How 2 Vora in Paladins?
Vora is one of those champions who thrives on pressure and tempo rather than raw burst, and mastering her flow is what separates a decent flank from a true nightmare on the battlefield. At first glance she looks fragile because her kit doesn’t hand you immediate burst damage or escape tools in the same way a champion like Androxus or Maeve does, but the longer you stay in a fight with her, the more suffocating she becomes. Her primary attack, Deadly Scythe, is deceptively strong once you learn to consistently land all four of its chained swings. Each one bleeds enemies for extra damage and builds stacks of Darkness, and that Darkness is the foundation of her kit. Hitting confirms isn’t just about putting damage on the board; it’s about unlocking a chain of effects that let you snowball control. Once you’ve stacked up your Darkness, Dark Siphon turns into a monster of an ability. Without max Darkness, it’s simply poke and a little sustain, but at full stacks, it becomes a cripple that shuts down movement abilities and pins targets in place, which is devastating for mobile enemies who thought they could escape. Timing your Siphon when you know someone is about to dash, teleport, or leap is one of the most satisfying plays you can make with her, because it doesn’t just get you a kill, it denies the opponent the chance to disengage or reposition, swinging control of the entire skirmish.

Her utility doesn’t stop there, though, because Obliteration is both her safety net and her playmaking tool. It’s an aerial slam that temporarily makes Vora untouchable while in the air, giving her brief immunity to damage and control effects. That window lets you dodge ultimates, soak aggro without dying, or force enemy cooldowns just by being present. At base, it’s a decent reposition and bit of damage, but with max Darkness the ability transforms into a disruptive powerhouse. The impact gains bonus damage and a slow, letting you punish grouped-up enemies or keep someone locked long enough for you and your team to finish them off. If you’re creative with positioning, you can use Obliteration to break enemy setups around choke points or even to stall objectives by slamming directly into the middle of a clustered enemy team. It’s not flashy in the way some flanks’ abilities are, but it gives you exactly what you need to either escape or double down depending on the momentum of the fight. Then there’s Tendril, which is easily the skill ceiling of the champion. On paper it’s just a grapple-style dash with two charges, but in practice it’s an entire movement system. Tendril lets you latch to walls, latch to allies with the right card or talent, and slingshot yourself into angles most enemies won’t expect. It also lets you vertically reposition, which is key for maps with high ground choke points like Brightmarsh or Ascension Peak. If you aren’t thinking two moves ahead with your Tendrils, you’ll find yourself stranded, but if you are, suddenly the map opens up in a way few other flanks can replicate.


The real climax of Vora’s kit is her ultimate, Harbinger’s Wrath. This is where her snowball potential fully comes online, because it redefines her combat rhythm for its duration. She gains extra movement speed and damage reduction, turning her into a much harder target to burn down. On top of that, her melee strikes become monstrous: they execute enemies at or below two-thirds health, guaranteeing kills if you catch weakened enemies, while nonlethal strikes still dish out brutal damage and apply a root, locking victims in place for easy follow-up. In a team fight this is devastating, because a single activation can chain two or three eliminations back to back if you time it properly, and unlike some ultimates that require positioning beforehand, Harbinger’s Wrath can be used reactively. It lets Vora punish greedy enemies who overcommit or chase too deep, and it creates a terrifying presence where opponents have to scatter or risk being deleted in seconds. The challenge with Vora is that she doesn’t thrive in every comp or map. Without coordination, she can feel fragile, and against heavy CC or burst she can get shredded before she ramps up. But with careful positioning, Tendril mastery, and patience to wait for her Darkness stacks, she becomes one of the most oppressive flanks in the game. She’s not about running in headfirst; she’s about lurking, stacking, and then flipping a fight on its head with a perfectly timed Siphon, slam, or ultimate. In competitive settings, Vora is picked not just to get kills but to dismantle the enemy’s structure, and if she gets rolling, she dictates the tempo in a way few champions can match. That's it for rhis one. Thank you and have a good day.