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January 29th
Idle Champions: January 29th Variant Update  
Posted in Idle Champions.

Today's update includes 15 fiendish new adventure variants, featuring five for the Icewind Dale: Rime of the Frostmaiden, including its capstone variant with bonus rewards and quality-of-life improvements to item level visibility.

For more information about the new variants and these updates, read on...

A Grand Tour of the Sword Coast

Terror in the Dark

Variant: Friend of Nature

Every night, zombies are attacking a nature-loving village
  • In addition to the core 12 Champions, you may only use Ranger, Druid, and/or Barbarian Champions.
  • Friendly animals take up slots in your formation. You start out with one slot taken up by a friendly animal, then every 50 areas a new animal joins your team, until there are 6 animals.
  • Complete Area 200

Unearthed Evil

Variant: Waves of Evil

A local mine needs some evil help to solve an evil goblin problem
  • In addition to the core 12 Champions, you may only use Evil Champions.
  • All monsters emanate waves of shadowy evil upon spawning and every 5 seconds after that. Each wave deals 10% max health damage against a random Champion.
  • Complete Area 200

Icewind Dale: Rime of the Frostmaiden

The Netherese Necropolis

Variant: Cryophilic Combatants

Search the city for more Arcane Octad clues while fighting back enemies that thrive in the cold.
  • You may only use Champions that are 75 years old or more.
  • 1-2 White Abishai spawn with each wave. They don't drop gold nor count toward quest progress.
  • Whenever a Champion takes damage, their base attack cooldown is increased by 0.5 seconds until the area changes, stacking additively.
  • Complete Area 675

Cold as Ice

Variant: Pay the Price

Continue to hunt for the clues of the Rite of the Arcane Octad with Champions who are not foreign to the ways of wealth.
  • You may only use Champions with the gold find role.
  • 1-2 Mezzoloth mercenaries spawn with each wave. They don't drop gold nor count toward quest progress.
  • Other enemies drop 99.99% less gold.
  • Complete Area 700

Friends and Foes

Variant: Fiendishly Fierce

As the factions within Ythryn close in around the Champions, they definitely learn who is in it for themselves.
  • You may only use Drow Champions.
  • 1-2 Spined Devils spawn with each wave. They don't drop gold nor count towards quest progress.
  • You may not remove Champions from the formation. (They can be moved as normal.)
  • Non-boss area requirements are reduced by 5% for each empty formation slot, stacking additively.
  • Complete Area 725

The Spire of Iriolarthas

Variant: Class Clown

Gain the final clue to enter the Spire of Iriolarthas while fighting space clowns.
  • You may only use Chaotic Champions.
  • Champion damage is reduced by 99% for each Champion in the formation that is not a Bard, stacking multiplicatively.
  • 1-2 ranged Space Clowns attack with each wave. They don't drop gold nor count toward quest progress.
  • Complete Area 750

The Fall of Ythryn

Variant: Xerophon's Ythryn Zenith

Destroy the Ythryn Mythalar with Xerophon!
  • Xerophon starts in the formation with their ultimate unlocked. They can be moved but not removed.
  • After area 10, Champions can only deal damage while Xerophon is imitating an enemy with their Perfect Imitation ultimate attack.
  • Champions can't be removed from the formation once they have been added.
  • Every 50 areas, a random Champion that matches the highest number of Xerophon's specialization choices is removed from the formation and can not be used again in the adventure. In the case of a tie, a random tied Champion is picked. If you have not chosen any spec choices for Xerophon, a random Champion is picked. Xerophon themself is never removed.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 775
    • Additional Rewards:
      • 5 Modron chests
      • New Feat for Xerophon: Guardian of Icewind Dale: Xerophon may be used in any Icewind Dale: Rime of the Frostmaiden adventure or variant when a patron is enabled, even if the patron or variant restrictions would normally restrict them.
      • 1,250 Corrupted Gems.


Light of Xaryxis

Seeds of Destruction

Variant: Elf Help

Help Laeral Silverhand understand a new threat to Waterdeep with help from some elves.
  • You may only use Elf and Half-Elf Champions.
  • Laeral Silverhand joins the formation. Only Champions next to her can deal damage.
  • Complete Area 350

The Evacuation of Waterdeep

Variant: Send In The Clowns

Get to the Dock Ward with some foolish helpers.
  • You may only use Champions with a Wisdom score of 10 or lower.
  • 1-2 Space Clowns attack with each wave. They don't drop gold nor count toward quest progress.
  • Complete Area 400

The Wild Beyond the Witchlight

Legends and Lore

Variant: Fiend Folio

Skabatha is ready for revenge with some daemonic assistance!
  • You may only use Drow, Githyanki, Githzerai, Aarakocra, and Tabaxi Champions.
  • A Flumph escort joins the formation. Only Champions next to the Flumph can deal damage.
  • 1-2 Mezzoloths spawn with each wave. They don't drop gold nor count toward quest progress.
  • A Shadow Demon spawns at the start of each Boss area. It must also be defeated to progress.
  • Complete Area 1150

The End

Variant: The Final Curtain

Time to deal with Endelyn while fighting monsters that get harder and harder to defeat!
  • You may only use Chaotic Champions.
  • Each time an enemy is defeated, Champion damage is reduced by 90% until the area changes, stacking multiplicatively.
  • Complete Area 1200

Turn of Fortune's Wheel

A Glitch in the Mortuary

Variant: A Hitch in the Mortuary

Descend further into the Mortuary with Hitch!
  • Prerequisite - You must have Hitch unlocked. Sign up for the newsletter in the Main Menu to get him!
  • You may only use Champions that are Chaotic and/or Good.
  • Hitch joins the formation. He can be moved but not removed.
  • Two other Hitches take up two slots in the formation but are confused and don't attack.
  • 1-2 Merregons spawn with each wave. They don't drop gold nor count toward quest progress.
  • Complete Area 650

