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June 26th
Idle Champions: Vecna: Eve of Ruin Part 2 
Posted in Idle Champions.

The Champions' adventure across the multiverse to stop Emperor Vecna continues! The next piece of the Rod of Seven Parts is lost in the Astral Sea - and with the help of the Wizards Three, the Champions are sent to the floating corpse of a long-dead god. There, the Champions discover a crashed Spelljammer ship and some of the surviving crew. Could this be where the next piece of the Rod is? Time to find out!

Note: You will need to have completed the previous two Vecna: Eve of Ruin adventures, A Tale of Two Vecnas and The Wizards Three, in order to access these new adventures.

Dungeons & Dragons Turn of Fortune's Wheel Variants

Havock's Zenith

Investigate a cult of Vecna in the Neverdeath Graveyard!

Dungeons & Dragons Astral Sea

The Wizards Three have located the next piece of the Rod of Seven Parts. Far, far away in the Astral Sea floats the corpse of a long-dead god Havock. The Wizards Three are sure the second piece of the rod is located somewhere around it. Using the portal in the Sanctum, the Champions travel to the corpse of Havock and quickly discover the debris of a crashed Spelljammer ship - the Lambent Zenith. Could this ship have the piece of the rod?

    Variant

    Swords at the Ready - Venture into the Astral Sea supporting your best fighter.
    • You may not use Champions with the DPS role unless they have the Fighter class.
    • The Book of Tarchamus joins the formation.
    • Good Champions next to the Book aren't revived and don't heal when changing areas.
    • Complete area 550

The Heart of Havock

Join forces with the Wizards Three and venture into the Underdark!

Dungeons & Dragons Hertilod

The Champions trek across the horrifying corpse of Havock, ready to search the other two sections of the Lambent Zenith. Along the way, Blooshi meets a representative of her new patron - Alvina! The prismatic tressym tells her that The Kitten Lord has taken up her patronage, and the group is just THRILLED (not really) that Alvina is with them. Eventually, they meet with the captain of the Lambent Zenith and learn the location of the piece of the Rod of Seven Parts. But, in order to get there, they'll have to face off against the gruesome Hertilod!

    Variant

    The Messenger of the Kitten Lord - Break the second ward, find the vault, and try not to get distracted by the CUTENESS!
    • Alvina joins the formation.
    • Champions adjacent to Alvina have their base attack cooldowns doubled due to the distracting cuteness, unless they are Tabaxi.
    • 1-2 Wild Dogs spawn with each wave. They don't drop gold nor count towards quest progress.
    • Complete area 600

We would love to hear about your experiences in the Astral Sea! Join our community and start a conversation:
May 31st
Idle Champion Spotlight: Duke Ravengard 
Posted in Idle Champions.

"My duty is first and foremost to the city and its people."

As a lifelong soldier of the Flaming Fist and now the Grand Duke of Baldur's Gate, Ulder Ravengard has spent his whole life serving and protecting the city. He struggles to remain committed to his ideals, even as devilish creatures seek to undermine all that he has achieved.

I. Duke Ravengard



    Ulder Ravengard is the leader of the Flaming Fist and the Grand Duke of Baldur's Gate. His primary concerns are the stability and prosperity of Baldur’s Gate, and he's been a voice of reason and common sense among the ruling council. In recent years, he has been a target of fiendish plots in unsuccessful attempts to take over the city.

Duke Ravengard is a Support Champion who bolsters those who also use Melee base attacks. The more melee attacks, the stronger his buffs become! His buffs are further increased in an area when any Melee Champion scores a critical hit. Once unlocked, he will bring his sword to your battle from seat 8 opposite Delina.

II. Duke Ravengard's Stats

Race: Human Alignment: Lawful Neutral
Gender: Male Pronouns: He/Him
Age: 53 Affiliation: None Class: Fighter

STR: 17 DEX: 14 CON: 16
INT: 11 WIS: 10 CHA: 17

Role: Support

Eligible for Patrons: Vajra, Zariel, Elminster (available until June 5th, 2027)

Seat: 8 (Delina)




III. Duke Ravengard's Abilities

Basic Attack

Duke Ravengard has two basic attacks, the first is his normal attack and the second is when he chooses the Lead The Charge specialization.

  • Duke's Longsword - Duke Ravengard attacks the closest enemy for one hit with his longsword.
  • Duke's Longsword (after picking the Lead the Charge specialization) - Duke Ravengard attacks the closest enemy for one hit with his longsword. If he scores a critical hit, he follows-up by smashing the enemy with his shield, knocking them back a short distance.

Passive Abilities

  • Critical Hit - Duke Ravengard's base chance to Critical Hit is 20%.

Formation Abilities

  • Marshal of the Flaming Fist - Duke Ravengard gains a Command stack for each Champion with a melee base attack in the formation (including himself). Each stack increases the damage of these Champions by 400%, stacking multiplicatively.
  • Position of Power - Duke Ravengard increases the effect of the outgoing positional formation abilities of all Champions with a melee base attack by 25% for each Command stack he has, stacking additively.
  • Critical Teamwork - Whenever a Champion with a melee base attack gets a critical hit, increase the effect of Marshal of the Flaming Fist by 50% and additively increase the odds of all Champions in the formation getting critical hits by 1%. Both effects stack up to 50 times and reset when changing areas.

