Oracle/Counters

Bad against...

 * Oracle has minimal damage potential against Anti-Mage due to, and may even have some ability damage reflected at himself.
 * Anti-Mage can easily overwhelm Oracle with and.
 * allows Anti-Mage to easily chase and take advantage of Oracle's low mobility.


 * False Promise will not save an ally from if their health is low enough.
 * Fate's Edict, offensively or defensively, does little to protect Oracle's allies from the majority of Axe's damage.


 * Fortune's End cannot dispel stacks on Bristleback or  stacks on allies.
 * can heavily reduce Oracle's damage output. With it, Oracle may accidentally heal Bristleback with Purifying Flames, especially if Bristleback has bonus magic resistance.


 * and allow Faceless Void to easily negate Oracle's burst damage.
 * is effective against Oracle's low-cooldown spells. Although dispellable with Fortune's End, it can still catch Oracle off guard if Fortune's End is on cooldown.
 * However, False Promise is one of the best abilities in the game to delay or even potentially save any ally caught in . Combined with Fate's Edict, a well-positioned Oracle denies Faceless Void and his team from attempts at solo-Chronosphering key targets to open up a teamfight.


 * can protect Shadow Demon's allies from Fortune's End, preserving healing or buffs. It can also catch Oracle's allies, allowing to be used without being dispelled.
 * prevents over-time healing during False Promise, such as Purifying Flames and . If he has, this issue can persist for longer or on multiple allies.
 * It will not, however, prevent healing from instant abilities, items, or auras, making a good choice against him.


 * Oracle's burst damage is ineffective against.
 * Disarm provided by Fate's Edict is not as significant debilitation for Spectre as it might be for other carries since She can do damage even without landing attacks.

Others

 * Because Oracle uses few, powerful instances of damage to kill enemies, 's and 's  can absorb his burst damage.
 * Heroes with long disables, like, , or , can prevent Oracle from using spells or items.
 * Oracle cannot easily deal with swarms of units, making him weak against heroes like or.
 * Heroes who can take advantage of Oracle's low mobility or catch him out of position, such as and, can easily pick him off.
 * Heroes who are not easily crippled by Fate's Edict or Fortune's End, such as, or those who can dispel them, such as , can kill Oracle unhindered.
 * 's can turn into a 5 second stun on an ally under the effect of False Promise, as it delays all damage and makes it impossible to break the damage threshold of Echo Stomp.

Items

 * A on an enemy will prevent Oracle from using his burst damage and utility on that enemy. Additionally, a Black King Bar on an ally will prevent Oracle from healing or protecting that ally with his spells, except False Promise and Fortune's End.
 * prevents Oracle from using any spells, including Fortune's End, which would otherwise allow him to dispel it.
 * Orchid's effect is mitigated with a dispelling effect like.
 * Items providing magic resistance like or  will drastically reduce Oracle's damage output.
 * Dispelling effects such as render Fortune's End and Fate's Edict useless on enemies.
 * can be used defensively to dodge Oracle's abilities, or offensively to disable and catch Oracle. It can later be upgraded to to escape from Oracle.
 * applies a hex on Oracle, making him unable to save allies even more.
 * will reflect Fortune's End, Fate's Edict and Purifying Flames back to Oracle, potentially rooting or disarming him or even make himself burst down if his health is low enough.

Good against...

 * Oracle can negate and shut down Primal Beast simply with Fate's Edict, especially in the early game, as a majority of his damage-dealing spells are magic.
 * Oracle can interrupt Primal Beast's charge with a well-timed Fortune's End.
 * Primal Beast's lethal burst damage combos can be further stalled with False Promise; combined with Fate's Edict and regen from Purifying Flames, Oracle can even completely negate Primal Beast's offense.


 * Oracle can shut down both of Ember's early game abilities. Fortune's End can dispel on Ember Spirit and  on allies.
 * When Ember Spirit is affected by Fortune's End, his s move at 0 movement speed.
 * Disarming him with Fate's Edict does affect Ember's ability, possibly making him useless for a few seconds in the late game without a dispel or spell immunity. This is especially good if he has a rapier or two. However, positioning for this is difficult when Ember plays far back.


