The Pied Piper is one of the nine currently playable heroes in the Ravenswatch. The Pied Piper uses his cursed music to attack his enemies with ear-splitting notes, sending them dancing to their graves or falling prey to the horde of rats at his call.
Once the greatest musician of his generation until cursed by Nightmares, Franz the Pied Piper's songs have become distorted melodies of mass destruction, only pleasant to the ears of the rats that gather round him. When overwhelmed, the critters can be called to the rescue, unleashing a swarm of gnashing teeth.
The Pied Piper starts the game with 80 Maximum Health.
Abilities[]
TRAIT - Infestation:[]
- Passive: Rats spawn from the ground at regular intervals and follow the Hero (up to 20 rats)
- Active: Order all current rats to attack enemies, they attack up to 3 times for 5 damage each and die afterwards
ATTACK - Flute:[]
- DAY: Hold to play the flute, sending notes dealing 6 damage each
- NIGHT: Hold to play the flute, sending piercing notes dealing 4 damage each
- Does not prevent movement but reduces Move Speed
POWER - Solo:[]
- DAY: Play a solo note on the flute, sending 3 waves of 3 notes in a cone, each one dealing 12 damage
- NIGHT: Play a solo note on the flute, sending 3 waves of 3 piercing notes in a straight line, each one dealing 8 damage
- Does not prevent movement but reduces Move Speed
SPECIAL - Fortissimo:[]
- Create a zone of power that makes all enemies inside VULNERABLE
DEFENSE - Acoustic Blast:[]
- The Pied Piper briefly becomes INTANGIBLE then creates an acoustic blast, stunning and pushing back all enemies around
ULTIMATE 1 - Unchained Melody:[]
- Play notes continuously and rapidly, automatically targeting the closest enemy and dealing up to 120 damage per second
- During this ability, the Hero runs forward but the direction can be controlled
- DAY: the notes stop at the first enemy hit, dealing more damage
- NIGHT: the notes pierce through all enemies, dealing less damage than at DAY
- The Pied Piper can still be damaged while channeling Unchained Melody
ULTIMATE 2 - Plague of Rats: [Unlocks at Rank 6][]
- Channel a melody to control a swarm of rats that rushes forward and deals up to 100 damage per second over a large area
- The Pied Piper can still be damaged while channeling Plague of Rats
- Plague of Rats can be cancelled early and its cooldown is proportional to the time it has been used (with a minimum of 10s)
TALENTS[]
Name: | Upgrade type: | Unlocked at: | Effects: | Changes per rarity: |
---|---|---|---|---|
Sound Barrier | Starting | Unlocked by default | Quest (x20): Gain +1 ARMOR whenever DEFENSE hits at least 2 enemies
|
+3 SHIELD + Hero Level |
Explosive Rats | Starting | Unlocked by default | Rats explode when they die and deal 6 damage all around | +1.5 damage |
Freezing Trap | Starting | Unlocked at Rank 2 | Enemies within SPECIAL's area of effect are CHILLED and take +10% damage | +5% damage |
Virtuoso | Starting | Unlocked at Rank 5 | Move Speed when using ATTACK or POWER is increased by 30%
|
+5% ATTACK Speed |
Grand Finale | Standard | Unlocked by default | When SPECIAL's effect expires, the area of effect explodes and deals 60 damage | +20 damage + Hero Level + DMG |
Giant Rats | Standard | Unlocked by default | Rats’ attacks WEAKEN enemies and deal +20% damage | +5% damage |
