- "Heh! Lookin' fer your little devil buddy? He stuck his nose a little too deep into this one, pal. Now scram, before I put you in the same world of hurt he's in! ... Well, don't go sayin' I never gave you a chance! HERE IT COMES!"
- —Rhino[src]
Rhino is a Science Champion. Being a Science Champion, he has a Class Bonus against Mystic Champions, but is weak to Skill Champions.
Bio[]
Aleksei Sytsevich's life changed the moment he stepped into an experimental suit — and became the rampaging Rhino! What he lacks in brainpower, he makes up in strength, speed, and a thick hide. And whatever you do, don't get him angry — or you'll end up on the wrong side of his razor-sharp horns!
Mechanics[]
Rhino’s updated kit now centers even more around his dash in and out playstyle. Dash in aggressively to build up Furys, inflict Debuffs to gain Physical Resistance, and deal a ton of damage with Trauma Debuffs. Play fast and aggressive to get the most out of this high-speed giant.
Stats[]
| Tier | Max Rating | Max Health | Max Attack |
|---|---|---|---|
| 517 | 1533 | 176 | |
| - | - | - | |
| 1378 | 6730 | 467 | |
| - | - | - | |
| 3462 | 16876 | 1171 | |
| 4938 | - | - | |
| 6986 | 33837 | 2346 | |
| 10690 | - | - | |
| 11920 | 57737 | 4004 | |
| 15150 | - | - |
Abilities[]
Always Active
- Rhino’s thick hide reduces the Ability Accuracy of incoming Bleed effects by 75%.
- Rhino gains no benefits from Critical Rating, and instead increases his personal Fury duration by up to 2 seconds based on Critical Rating bonuses. Max bonus gained at 5000 Critical Rating.
Physical Resistance – Max: 20
- When Rhino inflicts a Debuff, is struck, or Blocks a hit, he gains a +X Physical Resistance Passive for 15 seconds, refreshed when he gains a new one. Multiple Physical Resistances cannot be gained from a single trigger.
| Tier | Physical Resistance |
|---|---|
| 43.59 | |
| 47.44 | |
| 51.28 | |
| 53.85 | |
| 57.69 |
- If struck while under the effect of a personal Unstoppable, consume 5 personal Physical Resistances to reduce the hit damage by 60%. This does not trigger against Special Attack 3.
- As a Defender, when the Opponent Dodges back, remove 1 personal Physical Resistance. Cooldown: 2.5 seconds.
Rhinoceros Resistances
- Rhino gains cumulative benefits based on how many personal Physical Resistances are active.
- 5+ Physical Resistance: When gaining a personal Physical Resistance, inflict a 5% Trauma Debuff for 10 seconds. Max stacks: 5.
- 10+ Physical Resistance: When starting a Dash or Medium Attack, gain an Unstoppable Passive for 1.5 seconds. If struck while this Unstoppable is active, it goes on cooldown for 5 seconds.
- 15+ Physical Resistance: Rhino becomes Stun Immune while Unstoppable.
Charge!
- When Rhino Dashes forwards, he inflicts a non-stacking 5% Taunt Debuff for 5 seconds. As a Defender, he instead inflicts a Breach Debuff for 2 seconds. This Breach will not trigger while already active.
- Performing a first Medium Attack grants Rhino 1 Fury Passive, and he gains up to 6 more while Dashing forward based on the distance travelled. Each Fury grants +X Attack Rating, and lasts 2.5 seconds. Max stacks: 20.
| Tier | Attack Rating |
|---|---|
| 13.2 | |
| 35.03 | |
| 87.83 | |
| 175.95 | |
| 300.3 |
- These Furies are refreshed when Rhino starts a Dash, Intercepts the Opponent, or Punishes their Heavy or Special Attacks.
- These Furies are paused while Rhino is Dashing, and during the Opponent’s Special Attacks.
- If Rhino starts a Dash while at max Furies, pause them for 2 seconds after the Dash, and inflict a Breach Debuff for 2 seconds. This Breach will not trigger while already active.
