User blog comment:Shigfugjum/Inazi, the Ninja Prodigy/@comment-3391671-20160119091753/@comment-24420226-20160119183916

So the first thing I want to say is that there is a huge typo in her stats - she is supposed to be a ranged champion with 550 basic attack range. I'm not sure how the number of 125 got in there. Her Q has, of course, the same range as her auto attack. The idea is she hits twice with every attack. I hope this also clarifies the power behind her innate as well. Also remember - She triggers her innate everytime she stealths from her ult (unless there is a pink ward nearby).

As far as the ammo system her abilities have (hence all the passives), the design challenge was originally to work around making  manaless ranged carry. Managing your mana is an overlooked factor in the laning phase of most marksman; since marksman usually have some form of lifesteal early on, mana becomes the defining metric in terms of lane sustain. The ammo system was (hopefully) the answer to allow her to be manaless without enabling her to freely spam abilities with no restriction. I considered making her energy-based, but having both ammo and energy  seemed redundant and i went with the ammo system (her original draft had her create ammo with X number of attacks on all her abilities, not just Q or W). An energy based version of her would probably have her restore a small amount of energy whenever she crits. The major problem with energy  as a resource is it is better for long-term sustain since it regens so quickly but it is a severe limit in drawn out fights, which is where a marksman is supposed to shine. The ammo system was a way around that limit.

But you're not wrong in saying that the ammo passives make each ability's text rather wordy.

Her name is just a set of syllables I came up with - it has no special meaning. Didn't really expect someone to try and read too much into it.

Fuuma doesn't do as much damage as you think it does. It does the per-second tick damage to minions as long as no one touches it. As soon as a champ touches it, it deals the 240 +0.7 AD to that champion (and that champion only) and stops dealing damage to minions. It is both her primary wave clear and poking tool.

The purpose of the ult is two-fold; triggering her passive and helping her kite. The dummy is the way I put counterplay into a low-cooldown stealth+blink. Iazi can keep clicking on the doll for easy stealth, but that also tells you where she has blinked to (plus it's only a 1 second stealth that way). Destroying the doll prevents further use of her ult in that manner, forcing her to either use another doll or try and get a reset. I wanted to keep the doll HP low so it wasn't too difficult to destroy.