Game Features
Collect renowned Champions from the world of Dungeons & Dragons.
Master Formation Strategy to maximize each Champion's special abilities.
Regular updates with new official Dungeons & Dragons adventures.
Complete events to unlock new Champions and gear.
Recent News
May 27th
Idle Champions: Variants Update (May 2020) 
Posted in Idle Champions.

You asked for more, and so we're giving you more -- MOAR VARIANTS!

Learn more about the latest challenging variants to come to Idle Champions below...


Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast

Grand Tour of the Sword Coast Variants

  • Who Lurks in Lurkwood: Modrons in the Mud
    • Two lost modrons have taken up position around your formation. They're interesting, but they don't do much else. Only Champions with CHA of 14 or lower can be used.
    • Reach area 350.

  • Orcs are Wild: Dino Nightmare
    • Illusory dinosaurs spawn in each area. They drop no gold and do not count towards quest progress. Champion base attack cooldowns are increased by 100%. Asharra, Azaka, Birdsong, and Jamilah each deal 400% more damage and are not affected by the base attack cooldown change.
    • Reach area 350.


Dungeons & Dragons Idle Champions Tomb of Annihilation

Tomb of Annihilation Variants

  • The Forbidden City: Fall From Grace
    • Every 15 seconds, the Champion with the highest damage has their damage reduced by 99.9% for 60 seconds. This effect can stack.
    • Reach area 350.

  • Captured!: Underground Railroad
    • Three slots in the formation are taken up by various slaves who happened to be in the Prisoner Pens with you when you were rescued. Get 'em to safety!
    • Reach area 350.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist

Waterdeep: Dragon Heist Variants

  • Vault of Dragons: Vault of Poison
    • The Zhentarim have poisoned their weapons to properly prepare you for Manshoon's arrival. Anyone hit by a Zhentarim Spy is poisoned for the next 2 minutes. While poisoned, Champions lose a percentage of their max health every second based on their CON score.
    • Reach area 300.

  • Champions of Waterdeep: Strike!
    • Champions are demanding better profit sharing after it was discovered that Jarlaxle is running an entire secret organization on the side! Champions with the Gold Find tag cannot be used. Enemies drop 99% less gold.
    • Reach area 300.


Dungeons & Dragons Idle Champions Baldur's Gate: Descent into Avernus

Baldur's Gate Descent into Avernus Variants

  • Darkness Runs Deeper: Dark Doppelgangers
    • Every boss area, a Doppelganger disguised as one of your Champions attacks! You must defeat the Doppelganger to advance.
    • Reach area 300.

  • Difficult Terrain: Madcap Adventures
    • Madcaps arrive in each area. If a Madcap deals damage to a Champion, another Madcap immediately spawns. These bloodspawned Madcaps do not drop gold or count towards quest progress. Each time a Madcap is bloodspawned, Champion damage is reduced by 99% for 3 seconds.
    • Reach area 325.


See the in-game Change Log for more information!
May 8th
Idle Champion Spotlight: Jaheira 
Posted in Idle Champions.

A fierce protector of the balance of the natural world, Jaheira is the half-elf fighter/druid coming to Idle Champions with The Great Modron March 3 event.

Some of you may already know the name - perhaps you recognize her from last year's Dungeon Mayhem expansion? Or maybe you played one of the most acclaimed Dungeons & Dragons video games of all time and recruited Jaheira into your party?

If you'd like to learn more about Jaheira, read on...

I. Jaheira

Dungeons & Dragons Jaheira Baldur's Gate

    Jaheira is a noble-born half-elf who was raised by an enclave of druids after her family was killed. Having gained an understanding of balance, she resolved to serve nature with the skills the druids taught her. She was recruited by the Harpers, where she met her late husband, Khalid. Jaheira knows life isn't black and white. She lives in the balance, as nature demands.

Jaheira is a DPS and Support Champion who channels her anger into powerful DPS buffs for herself and her allies. Specializations amplify the abilities based on allied classes and enemy types. When you want to add Jaheira to your formation, you can swap her with Jarlaxle (Slot 4).