Welcome to the Outlands

Variant: We Take It Fey by Fey

Begin to explore the Outlands, and find a walking castle and some flying fey!
  • You may not use Champions with melee attacks.
  • Each enemy wave that spawns increases the speed and damage of all enemies by 100%, stacking additively and resetting with each area change.
  • 1-2 Pixies spawn with each wave. They don't drop gold nor count toward quest progress.
  • Complete Area 700

Vecna: Eve of Ruin

A Tale of Two Vecnas

Variant: Friends and Fiends

Investigate a cult of Vecna while fighting some fiendish foes!
  • You may only use Champions with a Charisma of 17 or higher.
  • 1-2 Quasits spawn with each wave. They don't drop gold nor count toward quest progress.
  • A Night Hag boss spawns at the start of each Boss area. It must also be defeated to progress.
  • Complete Area 500

The Wizards Three

Variant: Alustriel's Arrival

Join forces with Alustriel Silverhand of the Wizards Three and venture into the Underdark!
  • You may only use Champions with an Intelligence of 14 or higher.
  • Alustriel joins the formation.
  • You may only place champions with Magic base attacks next to Alustriel.
  • Complete Area 550

Item Level QoL Updates

We've been working on additional quality of life improvements when it comes to the visibility of item levels in Idle Champions, arriving with today's update!

Tracking your progress through item level increases has become much more important over the lifetime of Idle Champions, and now it will be easier than ever!

Players will be able to see item levels more prominently on equipment cards, increases to item levels while opening chests, more details in Champion Profiles, and more. Log in before February 5th, 2025, to unlock Hew Maan and collect 6 free Platinum Hew Maan Chests so you can experience these updates!!

Opening the Vault

The Vault is open! What wondrous treasures lie within?

Access to a special vault has been granted for a limited time. Click the notification or check the Shop to learn more.

We Want YOUR Feedback

We want to hear about your experiences in Idle Champions! Your participation and feedback have brought us this far, and we would love to have you join our community on one of our official platforms:
October 30th, 2024
Idle Champions: October 30th Adventure Variants 
Posted in Idle Champions.

Time to dial things up to 15!

Today's update brings 15 spooky new Adventure Variants (and some special rewards) to Idle Champions of the Forgotten Realms across six campaigns, including Grand Tour of the Sword Coast, Baldur's Gate: Descent into Avernus, Icewind Dale: Rime of the Frostmaiden, The Wild Beyond the Witchlight, Spelljammer: Light of Xaryxis, and Turn of Fortune's Wheel.

Each of these campaigns will be receiving two new Adventure Variants, with Baldur's Gate: Descent into Avernus receiving five(!) new Adventure Variants including the capstone variant which has bonus rewards!

Read on to learn more!

A Grand Tour of the Sword Coast

The Sanctum of the Sword

Variant: Find a Wooden Stake

Fight your way across Tovag to recover the Sword of Kas as vampires try to stop you!
  • Only Champions with Melee base attacks can deal damage.
  • 1-2 Vampires spawn with each wave. They don't drop gold, nor count towards quest progress.
  • Complete Area 575

Get Back In The Castle

Variant: Kas the Betrayer

Reclaim the Hand of Vecna and impress Kas enough to claim a new look!
  • You must have Kas unlocked.
  • Kas starts in the formation.
  • Every 100 areas, all Champions are removed (other than Kas) and can't be used again during this adventure.
  • Champions can't be removed from the formation once they have been added.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 575
    • Additional Reward: Unlocks the Classic Kas skin

Baldur's Gate: Descent into Avernus

The Bleeding Citadel

Variant: Strong and Healthy

Climb the stinking scab and enter the Bleeding Citadel while facing foes hungry for blood.
  • You may only use Champions with a STR and CON of 14+.
  • 1-2 Vampires spawn with each wave. They don't drop gold, nor count towards quest progress.
  • Undead monsters deal 100% more damage and have 100% more health for every 100 areas completed, stacking multiplicatively.
  • Complete Area 650

Idyllglen

Variant: A Rider's Time to Shine

Relive history while taking on devilish foes with Champions on the straight and narrow path.
  • You may only use Champions that are either Good or Lawful.
  • 1-2 Spined Devils attack with each wave. They don't drop gold nor count towards quest progress.
  • Devil monsters deal 100% more damage and have 100% more health for every 100 areas completed, stacking multiplicatively.
  • Complete Area 675

The Battle of High Hall Tower

Variant: The Pumpkins from High Hall Tower

Return to Elturel for the final battle, facing the worst pumpkins that Avernus has to offer.
  • Two Pumpkin Sprouts join the formation.
  • Every 5 seconds, a thrown pumpkin hits a random Champion in the formation, requiring a DEX save or their next attack is delayed by 5 seconds.
  • Complete Area 700

Elturel's Last Stand

Variant: Lulu's Last Stand

Face off against Archduke Zariel of Avernus with a Hollyphant friend.
  • Lulu the Hollyphant joins the formation. Only Champions adjacent to Lulu can deal damage.
  • You may only use Champions with a STR of 10+ and a CHA of 13+.
  • Complete Area 675

Elturel's Last Stand

Variant: Reya's Last Stand

Face off against Archduke Zariel of Avernus with Reya!
  • Must have completed all other Baldur's Gate: Descent into Avernus adventures and variants.
  • Every 25 areas, a random champion with the lowest Dexterity will be sucked into a portal and removed from the formation. They cannot be added back for the duration of the adventure.
  • Reya starts in the formation. She can be moved, but not removed. (She also can't be sucked into a portal.)
  • You may only use Champions that are either Good or Lawful.
  • Champions can't be removed from the formation once they have been added.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 725
    • Additional Rewards:
      • 5 Modron chests
      • An exclusive feat for Reya which allows her to be used in any Descent into Avernus Patron adventure or variant.
      • 1,250 Corrupted Gems.

Icewind Dale: Rime of the Frostmaiden

Tekeli-li's Hunt

Variant: Run Away!

