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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!
July 13th
Idle Champions: Wild Beyond the Witchlight, Part 6 
Posted in Idle Champions.

Skabatha may have thwarted our plans, but we can still save the children, recover the unicorn horn, and start on our path to Yon!

This week's update to the Wild Beyond the Witchlight campaign brings two new adventures and adventure variants, so it's time to dive back into the Feywild!

Note: you will need to have completed the previous two Wild Beyond the Witchlight Adventures, Will of the Feywild and The Roots of Loomlurch, in order to access these new Adventures.



Best Laid Plans

Face off against Skabatha Nightshade as your heist takes a turn!
  • Variant: Pincushion Party - Face off against Skabatha Nightshade while struggling to heal and under fire by goblins with spears!
    • Additional ranged spear-throwing Goblins appear with each wave and attack a random Champion.
    • Champions don't recover health when moving to a new area, and resurrect at half health when changing areas.
    • Complete area 700

The Howling Peaks of Yon

Enter Yon and learn about the final fractured portion of Prismeer.
  • Adventure Variant: Strength of Character - Enter Yon as your Champions slowly go on vacation.
    • You may only use Champions with a Strength of 13 or higher.
    • After every 100 areas the Champion that has dealt the most damage goes on vacation, being removed from the formation and becomes unavailable for the rest of the adventure.
    • Complete area 750
You can find all this information, and even more details, in game!

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

June 22nd
Idle Champions: Wild Beyond the Witchlight, Part 5 
Posted in Idle Champions.

We must face off against the League of Malevolence, unravel the plans of Skabatha the hag, and save the kids trapped in Loomlurch! Fortunately we have the perfect, carefully laid out plans...written in crayon?

This week's update to the Wild Beyond the Witchlight campaign brings two new adventures and adventure variants, as well as the third tier of blessings for the campaign!

Note: you will need to have completed the previous two Wild Beyond the Witchlight Adventures, Slack-jawed Lorna and The Fairy Rings of Thither, in order to access these new Adventures.



Will of the Feywild

Face off against the next member of the League of Malevolence while you try to understand Skabatha's plans.
  • Variant: All Damage, All The Time - Warduke is a powerful foe, so we'd better send in the Champions that can do the most damage!
    • You may only use Champions with the DPS role
    • Complete area 600

The Roots of Loomlurch

Follow these carefully laid out plans - is this crayon? - to save the other kids trapped in Loomlurch!
  • Adventure Variant: The Loots of Loomlurch - While we're here, we might as well loot the place, right?
    • You may only use Champions with the Gold Find role.
    • Complete area 650

Witchlight Tier 3 Blessings

With the release of Part 5 of the Wild Beyond the Witchlight campaign, the third tier of blessings have also been added to the game:
  • Feytouched - Local: Increase damage of Elves, Gnomes, Half-elves, and Harengon by 50%.
  • Late Bloomers - Local: Increase damage of Champions in bench seats 7-12 by 100%.
  • Brisk Benefactor - Local: Reduce area quest requirements by 4% during patron variants/free plays.
  • A Cut of the Profits - Global: Gold earned from Boss enemies +2500%
You can find all this information, and even more details, in game!

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

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!
March 23rd
Idle Champions: Wild Beyond the Witchlight, Part 4 
Posted in Idle Champions.

Our Champions start to unravel the mysteries of Prismeer, and a new Evergreen Champion is released!

This week's update to the Wild Beyond the Witchlight campaign brings new adventures and adventure variants. Note: you will need to have completed the previous two Wild Beyond the Witchlight Adventures, The Prince of a Thousand Enemies and Downfall, in order to access these new Adventures.



Slack-jawed Lorna

Face off against the first hag of the Hourglass Coven with a new Bullywug friend in tow.
Complete Reach area 450.
  • Variant: I'm Sure I Saw It Move! — Face off against the first hag of the Hourglass Coven with Champions that don't like stuffed animals.
    • Only Champions with a WIS of 12 or lower may be used.
    • In Non-Boss areas, each wave spawns an extra 3-5 random Taxidermy Animals. They do not drop gold, or count towards quest progress.
    • In Boss areas, The second wave spawns a Taxidermy Monstrosity boss monster. It must also be defeated to progress.
    • Complete area 500.

The Fairy Rings of Thither

Enter the forests of Thither and continue to unravel the mysteries of Prismeer.
Complete area 400.
  • Adventure Variant: Zarak's Revenge — Enter the forests of Thither for the return of Zarak!
    • An Awakened Toadstool joins the formation. Champions next to the Toadstool have their base attack cooldown increased by 5s.
    • In Boss areas, the second wave spawns Zarak, a boss monster with 10 armored HP. He must also be defeated to progress. When defeated, he runs off the screen.
    • Complete area 550.
  • Adventure Variant: Bully for You! — Enter the forests of Thither to prove you are ready for a new froggy friend.
    • A Bullywug joins the formation. Every 25 areas the Bullywug leaps to a new formation slot.
    • Any Champion the Bullywug leaps on is knocked out for the rest of the adventure. (You may recruit a new Champion from that bench seat)
    • 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 600.
    • Unlocks Blooshi I - Check out the Blooshi Champion Spotlight!