Specializations

  • Lead The Charge - When Duke Ravengard gets a critical hit, he follows up by bashing the enemy with his shield, knocking it back a short distance. When this occurs, all melee Champions adjacent to Duke Ravengard have their base attack cooldowns immediately reset.
  • Strength of Baldur's Gate - Champions with a melee base attack have their crit chance additively increased by 20% and crit damage increased by 1000%.
  • Legacy of Ravengard - If Wyll is in the formation, anyone affected by Wyll's Folk Hero benefit gains an additional stack, but the maximum remains at 4 stacks.

Ultimate Ability

  • Fire Shield - Duke Ravengard's magical armor ignites in flames, surrounding him in a flickering aura of magical hot flame for 20 seconds. For the duration, his attacks deal an additional 25 seconds of BUD-based damage and any enemy that makes a melee attack against the formation suffers 25 seconds of BUD-based damage as well.

IV. Duke Ravengard's Epic Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Marshal of the Flaming Fist
Slot 4: Critical Teamwork
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

V. Duke Ravengard's Achievement and Adventure Variants

Achievement:

  • A Critical Task - Score 10,000 Critical Hits while Duke Ravengard is in the formation.

Adventure Variants:

Might of Melee - Attempt to calm down a very angry bronze dragon with the Grand Duke Ulder Ravengard!
  • Duke Ravengard starts in the formation. He can be moved, but not removed.
  • You may only use Champions with a melee base attack.
  • Getting to know Duke Ravengard: As an experienced Soldier, Duke Ravengard understands melee combat. Use Champions with Melee attacks to make the most of his buffs!
  • Area Goals:
    • Tier 1: Complete Area 75.
    • Tier 2: Complete Area 250.
    • Tier 3: Complete Area 600.
    • Tier 4: Complete Area 1200.

Critical Combat - Attempt to calm down a very angry bronze dragon while optimizing your chance to score a critical hit!
  • Duke Ravengard starts in the formation. He can be moved, but not removed.
  • You may only use Champions with a melee base attack.
  • At the start of each area, all Champions have their damage reduced to 1 until someone in the formation scores a critical hit. Every 200 areas, the number of critical hits required to remove this damage reduction debuff is increased by 1.
  • Getting to know Duke Ravengard: Duke Ravengard's buffs grow more potent as your Champions score critical hits. Use Champions with improved critical hit chances to make the most of this!
  • Area Goals:
    • Tier 1: Complete Area 125.
    • Tier 2: Complete Area 350.
    • Tier 3: Complete Area 800.
    • Tier 4: Complete Area 1400.

That's a Whole Lot of Goblins - Attempt to calm down a very angry bronze dragon while facing down hordes of goblins!
  • Duke Ravengard starts in the formation. He can be moved, but not removed.
  • Duke Ravengard's Ultimate starts unlocked and the cooldown is reduced by 75%.
  • You may only use Champions with a melee base attack.
  • In the first wave of each non-boss area, there is a 20% chance that 30 goblins immediately spawn. These goblins do not drop gold or count toward quest progress.
  • Getting to know Duke Ravengard: When facing a lot of enemies at one time, Duke Ravengard's Fire Shield ultimate can help even the score!
  • Area Goals:
    • Tier 1: Complete Area 175.
    • Tier 2: Complete Area 450.
    • Tier 3: Complete Area 1000.
    • Tier 4: Complete Area 1600.

VI. Conclusion

Have you enjoyed how much Duke Ravengard supports a formation filled with melee masters? Let us know about your epic adventures:
May 29th
Idle Champions: May 29th Adventure Variants 
Posted in Idle Champions.

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

Adventure Variants

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


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

Grand Tour of the Sword Coast Adventure Variants

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


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


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

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


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


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

The Wild Beyond the Witchlight Adventure Variants

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


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


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

The Light of Xaryxis Adventure Variants

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

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


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

The Turn of Fortune's Wheel Adventure Variants

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


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


Champion Search

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

See the in-game Change Log for more information!

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



May 22nd
Idle Champions: Vecna: Eve of Ruin 
Posted in Idle Champions.

Today begins your adventure across the Multiverse! Vecna: Eve of Ruin is our newest campaign based on the tabletop adventure that was released in local game stores earlier this week! This first part introduces our cast of Champions as they investigate strange happenings in the graveyards of Neverwinter and come face to face with Emperor Vecna!

Read on to learn more about these adventures as well as Tier 1 Blessings!

Note: To access the Vecna: Eve of Ruin campaign, you have to have completed at least 100 adventures or variants in other campaigns.

Dungeons & Dragons Turn of Fortune's Wheel Variants

A Tale of Two Vecnas

Investigate a cult of Vecna in the Neverdeath Graveyard!

Dungeons & Dragons The Witch and the Wyrmling

Neverwinter has called for aid and the Champions have answered. Reya, Blooshi, Sgt. Knox, and Astarion make their way through the city streets to meet with Lord Neverember himself, who has an important quest for them. People have started going missing throughout the city, and they believe it is connected to rumors of a cult hiding out in Neverdeath Graveyard. But what they find within the tombs may be the greatest threat our multiverse has ever faced...

