Dota 2 Wiki
Oracle icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
20 + 2.4
15 + 1.7
26 + 3.8
Level 0 1 15 25 30
Health 200 600 1260 1980 2260
+0.25 +2.25 +5.61 +9.21 +10.61
Mana 75 387 1023 1623 1875
+0.5 +1.8 +4.46 +6.96 +8.01
Armor 1 3.5 7.47 12.3 14.05
Damage Block -
Magic Resistance 25%
Status Resistance 0%
Damage 13‒19 39‒45 92‒98 142‒148 163‒169
Attack Rate 0.59/s 0.68/s 0.82/s 0.99/s 1.05/s
Attack Range Ranged 620 (800)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.3+0.7
Projectile Speed 900
Movement Speed ▶️ 295
Turn Rate Takes 0.15s to turn 180°. 0.7
Collision Size 24
Vision Range (G) 1800 • 800
Legs 0
Gib Type Default
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.
Rain of Destiny
False Promise
Alters the fates of heroes with his buffs and nukes.
By carefully combining his intricate abilities, Oracle controls the destinies of both friend and foe. Dispelling both boons and curses, Fortune's End comes sooner than expected. Fate's Edict shelters heroes from magic, yet prevents them from raising arms. Purifying Flames stimulate regeneration, but not without the initial pains of cleansing. The Rain of Destiny shrouds threatened allies while causing harm to enemies. Knowledge of his abilities is key to utilize him as an ally at full potential; while he can defy destiny with False Promise and snatch victory from the jaws of defeat, one mistake can potentially seal the fate of his allies.
Fortune's End
Fate's Edict
Purifying Flames
Rain of Destiny
Rain of Destiny
False Promise
False Promise
Roles: Support Support Nuker Nuker Disabler Disabler Escape Escape
Complexity: ★★★


Oracle minimap icon.pngNerif, the Oracle
▶️ "I have an end in mind for you."
Ascendants to the Great Seat of Cymurri had for ages imported their Oracles exclusively from the Ivory Incubarium, high in the hollow peaks of the Zealot's Range, with a downpayment made at the time of the embryo's conception and the balance surrendered on delivery of a mature, well-trained prophet to the Gate of the Graven King.

Raised by same Pallid Sybils who bred and birthed them, all sanctioned Oracles were anchored by their physical form to the world we most of us share; meanwhile, their souls roamed far afield, barely bound by the airiest astral umbilicus. From such cosmic roamings the prophets would return, speaking words of fire with tongues of flesh. Their mystic utterances were analyzed by the Cymurri Advisors, who found in them visions of the future, diplomatic advice, all the supernatural ammunition the line of Graven Kings needed to secure victory in every campaign, whether in the court or on the battlefield. Thus it went for generations, the Graventome's pages filling with the names of triumphant kings and the new domains they had acquired. So it went, that is, until the particular Oracle named Nerif arrived to serve the very last of the stone-helmed kings.

From the first, Nerif's prophecies were unusual. They seemed not merely to portend the future, but to shape it. The weird soothsayer croaked out advice no one had requested, and suddenly the Cymurri found themselves immersed in conflicts with newfound enemies. The Advisors, sensing a threat to their power, were quick to pin these unwelcome developments on the latest Oracle. They demanded his removal, petitioning the Sybils to reclaim their defective prophet and replace him with a worthy substitute. But Nerif described an ominous dream of the Incubarium's destruction, and within hours came news of the ancient school's destruction in a catastrophic avalanche. Fearing the same fate as the Pallid Sybils, the Advisors withdrew to their counsel chambers, suddenly anxious to avoid the Oracle's notice.

The Graven King, however, was a creature of great practicality. He doubted the commitment of his overprudent Advisors. An Oracle of such rarity, he reasoned, ought be used as a weapon to enlarge his domain. He therefore demoted his timid counselors and stationed Nerif at his side. With only a blunt understanding of Nerif's talent, he boldly stated the outcomes he desired, and coaxed Nerif into uttering his wishes as prophecy.

