Rabbi, the Gambling Hunter

Stacona··1 votes·520 views

Rabbi [rab - bee] is a male fox, remember this is a fictional world so he is 127 cm tall when standing on his back paws and switches between walking like a man and running on all fours when he really wants to run fast. Speaking of running fast, casinos do not like people that always win at everything because they want to make money themselves and Rabbi he is so skilled at the games he wins constantly. This not only gets Rabbi banned from every casino he goes to, but he became so famous that a lot of casinos ban him before he even walks into the place for the first time!

The thing is Rabbi also gets bored when he doesn't get challenged, so he takes his gambling and steps it up a notch. So he went down to Zaun to get himself some special dice with some pretty intense technology and forbidden magic inside. Yes, these are a type of hextech dice. These special dice act like bullets for his duo-rapid shooters (essentially a type of sub machine gun), and they are not so straight forward as you may assume because they do something random and spontaneous with every cube, which is what brings about Rabbi's excitement to kill more!

So Rabbi set out from being a casino game gambler to a bounty hunter. He will take on any task by anyone as long as the price is right, his skills do not come cheaply and must be willing to fork a lot of dough to get the best of the best. He does not care who wins and who dies, as long he gets the cash and challenge that he is looking for, his morals are pretty much gone at this point and would kill his own family if he got paid enough, well if he still had a family that is.


Rabbi is a marksman and one that is very RNG heavy and gets massive payout for when it occurs!


Basic Attack Range: 575 units
Base Attack Speed: 0.690 +4% per level
Movement: 325 units per second

Luck of the Die (Passive):
Rabbi's basic attacks do 1 of 1(+5 per 100% critical strike chance) different things when they occur:

  1. Gains 10%(+100% per 100% critical strike chance) bonus movement speed for 1 second.
  2. Attack speed doubles for 1(+3 per 100% critical strike chance) attacks. Additionally attack speed cap doubles upon reaching level 16.
  3. Heals for 20%(+80% per 100% critical strike chance) of pre-mitigated damage dealt.
  4. Deals true damage.
  5. Deals 20% of the target's maximum health as bonus physical damage on-hit.
  6. Gains 1 second of invulnerability.

Double Down (Q): Cooldown: 20/16/12/8/4 seconds; Range: 800 units
Rabbi fires two attacks at the same time in the target direction hitting the first enemy struck. Each attack critically strikes separately and has their own dice roll.

Double Down can be cast with All or Nothing, but if one attack rolls a 0 then both attacks become 0s.

Scurrying on the Outskirts (W): Cooldown: 30/27/24/21/18 seconds; Range: 1000 units
Rabbi runs on all fours over 1 second in the target direction, if he collides with terrain this cooldown is reduced to one-third.

Rabbi gains 25/30/35/40/45% bonus attack speed for 5 seconds afterwards.

Double Down and High Stakes Hunter can be cast during Scurrying on the Outskirts.

All or Nothing (E): Cooldown: 10 seconds
Rabbi's next basic attack will either roll a 0 or a 7, Rabbi has a 20/30/40/50/60% chance of rolling a 7:

0... Attack does nothing.
7... Gain the effects of 1, 2, 3, 4, 5, and 6.

High Stakes Hunter (R): Cooldown: 110/70/30 seconds [starts after the 5th shot]; Range: 1200 units
Passive: Kills or assists on enemy champions, structures, or epic monsters refunds 33/66/99% of Scurrying on the Outskirts' cooldown.

Active: Rabbi fires a shot in the target direction, up to a maximum of 5, each dealing 20/30/40(+15/20/25%AD) physical damage to enemies they pass through and marking them for 2 seconds. Marked enemies take double damage than the last shot, up to a maximum of 320/480/640(+240/320/400%AD) physical damage in a single shot.


4 Comments

Chembaron Yamada1 votes

Champion design: While I get the general idea of having a gambler marksman, Twisted Fate already represents that theme pretty much in my opinion. And having him shoot with die is.... strange, to say the least. And I don't understand why you made him a humanoid fox with lore connections to Zaun. It doesn't really fit the world of league of legends. A champion design should be coherent, there should be a reason why you chose a fox for him.... not just for the sake of having a furry champion in the game.