    Variant

    Stench of Death - Investigate a cult of Vecna with heroes that have a strong stomach!
    • 1-2 Emperor Vecna Cultists spawn with each wave. They don't drop gold nor count towards quest progress.
    • You may only use Champions with a Constitution of 16 or higher.
    • Complete area 450

The Wizards Three

Join forces with the Wizards Three and venture into the Underdark!

Dungeons & Dragons Green Slaad

The threat to the multiverse is revealed, but all hope is not lost. With the help of the Wizards Three and Kaz, a plan is made to search for the pieces of the fabled Rod of Seven Parts, which have been lost to the ages. Luckily for the Champions, Mordenkainen knows the location of the first piece. Deep below the Sword Coast, in the caverns of the Underdark, a cult of Lolth unknowingly has a piece of the Rod of Seven Parts. The Champions must brave the darkness and face down the terrifying Spiderdragon to claim their prize!

    Variant

    Mordenkainen's Moment - Join forces with Mordenkainen of the Wizards Three and venture into the Underdark!
    • Mordenkainen joins the formation.
    • You may only place champions with Magic base attacks next to Mordenkainen.
    • Complete area 500

Vecna: Eve of Ruin Tier 1 Blessings

  • Awfully Lawfully - Local: Increase the damage of all Lawful Champions by 100%.
  • The Secret To Spoils - Local: Increase your gold find by 8.33% for each piece of epic or better gear on Champions in your formation, stacking additively.
  • Not an Afterthought - Local: Increase the damage of all Champions whose base attack is melee by 100%.
  • The Rod of Seven Parts - Global: Increase the damage of all Champions by 100% for each piece of the Rod of Seven Parts you have collected.


We would love to hear about your experiences in the Outlands! Join our community and start a conversation:
April 26th
Idle Champion Spotlight: Diana 
Posted in Idle Champions.

"There must be something we can do!"

With gold medals in gymnastic competitions and an outstanding horseback rider, Diana has plenty of agility and strength. These skills served her well as she traveled across the magical and dangerous world of Dungeons & Dragons! She's brimming with confidence and bravery, and is always ready to help when her friends are in need.

I. Diana



    Diana was already a formidable gymnast when she and her friends were transported to the magical world of Dungeons & Dragons. Diana wields her Javelin Staff with determination and courage, harnessing its potent magic to triumph over countless obstacles. The confidence of this outspoken athlete propels her friends forward in their quest to return home.

Diana is a Support and Speed Champion who comes from the Dungeons & Dragons Cartoon from the 1980s. Diana’s flexible support ability provides the choice to buff Dexterous champions, young Champions, or Champions with low ability score totals. She also speeds up your progress by increasing the transition speed between areas. Once unlocked, she's a quick swap with Makos in seat 9!

Check out our Champion Spotlight Video embedded below for a quick overview of Diana's abilities, and read on to get all of the details!

II. Diana's Stats

Race: Human Alignment: Lawful Good
Gender: Female Pronouns: She/Her
Age: 14 Affiliation: Saturday Morning Squad Class: Monk

STR: 12 DEX: 16 CON: 12
INT: 11 WIS: 13 CHA: 11

Role: Support, Speed

Eligible for Patrons: Mirt, Elminster (available until May 1st 2027)

Slot: 9 (Makos)




III. Diana's Abilities

Basic Attack

  • Javelin Staff - Diana swings her staff at a random enemy.

Formation Abilities

  • Javelin Staff - Diana's base attack, Javelin Staff, knocks around enemies she hits based on where she is positioned in her column in the formation.
    Projectiles:
    • Top of Column: Knock back and towards the top of the screen a short distance; the enemy targets the nearest Champion after being knocked back.
    • Single Slot Column: Knock back a medium distance.
    • Middle of Column: Knock towards the formation a short distance.
  • We'll Be Right Back - Diana increases the speed of area transitions by 50%.
  • Electrum Chest Scavenger - Diana can help scavenge up to (20 + 0.5/day) additional Electrum Chests when killing bosses. While this cap is not reached, Diana has a 0.5% chance of scavenging 1 Electrum Chest each time a boss is defeated. The cap increases by 0.5 every day.

Specializations

Diana's first Specialization determines which Champions she supports.
  • Inspire: Acrobatic Assault - Diana increases the damage of all Champions with a DEX of 15 or higher by 100%.
  • Inspire: Modest Might - Diana increases the damage of all Champions with a total ability score of 78 or less by 100%.
  • Inspire: Fledgling Fury - Diana increases the damage of all Champions that are 20 years old or younger by 100%.
Diana's second Specialization determines how Diana prefers to build the rest of the formation.
  • Ensemble Cast - Diana increases the effect of her Inspire specialization choice by 100% for each Champion it affects, stacking multiplicatively.
  • Spotlight Episode - Diana increases the effect of her Inspire specialization choice by 140% for each Champion it does NOT affect, stacking multiplicatively.

