomb is dropped on the ground and still detonates.

Grapple Arm

Grapple Arm


Cast Range 30m






Number of Charges 0


Cooldown 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
Ability Point1
+20% weapon damage against victims for 6s
Ability Point2
30m Cast Range
Ability Point5
-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.

Debuff Resist

T1 damage bonus' duration can be reduced.

Dispel

T1 damage bonus can be removed.

Notes
  • 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.
Interactions
Debuff Resist

T1 damage bonus' duration can be reduced.

Dispel

T1 damage bonus can be removed.

Hyper Beam

Hyper Beam

Channel Time 11s







Number of Charges 0


Cooldown 120s



Channel a powerful torrent of energy that deals spirit damage and applies slow.

x2.51


160

Damage Per Second
On Hit:

-25%

Move Speed

70m  Beam Length 

2.9m  Beam Width

Ability Point1
-20s Cooldown
Ability Point2
108 Damage Per Second
Ability Point5
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.

Debuff Resist

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.

Ability Range

Increases

  • Damage area around Bebop,
  • Beam's length,
  • Damage area around the end of beam.

Does not increase Beam's width.

Notes
  • 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.
Interactions
Debuff Resist

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.

Ability Range

Increases

  • Damage area around Bebop,
  • Beam's length,
  • Damage area around the end of beam.

Does not increase Beam's width.

Street Brawl

[edit | edit source]

Ability Changes

[edit | edit source]

In addition to global changes, Bebop receives the following modifications to his abilities:

  • Duration reduced by 45%, from 11s to 6s.

Item Draft

[edit | edit source]

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.

