CThe Dealer
Wheel and Deal Active
Swing a mace to deal 225 (+25% Max Health, +200% Attack, +150% Magic) damage and Stun for 3 seconds. Every 4 casts, create a random item.

Hero
Tier S
Vanguard
The Dealer
S tier on patch 0.5.12
Player tier lists for Red Rift rate Niklas the top front liner, able to hold a line alone from rank B on The Executive, and his runs are won more often than almost any other hero's, though less so on SSS difficulty.
Picked at rank B and locked for the run. The order weighs what each one does for this hero in the comps that win, not the ability on its own.
Tiers are reviewed by hand after each patch (latest: 0.5.12), weighing the runs players share, most of them in Red Rift, the comps that clear the high difficulties, current player tier lists and recent balance changes. All 25 heroes side by side are on the hero tier list.
Niklas eats an item every time he survives a fight, keeping half its stats permanently and refunding most of its value in Shards. He is an economy engine with an extra item slot to feed it, and the only hero whose build is meant to be rebuilt: buy cheap items to consume, not expensive ones to keep.
Red Hot Deals always consumes the leftmost item, so the order of his slots decides what Niklas gives up after each fight he survives. The share of stats he absorbs is 50% plus 25% per rank; until 0.5.4 it was a flat 100%. The spare slot that comes with the passive is recent too. It arrived in 0.5.3, the patch that cut The Executive from two extra slots to one, so an Executive Niklas still carries two more slots than a standard hero.
Only stats are absorbed, which makes plain stat items the tidiest fodder: a Hammer is 25 Attack with no effect attached. Item Windfall supplies three random common items, and Item Bazaar takes 2 Shards off every item, which lowers the cost of keeping that slot full.
Two numbers in his kit count equipped items: the Rush (14) Burn on Red Hot Deals, 1 plus 1 per 500 Max HP for each item, and the Shields from The Executive. Every meal leaves a slot empty until it is refilled, and the three specs deal with that in different ways.
A hero climbs C → B → A → S — 3 upgrades in all. Every stat rises at the same rate on every hero, with one exception: the primary stat of the class rises three to four times faster. For Niklas that stat is Health.
| Stats | Per rank | C → S |
|---|---|---|
| Healthprimary | +25% | +75% |
| Defence | +8 | +24 |
| Attack | +6 | +18 |
| Magic | +6 | +18 |
| Attack speed | +5 | +15 |
| Crit | +4 | +12 |
| Mana regen | +1 | +3 |
Health rises as a percentage of base health; every other stat is a flat addition. The specialization is chosen at rank B, and the class modifier pools open at A and S.
Niklas has an extra item slot. When he survives combat, consume the item in his leftmost item slot to permanently gain 50 (+25 per Rank)% of its stats and Shards equal to 80% of its value. For Rush (14), auto attacks inflict 1 (+1 per 500 Max Health) Burn per equipped item.
A hero unlocks one of these at rank B. The choice is locked for the run, and it decides which role the hero ends up playing.
Swing a mace to deal 225 (+25% Max Health, +200% Attack, +150% Magic) damage and Stun for 3 seconds. Every 4 casts, create a random item.
+2 item slots
Gain an item slot. For Rush (15), gain 33% Max Health Shields per equipped item.
Extra classes it can gain: Tank
Gain the Tank class and 30 Defense.
For Rush (20), whenever a
Vanguard or
Tank is auto attacked they deal 1 damage to the attacker per Shard generated this game. Backup.
Picked at rank A and again at rank S. Drawn from the shared pool for the hero class, so two heroes of the same class compete for the same upgrades.
Rush abilities last 3 seconds longer. Backup.
After Stall (10, Stall 20, Stall 30, Stall 40, and Stall 50): Taunt all enemies.
At start of combat, give this Hero and adjacent Heroes 25% Max Health Max HP.
The first time each combat this Hero goes below 50% Max HP, they gain 50% Max Health Shields and deal 50% Max Health damage to adjacent enemies.
Vanguards gain 13 (+10 per Rank) HP/S. Backup.
Each second, deal 3% Max Health damage to adjacent enemies.
On Rush trigger, gain 100 Max HP, 12 Attack, and 10 Attack Speed.
For Rush (12), gain +100% Max HP.
On auto attack or when auto attacked, inflict 1 (+1 per 800 Max Health) Burn on the enemy (Max: 7).
Vanguards gain 50 (+50 per Rank) Attack. Backup.
At start of combat, inflict 30 (+1 per 50 Max Health) Burn on all enemies.
On auto attack or when auto attacked, if the enemy has Burn gain 1 HP/S.
Whenever a
Vanguard auto attacks or is auto attacked, they gain 25 Shields. Backup.
Gain 1000 Max HP and 20 Omnivamp.
At start of combat, give all Heroes in the front 2 rows 66% Max Health Shields.