II. Jaheira's Stats

Race: Half-Elf Alignment:True Neutral
Class: Fighter/Druid Gender: Female
Age: 36 Affiliation: none

STR: 15 DEX: 14 CON: 17
INT: 10 WIS: 14 CHA: 15

Role: DPS, Support
Eligible for Patrons: Vajra Safahr


Dungeons & Dragons Jaheira

III. Jaheira's Design

We were inspired by the updated aesthetic design to Jaheira that came with her inclusion in Dungeon Mayhem last year, so much so that we based the Idle Champions version of Jaheira off that look instead of her appearances in the BioWare classics. It just felt right for us. But fear not, Champions. There are still plenty of throwbacks to her Baldur's Gate days.

When it came to Jaheira's mechanical design, well, we knew she was a fierce protector of nature so that's what we went with. Jaheira enrages whenever beasts are being killed, even if it was her hand that killed them. If you kill enough beasts, Jaheira goes into a primal rage, boosting her damage and abilities. She is ideal for adventures with lots of beasts, and depending on the specializations you select, she can be incredibly valuable in fights against humanoids and fiends as well.

There are a lot of beast enemies in Idle Champions, making Jaheira a strong fit for many formations, but in the event that your adventure doesn't include beasts you can choose a specialization for this fighter/druid that swaps beasts for fiends or humanoids.

IV. Jaheira's Abilities

Basic Attack

  • Tangling Scimitar — Jaheira attacks the nearest enemy with her scimitar, briefly rooting them in place with some vines.
    Note: this does not stop enemies from attacking, it only stops them from moving toward the formation.

Formation Abilities

  • Fierce Protector — Jaheira goes into a rage whenever she sees a Beast enemy die (even if she herself is the one who killed it). This increases her damage by 400% and increases the effect of Class Warfare by 100% for 10 seconds.
  • Battle Rage — Jaheira keeps track of the number of enemies killed that she is a Fierce Protector of. After 20 protected enemies have been killed she flies into a Battle Rage, increasing the effects of Fierce Protector by 200% for 30 seconds. This ability is not buffed by anything. Once Lingering Anger is unlocked, when the effect expires she gains one stack of Lingering Anger.
  • Lingering Anger — Jaheira increases the damage of all Champions, including herself, by 10% for each stack of Lingering Anger she has, stacking additively. This ability is buffed by equipment and upgrades.
  • Unity — Increase the effect of Class Warfare by 100% for each Champion affected by it, stacking multiplicatively. This ability is not buffed by anything.

First Specializations

  • Class Warfare - Spellslingers — Jaheira increases the damage of Clerics, Wizards, Sorcerers, and Warlocks by 100%.
  • Class Warfare - Bruisers — Jaheira increases the damage of Barbarians, Fighters, Rogues and Monks by 100%.
  • Class Warfare - Hybrids — Jaheira increases the damage of Paladins, Rangers, Druids, and Bards by 100%.

Second Specializations

  • Protective - Nature — Jaheira continues to be a Fierce Protector of Beast creatures.
  • Protective - Twisted Creatures — Jaheira's Fierce Protector and Battle Rage ability now trigger off of Fiend creatures instead of Beasts.
  • Protective - Civilization — Jaheira's Fierce Protector and Battle Rage ability now trigger off of Humanoid creatures instead of Beasts.

Ultimate Ability

  • Insect Plague — Jaheira blankets the area in front of the party with a swarm of insects for 30 seconds, dealing a small amount of damage to all enemies within the swarm every half-second.

V. Jaheira's Legendary Equipment



Slot 1: Self DPS
Slot 2: Global DPS
Slot 3: Class Warfare
Slot 4: Lingering Damage
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

What do you think about Jaheira? 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!
April 21st
Idle Champion Spotlight: Krydle 
Posted in Idle Champions.

A citizen of Baldur's Gate, a charming half-elf Rogue with a heart of gold, we are pleased to announce that Krydle is making his official debut on Idle Champions.

Read on to learn all about Krydle...