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

March 22nd
Idle Champion Spotlight: Blooshi I 
Posted in Idle Champions.

Death is not the end of adventure for everyone. Some Champions have a strong enough spirit that they will continue to fight!

Blooshi is the latest Evergreen Champion, joining our roster from the Wild Beyond the Witchlight!

I. Blooshi I



    Blooshi has always been different than the other Bullywugs. She never had others who understood her, but after she picked up a strange skull, she finally found someone who does. Thanks to that skull, Blooshi formed a warlock pact with an undead entity! Now whenever she dies she comes back as a much tougher ghost, smashing her assailants before being sucked back into her body and returning to life. She's pretty pleased, as it's very useful and goes with her whole dark vibe. Surely there will be no repercussions!

Blooshi is a Support and Tank Champion who hails from the Soggy Court in Prismeer. She enjoys taunting her enemies, and when she becomes overwhelmed relies on the power of her undead patron to return as a spirit and a formidable tank. Starting on March 23rd, 2022 you can unlock Blooshi by first completing The Fairy Rings of Thither adventure in the Wild Beyond the Witchlight campaign, and then completing that adventure variant Bully For You! Once unlocked you can add her to your formation by swapping her out with Celeste (Slot 2).

II. Blooshi's Stats

Race: Bullywug Alignment: Neutral Evil
Gender: Female Pronouns: She/Her
Age: 11.5 Class: Warlock

STR: 10 DEX: 14 CON: 16
INT: 13 WIS: 8 CHA: 18

Role: Tanking, Support

Eligible for Patrons: Mirt, Vajra, Strahd, Zariel

Slot: 2 (Celeste)


Dungeons & Dragons Blooshi Key Art

III. Blooshi's Design

Inspired by the Wild Beyond The Witchlight Bullywugs and a Champion that would pair well with Ulkoria, the design team set to work crafting a magic tank with a focus on souls! Blooshi is a Soul Gatherer, collecting the souls of any enemies killed, and gaining power the larger her Soul Stack becomes. Champions in the two columns behind her get a damage increase depending on how many Soul Stacks she has gained. Taking a protective position in front of her companions, Blooshi's regular attack is a Taunting Blast using her eldritch magic, and if the enemy survives they prioritize attacking her in retaliation.

But Blooshi is a bit squishier than a normal tank, and tends to die. A lot. Fortunately death is not the end for Blooshi! Her Spirit Carries On after she falls, and as a Spirit continuing to buff her allies and attack as normal, plus gaining the health needed to keep tanking! While in Spirit form she will remember A Life Well Lived and boosts the Soul Gatherer damage depending on how many bosses she made it through alive. Being in Spirit form is certainly A Grave Situation so she increases how many Soul Stacks she can have, and adds even more to her stack when a boss is killed. As a Spirit Blooshi is extra protective of her companions, and she'll increase the max health of all other Champions, telling them Don't Croak!

Blooshi has two Specializations. The first affects how many souls she can collect as a Soul Gatherer, choosing to gain twice the number of Soul Stacks generated for Sliced Souls, Skewered Souls, or Charred Souls. The second Specialization affects her Spirit form, either making her a more Resilient Spirit by taking less damage, or a Wild Spirit and increasing how many Soul Stacks she gains thanks to A Grave Situation. When things have become too dire, Blooshi will use her Ultimate Attack to summon a Spirit Charge, causing Bullywug spirits to fly across the battlefield grabbing enemies as they go! Each enemy is tossed away from the formation, and take a hard fall filled with damage as they land.

IV. Blooshi's Abilities

Basic Attack

  • Taunting Blast — Blooshi attacks the closest untaunted enemy with an eldritch blast magic attack that causes one hit. If the enemy survives, it is taunted. A taunted enemy prioritizes attacks against Blooshi if possible; melee characters will move towards her and attack her if she's in the front, ranged/magic will shoot at her. If all enemies are currently taunted, she attacks a random enemy instead.

