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March 10th
Idle Champion Spotlight: Briv Steelmarrow 
Posted in Idle Champions.

It's time for the latest Idle Champion Spotlight, and this time around we're talking about a Tanking, Support, and Healing Champion who can create heavy armor with Netherese Steel stored in his very bones!

And did we mention that this Half-Orc Champion has his very own flumph ally?

Read on and learn all about Briv Steelmarrow...

I. Savage Paladin



    Relentlessly brave but markedly uncouth, Briv Steelmarrow is a stalwart champion of the weak, innocent, downtrodden, and oppressed. Centuries ago, a cabal of Netherese mages experimented on Briv’s clan, gifting him with a magical metal inside his bones that he can pull through his skin and shape for attack or defense. Once a slaver, Briv sought atonement by joining the Order of the Lost Cause, an elite group of knights that travel across Faerûn, taking on quests that only fools would pursue.

Briv is a Tank, Support, and Healing Champion. He uses his Unnatural Haste ability to speed up area progression, and his Steelbones boosts his defense while buffing Champions behind him. When you want to add Briv to your formation, you can swap him with Calliope (Slot 5).

II. Briv's Stats

Race: Half-Orc Alignment: Chaotic Good
Class: Paladin (Oath of Heroism) Gender: Male
Age: 42 Affiliation: none

STR: 16 DEX: 14 CON: 16
INT: 10 WIS: 8 CHA: 18

Eligible for Patrons: Mirt, Vajra

III. Briv's Design

It's always a joy to work with a passionate creator to bring their character to life as a Champion in our game, and working with D&D Beyond's Adam Bradford was no exception. Adam was quick to provide numerous examples of Briv character art, including the official art by Max Dunbar, which really went a long ways towards helping to paint the visual picture of Briv Steelmarrow.


Art by Max Dunbar


Briv's abilities were an interesting challenge. With Netherese Steel in his bones, Briv has the ability to shoot it out of his pores to create heavy armor at will — or even violently expel it as a kind of shrapnel weapon, pulling it back into his body afterwards. These abilities became Steelbones, the core of Briv's design where he gains stacks of Steelbones when he is attacked, Netherese Steel, where Briv increases the damage of Champions behind him based how many stacks of Steelbones he has, and Netherese Explosion, where he uses the steel in his body to create an explosion out from him.

With Unnatural Haste we gave Briv a unique new ability that allows you to actually skip areas(!), consuming stacks of Sprint in the process. There is a minimum number of stacks needed for this ability to be able to proc (50), and each time it triggers it will consume a percentage of your stacks. How do you get Sprint stacks, you ask? When you reset, all stacks of Steelbones you have are converted into Sprint stacks, which persist through resets until they're consumed by Unnatural Haste. This will offer players quite the boost through those early levels after you complete a long Free Play. Don't worry about missing out on gems or loot — you will still earn anything you may have missed from areas you skip!

A pet flumph named Phlo accompanies Briv wherever he goes, and he has a unique ability, Healing Phlo, where Phlo stores healing power whenever Briv is struck by an attack. After 10 hits or 10 seconds, whichever comes first, Phlo heals all Champions in the party for 50% of the damage that Briv received during that time!

Flumphs really are the best.



IV. Briv's Abilities

Basic Attack

  • Mocking Cleave — Briv leaps out and attacks a random enemy with his greatsword, cleaving all nearby enemies as well. On each enemy hit, there is a 20% chance that they will stop attacking another Champion and attack Briv if possible..

Formation Abilities

  • Steelbones — Whenever Briv comes under attack, metal shoots out of his pores, covering him in heavy armor. This effect persists as long as Briv remains under attack, and for an additional five seconds afterwards. While armored, Briv takes 10% less damage and gains a stack of Steelbones whenever he is hit by an enemy attack.
  • Netherese Steel — Briv increases the damage of all Champions behind him by 0.01% for each stack of Steelbones he has gained.
  • Unnatural Haste — Briv has a 25% chance of sprinting forward quickly on steel-springs after completing a new area, skipping the next area entirely. This action consumes 4% of his Sprint stacks, and requires at least 50 stacks to occur. When you reset the adventure, all stacks of Steelbones that Briv has gained convert into stacks of Sprint, which persist between resets until they are used by this ability.

