* Deals damage (and applies a {{DataProp|Hyper Beam|SlowPercent}}% {{DataProp|Hyper Beam|SlowTargetDuration}}s slow) in {{DataProp|Hyper Beam|Interval}}s intervals.
* Bebop stays in the air during deployment time and also while the beam is active.
* Bebop stays in the air during deployment time and also while the beam is active.
* 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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* 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.
| interactions =
{{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}}.
Bebop is a Hero in Deadlock. A modified 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 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. While Ms. Shelly wouldn't approve of what Bebop does to pay for her medicine, what she doesn't know can't hurt her.
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.
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])
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.
If the target enemy uses a purge effect (e.g. Dispel Magic), the bomb is dropped on the ground but still detonates.
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.
Grapple Arm
Grapple Arm
30m
0
23s
Launch out a mechanical hand that pulls the first character it hits, reeling them in.
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. This debuff can be shortened (e.g. Debuff Reducer) and cleansed (e.g. Dispel Magic).
Hyper Beam
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
Interacts partially with Debuff Resist. Click to reveal more info.CC effect suppressed by Unstoppable
Deals 50% damage to objectives.
Deals damage (and applies a 25% 0.5s slow) in 0.1s intervals.
Bebop stays in the air during deployment time and also while the beam is active.
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 1s. cast time before the laser is fully deployed and active.
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.
Notes
Deals 50% damage to objectives.
Deals damage (and applies a 25% 0.5s slow) in 0.1s intervals.
Bebop stays in the air during deployment time and also while the beam is active.
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 1s. cast time before the laser is fully deployed and active.
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.
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.
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).
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 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.[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.