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Recent News
August 3rd
Idle Champions: August 3rd 2022 Adventure Variants & A Familiar Quest 
Posted in Idle Champions.

It's time to challenge your formation skills in these 10 new adventure variants! But don't worry, escorts drawn from our livestream show A Familiar Quest, Champions from previous years, and an updated Vi will be right there to help.

A Familiar Quest Series Two

Dungeons & Dragons Idle Champions A Familiar Quest S2 The second series of A Familiar Quest returns to Mondays at 5pm Pacific starting August 15th! In this next round of episodes, LaTia Jacquise takes over the DM seat, with players Emme Montgomery, Michelle Nguyen Bradley, Gabe Hicks, and Eugenio Vargas! The cast will also be joined by additional guest players, like Hope LaVelle as Dottie! New familiars are joining some of the previous familiars, who now have a new look. Make sure you watch the show to see what adventures they will all experience!

Starting on August 8th you can purchase A Familiar Quest Series Two familiars in Idle Champions, so they can help you in your adventures! They'll be available individually, or you can pick up the Series Two Bundle Pack for a discount and have the whole set! Check the in-game store for all the details.

Dungeons & Dragons Idle Champions A Familiar Quest S2 Bundle Pack

Adventure Variants

We've added 10 new adventure variants to our game, 2 in each campaign! Evergreen Champions and A Familiar Quest friends are ready to help you complete these new and dangerous missions.

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

Grand Tour of the Sword Coast Adventure Variants

  • Orcs are Wild Variant 3: A Familiar Friend
  • Aid an Orc in taking back control of his tribe with a familiar friend, Moogin the Swarm of Quippers!
    • Only Champions next to Moogin can deal damage with normal attacks. This does not affect Ultimate attacks.
    • Enemies have +4000% health, but take an additional 10% damage each time they take damage
    • Complete area 375.

  • The Sunless Citadel Variant 3: Evergreens with an Evergreen
  • Split the party and follow the trail of goblins with a coniferous companion.
    • Only Evergreen Champions can be used on this adventure.
    • An Evergreen Treant joins the formation. They're so big they take up three spots in your formation and throw giant rocks at the enemies dealing 1 second of BUD damage per hit.
    • Complete area 375.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Waterdeep Under Siege Variant 3: In The Beginning
  • Race the Xanathar to the Vault of Dragons with Champions from Year One.
    • Only Event Champions from Year One can be used.
    • Complete area 325.

  • Vault of Dragons Variant 3: Vault of Cuteness
  • Stop the Xanathar from raiding the Vault of Dragons while being overwhelmed by cuteness.
    • Marvel the Imp joins the formation. Champions next to Marvel have their normal attack cooldown increased by 5 seconds due to the cuteness overload.
    • 1-2 adorably cute enemies from The Sketching Hour with 5 armored hit points each join in with each wave. They don't drop gold, nor do they count towards quest progress.
    • Complete area 350.


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

Baldur's Gate: Descent into Avernus Adventure Variants

  • A Tale of Two Cities Variant 3: A Tale of Two Years
  • Head south to confront the evil growing there using Champions from Year Two.
    • Only Event Champions from Year Two can be used.
    • Complete area 350.

  • The Dead Three Variant 3: Sneak Attack
  • neak through the streets of Baldur's Gate and survive its seedy underbelly.
    • Pest the Gremishka joins the formation
    • You can't use Champions with the speed role.
    • When you enter a new area, the area requirements are reduced by 5% for each Champion with a Dexterity score of 15 or higher.
    • Complete area 375.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • The Giant's Bane Tavern Variant 3: Power of Three
  • Enter Icewind Dale with Champions from Year Three.
    • Only Event Champions from Year Three can be used.
    • Complete area 300.

  • The Everlasting Rime Variant 3: Only Human
  • Continue to Ten-Towns with a human Champion of OUR choice.
    • A random Human Champion is immediately unlocked, added to the formation, and can't be removed.
    • Other Human Champions cannot be used.
    • In each area, enemies move 2% faster and deal 4% more damage
    • Complete area 325.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

The Wild Beyond the Witchlight Adventure Variants

  • The Witchlight Carnival Variant 3: A Familiar Behind Us
  • Uncover the mysteries of the Witchlight Carnival with your most charismatic Champions.
    • Gale the Miniature Giant Seahorse joins the formation. Champions next to Gale have their normal attack cooldown decreased by 1 second for each familiar assigned to click enemies.
    • Champions' normal attack cooldown is increased by 5 seconds.
    • Only Champions with a Charisma of 16 or higher may be used.
    • Complete area 350.

  • Thieves of the Coven Variant 3: Go Fourth
  • Dive deeper into the mysteries of the Witchlight Carnival with Champions from Year Four.
    • Only Event Champions from Year Four can be used.
    • Complete area 400.


