User blog comment:Witchking99/Hakura, The Reflection Demon/@comment-27109417-20160918021638

My thoughts on this champion is basically the same as @Chase999. I enjoy his mirror interactions as it provides a unique gameplay for him and allows him to make plays or outplays when fighting an opponent. There are just some things I wish to add about my thoughts on Hakura.

Q:

I believe it would be best (just my personal opinion) that the range between the mirrors should be limited. If you were to attach a mirror to an ally in another lane (or perhaps your jungler) at the start of the game and then attach the other mirror to your lane, then you basically have a pretty strong global presence at very early levels, which I believe isn't a good idea for the game until later levels like how Shen plays. If you were to go top lane for example and the other mirror is attached to your mid/bot laner, you can teleport to them and instantly turn the fight into your favor at like level 1 if the opponents are too far pushed (even deadlier without channel time if dashing through at level 2 with your E). Even if attached to your jungler, he/she can invade at very early levels and instantly turn the fight into a 2v1, almost guaranteeing a success in invading. I believe invading should have a fair amount of success and risks at early levels, and this Q would make it lean more towards the success side. This may not be a fun experience for the enemy team at early levels.

So yeah, that's just my personal opinion. If that's the kind of playstyle you planned, then fine by me. However, in that case, it would be better to move the Q to your R so you won't have strong global presence very early into the game (we already have Teleport after all which in turn sets it on a long cooldown).

W:

For a short range, it can be hard to hit, especially if it actually stops at the first target hit. However, I believe that it shouldn't be too hard as Hakura doesn't seem much like a ranged champion and his damage is primarily melee (basic attacks from passive). So when you are against ranged champions, yes it's gonna be a huge pain in the ass to land the skillshot, just like most other melee champions. However, when you ARE fighting in melee, it shouldn't be difficult to land the skillshot as the opponent is right in front of you. Even when fighting melee, once you land the skillshot, that means you can pretty much instantly proc the paralyze effect.

But anyway, what I want to say is that despite the difficulty varying on landing the skillshot, it would be better to increase the stun duration just a bit, probably around 2 seconds due to the short skillshot range.

E:

My main problem with this would be the damage against paralyzed targets. Given the range of the dash and the range of the needle, it's pretty much easy to proc the damage with reasons including what I mentioned earlier. This missing health damage is extremely high for a basic ability, and even ultimates with missing health damage (Garen, Kled, etc.) aren't even close to this amount. I would say tone it down to 40-50% missing health damage max.

R:

I don't know anything about Yu-Gi-Oh and I only watched a bit of Naruto, so I won't go into detail on how the skill fits Hakura's characterization. However, I do agree with @Chase999 that this skill doesn't really fit the assassin type playstyle. Sure, it can definitely help your allies by getting them from one part of the map to another and can defintely save your skin if you are being chased and wanted to get rid of the enemy champion (unless you throw a fed enemy through a mirror attached to a weak ally, then you start getting flamed at). But it doesn't really fit his playstyle as an assassin much.

That's just my thoughts about this guy. I love his mirror interactions, but perhaps you can change some stuff about him.