Formation Abilities

  • Soul Gatherer — Whenever an enemy dies, Blooshi gains 1 Soul Stack from normal enemies and 15 Soul Stacks from Boss enemies. Blooshi increases the damage of Champions in the two columns behind her by 1% for each Soul Stack, stacking additively. When changing areas, she loses 20% of her Soul Stacks. Soul Stacks cap at 10,000 in her non-spirit form.
  • Spirit Carries On — When Blooshi dies, she is replaced in the formation with her Spirit. The following rules apply to Blooshi's Spirit:
    • The Spirit still buffs the formation with all of Blooshi's normal formation abilities and buffs.
    • The Spirit continues to attack and can be attacked like normal. She can be "killed", at which point she stops granting all effects like any dead Champion would.
    • Blooshi's Spirit counts as "dead" for the purposes of effects that are triggered by dead Champions, but "alive" for all other purposes.
    • Blooshi does not fully "resurrect" when changing areas like a normal Champion would. If her Spirit is killed, then her Spirit will reappear at full health upon changing areas.
    • In adventure with perma-death, Blooshi doesn't count as actually dead until her Spirit is killed.
    • Whenever you collect a boss loot bag, her "next of kin" returns to the formation, and the number after her name will increase by one. The roman numeral is reset at the end of the adventure.
    • While in Spirit form, her health is increased by 125 and her overwhelm is increased by 20.
  • A Life Well Lived — While Blooshi is in Spirit form, Soul Gatherer's damage boost gets a +10% increase, stacking multiplicatively, for each boss level that Blooshi had made it through alive during this adventure.
  • A Grave Situation — While Blooshi is in Spirit form her base Soul Stack cap is increased to 100,000. Enemy attacks against her increase her current Soul Stacks by 1% and boss attacks increases her current Soul Stacks by 15%
  • Don't Croak! — Increase the max health of all other Champions by 25% of Blooshi's Spirit Carries On health bonus.

Specializations

Blooshi's first specialization affects how many souls are generated for Soul Gatherer:

  • Sliced Souls — Enemies killed with melee attacks generate twice the number of Soul Stacks for Soul Gatherer.
  • Skewered Souls — Enemies killed with ranged attacks generate twice the number of Soul Stacks for Soul Gatherer.
  • Charred Souls — Enemies killed with magic attacks generate twice the number of Soul Stacks for Soul Gatherer.
Blooshi's second specialization affects her Spirit form:

  • Resilient Spirit — Blooshi's Spirit form takes 50% less damage.
  • Wild Spirit — Soul Stacks granted by A Grave Situation are increased by 33%.

Ultimate Ability

  • Spirit Charge — Bullywug spirits fly from the left to the right, picking up each enemy and tossing them back 25% of the screen, dealing damage to each of them. Enemies can't be pushed back past the spawning edge.

V. Blooshi's Epic Equipment



Slot 1: Global DPS
Slot 2: Soul Gatherer
Slot 3: Spirit Carries On
Slot 4: A Live Well Lived
Slot 5: Ultimate Attack Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

We are excited to have Blooshi join your Champion roster as the latest Evergreen Champion! If you have feedback, let us know in a Community Q&A or Champion feedback post on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

February 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 26th
Idle Champions: Wild Beyond the Witchlight, Part 3 
Posted in Idle Champions.

The Champions head deeper into Hither to face off against the hags and find our lost friends...

This week's update to the Wild Beyond the Witchlight campaign brings two new adventures and adventure variants, as well as the second tier of blessings for the campaign! Note: you will need to have completed the previous two Wild Beyond the Witchlight Adventures, Thieves of the Coven and Hither of the Feywild, in order to access these new Adventures.



The Prince of a Thousand Enemies

Head further into Hither, as you hunt down the first of the Hourglass Coven.
Reach area 350.
  • Variant: Uncommon Allies — Head further into Hither, without using humans, dwarves, or elves.
  • No Human, Dwarf, or Elf Champions can be used.
  • Complete area 400.

Downfall

Learn the lay of the land in Downfall, as you maneuver your way through their courtly ways.
Complete area 400.
  • Variant: First Third Out — Learn the lay of the land in Downfall without a third of your Champions.
  • Only bench seats 1, 2, 4, 5, 7, 8, 10, and 11 may be used.
  • Two Will-o'-Wisp join the formation.
  • Complete area 450.


Witchlight Tier 2 Blessings

With the release of Part 3 of the Wild Beyond the Witchlight campaign, the second tier of blessings have also been added to the game:
  • Into the Wild — Local: Increase the damage of Druids, Rangers, and Barbarians by 100%.
  • Swing Fast — Local: Base attack cooldowns of Melee Champions reduced by 0.1 sec.
  • All By Myself — Local: Increase the damage of all Champions without an affiliation by 100%
  • Familiar Stakes — Global: Global damage +20% (additive) for each Familiar unlocked.


New DLC



The Ricochet, the Crocodile Hatchling Familiar Pack includes Ricochet, the Crocodile Hatchling Familiar, 2 Epic Potions of Speed, 2 Epic Potions of Giant's Strength, and 2 Epic Potions of Clairvoyance.

Champions of Renown Year 4 All-Star Pack This pack unlocks the following event Champions if you haven't already unlocked them in-game: Orkira, Talin, Baeloth, Hew Maan, & Ellywick. This pack includes the exclusive Vahm-Pyre Skin for Hew Maan, as well as 16 Hew Maan Gold Chests, with two guaranteed Shiny Equipment cards, 16 Orkira Gold Chests with two guaranteed Shiny Equipment cards, 16 Talin Gold Chests with two guaranteed Shiny Equipment cards, 16 Baeloth Gold Chests, with two guaranteed Shiny Equipment cards, and 16 Ellywick Gold Chests, with two guaranteed Shiny Equipment cards.

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

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!
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