Update to Vi

Vi - Vi receives a small buff during our Spring Balance Update, and now we've had a chance to update a few more of her abilities:
  • Vi should always finish her current attack before switching to her "Bored Now" attack (so that Catch and Release has a chance to trigger).
  • When changing areas, Vi's Baubles is destroyed and the bonus gold is immediately collected.
  • The gold bonus of Vi's Bauble remains even if she is benched.
See the in-game Change Log for more information!
April 20th
Idle Champions: April 20 2022 Adventure Variants 
Posted in Idle Champions.

Celebrate Earth Day and the launch of our new Charity Familiar, Dottie the Dandelion, with a set of adventure variants for our active campaigns! These new adventure variants feature two exciting features to challenge your formation skills. Some adventures will feature escorts will take up more spaces, while others will choose a random Champion that you have unlocked and add them to you formation. It's time to put your formation building skills to the test!

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

  • Towering Expectations Variant 3: Tanking Expectations
  • It's a nice day to stop a wedding with a tanking champion of OUR choice.
    • A random Tanking Champion is immediately unlocked, added to the formation, and can't be removed.
    • Other Champions with the Tanking role cannot be used.
    • Enemies move 300% faster, have 300% more health, and deal 300% more damage.
    • Complete area 350.

  • Who Lurks in Lurkwood Variant 3: And a Pixie in a Pear Treant
  • Help Volothamp Geddarm and a wooden friend track down an abyssal chicken.
    • A Pixie in a Pear Treant joins the formation. They're so big they take up three spots in your formation, but don't do much else.
    • Only Champions with a CON of 12 or lower can be used.
    • Complete area 375.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Enter the Sargauth Variant 3: The Madness Peaks
  • Head deeper into the Undermountain with the other half of your Champions missing.
    • All champions in the odd slots have disappeared. They're all out to get you.
    • Each wave spawns a Hallucination with 5 armored hits. They drop no gold, nor do they count towards quest progress.
    • Complete area 300.

  • The Lair of the Xanathar Variant 3: DPS in the Deeps
  • Track down the Stone of Golorr and face down the Xanathar with a damage-dealing Champion of OUR choice.
    • A random DPS Champion is immediately unlocked, added to the formation, and can't be removed.
    • Other Champions with the DPS role cannot be used.
    • Complete area 325.


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

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Bleeding Citadel Variant 2: Going to Eleven
  • Climb the stinking scab with a Champion of OUR choice.
    • A random Champion from seat 11 is immediately unlocked, added to the formation, and can't be removed.
    • Champions from the first two bench seats cannot be used.
    • Complete area 600.

  • The Battle of High Hall Tower Variant 2: The Stunning Tower Battle
  • Return to Elturel for the final battle with a backup striker.
    • Every 15 seconds, your top damage dealing Champion is stunned for 15 seconds.
    • Whenever you move a Champion in the formation, they are stunned for 15 seconds.
    • Complete area 650.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Reghed Glacier Mysteries Variant 2: Male Pattern Boldness
  • Take the Codicil of White to the Reghed Glacier with a male Champion of OUR choice.
    • A random male or nonbinary Champion is immediately unlocked, added to the formation, and can't be removed.
    • Female Champions cannot be used.
    • Complete area 550.

  • Tekeli-li's Hunt Variant 2: Working for the Weak End
  • Continue to explore the Caves of Hunger, with a mad vampire gnoll chasing your weakest champions.
    • Two frozen Twig Blights join the formation.
    • Only Champions with a STR of 10 or lower can be used.
    • Complete area 575.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Slack-jawed Lorna Variant 2: End of the Line
  • Face off against the first hag of the Hourglass Coven with a Champion of OUR choice.
    • A random Champion from seat 12 is immediately unlocked, added to the formation, and can't be removed.
    • Champions from the first two bench seats cannot be used.
    • Complete area 550.

  • Tall Tales Variant 3: Back to Nature
  • Learn about the history of the Champions with a shambling mound by your side.
    • A Shambling Mound joins the formation. They're so big they take up three spots in your formation, but don't do much else.
    • Only Elves, Half-Elves, and Gnomes (of any class) and Druids, Barbarians, and Rangers (of any race) can be used.
    • Complete area 300.


See the in-game Change Log for more information!
February 16th
Idle Champions: Feb 16 2022 Adventure Variants 
Posted in Idle Champions.

Celebrate the launch of Idle Champions Presents: Court of the Raven Queen with a new set of adventure variants for our active campaigns! Experience these new variants with links to Orcus, the Raven Queen, the Shadowfell, and the Raven Queen’s Shadar-Kai minions.

Adventure Variants

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

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

Grand Tour of the Sword Coast Adventure Variants

  • Backtracking through Barovia: Shadowfell Stalwarts
  • Revisit highlights of Barovia while fighting an incursion of shadar-kai.
    • Each wave spawns shadar-kai warriors. They don't drop gold, nor do they count towards quest progress.
    • Each boss area spawns 1 Shadar-Kai Soul Monger. When the Soul Monger hits a Champion with a melee attack, that Champion is defeated. You must defeat this additional boss to advance.
    • Complete area 325.

