User blog comment:Baristar/Crossover Special - Kurumi, the Code Nightmare/@comment-25235491-20170827095333/@comment-7709681-20170827150102

The Innate, as you stated, is a built-in teleport ala beta-TF, which in on itself is concerning. The only balancing grace is the difficulty of creating them, and with such heavy gatings for it don't think is worth the effects unless the player snowballs or the match reached late-game, but even then you are with the predicament of messing around with your global presence due to the clones' controls. For instance, without further explication I can suppose that they have to walk through the map in order to gather around the main Kurumi, else they're uber-pets walking through lanes and the jungle like the Maiden of the Mist, but with much less control. Agree with Q, W and E. Q and E's mixed cost are oppresive to the user, but if affordable then Q is oppresive against the opponent and E is underwhelming. W is the only fine ability that don't have complains of, perhaps removing the damage for being underwhelming, but that's it.

The R is concerning. Micro-management is rare on some MOBAs due to balancing issues, and here any clone created has full stats, the only downsides are the lack of on-hit effect application and the damage-received-increase for their % missing HP, which isn't much of a concern unless you face burst, as there's no other downside I can suppose they also benefit from Lifesteal and still use on-attack effects like Runaan's, Statikk Shiv, Rapidfire Cannon and Guinsoo's, and with the numbers advantage overwhelming the opponent is inevitable.