Sniper | Standard | Unlocked by default | Notes from ATTACK and POWER have a longer range and deal +20% damage if they hit after halfway | %5 damage |
Horde | Standard | Unlocked by default | Rats spawn in groups of 3 (instead of 2)
|
+2 maximum rats |
Explosive Blast | Standard | Unlocked by default | DEFENSE deals 40 damage | +10 damage |
Sforzando | Standard | Unlocked by default | SPECIAL triggers an implosive DEFENSE (pulling enemies inwards) with its range increased by 20% | +5% range |
Extra Measure | Standard | Unlocked by default | After hitting an enemy with DEFENSE, next POWER within 3 seconds lasts longer (+2 waves of notes) | +1 wave(s) of notes |
Quintuplets | Standard | Unlocked by default | POWER plays 5 notes each wave (instead of 3) but each note deals -20% damage | +5% damage |
Perfect Harmony | Standard | Unlocked at Rank 2 | DEFENSE restores 4 health to all Heroes around for each enemy hit (up to 4) | +2 Health restored + Hero Level |
Low Notes | Standard | Unlocked at Rank 3 | ATTACK sends bigger notes dealing +60% damage in an area of effect but at a 40% reduced frequency | +15% damage |
Accoustic Pulses | Standard | Unlocked at Rank 3 | SPECIAL deals 8 damage every second | +3 damage + Hero Level + DMG |
Spinning Solo | Standard | Unlocked at Rank 4 | POWER triggered after DASH makes Hero move quicker and has +40% Crit Chance | +10% Crit Chance |
Stimulant Vibes | Standard | Unlocked at Rank 4 | Rats attacking within SPECIAL's zone cannot die, and deal +20% damage | +5% damage |
Music of Spheres | Standard | Unlocked at Rank 5 | DASH leaves behind a bubbled clef that explodes when hit, sending 4 POWER music notes to enemies around | +1 POWER music note |
Invasive Blast | Standard | Unlocked at Rank 7 | Hitting at least one enemy with DEFENSE spawns up to 4 rats, which immediately attack nearby enemies | +1 more time |
Chorus | Standard | Unlocked at Rank 7 | Every 1 second(s), the SPECIAL area of effect fires 5 ATTACK notes, targeting the closest enemies |
|
Ghost Notes | Standard | Unlocked at Rank 8 | For every 10 notes played, a ghost note is sent towards the nearest enemy, dealing 20 area damage |
|
Leeching Charm | Standard | Unlocked at Rank 8 | For every 20 attacks that rats made on enemies restore 4 Health to all nearby heroes | + 1 Health + Hero Level |
Jig | Final | ULTIMATE 1 | DASH sends 4 ULTIMATE notes to nearby enemies | +1 ULTIMATE note(s) |
Rain of Notes | Final | Unlocked at Rank 9 | During ULTIMATE, 12 notes per second fall from the sky in the surroundings, each dealing 10 area damage | |
Vermin Massacre | Final | ULTIMATE 2 | When ULTIMATE is channeled to completion, the swarm of rats explodes, dealing 200 area damage | |
Rat King | Final | Unlocked at Rank 9 | Each rat summoned has a 15% chance to be a Rat King, capable of attacking twice as much and dealing +100% damage | +5% chance |
Tips & Synergies[]
- During the DAY, The Pied Piper's ATTACK and POWER are better against single targets, only affecting the first enemy struck for more damage
- POWER at closer ranges lets the cone of notes land onto a single target, greatly increasing damage. For instance, try using DASH to close in on enemies or those at the edge of groups then picking them off with POWER at close range or against stronger enemies (i.e. Cultist Priests, Spider Nightmares, Lumbering Treants etc.)
