2 days ago
5
Patch 3.3
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Free Agent - NA

TO START

Vora is an undeniably strong flanker, but her complex kit, relatively low dps, and high learning curve might prevent an aspiring Vora main from getting used to and excelling with her. In this guide, I will detail (from an experienced mid-Diamond player with 60%+ WR with Vora) her playstyles and what makes her one of the strongest flankers of the realm.

ABILITIES

Primary Fire -
Slash out with an agonizingly slow combo chain that goes medium (470), light (300), light (300), heavy (680). This combo resets back to the start after 3 seconds of not firing, and will not be interrupted by the usage of another ability.

(Passive) - Upon hitting an object with your primary fire, gain a darkness stack. You can store up to 5 darkness stacks, that each heal for 100 when used.

Obliteration - Jump forward a small distance, becoming crowd-control and damage immune while airborne. Upon landing, deal 500 damage in a small area around you. After landing, remain stuck in an idle animation for ~0.7 seconds, vulnerable to enemy fire from all directions.
(Passive) - Consumes all stored darkness stacks when used. If used at full darkness stacks, this ability does 300 extra damage and slows enemies hit by 30% for 2 seconds.

Dark Siphon - Launch a vertical projectile that does 600 dmg. If you successfully hit an enemy with it, you will heal for 300 hp.
(Passive) - Consumes all stored darkness stacks when used. If used at full darkness stacks, this ability also cripples the enemy hit for 1.5 seconds.

Tendril - Become spiderman, but with a 12-sec cooldown.

Harbinger's Wrath (ARMAGEDDON APPROACHES!!!) - Yell out at the top of your lungs and gain an extra 80% movement speed (Nimble 11) during the duration of the ult. You are completely invulnerable while screaming yet unable to execute anything while doing so. Once you shut your mouth, your character has 30% damage reduction and can slash at something, provided you adjust for the weird-ass camera angle when doing so. The slash executes anything under 66% hp (except invulnerable targets) and deals 1100 dmg + stuns whatever is hit by it for 1 second. Keep in mind the initial activation of the ult consumes 30% of the ult charge, while the rest of the ult charge is used over the duration or after executing something. This means you can retain ~70% if you use the ult purely for the invulnerability and speed to get yourself out of a sticky situation and then cancel it.

TALENTS

Unyielding Pressure - Your dark siphon now deals an additional 10% of your target's hp in damage.

Relentless Presence - Spiderman intensifies.

Deafening Silence - Obliteration now silences enemies hit for 1.5 seconds.

TECHNIQUES

Vora is not the standard get-in and blow everything up kind of flanker. With Vora, you have to use your brain and know what you're doing to be effective. I detail some useful techniques below.

How to kill:

Standard - This one is nice and simple. Slash out the first hit of your primary fire, use your dark siphon, and finish the combo with your primary fire. This will deal 2350 damage and kills most squishies. If the bastard has dmg reduction or uses one of those pesky hp cards, just vine straight above them and use your obliteration to shut em up for good (2850).

The Trap - Dealing with a pesky enemy like Seris who will be able to run away before you can kill them with the standard combo? Wait until after your 2 light hits finish, and then use your dark siphon. Because your damage trickles in slowly rather than bursts out all at once, most players won't even notice they need to escape until it's too late. After they're crippled, finish them with your heavy hit.

The Cycle - Dishing out damage to a frontline? You probably don't want to immediately use your siphon. Wait until after the heavy hit and then use it. You'll slash out right after with your medium hit, dealing 1750 damage in a very short amount of time and keeping the frontline from being able to escape.

The Fair and Balanced - This one is simple too, easy to use, and generally gets the job done. If you don't feel like wasting your time finishing the standard attack combo, you just hit them with the first attack and siphon (1070). Then, right as they begin to fight back, laugh in invulnerability and shrill screams as you ult. They can't run because you probably crippled them, and they can't kill or cc you in any way. EZ

The Fair and Balanced (2) - Don't even feel like shooting them before your ult? I've got you covered. When at 4+ darkness stacks, just vine in and activate your ult. Slash em with it (1100), then right after the ult when they're still stunned, slash at them once (make sure to wait for it to actually shoot a projectile) (470), then quickly use your obliteration (800). This deals a total of 2370 dmg, and if they aren't dead, they're completely disoriented as you not only switched from in front of them to directly behind them, but you also knocked them forward in a weird-ass angle. Vine over and slash em 1 more time for good measure.

