Abilities

 Exploding Uppercut






  0


  22s



Deal   melee damage to nearby enemies and apply   knockback.

When they land, they deal   spirit damage and apply   reduced fire rate to other nearby enemies.

Exploding Uppercut can be used on allies.

 x1


  63.01

Uppercut Damage


  0%

Missing HP Heal


  Displacement
0.5s
Duration
On Landing:

 x0.6


  75

Area Damage
On Landing:

 x-0.186


  -14%

Fire Rate

  14m  Landing Radius 

-11s Cooldown
On Hero Hit: Gain fast spin-up time, 2x weapon range and +30% weapon damage for 9s
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
-8s Cooldown
85 Damage
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
+20% weapon damage against victims for 6s
30m Cast Range
-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

  70m  Beam Length 

2.9m  Beam Width

-20s Cooldown
108 Damage Per Second
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.