Rabbi, the Gambling Hunter

Stacona·3/9/2017, 7:46:47 PM·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 Yamada3/10/2017, 8:48:54 AM1 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.