Spidey Stuff:

You must know how to use your mobility to be an effective Vora. Map knowledge is very important and knowing where to vine is very helpful. I won't (and probably can't) tell you about all the really insane vine spots, but I can give you a general idea on how to truly become Spiderman.

Positioning - Your tendril offers you insane potential in terms of being where you can be most effective and choosing all of your fights. Be on the lookout for abandoned high ground on the enemy team, exposed supports, etc. Make sure to make the most of your vine as a mobility option, rather than always saving it for a duel.

Diving - Try not to fly directly at someone. Vora's trickle damage offers her huge ambush potential as enemies often react late to incoming damage. Such an advantage usually leads to their immediate downfall. Use your vine lateral to their sightlines and try to get behind them if you can before attacking. If your target is alone and is carrying the enemy team, this may also be time to consider throwing out a fair-and-balanced combo. Make sure to spray afterward (:<

In Combat - The most basic usage of your Vine in such a scenario is looking up at a nearby wall and vining upwards. It makes you a bit harder to hit, procs related vine cards that give you an advantage in your fight, and can set you up to use obliteration as a finishing move.

Vining in such a way that you sail above your target's head is usually more effective, however, as it makes you much, much harder to hit. Keep in mind it is comparatively much simpler to aim at your target and attack them while vining in such a manner than it is for them to hit you. You know what way you're going to vine and already know you need to rotate around 180% to hit them. They likely don't have the huge-ass projectile that you do, and vining over their head will catch them off guard.

Running Away - There will be times when you get caught off guard and get hit with some initial damage. Unless you throw out a fair-and-balanced, you're not going to win such a duel, not with Vora dps. You need to be a p*ssy and get the f*ck out. Make a full 180-degree turn and be quick about it; look for walls at a 90% angle that you can vine to and out. Alternatively, if your ult is ready and you're near a corner, use your ult, turn the corner, cancel it, and vine away. Avoid making the team fight a 4 v 5 at all costs.

Poking:

Vora has the best poke potential out of all flankers. Her trickle damage reveals enemy champions around walls for a short period of time and hitting her Dark Siphon gives a free 300 - 1300 hp, depending on your loadout cards and how many darkness stacks you have stored. This means if you use your Siphon as you turn a corner, you're likely getting full out of caut heals without needing a support player to get you back on your feet. Her projectile often also clips through the edges of walls, meaning you can very easily hit another player for free around a wall, without exposing yourself at all. Make sure to take advantage of this.

Obliteration Usage:

Escape - This is probably the most common thing Vora players f*ck up, so I had to make a section dedicated to this one ability. DO NOT, under any circumstance, use Obliteration right after you take a bunch of burst damage in an open area. The trickle heal will do nothing because the attack put you under cauterize, and the usage of Obliteration will lock you out from doing ANYTHING for about a second after. You will die, and you will look like a total idiot. Vining out, using your ult, anything would be better than using your Obliteration in such a scenario.

You can, however, use your Obliteration to escape if and only if you are right next to a corner you can hide behind with the small forward distance the ability provides.

Finish Him - Using your Obliteration as a finisher is what you should be using the ability as in the majority of scenarios. It's often faster to deal that last important damage with this ability rather than your primary fire, and you're invincible for the windup part of it. Keep in mind however that if you miscalculated the amount of damage you need to finish an opponent, Obliteration will usually result in your death.

Disruption - Obliteration can also often disrupt the enemy and save your life. Timing the ability into important enemy burst, like a Sha Lin crippling arrow, a Cassie blast shot, a Lian ult/eminence, will deny the enemy important damage. The best part is if timed properly, the enemy likely won't be able to take advantage of the window where you can't do anything, meaning there is no downside to the ability usage.

Crowd Control Immunity - Lastly, Obliteration can be used as a cc counter. Inara, Bk, Seris, Maeve, Pip, etc, all have ults that you can cleanse or stop with intelligent usage of your Obliteration. Make sure to time it correctly.

ITEMS

Best Buys:

1: Cauterize - Vora needs Cauterize, just like yo mamma needs my - ahem. Buy it, max it as soon as you can. Having Cauterize 3 makes such a huge difference in all your fights as Vora, especially with such low DPS

2: Nimble - Nimble really helps enhance her advantage in poke fights around walls. Superior movement speed to the opponent you're fighting means you can angle the enemy into your shots while they can't see you much more effectively. This translates into a huge advantage when you're playing around any wall or obstacle.

