Free Agent - EU
Vora has a high skill cap, but will reward you and your team greatly when played correctly. Like (most) other champions Vora has multiple builds she can utilise, and each of them has a different playstyle and function. In this guide I will showcase my current Vora loadouts and the items you should buy when playing Vora.
Note that the attack, sustain and mobility rating I gave for the builds are relative to Vora; so 5/5 mobility is very fast in terms of Vora but not necessarily to other champions, like Maeve.
Before we get into the loadouts there are a couple of cards you want to avoid using, even as fillers:
False Idol - Unlike Talus, Vora has better cards than this.
Broken Promises - Obliteration should only be used as a finisher or something to avoid CC, so the heal at the end of a duel doesn't really help.
Ruthless Elegance - Same reason as Broken Promises.
Inevitability - Outclassed by Elegant Pairing which does pretty much the same thing.
Deadly Dance - Unless you are memeing, don't.
Here are some filler cards you can use instead:
Elegant Pairing - One of the most commonly used filler cards for Vora, and for good reason. It reduces the cooldown of both Siphon and Obliteration every time you use a tendril.
New Purpose - I mean, health is good.
Unified in Purpose - the fact that level scaling with this card doesn't increase the DR is tragic, but it works just fine at level 1.
Otherworldly Tether - Gains a shield, which can be useful at some times. Mostly memes though.
Crimson Ascent - You will find yourself needing this card less when you start getting better at your aim, and hence it is a great choice for beginner Vora players.
What May Come
Tendril
Reduce the damage you take by 16% for 3s after activating Tendril.
Level 4
Dance with Fate
Tendril
Reduce the cooldown of Tendril by 2.4s.
Level 4
A Change of Faith
Dark Siphon
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Level 4
New Purpose
Armor
Increase your maximum Health by 100.
Level 2
Elegant Paring
Tendril
Reduce the Cooldown of Dark Siphon and Obliteration by 0.4s after activating Tendril.
Level 1
Relentless Presence
Tendril
Tendril gains a second charge, but its Cooldown is increased by 2s.
Level 1
Attack: 3/5
Sustain: 4/5
Mobility: 3/5
The safest loadout to use in my opinion, and is the one I pick most. Excels at duelling, and encourages diving in. Good against most squishier teams but struggles against more tanky teams.
Sharpened Resolve
Weapon
Consuming Darkness stacks Heals you for an additional 50 per stack.
Level 5
A Broken Path
Dark Siphon
Increase the Healing received from Dark Siphon by 200 health.
Level 4
New Purpose
Armor
Increase your maximum Health by 200.
Level 4
Unified in Purpose
Dark Siphon
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Level 1
The Maw's Embrace
Weapon
Increase your Movement Speed by 4% for 1s after hitting anything with Deadly Scythe.
Level 1
Unyielding Pressure
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
Level 1
Attack: 5/5
Sustain: 5/5
Mobility: 1/5
This is my second most used build, and covers most tankier teams with more heals. The playstyle with this build would be more backline-oriented. The talent will boost your damage output greatly while the cards will improve your survivability by giving you a lot more sustain. Do remember to keep using your stacks to heal yourself.
The Maw's Embrace
Weapon
Increase your Movement Speed by 20% for 1s after hitting anything with Deadly Scythe.
Level 5
Dance with Fate
Tendril
Reduce the cooldown of Tendril by 2.4s.
Level 4
A Change of Faith
Dark Siphon
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Level 4
Elegant Paring
Tendril
Reduce the Cooldown of Dark Siphon and Obliteration by 0.4s after activating Tendril.
Level 1
New Purpose
Armor
Increase your maximum Health by 50.
Level 1
Relentless Presence
Tendril
Tendril gains a second charge, but its Cooldown is increased by 2s.
Level 1
Nimble
Armor
Gain 7% Movement Speed.
Level 1
Attack: 3/5
Sustain: 2/5
Mobility: 5/5
A meme set that has been discovered to have a legitimate niche. The incredible amount of mobility with this build helps against matchups lacking a strong source of damage.
A Change of Faith
Dark Siphon
Reduce the Cooldown of Tendril by 3s after hitting an enemy with Dark Siphon.
Level 5
Dance with Fate
Tendril
Reduce the cooldown of Tendril by 3s.
Level 5
Elegant Paring
Tendril
Reduce the Cooldown of Dark Siphon and Obliteration by 1.2000000000000002s after activating Tendril.
Level 3
Unified in Purpose
Dark Siphon
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Level 1
New Purpose
Armor
Increase your maximum Health by 50.