Continue to explore the Caves of Hunger, with a bunch of mad vampire gnolls on your tail.
  • You may only use Champions with a DEX of 18 or higher.
  • 1-2 Gnoll Vampires attack with each wave. They don't drop gold nor count towards quest progress.
  • Complete Area 625

The Rite of the Arcane Octad

Variant: Eight for the Octad

Explore the ancient city of Ythryn with a Champion of OUR choice!
  • A random Champion from seat 8 is immediately unlocked, added to the formation, and can't be removed.
  • Champions from the first four bench seats cannot be used.
  • Professor Orb and Aspix start in the formation. They just get in the way.
  • Complete Area 650

The Wild Beyond the Witchlight

The Court of Storms

Variant: Forever Wounded

Enter the Palace of Heart's Desire and face those hungry for blood.
  • Enemy speed is increased by 300%.
  • 1-2 Vampires spawn with each wave. They don't drop gold, nor count towards quest progress.
  • Champions don't recover health when moving to a new area.
  • Champions resurrect at half health when changing areas instead of full health.
  • Complete Area 1050

Beware the Jabberwock

Variant: Snicker-Snack

The Jabberwock is ready for a brawl. Time to hack, snicker-snack!
  • You may only use Champions with a melee base attack.
  • Champions' critical hit chances get a +20% additive bonus and critical damage get a 1000% multiplicative bonus.
  • Complete Area 1100

Light of Xaryxis

To Infinity's and Beyond

Variant: You're My Favorite Fighter

Travel to the tavern of Infinity's with your favorite deputies.
  • You may only use Fighter Champions.
  • 1-2 constructs that are confused as Toys attack with each wave. They don't drop gold nor count towards quest progress.
  • Complete Area 850

The Jungles of Doomspace

Variant: Night Knight

Explore the jungles of Aruun with those tough enough to survive being eaten by a Tarrasque!
  • You may only use Tanking Champions.
  • 1-2 Vampires spawn with each wave. They don't drop gold, nor count towards quest progress.
  • Complete Area 900

Turn of Fortune's Wheel

Fast Food

Variant: Necessary Evil

Elude the Harmonium Peacekeepers with a group of professional evil doers!
  • You may only use Evil Champions.
  • 1-2 additional Harmonium Peacekeepers spawn with each wave. They don't drop gold or count towards quest progress.
  • When a Champion is defeated, they are captured by the guard, removed from the formation and can't be used for the rest of the adventure.
  • Complete Area 550

The Fortune's Wheel

Variant: Fortune's Folly

The Champions deal with the chaos of the Fortune's Wheel casino with their own chaotic good luck!
  • You may only use Chaotic Good Champions.
  • Morte joins the formation. Champions adjacent to Morte don't deal damage.
  • Complete Area 600

We Want YOUR Feedback

We want to hear about your experiences in Idle Champions! Your participation and feedback have brought us this far, and we would love to have you join our community on one of our official platforms:
July 31st, 2024
Idle Champions: July 31st Adventure Variants 
Posted in Idle Champions.

Rise to the challenge, face new Adventure Variants, and unlock a new Evergreen Champion! Today we add more Adventure Variants to five of our active campaigns. Read on to learn more about what these adventures are and where to find them!

Adventure Variants

This week's update brings 10 new adventure variants across five of our active campaigns - one of which unlocks Wren, our newest Evergreen Champion! Wren has been with the Champions throughout the Turn of Fortune's Wheel campaign, and after finishing the Twice Through the Great Wheel Adventure Variant you can add her to your formations.


Dungeons & Dragons Idle Champions Descent into Avernus Variants

Descent into Avernus Adventure Variants

  • The Sibriex Variant 3: Heralds of Evil
  • Follow Bel's instructions and find the Sibriex with your evil Champions.
    • You may only use Evil Champions.
    • 1-2 Heralds of Dust Remnants spawn with each wave. They do not drop gold or count towards quest progress.
    • Complete area 600.


  • Wrecked Flying Fortress Variant 3: Cake or Death?
  • Explore the flying fortress while under attack by assorted baked goods.
    • You may only use Lawful Champions.
    • 1-2 Cakers spawn with each wave. They do not drop gold or count towards quest progress.
    • Every 3 seconds, a Cake lands on a random Champion, dealing 5% of their total max health. This damage additively increases by 5% for each cake that drops in the current area and is reset when changing areas.
    • Complete area 625.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Reghed Glacier Mysteries Variant 3: A Key Factor
  • Head off in the nautiloid with a crew experienced with ceremorphosis.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • Male Champions cannot be used.
    • Complete area 550.


  • The Spire of Iriolarthas Variant 2: Rulebreakers
  • Gain the final clue to enter the Spire of Iriolarthas while being chased by Harmonium Guards.
    • You may only use Chaotic Champions.
    • 1-2 Harmonium Peacekeepers spawn with each wave. They do not drop gold or count towards quest progress.
    • Complete area 700.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

The Wild Beyond the Witchlight Adventure Variants

  • The Roots of Loomlurch Variant 3: The Boots of Loomlurch
  • Follow these carefully laid out plans with Champions that understand the importance of good footwear.
    • You may only use Speed Champions.
    • Complete area 750.


  • Best Laid Plans Variant 3: Last But Not Yeast
  • Face off against Skabatha Nightshade and her Cakers allies!
    • You may only use Lawful Champions.
    • 1-2 Cakers spawn with each wave. They do not drop gold or count towards quest progress.
    • Complete area 800.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

The Light of Xaryxis Adventure Variants

  • Flight of the Kindori Pod Variant 2: Never Tell Me The Odds
  • Join Krux's crew, and navigate an asteroid field with a pair of bickering constructs.
    • You may only use Champions in odd bench seats.
    • A Tin Soldier and a Modron Slot Machine join the formation.
    • Complete area 700.

