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Empuzzled.com• Aug 22, 2024

Armand Moncharmin: The Goblin Patron Who Puts the "Rest" in "Rest in Peace"

Overview

Armand Moncharmin is a Legendary Nature hero from the Secrets of the Opera event. Released in late 2024, he brought a refreshing and comical twist to the often serious roster of heroes. As a Ranger, he has the ability to bypass defensive buffs, which pairs nastily with his high-damage Mega Minion. His primary role is a disruptor and damage dealer who controls the battlefield by literally putting his enemies to sleep—a tactic usually reserved for boring lectures, but weaponized here with lethal efficiency. He doesn't have a costume yet, so this review focuses on his singular, dapper self.

ballerina_armand

Hero Art & Visuals

Armand is a visual delight, breaking away from the typical "angry warrior screaming at the sky" trope. He depicts a wealthy, perhaps slightly shady, goblin patron of the arts. Dressed in a dashing purple suit with a top hat, monocle, and a cane topped with a massive diamond, he exudes an air of arrogant opulence. He's tossing cash with one hand and holding his cane with the other, clearly ready to buy his way out of trouble or beat you with his wealth. It's a whimsical, character-rich design that perfectly fits the theatrical theme of the Opera family.

General Info

Hero data missing

Hero Stats

Stat Analysis: When Armand was released, his stats were impressive. However, looking at the landscape in early 2026, he is showing his age. With a base power of 1090 and stats hovering around 1081 Attack and 1182 Defense, he falls significantly behind the modern "Construct" and "Astral" behemoths that push 1260+ Power and 1300+ stats. While his limit-broken stats (LB2) of 1333 Attack and 1457 Defense help bridge the gap, he is no longer a stat monster. He relies heavily on his mechanics rather than raw numbers to stay competitive.

Special Skill: Make Them Harmless

Skill Analysis: "Make Them Harmless" is a masterclass in tactical disruption.

  1. AoE Damage: The 300% damage to all enemies is solid, though not earth-shattering by modern standards. It softens the team up nicely.
  2. The Bodyguard Mega Minion: This is the star of the show. With 50% HP and 250% Attack inherited from the caster, this minion is a tanky beast that hits like a truck.
  3. The Sleep Mechanic: This is where Armand shines. The target hit by the Mega Minion falls asleep. While sleeping, they cannot gain mana or attack and take +60% increased damage.
    • The Kicker: The sleep is broken by damage except from Minions and Fiends. Since the Mega Minion hits at the end of the turn, it often puts a key enemy to sleep right before their turn, effectively skipping them if no tile damage wakes them up.
    • Synergy: If you have multiple Armands or other minion summoners, the sleep damage bonus applies to all those minion hits, which can melt enemies without waking them.

By the Numbers

  • Mana Speed: Average (10 tiles). With the Opera Family bonus (up to +15% stats but no mana speed) and a level 29 Magic/Styx troop or level 23 Legendary troop, you can shave a tile off, but he generally plays at 9-10 tiles.
  • Damage Potential:
    • Initial Hit: 300% x 1081 Attack ≈ 3243 raw damage value (before defense).
    • Mega Minion Hit: 250% Attack. A single hit from this minion rivals some heroes' special skills.
  • Mega Minion Health: With LB2 stats (~2260 HP), the minion has roughly 1130 HP. That's basically a 4-star hero standing in front of him.
  • Sleep Damage Amp: The +60% damage is massive. If an enemy is asleep and hit by a cascade of tiles or a sniper, they are likely dead.

Family Bonus, Passives, Aether Power & Unique Abilities

Family Bonus

The Opera Family bonus is fantastic for stats, giving up to +15% Attack, Defense, and HP for 3 heroes. Even solo, a +5% boost is welcome. It makes Armand and his opera colleagues stat-check opponents better than they otherwise would.

Passives

  1. Resist Attack Ailments: This is crucial for an attacker. Attack down ailments (like from many tanks) won't stick, ensuring his special and his Mega Minion always hit with full force.
  2. Heal on Status Ailment Expiry: Recovering 10% HP when an ailment expires or is cleansed adds a layer of sustain. If you bring a cleanser, you can trigger this heal manually.

Aether Power

Special Armor gives him immense survivability against special skills for the first 6 turns. This helps ensure he survives long enough to fire his average-speed special at least once.

Legacy & Modern Relevance

  • Historical Context: Upon release, Armand was slightly overshadowed by his portal-mate Von Rothbart, but savvy players quickly realized the power of his "Sleep done right" mechanic. He became a staple in defenses for his beefy minion and annoying control.
  • Power Creep Analysis: His stats have undoubtedly crept downward. Modern hitters deal 450%+ to all or have higher base stats. However, the Mega Minion mechanic scales with his stats (so troops and limit breaks help immensely) and remains a unique form of mitigation (the minion HP) and offense.
  • Modern Viability Verdict: Viable. He is not the "God Tier" monster he might have been, but he is extremely effective in Rush Wars (Very Fast speed makes him a nightmare) and PvE/Titans. In standard raids, he requires protection but can still win games if that Mega Minion gets going.

Emblem Path Analysis

Armand benefits from keeping his Mega Minion alive and hitting hard.

