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Empuzzled.com• Sep 20, 2024

Tamlin, The Eerie Flautist: Playing the Song of Your Doom

Overview

Tamlin is a 5-Star Legendary Dark (Purple) hero from the Woodland Faun family, introduced during the Wilderness Summon event. As a Sorcerer class hero running at Slow mana speed, he fits the archetype of the "battle-turning nuke"—a hero who takes a while to charge but drastically alters the board state when he finally plays his tune.

While his release in late 2024 made waves with his unique "damned if you do, damned if you don't" ailment mechanics, the landscape of 2026 is harsh. Tamlin now occupies a specific niche: he is a terror in Rush formats and a high-risk, high-reward option in PvP, where his ability to lock down an entire enemy team with Silence is still unmatched.

faun_tamlin

Hero Art & Visuals

Tamlin’s design is wonderfully unsettling. He captures the "trickster spirit" of the fae perfectly—a satyr-like figure playing a flute that looks suspiciously like a twisted root or bone. The purple and grey color palette screams "Dark Element," and his expression is a mix of mischief and malice. It’s a nice departure from the usual armored knights and dragons; he looks like he’d lure you into the woods and you’d never be seen again.

General Info

Hero data missing

Hero Stats

Stat Analysis: Let's be blunt: Tamlin is showing his age. With a base power of 1139 and attack/defense stats hovering around 1130, he is significantly behind the modern curve.

  • Attack (1126): Modern attackers regularly push 1350+ raw attack. Tamlin is missing about 200 points of attack power, which noticeably impacts his direct damage output.
  • Defense (1130) & Health (2171): While 2171 HP was once massive, modern tanks and supports sit comfortably at 2400-2600+. Tamlin is squishier than he appears, meaning he needs protection to fire his Slow skill.

Special Skill: Disquieting Tune

Skill Analysis: "Disquieting Tune" is a mechanic-heavy skill that demands strategic play.

  1. The Hit: 460% damage to ALL enemies is respectable, though at Slow speed, you'd hope for 500%+. However, the damage is just the opening act.
  2. The Trap (Enhanced Defense Ailment): The -64% defense against Special Skills is a massive debuff. It forces the enemy to take huge damage from your other snipers or AoE hitters. It lasts until they take special skill damage 6 times.
  3. The Punishment (Silence): This is the genius part. If the enemy cleanses the defense down, or if it naturally expires (after 6 hits), they get Silenced for 6 turns.
    • Strategic Lock: This punishes cleansers. If an enemy Vivica or Rigard cleanses their team, they immediately silence everyone. It creates a "Checkmate" scenario where the opponent often has to choose between taking more damage or being unable to cast skills.

By the Numbers

Let's crunch the data to see effective performance:

  • Mana Speed: Slow (12 tiles).
    • With +20 Emblems (Sorcerer) & Mana Troop: Can reach 11 or 10 tiles.
    • Passive Boost: Gains 5% mana when receiving an ailment. If hit by 2-3 ailments in a turn (common in modern meta), he effectively gains ~1.5 to 2 tiles of mana, acting more like Average speed.
  • Damage Potential:
    • Base Attack: ~1126
    • Multiplier: 460%
    • Rough Estimate: Deals significantly less than a modern "hit-all" like Turundh or Jwala (who have 200+ more base attack), but the -64% Defense Down means subsequent hits from allies will hit like trucks.
  • Silence Duration: 6 Turns is an eternity in E&P. Most battles are decided in 3-4 turns of active engagement. A 6-turn silence is effectively a "Game Over" for that hero unless they die and revive.

Family Bonus, Passives, Aether Power & Unique Abilities

The Woodland Faun family and Tamlin's passives are what keep him viable despite his aging stats.

Family Bonus

Analysis: The resistance to Mana Reduction is incredible. It hard-counters water heroes like Hinata, Gestalt, or anyone trying to cut your mana. In Rush Wars, where mana control is king, being immune to it ensures Tamlin will fire.

Passives

Analysis:

  1. Resist Insanity: A niche but vital counter to the Astral/Shadow meta. He ignores the "Mindless Attack" effects that plague modern wars.
  2. Mana on Ailment: This is his engine. In a meta full of DoTs and debuffs, Tamlin charges faster than his "Slow" label suggests.
  3. Resist Attack Reduction: Ensures his 460% hit never hits like a wet noodle due to Wither or attack down.

Aether Power

Analysis: Regen helps his survivability. Since he is Slow and likely to take hits before firing, passive healing helps keep him in the fight without relying on a healer.

Legacy & Modern Relevance

  • Historical Context: Upon release, Tamlin was a "must-have" for Rush Wars. The threat of a 6-turn silence terrified players, and he was a staple in top-tier defenses.
  • Power Creep: The stat gap is real. Tamlin struggles to survive against the sheer burst damage of 2026 heroes like Goblins or Constructs. His damage, while good, doesn't one-shot teams anymore.
  • Modern Viability Verdict: Niche / Rush Specialist. He is no longer a universal answer. In standard raids, he is too slow and squishy. However, in Rush Attack tournaments and wars, he remains S-Tier. His mechanics (Silence punishment) are timeless and ignore stat creep.