  • The Hunt for the Last Breath Variant 2: The Arcane Hunt for the Last Breath
  • Assist Gargenhale in retrieving his flagship, with Champions that can pilot a Spelljammer.
    • You may only use Champions with a magical base attack.
    • 1-2 Harmonium Peacekeepers spawn with each wave. They do not drop gold or count towards quest progress.
    • Complete area 800.


Dungeons & Dragons Idle Champions The Turn of Fortune's Wheel Variants

The Turn of Fortune's Wheel Adventure Variants

  • Welcome to Sigil Variant 2: Undertakings in Sigil
  • Explore Sigil while your good Champions evade the Heralds of Dust!
    • You may only use Good Champions.
    • 1-2 Heralds of Dust Remnants spawn with each wave. They do not drop gold or count towards quest progress.
    • Complete area 500.


  • Titan on the Town Variant 2: Twice Through the Great Wheel
  • The Champions must hunt down Sylvania's moving gate to gain Wren's allegiance! Requires you to have completed variant 1, Clockwise Through the Great Wheel. This variant will not be available for Mirt (due to no champions being available in Lawful/Chaotic Neutral areas)
    • For the first 100 areas, you may use Lawful Good champions. Every 100 areas, this restriction changes: Neutral Good for area 101-200, Chaotic Good for area 201-300, and so forth. This restriction is linked to your highest area completed, not your current area.
    • Every 100 areas, all Champions in the formation are removed and can't be used for the rest of the adventure.
    • Champions can't otherwise be removed from the formation once they've been added.
    • Click damage only deals damage (including fire breath effects) for the first 5 areas after every alignment switch.
    • Fire breath potions can't be used during the adventure.
    • Complete area 950.
    • Unlocks Wren (Evergreen Champion)

Wren

Dungeons & Dragons Wren

    Wren woke up in the mortuary with the Champions and, like them, had no memory of who she was. The talking skull, Morte, gave her a name and from there she journeyed with the Champions on a quest to discover who they were. Along the way, disaster struck twice and Wren was killed - but each time she quickly returned in the form of herself from somewhere else in the Multiverse!
Wren is a glitch Champion where you get to pick her form. Will you choose the Dwarf Monk, focusing on her ability to deal damage? Will you choose the Tabaxi Barbarian, focusing on her ability to protect her allies? Or will you choose the Warforged Sorcerer, where she debuffs her enemies? Whatever form you pick, Wren will show up in seat 3 next to Nayeli.

Unlock Wren in the Twice Through the Great Wheel Adventure Variant and learn more about her in our Champion Spotlight!

Champion Search

Get ready to level up your formation building with Champion Search! With Champion Search, you will be able to quickly filter through over 140 Champions in the game to perfectly fit your formation needs. Learn more about Champion Search, coming to the game TODAY in our blog post!

See the in-game Change Log for more information!

We would love to hear about your experiences in Idle Champions! Join our community and start a conversation:
May 29th, 2024
Idle Champions: May 29th Adventure Variants 
Posted in Idle Champions.

It's time again to put your formations to the test! Today we add more Adventure Variants to five of our active campaigns. Read on to learn more about what these adventures are and where to find them!

Adventure Variants

This week's update brings 10 new adventure variants to five of our active campaigns! This week's update also brings Vecnas - or Vecnae - to half of them, with variants of The Whispered One from across the multiverse arriving to fight the Champions. One might even describe this assault as something of a 'Vecna Emergence' event...


Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • Vecna Lives! Variant 3: Emperor Vecna Lives!
  • Explore the emergency in Candlekeep and discover an even newer threat to Faerûn.
    • 1-2 Emperor Vecna Cultists, new unique monster from Vecna 1.1 (both melee and ranged), spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions with a Charisma of 13 or lower.
    • Complete area 375.


  • Vecna Loots! Variant 3: Very Well Equipped
  • Stop the assault on Candlekeep with the very best of your best equipped Champions!
    • Only Champions with at least four Epic equipment or better may be used.
    • Three wizard students join the formation. They just get in the way.
    • Complete area 375.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Ending the Rime - Part 1 Variant 3: Baldur's Gate Expatriates - Part 1
  • Head off in the nautiloid with a crew experienced with ceremorphosis.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions from the Heroes of Baldur's Gate or Absolute Adversaries affiliation.
    • Complete area 550.


  • Ending the Rime - Part 2 Variant 3: Baldur's Gate Expatriates - Part 2
  • Continue to hunt for The Codicil of White, while dealing with those tadpoles in your head.
    • Requires Baldur's Gate Expatriates - Part 1 completed.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions from the Heroes of Baldur's Gate or Absolute Adversaries affiliation.
    • Bosses (including all 3 forms of Auril) deal 500% additional damage.
    • Complete area 575.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

The Wild Beyond the Witchlight Adventure Variants

  • The Fairy Rings of Thither Variant 3: The Magical Rings of Thither
  • Enter the forests of Thither with those well versed in the magical arts.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions with a Magic base attack.
    • Complete area 650.


  • Will of the Feywild Variant 3: No Damage, None of the Time
  • Face off against the next member of the League of Malevolence without your damage dealers!
    • You may only use Champions with an ability score total of 78 or less.
    • You may not use any Champions with the DPS tag.
    • Complete area 700.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

The Light of Xaryxis Adventure Variants

  • Rocky Reception Variant 2: Con Crud
  • Search for Commodore Krux while your tough Champions are off doing something else.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • In non-boss areas, non-Vecna Cultist monsters are immune from damage until all Emperor Vecna Cultists are defeated.
    • You can only use Champions with a Constitution of 13 or lower.
    • Complete area 600.

  • Rock and Roll Variant 2: Modal Nodes
  • Escape the rock before somebody shoots first.
    • Only Champions with a ranged base attack can deal damage.
    • After area 25, you can't remove Champions from the formation.
    • After every 50 areas, a random non-Bard Champion is removed from the formation and can't be used for the rest of the adventure.
    • Complete area 650.


