Voodoo-A Mystic Rogue?

Underappreciated, Underutilized, Forgotten?
These are all words I'd use to describe both Dr. Voodoo and Rogue. Imo, both are really good champs that have tons of uses. Although you might not use them for a path in 6.4, they are both champs I think you should consider ranking up for general questing. In this post, I'll be focusing on regen, but I might make comparisons to rogue.
Damage:
Most people know about Voodoo's sp1 poison because it is a pretty unique mechanic that comes in handy very often. He converts all buffs on the opponent into spirit venoms, aka poison. If the opponent doesn't naturally gain buffs, you place loas on the opponent which can be converted to poisons. This serves as both buff control/nullify and pretty good damage in certain scenarios such as resistor lanes.
Something that I feel many people underappreciate with voodoo is his sp2. It converts up to 3 loas and has an effect based on the combo when activating the attack. On an even combo, he gains a buff allowing him to power burn. If 2 or more loas are converted, the buff he gains is powerful enough to allow voodoo to take off more power than he gives with each hit, allowing him to lock the opponent in the corner and cycle sp2s. The damage increase is noticeable and on my maxed 4*, it effectively doubles the damage i deal on basic attacks.
Sustainability:
At the beginning of every fight, voodoo gains a regeneration buff that regens about 13% of voodoo's health on my maxed 4*. With signature ability, the duration is almost doubled, allowing him to gain 25% health every fight, saving potions and giving more room to play for literally no effort by the player.
While blocking, he increases energy resistance by 2000, which can help with blocking energy-based special attacks or mitigating damage from energy based abilities that might come from nodes or the opponent's abilities.
Power Control:
You need power control? You need voodoo. As stated in the damage section, an sp2 on even combo gives voodoo the ability to power burn, allowing you to lock the opponent in the corner and backdrafting and using sp2s. On an odd combo, it power drains the opponent and drains power over 10 seconds. The sp3 applies power leech to the opponent, stealing 45% of power, and after this ends for any reason, he gains an equivalent power gain buff. The sp1 converts buffs to poisons, allowing him to nullify any power gain buffs the opponent may have. In any fight where the opponent does not have a large amount of power gain or just a normal fight, the sp2 on an even combo is enough to win the fight. Lock em in the corner and you're done. In other fights with more power gain, you can utilize the other power control abilities. Voodoo's loas interact with mystic dispersion (I think), so it is usually easy to control the opponents power. It's not power lock like magik, meaning he wont work for some fights, but hes extremely effective in most.
Utility:
On top of the buff control, power control, and sustainability aspects of voodoo that i mentioned, his signature ability is pretty unique, and while it accentuates his existing kit, it can be valuable for other things. On an even combo sp attack or the beginning of a fight, he has 100% increase aa and increased buff duration based on sig. On an odd combo sp attack, the opponent has 50% reduced aa and increased debuff duration based on sig. This might not seem too useful beyond helping his kit, it does have some uses that I won't get into because my fingies are tired and I need to grind arena.
All in all, please consider giving Dr. Voodoo a chance and find areas where he could fill a gap in your roster. Also, if anyone noticed, these are the same metrics taters uses in his vids, which you should check out on Youtube at https://www.youtube.com/channel/UCMy8hakJDk1Y4OrEejkHw3Q
Have a good day everyone
These are all words I'd use to describe both Dr. Voodoo and Rogue. Imo, both are really good champs that have tons of uses. Although you might not use them for a path in 6.4, they are both champs I think you should consider ranking up for general questing. In this post, I'll be focusing on regen, but I might make comparisons to rogue.
Damage:
Most people know about Voodoo's sp1 poison because it is a pretty unique mechanic that comes in handy very often. He converts all buffs on the opponent into spirit venoms, aka poison. If the opponent doesn't naturally gain buffs, you place loas on the opponent which can be converted to poisons. This serves as both buff control/nullify and pretty good damage in certain scenarios such as resistor lanes.
Something that I feel many people underappreciate with voodoo is his sp2. It converts up to 3 loas and has an effect based on the combo when activating the attack. On an even combo, he gains a buff allowing him to power burn. If 2 or more loas are converted, the buff he gains is powerful enough to allow voodoo to take off more power than he gives with each hit, allowing him to lock the opponent in the corner and cycle sp2s. The damage increase is noticeable and on my maxed 4*, it effectively doubles the damage i deal on basic attacks.
Sustainability:
At the beginning of every fight, voodoo gains a regeneration buff that regens about 13% of voodoo's health on my maxed 4*. With signature ability, the duration is almost doubled, allowing him to gain 25% health every fight, saving potions and giving more room to play for literally no effort by the player.
While blocking, he increases energy resistance by 2000, which can help with blocking energy-based special attacks or mitigating damage from energy based abilities that might come from nodes or the opponent's abilities.
Power Control:
You need power control? You need voodoo. As stated in the damage section, an sp2 on even combo gives voodoo the ability to power burn, allowing you to lock the opponent in the corner and backdrafting and using sp2s. On an odd combo, it power drains the opponent and drains power over 10 seconds. The sp3 applies power leech to the opponent, stealing 45% of power, and after this ends for any reason, he gains an equivalent power gain buff. The sp1 converts buffs to poisons, allowing him to nullify any power gain buffs the opponent may have. In any fight where the opponent does not have a large amount of power gain or just a normal fight, the sp2 on an even combo is enough to win the fight. Lock em in the corner and you're done. In other fights with more power gain, you can utilize the other power control abilities. Voodoo's loas interact with mystic dispersion (I think), so it is usually easy to control the opponents power. It's not power lock like magik, meaning he wont work for some fights, but hes extremely effective in most.
Utility:
On top of the buff control, power control, and sustainability aspects of voodoo that i mentioned, his signature ability is pretty unique, and while it accentuates his existing kit, it can be valuable for other things. On an even combo sp attack or the beginning of a fight, he has 100% increase aa and increased buff duration based on sig. On an odd combo sp attack, the opponent has 50% reduced aa and increased debuff duration based on sig. This might not seem too useful beyond helping his kit, it does have some uses that I won't get into because my fingies are tired and I need to grind arena.
All in all, please consider giving Dr. Voodoo a chance and find areas where he could fill a gap in your roster. Also, if anyone noticed, these are the same metrics taters uses in his vids, which you should check out on Youtube at https://www.youtube.com/channel/UCMy8hakJDk1Y4OrEejkHw3Q
Have a good day everyone

19
Comments
He handles great many of the most annoying defenders like IMIW Korg Medusa and many others.
Plus he saves expensive aw health potions 😉
Above MS, above magik.
Doom
Claire
Sorcerer
Sym
Voodoo
I definitely haven’t forgot him.
He was my first mystic r5 and never regretted a single resource spent on him 🙂
I always scout the map to seek for IMIW and Korg defenders as they are his main food 🤣
But the most fun part of it is when there is a Champion boss, and the opponents are sure they get some kills from him. One sp1 and Champion goes down in less than a minute no matter if 5* r5 200 or 6* r2. Haven’t go against a 6* r3 yet but I suppose he will need few more seconds for him 🤣
Also used him during some paths on 6.1 exploration, main workhorse during V5 exploration and using him frequently on monthly UC event quests 😉
Doom, Claire=Magik, voodoo, sym. Would be my list.
He is a real beast for map6 minis ( where i use him the most)
Great champ
i've never used him against IMIW or Korg. do tell??
also, the last part made me smile. thanks:)
Also, I know it was a typo, but doctor doom is actually who I use as my korg counter haha, He isn't a perfect option like others, but all of his attacks are energy based so he doesn't take thorns damage!