5 • On Attach, disarms the target for 3.5 seconds.
Notes:
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:
35m
Cooldown:
22s
Damage: 40
1 • Bebop deals 30% more bullet damage against hooked enemies for 10s
2 • +30m Cast Range
5 • -12s Cooldown
Notes:
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
Notes:
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.