Dungeons & Dragons Idle Champions The Turn of Fortune's Wheel Variants

The Turn of Fortune's Wheel Adventure Variants

  • The Beginning is the End Variant 2: Tomb of Champions II: Funky Fandango
  • Return to the Tomb of Annihilation to stop Acererak from assembling a villainous super team with even more speed!
    • You must complete area 300 within 30 minutes of starting the objective.
    • Fire breath potions can't be used during the adventure, and click damage has no effect after area 5.
    • Complete area 300.


  • The End is the Beginning Variant 2: Mixing It Up
  • NEPHEW. ADJUST. PATH?
    • After area 25, you can't add, move, or remove Champions.
    • After every 50 areas, Champions not in the front column are randomly placed in the formation.
    • Complete area 450.


Champion Search

Get ready to level up your formation building with Champion Search! With Champion Search, you will be able to quickly filter through over 140 Champions in the game to perfectly fit your formation needs. Learn more about Champion Search, coming to the game TODAY in our blog post!

See the in-game Change Log for more information!

We would love to hear about your experiences in Idle Champions on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!



December 13th, 2023
Idle Champions: December 13th Adventure Variants 
Posted in Idle Champions.

It's time again to put your formations to the test! Today we are more Adventure Variants to five of our active campaigns (we'll get to Turn of Fortune's Wheel next year!). Read on to learn more about what these adventures are and where to find them!

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • The Twilight Grove Variant 3: The Overgrown Grove
  • Enter the Twilight Grove and fight the forces of the Gulthias Tree!
    • You may only use Champions with a Dexterity of 17 or higher.
    • Plant creatures deal +400% damage and move +200% faster.
    • 1-2 Twig Blights spawn with each wave. (Monster IDs 756-758) They don't drop gold or count towards quest progress.
    • Complete area 425.


  • Into the Unknown Variant 3: Mental Gymnastics
  • Help some farmers deal with a mind flayer epidemic!
    • You may only use Champions with an Intelligence of 11 or less.
    • 1-2 mind flayers spawn with each wave. They don't drop gold or count towards quest progress.
    • Complete area 425.


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

Baldur's Gate: Descent into Avernus Adventure Variants

  • Questlines Variant 3: When Tentacles Attack
  • Clear off your quest to do list while tentacles attack!
    • You may only use Champions with a Strength of 10 or lower.
    • Two tentacles block two formation slots. (3 & 8) Every 5 seconds, they attack a random adjacent champion dealing 10% of the Champion's max health.
    • Complete area 550.


  • Bel's Forge Variant 3: Flames of Avernus
  • Begin to unravel Bel's intentions as you enter an active volcano!
    • Every 10 seconds, a random formation slot catches fire for 10 seconds, dealing damage to any Champion occupying it equal to 10% of their max health every second.
    • You may not use Cleric Champions.
    • Complete area 575.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Deekin's Mission Variant 3: Don't Lose Your Head
  • Escort the survivors to Bryn Shander while under assault by brain eating intellect devourers!
    • An Intellect Devourer spawns with each wave. They don't drop gold or count towards quest progress.
    • If an Intellect Devourer reaches the formation, it leaps onto the head of a random Champion with an INT score of at least 11, eats their brain, and removes them from the formation for the rest of the adventure. If no valid Champions exist, the Intellect Devourer starves and dies.
    • Complete area 500.


  • Frozen Vengeance Variant 3: Mind Spike
  • Return to Sunblight fortress under assault by mind flayers that seek revenge!
    • 1-2 Mind Flayers spawn with each wave. (Monster ids 1139-1141) They don't drop gold or count towards quest progress.
    • When a Mind Flayer spawns it Mind Blasts a random Champion, dealing 25% of their max health and stunning them for 60 seconds. Champions with an INT score of 15 or higher take no damage and are not stunned.
    • Complete area 525.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • The Bitter End Variant 2: A Wise Approach
  • Race through Motherhorn to rescue Gleam's sister with Champions that don't spurn Wisdom!
    • You may only use Champions that don't have Wisdom as one of their lowest two stats.
    • An ancient and wise Willow Treant joins the formation. They're so big they take up three spots in your formation, but don't do much else.
    • Complete area 950.


  • The Palace of Heart's Desire Variant 2: The Brains of an Illithid's Desire
  • Learn about the Palace of Heart's Desire with Champions that have less than stellar ability scores.
    • You may only use Champions with an ability score total of 78 or less.
    • 1-2 mind flayers spawn with each wave. They don't drop gold or count towards quest progress.
    • Complete area 1000.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

Light of Xaryxis Adventure Variants

  • No One Can Hear You Scream Variant 2: Arcane Suppression
  • Scavenge your way through Wildspace in an antimagic field.
    • You may only use Champions with a Wisdom of 13 or higher.
    • Champions with Magic attacks deal no damage.
    • Complete area 500.

  • Welcome to the Rock Variant 2: Welcome to the Vrocks
  • Explore the Rock of Bral, trading for repair equipment, while pursued by a furious flock of vrocks!
    • 1-2 Vrocks spawn with each wave. They don't drop gold or count towards quest progress.
    • Champions with Melee attacks deal no damage.
    • Complete area 550.


See the in-game Change Log for more information!

We would love to hear about your experiences in Idle Champions on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!



June 21st, 2023
Idle Champions: June 21st Adventure Variants 
Posted in Idle Champions.

Season 4: Legends of the Mithral Hall has begun! And to celebrate we have ten new adventure variants across our five active campaigns to put your Champions to the test! Read on to learn more about what these adventures are and where to find them!

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • Meepo's Quest Variant 3: Calcryx Tricks
  • Split the party and reveal the kobold threat with a white dragon!
    • Only Event Champions can be used on this adventure.
    • Meepo's "pet" dragon Calcryx joins the formation.
    • Champions next to Calcryx start each area at 25% of their max health due to her "help".
    • Champions' damage is reduced by 25% (additively) for each champion in the formation that is not a kobold or a goblin.
    • Complete area 375.