  • Excavating History: Birds of a Feather
  • Enter Castle Ravenloft with escorts from the Raven Queen.
    • A raven joins the formation.
    • When a Champion is knocked out, they don’t recover until after defeating a new boss area.
    • Complete area 325.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Fugitives: Twilight Twist
  • Chase the Nimblewright through the streets of Waterdeep with the Raven Queen’s minions.
    • Two Shadar-Kai warriors take up slots in the formation. Champions next to the Shadar-Kai are so filled with existential angst that their base attack cooldown speed is doubled.
    • Orcus has sent his minions to slow you down, Relentless Ghouls appear with every wave.
    • When they are killed, Relentless Ghouls don't disappear. Instead, after 5 seconds, they get back up and start attacking again. They do not drop gold or count towards quest progress.
    • Complete area 275.

  • Hopelessly Lost: Servants of the Demon Prince
  • Lost in the Undermountain, it's time to find your way home under assault by Orcus’s minions.
    • In Non-Boss levels, each wave has an extra 1-3 random undead. They do not drop gold, or count towards quest progress.
    • In Boss levels, an additional boss spawns. You must defeat this additional boss to advance.
    • Only Champions with INT of 14 or higher may be used.
    • Complete area 300.


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

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Sibriex: A Neutral Party
  • Follow Bel's instructions and find the Sibriex with cawing companions.
    • Two Ravens take up slots in the formation.
    • Only Champions that are part or totally neutral (NG, LN, N, CN, and NE) may be used.
    • Complete area 550.

  • Wrecked Flying Fortress: Rickety Rubble
  • Explore the flying fortress while trying to stay on your feet.
    • Two Rolling Rocks fill two random formation slots. The rocks move to new formation slots after every 50 areas.
    • Only Champions with a DEX of 14 or higher may be used.
    • Complete area 575.

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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Ending the Rime Part 1: Shady Sidekicks - Part 1
  • Head off in the nautiloid with a pair of sneaky Shadar-Kai.
    • Two Shadar-Kai warriors join the formation.
    • Only Champions with a WIS of 15 or higher may be used.
    • Complete area 500.

  • Ending the Rime Part 2: Shady Sidekicks - Part 2
  • Continue to hunt for The Codicil of White with the Raven Queen’s minions in tow.
    • Two Shadar-Kai warriors join the formation.
    • Only Champions with a WIS of 15 or higher may be used.
    • Bosses (including all 3 forms of Auril) deal 200% additional damage.
    • Complete area 525.

    Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

    Wild Beyond the Witchlight Adventure Variants

    • The Prince of a Thousand Enemies: The Birds
    • Head further into Hither, under assault from the sky.
      • Ravens appear at the start of every non-boss area. They do not drop gold, or count towards quest progress.
      • Only Champions with Melee or Ranged base attacks can be used.
      • Complete area 450.

    • Downfall: Second Third Out
    • Learn the lay of the land in Downfall without another third of your Champions.
      • Only Champions in slots 1, 3, 4, 6, 7, 9, 10, and 12 may be used.
      • Two Ravens take up slots in the formation.
      • Complete area 500.


    See the in-game Change Log for more information!
January 5th
Idle Champions: Jan 5 2022 Adventure Variants 
Posted in Idle Champions.

This week's update brings not only 11 new adventure variants for the 5 active campaigns of Idle Champions, but we're also updating the Patron Shop and adding Tier 6 & 7 Patron Perks! Each adventure variant is Patron-themed, and some of them have the Patrons along to supervise!

Adventure Variants

This week's update brings 11 new adventure variants for our 5 active campaigns! Many of these adventure variants have the patrons joining the party to supervise. Enjoy!

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

Grand Tour of the Sword Coast Adventure Variants

  • Seeds of Deceit: The Strahd Squad
  • Protect the Martikov family winery from destruction while fighting back hordes of zombies.
    • There is a 40% chance with each wave that 5 additional Strahd Zombies appear. They don't drop gold, nor do they count towards quest progress.
    • Due to Strahd’s influence, Champion healing is reduced by 75%.
    • Complete area 275.

  • Flies on the Wall: A Nod from Strahd
  • Head to the Amber Temple to help Kasimir while repelling Strahd.
    • In each boss area Strahd on Horseback appears. You must defeat this additional boss to advance. When defeated, he runs off the screen.
    • Only champions with INT of 13 or higher can be used..
    • Complete area 325.

  • Lost in the Goblin Halls: Temporal Rift in the Goblin Halls
  • Search through the citadel to find the twilight grove in record time!
    • Time is sped up by 2x.
    • You must complete area 100 within 30 minutes of starting the objective.
    • You must click on 50 distractions before completing the objective.
    • Complete area 100.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Attack on the Manor: Review by the Blackstaff
  • Investigate a heinous attack just outside your new manor under the watchful eye of the Blackstaff.
    • Vajra joins the formation to advise.
    • Champions with Melee and Ranged attacks deal no damage.
    • Complete area 250.