 * Provided that the enemy team does not have an, Oracle can guarantee that his ally survives for the duration of the Duel with False Promise and has decent nuke potential to help ally to win a Duel. He can also disarm Legion Commander with Fate's Edict.
 * Oracle can dispel enemy buffs like and  with Fortune's End.


 * Fortune's End can easily dispel before it times out and stuns. He can also save a stunned ally with False Promise.
 * Fate's Edict can easily negate 's over-time damage, since the spell provides no form of control. Similarly, he can also negate the magic burst from.
 * Fortune's End can dispel the fear effect from, and it can remove the root from if cast quick enough. Be mindful that Fortune's End only dispels your allies' debuffs on the primary target.


 * Oracle can dispel (which he can also bait out with Fate's Edict).
 * With Fortune's End, Oracle can dispel in an area of effect.


 * Oracle's high magic damage output can easily take down Rubick's low health pool.
 * Because Oracle can combo spells in rapid succession (due to low cooldowns), it may be difficult for Rubick to False Promise. This scenario can even be avoided by shift queueing Fortune's End and casting it immediately, as it has no cast point, or by staying in the back line of fights if out of mana.
 * As a position based hero, Rubick will have a very hard time against Fortune's End due to its absurd range and very long root duration.


 * False Promise can prevent the shatter from and Fate's Edict can protect an ally from the magical damage over time for a while.
 * Oracle can deny allies who are frostbitten. If he uses Purifying Flames to reach the shatter threshold, it will count as a deny.
 * Fortune's End can dispel on affected allies, preventing them from getting frozen.


 * Fortune's End can nullify, , and , if cast at the right time with the right targets.
 * Fate's Edict can prevent Silencer from attacking, which he relies on with, for a lot of his damage.


 * Phoenix does significant magic damage over time which can either be dispelled or negated by Fate's Edict.
 * Oracle's burst damage potential can prove lethal to Phoenix, as they already have to sacrifice health to cast their basic skills.


 * Fortune's End can dispel, negating the skill's utility. Also it's worth noting that Necrophos takes additional magic damage when in Ethereal state, which makes Purifying Flames a powerful nuke against him.
 * Fate's Edict fully negates the damage from, which its own delayed animation makes it relatively easy to predict and nullify.


 * Fortune's End can dispel, a skill that helps Dark Seer immensely in the laning phase, as well as , a move-speed buff, effectively allowing Oracle to control Dark Seer, especially in the laning phase.


 * Oracle can negate all of Techies' skills with Fate's Edict, as they are all magic damage. Fate's Edict can also be used to search and trigger when crossing mined territory.
 * Oracle can dispel off Techies, as well as the silence from, with Fortune's End.
 * Oracle can further delay Techies' burst damage capability with False Promise.


 * Fate Edict can completely negate Skywrath Mage's heavy magic damage.
 * Fortune End dispels.

Others

 * Fortune's End and False Promise easily dispel many crippling debuffs, such as 's, or 's.
 * Fortune's End can catch out or impair position-based heroes with low mobility, such as or.
 * Fate's Edict can protect allies against intense magic burst such as or.
 * This is especially true for delayed damage such as or.
 * Fate's Edict cripples many heroes who rely on attacks, such as, , or , without a dispel or a.
 * False Promise can save allies from large stuns such as, , or.
 * Heroes with little health or magic resistance are easily picked off with Oracle's magic burst, such as, , or.

Items

 * Fortune's End can dispel debuffs such as or.
 * False Promise can save allies from or.

Works well with...

 * False Promise in combination with can make Alchemist extremely difficult to kill and save him from disables and debuffs.
 * Fortune's End can keep enemies in 's radius, applying damage and armor reduction for longer and allowing Alchemist to catch them.


 * prevents enemies from healing from Purifying Flames.
 * can easily trigger its stun when used in combination with Fortune's End.
 * amplifies Oracle's already ludicrous magical burst damage.


 * Fortune's End helps keep foes in place during or.
 * False Promise is an incredibly strong substitute for that also allows Death Prophet to move and doubles all of the health gained from Exorcism and Spirit Siphon.
 * Death Prophet relies more on her abilities to deal damage and less from right-clicks, so using Fate's Edict on her has no drawback.


