Oracle/Counters

Bad against...

 * Against Anti-Mage, Oracle has minimal damage potential due to.
 * Anti-Mage is natural and/or  carrier and can dispel Fate's Edict.
 * Additionally, Anti-Mage can easily overwhelm Oracle with and.


 * False Promise will not save an ally from if their health is low enough


 * 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 if Fortune's End is not immediately applied afterward, especially if Bristleback has bonus magic resistance.


 * and allow 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.


 * Due to Oracle large mana pool, low strength, high dependence on his spells and lack of good AoE, Phantom Lancer can easily pick him off.
 * Having 20 Phantom Lancer illusions' health bars above his allies' ones wont help Oracle landing efficient False Promises.
 * Phantom Lancer can dispel or disjoint Fortune's End with, making it rather useless early on.


 * Although Fortune's End can dispel and, Shadow Demon can defend allies by using , either to save any active buff on the ally which would, otherwise, be dispelled by Oracle's spell, or to avoid the ally to be locked down for a following gank. However, the ally will still be grounded on the spot for Disuption duration.
 * Also, Shadow Poison can hit multiple targets and has low cooldown, Oracle must choose whether or not use Fortune's End to dispel the effects and which ally to cast upon.
 * However, Fate's Edict can prevent any upcoming damage from Shadow Poison if timed right, using the duration to have Fortune's End out of a possible cooldown.
 * The main problem for Oracle is . It prevents, for its duration, any healing cast and effects per second during False Promise, such as the effect of his Purying Flames and . It will not, however, prevent healing from instant spells, item effects, or auras. If Shadow Demon has, he can cast Demonic Purge multiple times and completely nullify any Urn of Shadows and Purifying Flames healing combo on False Promise's suject. Demonic Purge's slow also cannot be dispelled.


 * Because Shadow Fiend's damages are both magical and physical from his right click, Fate's Edict can't really cripple him.
 * Oracle is very weak against invisible ganking heroes as he is very squishy and usually plays far back from his team, which is something Shadow Fiend excells at.

Others

 * Because Oracle uses few, powerful instances of damage to kill enemies, can easily absorb his burst with . Likewise,  can also absorb his burst with.
 * Heroes with long-lasting disables, like or, can prevent Oracle from using any spells or items.
 * Oracle cannot easily deal with swarms of units, making him weak against heroes like or.
 * Invisible heroes who can engage with a silence or a powerfull nuke pin Oracle down very easily, preventing him from staying far back during fights and making his positionning very difficult to find.

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.
 * 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.

Good against...

 * Oracle can dispel Batrider's stacks and  with Fortune's End.
 * Oracle can negate and  with Fate's Edict, removing most of Batrider's damage.
 * False Promise can immediately dispel, which is much of Batrider's utility.


 * Oracle can shut down both of Ember's early game abilities. Fortune's End can dispel on Ember Spirit and  on allies.
 * When Ember 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.


 * Enchantress is vulnerable to magical nuke, making Oracle's nuke combo very efficient against her. It is usually better to channel Fortune's End a bit as the root is also very efficient against Enchantress.
 * Fate's edict nullify all of Enchantress damage output.


 * 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 With Fate's Edict.
 * Oracle can dispel enemy buffs like and  with Fortune's End.


 * Both Fate's Edict and False Promise can easily save allies from.
 * Oracle can dispel.


 * Fortune's End can easily dispel before it times out and stun. Worse for worse, 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 AoE.


 * Oracle can easily save any of his allies whom Pudge tries to kill. He can dispel with False Promise, prevent  damage with Fate's Edict, and he can heal with Purifying Flames.


 * Oracle by himself will force to be constantly used defensively, virtually protecting Oracle's teammates from magical damages.
 * 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 immediatly as it has no cast point or by staying in the backline 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.


 * By the time Sniper truly comes online, Oracle will usually have his Aether lens, +150 cast range talent and maxed Fate's Edict, allowing him to outrange Sniper and disarm him safely.
 * Oracle's healing combo naturally counters as it grants 100% magic resistance to a fleeing ally, which is the usual target for Sniper's magical burst.
 * Oracle's high movement speed and long range combined with his root from Fortune's End will cut most of Sniper's retreat.


 * Oracle's attacks outrange Venomancer's s
 * can be dispelled with Fortune's End and Fate's Edict will reduce most of Venomancer's damages over time
 * Oracle himself will usually not be crippled by Venomancer's poison, reducing Venomancer's damage output


 * 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).


 * All of 's damage is magical which can easily be negated by 100% magic resistance Fate's Edict provides.
 * Can easily dispel his 's long-lasting silence with both Fortune's End and False Promise on allies (Though can make Oracle very vulnerable if he uses on him).
 * Often buys and  which are easily dispelled by both Fortune's End and False Promise.
 * Skywrath is one of the squishiest heroes in the game, making him susceptible to Oracle's nuking capabilities.

Others

 * False Promise can nullify single-target initiation/disable, like, etc.
 * Fate's Edict can constantly prevent right-clicking heroes from dealing damage, especially ones who does not have . Some examples include or.
 * Fortune's End can dispel 's and, though it can use up a lot of mana fairly quickly. Oracle can dispel multiple Ion Shells if they are within the area of effect radius of Fortune's End.
 * Can dispel from enemies on AoE with Fortune's End. Can nullify 's initiation with  with Strong Dispel False Promise provides.
 * Fortune's End is very effective against position based heroes like as it has a very long range and the root can quickly lead to a kill on them.

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