Ultimate Ability

  • Javelin Staff Throw - Diana throws her staff, which spins and bounces around the battlefield hitting up to 10 random enemies, dealing ultimate damage and stunning each of them for 5 seconds. If there are less than 10 enemies, the staff can hit each enemy multiple times.

IV. Diana's Epic Equipment



Slot 1: Global DPS
Slot 2: We'll Be Right Back
Slot 3: Inspire Specializations
Slot 4: Ensemble Cast and Spotlight Episode
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

V. Diana's Adventure Variants

Acrobat! - Stop the Modron March from crushing Waterdeep under its mechanical heel with Diana!
  • Diana starts in the formation. She can be moved but not removed.
  • You may only use Champions that have a Dexterity of 15 or higher, an age of 20 or less, or total ability scores of 78 or less.
  • Getting to know Diana: Diana's first specialization selects the types of Champions she buffs. Choose the buff that is best for your formation!
  • Area Goals:
    • Tier 1: Complete Area 75.
    • Tier 2: Complete Area 250.
    • Tier 3: Complete Area 600.
    • Tier 4: Complete Area 1200.

Child of the Stargazer - Stop the Modron March from crushing Waterdeep while protecting Kosar!
  • Diana starts in the formation. She can be moved but not removed.
  • Kosar joins the formation.
  • If Kosar is defeated, you automatically fail the area.
  • Kosar cheers on Diana, reducing her base attack cooldown by 50%.
  • Getting to know Diana: Diana can use her Javelin staff to push monsters around. Can you figure out how to best protect Kosar?
  • Area Goals:
    • Tier 1: Complete Area 125.
    • Tier 2: Complete Area 350.
    • Tier 3: Complete Area 800.
    • Tier 4: Complete Area 1400.

Not That Guy Again! - Stop the Modron March from crushing Waterdeep under the command of Venger!
  • Diana starts in the formation. She can be moved but not removed.
  • Excluding Diana, only the youngest Champion, the most Dexterous Champion, and the Champion with the lowest total stats can deal damage. Diana can also deal damage.
  • At the start of each Boss area, Venger arrives on his nightmare as an additional boss that must be defeated.
  • Getting to know Diana: Depending on the supporting Champions in your formation, pick either Ensemble Cast or Spotlight Episode to really boost Diana's buffing power!
  • Area Goals:
    • Tier 1: Complete Area 175.
    • Tier 2: Complete Area 450.
    • Tier 3: Complete Area 1000.
    • Tier 4: Complete Area 1600.

VI. Conclusion

The Saturday Morning Squad now has their powerful acrobat in the party! How much have you valued having Diana in your formations? Let us know!
April 25th
Idle Champion Reintroduction Spotlight: Gromma 
Posted in Idle Champions.

We've learned a lot in the last seven years of creating Idle Champions, and the game has grown and changed quite a bit. But it's nice to know that even our oldest Champions are still doing good work in their formations. That doesn't mean they don't deserve a bit of a makeover, especially when we're talking about the second event Champion to arrive in the game! This versatile tortle has patiently waited for the youngin's to finish their fun, so now it's time to introduce the new and improved Gromma Nander!

I. Gromma



    Extremely elderly for a Tortle, Gromma Nander grew discontent with her secluded life after giving birth to her offspring. Once they were old enough to fend for themselves, she ventured back out into the world to learn as much as she could about the strange creatures that inhabit it. Gromma is a wise and inquisitive Tortle who is quick to friendship but slow to trust. She carries a pouch of smooth colored stones that she has collected on her journey and walks with the aid of a battle-worn spear.

Gromma is a DPS, Support and Tanking tortle who has learned how to be flexible enough to take on almost any role in the formation. She has a soft spot for "the youngins" and does her best to assist anyone younger. She's found a comfy spot in Seat 3 opposite Nayeli.

Check out our Champion Spotlight Video embedded below for a quick overview of Gromma's abilities, and read on to get all of the details!

II. Gromma's Stats

Race: Tortle Alignment: Lawful Neutral
Gender: Female Pronouns: She/Her
Age: 80 Affiliation: None Class: Druid (Circle of the Land)

STR: 14 DEX: 10 CON: 18
INT: 12 WIS: 17 CHA: 13

Role: DPS, Support, Tanking

Eligible for Patrons: Vajra, Zariel, Elminster (available until May 1st, 2027)

Seat: 3 (Nayeli)




III. Gromma's Abilities

Basic Attack

Gromma's normal attack can change based on her specialization. She starts with Slow and Steady and changes to Melf's Acid Arrow if the Melf's Acid Arrow specialization is chosen.
  • Slow and Steady (Melee) - Gromma Nander, moving faster than you would expect for an 80 year old Tortle, stabs the closest enemy with her spear.
  • Melf's Acid Arrow (Magic) - Gromma shoots a bolt of acid at the nearest target.

Formation Abilities

  • Hardened Shell - Gromma has a hardened shell, reducing effects of the Overwhelm debuff by 25%.
  • Grandmotherly Love - Gromma increases the damage of all other heroes proportional to their age. The buff starts applying to each Champion at 100%, and for every 10 years younger than 100 that Champion is, the buff on them is increased by 100%, stacking multiplicatively.
  • Ancient Heroism - Gromma increases the health of all other Champions by 25% of her max health.
  • Runnin' With The Youngin's - The effect of Grandmotherly Love is increased by 50% for each Champion in the formation younger than Gromma, stacking multiplicatively.

