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January 29th
Idle Champion Spotlight: Hew Maan 
Posted in Idle Champions.

"Hello, fine bartender, we... I mean... I would like one cup of your finest beverage, please. Yes, yes, thank you ...the ...uh, ...normal human beverage, please." The patron's trench coat shuffled in an unusual way, but the bemused bartender poured a flagon of ale and left three smaller cups, just in case. "It's working," the knees muttered. "The human beverage is ale! I should've done the talking." "How tall we are..." the torso whispered, "So tall..." "SHHHH!!!"

MORE KOBOLDS IS MORE BETTER. Introducing our latest champion, arriving with Grand Revel, Hew Maan, a definitely human champion and not at all three kobolds in a trench coat.

I. Hew Maan

Dungeons & Dragons Hew Maan Three Kobolds in a Trenchcoat

    Zrang, his twin brother Kleeb, and their brood-sister Yassa began their Icewind Dale existence stealing gems and dreaming of being respected by the locals. Inspired by their mentor, Jarlaxle, they stand tall to form Hew Maan - who is totally a human and not on a nefarious mission to steal all the Champions' stuff.


Hew Maan's origin story is ongoing in our Icewind Dale, Rime of the Frostmaiden campaign, and cameoed in two of our Idle Champions Comics. They hold a special place in our hearts, and we were excited and inspired by the community reaction to bring them to Idle Champions as a champion, for deep down, aren't we all just three kobolds in a trench coat?

Zrang, Kleeb, and Yassa team up and stack up to form Hew Maan, providing different buffs based on who's on top of the stack. Hew Maan is a Support champion, when you want to add them to your formation, you can swap them with Delina (Slot 8).

II. Hew Maan's Stats

Race: Kobold & "Human" Alignment: Lawful Evil
Class: Rogue/Bard Gender: Male & Female
Age: 67 Affiliation: none

STR: 11 DEX: 12 CON: 16
INT: 12 WIS: 8 CHA: 16

Role: Support
Eligible for Patrons: Mirt the Moneylender, Vajra Safahr
Slot: 8, (Delina)


Dungeons & Dragons Hew Maan

III. Hew Maan's Design

Hew Maan is a multifaceted and dynamic individual. Well actually, they aren't an individual at all, but three kobolds, Zrang, his twin brother Kleeb, and their brood sister Yassa, each with their own distinct personalities!

Zrang is surprisingly insightful, but definitely still a kobold, and is working on the difference between kobold and human vocabularies.

Rough and tumble and ready to tussle; Kleeb is the kobold you want in control when you're gearing to fight.

Yassa was charmed by Trex's complimentary nature. She cheers on her fellow kobolds & Champions. She's a glass-half-full sort of kobold, and a bit of a fast talker.

Zrang and his siblings hide inside a trench coat and masquerade as a human, and their teamwork makes their dream work! Their buffs change based on where they are located in the formation. With Teamwork, they provide three different buffs that are useful in different situations. Place them near the front of the formation and they increase your rate of progression, place them in the center of the formation and they assist with killing bosses. Place them near the back of the formation and they greatly increase your damage against non-boss monsters. Hello, Fellow Humans, allows them to buff their fellow human Champions, but they can masquerade and buff another race through their specialization ability Did We Say Humans? We Meant....

IV. Hew Maan's Abilities

Basic Attack

  • Crossbow — The middle kobold shoots a random enemy with a small crossbow.

Formation Abilities

  • Teamwork — Depending on where they are placed in the formation, a different kobold takes the top slot in the trench coat and provides a different buff:
    • Zrang: Front X columns — Enemies have a 25% chance to drop double quest items or count for double quest progress.
    • Kleeb: Middle columns — Increase the damage of Champions against boss enemies by 400%; if the boss has hits-based or armor-based health, successful attacks destroy twice as many segments as they normally would
    • Yassa: Back X columns — Increase the damage of Champions in the two columns in front of Hew Maan by 100%.
    Note: in formations with four or less columns, X is always 1. In columns with five or more columns, X is always 2.
  • Hello, Fellow Humans — Increase the effect of Kleeb and Yassa's Teamwork abilities based on the number of human Champions in the formation:
    • 1-3 "other" humans: +100%
    • 4-5 "other" humans: +700%
    • 6-7 "other" humans: +3100%
    • 8-9 "other" humans: +12700%
  • Carefully Balanced — Increase the effect of Zrang's Teamwork ability by 10% for each Champion adjacent to the kobolds (stacks additively and then applied to Teamwork multiplicatively).
  • Please Stand By — The two kobolds that are not on top provide lesser buffs passively. These abilities are not buffed by Hello, Fellow Humans.
    • Zrang: Boss enemies move 25% slower.
    • Kleeb: Hits-based and armor-based enemies and blockers have a 50% chance of spawning with 25% of their hits already gone.
    • Yassa: Reduce the base attack cooldown of Champions adjacent to the kobolds by 0.5s.

Specializations

  • Did We Say Humans? We Meant... — The Hello, Fellow Humans ability now uses the most populous race in your formation instead of Human. Ties do not matter as only the count is important.
  • Impressive Coatwork — The effect of all Teamwork abilities are increased by 100%.

Ultimate Ability

Each kobold in the stack attacks repeatedly with their own crossbow, peppering a random target with 12 bolts in total. An additional effect then occurs based on whichever kobold is on the top of the stack. Moving the kobolds while the effect is active does not update it.
  • Zrang: Roll Out! — The effect of Zrang's Teamwork is doubled for 30 seconds.
  • Kleeb: Stop! — Non-boss enemies are stunned and no additional enemies will spawn for 15 seconds.
  • Yassa: Faster! — Reduce any active ultimate cooldowns of all Champions in the formation by 25%.

V. Hew Maan's Legendary Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Hello, Fellow Humans
Slot 4: Carefully Balanced
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

What do you think about Hew Mann? 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 8th
Idle Champion Spotlight: Talin Uran 
Posted in Idle Champions.

A dashing rogue zips by on his chair, now that's an entrance!

This Midwinter we are thrilled to introduce Talin Uran, making his debut on the Idle Champions roster. We were delighted to work with Sara Thompson, creator of the Combat Wheelchair, and bring their character to Idle Champions.

I. Talin Uran

Dungeons & Dragons Talin Uran Combat Wheelchair

    Talin Uran is a rogue of great renown within Waterdeep. While on an assignment with the Grambar's Blades a few years ago, he was caught in a building collapse that left him paralyzed from the waist down. Now equipped with his combat wheelchair, Talin is back to doing what he does best: Saving the day and looking awesome doing it.


Talin is a charismatic rogue who specializes in analyzing and exploiting enemy weaknesses, increasing the damage of allies, and slowing enemies with his Scatter Tacks. Talin is a Support champion, when you want to add him to your formation, you can swap him with Celeste (Slot 2).

II. Talin's Stats

Race: Tielfling Alignment: Chaotic Good
Class: Rogue Gender: Male
Age: 26 Affiliation: none

STR: 10 DEX: 18 CON: 12
INT: 13 WIS: 13 CHA: 18

Role: Support
Eligible for Patrons: Mirt the Moneylender, Strahd von Zarovich
Slot: 2, (Celeste)


Dungeons & Dragons Talin

III. Talin's Design

Like many in the D&D community, we were inspired when Sara Thompson introduced us to the Combat Wheelchair last summer. We reached out to Sara last year to get their help in bringing a Combat Wheelchair Champion to Idle Champions, and it just so happened that their D&D character, Talin Uran, was a perfect fit!