Level 1
Relentless Presence
Tendril
Tendril gains a second charge, but its Cooldown is increased by 2s.
Level 1
Attack: 4/5
Sustain: 1/5
Mobility: 5/5
This build is very difficult to pilot and generally fails unless you are being pocket healed or your opponents suck. When it works you will pop off spectacularly though. Mostly for memes.
A Broken Path
Dark Siphon
Increase the Healing received from Dark Siphon by 250 health.
Level 5
Sharpened Resolve
Weapon
Consuming Darkness stacks Heals you for an additional 50 per stack.
Level 5
Crimson Ascent
Dark Siphon
Reduce the Cooldown of Dark Siphon by 2s if it fails to hit a target.
Level 2
The Maw's Embrace
Weapon
Increase your Movement Speed by 8% for 1s after hitting anything with Deadly Scythe.
Level 2
Unified in Purpose
Dark Siphon
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Level 1
Unyielding Pressure
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
Level 1
Attack: 5/5
Sustain: 4/5
Mobility: 2/5
Another meme set that is fun to play. It is also beginner-friendly and is very forgiving. As like other UP builds you will stay backline a lot more to dish out consistent DPS and cauterise.
Level 1
Chronos
Armor
Reduce the Cooldown of all your abilities by 10%.
Level 1
Life Rip
Weapon
Your weapon shots gain +10% Lifesteal.
Level 1
Haven
Armor
Reduce the Damage you take from Direct and Area of Effect attacks by 6%.
Level 1
Resilience
Armor
Reduce the duration and effectiveness of Crowd Control and Slows by 25%.
Level 1
Nimble
Armor
Gain 7% Movement Speed.
Level 1
These cards are listed from the most to least useful.
Cauterise - Vora is one of the best cauterise spreaders in the entire game. The tick damage will effectively extend the duration of caut on your target. You should first buy only caut in most matchups, attempting to get it to level 2 or even max it out ASAP.
Chronos - A weird buy, but for the average tendril build it has a noticeable effect on the amount of tendrils being spammed. Usually my second or third buy.
Life Rip - The additional health gained stacks with the healing from Siphon and Darkness stacks. Increases your survivability.
Haven/Resilience - Usually my last buy, or second buy depending on the matchup. If you are playing against a whole team of CC, resilience would often be bought at the start alongside caut.
Nimble - If you are playing speed-oriented sets go ahead. probably even max it out after caut.
Level 1
Life Rip
Weapon
Your weapon shots gain +10% Lifesteal.
Level 1
Haven
Armor
Reduce the Damage you take from Direct and Area of Effect attacks by 6%.
Level 1
Resilience
Armor
Reduce the duration and effectiveness of Crowd Control and Slows by 25%.
Level 1
Chronos
Armor
Reduce the Cooldown of all your abilities by 10%.
Level 1
Wrecker
Weapon
Your weapon attacks deal 30% increased Damage to Shields.
Level 1
Veteran
Armor
Increase your base maximum Health by 5.5%.
Level 1
Caut is still important. Don't even have to talk about it.
Life Rip on UP builds are usually bought alongside caut because your fights will be more drawn-out if you are playing UP in the first place. Otherwise, max caut.
Haven and Resilience are just DR and CC reduction. Always useful, even when you are playing back.
Chronos you shouldn't buy as much with UP because it is only bought when you want to spam tendrils.
Wrecker - Situational. against lots of shielding like Ruckus and Torv you kinda need this, unless of course the rest of your team have enough of it.
Veteran - Memes. Do note that Haven in general is better as it provides more survivability.
Morale Boost
Armor
Increase your Ultimate charge rate by 10%.
Level 1
Illuminate
Armor
Increase the range at which you see nearby stealthed targets by 15 units.
Level 1
Rejuvenate
Armor
Receive 10% more Healing from other players.
Level 1
Kill to Heal
Armor
Getting a kill or elimination heals you for 200 Health, unaffected by Anti-Healing.
Level 1
Guardian
Armor
Increase the effectiveness of Shields you create by 10%. This does not affect most cards and passives.
Level 1
Deft Hands
Weapon
Increase your Reload Speed by 20%.
Level 1
Morale Boost - The ult really isn't strong enough that it needs you to buy Morale Boost as well. Of course, unless you are memeing.
Illuminate - the tick damage and fat projectiles should make it completely unnecessary to buy Illuminate.
Rejuvenate - Even when you are being pocket healed there are better items to buy. Life Rip is just better in general.
Kill to Heal - Has a similar problem to Broken Promises or Rejuvenate, being that Life Rip outclasses them.
Guardian and Deft Hands - You can't even buy them lol