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== Abilities == | == Abilities == | ||
{{Ability tabs | |||
| name=Bebop | |||
{{Ability | | ability1_notes= | ||
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* 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= | |||
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* 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= | |||
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* 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. | ||
}} | }} | ||
== Weapon == | == Weapon == | ||