Merchant

Ranged - Carry, Support, Nuker, Jungler

Overview

18 + 1.50
19 + 2.20
15 + 1.20
46 - 56
285
4.00

Rivalry

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.


Thrown Dagger

Throws a dagger at target enemy, which deals damage and applies a damage over time debuff, while buffing Merchant with evasion.


Greed

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.



Escalating Odds

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.



Bio

Gold is the lifeblood of the Merchant, using money like nobody else to gain a quick advantage against his opponents. Quickly dispatching of creatures and creeps for extra gold, he can very easily acquire enough wealth to take over the game, disposing of this unwealthy foes with a fatal escalation of the odds.

Stats

25
15
1
Level
1,280
980
560
Hit Points
591
447
235
Mana
98 - 108
76 - 86
46 - 56
Damage
12.50
9.00
4.00
Armour
 
1800 / 800
Sight Range
400
Attack Range

Abilities

Rivalry

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.

Cooldown Cooldown: 90 / 70 / 50 / 30


ABILITY: unit target
AFFECTS: heroes
GOLD COST: 100
GOLD GAIN: 400

Thrown Dagger

Throws a dagger at target enemy, which deals damage and applies a damage over time debuff, while buffing Merchant with evasion.

Mana Cost Mana Cost: 80 / 95 / 110 / 125
Cooldown Cooldown: 15 / 13 / 11 / 9


ABILITY: unit target
AFFECTS: enemy units
DAMAGE TYPE: physical
DAMAGE PER SECOND: 20 / 30 / 40 / 50
DURATION: 4
EVASION: 12% / 24% / 36% / 48%
CAST RANGE: 400 / 500 / 600 / 700
DAMAGE: 95 / 135 / 175 / 215

Greed

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.

Mana Cost Mana Cost: 100
Cooldown Cooldown: 30


ABILITY: unit target
AFFECTS: enemy heroes
SLOW DURATION: 2.5 / 3 / 3.5 / 4
GOLD LOSS PER SECOND: 10 / 15 / 20 / 25
TOTAL GOLD LOSS: 25 / 45 / 70 / 100
LUCK CHANCE: 4% / 6% / 8% / 10%
LUCK BONUS GOLD: 100
GOLD AS SLOW: 10%

Escalating Odds

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.

Mana Cost Mana Cost: 150 / 125 / 100

ABILITY: unit target
AFFECTS: enemy heroes
DAMAGE TYPE: magical
GOLD AS DAMAGE: 50%
GOLD AS CORRUPTION: 8% / 6% / 4%
DAMAGE CAP: 2000