User blog comment:Aldari1994/Ester Amorte, The Voodoo Huntress/@comment-25235491-20170217192007

Stats:
 * You should write down that MR growth as 0. The template kinda looks bad without it.
 * Base AD feels too high, and AD growth too low.

P - Shadow-Cursed Flintlocks
 * The 10% AD scaling is kinda puny, and gives a way lower AP scaling. I understand you're going for an ASAP sort of champ, but this is pushing the borders of OP.
 * It seems the Curse does nothing until an ability blows it.

Q - Enchanted Gromp
 * Why the heck would a marksman be throwing a ?
 * Outside of the Curse aspect, this skill is really just a weak and uninteresting colliding poke.
 * The health scaling being noted as "per 150 AP" is bad for making out numbers. You could just write it down as
 * The Gromp's attacks are super-weak.
 * This ability is nearly as bad as, as enemy champions (especially ) get blasted in the face for actively stopping this Gromp.

W - Hoodoo Cartridges
 * The passive is really high. Your very first auto of a game can lead to a free damage spike or crazy farming, considering you can repeatedly Curse minions to gain attack speed.
 * Does the active effect grant basic attacks the ability to pop the Curse?
 * Why should the magic damage have a double scaling when you're going to build AP anyway?

E - Mumbo Jumbo
 * The name sounds as if it came out from someone with zero knowledge of voodoo and chose that just to sound exotic.
 * Really overpowered (and unfitting) because damage reduction on a - type.
 * That damage reduction can reach giant numbers with full-AP builds. In fact, while 1000 AP is kind of out of the question, take 160 from and  and you already gain 8% damage reduction.
 * Feels weak, but since it as well...
 * Why is this skill on an ADC at all?
 * Feels weak, but since it as well...
 * Why is this skill on an ADC at all?

R - Ensorcelled Flames
 * It's a really long-range and wide skillshot you got there.
 * Not very interesting except for the potential "perma-Curse" effect.
 * The damage-over-time numbers are pretty damn weak, especially that 2% of target's current health.
 * The Hoodoo Cartridges combo with that could lead to a perma-silence if you get to attack speed, and I feel like I've already said that word for word on another champion. What is it with perma- on champions that shouldn't have them?