  • Lost in the Goblin Halls Variant 3: Goblin Halls: the Next Generation
  • Search through the citadel to find the Twilight Grove with your youngest champions!
    • You may only use champions that are 25 years old or younger.
    • Complete area 425.


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

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Wandering Emporium Variant 3: Bazaar Companions
  • Call in a favor from Mahadi with a shopping montage.
    • You may only use Champions that have the Gold Find role.
    • 5 Wagon escorts join the formation. After every 100 areas, one of the wagons rolls away and frees up the formation slot.
    • Complete area 500.


  • Tiamat's Army Variant 3: Bahamut's Army
  • Deal with an abyssal mutiny with your most honorable champions!
    • You may only use Lawful Good champions.
    • Complete area 525.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Cold as Ice Variant 2: Willing to Sacrifice
  • Continue to hunt for the clues of the Rite of the Arcane Octad with those that are cold as ice.
    • Only Chaotic Evil champions can deal damage.
    • After every 50 areas, a random active non-(Chaotic Evil) Champion is permanently removed from the formation.
    • Once a Champion is added to the formation they can not be removed.
    • Complete area 650.


  • Friends & Foes Variant 2: Devilishly Cold
  • As the factions within Ythryn close in around the Champions, your Tieflings take center stage!
    • You may only use Tiefling Champions..
    • It's snowing in each area. Brr!
    • Complete area 675.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • The Minions of Endelyn Moongrave Variant 2: Tiny Treaty
  • Negotiate a peace between the Korreds and Brigganocks of Yon from their point of view.
    • You may only use dwarf, goblin, halfling, or kobold champions.
    • Twice as many monsters spawn with each wave, but quest requirements for each area are doubled.
    • Complete area 850.


  • Love Unsoiled Variant 2: All The World's A Stage
  • Gain Endelyn's allegiance with the bardiest bards that ever barded!
    • You may only use Bard Champions.
    • All dialogs start with a random interjection.
    • Complete area 900.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

Light of Xaryxis Adventure Variants

  • Who Lurks Below? Variant 2: The Champion's Guide to Wildspace
  • Set sail into Wildspace but don't forget your towel.
    • A Plasmoid that just had its home planet destroyed joins the formation. (Slot 3) They constantly ask questions so adjacent champions deal no damage due to the distraction.
    • Complete area 400.

  • Xanathaaaaaaar! Variant 2: Not That Type of Helm!
  • Investigate a trading post nestled in an asteroid while you try to secure some new fancy headwear!
    • You may only use fighter or paladins.
    • All familiars are wearing fancy hats.
    • Complete area 450.


See the in-game Change Log for more information!

Tell us all how Season 4: Legends of Mithral Hall is going on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

April 5th, 2023
Idle Champions: April 5th Adventure Variants 
Posted in Idle Champions.

We're keeping the Emergence celebration going this week with some Red Wizard filled Adventure Variants! Fight back the forces of Thay and get those Corrupted Gems!

One of the two Adventure Variants that each of the Active Campaigns are receiving today will feature Red Wizards of Thay invading the adventure. Fend them off and halt the Red Wizard's plans! It won't be easy, however. Each Adventure Variant has restrictions for your formations making the fight against the Red Wizards even more difficult! Read on to learn more about these and the other Adventure Variants releasing today.

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • The Dread Domain of Tovag Variant 2: Frail Doesn't Mean Broken
  • Race across the dread domain with Champions that don't focus on Constitution!
    • You can't use Champions that have CON as their highest ability score, including ties.
    • 1-2 Zhentarim Spies spawn with each wave. They don't drop gold nor count towards quest progress.
    • Complete area 500.
    • Rewards 1250 Corrupted Gems.

  • The Castle of a Thousand Vecnas Variant 2: Unreasonable Doesn't Mean Stupid
  • Join the troops of Kas with Champions that don't focus on Intelligence!
    • You can't use Champions that have INT as their highest ability score, including ties.
    • 1 Red Wizard Necromancer and 1-2 skeletons spawn with each wave. They don't drop gold nor count towards quest progress.
    • Complete area 500.
    • Rewards 1250 Corrupted Gems.


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

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Path of Dreams Variant 3: Bad Odds in Avernus
  • Follow Lulu's dream across Avernus with odd companions.
    • You may only use Champions with a total ability score sum that is odd.
    • A Gelatinous Cube joins the formation. All it does is gurgle in the back of the formation.
    • Complete area 450.
    • Rewards 1250 Corrupted Gems.

  • The Lost Hollyphant Variant 3: An Even Worse Time in Avernus
  • Follow Lulu's cries across Avernus while under attack by Red Wizards!
    • You may only use Champions with a total ability score sum that is even.
    • 1-2 Red Wizard Evokers spawn with each wave. All it does is gurgle in the back of the formation.
    • Complete area 475.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • The Radiant Nightmare Variant 3: Witty Riposting
  • Chase down Xardorok's Chardalyn Dragon with your nimblest champions!
    • Only Champions with DEX of 15 or higher and CHA of 16 or higher can be used.
    • Complete area 450.
    • Rewards 1250 Corrupted Gems.

  • Waiting on Sunrise Variant 3: How Far Away is Thay?
  • Race to save Termalaine while protecting Volo from Red Wizards.
    • Volo joins the formation. He doesn't do much other than get in the way..
    • 1-2 Red Wizard Abjurers spawn with each wave. They don't drop gold nor count towards quest progress.
    • Complete area 475.
    • Rewards 1250 Corrupted Gems.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • The Roots of Loomlurch Variant 2: The Lutes of Loomlurch
  • Follow these carefully laid out plans with Champions that make plans that fail.
    • You may only use up to 3 champions in the formation that aren't Bards.
    • Complete area 700.
    • Rewards 1250 Corrupted Gems.