First Specializations

  • Circle of the Mountain - Gromma increases the damage of Neutral Champions (on the Good/Evil axis) by 5% for each enemy that has spawned and boss enrage stack in the current area, stacking multiplicatively and capping at 100.
  • Circle of the Arctic - Gromma now casts Sleet Storm on enemies she attacks, causing her targeted enemy, and all nearby enemies, to take 400% additional damage from all attacks.
  • Circle of the Swamp - Gromma's damage is increased by 400% of the highest Grandmotherly Love buff she's applying to another Champion in the formation.

Second Specializations

  • Stoneskin - Increase the effect of Hardened Shell by 100%. Enemies that attack Gromma are impaled by her spiked shell, instantly taking 10 seconds of BUD damage.
  • Entanglement - The effect of Gromma's chosen Circle specialization is increased by 100%, and enemies damaged by Gromma have their movement speed and attack speed halved.
  • Melf's Acid Arrow - Replaces Gromma's base attack with Melf's Acid Arrow, changing her into a magic attacker. After hitting its target (dealing damage) the arrow explodes, damaging its target (again) and all nearby enemies for an additional 5 seconds of BUD damage.

Ultimate Ability

  • Wall of Stone - A wall of stone bursts up out of the ground under a random enemy. The targeted enemy and any enemies in the column that the wall appears in take damage and are knocked backwards. The wall lasts for 15 seconds, and for that time enemies cannot pass it.

IV. Gromma's Epic Equipment



Slot 1: Runnin' With The Youngin's
Slot 2: Global Damage
Slot 3: Grandmotherly Love
Slot 4: Specializations
Slot 5: Ultimate Attack Damage
Slot 6: Ultimate Cooldown

V. Gromma's Achievement and Adventure Variants

Achievement:

  • How Do You Do, Fellow Kids! - Complete 1000 areas while Gromma's Runnin' With The Youngin's has 9 stacks.

Gromma's Adventure Variants:

Respectful Restraint -
  • Ultimate Attacks can not be used and any attacks with a cooldown of 5 seconds or less have an additional 3 second cooldown. These lengthened attacks don't do any additional damage due to their longer cooldown.
  • Area Goals:
    • Tier 1: Complete Area 75.
    • Tier 2: Complete Area 250.
    • Tier 3: Complete Area 600.
    • Tier 4: Complete Area 1200.

The Relentless Undead
  • Undead monsters have 2x as much health as normal and, when they take a killing blow, they are stunned for 10 seconds before coming back to life.
  • Area Goals:
    • Tier 1: Complete Area 125.
    • Tier 2: Complete Area 350.
    • Tier 3: Complete Area 800.
    • Tier 4: Complete Area 1400.

A Grand Nandventure
  • Gromma Nander starts in your formation and cannot be moved or removed. She has a 4x damage boost and her normal attack cooldown is reduced by 2 seconds.
  • Area Goals:
    • Tier 1: Complete Area 175.
    • Tier 2: Complete Area 450.
    • Tier 3: Complete Area 1000.
    • Tier 4: Complete Area 1600.

VI. Conclusion

How many different ways have you used this versatile tortle? Let us know in one of these places:
April 24th
Idle Champions: Turn of Fortune's Wheel Part 5 
Posted in Idle Champions.

This week the Turn of Fortune's Wheel campaign continues! Help a witch find her lost pet in The Witch and the Wyrmling and journey into a town of modrons in Inversion. After that, put your formations to the test with new Adventure Variants! This update also includes Tier 3 Blessings!

Read on to learn more about these adventures.

Note: You will need to have completed the previous two Turn of Fortune's Wheel adventures, Welcome to the Outlands and Crystalwork, in order to access these new adventures.

Dungeons & Dragons Turn of Fortune's Wheel Variants

The Witch and The Wyrmling

Assist a witch with a time dragon problem. Assist a time dragon with a witch problem.

Dungeons & Dragons The Witch and the Wyrmling

The Champions are adjusting to life on the Walking Castle as it makes its way towards Automata - their first gate-town stop. Along the way, they are visited by an ancient time dragon that seems to know all of them, and before they can ask too many questions, flies off into the Outlands. But things aren't quiet for too long because a witch on a flying broomstick crash lands in the castle next! She needs the Champions' help and they're ready for adventure!

    Variant

    The Lion, the Witch, and the Wyrmling - Assist a witch/time dragon problem with some Tabaxi help.
    • A global debuff is applied that increases monster health by 1000%, monster speed by 100%, and area requirements by 100%. This debuff stacks multiplicatively three times, with one stack being removed for each Tabaxi Champion in the formation.
    • Complete area 750

Inversion

Enter the town of modrons, with modrons on top of modrons.