I. Krydle

Dungeons & Dragons Krydle

    A Charismatic Leader, a dashing thief and poet, Krydle is the quintessential rogue with a heart of gold. A resident of Baldur's Gate, Krydle rejects the upper city political machinations of his estranged father Coran, but nevertheless has familiarity of the city's nobles and their schemes, as well those of the city's criminal network. Certainly a handy chap to know...

Krydle is a DPS and Support Champion. His legendary charm buffs other Champions based on their charisma, and his Thieves Cant ability amplifies this buff for each Rogue in the party. When you want to add Krydle to your formation, you can swap him with Celeste (Slot 2).

II. Krydle's Stats

Race: Half Elf Alignment: Chaotic Good
Class: Rogue Gender: Male
Age: 36 Affiliation: Baldur's Gate

STR: 14 DEX: 17 CON: 15
INT: 13 WIS: 11 CHA: 16

Role: Support, DPS
Eligible for Patrons: Mirt the Moneylender, Vajra Safahr, Strahd von Zarovich


Dungeons & Dragons Krydle

III. Designing Krydle

We were thrilled to collaborate with Jim Zub and his vision of Krydle, as seen in the Legends Baldur's Gate comics, to bring him to Idle Champions.

We wanted his abilities to reflect his natural charm as a charismatic leader, but leaning towards his support role as we have Minsc and Delina already in the DPS role for the Baldur's Gate crowd. With this in mind, he buffs the back of the formation with his From the Shadows ability, and his charisma assists the party as a whole with his Charismatic Leader ability.

Another important aspect of Krydle's identity is his roguish side and rejection of his nobility, with this in mind we created his Thieves Cant ability to buff rogues even further - acknowledging him as a prince in the criminal world. Many of his friends and allies, like Shandie, Minsc, and Delina are already in Idle Champions and he looks forward to joining them in more adventures.

IV. Krydle's Abilities

Basic Attack

  • Reverse Pickpocket — Krydle attacks a random enemy with his daggers. While doing so, he reverse pick-pockets a smokepowder bomb onto their person, which explodes for extra damage after 3 seconds if the enemy is not killed in the meantime.

Formation Abilities

  • From The Shadows — Increase the damage of all Champions in the back two columns of the formation by 100%; this effect is doubled on Heroes of Baldur's Gate, including Krydle himself.
  • Charismatic Leader — Krydle provides buffs based on the CHA scores of other Champions in the formation:
    • Lead With Flair — Krydle's damage is increased by 100% for each Champion in the formation with a CHA score of 12-16, stacking multiplicatively. Buffs apply to the post-stack value.
    • Wild Cards — Krydle increases the damage of Champions with a CHA score of 11 and lower or 17 and higher by 200%
  • Thieves Cant — Increase the effect of Charismatic Leader by 100% for each Rogue in the formation, stacking multiplicatively.
  • Specializations

    • Close Up Magic — Increases the effect of Charismatic Leader: Lead With Flair by 200%.
    • Training Camp — Increase the effect of Charismatic Leader: Wild Cards by 200%.

Ultimate Ability

  • Distracted Strike — Krydle appears from the shadows behind a random enemy and brutally backstabs it for massive damage. The damage of this attack is increased by 200% for each Hero of Baldur's Gate in the formation (stacking multiplicatively).

V. Krydle's Equipment



Slot 1: Self DPS
Slot 2: Global DPS
Slot 3: From the Shadows
Slot 4: Charismatic Leader
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

What do you think about Krydle? Will he fit into any of your formations? Let us know your thoughts, your musings, so that we may ponder them! 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!
April 15th
Idle Champions: Descent into Avernus, Part 3 
Posted in Idle Champions.

The holy city of Elturel has been pulled into the first layer of the Nine Hells, and now floats anchored above the River Styx held in place by massive infernal chains.

Guided by Lulu the hollyphant, our Champions rally in the ruins of High Hall, seeking a way to save Elturel's survivors while besieged on all sides by the forces of darkness.

Welcome to Avernus...

Note: you will need to have completed the previous two Descent into Avernus Adventures, The Darkness Runs Deeper and Difficult Terrain, in order to access these new Adventures.


