Gold teams
Make gold into armor, damage and more gold, with the Merchant heroes.
Most teams should spend everything they earn, but the Merchant class turns a full purse into strength. A gold team is especially useful when you don’t expect many more Shops and your gold has nowhere else to go.
Earning more
- Peddler earns 3 gold with its first damaging attack each battle, and more for kills at level 3.
- Bounty Hunter earns 2 gold each time its attack kills an enemy.
- Moneylender earns 1 gold per 10 gold you hold after each win, and 1 gold per heal at level 3.
Spending it in battle
- Guildmaster gains 1 armor per 10 gold at the start of battle. At level 3, Midas Shield pays 8 gold to survive a killing blow, every time.
- Bounty Hunter gains +1 attack damage per 15 gold at level 3.
- Sellsword pays 1 gold per round for +1 power at level 3, but has a 3 gold fee after every battle.
- Alchemist pays 2 gold for 4 damage to the back enemy each turn, and 10 gold at level 3 to hold the strongest enemy.
Best champions
- Orrin is the obvious fit, with interest on wins and armor at 25, 50 and 75 gold.
- Seo earns extra gold from every enemy death, and saves on rerolls.
How to use it
Decide how much to keep. Several of these effects work in steps. Guildmaster’s armor rises every 10 gold, and Bounty Hunter’s damage every 15, so being just over a threshold is better than being just under it.
Some heroes spend while others save. Alchemist and Sellsword use up the gold that Guildmaster and Bounty Hunter want to keep. Decide what your team needs most rather than fielding all of them.
Look at your route. If there’s a Shop ahead, copies of your core heroes are usually a better buy than a slightly bigger purse. This plan really shines late in a run, when there’s less left to buy.
Watch out for thieves. Goblin Looters and Tax Collectors can steal your gold during a fight. Kill them to get it back.