Representing characters with disabilities is something we take very seriously. In a world where monster attacks are routine, disabilities and accessibility would be much more prominent. We are proud to be in a position to introduce a Champion using the Combat Wheelchair this Midwinter.

Talin does everything you would expect a rogue to get up to, including no shortage of mischief. He attacks using both his rapier with Quiet Ambush and his chair with Razor Edged Chakram. Talin zips around in his chair, dropping caltrops behind when attacking with his Scatter Tacks slowing and damaging enemies that enter them. Ever observant, Talin susses out his enemies' weaknesses and passes this information along to his allies to support the team with Spot Weakness. Talin prefers a unified team and mischief to be lighthearted and buffs Good-aligned Champions with Antagonist. This ability can be reversed to buff Evil Champions with Reversal of Fortunes.

IV. Talin's Abilities

Basic Attack

  • Quiet Ambush — Talin disappears into the shadows and reappears behind a random enemy, stabbing them with his rapier. He then shadow steps back into the formation.

Formation Abilities

  • Spot Weakness — Talin carefully observes the enemies as they spawn and whispers weak spot suggestions to nearby Champions, increasing their damage by 100%. This ability is increased by 10% for each enemy killed in the current area, stacking multiplicatively and capping at 25 kills. Applies to all Champions in the formation, but the effect is reduced by 25% for each slot away from Talin they are past one (stacking multiplicatively). Buffs apply to the post-stack value (damage only).
  • Scatter Tacks — When Talin attacks with Quiet Ambush he leaves behind a set of Scatter Tacks which cause enemies standing on them to be slowed by 50% and take 100% more damage from attacks. Each set of tacks lasts for 10 seconds before disappearing. Tacks are spread in a medium radius. Buffs increase the damage bonus but not the slow amount.
  • Antagonist — Talin decreases the DPS of Evil Champions in the formation by 50%, but increases the damage of Good Champions by 50% for each Evil Champion, stacking multiplicatively. Buffs apply to the post-stack value.

Specializations

  • Path Finder — Increases the stack cap and damage buff of Spot Weakness by 100%.
  • Additional Scatter Tacks — Increase the slow effect, radius, and damage of Scatter Tacks by 50% (multiplicatively).
  • Reversal of Fortunes — Reverse the effect of Antagonist, decreasing the damage of Good Champions and increasing the damage of Evil Champions based on the number of Good Champions.

Ultimate Ability

  • Razor Edged Chakram — Talin detaches a secondary hoop-shaped blade from his wheelchair's rear wheel and flings it at the furthest enemy. It travels in a large looping arc, damaging all enemies it encounters before returning to Talin.

V. Talin's Legendary Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Spot Weakness
Slot 4: Scatter Tacks
Slot 5: Antagonist
Slot 6: Ultimate Cooldown

VI. Conclusion

What do you think about Talin? 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!
November 6th, 2020
Idle Champion Spotlight: Penelope "Half-Pint" 
Posted in Idle Champions.

"Will you be my friend?" the young halfling shyly asked.

Penelope "Half-Pint" joins her friends Avren, Freely, and Briv Steelmarrow from D&D Beyond's Silver & Steel & Beyond Heroes, and is eager to meet her new friends on the Idle Champions roster, with Feast of the Moon 4.

It's time for the latest Idle Champion Spotlight, and this delightful druid does it all: Support, Gold Find, and Healing!

I. A Delightful Druid and Everyone's Friend



    Penelope "Half-Pint" is a halfling who just wants to be everyone's best friend, even if they are evil, or a plant, or a rock. With friends that already include a treant named Neverember and a clan of chwinga that have adopted her, Penelope is ready for anything! She has the heart of a true hero and will always stand by her friends until she goes into shrub mode of course.

Penelope is a Support, Gold Find, and Healing Champion. She buffs party members with her Chwinga Mask based on their roles, increasing healing, damage, and Gold Find with the number of Story Time stacks she has. When you want to add Penelope to your formation, you can swap her with Arkhan (Slot 12).

II. Penelope's Stats

Race: Halfling Alignment: Chaotic Good
Class: Druid (Circle of the Moon) / Warlock Gender: Female
Age: 33 Affiliation: none

STR: 10 DEX: 16 CON: 14
INT: 8 WIS: 17 CHA: 14

Role: Support, Gold Find, Healing

Eligible for Patrons: Mirt the Moneylender, Vajra Safahr

Slot: 12, (Arkhan)


III. Penelope's Design

It's always a joy to work with a passionate creator to bring their character to life as a Champion in our game, and working with D&D Beyond's Hope LaVelle was no exception, and working with her is just as delightful as the character she portrays.

Penelope is a naive, young, happy go lucky halfling who just wants to be your friend. She is a Support, Gold Find, and Healing Champion who buffs Champions based on their role(s) and alignment, and she does it all with a skip in her step!

With Have You Met My Friends, Penelope tags enemies she can't kill so her friends can finish the job. Chwinga Mask allows her to call chwingas to her aid. While enemies are attacking, Penelope panics and dons the mask. A Chwinga friend appears on her shoulder for the duration of this effect. The Chwinga grants charms to adjacent Champions based on their tags. Tanks will heal a percentage of health every second. Support, Healer, and Gold Find champions will buff Global Damage. Story Time augments Chwinga Mask, based on how efficiently her friends (Champions within 2 slots) are killing enemies.

Her specializations focus on her ability to make friends with everyone, buffing Have You Met My Friends by increasing the damage of the formation based on the alignment on the Good-Evil axis.

Her second specialization augments her basic attack to include an additional terrain changing effect. Minor Eruption adds a small radius of area of effect damage, leaving difficult terrain underneath her enemies. Hey Batter Batter increases her knockback by four times against non-boss enemies and her damage is increased by 200%.

Her ultimate has her casting Erupting Earth, creating difficult terrain to slow and wound enemies.



IV. Penelope's Abilities

Basic Attack

  • Go Away — Penelope jumps out and hits the closest enemy with her quarterstaff, dealing damage and knocking it back slightly.

Formation Abilities

  • Have You Met My Friends — Whenever Penelope attacks an enemy and doesn't kill it, for the next 30 seconds, all Champions deal 100% additional damage against them.
  • Chwinga Mask — Whenever the formation is under attack, Penelope dons her chwinga mask, calling an elemental friend to her aid. It sits on her shoulder while her mask is on. All Champions adjacent to Penelope gain the following charm(s) based on their tags. Charms last as long as the formation is under attack and then for 10 seconds afterward, persisting through area transitions.
    • Healing Charm (Tank Champions) — Penelope heals affected Champions for 30 HP every second. Once Penelope unlocks Story Time, the amount healed every second is increased by a percentage based on 2x the number of Story Time stacks she has.
      • 0 stacks of Story Time = +0% = 30 HP / sec
      • 10 stacks of Story Time = +20% = 36 HP / sec
      • 25 stacks of Story Time = +50% = 45 HP / sec
    • Tools for the Job Charm (Healing, Support, or Gold Find Champions) — Penelope increases the damage of all Champions by 100% for each Champion affected by this charm. This effect stacks multiplicatively and buffs apply to the post-stack value.
      Once Penelope unlocks Story Time, whenever she has more than 15 stacks of Story Time, this effect also increases the party's gold find by 10% of the total buff caused by this charm (including buffs).
    Champions can only gain each charm once even if they have multiple tags.
  • Story Time — Each time a Champion within 2 slots of Penelope kills an enemy, add a stack of Story Time. Story Time stacks are capped at 25. The stacks of Story Time affect both charms given by Chwinga Mask. Every time you change areas, the stacks of Story Time are reduced by half, rounded down.