    Note: if the chance of springing forward surpasses 100%, it is divided by 2 and becomes a 50%+ chance to spring forward 2 areas. Likewise for surpassing 200%, 300%, etc.
    • 100% / 2 -> 50% chance to skip 2 areas
    • 200% / 4 -> 50% chance to skip 3 areas
    • 300% / 6 -> 50% chance to skip 4 areas
    • If you skip a boss area in this way, the gems, chests, red jewels, etc. from it are collected automatically.
  • Healing Phlo — Briv's pet flumph Phlo appears next to Briv and telepathically stores healing power whenever Briv is hit. After 10 hits or 10 seconds, whichever comes first, Phlo heals all Champions in the party for 50% of the damage Briv took during that time. The 10 second timer only starts when Briv takes a hit and does not fire if the healing is triggered by taking 10 hits. It would start again at 10 seconds on the next hit after healing triggers.
  • Oath of Heroism — Briv increases the max health of all other Champions by 25% of his max health.

Specializations

  • MetalbornUnnatural Haste uses 20% less Sprint stacks whenever it activates.
  • Tempered Steel — Increase the effect of Netherese Steel by 100%.
  • Go With The Phlo — Increase the heal of Healing Phlo by 50%.

Ultimate Ability

  • Netherese Explosion — Briv forces all of his remaining Netherese Metal out of his body, shooting it in all directions in an arc in front of him, damaging enemies that it passes through. He then draws it back into himself, dealing double damage to enemies it hits on its way back to him.

V. Briv's Equipment



Slot 1: Global DPS
Slot 2: Max Health
Slot 3: Netherese Steel
Slot 4: Unnatural Haste
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

Briv Steelmarrow is an absolute beast of a Champion, a savage paladin who can offer tanking, healing, and support, all in one package. We are excited to see how well he fits in to the Idle Champions meta. If you have feedback, let us know in a Community Q&A or Champion feedback post on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!
February 19th
Idle Champions: Fleetswake 3 
Posted in Idle Champions.

You've been recruited by a merchant guild in Waterdeep to look into a number of mysterious missing ships over the past year. The Fair Seas Festival is a good time to look into this as people are quite open about the dangers of the sea, the fury of Umberlee, and so forth.

Many people blame Umberlee for the missing ships, but the merchant guild isn't so sure...

Fleetswake 3 runs until Monday, March 2nd, 2020 at 12:00pm PST, introduces Sisaspia, a Yuan-Ti Pureblood Circle of Spores Druid and brings back The Black Viper, an infamous Human Rogue from Waterdeep, and Zorbu "Thunderbolt" Natten, the Gnome Ranger!

Dungeons & Dragons Sisaspia

Year 3 Champion: Sisaspia

    An outcast even from her home city of Omu on Chult, Sisaspia does not seek wealth or glory for herself. Instead, she wishes only to hone her powers, and anyone or anything that gets in her way will learn that she has already made great strides towards doing so. A reluctant ally, she joins the Champions solely because they are a means to an end: an endless stream of foes on which to unleash and perfect her sinister machinations.

Sisaspia is a Healer and Support Champion. Her Halo of Spores infects her enemies, forcing them to take more damage. She also uses them to heal her allies - if she has to. When you want to add Sisaspia to your formation, you can swap her with Bruenor (Slot 1).

For more information about Sisaspia check out the Idle Champion Spotlight: Sisaspia dev blog!

Dungeons & Dragons The Black Viper

Year 2 Champion: The Black Viper

    The Black Viper was a notorious burglar, pickpocket, mugger, and assassin who died a century ago, after a long and nefarious career. Esvele Rosznar, a brash young noble, has recently adopted the Black Viper’s persona to lead a secret life of crime. Like many other nobles, Esvele gossips about the Black Viper’s exploits to lend credence to the villain’s mystique.
The Black Viper is a DPS Champion able to take advantage of Distracted Foes and deliver powerful Sneak Attacks for extra damage. Her Jewel Thief ability improves with every boss kill across all adventures.

When you want to add The Black Viper to your formation, you can swap her with Minsc (Slot 7). For more information about our latest Champion, check out the Idle Champion Spotlight: The Black Viper dev blog!

Dungeons & Dragons Zorbu Natten

Year 1 Champion: Zorbu "Thunderbolt" Natten

    Zorbu grew up in a small village on the slopes of the mountains south of Yartar. He lived a typical gnomish childhood: tinkering with mechanical toys, pulling pranks on unsuspecting neighbors, and exploring the woodlands covering the mountains in the company of a local dwarf ranger, Galor Rockshield.