3: Life Rip - This item enhances the ease at which you can gather Darkness stacks without losing too much of your hp, and it acts as a pre-emptive heal during duels if you're able to pull off an ambush due to the trickle damage. This is a great item to have on Vora.

4: Haven/Blast Shields - You know the drill, damage reduction is always good.

Good Buys:

1: Chronos - If you're running a damage reduction vine build, this item will be your 2nd best friend (after cauterize). Having the extra vine cooldown reduction often translates into 3 vines per duel, which makes you much more mobile and tanky! This is a great item to invest in.

2: Morale Boost - Your ult is a very powerful tool, having it more often can make the difference between a point fight win, or loss.

Ok Buys:

1: Master Riding - Your vine offers insane mobility, generally more than having a faster horse can provide.

2: Kill to Heal - You already have plenty of self-sustain, healing after kill/elim is really overdoing it.

3: Wrecker - Against Torv/Ruckus, consider it. Anything else, no.

4: Resilience - If you can't Obliteration the cc reliably, this should be considered

Never Buys:

1: Veteran - If you want this, you're on crack.

2: Bulldozer - Just stop already.

3: Illuminate - You can already see invisible targets with your huge ass projectiles and tick damage.

4: Rejuvenate - 2000 hp flanker and you want 5% extra healing from others per level? Bullshit.

LOADOUT CARDS:

Here I will rate Vora's loadout cards to try and give you an idea of where you're getting the most 'bang' for your buck. A good loadout should always have at least one of these cards.

Best Cards:

A Dance with Fate - Best tendril cooldown option

Sharpened Resolve - Extra healing on Darkness stacks = better dueling and poking potential

The Maw's Embrace - Extra speed after hit really impacts your poking and hunting capability

What May Come - DR on tendril extremely impactful in Vora's dueling and fleeing capabilities

Good Cards:

A New Resolve - Hp is always good

A Change of Faith - Less reliable but potentially more impactful tendril cooldown option

A Broken Path - Extra Healing on hitting your Dark Siphon, situationally better than A Sharpened Resolve but requires more from the player

Elegant Pairing - Synergizes well with pretty much any vine build, useful no matter how many points are put in

Ok Cards:

Crimson Ascent - The cooldown on your Dark Siphon is so low anyway, and the ability is hard to miss. Once you're used to Vora, it's difficult to justify this card in your loadouts.

OtherWorldly Tether - The extra shielding on vine gives more buffer than DR normally would (except when the DR is stacked), but the internal cooldown of 8 seconds restricts this card to 1 vine loadouts.

Ruthless Elegance - Good for dueling buck. Otherwise, terrible.

Unified in Purpose - The DR isn't enough to make much of an impact on its own, and it's not worth investing points into. Has some use as a filler card though.

NEVER:

False Idol - Too little, too late. This will never help you.

Deadly Dance - Weak amount of ult gen on a long-ass cooldown... Next

Broken Promises - 'after hitting an enemy with obliteration, gain kill2heal lv:1 after investing 5 loadout points' Absolutely worthless

My Loadouts
Build Section
Mobility
Relentless Presence

Relentless Presence

Tendril

Tendril gains a second charge.

Level 1

Elegant Paring

Elegant Paring

Tendril

Reduce the Cooldown of Dark Siphon and Obliteration by 0.4s after activating Tendril.

Level 1

A Change of Faith

A Change of Faith

Dark Siphon

Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.

Level 4

The Maw's Embrace

The Maw's Embrace

Weapon

Increase your Movement Speed by 20% for 1s after hitting anything with Deadly Scythe.

Level 5

Dance with Fate

Dance with Fate

Tendril

Reduce the cooldown of Tendril by 2.4s.

Level 4

A Broken Path

A Broken Path

Dark Siphon

Increase the Healing received from Dark Siphon by 50 health.

Level 1

Cauterize

Cauterize

Weapon

Your weapon shots reduce the effect of healing on your target by 75% for 1.5s.

Level 3

Nimble

Nimble

Armor

Gain 21% Movement Speed.

Level 3

Life Rip

Life Rip

Weapon

Your weapon shots gain +30% Lifesteal.