First Specializations

  • Keep Your Friends Close — Increases the effect of Have You Met My Friends by 60% for each other Good Champion in the formation (stacking multiplicatively).
  • Keep Your Future Friends Closer — Increases the effect of Have You Met My Friends by 40% for each Evil Champion in the formation (stacking multiplicatively).
  • Everybody Gets To Be Friends — Increases the effect of Have You Met My Friends by 20% for each other Champion in the formation (stacking multiplicatively).

Second Specializations

  • Minor Eruption — Penelope's base attack now causes a minor eruption under the enemy she hits, dealing aoe damage in a small radius and leaving difficult terrain under them for 10 seconds.
  • Hey Batter Batter — Penelope's base attack's knockback is now four times as effective against non-boss enemies and her damage is increased by 200%.

Ultimate Ability

  • Erupting Earth — A fountain of churned earth and stone erupt in the enemies' path (centered on the nearest enemy), dealing AOE damage in a large radius and creating difficult terrain that lasts for 30 seconds. Enemies that encounter the difficult terrain have their movement slowed by 50% while they travel through it.

V. Penelope's Equipment



Slot 1: Global DPS
Slot 2: Have You Met My Friends
Slot 3: Chwinga Mask - Healing
Slot 4: Chwinga Mask - Damage
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

Will you be Penelope's friend? We are excited to see how well she fits in to the Idle Champions meta. If you have feedback, let us know in a Community Q&A or Champion feedback post on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!
October 19th, 2020
Idle Champion Spotlight: Ezmerelda d'Avenir  
Posted in Idle Champions.

Those that have played through the Grand Tour adventures based in Barovia have already been introduced to our next Champion. For those that haven't, we're beyond excited to bring Curse of Strahd's renowned vampire hunter; Ezmerelda d'Avenir to Idle Champions. Read on to find how this prolific monster hunter from Barovia will influence your formations!

Ezmerelda d’Avenir, a Vistana, was once the protégée of Rudolph van Richten — despite their checkered history. When she was young, her family wronged van Richten, and yet he spared their lives. Ezmerelda witnessed van Richten’s act of mercy and was deeply moved by it.

At the age of fifteen, Ezmerelda, still troubled by what her family had done to van Richten, ran away from home and tracked down van Richten two years later. Ezmerelda remained by van Richten’s side for another two years, helping him track down and slay many creatures of the night. Sadly because of her origins, van Richten never fully trusted her, leading him to keep secrets from her. This lead to frequent arguments between the two vampire hunters At last, Ezmerelda suggested that they part company with some shred of their friendship still intact, and van Richten agreed.

Since bidding farewell to van Richten, Ezmerelda has struck out on her own as an independent monster hunter. On one of her less successful adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She commissioned a master artisan to craft a prosthetic lower leg and foot. After several tries, he delivered a prosthesis that restored her mobility. Ezmerelda d'Avenir has joined the Champions to try and rid this new realm from evil.

I. Vampire Hunter

Dungeons & Dragons Ezmerelda d'Avenir

    Ezmerelda d'Avenir, a Vistana monster hunter, has devoted herself to ridding the world of evil in all of its forms. After years of tutelage by her mentor, the vampire hunter Rudolph van Richten, Ezmerelda struck out on her own. She has since amassed a sizable personal fortune and an impressive arsenal of weapons for hunting monsters. Following the defeat of Strahd von Zarovich, Ezmerelda joins the Champions on their journeys through the world of Toril.

Ezmerelda is a Support Champion who increases the damage of Champions in her column, especially against undead, fiends, or monstrosities. Her ultimate attack is the ultimate debuff, creating a massive short-lived boost to global damage. When you want to add Ezmerelda to your formation, you can swap her with Bruenor (Slot 1).

II. Ezmerelda's Stats

Race: Human Alignment: Chaotic Good
Class: Fighter/Wizard Gender: Female
Age: 27 Affiliation: none

STR: 14 DEX: 19 CON: 16
INT: 16 WIS: 11 CHA: 17

Role: Support

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

Slot: 1, (Bruenor)


Dungeons & Dragons Ezmerelda d'Avenir

III. Ezmerelda's Design

A prolific vampire hunter from the land of Barovia. Ezmerelda brings a wealth of knowledge from Barovia to assist the Champions. Her design is based on a catalyst effect which triggers off the number of debuffs on an enemy. She's a master fighter and uses debuffs to her advantage, culminating in her ultimate attack with a sun dagger to create a strong short-lived massive debuff. It increases the formations' damage for a devastating final team attack.

Ezmerelda has 3 different debuffs that she bestows on enemies as she's training the Champions in her martial & magical style. Her debuffs are based on her skills as a vampire hunter and are named for moments during her training: Pause, Prepare, & Parry.

In addition to her training the Champions, she also brings a wealth of knowledge against undead, as illustrated in her The Devil's Playthings ability. Champions in her column (including herself) increase their damage against Undead by 100%.

Finally, Ezmerelda is never done training. Her Threat Tracking ability has her continuing to learn from her enemies in this new land. Both Threat Tracking and The Devil's Playthings start as undead based but can be changed to humanoid, fiends, or monstrosities with a specialization. Threat Tracking count remains for the adventure, and if the threats tracked changes to fiends or humanoid, she will retain her previous stacks and starts counting the new type instead.

IV. Ezmerelda's Abilities

Basic Attack

  • Fire Bolt — Ezmerelda hurls a mote of fire at a random enemy.

Formation Abilities

  • Training Montage — Ezmerelda marks enemies as she trains the Champions with her vampire hunting skills.
    • Pause: Ezmerelda marks every third enemy that spawns with this debuff. Once marked, the target gains one stack every three seconds, to a max of 10 stacks. For each stack, Champions in Ezmerelda's column deal an additional 10% damage against the target. Buffs apply to the post-stack value.
    • Prepare: Ezmerelda marks every enemy she attacks with this debuff. The effect of this debuff depends on the target.
      • If it is a hits-based or armor-based enemy: Whenever a Champion in Ezmerelda's column would remove a hit point or a chunk of armor from the target, remove one additional hit point or chunk.
      • If it is any other enemy: Decrease the enemies' max hit points by 50%.
    • Parry: The first time a non-boss enemy attacks, the attack misses. Ezmerelda then marks it with this debuff, which illustrates that it has already triggered this effect.
  • The Devil's Playthings — Increases the damage of Champions in the same column as Ezmerelda against undead creatures by 100%.
  • Threat Tracking — Ezmerelda tracks the undead creatures the Champions kill while she is in the formation, increasing the effect of The Devil's Playthings by .01% for each undead tracked. This total resets at the end of each adventure. This ability can be buffed by upgrades, feats, and equipment. Buffs apply to the total calculation.