At first, all was well. The Last Graven King boasted that by adopting Fate's pet, he had made a plaything of Fate itself. He should have taken it as a warning then when, on the eve of his invasion of the Unsated Satrap's realm, he attempted to coerce a prediction of certain victory from his Oracle, only to hear Nerif quietly mutter, "It could go either way." No firmer statement could he force from Nerif's lips. Still, the King was confident in his army. The Satrapy was landlocked, poorly armed, and shut off from all possible allies. He took "It could go either way" to indicate that with tactical might on his side, there was little risk in his plan.

Of course, we now know that he should have taken the sayer's words more literally. Even with careful study of the Annotated Annals of If, what happened on the field before the Unsated Satrap's palace is almost impossible to visualize. It appears that in the midst of the carnage, the battle began to bifurcate. At each pivotal moment, reality calved and broke into bits. Soldiers who staggered and fell in battle also stood sure-footed, forging onward to fight. Their minds also split; the warriors found themselves both dead and alive, existent and non-existent. Victory and defeat were partitioned, so that each separate outcome was experienced in simultaneity by both armies. The universe became a hall of mirrors, with all the mirrors endlessly shattering.

The immediate effect on both parties was insanity. Unable to comprehend the state of being both triumphant and defeated, the Graven King's mind dispersed into motes of madness. The naive Satrap fared no better. The opposing paired realities continued to split and split again, echoing into infinite histories, all of them populated by a bewildered populace that soon lost the ability to feed, clothe, defend, or reproduce itself in the traditional manner.

Long before the repercussions had played out, however, Cymurri's wary Advisors had seized Nerif, bound and gagged him, and launched him out of their universe at high speed on a dimensional barque, in the hopes of depositing him where he could do them no harm forever. It was, of course, too late for them. And may well be for us.


Fortune's End icon.png
Enemies / Allies
Gathers Oracle's power into a bolt of scouring energy that, when released, damages, roots, and purges enemies of buffs in an area around the target. If target is an ally it will only purge debuffs. Can be channeled for up to 2.5 seconds. The root duration is equal to the time spent channeling.
Cast Animation: 0+0
Cast Range: 850
Effect Radius: 300
Max Channel Time: 2.5 (Talent 0)
Damage: 100/160/220/280
Min Root Duration: 0.5 (Talent 0.9)
Max Root Duration: 2.5 (Talent 2.9)
Cooldown: 15/12/9/6
Mana: 100
Partially pierces spell immunity.
Can be cast on spell immune allies.
Cannot be cast on and does not affect spell immune enemies.
Applies area effect when connecting with spell immune enemy.
Partially blocked by Linken's Sphere.
Blocked fully only when primary target.
Blocked upon impact.
Modifiers [?]
The astral orb crackles with power while raw energy lances out, temporarily disrupting an enemy's connection to their own body.


  • The projectile travels at a speed of 1000.
  • When targeting allies, the area effect is still applied to surrounding enemies. The ally only gets dispeled.
    • Enemies in the area always get dispelled, while allies only get dispelled when targeted, so only one ally can be dispelled per cast.
    • ↓↓ Double-tapping automatically targets self.
  • Fortune's End first applies the dispel, then the debuff, then the damage.
  • Can directly be cast on invulnerable units, fully affecting them, though the damage gets negated by the invulnerability. Does not affect hidden targets.
  • Applies a visual effect on the targeted unit upon cast, indicating that it is directly targeted. This visual effect is visible to everyone.
    • The sound during the channeling is audible to everyone as well.
  • The channeling is not canceled when the target turns spell immune, invisible, invulnerable, hidden or dies.
    • When the channeling is interrupted through disables, the projectile is released prematurely.
    • The damage and dispel effect are static, only the root duration is based on the time spent channeling.
  • The root duration starts at 0.5 (Talent 0.9) and increases by 0.08 for each 0.1 seconds channeled, reaching 2.5 (Talent 2.9) in 2.5 seconds.
    • The instant Fortune's End Talent talent removes the need for channeling and causes the projectile to be released instantly on maximum power.
    • Selecting the Talent talent while already channeling Fortune's End visually removes the channeling bar, but does not interfere with the cast in any way.
  • Fortune's End roots affected targets, preventing them from moving and casting certain mobility abilities.