  • The Howling Peaks of Yon Variant 2: The Invisible Wizards of Thay
  • Enter Yon while fighting back invisible red wizards!
    • 1-2 Red Wizard Illusionists spawn with each wave. They don't drop gold nor count towards quest progress. They are invisible until they attack and can't be attacked while invisible.
    • Red Wizard Illusionists have a ranged magic attack. They attack a random target and their attack stuns the target for 5 seconds.
    • Complete area 800.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

Light of Xaryxis Adventure Variants

  • Seeds of Destruction Variant 2: Owlbear Necessities
  • Help Laeral Silverhand understand a new threat to Waterdeep with an owlbear companion.
    • A snowy owlbear joins the formation. Only champions next to the Owlbear or next to a Druid Champion can deal damage.
    • Complete area 300.
    • Rewards 1250 Corrupted Gems.

  • The Evacuation of Waterdeep Variant 2: Best Thay Ever
  • Get to the Dock Ward while evading red wizards!
    • 1-2 Red Wizard Transmuters spawn with each wave. They don't drop gold nor count towards quest progress. When they are defeated, they polymorph into a beast and must be defeated again.
    • Complete area 350.
    • Rewards 1250 Corrupted Gems.


See the in-game Change Log for more information!
March 29th, 2023
Idle Champions: March 29th 2023 Adventure Variants 
Posted in Idle Champions.

To celebrate the start of our Emergence Events we have a whole bunch of new Adventure Variants for you to complete - and they reward Corrupted Gems! Read on to learn more!

Several of these Variants feature some surprising characters that need to be escorted through the Adventure. In one Variant you'll be taking a Pink Elephant through Lulu's dreams, while in another both Kent and Virgil join the formation! These also mark the last Adventure Variants for Waterdeep: Dragon Heist - hard to believe, but there are plenty of other campaigns to go!

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • Return to the Tomb Variant 2: Keep Your Distance
  • Return to the Tomb of Annihilation with Champions that are smart enough to stay out of harm's reach.
    • You can't use Champions that have INT as their lowest ability score, including ties.
    • Champions with melee attacks deal no damage.
    • Complete area 425.
    • Rewards 1250 Corrupted Gems.

  • Heatwave Variant 2: Hands Off!
  • Collect the Hand of Vecna with empty hands while fighting even more empty hands.
    • You may only use Champions with Magic base attacks.
    • Each wave spawns 1-2 severed hands. They don't drop gold nor count for quest progress.
    • Complete area 425.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Déjà Vu Variant 3: Déjà Vu All Over Again
  • Defeat the Mind Flayers and then… Defeat the Mind Flayers.
    • Area requirements are doubled in non-boss areas.
    • Enemies spawn twice in all non-static boss levels. The second set of spawns happen after the first set is defeated, and both bosses must be defeated to progress.
    • In all areas, each time a monster is defeated, all monsters deal +10% damage, gain +10% max health, and +10% speed, stacking additively. Stacks reset after going to a new area.
    • Complete area 400.
    • Rewards 1250 Corrupted Gems.

  • Alterdeep Variant 3: Ulkoria's Escape from Alterdeep
  • Find your way out of Extremiton's nefarious trap before all your magic using champions are captured!
    • Must have completed all other Waterdeep: Dragon Heist adventures and variants.
    • Every 50 areas, the champion with the lowest Intelligence is captured by mind flayers and removed from the formation. They cannot be added back for the duration of the adventure.
    • Ulkoria joins the formation in slot 3. She can be moved, but not removed or swapped out, and she will never be taken away by mind flayers.
    • You may only use Champions with a magical base attack.
    • Champions can't be removed from the formation once they have been added.
    • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
    • Complete area 450
    • Rewards: 5 Modron Component Chests, New Feat for Ulkoria: Guardian of Waterdeep: Ulkoria may be used in any Waterdeep: Dragon Height campaign adventure or variant when a patron is enabled, even if the patron or variant restrictions would normally restrict her.
    • Rewards 1250 Corrupted Gems.


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

Baldur's Gate: Descent into Avernus Adventure Variants

  • Into the Fire Variant 3: Hearts Aflame
  • Head into the wasteland of Avernus facing a literal heartache.
    • You can't use Champions that have CHA as their lowest ability score, including ties.
    • Every 10 seconds, two flaming hearts falls from the sky, striking two random Champions, dealing 25% of their max health in damage and stunning them for 10 seconds.
    • Complete area 400.
    • Rewards 1250 Corrupted Gems.

  • Dreamscape Variant 3: Look Out!
  • Head into Lulu's memories with a vivid companion.
    • A Pink Elephant joins the formation. Champions next to the Pink Elephant deal no damage.
    • You can only use Champions with a ranged basic attack.
    • Complete area 425.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • The Rite of the Arcane Octad Variant 2: An Icewind Dale Reunion
  • Explore the ancient city of Ythryn with Pavel and Kara.
    • Pavel and Kara join the formation.
    • Only core and evergreen Champions can be used.
    • Complete area 600.
    • Rewards 1250 Corrupted Gems.

  • The Netherese Necropolis Variant 2: The Archaeologist and the Sailor
  • Search the city for more Arcane Octad clues with an experienced archaeologist and a Storm Sorcerer.
    • The player must have Kent and Virgil unlocked..
    • Kent and Virgil join the formation. They can be moved but not removed.
    • You can't use DPS champions unless they are from the Rivals of Waterdeep affiliation.
    • Complete area 625.
    • Rewards 1250 Corrupted Gems.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Downfall Variant 3: Third Third Out
  • Learn the lay of the land in Downfall, without the last third of your Champions
    • Only bench seats 2, 3, 5, 6, 8, 9, 11, and 12 may be used.
    • Two Giant Frogs (Monster ID 29 and 31) join the formation in slots 5 and 6.
    • Complete area 550.
    • Rewards 1250 Corrupted Gems.

