Description
The cap on how many champions you can field on the board at once. Champions sitting on the bench do not count toward it; only the ones standing on hexes do. Buying XP is the normal way to raise the cap, and the rule behind it is as plain as it gets: your level IS your cap. At level six you may field six champions, at level eight you may field eight, and level ten is the ceiling at ten. Each round hands you two experience for free, and four gold buys four more whenever you want it, so the cap climbs on its own and you decide how much to pay to make it climb faster. The game will not let you field more champions than the cap allows. Traits, items and augments can add to it on top of your level, and every slot they add is worth two things at once: another champion on the board, and another body counting toward trait breakpoints. A few effects push the other way. A champion can be built to take up two slots instead of one, so fielding it costs the room two ordinary champions would have used, and an effect can cut the cap deliberately in exchange for something else.
What enables Team Size (8)
Traits (2)
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Elder Dragon takes up 2 team slots and grants +2 to the Riftbeast trait.
Augments (3)
Prismatic (1)
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Cursed Crown Prismatic Gain +2 max team size and your team gains 4% Durability, but you take double player damage when you lose a player combat.
Gold (2)
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Solo Leveling Gold For the next 5 combats, your team size is 1, but the champion you field has massively increased stats. Gain 1 XP for every kill they get. Afterwards, gain 2 item components.
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The Golden Dragon Gold Gain a Mogul's Mail. Champions holding Mogul's Mail take up +1 team slot but gain 700 Health and 20% Durability. Mogul's Mail gives gold as well as combat power. Dragonlands Championship, 2022
Tactician items (3)
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Your team gains +1 maximum team size. 10% chance to drop 1 gold after 10 seconds of combat. ...and a bit of Luck.
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Your team gains +1 maximum team size. 10% chance to drop 1 gold when you win combat. ...the Heart of a hero...
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Your team gains +1 maximum team size. 10% chance to drop 1 gold when the holder dies. Imbued with a Philosopher's wisdom...
See also
Frequently asked questions
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What is the maximum team size, and how do I raise it?
Your level is your board cap: at level six you field six champions, and ten is the top level, so ten from level alone. Only champions on the board count — the bench is storage. Each round hands you 2 experience free, and 4 gold buys 4 more, so the cap climbs on its own and you can pay to climb faster. Some traits and items add slots on top of your level, so a board can pass ten.
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"How many units" — do you mean my board cap, the copies for a star-up, or the shared pool?
Three numbers hide in that question. Your board cap is your level — ten from level alone, more with granted slots. A star-up needs three copies of the same champion at the same star, so nine copies make a three-star. The shop pool is shared by everyone in the lobby, and cheap champions have far more copies in it than expensive ones. Only the first number is team size.
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Do effects that grant an extra team slot stack, and does the extra champion count for traits?
Slot grants are worded as "+1" or "+2 maximum team size", so they add on top of your level and the level cap does not limit them. Several different sources can be active at once: a trait breakpoint, more than one slot-granting item, and an augment. Each extra slot is an ordinary board slot — the champion in it fights, holds items, and counts toward breakpoints. Whether every combination stacks is not documented.
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What happens if my team size cap drops while champions are already on the board?
Yes, a cap can drop. One augment cuts your team size to a single champion for several combats in exchange for a big stat boost, and a granted slot disappears when the trait breakpoint, item or augment behind it does. You can never field more champions than the cap allows, so the extras sit out until the cap returns or your level rises. Re-check your board after any cap change — a champion left off it loses you the round.
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Can one champion take up more than one team slot?
Yes. One five-cost champion always takes two team slots instead of one, so fielding it costs the room two ordinary champions would use — heavy at low levels, lighter near the cap. It is inherent to that champion, not something you build. It also counts as two toward its own origin trait, so here slot cost and trait count move together, though they remain separate properties.
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Why did a champion move onto my board on its own?
When your cap is higher than the number of champions you are fielding, the game can place a champion from your bench onto the board for you, filling the free slot. Treat it as a convenience, not advice — the champion it picks and the hex it lands on are often wrong. Your cap rises on a level-up, and also when a trait breakpoint, item or augment grants a slot, so check your positioning after any cap change.
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Should I always fill every slot I have?
Usually yes — an empty slot is free damage and a free body toward trait breakpoints. It is not a law, though: one augment deliberately drops your team size to a single champion and pays for it with a huge stat boost, and one slot-granting augment charges you double player damage when you lose. The real trap is buying levels just to own slots, since experience costs gold you could spend on champion copies.
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Can I hit a trait breakpoint that needs more champions than my cap allows?
Not from level alone: a breakpoint needing nine champions is out of reach while your cap is eight. Two things get you there early. Some traits and items grant extra team slots, raising the cap itself. And some champions count twice toward a trait, though one of those also takes two team slots. An emblem does neither: it gives a trait to the champion holding it, raising the count without adding a body.