Notes: Hazama is a fictional champion concept, based off of the BlazBlue character Hazama. This page is a work in progress, and not the final version of the champion.
Hazama has a total of 3 seconds to execute the four follow-up hits. Hazama does not need to hit the same target 5 times, and instead could hit several different targets individually so long as they are within his range.
Hazama's kit is mostly based around the idea of a counter to low mobility and high burst AP mids. His primary abilities consist of mobility, burst, an anti-CC ultimate, and situational damage mitigation combined with the potential to retaliate with a significant amount of the enemy's burst that was inflicted on you. The last two parts are what makes Hazama so solid against magic damage champions, and conversely, somewhat weak against AD assassins with strong pre-6 damage. He has cooldown reduction potential from Serpent's Infernal Rapture, but you don't get all that much utility out of that part of the ability if you use it as an escape from crowd control as an opening move. Futhermore, the range on Serpent's Infernal Rapture is quite small, so many AP mids will be able to zone you with some form of CC outside of its active range. Hungry Coils also suffers from fairly short range. This puts a large emphasis on using Ouroboros correctly for placement, initiates, and escapes. This is part of why it has a moderate cooldown that doesn't get lower with levels, but good range and scaling. To get a second use of Ouroboros in a fight, you will need to correctly utilize the effects of Hungry Coils and Serpent's Infernal Rapture.
Generally, your combo is to initiate with your Q, then use the E to refresh part of the cooldown of the Q. You can also use your E in lane to gain a negligible amount of mana back and make CS a bit easier, but the lack of CD refresh means that it is more designed for bursting champions. The W, Rising Fang, is the tricky bit that makes or breaks good Hazama players. You'll want to use it either to tank burst and then reflect some of it, or to avoid skillshot based crowd control at the cost of less overall damage from the skill.
Once your Serpent's Infernal Rapture is up, you have a bit more presence due to a combination of anti CC and more cooldown reduction potential, but the lack of range means you can't just walk an AP mid out of lane at level 6. You simply don't have the range on the skill to get past a strong CC champion like Ryze or Ahri. Instead, you'll need to carefully position inside of their range with Ouroboros before going in for the kill.