First Specialization Choice

The first specialization choice relates to which enemies Ezmerelda is tracking.

  • Stay on TargetThe Devil's Playthings and Threat Tracking continue to track & trigger vs undead.
  • Fiendish StatureThe Devil's Playthings and Threat Tracking now track & trigger vs fiends instead of undead for the remainder of the adventure. She will retain her previous tracking totals.
  • The Devil Wears Many MasksThe Devil's Playthings and Threat Tracking now track & trigger vs humanoids instead of undead for the remainder of the adventure. She will retain her previous tracking totals.
  • Monstrous IntentionsThe Devil's Playthings and Threat Tracking now track & trigger vs monstrosities instead of undead for the remainder of the adventure. She will retain her previous tracking totals.

Second Specializations

The second specialization choice lets you choose how you want her to augment the party for the remainder of the adventure.

  • Smells Like A Trap — Ezmerelda senses trouble, and begins to mark all enemies in preparation for a renewed assault! Ezmerelda now marks every enemy that spawns with Training Montage: Pause.
  • We've Trained For This — The Champions are seeing results from Ezmerelda's training! Training Montage: Pause, Training Montage: Prepare, and The Devil's Playthings now affect all Champions in the formation, not just Champions in Ezmerelda's column.
  • He's Still Out There — Ezmerelda steels herself in preparation for the next time she encounters Strahd, and increases the effect of The Devil's Playthings by 300%.

Ultimate Ability

My Signal — Ezmerelda reveals a magical sun dagger and launches it at the enemy with the most debuffs active (randomly if tied). The dagger lands in the target and remains there as it begins to glow with a burst of radiant energy, creating a new debuff that lasts 10 seconds. It increases the damage done to the enemy by 50% for each active debuff on them, stacking multiplicatively.

V. Ezmerelda's Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Training Montage: Pause
Slot 4: The Devil's Playthings
Slot 5: Threat Tracking
Slot 6: Decrease Ultimate Cooldown

VI. Conclusion

What do you think about Ezmerelda? 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!
September 21st, 2020
Idle Champion Spotlight: Torogar Steelfist 
Posted in Idle Champions.

    "A colossal dragon's skull leans against a mountainside, surrounded by bones the size of houses. Acrid smoke rises from the skull's maw. A military tent has been pitched among the bones, and parked next to it is a Devil's Ride belonging to Torogar Steelfist, the savage minotaur bodyguard of Arkhan the Cruel."

You may recognize Torogar from Baldur's Gate: Descent into Avernus or from some of the awesome art posted online. Let's dive right in and see how this raging minotaur shapes up, shall we?

I. Torogar Steelfist

    There's savage, and then there's Torogar. Few had even survived a head-to-head match with him before he ran into Arkhan the Cruel. He was known worlds over as an unstoppable brute. Now, as a part of the Dark Order, Torogar leads armies and communes with a god, but he's always down for another one-on-one match.

II. Torogar's Stats

Race: Minotaur Alignment: Lawful Evil
Class: Barbarian Gender: Male
Age: 32 Affiliation: Dark Order

STR: 23 DEX: 17 CON: 14
INT: 8 WIS: 9 CHA: 15

Role: DPS, Support
Eligible for Patrons: Mirt, Vajra
Slot: 10, (Tyril)

III. Torogar's Design

When it came to designing Torogar, we were lucky to have the direct assistance of his creator, Joe Manganiello. Joe really helped us to distill down the essence of who Torogar is, what his relationship is like with Arkhan the Cruel, and more importantly, how Torogar and the Dark Order operate.

To start, we knew when introducing Krull last year, that Torogar and the Dark Order would be coming to Idle Champions. With the release of Torogar, Arkhan & Krull will gain the Dark Order affiliation, as well as a new Dark Order Synergy ability for both. Get ready, Champions. The Dark Order has arrived!

Torogar is a lynchpin for evil formations, doubling down on the boosts they are already receiving from other Dark Order members and making them stronger as they push further into the adventure.

Torogar's DPS and buffs increase with his devotion to Tiamat through his Zealot stacks affecting his Markings of a Zealot & Preach abilities. Initially, Torogar only gets a Zealot stack when he or an adjacent Champion kills an enemy his Word of Tiamat specialization extends this power to all evil Champions.

Now that his design has come together, Torogar is a support and DPS Champion who powers up Evil Champions. While blood raging, he increases the damage of the formation significantly, with permanent power-ups that unlock the more you use him. Torogar is potent in formations focused on evil Champions and is especially powerful when combined with Arkhan the Cruel & Krull. When you want to add Torogar to your formation, you can swap him with Tyril (Slot 10).

IV. Torogar's Abilities

Basic Attack

  • Fiery Longswords — Torogar inflames his golden blades and then attacks the nearest enemy.

Formation Abilities

  • Markings of a Zealot — Whenever Torogar or an adjacent Champion kills an enemy, Torogar gains a Zealot stack. Torogar's Damage is increased by 0.01% for each Zealot stack he has collected (additive), and stacks persist through resets. This damage bonus is increased by 100% when Blood Rage is active. At various Zealot stack thresholds, the Blood Rage increase is buffed. These buffs apply multiplicatively.

  • Preach — Increase the damage of all other evil Champions by 0.01% for each Zealot stack Torogar has (additive).

  • Dark Order Synergy — The effect of Preach is increased by 100% for each Dark Order member adjacent to Torogar (multiplicative). While Blood Rage is active, this ability is increased by 100%. At various Zealot stack thresholds, the Blood Rage increase is buffed.

  • Note: We have also added Dark Order Affliations and Synergies for Arkhan the Cruel and Krull
    .
    • Arkhan the Cruel — Arkhan's Normal Attack Cooldown is decreased by 0.5 seconds for each other Dark Order member in the formation.
    • Krull — The effect of Krull's Arkhan's Army ability is increased by 100% (multiplicative) for each Dark Order member adjacent to Krull.

  • Blood Rage — Whenever Torogar's Zealot stacks reach a multiple of 50, Torogar enters a Blood Rage for 30 seconds. While Blood Rage is active, enemies damaged but not killed by Torogar gain a Mark of Tiamat debuff. Enemies with a Mark of Tiamat take 300% additional damage. Enemies cannot gain a Mark of Tiamat twice. Once Torogar's Zealot stacks reach the thresholds noted below, the listed effect will also activate when Blood Rage is active. Triggering Blood Rage while it's already active resets the duration.
    • 250: Whenever an enemy gains a Mark of Tiamat, they are stunned for 2 seconds.
    • 2,500: Torogar adds a small AOE to his base attack at 50% of his damage. This AOE attack can trigger multiple Mark of Tiamat debuffs from one attack.
    • 25,000: Enemies with a Mark of Tiamat attack 1 second slower.
    • 250,000: Torogar reduces his base attack cooldown by 1 second.
    • 2,500,000: The damage bonus from Mark of Tiamat is increased by 200%.

Specializations

  • Tiamat's Word — Torogar now also gains a Zealot stack when any evil Champion kills an enemy (not just Champions adjacent to Torogar). Only one stack can be gained per kill, so an evil Champion next to Torogar still only counts once.