Costume & Costume Bonus

Tamlin currently does not have a costume. Unlike many older heroes who receive stat boosts via costumes to stay relevant, Tamlin must rely entirely on his base stats and limit breaks. This puts him at a disadvantage compared to Costumed S1 or S2 heroes who might have lower base utility but significantly higher raw numbers due to costume bonuses.

Emblem Path Analysis

Since Tamlin needs to survive long enough to cast his Slow skill, survivability is paramount.

  • Path: Defense > Health > Attack
  • Pros: Maximizes his chances of firing at least once. Synergizes with his Regen Aether power.
  • Cons: Lowers his kill pressure on the initial hit.

The Punisher

  • Path: Attack > Defense > Health
  • Pros: Makes the 460% hit hurt significantly more.
  • Cons: He might die before he charges, especially with modern fast snipers.

Final Recommendation

For most players, the Defense/Health path is recommended. Tamlin's primary role is control (Silence/Debuff), not raw damage execution. He needs to live to sing his song.

Strengths

  • Crowd Control King: The 6-turn Silence is one of the most punishing ailments in the game.
  • Cleanser Trap: Punishes the enemy for doing the "right thing" (cleansing).
  • Mana Stability: Immune to mana cuts and gains mana from ailments, making his timing reliable.
  • Rush War Monster: Absolutely dominates Very Fast formats.

Weaknesses

  • Outdated Stats: Low defense and health make him a prime target for early elimination.
  • Slow Speed: Without Rush rules or heavy mana support, he can be too slow for the current "Fast/Very Fast" meta.
  • Passive Reliance: Needs to be hit by ailments to charge at a reasonable rate in normal play.

Best Game Modes

  • Rush Attack Wars/Tournaments: This is his home. He is an absolute menace here.
  • PvE / Map Stages: Great for controlling bosses who cleanse or have annoying specials.
  • Equalizer War: Surprisingly good—Equalizer cleanses the "Defense Down" ... which immediately triggers the Silence. He essentially permalocks the enemy team in Equalizer cycles.

Advanced Strategy & Team Compositions

Tamlin works best when paired with heroes who can exploit his "Trap."

Sample Team Ideas

  • The "Damned if you Do" Team: Tamlin + Costumed White Rabbit (or any defense down resetter). Tamlin applies the trap. If they cleanse, they are silenced. If they don't, Rabbit resets the defense down duration.
  • The Rush Defense: Mother North - Tamlin - Khufu - Ludwig - Kalø. A classic "toxic" Rush defense. Ludwig charges Tamlin, Tamlin locks them down, Khufu finishes them.

Counters & Anti-Synergies

  • Block Ailments: Heroes like Garnet, Hathor, or Toons who block ailments entirely prevent the "Trap" from ever landing.
  • Taunt: A Taunt hero can absorb the hit (though Tamlin hits all, the ailment might be restricted if mechanics interact oddly, but usually Hit All ignores taunt for targeting multiple, but taunt protects others. Actually, Hit All hits everyone regardless of Taunt unless specified otherwise in recent patches, but Taunt usually directs "Target and Nearby" or specific hits. For Hit All, everyone gets hit). Correction: Taunt prevents "Hit All" from hitting everyone; it forces the hit onto the Taunter. This neuters Tamlin completely.

Advice for New Players

If you pull Tamlin early, rejoice. He will carry you through map stages and lower-tier raids effortlessly. The 6-turn silence shuts down difficult bosses completely. Prioritize his survivability with emblems.

Advice for Veterans

Tamlin is a situational tool. Do not use him on your main defense team unless it's Rush week. Is he worth Alpha Aethers? Probably not for a second limit break unless you are hardcore about Rush Wars. Save those materials for heroes with modern stats.

Community Corner: Hot Takes & History

  • "Good god; this is the hero I’m most afraid to face in war! I may end up wearing out the glass over the 'flee' button..." - A terrified player upon release.
  • "Tamlin is by far better than Alfrike... With Tamlin a cleanse or another defense down can trigger it." - A debate on Rush supremacy.
  • The community initially debated his gender extensively due to the artwork, adding to his "Eerie" mystique.
  • Many players noted his synergy in Equalizer War, realizing the War Effect itself triggers his Silence trap.

Final Thoughts

Tamlin is the definition of a "Mechanic Hero." His stats may rust, but his ability to silence an entire team for 6 turns never goes out of style. He forces opponents to play awkwardly, delaying their cleanses or eating massive damage. While he isn't the shiny new toy with 1600 attack, in the right hands—and the right war rule—he is still the stuff of nightmares.

Final Verdict: A faded star in general play, but an eternal king of Rush. Keep him, level him, but know when to use him.


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