    A grizzled veteran of many battles, Galor was waging a secret battle against a clan of drow who were holed up in some deep caves near the village. He carefully struck from the shadows, attempting to drive them back into the Underdark. One night, after a particularly prolonged encounter, a drow scout followed Galor home, and on the night of the next new moon the drow and their minions descended upon the village in force. Galor saved Zorbu's life, but many others were killed, including Zorbu's parents. From that day forth, Zorbu trained under Galor as a ranger, vowing revenge upon the drow and any who claim allegiance to them.

    Cunning and imaginative, Zorbu makes use of his tinkering skills to wield an impossibly large crossbow (named Thunderbolt, which is also Zorbu's nickname) and unleash clever mechanical traps against his foes.

Zorbu is a DPS and Support Champion. He increases damage against Favored Enemies for all Champions and deals extra damage to injured or hordes of enemies. When you want to add Zorbu to your party, you can swap him with Arkhan (Slot 12).

Balance Update: Zorbu's Hunter's Pack ability now targets himself in addition to adjacent champions, and the effect has been increased.

Dungeons & Dragons Fleetswake 3 Variants

Year Three Variants

  • Shattered Shields — Umberlee's curse has broken all shields and heavy armor, rendering tanking Champions useless! The shattered remnants have been stolen by some fiendish creatures and co-opted for their own nefarious use. Champions with the tanking role can not be used. Random enemies spawn with 5 armored hit points. Reach Area 75.

  • The Suspicious Shipment — A strange shipment takes up slot 5 in the formation. It's so distracting that Champions in adjacent slots deal no damage with their attacks. Reach Area 125.

  • Seas of Sickness — Sisaspia takes up slot 5 in the formation and can not be moved, removed, or swapped out, and starts out with Halo of Spores unlocked. Enemies move 5x faster and deal 5x damage unless they are infected by one of Sisaspia's spores. Reach Area 175.

Dungeons & Dragons Fleetswake 2 Variants

Year Two Variants

  • Umberlee's Deluge — Sea Spawn monsters appear and attack the formation, growing in number the further you progress. These Sea Spawn monsters drop no gold and do not count towards quest progress. Reach Area 75.

  • Tightfisted Foes — The Black Viper starts in the formation. Only enemies killed by The Black Viper drop gold. Reach Area 125.

  • Extra DEXterous — Champions are augmented based on their Dexterity (DEX) scores:
    • 10 or less: Global DPS reduced by 50% (stacks).
    • 11–12: Enemies move 2x faster (stacks).
    • 13–14: Gold Find increased by 25% (stacks).
    • 15–16: Global DPS increased by 50% (stacks).
    • 17–20: Increases Champion's damage by 300%.
    Reach Area 175.
Dungeons & Dragons Fleetswake Variants

Year One Variants

  • Thunder and Lightning — A crazy storm blows in, affecting all outdoor areas. In addition to the wind and rain, lightning strikes your formation every 5 seconds, dealing 90% of max health unavoidable damage to a random Champion. When Zorbu "Thunderbolt" Natten is hit by the effect, his next normal attack does 10x damage. Reach Area 75.

  • Crashing Waves — Only two of your formation's columns do damage at a time. Columns change every 10 areas. Start with back two (slots 4-9), then middle two (slots 2-6), then front two (slots 0-3), then front and back (0-1 & 7-9), then repeat. Reach Area 125.

  • The Shipwright's Ball — Two Shipwrights take up slots (2, 9) in the formation. The Shipwrights dance with adjacent Champions, swapping the position of two random adjacent Champions every 15 seconds (the one in slot 9 swaps 6 and 8, while the one in slot 2 swaps two of 0, 3, and 4).
  • Reach Area 175.

See the in-game FAQ for more information!

February 18th
Idle Champion Spotlight: Sisaspia 
Posted in Idle Champions.

We've received many requests for more evil champions, as well as an evil healer.This Fleetswake we are pleased to debut another Codename Entertainment Original — a Circle of Spores Druid and Yuan-ti Pureblood, Sisaspia.

I. A Sinister Start

Dungeons & Dragons Sisaspia

    An outcast even from her home city of Omu on Chult, Sisaspia does not seek wealth or glory for herself. Instead, she wishes only to hone her powers, and anyone or anything that gets in her way will learn that she has already made great strides towards doing so. A reluctant ally, she joins the Champions solely because they are a means to an end: an endless stream of foes on which to unleash and perfect her sinister machinations.