  • Tiamat's Rage — The duration of Torogar's Blood Rage is extended by 15 seconds, and it automatically triggers after using Torogar's ultimate.

Ultimate Ability

Bull Rush — Torogar lowers his head and rushes at an enemy in the back, leaving a trail of fire in his wake. Enemies who are rushed through, or who walk through the remaining fire take damage. If the Tiamat's Rage specialization is chosen, Torogar triggers Blood Rage when he returns to the formation regardless of the number of Zealot stacks, or reset the duration if Blood Rage is already active.

V. Torogar's Equipment



Slot 1: Global DPS
Slot 2: Self DPS
Slot 3: Markings of a Zealot
Slot 4: Preach
Slot 5: Dark Order Synergy
Slot 6: Ultimate Cooldown

VI. Conclusion

We've been wanting to include Torogar in Idle Champions since the very first time we set our eyes on his character art, and we're excited to have had another chance to work with Joe to bring this badass Minotaur to life and to debut the Dark Order in Idle Champions! We hope you like him!

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
August 28th, 2020
Idle Champion Spotlight: Lazaapz 
Posted in Idle Champions.

"Where was this device discovered," Lazaapz whispered, "and how old is it?"

The goblin artificer reached out of her mechanized armor to run her fingers along the surface of the Eldritch Machine, admiring the elegant craftsmanship. It resembled a large metallic sarcophagus, covered in arcane runes written in an ancient language.

"It was unearthed during one of our recent expeditions to Xen'Drik," the surly envoy of House Cannith responded. "Our analysis has confirmed that this device was constructed by the Cul'sir Dominion approximately forty thousand years ago."

"Incredible. THEY WERE SO SMART! I've only seen a handful of other machines they've created. There was the one down in the Cogs but it was broken, and then there was the last one your employers brought..." Lazaapz trailed off as she wandered around the machine, inspecting it from every angle.

"House Cannith trusts that you will keep the results of your testing discrete as per our previous arrangement."

"Did you see this?"

"I'm not sure what you're pointing at." The envoy shifted to get a better view of what Lazaapz was gesturing towards.

"These are symbols associated with Dal Quor. Do you see them? WHOA! If this machine is from over forty thousand years ago, that could mean it has something to do with the Quori. Weren't the Quori corporeal on our plane back then? OH BOY! Do you know what this could mean!?"

"...I'll leave you to it," said the envoy, turning to leave the workshop. Lazaapz didn't notice. She rarely noticed people when her mind was fixated on a mechanical puzzle. AND WHAT A PUZZLE! This will be fun...

I. Goblin Armorer Artificer

Dungeons & Dragons Lazaapz

    Born in The Cogs beneath Sharn's Lower City, Lazaapz's remarkable intellect elevated her to the Tradefair district, where her mechanical genius became highly sought after by the Dragonmarked Houses. Lazaapz's first invention was a functional mechanical arm to replace the one she was born without; now she leads an elite team of engineers in cutting edge research and development.

    Following the discovery of a mysterious Eldritch Machine, Lazaapz was brought in by House Cannith to ascertain the purpose of the device. Shortly after, both Lazaapz and the machine disappeared, never to be seen again.

Lazaapz is a Tank and Support Champion who buffs other small-sized Champions with her Fury of the Small ability. She wears a suit of custom mechanized Power Armor that powers up her abilities and attacks, granting improved bonuses and additional attacks that debilitate enemies while she is under attack. When you want to add Lazaapz to your formation, you can swap her with Makos (Slot 9).

II. Lazaapz's Stats

Race: Goblin Alignment: Neutral Evil
Class: Artificer (Armorer) Gender: Female
Age: 19 Affiliation: none

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

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


Dungeons & Dragons Lazaapz

III. Lazaapz's Design

The story of Lazaapz began with Rizz Dupree.

We receive a lot of feedback and suggestions when it comes to Champions players would like to see, and among the most popular and frequent requests is for us to introduce a Goblin Champion and to introduce some kind of Artificer now that they have been officially introduced to 5E through Eberron: Rising from the Last War.

Other feedback that came to mind:
  • A tank that uses a tower shield.
  • More short/small Champions.
  • More monstrous Champions.
  • More evil Champions.
This had been on our minds for a while, but it took the introduction of the Armorer subclass for Artificers in Unearthed Arcana: Subclasses, Part 3 in late February for it all to come together. We were inspired to create a Goblin Armorer that used a tower shield and their Arcane Propulsion Arm to fight enemies, and Rizz Dupree was born!

Side note: 'Rizz Dupree' was just a name that sounds kind of like 'Chris Dupuis' to start, and it was just part of the initial Champion design pitch. This name quickly became 'Renton' (named after Renton, Washington, where Wizards of the Coast is located) as the design came together before eventually settling on 'Lazaapz' while the design was finalized.

At this point we knew that we wanted this goblin to be an inventor, a mechanical prodigy able to build their own prosthetic arm replacement as a young child. Using their ingenuity, they worked their way up from the lowest depths of Sharn, the Cogs beneath the Lower City, making their way all the way up to the Tradefair District. The equipment cards for Lazaapz speak to this history, as she built and tested her own suit of power armor.

We knew that we wanted to base the design around a suit of Power Armor that charged up and stored power while not in combat, and that used that power to boost abilities and dish out some punishment to enemies while under attack. This suit would build up to a high power threshold while you cleared areas quickly, and once things got tough the suit would kick in and buff the small members of the party and help Lazaapz damage enemies with her Thunder Fist.

Of course, since Lazaapz has an Arcane Propulsion Arm as a prosthetic, we thought that it would be fun if it was also a kind of long range grappling fist in addition to a thunder fist. She could reach across the screen, grab an enemy, and drag them to the front of the formation for a beating. Another Champion that can manipulate enemy placement!

...and isn't it about time we had a Champion that buffed our kobolds, gnomes, halflings, and dwarves? #IshiMeta

We're still really excited about Lazaapz. We hope you are, too!

IV. Lazaapz's Abilities

Basic Attacks

Lazaapz has two basic attacks. She attacks four times with Thunder Gauntlet and then attacks with Grappling Fist, then repeats.
  • Thunder Gauntlet — Lazaapz leaps out and attacks the nearest enemies with her Thunder Gauntlet, damaging them and stunning them for 0.5 seconds.
  • Grappling Fist — Lazaapz fires her Grappling Fist at a random enemy and quickly yanks it to the front of the formation. This attack deals no damage and cannot move static enemies or blockers.

Formation Abilities

  • Fury of the Small — Increase the damage of all small races (dwarves, goblin, halfling, gnome, or kobold) by 100% for each qualifying Champion in the formation. Stacks multiplicatively.
  • Power Armor — Lazaapz has a set of Artificer Power Armor. It gains one stack for every 1 second that Lazaapz is not under attack. This caps at 100 stacks. Lazaapz gains 1% max health for each stack of Power Armor, stacking additively.
  • Tiny Bulwark — When Lazaapz is under attack, she consumes 10 stacks of Power Armor and increases the effect of Fury of the Small by 400% for 10 seconds.
  • Lightning Launcher — When Lazaapz is under attack by at least 5 enemies, she consumes 15 stacks of Power Armor and activates her Lightning Launcher (fired from a large gem located in the middle of her chest plate), targeting one of the enemies attacking her and striking all enemies in a line, causing them to take 200% more damage for 7.5 seconds
  • Shield of Sharn — Lazaapz increases the max health of all other Champions by 25% of her base max health.