  • Nimble Escape: Distracted Escape
  • Search Gralhund Villa for the Nimblewright while protecting Mirt.
    • Mirt leads the formation.
    • Champions adjacent to Mirt deal no damage due to his distracting presence.
    • Only good and evil champions may be used.
    • At the start of each area, an Iron Defender with 10 armored HP appears. Other monsters are invulnerable while the Iron Defender is there.
    • Complete area 275.


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

Baldur's Gate: Descent into Avernus Adventure Variants

  • Questlines: Just The Worst
  • Clear off your quest to do list with the worst of the worst.
    • Good Champions cannot be used.
    • Neutral Champions (on the good/evil axis) deal no damage.
    • Complete area 500.

  • Bel's Forge: Fire and Brimstone
  • Begin to unravel Bel's intentions while fighting fire and fiends!
    • In each non-boss area, one Lesser Fire Elemental appears with each wave. They do not count towards quest progress, nor do they drop gold. The Elemental’s movement is 300% faster. If the Elemental hits with an attack, it explodes (and dies) and all champions lose 20% of their HP.
    • In each boss area a Cultist of Zariel appears. You must defeat this additional boss to advance.
    • Only champions with STR of 10 or higher and CHA of 13 or higher can be used.
    • Complete area 525.

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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Deekin's Mission: Fire and Ice
  • Escort the survivors to Bryn Shander with the redeemed Zariel.
    • Redeemed Zariel takes up a slot in the formation.
    • Zariel’s presence has attracted hordes of angry devils due to her redemption. In Non-Boss levels, each wave creates an extra 1-3 random devils. They do not drop gold or count towards quest progress. In Boss levels, create an additional random boss that must also be defeated to advance.
    • Evil champions may not be used.
    • Neutral (on the good/evil axis) champions deal no damage.
    • Complete area 450.

  • Frozen Vengeance: REALLY Frozen Vengeance
  • Return to Sunblight fortress during the coldest day of the year.
    • The cold causes all Champion base attack cooldowns to be doubled, making them attack less often.
    • Only slow Champions with a DEX of 13 or lower can be used.
    • Complete area 475.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Thieves of the Coven: Patron Party
  • Dive deeper into the mysteries of the Witchlight Carnival while protecting the patrons.
    • Redeemed Zariel, Mirt, and Vajra escort the party and take up slots in the formation.
    • Complete area 350.

  • Hither of Witchlight: Don’t Blast the Brigands
  • Venture into the Feywild in a fog that blocks ranged attacks.
    • Additional Harengon Brigands appear in each area. They don't drop gold, nor do they count towards quest progress.
    • Only Champions with a melee or Magical base attack can be used.
    • Complete area 400.


New Patron Perks and Patron Shop Updates

With this Adventure Variant Update, it's also time to update Patron Perk Tiers and the Patron Shop! In addition to Tier 6 & 7 Patron Perks, each Patron will receive a skin for an Evergreen Champion, a Golden Epic for an Evergreen Champion, and Rare & Epic Feats.

Tier 6 & 7 Patron Perks

  • Mirt the Moneylender:
    • Tier 6 Local — Dig Deep: Increase the damage of all Champions by 1% for each enemy on screen.
    • Tier 6 Global — Price of Inflation: Gold Find +2.5%.
    • Tier 7 Local — Moneylent: Reduce the amount of gold required to level up Champions by 3%
    • Tier 7 Global — Silvery Gates: Time Gate Silver Chest drops have a +2% chance of being doubled.
  • Vajra Safahr:
    • Tier 6 Local — Embassy: Increases the damage of non-human Champions by +50%.
    • Tier 6 Global — The Less Fortunate: Damage of Champions without the "Gold Find" role +10%.
    • Tier 7 Local — Young Guns: Damage of Champions aged 50 or younger +40%
    • Tier 7 Global — Golden Gifts: Gold chest drops have a +2% chance of being doubled.
  • Strahd von Zarovich:
    • Tier 6 Local — Long Lived: Damage of Champions aged 50 or older +50%.
    • Tier 6 Global — Arm's Length: Damage of Champions adjacent to 2 or fewer Champions +10%.
    • Tier 7 Local — And Prosperous: Increases the damage of all Champions by 10% for every Gold Find Champion in the formation (mult)
    • Tier 7 Global — Unlikely Allies: Global Damage +5% for each Good/Evil pair of Champions in the formation.
  • Zariel:
    • Tier 6 Local — Only the Strong: Increase the damage of Champions with a STR score of 12+ by 75%.
    • Tier 6 Global — No Trial Left Undone: Increase the damage done by Champions while on a Trials of Mount Tiamat trial adventure by 50%.
    • Tier 7 Local — Only the Loved: Increase the damage of Champions with a CHA score of 15+ by 75%.
    • Tier 7 Global — Tiamat Unleashed: Increase the Assault Party DPS provided by reaching the daily Trials of Mount Tiamat area goal by 1%.


