Restless Gambler

Health
100
Special (R)
Door Guard
Cooldown 16s
Awakening (G)
Idle Death Gamble
Versions
V1.00
finished V1.15
Base moveset
- Door GuardSPECIAL
Raises two shutter doors as a counter: a melee hit makes you punch through and repel the enemy, while a bullet attack only shatters the doors.
Damage5 for melee, none if bulletCooldown16sCounter window0.6sNo Evasive - Reserve BallsMove 1
Flicks a steel ball up to 65 studs that stuns what it hits (a ragdoll if it traveled 15 studs or less) and can ricochet off surfaces.
Damage7.5Cooldown12sBlockableInterruptibleHits ragdolled targetsProjectile - Reserve BallsVARIANT
Using Shutter Doors during the windup makes the doors appear where the ball lands, and they bounce the enemy once the ball stuns them.
Damage7.5 for ball, 3 for doors, 2 per bounceCooldownPuts both moves on their usual cooldownsBlockableInterruptibleHits ragdolled targetsProjectile - Shutter DoorsMove 2
Summons doors that close on the enemy's torso from up to 25 studs away, stunning them in place and setting you to your 3rd M1.
Damage8Cooldown15sBlockableInterruptibleCan't hit ragdolled targetsProjectile - Shutter DoorsMISS VARIANT
If the doors miss, they stay for 7 seconds: you can bounce off them, and a ragdolled enemy that lands on them bounces three times.
Damage6, 2 per bounceCooldown15sInterruptibleHits ragdolled targetsProjectile - Rough EnergyMove 3
Winds up a strong cursed-energy punch that sends the enemy flying; its long windup and endlag make it punishable.
Damage12.5Cooldown14sUnblockableInterruptibleHits ragdolled targetsMelee - Rough EnergyAIR VARIANT
In the air, you hover briefly and stomp the ground, creating a shockwave that launches targets upward.
Damage8Cooldown14s360° blockableInterruptibleHits ragdolled targetsMelee - Rough EnergyHIGH AIR VARIANT
Used from above jump height (for example after bouncing on the doors), the air version becomes unblockable and its damage doubles.
Damage16Cooldown14sUnblockableInterruptibleHits ragdolled targetsMelee - Fever BreakerMove 4
A strong kick sends the enemy in front of two doors, then with bullet armor you dropkick them through the doors.
Damage15, 5 for kick, 10 for dropkickCooldown23sBlockableInterruptibleCan't hit ragdolled targetsMeleeProjectile i-frames - Fever CrushVARIANT · Fever Breaker
Using Shutter Doors during the windup holds the target in place with the doors while you hit an unblockable axe kick that crushes them.
Damage8 for doors, 12 for stompCooldownPuts both moves on their usual cooldownsSemi-blockableInterruptibleCan't hit ragdolled targetsMelee - Fever CrushRAGDOLL VARIANT · Fever Breaker
On a target that was ragdolled first, the stomp makes them bounce into the doors and shatter them; looking slightly away keeps the doors without changing the damage.
Damage24 for stomp (12 if doors are missed), 2 per bounceCooldownPuts both moves on their usual cooldownsUnblockableInterruptibleHits ragdolled targetsMelee
Idle Death Gamble · Awakening
- Idle Death GambleDOMAIN AWAKENING
Domain awakening: you gain total invincibility while the domain opens, then roll up to 4 Richii scenarios hoping for a Jackpot; you heal 15 HP.
Healing15 HPDuration80s, yet breaks after 4 scenariosUninterruptible - RenewalOther
Inside the domain, pressing Reserve Balls again within 8 seconds of the ball landing rewinds to that moment and undoes the damage you took.
EffectRewinds back to when Reserve Ball landed, reverting any damage taken in the time that passedUnblockableUninterruptibleHits ragdolled targets
Jackpot · Awakening
- JackpotTRUE AWAKENING
True awakening: after a Jackpot you get infinite cursed energy for 100 seconds, or 50 seconds if it came from the pity roll on the 4th scenario.
HealingNo immediate healingDuration100s (50s if obtained on the 4th scenario)Uninterruptible - JackpotPASSIVE
The Jackpot state sharply speeds up passive healing at the cost of the Awakening bar, and refunds some meter when it ends.
EffectGreatly increases passive healing at the expense of the Awakening Bar, and refunds Awakening meter when back to base - RhythmSPECIAL
You dance to gain a stackable permanent speed boost to moves and special, and cooldowns finish 0.6 seconds faster; being interrupted gives nothing.
Cooldown8sInterruptible - Lucky VolleyMove 1
A flurry of punches you can move during, ending in an unblockable swipe that launches the enemy.
Damage28.7, 20.7 for barrage, 8 for last hitCooldown10sSemi-blockableInterruptibleHits ragdolled targetsMelee - Lucky RushdownMove 2
A long forward run: on contact you grab the enemy by the leg, drag them along the floor and throw them.