Specializations

  • Stolen Power — Increase the max stacks of Power Armor by 100.
  • Team Player — Abilities that require Lazaapz to be under attack (Tiny Bulwark and Lightning Launcher) will now trigger if any Champion in the formation is attacked.
  • The Zapper — Lightning Launcher will now trigger with only one enemy attacking Lazaapz and its damage buff is increased by 100%.

Ultimate Ability

The ultimate changes based on the number of Power Armor stacks Lazaapz has available. If she has 20 or fewer stacks, her ultimate ability is Recharge. If she has 21 or more stacks, her ultimate ability is Overcharge.
  • Recharge — Lazaapz immediately regains all of her Power Armor stacks and, for the next 30 seconds, does not expend any stacks when triggering Tiny Bulwark or Lightning Launcher.
  • Overcharge — Lazaapz overcharges her Power Armor, preventing it from gaining any more stacks but increasing the effect of Tiny Bulwark and Lightning Launcher by 400% for 30 seconds.

V. Lazaapz's Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Fury of the Small
Slot 4: Power Armor
Slot 5: Tiny Bulwark
Slot 6: Lightning Launcher

VI. Conclusion

What do you think about Lazaapz? 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!
August 14th, 2020
Idle Champion Spotlight: Ulkoria Stonemarrow 
Posted in Idle Champions.

It's time for the arrival of the long-awaited wizard and our latest Evergreen Champion, Ulkoria Stonemarrow!

This Shield Dwarf wizard has defended Waterdeep with her magic more times than anyone can remember. She's also known as "the Gargoyle" by most because her face is frozen in a scowl that frightens adults and children alike, but she has a soft spot for the urchins of Waterdeep.

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

I. Ulkoria Stonemarrow

Dungeons & Dragons Ulkoria Stonemarrow

    Ulkoria has defended Waterdeep with her magic more times than she can recall. She is a well-respected member of the Watchful Order, often working closely with The Blackstaff on the city's defense. Known only as "the Gargoyle" by most, her face often locks into a scowl of concentration. Few have withstood her withering stares without relenting.

Ulkoria is a Support Champion who buffs other caster Champions with her Spellcaster School ability. She also assists greatly in adventures starting in Waterdeep or Undermountain. When you want to add Ulkoria to your formation, you can swap her with Tyril (Slot 10).

II. Ulkoria's Stats

Race: Shield Dwarf Alignment: Neutral Good
Class: Wizard Gender: Female
Age: 377 Affiliation: none

STR: 10 DEX: 14 CON: 12
INT: 20 WIS: 15 CHA: 16

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


Dungeons & Dragons Ulkoria

III. Ulkoria's Design

Ulkoria has defended Waterdeep with her magic more times than anyone can recall, and is never seen without her shield guardian close by. She uses teleport spells to enter and leave her home, and while no one knows where it is, her home is rumored to be underground, perhaps in a cellar or dungeon under one of the city's oldest estates. The Champions, however, know her home to be the Trollskull Manor, their base of operations within the city.

We spent a lot of time on Ulkoria's design. She's been our outlet for information within the city, but as she joins the Champions, she's going to whip our casters into fighting shape!

When it came to Ulkoria's mechanical design, we wanted to reflect the wisdom and reinforcement a powerful archmage would pass on to other casters, empowering their spells and formation abilities.

As a member of the Watchful Order of Magists and Protectors within the city, she assists greatly in adventures within the Dragon Heist campaign, allowing you to feature her in Dragon Heist variants that are especially challenging, or in Patron runs!

IV. Ulkoria's Abilities

Basic Attack

  • Magic Missile — Ulkoria summons 3 magic missiles and fires them at random targets (each missile deals 33% of her DPS); the number of missiles can increase with upgrades, but still deal the same amount of damage.

Formation Abilities

  • Spellcaster School — Ulkoria gains a stack of Spellcaster School for each Champion with a magical base attack in the formation (including herself). Each stack increases the damage of these Champions by 100%, stacking multiplicatively
  • Watchful Order — Ulkoria provides additional buffs based on the number of Spellcaster School stacks she has. This ability is not buffed as a whole, but individual elements may be buffed by feats.
    • 3+ stacks: Attack speed of affected Champions reduced by 0.5 seconds.
    • 5+ stacks: Increase the effect of affected Champion's positional formation abilities by 25% for each stack
    • 7+ stacks: Each time an affected Champion attacks, there is a 50% chance that their base attack cooldown will immediately reset.
    • 9+ stacks: Increase the base value of Spellcaster School by 200%.
  • Defender of Waterdeep — Increases the damage of everyone in the formation by 100% if you are on an adventure in the Waterdeep: Dragon Heist campaign.

Specializations

  • Shield Guardian — Unlocks the Shield Guardian ultimate attack.
  • Urchin Pranks — Unlocks the Urchin Pranks ultimate attack.

Ultimate Ability

  • Shield Guardian — Ulkoria's Shield Guardian steps up behind the formation and casts Lightning Bolt once for each stack of Spellcaster School that Ulkoria has. Lightning Bolt targets a random enemy and deals massive damage to all enemies in a line.
  • Urchin Pranks — Nat, Jenks, and Squiddly jump onto the screen behind the formation and start tossing things at enemies. Each enemy hit takes damage and is knocked back 20% of the screen, stunned for 5 seconds, and then slowed for 15 seconds. The kids throw 4 items each over 6 seconds, each targeting a different enemy if possible.

V. Ulkoria's Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Spellcaster School
Slot 4: Defender of Waterdeep
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

What do you think about Ulkoria? 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!
July 31st, 2020
Idle Champion Spotlight: Omin Dran 
Posted in Idle Champions.

It's time for our newest Champion Spotlight! Today, we're previewing the release of Omin Dran, half-elf cleric of Tymora, and CEO of Acquisition's Incorporated. Read on to learn about this new and exciting Champion releasing next week in Ahghairon's Day!

Omin Dran is a the CEO and founding member of the Acquisitions Incorporated, played by Jerry Holkins. He joins his 'employees' from Acq Inc: Jim, Môrgæn, Rosie, K'thriss, Donaar, and Walnut.

I. Ominifus Hereward Dran



    Omin Dran built the organization called Acquisitions Incorporated to facilitate his quest to find his true sister, at least in part. Despite his unprecedented success in establishing the market for franchised adventuring across the Sword Coast and beyond, Omin's full measure eludes most people. He is known to be a worshiper of Tymora, ruthless in matters of business, feckless in matters of love, and hopeless in games of chance. He is often accused of being a Masked Lord of Waterdeep, though that would explain some things...

Omin is a Gold Find and Support Champion. He uses Champion of Tymora to buff adjacent allies and Contractual Obligations to increase Gold Find. When you want to add Omin to your formation, you can swap him with Nayeli (Slot 3).