Dungeons & Dragons Green Slaad

The Champions arrive in the gate-town of Automata - a town full of modrons! But, not all is well as they quickly realize that their multiversal glitch is not only noticeable by the modrons, it causes them to attack the Champions! Fighting their way through the town they find the entrance to the gate blocked, but a local in the government has offered to help in exchange for tracking down a thief. Now, the Champions must descend into the depths of Automata - a place called Inverse - and find the stolen goods!

    Variant

    Time Inversion - Enter the town of modrons, with a dragon by your side.
    • You may not use Chaotic champions.
    • Eonstaryx joins the formation. Champions next to Eonstaryx attack faster as their (normal) attack cooldown is 2 seconds faster, while everyone else has an attack cooldown that takes 10 seconds longer.
    • Complete area 800

Turn of Fortune's Wheel Tier 3 Blessings

  • Armor of Acheron - Local: Increase the health and healing received for Tanking Champions by 25% for each Champion with a Ranged base attack in the formation.
  • Heroes of Arcadia - Local: Increase the damage of Champions with total ability scores of 78 or higher by 50%.
  • It's Pandemonium! - Local: Increase the damage of all Chaotic Champions by 100%.
  • The Gift of Mechanus - Global: Increase Modron XP earned by 10%,


We would love to hear about your experiences in the Outlands! Join our community and start a conversation:
March 29th
Idle Champion Spotlight: Gale 
Posted in Idle Champions.

"Sounds like a recipe for disaster. But you know what? I'm learning to enjoy the taste of chaos. Count me in."

With a kind heart and a keen mind, Gale of Waterdeep is ready to support his friends with words that are both poetic and a bit pompous. This wizard has a great deal of talent, and even greater ambitions. However those brilliant aspirations once lead him to becoming lost to Mystra's graces and cursed with a time bomb in his chest. He hopes his new found friends can help him earn back his place, as well as prevent a magical cataclysm.

I. Gale



    Gale of Waterdeep was a prodigious archmage, his talents earning him the attention of Mystra, the goddess of magic. At her side, he learned all that mortals might accomplish with the Weave, in time earning his place as her lover, and her Chosen. And yet, he was not satisfied. In an attempt to prove he was ready for even greater power, he accidentally unleashed 'the orb' - a highly volatile fragment of pure Weave, corrupted by Netherese magic, which buried itself in his chest. Cast out by Mystra, humbled by his downfall, he does all he can to prevent the orb's cataclysmic detonation, watching for his chance to get back everything he lost, and more.

Gale is a support champion that buffs Champions in the two columns ahead of him and debuffs monsters the first time he attacks them. Gale's release is also when we will be releasing our latest Patron: Elminster! All of the details about Elminster as a Patron will be available in the Greengrass blog coming on April 3rd. Gale will have access to all of Elminster's Patron adventures and variants, and is ready to be unlocked in the first seat opposite Bruenor.

Check out our Champion Spotlight embedded below for a quick overview of Gale's abilities, and read on to get all of the details!

II. Gale

Race: Human Alignment: Neutral
Gender: Male Pronouns: He/Him
Age: 35 Affiliation: Absolute Adversaries Class: Wizard

STR: 8 DEX: 13 CON: 15
INT: 17 WIS: 10 CHA: 12

Role: Support

Eligible for Patrons: Vajra, Strahd, Elminster (always available)

Seat: 1 (Bruenor)


III. Gale's Abilities

Basic Attack

  • Fire Bolt - Gale deals 1 hit to a random enemy, prioritizing enemies that haven't been affected by Netherese Orb's debuff.

Passive Abilities

  • Ally of Elminster - As an Ally of Elminster, Gale can be used in any Elminster Patron adventure or variant, even if he would not normally be available to be used due to variant or patron restrictions.

Formation Abilities

  • Archmage's Insight - Gale increases the damage of Champions in the two columns in front of him by 100%.
  • Netherese Orb - The first time Gale damages any enemy, they take 1000% additional damage from all subsequent attacks.
  • An Experienced Sage - Gale increases the effect of Archmage's Insight by 10% for each Elminster Patron variant you have completed, stacking multiplicatively.

Specializations

The first specialization allows you to select Gale's school of magic.
  • Evocation - Gale's Fire Bolt deals damage to all enemies in a small area.
  • Abjuration - Attacks against Champions miss 50% of the time.
  • Enchantment - Increase Archmage's Insight's number of columns by one.
  • Illusion - Archmage's Insight now affects his column and the column behind, and enemies that attempt to choose Gale as a target instead choose to attack another Champion, assuming another valid target exists.
The second specialization determines how Gale's Netherese Orb will get more powerful.
  • Ceremorphosis - Your formation gains one Ceremorphosis stack due to the mind flayer tadpole in Gale's brain. Gale increases the damage of Netherese Orb by 100% for each Ceremorphosis stack, stacking multiplicatively.
  • Mystical Mentor - Gale increases the effect of Netherese Orb by 100% for each Champion in the formation with an Intelligence of 13 or higher, stacking multiplicatively.
  • Finite Fellowship - Gale increases the effect of Netherese Orb by 7.5% for each Champion you have unlocked that is not eligible for the current adventure, stacking multiplicatively.

Ultimate Ability

  • Gale's Gale - Gale casts Gust of Wind, knocking back all enemies a medium distance, deal 1 ultimate hit each, and slowing all monsters by 50% for 15 seconds.