Level 3

Haven

Haven

Armor

Reduce the Damage you take from Direct attacks by 21%.

Level 3

Notes

This loadout is for long-range maps like Fish Market or Timber Mill where you have to use your Tendril to attack, and you aren't likely to be dueling bursty champions. Make the most of your mobility and cinch a victory!

Enable DIve
Relentless Presence

Relentless Presence

Tendril

Tendril gains a second charge.

Level 1

What May Come

What May Come

Tendril

Reduce the damage you take by 16% for 3s after activating Tendril.

Level 4

Dance with Fate

Dance with Fate

Tendril

Reduce the cooldown of Tendril by 2.4s.

Level 4

A Change of Faith

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

New Purpose

Armor

Increase your maximum Health by 100.

Level 2

Elegant Paring

Elegant Paring

Tendril

Reduce the Cooldown of Dark Siphon and Obliteration by 0.4s after activating Tendril.

Level 1

Cauterize

Cauterize

Weapon

Your weapon shots reduce the effect of healing on your target by 75% for 1.5s.

Level 3

Chronos

Chronos

Armor

Reduce the Cooldown of all your abilities by 30%.

Level 3

Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 30%.

Level 3

Haven

Haven

Armor

Reduce the Damage you take from Direct attacks by 21%.

Level 3

Notes

This loadout is for dueling bursty champions while still remaining highly mobile. It's great for any map and works almost every time. This loadout is also very forgiving in terms of the required skill to use effectively, so I'd definitely give it a try if you're newer to Vora.

Heal
Unyielding Pressure

Unyielding Pressure

Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.

Level 1

Deafening Silence

Deafening Silence

Obliteration

Obliteration now Silences enemies hit for 1.5s.

Level 1

Crimson Ascent

Crimson Ascent

Dark Siphon

Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.

Level 1

A Broken Path

A Broken Path

Dark Siphon

Increase the Healing received from Dark Siphon by 200 health.

Level 4

New Purpose

New Purpose

Armor

Increase your maximum Health by 200.

Level 4

Sharpened Resolve

Sharpened Resolve

Weapon

Consuming Darkness stacks Heals you for an additional 40 per stack.

Level 4

The Maw's Embrace

The Maw's Embrace

Weapon

Increase your Movement Speed by 8% for 1s after hitting anything with Deadly Scythe.

Level 2

Cauterize

Cauterize

Weapon

Your weapon shots reduce the effect of healing on your target by 75% for 1.5s.

Level 3

Nimble

Nimble

Armor

Gain 21% Movement Speed.

Level 3

Haven

Haven

Armor

Reduce the Damage you take from Direct attacks by 21%.

Level 3

Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 30%.

Level 3

Notes

This is for use mainly on close-range maps or dealing with an enemy team that likely has too much heals for you to burn through on standard Vora dps. It offers a ton of self-sustain and gives you a low mobility version of Vora to work with. Save your vine for escapes, and you'll do just fine.

Matchups
Champion Section
Strong Against
Bomb KingGroverKinessaMojiRuckusRaumSkyeStrixTalusViktorVivianVoraYagorathYingFernandoCorvusAtlasPipKogaIoImani
Notes

Vora's combination of inherent CC, CC counter, and mobility makes it extremely difficult for most champions to duel, or even run away from her. She is very strong against the majority of champions on the roster.

Weak Against
DredgeLexLianTiberiusZhinSeris
Notes

Vora struggles against these champions. Dredge simply out sustains her dps till caut 3, Lex just hunts Vora down and deletes her. Lian's burst is very hard to deal with if caught off guard, and Lian can hit and kill an escaping Vora through her auto-aim. Tiberius is just too much with all the hp, the insane, the crazy burst, and his fire rate. If he has cooldowns, you lose 100%. It's very difficult to avoid hitting Zhin counter, and he simply outclasses you in a fair duel. Seris is a counter not so much as a champion, but more so how difficult her heals make it to kill an enemy squishy, even with cauterize 3. She should be the first target when attempting to dive the enemy backline.

Vora - The Harbinger
Vora
Notes

Vora is undeniably one of the best flankers in Paladins right now; her mobility, sustain, ult, all so good if you use it properly. Even though she is the result of a very different take on the flanker class, I've grown to love playing her. I hope my guide helps you become a better Vora, and if enough people like and see this guide, well... "The end is coming... (:<"

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