| description = Deal '''Light Melee''' damage to nearby units and send them '''flying back''', causing '''area damage''' where they land. Does not damage allies.
| cooldown = 21s
| effect1 = '''Uppercut Damage:''' 0
| effect2 = '''Area Damage:''' 80 {{ss|0.5}}
| effect3 = '''Landing Radius:''' 14m
| upgrade1 = '''-10.5s''' Cooldown
| upgrade2 = On Uppercut enemy Hero, gain '''fast spin up time, 2x range and +60% weapon damage''' for 12s
| upgrade3 = On Uppercut enemy Hero, set '''Hook cooldown to 0''' and instantly '''+100% bullets''' to your current clip
* Uppercuts all enemies within around 2-3m of Bebop.
* Uppercuts all enemies within around 2-3m of Bebop.
* Uppercutted enemies cannot receive the area damage.
* Uppercutted enemies cannot receive the area damage.
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|-|(2) Sticky Bomb=
|-|(2) Sticky Bomb=
{{Abilities/Sticky Bomb|notes=
{{Ability card
| name = Sticky Bomb
| key = 2
| description = Attach a Sticky Bomb to a nearby target that deals '''explosive damage''' after a short fuse time. Gain '''+2.5% bomb damage''' for every enemy hero hit.
| cooldown = 19s
| range = 6m
| radius = 12m
| effect1 = '''Damage:''' 120 {{ss|0.9}}
| effect2 = '''Fuse Time:''' 3s
| upgrade1 = '''-7.5s''' Cooldown
| upgrade2 = '''+80''' Damage
| upgrade3 = On Attach, '''disarms''' the target for '''3.5''' seconds.
* Damage gain per hero hit is permanent for the rest of the game.
* Damage gain per hero hit is permanent for the rest of the game.
* The percentage damage increase is applied to the total damage of the bomb (base damage + upgrade damage increase + damage from Spirit scaling).
* The percentage damage increase is applied to the total damage of the bomb (base damage + upgrade damage increase + damage from Spirit scaling).
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}}
}}
|-|(3) Hook=
|-|(3) Hook=
{{Abilities/Hook|notes=
{{Ability card
| name = Hook
| key = 3
| description = Launch out a hook that '''grabs and reels in''' the first enemy hero it hits, dealing damage. Target will be placed where you are facing.
| cooldown = 23s
| range = 30m
| effect1 = '''Damage:''' 40
| upgrade1 = Bebop deals '''30% more bullet damage''' against hooked enemies for 10s
| upgrade2 = '''+30m''' Cast Range
| upgrade3 = '''-11.5s''' Cooldown
* Hook damage is dealt after Bebop finishes reeling in the target.
* Hook damage is dealt after Bebop finishes reeling in the target.
}}
}}
|-|(4) Hyper Beam=
|-|(4) Hyper Beam=
{{Abilities/Hyper Beam|notes=
{{Ability card
| name = Hyper Beam
| key = 4
| description = Charge up your laser to unleash a powerful torrent of energy that '''deals damage''' and '''slows enemies' movement and dashes.''' You have slow movement and turn rate for the duration. If activated in the air you will hover while unleashing the beam.
| duration = 8s {{ss|0.08}}
| cooldown = 130s
| effect1 = '''DPS:''' 205 {{ss|2.7}}
| effect2 = '''Beam Width:''' 2.9m
| effect3 = '''Movement Slow:''' 30% (on hit)
| effect4 = '''Beam Length:''' 70m
| upgrade1 = '''-30s''' Cooldown
| upgrade2 = '''+100''' DPS
| upgrade3 = Hyper Beam heals Bebop for '''100'''% of its damage on heroes. 33% on non-hero
* Hyper Beam deals 75% damage to enemies within ~9m of Bebop.
* Hyper Beam deals 75% damage to enemies within ~9m of Bebop.
* Hyper Beam also deals 75% beam damage in an approximately ~6m radius centered around the beam arm, indicated by a ~4m purple circle on the ground.
* Hyper Beam also deals 75% beam damage in an approximately ~6m radius centered around the beam arm, indicated by a ~4m purple circle on the ground.
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.
5 • On Attach, disarms the target for 3.5 seconds.
Damage gain per hero hit is permanent for the rest of the game.
The percentage damage increase is applied to the total damage of the bomb (base damage + upgrade damage increase + damage from Spirit scaling).
For example: A Bebop has the "+80 Damage" upgrade learned, 6 total bomb stacks (+15% damage), and has 33 total Spirit. His bomb will do (120 [base damage] + 80 [upgrade damage] + 33*0.9 [damage from spirit scaling]) = 264.16 damage, before any Spirit Resistance reductions.
Hook
Launch out a hook that grabs and reels in the first enemy hero it hits, dealing damage. Target will be placed where you are facing.
Range:
30m
Cooldown:
23s
Damage: 40
1 • Bebop deals 30% more bullet damage against hooked enemies for 10s
2 • +30m Cast Range
5 • -11.5s Cooldown
Hook damage is dealt after Bebop finishes reeling in the target.
Hyper Beam
Charge up your laser to unleash a powerful torrent of energy that deals damage and slows enemies' movement and dashes. You have slow movement and turn rate for the duration. If activated in the air you will hover while unleashing the beam.
5 • Hyper Beam heals Bebop for 100% of its damage on heroes. 33% on non-hero
Hyper Beam deals 75% damage to enemies within ~9m of Bebop.
Hyper Beam also deals 75% beam damage in an approximately ~6m radius centered around the beam arm, indicated by a ~4m purple circle on the ground.
Background
“
A FATE'S TALE:
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.
- Icon not found (). Hyper Beam Now does splash damage around a 5m area the beam connects to on the ground (can be used to fish heroes out of cover in some areas).