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 Hook 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.
On Hero Hit: Gain fast spin-up time, 2x weapon range and +30% weapon damage for 9s
5
On Hero Hit: Set Grapple Arm cooldown to 0 and restores +18% of your missing health
Notes
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 cannot receive the area 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
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
Notes
Damage gain per stack is permanent for the rest of the game.
The percentage damage increase is applied to the total damage of the bomb. Formula: ((Base dmg + Upgrade + Spirit scaling) * stack multiplier).
EX: With the "+80 Damage" upgrade, 6 bomb stacks (+15% damage), and 33 Spirit; Sticky Bomb will deal 264.14 damage (120 [Base] + 80 [Upgrade] + 33*0.9 [Spirit scaling]) * 1.15 [Stack Multiplier]
Can target allies.
Can target self by using alt-cast functionality.
Bombs instantly explode if the target dies.
Also gains stacks for enemy heroes that die while a bomb is attached to them.
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
Notes
Hook damage is dealt after Bebop finishes reeling in the target.
Hyper Beam
11s
0
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
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
Notes
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 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.
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 short "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.
Cancelling Hyper Beam during the deployment time does not consume the cooldown.
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).
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. 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.
— A FATE'S TALE
Lore
Bebop wants to retire from fighting in the Bear Pit once he gets his wish to save Miss Shelly from her illness.[1]
Character interactions
Bebop has an ongoing feud with Lash. Several voice lines reference their feud and rivalry in blood sport. Bebop once won a fight against Lash.[2]
Mo & Krill watch Bebop's fights in the Bear Pit. They know Miss Shelly and have tried to help her.[3]
Bebop's current model is inherited from his original design in Neon Prime. His portrait artwork is 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 voiced by 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 bebop. During Hyper Beam, a saxophone-like instrument can be heard playing erratically, akin to jazz improvisation.
Bebop has a Cockney accent, commonly spoken in England by working-class Londoners.