Damage24, 14 for grab, 10 for throwCooldown15sUnblockableInterruptibleHits ragdolled targetsNo lock-onMelee - Overwhelming LuckMove 3
With bullet i-frames you rush forward with a heavy strike, a kick, three punches and a double palm that tosses the enemy; hits suspend the target and block their ragdoll cancel.
Damage40, 10 for first hit, 5 per kick/punch (20 total), 10 for last hitCooldown20sUnblockableProjectile i-framesHits ragdolled targetsNo lock-onMelee - Energy SurgeMove 4
A short dash with a heavy punch that sends the target skyward, followed by a kick; the first hit can reach several people but only one gets the follow-up.
Damage20, 10 per hitCooldown25sUnblockableInterruptibleHits ragdolled targetsMelee
Finishers
Finishers are the kill animations a move plays when it lands the last hit; the numbers are the wiki's.
- Shutter DoorsMove 2
Finisher: the doors close fully on the target, triggering the kill; Reserve Balls and Fever Breaker variants end the same way.
DamageInsta-killCooldown15sBlockableInterruptibleCan't hit ragdolled targetsProjectile - Lucky VolleyMove 1
Finisher: the final swipe sends the target flying in the blink of an eye.
DamageInsta-killCooldown10sSemi-blockableInterruptibleHits ragdolled targetsMelee - Lucky RushdownMove 2
Finisher: you drag the target along the ground, throw them into the air and leap after them for a punch.
Damage10 for midair punchCooldown15sUnblockableInterruptibleHits ragdolled targetsNo lock-onMelee
Restless Gambler combos
- BaseDamage64.5
3 M1s Uppercut + Shutter Doors + M1 Uppercut + Fever Breaker + Rough Energy (Air) + Reserve Balls + Downslam
You can uppercut into Shutter Doors without triggering its bounce variant by surfing or good timing; turning around before Fever Breaker's dropkick lets Rough Energy land and sets up a downslam with Reserve Balls.
- BaseDamage64
3 M1s Uppercut + Fever Crush + Downslam + Rough Energy + Reserve Balls
- BaseDamage68.5
3 M1s Uppercut + Fever Breaker + Reserve Balls (Variant) + 3 M1s Downslam + Rough Energy
Each bounce from Reserve Balls' variant can line up an M1 if you jump, leading to a downslam into Rough Energy.
- True AwakeningDamage192.7
3 M1s Uppercut + Lucky Volley + 3 M1s Uppercut + Energy Surge + Lucky Rushdown
Flicking the camera before Lucky Volley's last hit gives an easy M1 reset, especially after a few uses of Rhythm.
Combos as the wiki's community lists them (move names in English, as in the game). We have not tested them.
Pros and cons
Pros
- Easy-to-learn combos for beginners and casual players.
- Reserve Balls' variant is a safe and rewarding neutral poke, while Fever Crush can force out evasives fairly consistently.
- A long Awakening that can be chained several times, with fast regeneration, a strong special and fast attacks that are hard to avoid.
Cons
- The block-breakers in base are slow and punishable, with little reward.
- Sometimes lacks general use: attacks like Reserve Balls' variant mostly catch opponents by surprise.
- The Jackpot depends on RNG, so it is not guaranteed.
About Restless Gambler
Kinji Hakari's kit, Restless Gambler, launched in Early Access and is now free for everyone. It has 100 HP and sits in tier B on the site's list at 0.672 damage per second of cooldown.
Door Guard (16s) is a counter with a 0.6 second window that punches through a melee hit for 5. Reserve Balls (7.5, 12s) stuns at range, Shutter Doors (8, 15s) pins the target, Rough Energy (12.5, 14s) is the heavy punch and Fever Breaker (15, 23s) is the long-cooldown fourth move. Using one move during another's windup creates variants, such as Fever Crush, whose stomp reaches 24 on a target that was ragdolled first.
Idle Death Gamble heals 15 HP and rolls up to four scenarios for a Jackpot. Land one and you get infinite cursed energy for 100 seconds (50 if it came from the fourth-scenario pity roll), plus a Rhythm dance that speeds up your moves. The true awakening brings Lucky Volley (28.7, 10s), Overwhelming Luck (40, 20s) and Energy Surge (20, 25s); the longest listed combo, in the true awakening, reaches 192.7.
Two caveats from the wiki: the base block-breakers are slow and punishable with little reward, and the Jackpot depends on RNG, so it is never guaranteed.
Where it sits in our tier list
More full characters
Jujutsu Shenanigans guides
Frequently asked questions
How do you unlock Restless Gambler in Jujutsu Shenanigans?
Free. It launched as an Early Access character and is now open to everyone.
What is Restless Gambler's awakening?
Idle Death Gamble. Awakening swaps the four moves for Lucky Volley, Lucky Rushdown, Overwhelming Luck, Energy Surge; the awakening itself lists healing 15 HP, duration 80s, yet breaks after 4 scenarios.
How much health does Restless Gambler have?
The wiki lists 100 HP. Most characters have 100; lower health usually comes with stronger tools.
Data taken from the Jujutsu Shenanigans Wiki (CC BY-SA), organized with AI assistance; nothing here is tested in the game; wiki read on 2026-10-24.






