Description
Consumables are objects you use once, and then they are gone.
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They are not a piece of equipment you leave on a champion. Three kinds turn up.
Item Reforger: It unequips all items and randomly transforms them into new ones of a similar type and quality. So an Emblem comes back as a different Emblem, not as something from another class.
Magnetic Remover: You use it on a champion to unequip all of that champion's items. It cannot be used on a champion that is already fighting.
Stat consumables: The jars, bags and sacks hand out a third kind. Each one gives a champion a permanent stat. The stat is one of these.
- Attack Damage or Attack Speed.
- Ability Power or Mana Regen.
- Armor and Magic Resist.
- Health.
Note: They sit on the item bench, but an effect that reads the bench does not have to count them. The augment that pays you for keeping your bench clear treats a bench holding nothing but consumables as empty.
What enables Consumables (20)
Augments that grant Consumables (9)
Prismatic (3)
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Min-Max Prismatic Gain a Golden Item Remover, 4 random components, and 4 gold.
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Radiant Relics Prismatic Choose 1 of 5 Radiant Items. Gain a Magnetic Remover.
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The Trait Tree+ Prismatic Gain 3 random Emblems, a Reforger, and 4 gold.
Gold (4)
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Big Grab Bag Gold Gain 3 random components, 2 gold, and 1 Reforger.
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Gain a Lucky Item Chest, a Magnetic Remover and 7 gold.
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Slammin' Gold Gain 3 gold. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
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Slammin'+ Gold Gain 4 gold and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
Silver (2)
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Branching Out+ Silver Gain a random Emblem and a Reforger.
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Recombobulator Silver Champions on your board permanently transform into random champions 1 cost tier higher (max 5). Gain 2 Magnetic Removers and 3 free rerolls.
Wisps that grant Consumables (11)
- Doodad Bag Other
Gain 2 consumables that give permanent Armor and Magic Resist or Health.
- Doodad Jar Other
Gain 1 consumable that gives permanent Armor and Magic Resist or Health.
- Doodad Sack Other
Gain 3 consumables that give permanent Armor and Magic Resist or Health.
- Early Fix Other
Gain 1 Item Reforger.
- Knick-Knack Bag Other
Gain 2 consumables that give permanent Attack Damage or Attack Speed.
- Knick-Knack Jar Other
Gain 1 consumable that gives permanent Attack Damage or Attack Speed.
- Knick-Knack Sack Other
Gain 3 consumables that give permanent Attack Damage or Attack Speed.
- Thingamajig Bag Other
Gain 2 consumables that give permanent Ability Power or Mana Regen.
- Thingamajig Jar Other
Gain 1 consumable that gives permanent Ability Power or Mana Regen.
- Thingamajig Sack Other
Gain 3 consumables that give permanent Ability Power or Mana Regen.
- True Friendship Gold & XP
Gain 2 gold and a Magnetic Remover. Your opponent gains 2 gold and a Magnetic Remover.
See also
Frequently asked questions
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Q1: What is a consumable, and how is it different from an item I put on a champion?
A consumable is used on a champion and then disappears. Equipment stays equipped and works every round.
Several kinds ship:
- One unequips everything on a champion.
- One is reusable without limit.
- One unequips and randomly rerolls those items.
- One creates an extra copy of a champion on your bench.
- One opens a tailored item armory.
- Another family grants a permanent stat.
They wait in your item inventory, never on a champion.
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Q2: Where do consumables come from — can I buy one?
Not directly.
The published availability lines say the removers and the reroller come from augments and loot orbs, not the shop.
The one thing you buy each round is the rightmost shop slot's offer:
- Planning phase only.
- One per round.
- Pricier as offers get stronger.
Some of those offers hand out consumables. So gold can reach them, but only through that slot, never as a shop item you pick up.
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Q3: I thought items stayed on a champion for good. Is taking them off real, and is it still in the game?
Yes, and it is current.
You cannot pull an equipped item off by hand. Removal comes from named effects:
- A consumable that unequips everything on one champion.
- A reusable version of the same thing.
- A consumable that unequips and rerolls.
- Simply selling the champion.
The items then return to your item inventory.
Note: The single-use remover carries its own restriction. It cannot be used on a board champion that is in combat.
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Q4: Does removing items work on a single component, or only on finished items?
Both.
The removal wording is "unequip all items", with no carve-out. A loose component sits in one of a champion's three item slots exactly like a finished item. So it comes off the same way.
The reroll consumable takes both too. It stays inside a category: a trait-granting item only ever becomes another trait-granting item.
Note: If nothing happened, the champion was on the board and in combat. That is where the single-use remover is blocked.
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Q5: What do I get back from the one that rerolls my items?
Each item is unequipped and randomly transformed into a new one of similar type and quality.
So you keep the same count and roughly the same power, rather than trading up. It stays inside a category: a trait-granting item only ever becomes another trait-granting item.
You get no pick. Unlike the consumable that opens a tailored armory to choose from, this one just rolls.
Note: Everything comes off the champion first, so re-equip afterwards.
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Q6: Can I use one in the middle of a fight?
Not on a board champion that is in combat. The single-use remover prints that limit itself.
Do it during the planning phase, or on a benched champion, which that wording does not cover.
The reroll consumable's tooltip carries no combat line. But a missing line is not a promise, so treat it the same way.
Note: Safest habit: free the items, re-equip them, then let the round start.
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Q7: Do the stat consumables stack, and does the stat stay after the round?
The stat stays. Whether it stacks is not documented.
The reward that hands them out calls the stat permanent, so it does not wash off when the round ends. Each one raises a stat on the champion you use it on.
They arrive in small batches, one to four at a time, from a single rightmost-shop-slot offer. Which stat family you get is fixed by that offer, not chosen freely.
Note: Whether several on one champion add up is not publicly documented. Assume nothing either way.
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Q8: If I sell a champion I fed stat consumables to, do I get the boost back?
Only the equipment comes back.
Selling a champion returns the items it was holding to your item inventory. A permanent stat gain is written onto the champion itself. No source I could reach says selling refunds it or hands it back. So treat it as leaving with the unit.
Note: Until that is documented, feed stat consumables only to a champion you mean to keep.
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Q9: Do consumables clog up my item inventory?
Yes. They sit in the item inventory and take a slot there, and that inventory holds up to twenty.
Do not count on copies collapsing into one slot. That is not documented.
The useful part: an augment that pays you for finishing combat with a clear item bench ignores consumables. So a bench holding only consumables counts as empty. There is no need to spend one just to tidy up.
Note: Using one frees its slot immediately.
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Q10: Is using a consumable ever the wrong move?
Yes.
The reroll one is a sideways trade. Your items become new ones of similar type and quality. So use it when your items are wrong for your board, not to fish for something stronger.
Unequipping before selling is wasted work. Selling already returns the items to your inventory.
Note: The single-use remover is blocked on a board champion in combat. Do your item shuffling during planning, not after the round starts.