Notes: Hakumen is a fictional champion concept, based off of the Blazblue character Hakumen. This page is a work in progress, and not the final version of the champion.
Functionally, Magatama is extremely similar to the existing system of Energy, but it's unique enough to deserve its own new classification.
Positioning, escaping, and initiating. This is your main mobility tool.
A rather standard CC and debuff skill. Does solid damage, but it's avoidable and the stun only lasts for half a second. Primarily useful as an interrupt or as the opener to a combo.
A great opener to a combo, and the second part of the skill makes for a solid execution.
Make plays, tank harass when you have to, snare junglers when they come in for ganks. This skill has so much utility it's absurd. The passive threat of Zanshin will make enemies think twice before diving you under tower. The snare can also keep some melee champions out of autoattack range for a hit or two due to your fairly long melee range. When on cooldown, you lose a lot of your dueling and anti-dive potential, so be careful.
Zanshin does not stop displacement from skills such as Blitzcrank's Rocket Grab, or crowd control from such skills such as Morgana's Dark Binding, it only mitigates damage.
Hakumen's effective range may seem small, but you can combo Firefly with Crimson Lotus (Q-W-Q) to harass for half your bar if you feel it's safe enough to do so. This robs you of your escape temporarily, as well as 4 Magatama, but it's a fairly strong harass combo. You can also fake out the opponent with Q-R-W-Q, although it's much more risky if they don't go for the bait.
The range on Rending Steel, however, is quite small, and the first part is single target only, so generally you want to use this on enemies that you know you can evaporate quickly. It still has its uses against tanky champions due to the %HP magic damage, but this is mostly a carry-killing tool.
Keep in mind, your Level 3 game is strong, but your Level 6 strength isn't particularly good when compared to champions that excel when they get their ultimate, so you may have to play safer or roam depending on your lane opponent.
"I am the White Void, I am the Cold Steel, I am the Just Sword. With blade in hand I will reap the sins of this world and cleanse it in the fires of destruction! I am Hakumen. The end has come!"― Hakumen
Best Sakuya NA BuildEdit
I build my assassins a little bit tanky so you can survive long enough to do your full burst. Consider going potions early on, then getting a Doran's Blade or two before a Giant's Belt. You'll have damage for kills and harass, but also enough survivability to tank heavy harass and bully lanes. Ideally, you won't have to base too often with Doran's Blade + The Bloodthirster + Giant's Belt, and can sustain and continue to roam and make a solid presence.
Best Youmu NA BuildEdit
While Youmu doesn't like The Black Cleaver very much, they consider it to be a bit more important on Hakumen, since his position as an AD caster allows him to rack up stacks on it fairly quickly, and he benefits from continuing to attack after it has built up to max stacks, unlike some other AD casters. If you run Armor Penetration runes, rushing a Brutalizer won't help that much outside of cooldowns, but it might be more useful if you are running a more Attack Damage centric page.
Cooldown/Attack Speed BuildEdit
Cooldown/Attack Speed NotesEdit
This is not a very good build, or one that I recommend, but it technically can work due to the combination of your Magatama, your Crimson Lotus passive, and your Zanshin active, when combined with solid base damage values. Again, not particularly recommended, but it could be silly. Sword of the Divine for full ham.