Dungeons & Dragons Baldur's Gate: Descent into Avernus

Descent into Avernus Map

In order to access the new adventures and variants, you will need to switch from the Sword Coast map to the Avernus map. Once unlocked, you can find the Avernus map in the bottom-right corner of the Sword Coast map. Clicking on the green button in the very bottom-right corner will transport you to Avernus.


Dungeons & Dragons Baldur's Gate: Descent into Avernus

Elturel Has Fallen

The Champions arrive in Avernus to find the holy city of Elturel in chaos, as dark forces begin to overwhelm the city's defenses...
  • Variant: Everything is Awful — In Avernus, the food tastes like ash, the water tastes like bile, and the wine tastes like spoiled milk. But Champions need to eat! Only Champions with CON of 15+ can be used. Every 5 areas, Celeste urges the Champions to eat or drink. For the next 5 areas, the Champions are afflicted by the demoralization of forcing horrible tasting food and drink down:
    • Food tastes like Ash: The Base Attack Cooldown of all Champions is doubled.
    • Water tastes like Bile: Enemies move 20% faster and deal 200% more damage.
    • Wine tastes like Spoiled Milk: Champions collect 99% less gold.
    Reach area 250.

Resolve Amongst Chaos

Survivors of Elturel's descent into Avernus are taking refuge in the High Hall.
  • Variant: All You Know Is Wrong — Things in Avernus don't work the way they should. That much is clear. Whenever a non-boss creature dies, there is a chance they immediately respawn as a Relentless Ghoul. When they are killed, Relentless Ghouls don't disappear (nor do they spawn an additional Relentless Ghoul). Instead, after 5 seconds, they get back up and start attacking again. They do not drop gold, or count towards quest progress.
    Reach area 275.


See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
March 30th
Idle Champions Coloring Sheets 
Posted in Idle Champions.

Coloring in pictures are a surprisingly pleasant to way to relax. We've seen time and again at different conventions that attending fans love to stop by our booth and take 10 minutes to fill in one of our many sheets.

However, we haven't had a good way to release the sheets to all of you who aren't lucky enough to meet-up with us at a convention. That is, until now: below you will find our entire collection of available coloring sheets as of today. However, we're going to be releasing more in the coming weeks!

Starting this week, we will release a community chest code for every 100 examples of completed coloring sheets you share!

All you have to do is post your examples to our Facebook page, post to your Twitter or Instagram feed and tag @idlechampions on Twitter or @idle_champions on Instagram, and include the hashtag #idlecoloring.

Or if you prefer to you can submit your creation to fan_art on our Discord server or upload to our subreddit.

We can't wait to see what you come up with!

Click the Thumbnails to Download the PDF

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!
March 3rd
Idle Champions: Baby Spurt and Game to Grow 
Posted in Idle Champions.

We are very proud to announce that we have partnered with Game to Grow for the release of the Baby Spurt Familiar Pack!

Dungeons & Dragons Spurt Game to Grow

Net proceeds from all Baby Spurt Familiar sales through March 17, 2020 will be donated to Game to Grow, a 501(c)(3) nonprofit organization dedicated to the use of games of all kinds for therapeutic, educational, and community growth. Game to Grow's game-based therapy groups help kids and teens build real-world skills and develop lasting friendships in a setting that is safe, supportive and fun. It's a cause we are proud to support.

Familiars are NPCs that players can assign to specific tasks, such as clicking enemies, leveling up Champions, or using ultimate abilities. Familiars will click at different rates depending on the task they are assigned to. For more information, see our Introducing Familiars Dev Blog.

When we first wished Spurt a Happy Birthday back in January, we could not have anticipated the community response to that lovable kobold. It is our pleasure to have our latest Charity DLC honor Spurt's memory with proceeds going to such a worthy cause.

The Baby Spurt Familiar is available now in the in-game shop on PC and Mac on Steam and web, Xbox One, PlayStation 4, iPad, iPhone, and on all Android devices.
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!
Blog Archive...
Play Idle Champions Now!
Follow Idle Champions!
Screenshots