  • Slack-jawed Lorna Variant 3: A Steadfast Love
  • Face off against the first hag of the Hourglass Coven while protecting a storybook love.
    • A one legged Tin Soldier and a Toy Ballerina join the formation.
    • 1-2 Lesser Fire Elementals spawn with each wave. They like to melt tin.
    • Complete area 600.
    • Rewards 1250 Corrupted Gems.


See the in-game Change Log for more information!
September 21st, 2022
Idle Champions: September 21st Adventure Variants and Scotty the Rescue Pup Familiar 
Posted in Idle Champions.

We're celebrating the release of Scotty the Rescue Pup Familiar and raising money for Take This with a potpourri of adventure variants! Scotty is an awesome way to help you tackle all these new challenges because everyone loves an adorable, happy doggie!

Dungeons & Dragons Idle Champions Scotty the Rescue Pup Familiar one sheet

Adventure Variants

This week's update brings 10 new adventure variants for 5 different Campaigns!

Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • Vecna Lives! Variant 2: A Demigod's Defender
  • Explore the emergency in Candlekeep while fending off undead monstrosities that deflect blows from swords and arrows!
    • At the start of each area, a Zombie Minotaur appears with ten armored hit points. They can only be damaged by magical attacks.
    • Complete area 350.

  • Vecna Loots Variant 2: More Than Well Equipped
  • Stop the assault on Candlekeep with the best of your best-equipped Champions!
    • Only Champions with at least two Epic equipment or better may be used.
    • Two wizard students join the formation, but they just get in the way.
    • Complete area 350.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Champions of Waterdeep Variant 3: Take Five
  • Head home after a job well done with Champions from Year Five. What can possibly go wrong?
    • Only Event Champions from Year Five can be used.
    • Complete area 300.

  • Once More Into the Breach Variant 3: Nightmare Mode
  • Head into Undermountain while grappling with an absolute plethora of bosses!
    • Each boss needs to be defeated four times to advance.
    • Only Champions with WIS of 8 or lower can be used.
    • Complete area 375.


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

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Darkness Runs Deeper Variant 3: Faerun's Most Wanted
  • Learn more about the events in Baldur's Gate with Champions from the most used time gates.
    • You may only use the Champions in the top 30% of current time gate popularity.
    • Evergreen Champions can not be used.
    • Complete area 400.

  • Difficult Terrain Variant 3: Faerun's Most Neglected
  • Head to Candlekeep with the Champions from the least used time gates, but watch your step!
    • You may only use the Champions in the bottom 30% of current time gate popularity.
    • Evergreen Champions can not be used.
    • Complete area 425.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Moose Tracks Variant 3: Ten in Ten-Towns
  • Enter Ten-Towns with a Champion of OUR choice.
    • A random Champion from seat 10 is immediately unlocked, added to the formation, and can't be removed.
    • Champions from the first two bench seats cannot be used.
    • Complete area 350.

  • Civilization Variant 3: Lone Wolf Party
  • Head to Termalaine with Champions that tend to go it alone.
    • Only Champions that aren't part of an affiliation can be used.
    • One Winter Wolf appears with each non-boss wave. They don't drop gold, nor do they count towards quest progress.
    • One Winter Wolf Alpha appears at the start of each boss area. They must be defeated in order to progress.
    • Complete area 375.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Hither of the Feywild Variant 3: Don't Squeeze the Spiders
  • Venture into the Feywild while fighting spiders resistant to magic.
    • Additional Giant Spiders appear in each area. They don't drop gold, nor do they count towards quest progress.
    • Only Champions with a melee or ranged base attack can be used.
    • Champions' base attack cooldowns are increased by 3 seconds.
    • Complete area 450.

  • Prince of a Thousand Enemies Variant 3: Where the Magic Happens
  • Head further into Hither with your best magical attackers.
    • Only Champions with a Magical base attack can be used.
    • Whenever a Champion attacks and doesn't kill at least one monster, the Champion is stunned for 5 seconds.
    • Complete area 500.


See the in-game Change Log for more information!
August 26th, 2022
Idle Champions: Pack Antics Series 2 
Posted in Idle Champions.

After a successful Witchlight run, some new kobold Champions return for a second series. But this time it's kobolds IN SPAAAAAAACE!!!!

The new series of our colorful, popular, and adorable comic Pack Antics has returned with an exciting Spelljammer adventure! This time Krydle, Nayeli, Makos, Reya, Shandie, and Tyril have all been polymorphed into small kobolds, and geared out to take on whatever Wildspace can throw at them!

Pack Antics Spelljammer Comic #1

Both series of Pack Antics are drawn by Luke McKay, and written by Treavor Bettis. You can find the entire first series on our Official Idle Champions Discord saved in the Comics channel of the Art section. Series 2 will be posted there, as well as on our Official Twitter, so you can always keep up with the latest kobold antics.

Return to Sender: A Pack Antics Adventure

Dungeons & Dragons Return to Sender headshots

Return to Sender is a special D&D one shot with Treavor taking the Dungeon Master seat! Our players include Lauren as Tyril, Vee as Shandie, and Mars as Krydle...but all transformed into kobolds! Watch live on our Twitch channel on Wednesday August 31st from 1-4pm Pacific!

Collect Your Own Crew!

Dungeons & Dragons Pack Antics Series 2 gif

Starting on August 31st, you can pick up these adorable new skins for your own Idle Champions! All six Champions are available in the store as individual packs, or buy the Pack Antics Series 2 Bundle Pack to get the whole set for a discount!

Because Reya Mantlemorn is an Evergreen Champion unlockable only through play in the Descent into Avernus Campaign, her Skin & Feat Pack will not unlock the Champion. But we're here to help you finish your Descent Into Avernus adventures so you can enjoy Pact Antics Reya! From August 31st until Sept 7th Pacific Time, you will collect 50% bonus favor whenever you reset a Descent into Avernus adventure! Reya is unlockable by completing the second variant of the Idyllglen adventure titled: "Reya Reborn" towards the end of the Descent into Avernus campaign.

Check out the in-game store for all of the details when these packs go live on August 31st!