❄️Winter Code: HAPPY2026🎁

Your Ultimate E&P Companion

πŸ₯‡Combonator
πŸ”₯Arkin
πŸ”₯Shazam
🌟L33t-Vortex
πŸ”₯Hoots
πŸ”₯Vic
πŸ’ŽChadmo
πŸ”₯King Klecko
πŸ’ŽMyB!
πŸ’ŽGary
πŸ”₯Lamerko1993
🌟MMMiaMMM
πŸ”₯Regina
πŸ₯‡Combonator
πŸ”₯Arkin
πŸ”₯Shazam
🌟L33t-Vortex
πŸ”₯Hoots
πŸ”₯Vic
πŸ’ŽChadmo
πŸ”₯King Klecko
πŸ’ŽMyB!
πŸ’ŽGary
πŸ”₯Lamerko1993
🌟MMMiaMMM
πŸ”₯Regina
Back
Empuzzled.comβ€’ Sep 9, 2025

Piper: The Sharpshooter Who Might Just Shoot You Back

Overview

Piper is a Rare (3-star) Fire hero belonging to the Institute family, introduced via the Shadow Summon portal. In an era where 3-star tournaments are dominated by Toons and Constructs, Piper arrives with a sleek steampunk look and a high-risk, high-reward playstyle. She is a Fast speed damage dealer who targets three enemies at once, a coveted ability in the lower rarity brackets. However, she comes with the controversial "Insanity" mechanic, which acts as a ticking time bomb on her sanity. Unlike her Legendary cousins who boast complex passives, Piper is a bit more straightforward: she shoots, she gets stronger, and she slowly loses her mind. It is a simple life, really.

Hero Art & Visuals

Piper's design is distinctively "Institute," featuring a blend of Victorian fashion and futuristic weaponry. She sports a long, glowing energy rifle that looks far too heavy for casual use, yet she shoulders it with ease. The visual cuesβ€”the goggles, the corset, the glowing blue accents on the gunβ€”paint her as a specialized operative or a bounty hunter. It is a refreshing change from the standard "angry barbarian with an axe" trope we often see in the red element. She looks like she has calculated the trajectory of her shot perfectly, even if she is about 40% likely to forget who the enemy is by the second turn.

General Info

Hero data missing

Hero Stats

Piper enters the arena with stats that are very respectable for a modern 3-star hero.

  • Attack: 542 is solid, allowing her to punch through defenses effectively.
  • Defense: 490 is decent, though not tank-level.
  • HP: 902 is excellent, providing a significant health pool that helps her survive long enough to cast... and potentially suffer the consequences of her own insanity.

Compared to current benchmarks, she holds her own. While she might not have the raw stat inflation of the latest Toon costumes, her base stats are well above the classic and older event heroes. She is built to last a few hits, which is crucial given that she essentially debuffs herself every time she fires.

Special Skill: Vantage Point

Vantage Point is a Fast speed skill that hits the target and nearby enemies for 220% damage. In the 3-star meta, a 220% hit-3 at Fast speed is aggressive and effective. It softens up lines for your slower finishers or cleans up weakened foes.

The secondary effects are where things get spicy:

  1. Insanity on Enemies: She inflicts 25 Insanity on the three targets. This can disrupt the enemy team if they live long enough to cast, introducing a chance for them to misfire.
  2. Attack Stack: She gains a +17% attack stack (max 10). This means if she fires again, she hits harder. It is a nice bonus, though in short 3-star battles, reaching 10 stacks is a pipe dream.
  3. Self-Insanity: She inflicts 40 Insanity on herself. This is the kicker. 40 Insanity is a large chunk. It essentially means that after one cast, she has a significant probability of malfunctioning on her next turn or cast.

By the Numbers

  • Mana Speed: Fast. She charges with 8 tiles (or 7 with mana troops/bonuses, which is hard to achieve in 3-star rarity without specific rush rules or buffs).
  • Damage Potential: With a base attack of 542, a 220% hit deals roughly 1192 raw damage distributed across three targets (before defense reduction). This is a substantial opening volley.
  • Insanity Risk: 40 Insanity on self. If insanity mechanics work linearly as a percentage chance to fail/attack allies, a 40% risk on the second charge is dangerously high. It implies she is often a "fire once and pray" type of hero unless you have a way to manage that insanity.

Family Bonus, Passives, Aether Power & Unique Abilities

The Institute family is relatively new and focuses on stat augmentation based on the number of family members present.

Family Bonus

The Institute Family bonus provides a boost to Mana Generation and Health.

  • Mana Generation: +5%/+9%/+13% for 1/2/3 heroes. Even a small mana boost can be critical in 3-star rush tournaments or if you can cobble together enough small bonuses to shave a tile off her charge time.
  • Health: +20%/+30%/+40%. This is massive. A 20% health boost on top of her already high base HP makes her incredibly tanky for a sniper-esque unit.

Passives

Unlike her 4-star and 5-star counterparts in the Institute and Forsaken families, Piper does not possess a passive skill. This has been a point of contention in the community, as it feels like a missed opportunity to give her a bit more utility or survivability against her own insanity. She is bare-bones in this regard.

Aether Power

Defense Up is a practical, if unexciting, Limit Break power. It essentially keeps her alive longer. For a hero that hurts herself with insanity and wants to stack attack, staying alive is half the battle. It helps mitigate the fact that she might turn on her team eventually; at least she will be a sturdy meat shield until then.

