Not A Flank Vora

by Dysonian
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Unyielding Pressure
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
Crimson Ascent
Reduce the Cooldown of Dark Siphon by 1-5s if it fails to hit a target.
Dark Siphon
5
New Purpose
Increase your maximum Health by 50-250.
Armor
3
Unified in Purpose
Reduce the damage you take by 10% for 1-5s after hitting an enemy with Dark Siphon.
Dark Siphon
5
A Broken Path
Increase the Healing received from Dark Siphon by 50-250 health.
Dark Siphon
1
Sharpened Resolve
Consuming Darkness stacks Heals you for an additional 10-50 per stack.
Weapon
1

Guide

Vora is not a flank, at least not a good one. She is however, a decent DPS.

This is a balanced build meant to shore up Vora's weaknesses while allowing her to do consistent DPS pressure from midrange. The cornerstone of this build is Unyielding Pressure and Dark Siphon spam. At the start of the match take Nimble I and Chronos I. You won't need to go any higher than 1 on Chronos because this gives you just enough CD to eliminate wait times on Dark Siphon misses. Stack red cards after these 2.

The build works by using consistent no risk hits with Dark Siphon spam to maintain consistent damage reduction and keep the enemies affected by high damage bleeds. You can blow up most enemies pretty quickly from mid-range and have enough dps to push tanks off the point. Many times enemies will not realize how much DoT damage they have just to round a corner and die.

Obliterate and Tendril are purely defense. Use obliterate to avoid a high damage hit, to push enemies off the point in desperate situations, or to land the finishing blow in a duel. Do not use it early as the animation locked out (which is a major problem) will 100% kill you.

Use Tendril to get into advantageous positions where you can DPS from, such as elevated platforms. Tendril is also your primary escape, and a quick way to get back to the healer to support them if they are flanked.

Play like a damage not a flank. Do not dive. Diving will kill Vora. Don't go too deep into the enemy territory alone without Tendril, as you will get blown up. Also Tendril most of the time won't save you as more skilled opponents will just air snipe you. The only enemies you should dive are snipers, as you can easily kill them at close/mid range.

With this build you will have almost permanent DR, which buys your healer enough time to support you if you are under fire and allows you do DPS from places of pressure where a flank would normally not be able to you. You should be burning Siphon on CD to maintain your DR.

People may see Crimson Ascent as a crutch, but I think it's necessary. If you miss this and don't have an instant recharge, your dead (due to lack of DR) or your DPS suffers immensely as its Vora's only real move with killing power (outside of Obliterate, which is too situational). This card ensures its never wasted unless it eats a shield or reversal.

Also, consider that you can use your ult defensively to get out of bad situations. You don't always need to use it for an execute.