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Pied Piper

Class: Tacticianicon Tactician
Health: Bar01 Bar02 Bar02 Bar02 Bar02  1
Stamina: Bar01 Bar01 Bar01 Bar02 Bar02  3
Attack: Bar01 Bar01 Bar01 Bar02 Bar02  3
Defense: Bar01 Bar01 Bar01 Bar01 Bar02  4
Accuracy: Bar01 Bar01 Bar01 Bar01 Bar02  4
Evasion: Bar01 Bar01 Bar01 Bar02 Bar02  3
Initiative: 0
Effects:
Takes 2 actions every round.

Bio:
Hartley Rathaway was born deaf. He received assistive technology in the form of hearing implants thanks to research funded by his wealthy father. He became obsessed with sound and pursued little else in life. Rathaway began experimenting with sonic technology until he eventually invented a technique of hypnotism through music, and a way to cause deadly vibrations. After realizing a drastic depletion on his inherited finances via frivolous spending, he turned to crime as the Pied Piper and joined the Rouges.
Appearances
First DC: Justice League Legion Appearance:
First Comic Appearance: The Flash vol. 1 #106 (May, 1959)
Story Appearances
Season 1: None
Season 2:
Special Operations Appearances
Missions: None
Other Appearances
Daily Missions: None
Simulator: None

Actions[]

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Action Type Target # of Hits Cooldown Total Damage Effects
Street Rodents
(default counter/follow-up)
Summon Tech Melee One Enemy 4 n/a 756 - 1073 Special Properties
Contagion - Causes Poison. Applies Slowed to targets with Poison. Applies Dizzy to targets with Slowed.; Poison will spread to nearby targets with Bleeding on impact.Contagion - Causes Poison. Applies Slowed to targets with Poison. Applies Dizzy to targets with Slowed.; Poison will spread to nearby targets with Bleeding on impact. Contagion
Summoning Attack - Does not trigger counter or retaliation effectsSummoning Attack - Does not trigger counter or retaliation effects Summon Attack
One Enemy
Flanked (1 round) - Single-target attacks against this target grant a follow-up attackFlanked (1 round) - Single-target attacks against this target grant a follow-up attack Flanked
Rabies - Deals bio damage each turn; Chance to apply Reckless, Incapacitation, Weakened, Exposed, Dizzy, and SlowedRabies - Deals bio damage each turn; Chance to apply Reckless, Incapacitation, Weakened, Exposed, Dizzy, and Slowed Rabies
Virus (2 rounds) - Taking damage every turn; Disease effectVirus (2 rounds) - Taking damage every turn; Disease effect Virus
Power Chord Sonic Tech Ranged One Enemy 1 n/a 631 - 852 Special Properties
Rhythm - This attack's damage increases by 10% every time after use; Stacks up to 10 timesRhythm - This attack's damage increases by 10% every time after use; Stacks up to 10 times Rhythm
One Enemy
Internal Bleeding (3 rounds) - Taking damage every round or after performing hostile actions; Cannot be removed; Counts as and stacks with BleedingInternal Bleeding (3 rounds) - Taking damage every round or after performing hostile actions; Cannot be removed; Counts as and stacks with Bleeding Internal Bleeding
Resonating - • Removes beneficial status effects from the target and prevents the next one appliedResonating - • Removes beneficial status effects from the target and prevents the next one applied Resonating
Vertigo - Lowers Accuracy by 20%; This effect can be applied up to 3 timesVertigo - Lowers Accuracy by 20%; This effect can be applied up to 3 times Vertigo
Vibrations - Reduces the chance for Ranged attacks to hit by 40%; Melee attacks cannot critVibrations - Reduces the chance for Ranged attacks to hit by 40%; Melee attacks cannot crit Vibrations
Silly Symphony Tech Debuff One Enemy n/a 1 round n/a Special Properties
Free Action - Grants an immediate free turn after using; Does not trigger follow-up attacksFree Action - Grants an immediate free turn after using; Does not trigger follow-up attacks Free Action
Subtle - Does not trigger most status effectsSubtle - Does not trigger most status effects Subtle
One Enemy
Disoriented (1 round) - Single-target attacks have a chance of hitting allies; Removed after attacking an allyDisoriented (1 round) - Single-target attacks have a chance of hitting allies; Removed after attacking an ally Disoriented 50% chance
Mind Control (2 rounds) - 50% chance to protect enemies from allies' attacks; Removed after triggering; Psychic effectMind Control (2 rounds) - 50% chance to protect enemies from allies' attacks; Removed after triggering; Psychic effect Mind Control
Self
Nimble (2 rounds) - 50% chance to avoid melee and ranged attacksNimble (2 rounds) - 50% chance to avoid melee and ranged attacks Nimble 50% chance
Infestation Summon Tech Melee All Enemies 2 n/a 483 - 679 Special Properties
Catastrophic - Can't be Protected against; Ignores most Avoidance effects; Guaranteed to hitCatastrophic - Can't be Protected against; Ignores most Avoidance effects; Guaranteed to hit Catastrophic
Summoning Attack - Does not trigger counter or retaliation effectsSummoning Attack - Does not trigger counter or retaliation effects Summon Attack
All Enemies
Disturbed - That was so wrongDisturbed - That was so wrong Disturbed
Generalized (2 rounds) - Removes effects from Class bonuses; Prevents this character from gaining Class benefitsGeneralized (2 rounds) - Removes effects from Class bonuses; Prevents this character from gaining Class benefits Generalized
Panicking - Preforming a counter or follow-up attacks has a 60% chance to get prevented and counteredPanicking - Preforming a counter or follow-up attacks has a 60% chance to get prevented and countered Panicking
Lullaby Sonic Tech Ranged One Enemy 1 n/a 216 - 324 One Enemy
Brittle Armor (2 rounds) - All attacks against this target ignore defenseBrittle Armor (2 rounds) - All attacks against this target ignore defense Brittle Armor
Sleep Trance (2 rounds) - 30% to recharge instead of preforming the selected actionSleep Trance (2 rounds) - 30% to recharge instead of preforming the selected action Sleep Trance
Soften - Attacks gain Gentle Crits; Prevents debuffs that the prevents crits; Removes Deadly CritsSoften - Attacks gain Gentle Crits; Prevents debuffs that the prevents crits; Removes Deadly Crits Soften
Weak Point (2 turns) - The next attack against this target is guaranteed to hit and critWeak Point (2 turns) - The next attack against this target is guaranteed to hit and crit Weak Point
Self
Sonic Shielding 2 rounds - Taking reduced damage from enemy attacks; Prevents Extra Damage from Attacks that Exploit status effectsSonic Shielding 2 rounds - Taking reduced damage from enemy attacks; Prevents Extra Damage from Attacks that Exploit status effects Sonic Shielding 40% chance
Folklore Galore Sonic Tech Ranged One Enemy 1 2 rounds (starts 1 round cooldown) 1064 - 1263 Special Properties
Exploits Sonic - Deals extra damage against targets with Dizzy, Resonating, Shield Breaker, Vertigo, or VibrationsExploits Sonic - Deals extra damage against targets with Dizzy, Resonating, Shield Breaker, Vertigo, or Vibrations Exploits Sonic
Perforate - • This attack does extra damage if it ignored defensePerforate - • This attack does extra damage if it ignored defense Perforate
One Enemy
Damage Amplifier (1 round) - Target takes 50% extra damageDamage Amplifier (1 round) - Target takes 50% extra damage Damage Amplifier
Stun (1 round) - Loses next turn; Reduced chance to dodgeStun (1 round) - Loses next turn; Reduced chance to dodge Stun







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