Bebop: Difference between revisions

m Added reload time and bullet velocity values.
m Updated ability cards to v2
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<tabber>
<tabber>
|-|(1) Exploding Uppercut=
|-|(1) Exploding Uppercut=
{{Ability card
{{Ability card v2
| name            = Exploding Uppercut
| hero_name=Bebop
| key            = 1
| ability_num=1
| description    = Deal '''Light Melee''' damage to nearby units and send them '''flying back''', causing '''area damage''' where they land. Does not damage allies.
| notes=
| 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=
{{Ability card
{{Ability card v2
| name            = Sticky Bomb
| hero_name=Bebop
| key            = 2
| ability_num=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.
| notes=
| 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. 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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* Also gains stacks for enemy heroes that die while a bomb is attached to them.  
* Also gains stacks for enemy heroes that die while a bomb is attached to them.  
}}
}}
|-|(3) Hook=
|-|(3) Hook=
{{Ability card
{{Ability card v2
| name            = Hook
| hero_name=Bebop
| key            = 3
| ability_num=3
| description    = Launch out a hook that '''grabs and reels in''' the first hero it hits, dealing damage. Target will be placed where you are facing.
| notes=
| cooldown        = 23s
| range          = 25m
| 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=
{{Ability card
{{Ability card v2
| name            = Hyper Beam
| hero_name=Bebop
| key            = 4
| ability_num=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.
| notes=
| duration        = 8s {{ss|0.06}}
| 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 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.
* 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.
* 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.