  • Path: Focus on Attack and Health.
  • Pros: Increases the Mega Minion's attack (250% of caster's attack is huge scaling) and HP (50% inheritance).
  • Cons: Slightly less defense for Armand himself.

The Survivalist

  • Path: Defense > Health > Attack.
  • Pros: Maximizes his bulk to ensure he fires.
  • Cons: The Mega Minion hits significantly softer.

Final Recommendation

For most players, the Attack > Health path is recommended. The Mega Minion is his unique selling point; you want it to have as much HP as a tank and hit like a sniper.

Strengths

  • Crowd Control: The sleep mechanic is unique because it's applied after the turn by the minion, often locking an enemy down for their turn.
  • Meat Shield: The Mega Minion provides a massive HP buffer (~1100+ HP), effectively doubling his lifespan.
  • Damage Amplification: +60% damage on sleeping targets can turn a scratch into a fatal wound.
  • Cleansing Sustain: He heals himself when ailments are removed.

Summary: Armand is a survivalist's dream attacker. He hits everyone, summons a personal tank that hits back, and shuts down enemies with naps.

Weaknesses

  • Minion Counters: Heroes who destroy minions (e.g., Grimsteel, Ogima, or newer Lunar heroes) or prevent minion summoning completely neuter him.
  • Sleep Fragility: Sleep is broken by tile damage. In offense, an accidental cascade can wake the target immediately, wasting the effect.
  • Average Speed: In a fast meta, average speed can sometimes be too slow without mana support.
  • Outdated Base Stats: He needs Limit Breaks to survive the initial onslaught of modern 1300+ attack heroes.

Summary: He hates minion destroyers and clumsy tile play. If you can't control the board or protect his minion, he loses much of his value.

Best Game Modes

  • Rush Attack (Wars/Tournaments): At Very Fast speed, he can summon his minion early and often, creating an impenetrable wall of HP and constantly sleeping enemies.
  • Titans: Surprisingly effective. The minion hits after the turn, putting the Titan to sleep. If you don't cascade tiles into the Titan on the next turn, it stays asleep and misses its attack. Plus, the minion damage doesn't wake it.
  • Map/Events: Great for boss waves. The sleep allows you to control dangerous bosses while the minion whittles them down.

Advanced Strategy & Team Compositions

Sample Team Ideas

  1. The "Sleepy Hollow" Defense:
    • Armand - Phorcys - Constance - ...
    • Why: Phorcys buffs minion damage, making Armand's Mega Minion hit even harder.
  2. The Minion Overlord:
    • Armand - Diaochan - Waterpipe
    • Why: While Mega Minions replace normal minions, having other minion summoners ensures that even if the Mega Minion dies, Armand has some cover. Note: Be careful not to overwrite his Mega Minion with a weaker one if you have another Mega Minion summoner (though you usually can only have one Mega Minion).
  3. The Double Trouble:
    • Armand - Armand
    • Why: Two Armands means two Mega Minions. That's two enemies put to sleep every turn and double the passive damage.

Counters & Anti-Synergies

  • Counters: Ogima, Grimsteel, Gefjon (steals minions), and any hero with "Destroy Minion" capabilities. Lunar New Year heroes often punish minions heavily.
  • Anti-Synergy: DoT Heroes (Damage over Time). If you apply a burn or poison, the tick damage might wake the enemy (though usually, it's direct damage, it's safer not to risk waking them if you want the mana freeze). Correction: The card says "woken once it takes damage... excludes damage from minions and fiends". Usually DoT wakes them, so avoid pairing with heavy burn/poison if you rely on the sleep for control.

Advice for New Players

If you pulled Armand early, celebrate! He will carry you through almost all PvE content. His minion is essentially a 6th team member. Focus on leveling him and give him your best Ranger emblems. Don't worry too much about the sleep mechanic complexity; just enjoy the extra damage and survival.

Advice for Veterans

Armand is a tactical pick. He won't nuke a modern defense in one shot, but in Rush Wars, he is top-tier. If you have spare Alpha Aethers, he is a decent candidate for LB2 solely for the stat boost to his minion, but prioritize your main war defense and titan specialists first. He is a luxury hero who is fun and effective but not mandatory.

Community Corner: Hot Takes & History

  • "Sleep done right" - The community immediately recognized that applying sleep via a minion at the end of the turn fixed the biggest issue with the ailment: accidental wake-ups.
  • "A freaking menace" - Early reviews noted that while he lived in Von Rothbart's shadow, he was the sleeper hit (pun intended) of the portal.
  • "The Titan Cheese" - Players discovered his ability to essentially "stun-lock" Titans and bosses by letting the minion put them to sleep turn after turn.

Final Thoughts

Armand Moncharmin is the epitome of "work smarter, not harder." While other heroes scream and smash, he simply summons a hired goon to do the dirty work while he counts his money. He has aged, but his unique Mega Minion mechanic keeps him relevant in specific niches like Rush wars and Titan control. If you want a hero who adds survivability, control, and a touch of class to your roster, Armand is your goblin.

Verdict: A solid, fun, and mechanically unique hero who remains a Viable tactical option, especially when you need to force the enemy to take a nap.

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