Dev Notes: Breach is a new Debuff showcased in Rhino’s kit. While active, the opponent cannot block unless it is a Well-Timed Block. Think of it like Crush, but you can Parry!
Signature Ability[]
Rhino Armor - Always Active
- Gain Critical Resistance equal to 10 - 50% of Physical Resistance.
- While at 15+ personal Physical Resistances, making contact with the Opponent pauses personal Breach, Taunt, and Trauma Debuffs for 0.1 - 0.5 seconds.
Special Attacks[]
- Personal Fury, Unstoppable, and Trauma effects are paused during Rhino’s Special Attacks.
Special 1 - Stomp
When the Rhino puts his foot down, everyone listens.
- On hit, inflict a Stun Debuff for 1.75 seconds.
- On activation, if at 10+ personal Physical Resistances, gain an Unstoppable Passive for 5 seconds.
Special 2 - Slam
Some heavy hits make mincemeat outta anyone.
- Each hit inflicts an 8.75% Trauma Debuff for 10 seconds. Max stacks: 8.
- The final hit refreshes all personal Trauma Debuffs.
Special 3 - Ram
He's Rhino. He knocks things down. That's what he does. That's who he is.
- Inflict a 20% Intimidate Debuff for 10 seconds.
Synergy Bonuses[]
Recommended Masteries[]
- Despair
- Rhino inflicts a TON of Debuffs, so this pairs great with his updated kit.
- Resonate
- Not only does he inflict a ton of Debuffs, Debuffs also help ramp his kit, having an extra one helps him ramp his Physical Resistance even faster.
Recommended Stat Focus[]
Attacker[]
- Critical Rating
- This may not seem the most helpful at first glance, but the extra duration on Rhino’s Fury’s really helps him in tough-to-manage fights.
Defender[]
- Physical Resistance
- Rhino will become even more tanky with some extra Physical Resistance. Letting him gain even more Critical resistance as well.
Champion Summary[]
Attacker Summary[]
- Inflicting a Debuff, being struck or blocking a hit grants a Physical Resistance Passive, up to a max of 20.
- Rhino gains stacking benefits based on how many personal Physical Resistance Passives are active.
- While at 5+, inflict a Trauma Debuff whenever gaining a Physical Resistance.
- While at 10+ Dash and Medium attacks grant Rhino a 1.5 second Unstoppable Passive.
- Rhino’s dash grants Fury’s based on the distance he travels. He can gain up to 6 Fury’s from a dash, and they have a max of 20.
- These Fury’s are paused during a Dash, and either Champion’s Special Attacks. They will refresh when Rhino starts a Dash, or first Medium Attack.
- While at Max Fury’s Rhino’s dash inflicts a Breach Debuff.
- Each hit of Special 2 inflicts a Trauma Debuff. The final hit refreshes personal Trauma Debuffs.
- Signature ability let’s Rhino pause personal Debuffs for up to .5 seconds when making contact while above 15 Physical Resistances.
Defender Summary[]
- Rhino lowers the ability accuracy of incoming Bleed Effects by 75%.
- Inflicting a Debuff, being struck or blocking a hit grants a Physical Resistance Passive, up to a max of 20.
- Rhino gains stacking benefits based on how many personal Physical Resistance Passives are active.
- While at 5+, inflict a Trauma Debuff whenever gaining a Physical Resistance.
- While at 10+ Dash and Medium attacks grant Rhino a 1.5 second Unstoppable Passive.
- Rhino’s dash grants Fury’s based on the distance he travels. He can gain up to 6 Fury’s from a dash, and they have a max of 20.
- 15+ Physical Resistance grants Rhino Stun immune while Unstoppable.
- When Dashing forward, Rhino inflicts a Breach Debuff.
- While at 10+ Physical Resistance, Special grants an Unstoppable Passive.
- Signature ability grants Rhino Critical Resistance equal to up to 50% of his Physical Resistance.
[]
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