Legacy & Modern Relevance

  • Historical Context: As a relatively recent addition (released late 2025), Piper enters a mature 3-star meta populated by overpowered costumes and specific event heroes. She is not a "classic" hero who has fallen from grace but rather a specialized tool.
  • Power Creep Analysis: Her stats are modern. Her damage output is competitive. The Insanity mechanic is the defining factor that separates her from a standard hero like Nordri or a Costume Nashgar. She offers more disruption but demands more risk management.
  • Modern Viability Verdict: Piper is viable but niche. She is excellent in Rush Attack tournaments where she can fire immediately, causing chaos before the insanity drawbacks become a liability. In standard play, the risk of her attacking her own team after just one or two casts makes her less reliable than "safer" options like the Toon heroes who just resist everything and hit hard without baggage.

Emblem Path Analysis

As a Ranger, Piper can bypass defensive buffs, which synergizes beautifully with her role as a damage dealer.

The Aggressive Sharpshooter

  • Path: Attack > Defense > Health
  • Pros: Maximizes the damage of her 220% hit-3 special. In 3-star battles, killing the enemy before they kill you is usually the best strategy. The Ranger talent (Pierce) benefits from higher attack.
  • Cons: She becomes slightly squishier, though her high base HP helps.

The Sturdy Gunner

  • Path: Defense > Health > Attack
  • Pros: Increases her survivability, allowing her to benefit from the Institute health bonus more effectively. If she succumbs to insanity and hits herself or allies, having lower attack might be marginally safer (though not really, as you want her to kill enemies).
  • Cons: Reduces her primary value, which is dealing burst damage.

Final Recommendation

For most players, the Attack path is recommended. Piper's job is to deliver a heavy blow to three enemies quickly. You want that initial volley to be as devastating as possible. If the battle drags on long enough for Insanity to become a major issue, a little extra defense likely won't save you anyway.

Strengths

  • Fast Speed Hit-3: Hitting three targets at Fast speed is premium value in the 3-star arena.
  • Modern Stats: Her high HP and solid Attack allow her to compete with recent power-creep heroes.
  • Disruption: Inflicting Insanity on three enemies can force the opponent to skip turns or damage themselves, acting as a pseudo-mana control.
  • Family Bonus: The health boost from the Institute family is significant, making her surprisingly durable.

Weaknesses

  • Self-Insanity: Inflicting 40 Insanity on herself is a massive drawback. It severely hampers her reliability in longer fights.
  • No Passive: The lack of a passive skill makes her feel incomplete compared to higher-rarity family members.
  • Risk of Friendly Fire: Once Insanity builds up, she becomes a liability to your own team.

Best Game Modes

  • Raid Tournaments (Rush Attack): Her best environment. She can fire quickly, potentially multiple times if the board allows, and the match is usually decided before the long-term effects of insanity take hold.
  • Raid Tournaments (Bloody Battle): Damage is king here. A fast hit-3 is excellent, though the self-insanity (which can't be healed) is a gamble.
  • Events: Good for clearing waves of mobs quickly due to the hit-3 nature.

Advanced Strategy & Team Compositions

Piper works best when the fight is short. She is a sprinter, not a marathon runner.

Sample Team Ideas

  • The Institute Rush: Piper + Other Institute/Forsaken 3-stars (if available). Maximizing the family bonus for health and mana makes her very sturdy.
  • The Red Blitz: Piper + Buster + Costume Nashgar. Buster increases damage taken, Piper hits three, Nashgar burns. This trio can dismantle a defense in seconds.
  • The "Insanity" Control: Piper + Zarel (if available/applicable in 3-star). Pairing her with heroes who benefit from or control ailments can be interesting, though options are limited in the Rare tier.

Counters & Anti-Synergies

  • Ailment Blockers: Heroes like Faiez or Rekhetre who block ailments make Piper's insanity debuff on enemies useless, leaving her with just damage and self-sabotage.
  • Reflectors: Hitting a Boril or Cyprian with her special is painful, and if she is insane, she might just do it to herself anyway.
  • Cleanse: While you cannot cleanse Insanity easily (usually), regular cleansers do not help her much against the specific Shadow mechanics unless they have specific interactions.

Advice for New Players

Piper is a great pull if you lack strong 3-star red damage dealers. Prioritize leveling her for tournaments. Do not worry too much about the Insanity mechanic early on; just focus on her ability to hit three enemies fast.

Advice for Veterans

She is a luxury toy for 3-star tournaments. If you are competitive in tournaments, she is worth maxing and limit breaking for the stats and speed. However, be aware that she introduces RNG into your matches. If you prefer consistency, you might stick to your Toons.

Community Corner: Hot Takes & History

The community reception to Piper has been mixed. While players appreciate a new 3-star option, the lack of a passive skill was a major letdown for many.

  • "It’s kind of strange she doesn’t have passives as the epic and legendary heroes in family." - This sentiment is echoed frequently.
  • "The insanity should be manageable, if you pair her with Saskia..." - Some players look for synergies to mitigate the risk.
  • "Inflicts 40 Insanity to the caster... This is useful at fast speed." - Some see the glass as half full, focusing on the speed rather than the penalty.
  • There is also confusion and debate about whether the self-insanity is worth the 17% attack stack, with many feeling the trade-off is steep for a 3-star.

Final Thoughts

Piper is a beautifully designed hero with a chaotic soul. She hits hard and fast, making her a dangerous adversary and a risky ally. She encapsulates the "Shadow" theme perfectly: power comes at a price. In the realm of 3-star heroes, where battles are often nasty, brutish, and short, she fits right in. Just do not be surprised if she decides to shoot your healer in the foot on turn four.

Verdict: A strong tournament contender who requires a gambler's mindset. Level her up, but maybe keep a straitjacket handy.


Costume: Piper currently does not have a costume. This review focuses on her base form.

Article Topics & Tags