Fate's Edict
Fate's Edict icon.png
Enemies / Allies
Oracle enraptures a target, disarming them and granting them 100% magic damage resistance. Can be cast on allies and enemies.
Cast Animation: 0.3+1.1
Cast Range: 500/600/700/800
Magic Resistance: 100%
Duration: 3.5/4/4.5/5
Cooldown: 17/14/11/8
Mana: 50
Does not pierce spell immunity.
The modifier is always dispelled by spell immunity.
Modifiers [?]
An unbreakable prophecy resounds: a chosen ally shall briefly suffer no magics. Other kinds of suffering however...


  • Fate's Edict always places a debuff on the target, no matter it is an enemy or an ally.
    • This means if cast on self or an ally, allies can dispel it, while enemies cannot.
    • Vice versa, if cast on enemies, enemies can dispel it, while allies cannot.

Purifying Flames
Purifying Flames icon.png
Enemies / Allies
Burns away impurities, dealing heavy magic damage to the target before causing them to regenerate health over time. The amount of health regenerated over its duration exceeds the amount of initial damage. Can be cast on enemies and allies.
Cast Animation: 0.15+1.14
Cast Range: 850
Enemy Damage: 90/180/270/360 (Talent 117/234/351/468)
Ally Damage: 90/180/270/360
Heal per Second: 11/22/33/44
Duration: 9
Cooldown: 2.5 (Talent 1.25)
Mana: 80
Modifiers [?]
Like a hall of mirrors might amplify the light of a single candle, the shattered walls of the universe can transform the light of prophecy into a burning torch.


  • The damage is applied instantly upon cast, followed by the heal over time.
    • The damage is lethal to enemies, but not to allies, so it cannot be used for denying.
    • Cannot be cast on allies who have Disabled Help from Oracle.
    • ↓↓ Double-tapping automatically targets self.
  • Multiple casts on the same target fully stack.
  • Heals in 1-second intervals, starting 1 second after cast, resulting in 9 instances of heal.
  • Can heal up to 99/198/297/396 health per cast.
    • Effectively heals up to 9/18/27/36 health when considering the initial damage.
    • With the enemy damage increasing Talent talent, effectively deals up to 18/36/54/72 damage when considering the initial damage (before reductions).

Rain of Destiny
Rain of Destiny icon.png
Allies / Enemies
Brings forth rain to the target area. Enemies standing in the area receive damage and have reduced heal amplification. Allies in the area heal and have increased incoming heal amplification.
Cast Animation: 0.2+1.07
Cast Range: 650
Radius: 650
Heal/Damage per Second: 50
Heal Amplification/Reduction: 25%
Aura Linger Duration: 0.5
Duration: 10
Cooldown: 40
Mana: 150
Partially pierces spell immunity.
Fully affects spell immune allies.
Applies debuff on spell immune enemies.
Does not damage spell immune enemies.
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
Upgradable by Aghanim's Scepter.
This ability is not available in Ability Draft.
Through mixture of the astral and the atmospheric, Nerif bends a single reality into paradoxical alignment.


  • Heals and deals damage in 1-second intervals, starting immediately upon cast, resulting in up to 11 instances.
    • Since it starts immediately upon cast, the first heal instance is not affected by the heal amplification.
  • Can heal/deal up to 550 health/damage to a single unit (before reductions).
    • With its own amplification, it can effectively heal up to 675 health, considering the first instance not being amplified.
  • The heal manipulation is provided by an aura. Its modifier lingers for 0.5 seconds. The heal and damage are independent from the aura.
  • The heal/damage of multiple instances of Rain of Destiny fully stacks. However, the heal manipulation does not.
  • Places the modifier on Animal Courier Radiant minimap icon.png Couriers, but does not heal or damage them.