Sisaspia is a Healer and Support Champion. Her Halo of Spores infects her enemies, forcing them to take more damage. She also uses them to heal her allies - if she has to. When you want to add Sisaspia to your formation, you can swap her with Bruenor (Slot 1).

II. Sisaspia's Stats

Race: Yuan-ti Pureblood Alignment: Neutral Evil
Class: Druid Gender: Female
Age: 37 Affiliation: none

STR: 11 DEX: 13 CON: 15
INT: 14 WIS: 18 CHA: 16

Eligible for Patrons: Mirt, Vajra

Dungeons & Dragons Sisaspia Portrait

III. Sisaspia's Design

Sisaspia is a CNE Original Champion, meaning we didn't draw from streams or podcasts or existing lore characters when designing her. These types of Champions are always exciting for us, as we get to create something entirely new, and we wanted to provide players with as many new options as we could. She's our first Yuan-ti Pureblood, our first evil healer, and our only evil, healing, or female champion in slot 1.

Sisaspia is a healing and support druid who leans heavily on the Circle of Spores Druid Circle from D&D 5e. She slowly builds up a supply of spores over time and uses them to infect enemies as they approach, which causes those enemies to take additional damage over time whenever they're attacked. She uses any spores she has in reserve to buff and heal nearby Champions.

These mechanics allow her to focus her energy based on how your formation is doing. If you're insta-killing enemies, she'll buff nearby Champions to help them do that better. Once enemies start to survive the initial barrage and reach your formation, she'll shift her attention to debuffing enemies, resulting in an even bigger damage boost. Eventually, once only a boss and a few trash mobs remain, she'll naturally settle into both roles, providing a big static buff, some healing, AND a debuff as her spore reserve slowly refills.

IV. Sisaspia's Abilities

Basic Attack

  • Blight — Sisaspia unleashes a wave of necrotic energy which damages a random enemy. If the enemy is a Plant this attack deals 300% more damage, however if it's an Undead or Construct it deals no damage.

Formation Abilities

  • Halo of Spores — Sisaspia is surrounded by a continuous yet finite torus of necrotic spores. When enemies approach the formation and if Sisaspia has spores available, one of her spores shoots out and attaches itself to a valid enemy every second. When enemies are damaged, they take 50% additional damage over 5 seconds for each spore affecting them. Normal enemies can only be affected by one spore at a time, while bosses can have up to 4 spores affecting them. Sisaspia regenerates a spore every 4 seconds and can have up to 20 spores in her reserve. Note that due to the nature of this debuff, the additional damage done over time does not contribute to your formation's BUD.
  • Symbiotic Infection — Sisaspia uses her reserve of necrotic spores to empower a subtle infection she maintains upon her "companions", goading them forward and hopefully assisting her in her own selfish goals. This infection increase the damage of all Champions within 2 slots of herself by 10% for each spore she has in reserve.
  • Symbiotic Healing — Sisaspia's subtle infection heals damaged Champions within 2 slots of herself for 1hp per second for each spore she has in reserve.

Specializations

  • Simple Infection — Increase the effect of Symbiotic Infection by 100%.
  • Spreading Spores — Halo of Spores now generates a new spore every 3 seconds, instead of every 4 seconds, and Sisaspia's maximum spore count is increased to 30.
  • Fungal Body — The effects of Symbiotic Infection and Symbiotic Healing are increased by 200% when Sisaspia's spore reserve is full.

Ultimate Ability

  • Fungal Infestation — Sisaspia causes all the spores affecting her enemies to delve deep into their targets and tear them apart from the inside, dealing massive damage. The amount of damage each spore deals is increased based on the total number of spores affecting all her enemies (20% per active spore, stacking additively). Note that bosses with more than 1 spore infecting them take damage from each spore they have. This consumes all the spores affecting her enemies, so there is no additional damage from Halo of Spores, and she must reapply her spores to all surviving enemies in range.

V. Sisaspia's Equipment

Dungeons & Dragons Sisaspia Equipment

Slot 1: Global DPS
Slot 2: Halo of Spores
Slot 3: Symbiotic Infection
Slot 4: Symbiotic Healing
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

We're really excited to add an evil healer to the game, and to introduce an evil and female champion to Slot 1. We can't wait to see what delightfully sinister formation options are introduced with Sisaspia. Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!.