II. Omin's Stats

Race: Half-Elf Alignment: Lawful Neutral
Class: Cleric Gender: Male
Age: 43 Affiliation: Acq Inc

STR: 16 DEX: 8 CON: 14
INT: 11 WIS: 18 CHA: 12

Eligible for Patrons: Vajra

III. Omin's Design

Omin's power comes from spreading Champion of Tymora to as many other Champions in the formation as possible. Using other Acq. Inc. or "C" Team members make this easier. Depending on the number of Champions of Tymora active and the specializations you pick, Shadow Council can be heavily buffed. Choose a specialization that is more challenging to effectively use results in a bigger bonus. Finally, Omin has an ability that increases gold find based on him being behind a big column in the formation.

Okay, now it's time to talk details...

IV. Omin's Abilities

Basic Attack

  • Appropriate Intervention — Omin smashes the nearest enemy with his gigantic two-handed maul.

Formation Abilities

  • Shadow Council — Increases the damage of Champions adjacent to Omin by 100%
  • Champion of Tymora — Whenever Omin attacks he recruits all adjacent Champions to be Champions of Tymora for 3 seconds. Champions of Tymora have their damage increased by 100% and cause any other Champions adjacent to them to become a Champion of Tymora when they attack. The three second duration is reset if they are granted this ability again before it expires.
  • Contractual Obligations — Omin contracts the Champions in the column in front of him to fight on his behalf. Each time they attack they grant Omin one stack of Obligation Fulfilled. Once Omin reaches 100 stacks, he provides a 100% gold find buff for each Champion in the column in front of him, stacking multiplicatively. This effect lasts for 30 seconds.
  • Known Associates — The duration of Champion of Tymora is doubled on Champions with the Acquisitions Incorporated and/or The "C" Team affiliation.

Specializations

  • Long-Lost FriendsShadow Council now only applies to Champions who are not adjacent to Omin, and the effect is increased by 85% for each Champion affected by Champion of Tymora, stacking multiplicatively.
  • Close Allies — Increase the effect of Shadow Council by 100% for each Champion affected by Champion of Tymora, stacking multiplicatively.
  • AssassinShadow Council now only applies to Champions in the slot(s) furthest from Omin (following slot adjacencies, not as the bird flies), and the effect is increased by 125% for each Champion affected by Champion of Tymora, stacking multiplicatively.

Ultimate Ability

  • Spirit Guardian — Omin summons 15 Spirits to aid him in battle. They fly around the monster side of the screen in a random pattern and one explodes at random every 2 seconds, dealing damage in a large radius. While any of Spirits remain alive, the base duration of Champion of Tymora is increased to 6 seconds.

V. Omin's Equipment



Slot 1: Global DPS
Slot 2: Shadow Council
Slot 3: Champion of Tymora
Slot 4: Contractual Obligations
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

We're excited that the long-awaited CEO of Acq Inc is joining Idle Champions in the Champion capacity! We are excited to see how well he fits into the Idle Champions meta. If you have feedback, let us know in a Community Q&A or Champion feedback post on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!
July 13th, 2020
Idle Champion Spotlight: Beadle & Grimm 
Posted in Idle Champions.

It's time for the latest Champion Spotlight or should we say Spotlights? It's two-in-one with Beadle & Grimm making their debut in Midsummer 3!

Read on to find out how this dynamic duo swaps in and out to tag team crush their enemies...

I. Beadle & Grimm

Dungeons & Dragons Beadle & Grimm

    Beadle and Grimm have been best friends & adventuring partners their entire lives. Together, they have faced the most dangerous foes their realm had to offer and built a respite alongside the frozen north's harsh realities: The Giant's Bane Tavern.

Beadle & Grimm are Support and DPS Champions able to swap places in the formation on demand. The longer that one is in the formation, the more powerful the other becomes when swapped in. When you want to add Beadle & Grimm to your formation, you can swap them with Delina (Slot 8).

II. Beadle & Grimm's Stats

Beadle

Race: Dwarf Alignment: True Neutral
Class: Rogue/Wizard Gender: Male
Age: 91 Affiliation: none

STR: 13 DEX: 17 CON: 12
INT: 16 WIS: 10 CHA: 8

Role: Support, Gold

Grimm

Race: Human Alignment: Chaotic Good
Class: Barbarian Gender: Male
Age: 26 Affiliation: none

STR: 18 DEX: 12 CON: 16
INT: 12 WIS: 9 CHA: 14

Role: DPS, Support

Eligible for Patrons: Mirt the Moneylender, Vajra Safahr, Strahd von Zarovich. Read on to understand how!


Dungeons & Dragons Beadle and Grimm

III. Beadle & Grimm's Design

We were elated to collaborate with Matthew Lillard and Bill Rehor on bringing Beadle and Grimm to Idle Champions. We've interacted with the crew from Beadle & Grimm's at multiple D&D events, and we fell in love with the story that their company was named after their home group's D&D Characters!

When we reached out to them to discuss their characters a bit more, we learned about many of their past exploits, including the tavern they created together: The Giant's Bane Tavern. At some point during the discussion, we decided to challenge ourselves with the design of this pair: what would it mean to have a tag-team set of Champions in one Champion slot?

We started with the idea that their shared Ultimate Attack, Tag Team, would swap Beadle for Grimm and vice versa. That ability (and its name), gave us a north star to look to during design. In every aspect of their character (where possible), they are working together.

Beadle & Grimm have all the advantages of two sets of stats and alignments, but none of the disadvantages, which is why their Inseparable ability allows both of them to be eligible for an adventure, variant, or Patron even if only one of them qualifies!

We are very excited to see what opportunities this opens up for players...

IV. Beadle & Grimm's Abilities

Basic Attack

Their normal attack changes based on who is currently in play.
  • Magic Wand (Beadle) — Beadle bonks a random enemy with a wand (dealing half damage). This unleashes two magic missiles that fly out and hit two other random enemies for full damage.
  • Giant's Bane (Grimm) — Grimm cleaves through the nearest enemies with his two enormous greatswords.

Formation Abilities

  • Get Buff — Beadle and Grimm increase the damage of themselves or the Champions around them.
    • Beadle Increase the damage of Champions within 2 slots of himself by 100%.
    • Grimm Increase the damage of Grimm by 100% for each Barbarian in the formation, stacking multiplicatively.
  • Special Order — Beadle and Grimm provide a utility to help the party.
    • Beadle Whenever Beadle damages an enemy that is not at full health, that enemy will drop 25% more gold when it is killed. Does not stack.
    • Grimm Enemies damaged by Grimm take 25% more damage until they are killed (except from ultimates). Can stack additively up to 10 times on a single enemy.
  • Long Rest — While Beadle is active, Grimm's buff increases by 1 stack every 10 seconds. While Grimm is active, Beadle's buff increases by 1 stack every 10 seconds. When a Champion swaps out using their Tag Team ultimate, their stacks are reset, and while they're in-play their stacks reduce by 1 every 10 seconds. Stacks are additive.
    • Beadle — Increase the effect of Beadle's Get Buff by 10% per stack.
    • Grimm — Increase the effect of Grimm's Special Order by 10% per stack.
  • Inseparable — Beadle and Grimm are so inseparable that if either one qualifies for an adventure restriction based on their tags, ages, ability scores, then both can be used.

