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Bebop

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Revision as of 22:55, 4 November 2024 by Korvo (talk | contribs)

Abilities

Exploding Uppercut








Cooldown 21s

Deal Light Melee damage to nearby units and send them flying back, causing area damage and fire rate slow where they land. Does not damage allies.

0.01

Uppercut Damage

Spirit Power#Spirit Power Scalingx0.524

80

Area Damage

14m

Landing Radius

15%  Fire Rate Slow  Spirit Power#Spirit Power Scalingx0.2

5s  Fire Rate Slow Duration

Ability Point 1
-10.5s Cooldown
Ability Point 2
On Uppercut enemy Hero, gain fast spin-up time, 2x range, and +50% weapon damage for 12s
Ability Point 5
On Uppercut enemy Hero, set Hook cooldown to 0 and instantly +100% bullets to your current clip
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


Cast Range 6m

Radius 12m


Duration 3s



Cooldown 18s

Attach a Sticky Bomb to a nearby target that deals explosive damage after a short fuse time.

Gain +1.5% bomb damage for every enemy hero hurt.
Gain +4% bomb damage for every enemy hero killed within 12.0s of taking bomb damage.

Hold to attach the Sticky Bomb to yourself.

Spirit Power#Spirit Power Scalingx1.2

110

Damage

3s

Fuse Time
Ability Point 1
-8s Cooldown
Ability Point 2
+75 Damage
Ability Point 5
On Attach, target deals -30% less damage for 5s
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.

Hook


Cast Range 30m






Cooldown 23s

Launch out a hook that grabs and reels in the first hero it hits and deals damage to enemies. Target will be placed where you are facing.

Spirit Power#Spirit Power Scalingx2

10

Damage
Ability Point 1
Bebop deals 25% more weapon damage against hooked enemies for 10s
Ability Point 2
+30m Cast Range
Ability Point 5
-11.5s Cooldown
Notes
  • Hook damage is dealt after Bebop finishes reeling in the target.

Hyper Beam

Channel Time 11s







Cooldown 130s

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.

Spirit Power#Spirit Power Scalingx2.7

205

DPS

2.9m

Beam Width
On Hit:

25%

Movement Slow

70m  Beam Length

Ability Point 1
-30s Cooldown
Ability Point 2
+100 DPS
Ability Point 5
Hyper Beam heals Bebop for 80% of its damage on Heroes. 25% 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.