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.


 * can protect Shadow Demon's allies from Fortune's End, preserving healing or buffs. It can also catch Oracle's allies, allowing and  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.

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.

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.

Good against...

 * 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 you're quick enough. Be mindful that Fortune's End only dispels your allies' debuffs on the primary target.


 * 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 likes to combine his spells together, the only good target he gives is False Promise. This scenario can 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 work well against, preventing the shatter from and Fate's Edict can protect an ally from the magical DoT for a while.
 * If worse comes to worse, Oracle is one of the only heroes that can deny allies that are frostbitten. He needs to reach the shatter threshold with the damage from Purifying Flames. Since he will be the one to get the target below the shatter threshold, the kill will be attributed to him and it will count as a deny.
 * Can dispel buff from enemies on AoE with Fortune's End.
 * Can dispel on affected allies, preventing them from getting frozen. (Keep in mind that it only dispels  before target gets 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.

Others

 * Fortune's End and False Promise easily dispel many crippling debuffs, such as 's, or 's.
 * Fortune's End dispels important buffs such as, , or.
 * 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 enemy in 's radius, making him take extra DoT damage and have armor reduced


 * prevents enemies from healing from Purifying Flames.
 * can easily trigger its stun when used in combination with Fortune's End.


 * Fortune's End helps keeping foes in place during or.
 * False Promise is a way longer Cyclone which also allows Death Prophet to move and doubles all of Exorcism and Spirit Siphon's lifedrain.
 * Often builds which works well with False Promise's double healing, increasing odds that She will survive False Promise's damage.
 * Death Propthet does most damage with abilities, therefore using Fate's Edict on her has not so significant downside while it provides total immunity to magic damage.


 * With False Promise, Oracle can prevent Huskar from dying when Huskar is at low health, allowing Huskar to get the maximum effect from and making Huskar difficult to kill. False promise will also prevent Huskar health from going above 35%, causing Inner Vitality to heal faster for the whole duration, not to mention all of its healings, as well as Huskar's lifesteal, will be doubled. Consider purchasing  as it can make Huskar virtually unkillable as long as you are alive.


 * With, Io can teleport the ally under effect of False Promise to the fountain to double the heal.
 * and False Promise bestow staggering amount of healing, keeping tethered hero alive.
 * Purifying Flames's heal will be tripled if combined with and False Promise.


 * Legion and Oracle can back each other up when one of them is initiated on. Oracle can use whatever spell or spells he needs to save Legion, be it Fortune's End, Fate's Edict followed by Purifying Flames, False Promise, or any other combination, while Legion 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 longer during Wukong's Command.
 * False Promise will double the amount of healing given by Jingu Mastery.
 * Fortune's End can provide a long enough root to allow Monkey King to get into position for Primal Spring.
 * False Promise delays damage taken so Monkey King can use Tree Dance to escape.


 * The root from Fortune's End ensures stacks.
 * The continuous dispel of denies the enemy the heal from Purifying Flames allowing Oracle to cast it with impunity. Add a  onto the target for even more damage.


 * Because Timbersaw does not normally right-click, Fate's Edict has essentially no penalty when used on Timbersaw.
 * in combination with False Promise can heal for a very large amount.


 * Fortune's End can provide a 2.5 seconds root from level 1 on Oracle, allowing for some very early kills.
 * Fate's Edict prevents Roshan from attacking (and bashing), making it even faster to take it early on.
 * Oracle can False Promise Ursa and Fortune's End either his foes to root them or Ursa to dispel his debuff, denying both of Ursa's main weaknesses. False Promise will also double Ursa's lifesteal.


 * Leshrac relies entirely on his abilities to do damage therefore using Fate's Edict on him will not have any significant downside while it proves total immunity to magical damage. He also often buys which can make both physical and magical damage ineffective against him, though he is still vulnerable to pure damage.
 * Generally very fragile hero with high amount of damage, False Promise can make Leshrac to annihilate enemy team with enormous AoE damage.
 * Leshrac often builds, doubling spell lifesteal it provides increases odds of him surviving False Promise's damage.
 * Fortune's End serves as a setup for.
 * Oracle and Leshrac can combine their magical nukes to eliminate most enemies during ganks.

Others

 * 's will continue to heal since enemies cannot damage targets under False Promise.
 * '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, ,
 * Heroes with high magic resistance takes less damage from Purifying Flames, thus healing them more:, ,
 * Fortune's End's root can kite the enemies for melee carries to attack: ,
 * False Promise amplifies healing abilities of allies:

Items

 * holders can use the item under False Promise because the ability delays all damage taken for its duration.

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

Oracle/Противостоящие