Beadle's Specializations

  • As Quick As Me — Increase the effect of Beadle's Get Buff by 100% for each Champion with a DEX score of 17 or higher, stacking multiplicatively and then applying to Get Buff multiplicatively
  • As Clever As Me — Increase the effect of Beadle's Get Buff by 100% for each Champion with an INT score of 16 or higher, stacking multiplicatively and then applying to Get Buff multiplicatively.

Grimm's Specializations

  • Chip Away — Increases the effect of Grimm's Special Order by 100% (up to 50% per stack)
  • Strongman Contest — Grimm's Get Buff now also adds a stack for any Champion with a STR score of 18 or higher.

Ultimate Ability

  • Tag Team — Their ultimate attack changes based on who is currently in-play.
    • Beadle — Grimm leaps into the fray, smashing a random enemy and all nearby enemies before leaping back into the formation while Beadle teleports into the shadows to recover.
    • Grimm — Beadle teleports into the center of the battle and explodes with arcane magic, damaging and stunning all enemies. He then slips quietly back into the formation as Beadle leaps away for a brief rest.

V. Beadle & Grimm's Equipment

Slot 1: Self DPS buff
Slot 2: Global DPS buff
Slot 3: Get Buff buff
Slot 4: Special Order buff
Slot 5: Long Rest buff
Slot 6: Ultimate Damage buff

VI. Conclusion

What do you think about Beadle & Grimm? 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!
June 19th, 2020
Idle Champion Spotlight: Freely 
Posted in Idle Champions.

It's time for the latest Idle Champion Spotlight, and this time around we're talking about a well-traveled Gold Find and Support Champion!

And did we mention that this lucky halfling directly increases your Divine Favor as well?

Read on and learn all about Freely...

I. Lucky Halfling



    Freely has traveled across multiple Planes, but he has always had his luck to keep him safe. Even an unfortunate detour into being trapped as an Illithid ultimately led him into the company of his new friends, Beyond Heroes! Armed with the magic in his blood, and the Faith that flows through his sword, he always seeks to destroy evil wherever he can sense it. Freely prefers to act first and think later, since hey, things always tend to work out for him anyway, right?

Freely is a Gold Find and Support Champion. He increases your divine favor directly with his Adventurous Tale ability. When you want to add Freely to your formation, you can swap him with Minsc (Slot 7).

II. Freely's Stats

Race: Halfling Alignment: Neutral Good
Class: Bard/Warlock Gender: Male
Age: 42 Affiliation: none

STR: 13 DEX: 17 CON: 10
INT: 8 WIS: 10 CHA: 16

Eligible for Patrons: Mirt

III. Freely's Design

We had the great fortune to cross paths with B. Dave Walters while participating in the D&D Live events over the last few years. As we grew to know B. Dave better, we learned that in addition to playing Freely on Beyond Heroes and Silver & Steel, he's also the writer for A Darkened Wish, an awesome human (and an awesome vampire), and just an all-around cool creator in the D&D Community. We knew we wanted to work with him, and in early 2019 we talked to him about bringing Freely to the game.

(Side note: we know what you're thinking. Yes, it really can take well over a year for everything to line up behind the scenes to introduce a new Champion to the game. We actually already have nearly all of our Champions locked in through 2021...)

When we sat down to start working with B. Dave on Freely, it was immediately apparent that even though all Halflings are lucky, Freely has a special connection to Yondalla, the creator of the halfling pantheon and the halfling race itself. Yondalla offers protection to all halflings in the form of incredible luck, and when it comes to Freely, his unique Luck of Yondalla ability is core to his design.

Luck of Yondalla grants Freely and his allies chances to have enemies drop more gold (Requisition), to reduce their attack cooldowns (Follow-Through), to increase the damage enemies take (Opportunity), and to stun enemies (Stagger). This is further boosted by his Unlucky For Them ability, which increases the effect of Luck of Yondalla for each enemy affected by it.

When Freely is in your formation, An Adventurous Tale increases the amount of Divine Favor you collect when you reset (Complete Adventure) based on the number of areas you've cleared during that adventure.

Finally, Freely uses Cutting Words to distract enemies when he is within three slots of a Tank Champion who is under attack, increasing the Overwhelm of the Tank Champion.

Okay, now it's time to talk details...

IV.Freely's Abilities

Basic Attack

  • Eldritch Blast — A beam of aquamarine crackling energy streaks towards a random enemy.

Formation Abilities

  • Luck of Yondalla — Freely, and any allies granted this ability through his specializations, have the Luck of Yondalla backing them up. Whenever they attack, one of the following Lucky Breaks occurs completely at random, affecting all enemies hit by the attack. Each Lucky Break can be applied on each enemy once for each Champion with Luck of Yondalla. Each application lasts for 15 seconds, so even if 10 Champions are attacking a single enemy with Luck of Yondalla, the actual Lucky Break applications on the enemy will vary over time.


    • Requisition — Target will drop 10% more gold when they are killed, stacking multiplicatively. This Lucky Break can be buffed by equipment and feats.
    • Follow-Through — Any Champion who attacks this enemy has their next base attack's cooldown decreased by 0.1 sec for each application of this Lucky Break on the enemy. This Lucky Break is never buffed.
    • Opportunity — The targeted enemy takes 100% more damage from all attacks, inclusive, stacks multiplicatively.
    • Stagger — Target has a 2% chance to be stunned for 1 second when they are attacked by any Champion, stacking additively.This Lucky Break is never buffed.
  • Unlucky For Them — The total effect of Luck of Yondalla: Opportunity is increased by 100% on enemies affected by it. This buff applies once to the total value of the applications.
  • An Adventurous Tale — If Freely is in your formation when you complete an area for the first time, he keeps track of it for future tales. When you reset your adventure, you'll collect an additional .01% of Divine Favor for each area Freely tracked, stacking additively but applying multiplicatively. Freely does not have to be in your formation when you reset to gain the additional Divine Favor, but he does need to be in your formation when you complete an area to increase his bonus. The bonus resets when you complete your adventure. This ability is buffed by feats and equipment.
  • Cutting Words — Freely distracts enemies if he is within 3 slots of a Tank Champion who is under attack by at least 1 enemy, increasing the overwhelm point of such Champions by 5. This ability is not buffed.

Specializations

  • Trust in Law — Grants Luck of Yondalla to all Lawful Champions in your formation. Affected Champions now cause Lucky Breaks whenever they attack.
  • Value Neutrality — Grants Luck of Yondalla to Neutral Champions (on the Lawful/Neutral/Chaotic scale) in your formation. Affected Champions now cause Lucky Breaks whenever they attack.
  • Always Expect Chaos — Grants Luck of Yondalla to Chaotic Champions in your formation. Affected Champions now cause Lucky Breaks whenever they attack.

Ultimate Ability

  • I Will Not Deafen — Freely grabs his sword and launches himself toward an enemy, showering green and red lightning in his wake until he smashes into his opponent for massive damage. It also applies all four Lucky Breaks on that enemy or any they didn't already have.

V. Freely's Equipment



Slot 1: Global DPS
Slot 2: Luck of Yondalla: Requisition
Slot 3: Unlucky For Them
Slot 4: An Adventurous Tale
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

Freely is an interesting Champion, and we are excited to see how well he fits into the Idle Champions meta with his Divine Favor Buff. 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!
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