Abilities

Chaining Token Toss for a guaranteed combo stun of 1.6 seconds (and probably more with the chance to refund)



Casting Searing Cards multiple times in a row for absurdly high damage (in the late game, this can be to the tune of 1000+ damage to every target hit)



Casting Gambler's Fortune multiple times to fully heal yourself and possibly your teammates depending on how lucky you get

A single target, short duration stun. Token Toss only lasts for 0.8 seconds, making it the weakest stun in the game. By itself, it's not a very good ability, but with a lot of luck it can turn into a chain stun that lasts longer than any other stun in the game. I usually put 1 point into Token Toss before level 6, but don't level it again until level 12. Token Toss has a unique perk in that it gives you a tiny gold bonus when it hits. It's not a lot, but it's a kind of cool effect. It certainly isn't effective for farming, but it fits with the casino theme.An AoE combo nuke and DoT that hits every enemy within a decently sized radius around Bandit.0. Half of the damage of this ability is done up front, and the other half over the course of the next few seconds. Searing Cards is Bandit.0's primary source of damage, and should be maxed first unless you're taking a lot of damage. It's also his primary farming tool and it lets him clear jungle camps and brawler waves with ease.A single target heal and movespeed buff. While it doesn't have the same healing potential as Lady Tinder's Tinder Touch, with lots of refunds it can bring you or an ally up to full HP from almost nothing. It has a relatively long casting time as far as spells of its caliber go, so it's not great for getting out of a pinch or chasing down enemies. When using it on yourself for its movespeed buff, try to cast it in advance so you're not vulnerable during the casting time. In lane, if you find yourself pressured and taking lots of damage, focus it over Searing Cards.Bandit.0's whole shtick. Double Down gives you a passive chance to refund the mana cost and cooldown of an ability. When activated, it doubles the chance of that happening, and it makes your next ability cast guaranteed to refund, but while Double Down's active is on cooldown, you won't get any passive refunds. Activating Double Down gives you tons of options, including but not limited to: