Introduction

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.
Abilities

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

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

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

Create a zone of power that makes all enemies inside VULNERABLE

The Pied Piper briefly becomes INTANGIBLE then creates an acoustic blast, stunning and pushing back all enemies around

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

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

Quest (x20): Gain +1 ARMOR whenever DEFENSE hits at least 2 enemies. Complete: Doing so again grants 12 SHIELD to all nearby Heroes for 6 seconds

Rats explode when they die and deal 6 damage all around

Enemies within SPECIAL's area of effect are CHILLED and take +10% damage

Move Speed when using ATTACK or POWER is increased by 30%. Gain +10% ATTACK Speed

When SPECIAL's effect expires, the area of effect explodes and deals 60 damage

Rats' attacks WEAKEN enemies and deal +20% damage

Notes from ATTACK and POWER have a longer range and deal +20% damage if they hit after halfway

Rats spawn in groups of 3 (instead of 2). Increase maximum controllable rats by 6

DEFENSE deals 40 damage

SPECIAL triggers an implosive DEFENSE (pulling enemies inwards) with its range increased by 20%

After hitting an enemy with DEFENSE, next POWER within 3 seconds lasts longer (+2 waves of notes)

POWER plays 5 notes each wave (instead of 3) but each note deals -20% damage

DEFENSE restores 4 health to all Heroes around for each enemy hit (up to 4)

ATTACK sends bigger notes dealing +60% damage in an area of effect but at a 40% reduced frequency

SPECIAL deals 8 damage every second

POWER triggered after DASH makes Hero move quicker and has +40% Crit Chance

Rats attacking within SPECIAL's zone cannot die, and deal +20% damage

DASH leaves behind a bubbled clef that explodes when hit, sending 4 POWER music notes to enemies around

Hitting at least one enemy with DEFENSE spawns up to 4 rats, which immediately attack nearby enemies

Every 1 second(s), the SPECIAL area of effect fires 5 ATTACK notes, targeting the closest enemies

For every 10 notes played, a ghost note is sent towards the nearest enemy, dealing 20 area damage

For every 20 attacks that rats made on enemies restore 4 Health to all nearby heroes

DASH sends 4 ULTIMATE notes to nearby enemies

During ULTIMATE, 12 notes per second fall from the sky in the surroundings, each dealing 10 area damage

When ULTIMATE is channeled to completion, the swarm of rats explodes, dealing 200 area damage

Each rat summoned has a 15% chance to be a Rat King, capable of attacking twice as much and dealing +100% damage