IV. Gale's Epic Equipment



Slot 1: Global Damage
Slot 2: Archmage's Insight
Slot 3: Netherese Orb
Slot 4: An Experienced Sage
Slot 5: Ultimate Attack Damage
Slot 6: Ultimate Cooldown




V. Gale's Adventure Variants

One With the Weave - Defend Triboar from a Githyanki invasion with Gale!
  • Gale starts in the formation. He can't be moved or removed.
  • Only Gale and Champions buffed by Gale's Archmage's Insight can deal damage.
  • Getting to know Gale: Gale increases the damage of Champions in the two columns in front of him. You can customize how this works with a specialization choice!
  • Area Goals:
    • Tier 1: Complete Area 75.
    • Tier 2: Complete Area 250.
    • Tier 3: Complete Area 600.
    • Tier 4: Complete Area 1200.

Pawn to Cleric Four - Defend Triboar while being assisted by a limited number of allies.
  • Gale starts in the formation. He can be moved, but not removed.
  • You may only use Champions with an Intelligence of 13 or higher, Heroes of Baldur's Gate affiliation members, and/or Absolute Adversaries affiliation members.
  • Getting to know Gale: Gale's second specialization choice determines which heroes are best to solve the problem at hand.
  • Area Goals:
    • Tier 1: Complete Area 125.
    • Tier 2: Complete Area 350.
    • Tier 3: Complete Area 800.
    • Tier 4: Complete Area 1400.

Elminster's Errands - Defend Triboar from a Githyanki invasion with the Sage of Shadowdale!
  • Gale starts in the formation. He can be moved, but not removed.
  • Elminster joins the formation. He distracts adjacent Champions with his stories, increasing their normal attack cooldowns by 3 seconds.
  • You may only use the base 12 Core Champions and/or Champions that have been released in the last 3 years.
  • Getting to know Gale: Gale is always available for any of his Mentor's patron challenges, even if the restrictions would say otherwise. Gale's buffs further increase as you complete Elminster Patron variants!
  • Area Goals:
    • Tier 1: Complete Area 175.
    • Tier 2: Complete Area 450.
    • Tier 3: Complete Area 1000.
    • Tier 4: Complete Area 1600.

VI. Conclusion

Has Gale earned a prominent place in your formation? Let us know all about his magical might:
March 28th
Idle Champion Reintroduction Spotlight: Penelope 
Posted in Idle Champions.

"Won't you be my friend?"

The entire Heroes of the Planes affiliation have been a part of Idle Champions for quite a while now, including everyone's favorite friend in shrub form: Penelope! With the benefit of time, and now surrounded by all her Heroes companions, Penelope deserved a rework of her kit. Because while she might be everyone's friend, she's also ready to pack an earth filled punch to protect them! So let us introduce you to the new and improved Penelope Half-Pint!

I. Penelope



    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 who focuses on crowd control by slowing and debuffing enemies. She'll have her insect friends ready for when you swap her with Arkhan in seat 12.

Check out our Champion Spotlight Video embedded below for a quick overview of Penelope's abilities, and read on to get all of the details!

II. Penelope's Stats

Race: Halfling Alignment: Chaotic Good
Gender: Female Pronouns: She/Her
Age: 33 Affiliation: Heroes of the Planes Class: Druid (Circle of the Moon) / Warlock

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

Role: Support, Gold Find, Healing

Eligible for Patrons: Mirt, Vajra, Zariel, Elminster (available from April 3rd, 2024 until April 3rd, 2027)

Seat: 12 (Arkhan)


III. 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 500% additional damage against them.
  • Insect Plague - Upon entering an area, Penelope summons 4 medium-sized, randomly positioned Insect Swarms on the near 2/3rds of the battlefield. Enemies who are in a Swarm are slowed by 100% and are afflicted by the Have You Met My Friends debuff. The slow effect can stack multiplicatively if an enemy is inside multiple Swarms. Every second that one or more enemies are inside the swarm, the slow effect is additively reduced by 1%. When the slow effect reaches 40%, the swarm is dispersed and disappears.
  • Chwinga Mask - When any enemy enters one of Penelope's Insect Swarms, 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 until the party changes areas.
    • Healing Charm (Tank Champions) - Penelope heals affected Champions for 100 HP every second.
    • Tools for the Job Charm (Healing, Support, or Gold Find) - Penelope increases the damage of all Champions by 400% for each Champion affected by this charm. This effect stacks multiplicatively.
  • Story Time - Each time a Champion adjacent to Penelope attacks, add a stack of Story Time. The party's gold find is increased by 1% for each stack of Story Time, stacking additively. Story Time stacks are capped at 1,000,000,000. Whenever a boss enemy enters an Insect Swarm, the number of Story Time stacks are increased by 2.5%.

First Specializations

  • Keep Your Friends Close - Increases the effect of Have You Met My Friends by 150% for each Good Champion in the formation, stacking multiplicatively.
  • Keep Your Future Friends Closer - Increases the effect of Have You Met My Friends by 125% for each Evil Champion in the formation, stacking multiplicatively.
  • Everybody Gets To Be Friends - Increases the effect of Have You Met My Friends by 70% for each Champion in the formation, stacking multiplicatively.

