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Restless Gambler

Based on Kinji Hakari (Jujutsu Kaisen). Free. It launched as an Early Access character and is now open to everyone.
Full100 HPIdle Death GambleAdded V1.00
Restless Gambler in Jujutsu Shenanigans

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 window0.6s
    No 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.

    Damage7.5Cooldown12s
    BlockableInterruptibleHits 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 cooldowns
    BlockableInterruptibleHits 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.

    Damage8Cooldown15s
    BlockableInterruptibleCan'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 bounceCooldown15s
    InterruptibleHits 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.

    Damage12.5Cooldown14s
    UnblockableInterruptibleHits ragdolled targetsMelee
  • Rough EnergyAIR VARIANT

    In the air, you hover briefly and stomp the ground, creating a shockwave that launches targets upward.

    Damage8Cooldown14s
    360° 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.

    Damage16Cooldown14s
    UnblockableInterruptibleHits 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 dropkickCooldown23s
    BlockableInterruptibleCan'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 cooldowns
    Semi-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 cooldowns
    UnblockableInterruptibleHits 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 scenarios
    Uninterruptible
  • 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 passed
    UnblockableUninterruptibleHits 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.

    Cooldown8s
    Interruptible
  • 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 hitCooldown10s
    Semi-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 throwCooldown15s
    UnblockableInterruptibleHits 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 hitCooldown20s
    UnblockableProjectile 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 hitCooldown25s
    UnblockableInterruptibleHits 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-killCooldown15s
    BlockableInterruptibleCan't hit ragdolled targetsProjectile
  • Lucky VolleyMove 1

    Finisher: the final swipe sends the target flying in the blink of an eye.

    DamageInsta-killCooldown10s
    Semi-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 punchCooldown15s
    UnblockableInterruptibleHits 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

BBase moves 1–4 add up to 43 damage over 64 s of cooldown (0.67 damage per cooldown second, with 100 HP). How the tier list works →

More full characters

Jujutsu Shenanigans guides

All 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.