Bebop: Difference between revisions

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Abilities: new template
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== Abilities ==
== Abilities ==
<tabber>
{{Ability tabs
|-|(1) Exploding Uppercut=
| name=Bebop
{{Ability card v2
| ability1_notes=
| hero_name=Bebop
| ability_num=1
| notes=
* Uppercut's base damage is equal to light melee damage (starts at 63).
* Uppercut's base damage is equal to light melee damage (starts at 63).
* 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.  
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* 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=
 
|-|(2) Sticky Bomb=
{{Ability card v2
| hero_name=Bebop
| ability_num=2
| notes=
* Damage gain per stack is permanent for the rest of the game.
* 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).
* The percentage damage increase is applied to the total damage of the bomb. Formula: ((Base dmg + Upgrade + Spirit scaling) * stack multiplier).
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* To get an "On Hero Kill" [[stack]], the enemy has to die within 12s of the bomb exploding.
* To get an "On Hero Kill" [[stack]], the enemy has to die within 12s of the bomb exploding.
* The attachment range is doubled for allies.
* The attachment range is doubled for allies.
}}
| ability4_notes=
 
|-|(3) Grapple Arm=
{{Ability card v2
| hero_name=Bebop
| ability_num=3
| notes=
}}
 
|-|(4) Hyper Beam=
{{Ability card v2
| hero_name=Bebop
| ability_num=4
| 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.
* Hyper Beam has 3 damage areas: area near arm, the beam itself (2.9m width), and area around the end of the beam.
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* Cancelling Hyper Beam during the deployment time does not consume the cooldown.
* Cancelling Hyper Beam during the deployment time does not consume the cooldown.
}}
}}
</tabber>


== Weapon ==
== Weapon ==