Tier 1
High chance
Imbue

Extra Regen

Active
Imbue

Extra Stamina

Active
Imbue

Healing Rite

Active
Imbue

Melee Lifesteal

Active
Imbue

Sprint Boots

Active
Imbue

Extra Spirit

Active
Imbue

Mystic Burst

Active
Imbue

Mystic Expansion

Active
Imbue

Mystic Regeneration

Active
Imbue

Spirit Strike

Active
Average chance
Imbue

Close Quarters

Active
Imbue

Extended Magazine

Active
Imbue

Headshot Booster

Active
Imbue

High-Velocity Rounds

Active
Imbue

Monster Rounds

Active
Imbue

Rapid Rounds

Active
Imbue

Extra Health

Active
Imbue

Grit

Active
Imbue

Rebuttal

Active
Imbue

Extra Charge

Active
Imbue

Rusted Barrel

Active
Low chance
Imbue

Restorative Shot

Active
Tier 2
High chance
Imbue

Battle Vest

Active
Imbue

Enchanter's Emblem

Active
Imbue

Enduring Speed

Active
Imbue

Healbane

Active
Imbue

Healing Booster

Active
Imbue

Spirit Lifesteal

Active
Imbue

Trophy Collector

Active
Imbue

Arcane Surge

Active
Imbue

Compress Cooldown

Active
Imbue

Improved Spirit

Active
Average chance
Imbue

Active Reload

Active
Imbue

Fleetfoot

Active
Imbue

Intensifying Magazine

Active
Imbue

Kinetic Dash

Active
Imbue

Long Range

Active
Imbue

Melee Charge

Active
Imbue

Mystic Shot

Active
Imbue

Opening Rounds

Active
Imbue

Recharging Rush

Active
Imbue

Slowing Bullets

Active
Imbue

Spirit Shredder Bullets

Active
Imbue

Split Shot

Active
Imbue

Stalker

Active
Imbue

Swift Striker

Active
Imbue

Titanic Magazine

Active
Imbue

Weakening Headshot

Active
Imbue

Bullet Lifesteal

Active
Imbue

Debuff Reducer

Active
Imbue

Guardian Ward

Active
Imbue

Reactive Barrier

Active
Imbue

Restorative Locket

Active
Imbue

Return Fire

Active
Imbue

Spirit Shielding

Active
Imbue

Weapon Shielding

Active
Imbue

Bullet Resist Shredder

Active
Imbue

Cold Front

Active
Imbue

Duration Extender

Active
Imbue

Mystic Slow

Active
Imbue

Mystic Vulnerability

Active
Imbue

Quicksilver Reload

Active
Imbue

Slowing Hex

Active
Imbue

Spirit Sap

Active
Imbue

Suppressor

Active
Tier 3
High chance
Imbue

Bullet Resilience

Active
Imbue

Lifestrike

Active
Imbue

Spirit Resilience

Active
Imbue

Stamina Mastery

Active
Imbue

Veil Walker

Active
Imbue

Greater Expansion

Active
Imbue

Radiant Regeneration

Active
Imbue

Spirit Snatch

Active
Imbue

Superior Cooldown

Active
Imbue

Surge of Power

Active
Imbue

Tankbuster

Active
Average chance
Imbue

Alchemical Fire

Active
Imbue

Ballistic Enchantment

Active
Imbue

Berserker

Active
Imbue

Blood Tribute

Active
Imbue

Burst Fire

Active
Imbue

Cultist Sacrifice

Active
Imbue

Escalating Resilience

Active
Imbue

Express Shot

Active
Imbue

Headhunter

Active
Imbue

Heroic Aura

Active
Imbue

Hollow Point

Active
Imbue

Hunter's Aura

Active
Imbue

Point Blank

Active
Imbue

Shadow Weave

Active
Imbue

Sharpshooter

Active
Imbue

Spirit Rend

Active
Imbue

Tesla Bullets

Active
Imbue

Toxic Bullets

Active
Imbue

Weighted Shots

Active
Imbue

Counterspell

Active
Imbue

Dispel Magic

Active
Imbue

Fortitude

Active
Imbue

Fury Trance

Active
Imbue

Healing Nova

Active
Imbue

Majestic Leap

Active
Imbue

Metal Skin

Active
Imbue

Rescue Beam

Active
Imbue

Warp Stone

Active
Imbue

Decay

Active
Imbue

Disarming Hex

Active
Imbue

Knockdown

Active
Imbue

Rapid Recharge

Active
Imbue

Silence Wave

Active
Imbue

Superior Duration

Active
Imbue

Torment Pulse

Active
Tier 4
High chance
Imbue

Juggernaut

Active
Imbue

Leech

Active
Imbue

Plated Armor

Active
Imbue

Spellbreaker

Active
Imbue

Witchmail

Active
Imbue

Boundless Spirit

Active
Imbue

Cursed Relic

Active
Imbue

Echo Shard

Active
Imbue

Escalating Exposure

Active
Imbue

Lightning Scroll

Active
Imbue

Mystic Reverb

Active
Imbue

Spirit Burn

Active
Imbue

Transcendent Cooldown

Active
Average chance
Imbue

Armor Piercing Rounds

Active
Imbue

Capacitor

Active
Imbue

Crippling Headshot

Active
Imbue

Crushing Fists

Active
Imbue

Frenzy

Active
Imbue

Glass Cannon

Active
Imbue

Lucky Shot

Active
Imbue

Ricochet

Active
Imbue

Silencer

Active
Imbue

Spellslinger

Active
Imbue

Spiritual Overflow

Active
Imbue

Cheat Death

Active
Imbue

Colossus

Active
Imbue

Divine Barrier

Active
Imbue

Diviner's Kevlar

Active
Imbue

Healing Tempo

Active
Imbue

Indomitable

Active
Imbue

Infuser

Active
Imbue

Inhibitor

Active
Imbue

Phantom Strike

Active
Imbue

Siphon Bullets

Active
Imbue

Unstoppable

Active
Imbue

Vampiric Burst

Active
Imbue

Arctic Blast

Active
Imbue

Ethereal Shift

Active
Imbue

Focus Lens

Active
Imbue

Magic Carpet

Active
Imbue

Mercurial Magnum

Active
Imbue

Refresher

Active
Imbue

Scourge

Active
Imbue

Vortex Web

Active
Legendary
Average chance
Imbue

Haunting Shot

Active
Imbue

Infinite Rounds

Active
Imbue

Celestial Blessing

Active
Imbue

Cloak of Opportunity

Active
Imbue

Electric Slippers

Active
Imbue

Eternal Gift

Active
Imbue

Nullification Burst

Active
Imbue

Seraphim Wings

Active
Imbue

Shadow Strike

Active
Imbue

Frostbite Charm

Active
Imbue

Mystic Conduit

Active
Imbue

Mystical Piano

Active
Imbue

Omnicharge Signet

Active
Imbue

Prism Blast

Active
Imbue

Unstable Concoction

Active
Low chance
Imbue

Runed Gauntlets

Active
Imbue

Shrink Ray

Active

Backstory

[edit | edit source]

See Bebop/Lore for more story content.

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.

Update history

[edit | edit source]

View the full update history: Bebop/Update history

Update Changes

June 30, 2026

  • Hyper Beam cooldown increased from 105s to 120s. (Global ult change)
  • Hyper Beam T1 reduced from -25s Cooldown to -20s. (Global ult change)

June 11, 2026

  • Exploding Uppercut T3 increased from +17% Missing Health to +18%.
  • 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).

May 22, 2026

  • Bullet damage per boon reduced from 0.139 to 0.115.
  • Exploding Uppercut T2 weapon damage reduced from +40% to +30%.
  • Sticky Bomb T2 increased from +75 Damage to +85.

3D model

[edit | edit source]
Click to view
Bebop

Weapon

[edit | edit source]
Click to view
Bebop Weapon
[edit | edit source]

Typography

[edit | edit source]

Visual novel

[edit | edit source]

Removed/Unused content

[edit | edit source]

Trivia

[edit | edit source]
  • 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 Chapter 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.

See also

[edit | edit source]

References

[edit | edit source]
  1. 2026-05-17 - Melee Creeps on X - "After meeting @thejbblanc, Bebop has some words for the team!"
  2. BebopBebop's Hyper Beam sounds
[edit | edit source]
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