Ranged - Carry, Support, Nuker, Jungler
Merchant places a bet on a target hero. If the hero survives until the spell cools down, Merchant gains gold. If the hero dies, nothing happens.
Throws a dagger at target enemy, which deals damage and applies a damage over time debuff, while buffing Merchant with evasion.
ACTIVE: Slows an enemy hero based on their gold. The target loses gold over the duration.
PASSIVE: Grants Merchant a chance to get lucky, instantly killing a creep he's attacking, and gaining bonus gold.
After a 3 second delay, deals magical damage to the target hero equal to a percentage of Merchant’s current gold. If the target has more gold than Merchant, the spell fails. The spell's cooldown is relative to Merchant’s gold on cast, and is unaffected by cooldown reduction.
Merchant places a bet on a target hero. If the hero survives until the spell cools down, Merchant gains gold. If the hero dies, nothing happens.
Throws a dagger at target enemy, which deals damage and applies a damage over time debuff, while buffing Merchant with evasion.
ACTIVE: Slows an enemy hero based on their gold. The target loses gold over the duration.
PASSIVE: Grants Merchant a chance to get lucky, instantly killing a creep he's attacking, and gaining bonus gold.
After a 3 second delay, deals magical damage to the target hero equal to a percentage of Merchant’s current gold. If the target has more gold than Merchant, the spell fails. The spell's cooldown is relative to Merchant’s gold on cast, and is unaffected by cooldown reduction.