February 11th
Idle Champions: Variants Update (February 2020) 
Posted in Idle Champions.

    "Looking for a new challenge? We can arrange that!"

Our latest Idle Champions update introduces eight new variants for the Grand Tour of the Sword Coast, Waterdeep: Dragon Heist, Tomb of Annihilation, and Descent into Avernus campaigns. You will need to have completed the original adventures in order to unlock these variants.

Variants for everybody! You get a variant, you get a variant, and you get a variant!

Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist

Grand Tour of the Sword Coast Variants

  • Excavating History: Frantic Excavation
    • Monsters move twice as fast.
    • Only Champions with a base attack cooldown of 5 seconds or lower can be used.
    • Reach area 300.

  • Towering Expectations: Careful Consideration
    • Only Champions with a WIS score of 13 or higher can be used.
    • Reach area 325.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist

Tomb of Annihilation Variants

  • Homecoming: Wagon Train
    • A Wagon takes up a slot in the formation in slot 6
    • Every 100 areas, another wagon joins your train.
    • Reach area 350.

  • The Lost Heir of Omu: Taking Responsibility
    • Asharra starts in the formation and can not be removed.
    • Only Asharra and Champions that match Asharra's chosen bond deal damage; other Champions can be placed and will provide formation buffs and other effects, but do 0 damage when they attack (can still proc stuns, slows, etc. with their attacks).
    • Reach area 350.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist

Waterdeep: Dragon Heist Variants

  • Lair of the Xanathar: Feigned Weakness
    • Only Champions with a STR score of 13 or lower can be used.
    • Reach area 275.

  • Waterdeep Under Siege: Sober Up
    • Blurry Pink Elephants attack the formation at random in non-boss areas.
    • Every time a Pink Elephant spawns, all Champion damage is reduced by 10%; For each 15 minutes that passes the total number of stacks is reduced by 25%. Using bounty contracts can also reduce the stack amount as if the amount of time on the contract had passed.
    • Reach area 275.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist

Baldur's Gate Descent into Avernus

  • A Tale of Two Cities: A Tale of Two Champions
    • You can only field two champions at a time.
    • Reach area 250.

  • The Dead Three: A Hero's Entourage
    • Minsc starts in the formation in slot 3 (he can be moved but not removed from the formation)
    • Champions can only be placed adjacent to Minsc. If Minsc is moved, any Champions that are not adjacent to him after the move are removed from the formation.
    • Reach area 275.

See the in-game Change Log for more information!
January 28th
Idle Champion Spotlight: Havilar 
Posted in Idle Champions.

Ever since we introduced Farideh during Highharvestide 2, players have been asking us the same question: where is Havilar?

Not just because Havi is Farideh's twin sister, but because Farideh's damage relies heavily on having additional Tieflings in the formation, and we haven't added another one to the game since.

...until now. It's time for the Havilar Champion Spotlight!

I. Twin Tiefling Sisters



    Havilar's twin sister Farideh has always been 'the smart one' and 'the responsible one'—but that's all right, Havilar is definitely 'the tough one,' 'the funny one' and the 'pretty one' (despite being identical twins). Plus, Havilar has a hellhound! Even if it means she's a sort-of-but-not-quite Chosen of Asmodeus, too, not that anyone asked Havi about that. But he should know her glaive is as good as her right hand, and she can slice a devil just as well as an orc, a zombie, or any other villain!

Havilar is a Tank and Support Champion. She summons four different Imps to buff Champions in different ways. When battling fiends, she gets slower but her buffs grow stronger. When you want to add Havilar to your formation, you can swap her with Tyril (Slot 10).

II. Havilar's Stats

Race: Tiefling Alignment: Chaotic Good
Class: Fighter (Battlemaster) Gender: Female
Age: 19 Affiliation: none

STR: 18 DEX: 15 CON: 13
INT: 9 WIS: 12 CHA: 12

Eligible for Patrons: Mirt

III. Havilar's Design

The design of Havilar was a fun conversation with Erin M Evans, who gave us a few criteria to describe Havi in a nutshell:
  • Farideh's sister.
  • More athletic and funny than Farideh.
  • 'The Pretty One'
  • Confident in her physical abilities.
  • Not the highest INT score.
  • Havi gains a pair of imps that she can summon (Mot, Dembo, Olla, and Bosh).
  • She has a Hellhound that she rides.
  • She is athletic and acrobatic.
  • Her glaive is part of her identity.
In addition to these bullet points (and the books) we also had another reference: Erin played as Havilar during the High Rollers show at PAX West last year:


Havi's intro starts at 4:03!