New Patron Feats

  • Mirt the Moneylender:
    • Rare Feat
      • Celeste — Sturdy Mantle: Crusader's Mantle +40%.
    • Epic Feat
      • Krond — Striker Training: Survival of the Fittest +80%.
  • Vajra Safahr:
    • Rare Feat
      • Nayeli — Strong Willed: Aura of Courage +40%.
    • Epic Feat
      • Calliope — Wound Master: Song of Protection +60%.
  • Strahd von Zarovich:
    • Rare Feat
      • Shandie — Bonus Blast: Explosive Arrows +40%.
    • Epic Feat
      • Makos — Prodigal Leader: Global Damage +50%.
  • Zariel:
    • Rare Feat
      • Ishi — Well Rounded: Monsters are People Too +40%.
    • Epic Feat
      • Krull — Golden Touch: Plague: Pilfer +80%.


Dungeons & Dragons Idle Champions New Golden Epics

New Patron Golden Epics

  • Mirt the Moneylender:
    • Ulkoria Slot 3 — Animated Gargoyle
  • Vajra Safahr:
    • Azaka Slot 1 — Scimitar of the Weretiger
  • Strahd von Zarovich:
    • Dragonbait Slot 3 — Belt of Many Pouches
  • Zariel:
    • Reya Slot 3 — Armor of the Avatar


Dungeons & Dragons Idle Champions New Patron Skins

New Patron Skins

  • Mirt the Moneylender:
    • Mindflayer Ulkoria
  • Vajra Safahr:
    • Farmer Azaka
  • Strahd von Zarovich:
    • Vampire Dragonbait
  • Zariel:
    • Blood War Reya


See the in-game Change Log for more information!
November 24th, 2021
Idle Champions: November 2021 Adventure Variants 
Posted in Idle Champions.

Warning: There be Dragons ahead!

Today's update brings 11 new adventure variants across 5 campaigns! Each campaign has one or more variants themed around different chromatic dragons, these new adventure variants will test the mettle of your formations!

Also joining us today in the fight against dragons is Idle Champions Presents: The Trials of Mount Tiamat Party 2's favorite little ally, Red the Squirrel!


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

Grand Tour of the Sword Coast Adventure Variants

  • Leemooggoogoon Rises: Volo's Guide to Kuo-toa
  • Help the Kuo-toa while Volo and his friend chat you up.
    • Volo and a Kuo-toa join the formation, chatting up your team.
    • Champions adjacent to Volo and/or the Kuo-toa have their base attack cooldown increased by 1 second; it does not stack.
    • Complete area 400.

  • Neutral No More: Crimson Perception
  • Head to Mantol-Derith, while a young red dragon causes havoc.
    • In each boss area a young red dragon appears. You must defeat this additional boss to advance.
    • Only Champions with WIS of 14 or higher can be used.
    • Complete area 450.

  • Encroaching Madness: Maroon Madness
  • Explore Mantol-Derith while you deal with some wyrmlings who shouldn't be there.
    • Red Wyrmlings appear in each area. They don't drop gold, nor do they count towards quest progress.
    • Red Wyrmlings should not be in Mantol-Derith. When a Champion kills a Red Wyrmling, they are stunned for 4 seconds as they try to understand what's happening.
    • Only Champions with WIS 12 or lower can be used
    • Complete area 450.


    Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

    Waterdeep: Dragon Heist Adventure Variants

    • A Botched Kidnapping: This Quest Stinks!
    • Help Volothamp Geddarm with a small task while dealing with a stinky foe.
      • Two skunks accompany the formation, but don't worry: Volo vouched for them!
      • Champions adjacent to the skunk deal no damage (but their formation abilities still work).
      • Black Dragon Wyrmlings appear in each area. They drop no gold, nor do they count towards quest progress.
      • Complete area 225.

    • Trollskull Manor: Home Not So Alone
    • An annoying goblin has taken up residence in Trollskull Manor and put up defenses!
      • Each boss fight, a Blockade and a Goblin appear. The boss is invulnerable until the Blockade and Goblin are taken out. When the Goblin is defeated, they run off the screen instead of disappearing.
      • Gold Find is reduced by 99%.
      • Complete area 250.


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

    Baldur's Gate: Descent into Avernus Adventure Variants

    • The Wandering Emporium: When the Going Gets Tough
    • Hold back indestructible stone golems with your toughest champions!
      • Each wave spawns one invulnerable Stone Golem.
      • Only Champions with CON of 15 or higher can be used.
      • Complete area 450.

    • Tiamat's Army: Fight Dragons with Dragons
    • A terrible curse slows down any champion that isn’t a Dragonborn!
      • Non-Dragonborn champions attack cooldown is tripled, making them attack less often.
      • Blue Dragon Wyrmlings appear in each area. They drop no gold, nor do they count towards quest progress.
      • Complete area 475.

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

    Icewind Dale: Rime of the Frostmaiden Adventure Variants

    • The Radiant Nightmare: Tough Acting
    • Chase down Xardorok's Chardalyn Dragon with your toughest champions!
      • Only Champions with STR of 14 or higher and CON of 15 or higher can be used.
      • Complete area 400.