 * With False Promise, Oracle can prevent Huskar from dying when he is at low health, allowing Huskar to get the maximum effect from and making him difficult to kill, especially when combined with Purifying Flames.


 * With, Io can teleport the ally under the effects of False Promise to the fountain to double the heal.
 * , Purifying Flames, and False Promise bestow a staggering amount of healing, keeping their allies alive.


 * Legion Commander and Oracle can back each other up when one of them is initiated on. Oracle can use whatever ability he needs to save Legion Commander, while she can use to save Oracle.
 * Oracle can also assist in a variety of ways when Legion uses, including disarming the enemy with Fate's Edict, bursting the enemy down with Purifying Flames, and saving Legion with False Promise.


 * False Promise allows Monkey King to survive for longer during, preserving its effect.
 * False Promise will double the amount of healing given by.
 * Fortune's End can provide a long enough root to allow Monkey King to channel his.
 * False Promise delays damage taken, so Monkey King can use to escape.
 * Monkey King can prevent 's damage with instead of, saving some mana and the cooldown.


 * The root from Fortune's End ensures stacks.
 * The continuous dispel of denies the heal from Purifying Flames, allowing Oracle to cast Fortune's End with impunity.
 * Both heroes have ridiculous amounts of magical burst damage and can easily take out heroes with low health.


 * Because Timbersaw relies more on using abilities to deal damage and less from right-clicks, Fate's Edict has nearly no penalty when used on Timbersaw.
 * in combination with False Promise can heal for a very large amount and allow Timbersaw to stay in the fight longer.


 * Fortune's End and False Promise can dispel debuffs from Ursa and provide a long root, allowing Ursa to stack up unhindered and lifesteal large amounts.
 * Fate's Edict prevents Roshan from attacking and ing Ursa, making it even easier to defeat him early on.


 * Leshrac relies entirely on his abilities to deal damage, so using Fate's Edict on him will not have any significant downside.
 * He also often buys which can make both physical and magical damage ineffective against him.
 * Though he is typically very fragile, False Promise can protect Leshrac to annihilate the enemy team with enormous area damage.
 * The spell lifesteal from or regeneration from  can also keep Leshrac alive in these instances, combined with Purifying Flames.
 * Fortune's End serves as a setup for.
 * Oracle and Leshrac can combine their magical nukes to eliminate most enemies during ganks.


 * Fortune's End can help Troll Warlord to get closer to enemies and build up stacks easily.
 * can prevent Troll Warlord from dying to False Promise's fatal damage.


 * Necrophos does large amount of damage just by being around enemies, Oracle can help Necrophos to stay alive longer with False Promise and Fate's Edict.
 * Fate's Edict protects him from magical damage while protects him from physical damage, making both physical and magical damage ineffective against him for certain amounts of time.
 * They both have good magical burst damage potential, making it easy to eliminate enemies.
 * If by some miracle the enemy survives the initial burst damage from either hero, Necrophos can finish them with.
 * Necrophos healing abilities (namely and /) will be amplified by False Promise.
 * also amplifies healing, making Necrophos nearly unkillable in fights when combined with False Promise.

Others

 * 's can guarantee survival of an ally affected by False Promise.
 * Fortune's End's root sets up hard to land abilities of heroes like, , or.
 * Heroes with high magic resistance takes less damage from Purifying Flames, thus healing them more, including, , and.
 * Fortune's End's root will help physical attackers in dealing damage, such as and.
 * False Promise amplifies healing abilities of allies, such as or.
 * Heroes with magic resistance reduction abilities, such as or, amplify Oracle's magic burst.
 * Heroes that do most of their damage with abilities will be able to ignore almost all downsides associated with Fate's Edict.

Items

 * holders can use the item under False Promise because the ability delays all damage taken for its duration.
 * and amplify Oracle's already strong magical burst damage.
 * , combined with Fate's Edict, can provide immunity to both physical and magical damage.
 * , combined with False Promise, can bounce a dying hero back to full health, keeping them alive on the map.

List of heroes that counter Oracle, and list of heroes that work well with Oracle.

Oracle/Противостоящие