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Empuzzled.com• Jun 25, 2024

Arman, The Sand Guardian: A Slow Burn in a Fast World

Overview

Arman is a classic 3-star Holy hero from the Sand Empire family. Originally released during the early days of Empires & Puzzles seasonal events, he represents a simpler time when "Slow" mana speed on a 3-star hero wasn't immediately a death sentence. His kit is designed around attrition—whittling enemies down with Sand damage and preventing them from healing back up. Unfortunately, in the current fast-paced meta, he often feels like bringing a shovel to a laser fight. This review focuses on the base version of Arman.

sand_soldier

Hero Art & Visuals

Arman sports the quintessential "desert guardian" look. Clad in golden armor and heavy robes to protect against the sun (and apparently mana generation), he wields a simple spear and shield. The art style is consistent with the older, more grounded aesthetic of the game. He looks sturdy, stoic, and perhaps a bit tired of waiting for his mana bar to fill. It's a solid design, though it lacks the flashy particle effects of modern heroes.

General Info

Hero data missing

Hero Stats

When looking at Arman's stats through a modern lens, the cracks in the hourglass really start to show.

  • Attack (477): This is quite low by modern standards. New 3-star attackers often push well past 500 or even 550 raw attack.
  • Defense (418) & Health (712): His bulk is decent for an older 3-star, allowing him to survive a few hits, but he is far from a tank.

Compared to modern powerhouses like Kvasir, Poppy, or Rekhetre, Arman's stat distribution feels outdated. He lacks the specialized punch or extreme durability of newer releases.

Special Skill: Sand Breeze

Analysis: Arman’s special skill, Sand Breeze, is a mixed bag heavily weighed down by his Slow mana speed.

  1. Hit All (130%): This is a "soft" hit. It won't wipe a team, it will merely annoy them. At Slow speed, you generally expect devastating impact (think Treevil or Sudri). 130% damage is simply not enough payoff for 12 tiles.
  2. Sand Damage (DoT): 92 damage over 4 turns is roughly 23 damage per turn. It helps bypass high defense, but it's too slow to be a primary kill condition.
  3. Healing Reduction (-50%): This is his crown jewel. A 50% uncleansable healing cut is significant. It prevents healers like Hawkmoon or Belith from fully undoing your work.
  4. Self-Cleanse: Dispelling ailments from himself is nice, but since he affects the whole board, he's often dead or controlled before he can cast this to save himself.

By the Numbers

  • Mana Speed: Slow (12 tiles). This is his Achilles' heel. In a standard 3-star match, the fight is often decided before 12 tiles are matched.
  • Damage Potential: With 477 Attack, a 130% hit deals minimal damage. If facing enemies with ~450 Defense, he might hit for ~100-120 damage per hero plus the DoT.
  • Healing Mitigation: If an enemy Faez heals for 400, Arman reduces that to 200. This effectively "deals" 200 damage by negation, which is often more valuable than his actual attack.

Family Bonus, Passives, Aether Power & Unique Abilities

Family Bonus

The Sand Empire family bonus provides a defense boost (10%/20% for 2/3 heroes). This adds some survivability, which Arman desperately needs to survive long enough to fire. However, running multiple Sand Empire heroes in a 3-star team is rarely optimal given the better options available.

Passives

Unlike modern heroes who come loaded with 2-3 passives, base Arman has none. This further widens the gap between him and modern event heroes.

Aether Power

Rage is actually a decent Limit Break power for him. It boosts his attack when his health drops, which happens often given his speed. However, relying on taking damage to deal damage is risky for a 3-star.

Legacy & Modern Relevance

  • Historical Context: When released, Arman was one of the few sources of healing reduction. He had a niche.
  • Power Creep Analysis: The game has moved on. We now have 3-star heroes at Average and Fast speed who deal more damage or offer more utility. Treevil (Very Slow/Slow in Rush) does everything Arman does but better: Defense down, Attack down, and massive damage.
  • Modern Viability: Arman is Not Viable for general play. He is too slow and hits too soft.
    • The Exception: Rush Attack Tournaments. In this specific mode, where all mana is Very Fast (6.5 tiles), Arman becomes usable. His healing cut can cripple heavy-healer defenses often seen in Rush.