    • Waiting on Sunrise: A Chilling Encounter
    • Race to save Termalaine with a White Dragon on your tail!
      • Every 5 seconds, a random champion is Stunned for 5 seconds due to the freezing cold.
      • With each boss, an extra white Dragon Wyrmling boss with 25 armored HP appears. The main boss is invulnerable until the white dragon is defeated.
      • Complete area 425.

    Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

    Wild Beyond the Witchlight Adventure Variants

    • Tall Tales: An Unexpected Geist
    • Learn about the history of the Champions by listening to creepy Ghost stories!
      • One Specter appears in each wave. They drop no gold, nor do they count towards quest progress. When they are killed, they respawn in the same location after 5 seconds. The Specters move 200% faster.
      • Complete area 250.

    • The Witchlight Carnival: A Dragon Against Us
    • Uncover the mysteries of the Witchlight Carnival while evading dragons.
      • Green Dragon Wyrmlings appear in each area. They drop no gold, nor do they count towards quest progress.
      • Only Champions with DEX of 15 or higher can be used.
      • Complete area 300.


    New DLC

    Dungeons & Dragons Red the Squirrel

    Red the Squirrel, the delightful ally of Party 2 of Idle Champions Presents: The Trials of Mount Tiamat, arrives as a familiar who can join your adventures!! The Red the Squirrel Familiar Pack includes Red, the Squirrel Familiar, 6 Epic Potions of Speed, 6 Epic Potions of Giant's Strength, 6 Epic Potions of Clairvoyance, 6 Epic Potions of Fire Breath, and 1 Potion of Polish.

    See the in-game Change Log for more information!
    March 31st, 2021
    Idle Champions: Descent into Avernus, Part 10 
    Posted in Idle Champions.

    Now it's time to enact our plan to save Elturel! Some things go right, some things go wrong. One thing goes REALLY wrong and will have drastic repercussions for the future of FaerÈ—n and Idle Champions.

    Today's update for Descent into Avernus brings its exciting concluding adventures, as well as Reya Reborn the second variant for the Idyllglen adventure, which upon completion unlocks our latest Evergreen Champion, Reya Mantlemorn!

    These adventures and variants go live with today's update at 12PM Pacific!

    New Champion: Reya Mantlemorn

    Dungeons & Dragons Reya Mantlemorn

      Born in the land of Turmish, Reya came to the holy city of Elturel to train as a Hellrider when she was twelve. As a faithful follower of Torm, Reya trained to sacrifice herself for the greater good. That preparation led to her taking Zariel's sword and joining the Champions, after rescuing the city of Elturel from Avernus.

    Reya powers up Champions adjacent to her with her Searing Radiance. You can power up that ability by increasing Champions who are Lawful and/or Good in the formation. When you want to add Reya to your formation, you can swap her with Asharra (Slot 6).

    II. Reya's Stats

    Race: Human/Celestial Alignment: Lawful Good
    Class: Paladin Gender: Female
    Age: 19 Affiliation: none

    STR: 18 DEX: 12 CON: 14
    INT: 13 WIS: 11 CHA: 20

    Role: Support

    Eligible for Patrons: Mirt the Moneylender, Vajra Safahr, Strahd von Zarovich, Zariel

    Slot: 6, (Asharra)

    For more information about our latest Evergreen Champion, check out the Idle Champion Spotlight: Reya Mantlemorn blog post!

    Idyllglen

    We relive the battle of Idyllglen through Lulu's recently returned memories. We'll face untold horrors on our way back to the Bleeding Citadel, the Sword of Zariel, and the fate that awaits us in Avernus.
    • Variant: Reya Reborn — Help Reya take the Sword of Zariel and become a Champion. Zariel has positioned a fiendish army in Reya's way. Only Champions with STR of 10 or higher and CHA of 13 or higher can be used. In each area, additional fiends sent by Zariel appear. One randomly spawns at the end of the first wave, an additional fiend is added (no duplicates) every 100 areas.
      Fiends:
      • Bearded Devil - Gold Find is reduced by 99%.
      • Black Abishai - Champion damage is reduced by 99%.
      • Erinyes - - Champions damaged by enemies are stunned for 1 second. Getting damaged again resets the timer.
      • Lemure - Ultimate attacks are unavailable until this enemy is destroyed.
      • Merregon - The damage of all enemies is increased by 200%.
      • Spined Devil - All enemies move 200% faster.
      • White Abishai - The base attack cooldown of all Champions is increased by 1 second.
      Unlocks Reya Mantlemorn
      Reach area 625.

    Note: you will need to have completed the previous two Descent into Avernus Adventures, The Bleeding Citadel and Idyllglen, in order to access these new Adventures.


    Dungeons & Dragons Baldur's Gate: Descent into Avernus

    The Battle of High Hall Tower

    Return to Elturel for the final battle, facing the worst Avernus has to offer. We have the sword of Zariel, now it's time for the endgame.

