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May 27th
Idle Champions: Variants Update (May 2020) 
Posted in Idle Champions.

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

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


Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast

Grand Tour of the Sword Coast Variants

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

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


Dungeons & Dragons Idle Champions Tomb of Annihilation

Tomb of Annihilation Variants

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

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


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist

Waterdeep: Dragon Heist Variants

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

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


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

Baldur's Gate Descent into Avernus Variants

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

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


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

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

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

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

I. Jaheira

Dungeons & Dragons Jaheira Baldur's Gate

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

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

II. Jaheira's Stats

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

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

Role: DPS, Support
Eligible for Patrons: Vajra Safahr


Dungeons & Dragons Jaheira

III. Jaheira's Design

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

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

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

IV. Jaheira's Abilities

Basic Attack

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

Formation Abilities

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

First Specializations

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

Second Specializations

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

Ultimate Ability

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

V. Jaheira's Legendary Equipment



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

VI. Conclusion

What do you think about Jaheira? If you have feedback, let us know in a Community Q&A or Champion feedback post on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!