We opted for a design around Havi's Imps, Mot, Dembo, Olla, and Bosh, who are summoned using her ultimate, Summon Imps/Heroic Sacrifice, as well as her savant-like skill as a Battlemaster Fighter. Depending on which of these Imps are present, Havi's skills are augmented. She has some similarities with Spurt in this respect, because her effectiveness is changed depending on her ultimate usage.

First, while Havi tanks at the front of a formation, she will buff the two rows behind her with Leadership Summit, with the effect of the buff augmented by which Imps are present.

Mot is always summoned when Havilar casts her ultimate, but the second Imp cycles through a preset list in order: Dembo, then Olla, then Bosh; rinse and repeat. These imps have abilities that make sense to be activated in a specific order: clearing trash/farming, fighting at your wall or fighting boss mobs, and then fighting against a boss itself.

IV. Havilar's Abilities

Base Attacks

Havilar has her base attack, and her summoned Imps also have their own base attack!
  • Glaive Thrust — Havilar attacks with her glaive, hitting all enemies in a small radius.
  • Fire of Asmodeus — Each summoned Imp attacks a random enemy with a fireball, dealing a large amount of AOE damage.

Ultimate Ability

Havilar's ultimate attack changes depending on whether or not her Imps are summoned.
  • Summon Imps — Mot and another imp (Dembo, Olla, or Bosh, in that order) are summoned. The Imps attack with Fire of Asmodeus. As soon as the Imps appear, Havilar's ultimate attack is replaced with Heroic Sacrifice (with a 10 second cooldown before it can be used). The Imps stay active until Heroic Sacrifice is used.
  • Heroic Sacrifice — The Summoned Imp that isn't Mot flings itself at the nearest enemy and explodes, dealing massive damage in a large area and slowing all affected enemies. As soon as not-Mot sacrifices itself, Havilar's ultimate attack reverts to Summon Imps with a 20 second cooldown before it can be used, and halfway through that cooldown Mot despawns.

Formation Abilities

  • Leadership Summit — Havilar increases the damage of all Champions in the two columns behind her by 100%. This ability is augmented by which imps are currently assisting her.

    • Mot: Increases the effect of Leadership Summit by 400% on Tiefling Champions.
    • Dembo: Increases the effect of Leadership Summit by 200%.
    • Olla: Increases the effect of Leadership Summit by 50% for each enemy Havilar is tanking.
    • Bosh: Increases the effect of Leadership Summit by 400% if there are enemy or boss enrage stacks active.
  • Fiendish Resolve — When any Fiend enemies are on-screen, Havilar focuses less on her own attacks and more on buffing the party. Her base attack cooldown is doubled, but the effect of Leadership Summit is increased by 100%. The base attack cooldown increase does not affect her imps if they are summoned. This ability is augmented by which imps are currently assisting her.

    • Mot: Increases the effect of Leadership Summit by 25% per Fiend enemy on-screen (stacking additively and then applying multiplicatively).
    • Dembo: Fiends have a 50% chance of dropping two quest items or counting for two kills when killed.
    • Olla: Fiends take 100% additional damage from ultimate attacks.
    • Bosh: Halve the damage Havilar takes from all attacks and triples the damage of Heroic Sacrifice.
  • Infernal Fortitude — Increase the max health of other Champions in the formation by 25% of her own.
  • Battlemaster — Each time Havilar attacks she increases the damage of all Champions by 10% for each enemy she hit with her attack (stacking additively), up to a max of 20 stacks. This effect lasts for half of Havilar's base attack cooldown, NOT counting the increase from Fiendish Resolve.

Specializations

  • Speedy Sacrifice — Decrease the amount of time after you sacrifice a summoned imp until you can summon them again.
  • Mastery of Battle — Increase the duration of Battlemaster's effect by 100%.

V. Havilar's Equipment

Dungeons & Dragons Brimstone Angels Havilar

Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Increases Max Health
Slot 4: Leadership Summit
Slot 5: Battlemaster
Slot 6: Ultimate Damage

VI. Conclusion

We're really excited to see the Tiefling sisters together in-game, and can't wait to see what kind of new formation options are introduced along with Havi. As always, feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
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