Second Specializations

  • Fury of the Fireflies - Each time one of Penelope's Insect Swarms is dispersed, the effect of Chwinga Mask (both charms) is increased by 200%, stacking multiplicatively and resetting when you change areas.
  • Splitting The Hive - Each time one of Penelope's Insect Swarms is dispersed, another smaller swarm appears randomly (preferring to appear on an enemy if possible), damaging monsters in it for 15 seconds of BUD damage and slowing them using the same rules as the original Insect Plague. These smaller swarms do not spawn additional ones when they disperse.
  • Dance of the Ladybugs - Each time one of Penelope's Insect Swarms is dispersed, Penelope reduces the cooldown of all adjacent Champions ultimate abilities by 20% of its remaining cooldown.

Ultimate Ability

  • Erupting Earth - A fountain of churned earth and stone erupt in the enemies' path (centered on the nearest enemy), dealing area 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.

IV. Penelope's Epic Equipment



Slot 1: Global DPS
Slot 2: Have You Met My Friends
Slot 3: Chwinga Mask Healing Charm
Slot 4: Chwinga Mask Tools for the Job
Slot 5: Specializations
Slot 6: Ultimate Cooldown

V. Penelope's Achievement and Adventure Variants

Achievement:

  • Slow down a minute! - Slow the movement of 1,000 enemies with Penelope's difficult terrain from her Erupting Earth ultimate.

Adventure Variants:

Half-Empty Crypts - Half of the crypts are empty! We've interrupted some grave robbing!
  • A collection of Grave Robbers appear in each area. They don't drop gold, nor do they count towards quest progress. While one or more Grave Robber is alive, Undead Creatures move 100% faster and deal 200% additional damage.
  • Area Goals:
    • Tier 1: Complete Area 75.
    • Tier 2: Complete Area 250.
    • Tier 3: Complete Area 600.
    • Tier 4: Complete Area 1200.

Half-Full Outlook If we're going to make such a mess, let's clean up as we go!
  • In each wave, Awakened Cleaning Supplies spawn. Awakened Cleaning Supplies deal 200% additional damage and spawn with 4 hits-based health chunks. However, Penelope and her positive outlook can destroy each of these enemies with one hit. Penelope starts in the formation. She can be moved.
  • Area Goals:
    • Tier 1: Complete Area 125.
    • Tier 2: Complete Area 350.
    • Tier 3: Complete Area 800.
    • Tier 4: Complete Area 1400.

Half-Pint Friends
  • Penelope starts in the formation and can't be moved. Penelope's base attack cooldown is reduced by 2 seconds. Only Good champions can be used.
  • Area Goals:
    • Tier 1: Complete Area 175.
    • Tier 2: Complete Area 450.
    • Tier 3: Complete Area 1000.
    • Tier 4: Complete Area 1600.

VI. Conclusion

How many friends has Penelope made in your formations? Let us know:
March 27th
Idle Champions: Turn of Fortune's Wheel Part 4 
Posted in Idle Champions.

This week the Turn of Fortune's Wheel continues! Explore the Outlands in Welcome to the Outlands and defeat Dragonborn Glitch Strongheart in Crystalwork. After that, put your formations to the test with new Adventure Variants! Read on to learn more!

Note: You will need to have completed the previous two Turn of Fortune's Wheel adventures, The Fortune's Wheel and A Glitch in the Mortuary, in order to access these new adventures.

Dungeons & Dragons Turn of Fortune's Wheel Variants

Welcome to the Outlands

Begin to explore the Outlands, and find a walking castle!

Dungeons & Dragons Welcome to the Outlands

With the help of Mrs. Fox, you set off into the Outlands in search of information about the lost modron R04M! The Outlands is a disk-shaped plane home to the gate towns that connect to each of the Outer Planes. At the center of the Outlands sits the Spire, with Sigil floating above it. Near the Spire is where Mrs. Fox drops you off and it's time to start exploring from there. But, what's that in the distance? It looks like... a castle? Better check it out!

    Variant

    We've Got Swords and Flames - Begin to explore the Outlands, and find a walking castle and running enemies!
    • You may not use Champions with ranged (normal) attacks.
    • Each enemy wave that spawns increases the speed and damage of all enemies by 100%, stacking additively and reset with each area change.
    • Complete area 650

Crystalwork

Explore more of the Walking Castle and help get it moving again!

Dungeons & Dragons Dragonborn Glitch Strongheart

Another glitched Champion has appeared! Like our group of Champions, Strongheart has no memory of who he is - but he does have a sense of what he thinks is right! Unfortunately, that's not good news for the Champions and their new friend. In his new, shining, gold dragonborn form, Strongheart is threatening to undo the only lead you have for finding R04M - stop him before it's too late!

    Variant

    Lawfulwork - Explore more of the Walking Castle with some lawful Champions in a hurry.
    • You may only use Lawful Champions.
    • Champions' normal attack cooldown is increased by 2 seconds.
    • Complete area 700


We would love to hear about your experiences in the Outlands! Join our community and start a conversation:
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