Kit design: Too strong, without a doubt. At least in late game that champion would totally destroy everything else. The only way to balance that out is to give that champion a fix attack speed like Jhin. Attack speed can be increased up to 2,5 attacks per second, with your passive, the downside would be incredibly small while the upsides are just overbearing.

The passive effects in general are too strong, especially with your E in mind. The downside of the E is just losing 1 AA (when you can get 2,5 AA's in 1 second.... that's not that much of a sacrifice), now look at the upsides of this AA if you are lucky in late game:

5.0 attack speed for 2 seconds (in these 2 seconds you can do 10 auto attacks!!) 1 second of 100% increased movement speed and invisibility 625% true damage (5.0 * 1.25) heals for 100% of the damage dealt.

You will basically oneshot a target with auto attack and then use your 5.0 attack speed to kill their entire team in these 2 seconds. Sorry, but how the kit is right now, it is just way too strong. I can't see this working out.

Stacona1 votes

He went to Zaun to get essentially illegal black market weaponry, he doesn't live there ever, just a place to go to get what he wanted out of his visit there. So his time in Zaun is very, very brief and is there to explain how he got his hextech guns and ammo rather than he just gets them somehow.

Fixed attack speeds is bad game design, impossible to balance for the game, and involves a double ammo system which makes no sense since attack speed is the ammo system already (Jhin needs a rework for his ultimate and passive, and a range reduction to his W to be not insane - if his W range was his ultimate it be different, but its not.)


Going to do the changes to the kit, check them out, it gives him back normal crits and separates the dice rolling effect and crit chance. Also removes the ability to one-shot for the damage roll and turns into its intended purpose which is hit harder, but especially hit tanks harder with a % max health effect - true damage shot reduced to normal damage so that its specially is only about hurting tanks and doesn't deal anymore damage to squishies than a normal attack would (they don't build armour).

Chembaron Yamada2 votes

Still no explanation why you chose a furry as character design for your concept. What exactly is his species and its background?

The closest we have to that right now is Rengar, but he is from the jungle and seperated from human society. While it seems that your champion has strong ties with human society since he is a gambler in casinos. Other champions like Nasus (being an ascended Shuriman) or Kindred (mystical figure of death) have an explanation. So I just ask what is the background for your character, why does it have to be a furry?


Fixed attack speed is not bad game design in my opinion. Tbh, I think Jhin is one of the best designed marksmen of them all. He is strong, sure, but imbalancable? Not really. He has several levers built in his kit to balance him like crit scalings, attack speed scalings, his fixed attack speed and many more. And you should keep in mind: even when Jhin is strong, many players consider him WAY more fair to play against than other marksmen. His ammo system shows clear windows of power and weakness, he is highly skillshot reliant (the 2 skills you mentioned for "needing a rework") while these skillshots are also able to be bodyblocked. And he is extremely immobile.

Meanwhile I can almost guarantee you that your champion concept would create an aweful ammount of frustration to play against. People already hate the fate that Tryndamere is relying on luck in early game because of his crit passive and that it is really hard to calculate your chances of winning against him. Your concept is all about dealing insane ammounts of damage based on pure luck. The fight can be in my favor the whole time, but that guy just has 1 lucky roll and that turns the whole fight in his favor.

Stacona1 votes

He is just a fox, a fox that can talk and walk on two legs, but still just a pure fox. The explanation is that it is a magical world and anything can be in it, worlds are big places ya know.

Jhin is the most broken champion in the game right now, same with Yasuo and Caitlyn. Very imbalanced and absolutely no fairness to play against. His 4th shot does a billion fucking damage, and even if it doesn't kill you outright at 60% health he gains Annie's attack speed until he can attack again, that is no where near balanced - it is balanced if the damage is halved and he stuns himself for 5 seconds. And then Jhin's ultimate is even worse, maybe if it had no CC to it then it wouldn't be so bad, or if it did no damage - either cc or damage but both is overloaded and severely broken - W just has too much range for a basic ability.


There is a rush and excitement with playing with luck, if anything the Japanese would love this champion. I also did remove any chance of the champion one-shotting as well.

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