Costume & Costume Bonus

Note: This review focuses on the base hero data. Arman does have a costume available in the game which changes his class to Sorcerer and adjusts his damage/DOT distribution. The costume generally offers a stat boost via the Costume Bonus, which is essential if you plan to use him. If you have the costume, always level it for the stats, even if you prefer the Fighter class of the base version (though Sorcerer delay is arguably better for his AoE).

Emblem Path Analysis

If you are committed to using Arman (likely for Rush tournaments), you need to maximize his only strength: his special skill impact.

The Aggressive Guardian

  • Path: Attack > Defense > Health
  • Pros: Maximizes the 130% hit and the DoT (if applicable to stats, though DoT is usually fixed or based on special level/attack). It helps him hit slightly harder than a wet noodle.
  • Cons: He remains squishy and might die before firing.

The Survivalist

  • Path: Defense > Health > Attack
  • Pros: Keeps him alive to cast his healing cut, which is his main utility. Revive (Fighter class) works better with more HP to cushion the return.
  • Cons: His damage becomes negligible.

Final Recommendation

Go Defense/Health. Arman isn't there to kill people with impact damage; he is there to apply the Healing Cut and the Sand DoT. He needs to survive to cast. The Fighter revive chance is his best asset, potentially stealing a win.

Strengths

  • Healing Reduction: -50% healing received is a strong counter to sustain teams.
  • Uncleansable Debuff: The healing reduction and DoT cannot be cleansed, which is excellent against Faez or other cleansers.
  • Fighter Class: The chance to revive is always game-changing in 3-star tournaments.

Weaknesses

  • Glacial Speed: Slow mana on a 3-star with low impact is a fatal flaw in 99% of scenarios.
  • Low Damage: 130% AoE is barely noticeable against limit-broken defenses.
  • Outdated Stats: He struggles to survive against modern snipers.

Best Game Modes

  • Rush Attack Tournaments (3-Star): This is his home. At Very Fast speed, he can fire quickly, preventing the enemy team from sustaining themselves.
  • Faction Wars (Depth): If you are extremely deep into your roster and need a yellow body.

Advanced Strategy & Team Compositions

Sample Team Ideas

  • The Rush Anti-Heal: Faez - Arman - Treevil - Arman - Kvasir.
    • In Rush, this team locks down the enemy. Treevil cripples stats, Arman prevents them from healing the damage back, and Kvasir blocks minions.

Counters & Anti-Synergies

  • Counters: Even though his effect is uncleansable, Block Buffs or Ailment Immunity (like Faez firing before Arman) completely shuts him down.
  • Anti-Synergy: Don't pair him with other Slow heroes outside of Rush. You will be dead before you cast.

Advice for New Players

If you pull Arman early, he can serve as a decent yellow filler until you get Bane, Kvasir, or Poppy. Do not invest heavily in him (Limit Break/Emblems) unless you really enjoy Rush Tournaments. He is not a priority.

Advice for Veterans

Arman is a "Museum Piece." Unless you are specifically lacking options for 3-star Rush Attack, he is likely food. Even with the costume, there are usually better options. He is not worth Alpha Aethers.

Community Corner: Hot Takes & History

The community has historically been lukewarm on Arman, with sentiments cooling to freezing over time.

  • One user summed it up perfectly years ago: "I maxed him a year ago, have never used him so far… Even though he’s not that bad on paper."
  • Another player noted the disconnect between his speed and effect: "Must be average in speed at least to be considered…"
  • However, collectors still hunt him: "Am I the only crazy person here who would actually like to get him? Mostly for collection purpose."

Final Thoughts

Arman is a relic of the past. He is a soldier fighting a modern war with ancient tactics. While the "Sand Breeze" sounds pleasant, in Empires & Puzzles, it's more of a gentle draft than a storm. His healing cut is a neat trick, but his Slow speed makes it nearly impossible to pull off when it matters. Keep him if you love Rush Attack or collecting, otherwise, let him return to the desert.

Verdict: A bench-warmer with a very specific, very occasional niche.

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