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Executioner can be a way for over-capping penetration, and getting extreme protection shred (helps if there are other strong physical attackers, more of a conquest item).
Crusher can apply some dot damage off of the already strong 2 attack, and if the enemy happens to get away even under slow, they may be low enough to still succumb to the passive damage.
This does not quite hit full attack speed, so substituting out silverbranch is viable, or getting more attack speed in place of bloodforge (such as ichaval) can be a good way to utilize silverbranch passive
Atalanta's and Rage can swap depending on how high or low kill the game seems to be, putting rage first for stacks if it's a low kill game
I recommend toxic blade for a normal item, and shadowsteel if crit building. However, Izanama can make use of beat stick (spreading the anti-heal via her 2) if needed, such as if playing with an auto attack mage that built toxic, or if your build is low power from some defensive items
Izanami provides a very strong carry god, with the potential from strong protection shredding or crit potential. Her passive allows for up to an extra 20% physical penetration (at 50% or lower health), and her auto attacks provide strong damage to multiple enemies, since they can pass through, and deal lower damage on the way back.
Using the 2 and special auto attacks give Izanami some of the best early game wave clear among hunters, and allow for getting transcendence fully stacked quickly. Once you have the cooldown and additional mana, Izanami's 2 ability (spectral projection) becomes a very good poke or engagement ability, and the slow can help to secure fleeing kills.
The stealth potential can make for some of the best escape for a hunter, since after a long dash, you can move in un-expected paths to try and throw off any pursuit. While ahead, with nearby backup, or against low enemies, the dash can become a good mid-to-late-game engagement or kill secure tool, dashing to nearby locations to a lower enemy and using your 2 from unexpected close range, to nearly guarantee an unexpected hit.
Be very careful of over-extending as Izanami, especially in early game. While you will have strong burst and overall damage potential even early on, using the dash and invisibility too aggressively early on can be one of the easiest ways to get killed and fall behind. For new Izanami players, I would highly recommend keeping the 3 as solely an escape tool, until you get a good feel for playing Izanami and her damage potential.
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