- During the NIGHT, The Pied Piper's ATTACK and POWER are better at long ranges and grouped enemies, piercing all targets within its path but dealing less damage than at DAY
- Try gathering enemies together before using DASH or DEFENSE to angle POWER better to strike as many enemies as possible
- Despite DEFENSE dealing no damage, the ability itself generates one of the most stagger in the game, making it great against Hogs, Cultist Fanatics, Crabs and the like. Along with knocking back any non-elite or non-boss enemies away from the Hero, keeping foes at perfect range for continuous ATTACKS or POWER
- Since Freezing Trap inflicts CHILLED, The Snow Queen is able to trigger SHATTER from it—as well as boosting the damage of her other abilities as it keeps enemies within it CHILLED and VULNERABLE
- Virtuoso's ATTACK SPEED and ATTACK SPEED from other sources affect the casting time of The Pied Piper's POWER, sending its notes much faster
- Ghost Notes can trigger more frequently with Virtuoso, Extra Measure, Quintuplets, Chorus, Music of Spheres, Unchained Melody, Jig or Rain of Notes; as they all increase the number of notes sent out
- DASH-Related Talents: Music of Spheres works great with Spinning Solo as a DASH is needed to trigger its effect and POWER-related Magical Objects since bubble clefs create POWER notes
- At NIGHT, the piercing effects of ATTACK and POWER can activate the bubble clefs easier than at DAY
- Jig's ULTIMATE notes can also trigger bubble clefs working great with Music of Spheres and DASH-related Magical Objects
- Related Magical Objects: Eternal Rose; DASH grants brief Crit Chance, Vajra; DASH damages enemies, Charmstone; more DASH charges, Raven Wing; reduced DASH cooldown, Seven-League Boots; DASH can reset, Ring of Dispel; DASH grants enemies VULNERABLE, Witch's Broom; DASH has INTANGIBLE at the cost of taking more damage
- ATTACK-Related Talents: Low Notes works well with Virtuoso as the ATTACK SPEED would help subside the lowered frequency of notes and Sniper makes all Low Notes much longer, making them better from a distance
- Chorus synergizes with Low Notes, dealing its increased damage while not suffering from the lowered frequency since Chorus creates ATTACK notes at set intervals
- Sniper makes all ATTACK notes sent out by Chorus longer, reaching targets farther away from the zone
- Related Magical Objects: Ace of Spades Card; ATTACK damage and Black Lotus; ATTACK has lifesteal at the cost of ineffective healing orbs
- POWER-Related Talents: Extra Measure's increased waves send out much faster with ATTACK SPEED, leaving the Hero less vulnerable—and in tandem with Quintuplets' extra notes per wave, The Pied Piper can deal much more damage
- Sforzando can also trigger Extra Measure since it makes SPECIAL unleash DEFENSE's blast, becoming powerful if the Hero has additional POWER charges
- Adding Spinning Solo not only would increase POWER's Crit Chance but with Extra Measure the speed buff would last longer, giving The Pied Piper more mobility
- Related Magical Objects: King of Clubs Card; POWER damage, Raven Claw; reduced POWER cooldown, Flaming Pearl or Raven Effigy; more POWER charges, Father Time's Hourglass; reduce POWER cooldown at lower health, Nightmare Thorn; POWER damage at the cost of its longer cooldown and Balor's Eye; consume POWER charges for POWER damage
- SPECIAL-Related Talents: the CHILLED status of Freezing Trap synergizes well with Grand Finale, making it easier to land its effect against enemies
- Acoustic Pulses works great with Freezing Trap since the CHILLED status keeps enemies within the zone. Additionally, with Sforzando the pull created by SPECIAL can stagger non-elite or non-boss enemies while pulling them to the center, reducing risk at later Chapters
- Picking up Chorus may help with SPECIAL's damage output for more SPECIAL-focused builds, but do note that the notes created are ATTACK notes which make them unaffected by SPECIAL damage increases
- Related Magical Objects: Raven Beak; reduced SPECIAL cooldown, Thunderstone and Raven Effigy; more SPECIAL charges, Father Time's Hourglass; reduce SPECIAL cooldown at lower health
- Situational Magical Objects: Jack of Diamonds Card; SPECIAL damage, Nightmare Ichor; SPECIAL damage at the cost of its longer cooldown and Balor's Eye; consume SPECIAL charges for SPECIAL damage is useless without Acoustic Pulses or Grand Finale as it would have nothing to buff otherwise
- DEFENSE-Related Talents: Sound Barrier is a decent pick up if you want to do a more supportive build. Though due to its condition of having to hit two or more enemies, it can be a useless and unreliable talent with no way to activate it—especially during boss fights. With Sforzando, The Pied Piper can now trigger Sound Barrier with SPECIAL's DEFENSE blast
- Combined with Explosive Blast, the implosion can deal further damage with Sforzando’s increased range, allowing for more damage output and usefulness out of DEFENSE’s staggering capabilities and INTANGIBLE frames
- Perfect Harmony can activate from Sforzando making gathering enemies for increased heals much easier
- Invasive Rats is able to trigger once more from Sforzando, empowering Rat-focused builds with its increased generation
- Related Magical Objects: Raven Skull; reduced DEFENSE cooldown, Adderstone; more DEFENSE charges, Holy Grail; activating DEFENSE heals, Father Time's Hourglass; reduce DEFENSE cooldown at lower health