    Reach area 550
    • Variant: Might Makes Right — Return to Elturel for the final battle with your strongest Champions. Only Champions with STR of 18 or higher can be used.Champion damage is reduced by 99%.
    • Reach area 600.

    Elturel's Last Stand

    Facedown Archduke Zariel of Avernus, and try to save Elturel from its fate.

    Reach area 575
    • Gargauth's Betrayal — Facedown Archduke Zariel of Avernus, along with a backstabbing pit fiend! Gargauth's betrayal saps the will of the Champions, who are facing ruin at every turn. From area 26 onward, Gargauth the Pit Fiend has a 25% chance of appearing in each non-boss area. Whenever he doesn't spawn the chance increases by 25% (additively) until he does spawn. While Gargauth is on screen, all other enemies are invulnerable.
      Reach area 625.

    See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
    March 26th, 2021
    Idle Champion Spotlight: Reya Mantlemorn 
    Posted in Idle Champions.

    We met Reya earlier in our Descent into Avernus campaign and she joined the Champions following the apparent destruction of Elturel. She swore to remain with the defenders of the city, but the Blood War took its toll on her. She was asked to face one more trial, to sacrifice herself to become a Celestial, the Avatar of Zariel. You can unlock Reya Mantlemorn by completing the Reya Reborn variant of the Idyllglen adventure.

    Read on to learn more about our latest Evergreen Champion.

    I. Reya Mantlemorn



      Born in the land of Turmish, Reya came to the holy city of Elturel to train as a Hellrider when she was twelve. As a faithful follower of Torm, Reya trained to sacrifice herself for the greater good. That preparation led to her taking Zariel's sword and joining the Champions, after rescuing the city of Elturel from Avernus.

    Reya powers up Champions adjacent to her with her Searing Radiance. You can power up that ability by increasing Champions who are Lawful and/or Good in the formation. When you want to add Reya to your formation, you can swap her with Asharra (Slot 6).

    II. Reya's Stats

    Race: Human/Celestial Alignment: Lawful Good
    Class: Paladin Gender: Female
    Age: 19 Affiliation: none

    STR: 18 DEX: 12 CON: 14
    INT: 13 WIS: 11 CHA: 20

    Role: Support

    Eligible for Patrons: Mirt the Moneylender, Vajra Safahr, Strahd von Zarovich, Zariel

    Slot: 6, (Asharra)


    III. Reya's Design

    Born in the land of Turmish, but came to the city of Elturel when she was twelve so that she could train as a Hellrider. She was away from the city when Elturel was transported to Avernus, but always stayed true to the Creed Absolute and remained devoted to Elturel and its people. As the lone Hellrider who could truly defend her city, Reya takes up the Sword of Zariel, losing her former self to become the Avatar of Zariel, imbued with celestial power.

    As a Lawful Good Celestial and the Avatar of Zariel, Reya often communes with Zariel and attracts her gaze with Echoes of Zariel boosting other Lawful, Good, and especially Lawful Good Champions in the formation. Without bringing the gaze of Zariel upon her enemies, Reya supports adjacent Champions with her Searing Radiance, due to her experience in the Blood War, this ability is especially powerful against fiends.

    IV. Reya's Abilities

    Basic Attack

    • Sword of Zariel — Reya leaps out and slashes at random enemy with the Sword of Zariel, cleaving all other enemies nearby as well.

    Formation Abilities

    • Searing Radiance — Reya imbues adjacent Champions with her Searing Radiance, causing their attacks to deal 100% more damage. This effect is doubled against fiends. Can be buffed by upgrades, feats, and equipment.
    • Echoes of Zariel — The gaze of Zariel turns from Reya and sweeps across the formation, looking at random Champions before returning to Reya. It has an equal chance of looking at any Champion in the formation (including returning to Reya) but won't look at the same Champion twice without having returned to Reya first. Once it returns to Reya it increases the effect of Searing Radiance by 100% for each Champion it looked at, including Reya, stacking multiplicatively. Gaze moves every 5 seconds. Buff lasts until the gaze returns to Reya again. Can be buffed by upgrades, feats, and equipment.
    • Celestial Champion — All Lawful Good aligned Champions' damage is increased by 100%. Can be buffed by upgrades, feats, and equipment..

    Specializations

    • Champions of Good — The gaze of Zariel focuses on Good aligned Champions. Echoes of Zariel is guaranteed to look at all Good aligned Champions in the formation before returning to Reya (though may also look at non-Good aligned Champions using its normal mechanics). This guarantees a minimum number of stacks on the Echoes of Zariel effect.
    • Champions of Law — The gaze of Zariel focuses on Lawful aligned Champions. Echoes of Zariel is guaranteed to look at all Lawful aligned Champions in the formation before returning to Reya (though may also look at non-Lawful aligned Champions using its normal mechanics). This guarantees a minimum number of stacks on the Echoes of Zariel effect.

    Ultimate Ability

    • Avatar of Zariel — Reya launches to the sky, flying off of the top of the screen. She lands by SLAMMING the Sword of Zariel into the ground with a shockwave, summoning Zariel and her friend Lulu. While Reya communes with Zariel, Lulu zips around the board, putting all enemies to sleep for 10 seconds. While the enemies are asleep and reya remains in her pose, the Champions deal massive damage against them. When the 10 seconds is complete, Reya removes the sword and swings it in a massive circle.


    V. Reya's Epic Equipment



    Slot 1: Global DPS
    Slot 2: Global DPS
    Slot 3: Searing Radiance
    Slot 4: Echoes of Zariel
    Slot 5: Celestial Champions
    Slot 6: Ultimate Cooldown

    VI. Conclusion

    We are awed Reya has taken up the Sword of Zariel and is joining Idle Champions roster as our latest Evergreen and we are excited to see how well she fits into the 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!
    January 27th, 2021
    Idle Champions: Descent into Avernus, Part 9 
    Posted in Idle Champions.

    The Sword of Zariel is within reach, but we need a history lesson to understand how it came to this awful place. Is there a way to save the Elturel? Who will take up Zariel's sword? What in the name of Faerûn is Yeenoghu doing in this nightmare? AND WHY IS HE HEADED OUR WAY?! Read on to see what the penultimate adventure of Descent into Avernus will hold!

    Note: you will need to have completed the previous two Descent into Avernus Adventures, The Sibriex and Wrecked Flying Fortress, in order to access these new Adventures.


    Dungeons & Dragons Baldur's Gate: Descent into Avernus

    The Bleeding Citadel

    The Champions enter the Bleeding Citadel and advance towards the Sword of Zariel.
    • Variant: Don't Pick at the Scab — Climb the stinking scab while trying not to disturb the architecture.
      • Only Champions with WIS and INT of 12 or higher can be used.
      • Reach area 550.

    Idyllglen

    We relive the battle of Idyllglen through Lulu's recently returned memories. We'll face untold horrors on our way back to the Bleeding Citadel, the Sword of Zariel, and the fate that awaits us in Avernus.
    • Variant: Madness of Yeenoghu — Relive history as you experience the madness caused by a demon lord! Enemies deal 200% additional damage and move 200% faster. Whenever a Champion destroys an enemy, the Champion is stunned for a duration equal to their base attack cooldown.
      Reach area 575.

    See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
    November 25th, 2020
    Idle Champions: Descent into Avernus, Part 8 
    Posted in Idle Champions.

    Bel has one final task for us as we attempt to get our plan to save Elturel in order. Along the way, we encounter Zariel for the first time...

    Note: you will need to have completed the previous two Descent into Avernus Adventures, Questlines and Bel's Forge, in order to access these new Adventures.


    Dungeons & Dragons Baldur's Gate: Descent into Avernus

    The Sibriex

    Follow Bel's instructions and find the Sibriex before it's too late for Elturel.
    • Variant: The Archduke's Blessing — Follow Bel's instructions while a cultist of Zariel preaches to your enemies.
      • A Cultist of Zariel arrives in each area to celebrate Zariel. The cultist has 4 armored hit points and deals 300% additional damage.
      • While the Cultist of Zariel is on screen, bosses cannot be damaged.
      • Reach area 500.

    Wrecked Flying Fortress

    Explore the flying fortress to find the adamantine rods for Bel.
    • Variant: Relentless Peril — Explore the flying fortress while ghouls from Elturel haunt your thoughts. The Champions worry about Elturel as their quest drags on. Elturel Ghouls now attack in each area. They have twice as much health as normal and, when they take a killing blow, they are stunned for 10 seconds before coming back to life.
      Reach area 525.

    See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
    October 7th, 2020
    Idle Champions: Descent into Avernus, Part 7 
    Posted in Idle Champions.

    Tiamat has set our next goal: Bel. The former Lord of Avernus. No big deal. But before we head to THAT party, we need to run some errands.

    Note: you will need to have completed the previous two Descent into Avernus Adventures, The Wandering Emporium and Tiamat's Army, in order to access these new Adventures.


    Dungeons & Dragons Baldur's Gate: Descent into Avernus

    Questlines

    Arkhan has instructions from Tiamat, but before we can act on them, we need to complete some quests.
    • Variant: Raggadragga's Crew — Various Lycanthropes appear and hassle the Champions. They do not count towards quest progress, nor do they drop gold.
      • Wererat- Enemies drop 99% less gold while a wererat is on screen
      • Wereboar - Enemies deal 100% more damage while a wereboar is on screen.
      • Werebear - Enemies speed is increased by 25% while a werebear is on screen.
      • Reach area 450.

    Bel's Forge

    It's time to face Bel, and whatever tricks he has up his sleeve! Reya arrives with some bad news about Elturel.
    • Variant: Extreme Heat — Bel's Forge was built into an active volcano. As such, the formation is taking a bit of heat while adventuring. Every 3 seconds, each Champion takes 10% of their max health as damage. Whenever a Champion's health is below 50% of their max health, their damage is reduced by 99%.
      Reach area 475.

    See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
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