False Promise icon.png
Temporarily alters an ally's destiny, delaying any healing or damage taken until False Promise ends. Any healing that is delayed by False Promise is doubled. Removes most negative status effects and disables on initial cast.
Cast Animation: 0.3+0.97
Cast Range: 700/850/1000
Delayed Heal Amplification: 100%
Duration: 7/8.5/10 (Talent 8.5/10/11.5)
Talent Armor Bonus: 15
With Aghanim's Shard Fade Delay: 0.15
Cooldown: 120/90/60 (Talent 100/70/40)
Mana: 100/150/200
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Grants the Rain of Destiny ability.
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Causes False Promise to have a 0.15-second fade delay invisibility.
Modifiers [?]
Foes and false prophets oft make lies of men's fates.


  • False Promise has the second highest priority in the group of damage negating abilities. It also negates healing effects.
    • This means when combined with other damage negating effects (e.g. Aphotic Shield or False Promise), False Promise negates the damage while the others do not.
    • It has a lower priority than Borrowed Time. If combined with Borrowed Time, it first turns damage into heal, and then it is blocked as heal by False Promise.
  • At the end of the duration, the target gets healed if the overall heal was higher, or damaged if the damage was higher.
    • All healing received gets summed up into one instance and doubled. Then, the heal sum gets subtracted from each individual damage instance in order.
    • This is repeated until either all damage instances are negated by the heal, or until the summed heal value depletes.
    • If the heal sum depletes, then the remaining damage instances get applied in order. The damage is flagged as HP Removal.
    • Therefore, if the target dies, the kill is credited to whoever's instance that dealt the killing blow, which can be the first, last or any other instance in between.
    • Non-lethal damage instances blocked during False Promise are still not lethal when re-applied at the end of the duration.
    • If all damage instances get negated instead, the remaining heal sum gets applied as a single heal to the target. This heal is always credited to Oracle.
  • If the target is invulnerable as False Promise expires, the delayed heal and damage wait for it to become vulnerable again.
  • Successive casts on the same target do not stack, but refresh the duration. The blocked heal and damage counters are not reset.
  • If the accumulated damage exceeds the accumulated heal, the orb above the target glows red and emits fire, indicating it will receive damage.
  • The False Promise armor Talent talent immediately updates all existing modifiers on already affected allies.
  • With Aghanim's Shard icon.png Aghanim's Shard, grants the target invisibility with a 0.15-second fade delay.
    • Attacking, casting abilities or using items breaks the invisibility and resets the fade delay.


Hero Talents
+1.5s False Promise Duration25Instant Fortune's End
+30% Purifying Flames Enemy Damage20-20s False Promise Cooldown
-1.25s Purifying Flames Cooldown15+15 Armor False Promise
+12 Intelligence attribute symbol.png Intelligence10+0.4s Fortune's End Duration

Recent Changes[]

Main Article: Oracle/Changelogs
  • Fate's Edict
    • Increased duration from 3/3.5/4/4.5 to 3.5/4/4.5/5.
    • Increased cooldown from 16/13/10/7 to 17/14/11/8.
  • Reduced Purifying Flames mana cost from 80/85/90/95 to 80 on each level.
  • Reworked Aghanim's Scepter icon.png Aghanim's Scepter upgrade:
    • Old: Causes Fate's Edict to no longer grant 100% magic resistance to enemy targets and to no longer disarm allied targets.
    • New: Grants Oracle minimap icon.png Oracle the Rain of Destiny ability.
Rain of Destiny
Brings forth rain on an area. Units within radius recieve damage or heal and recieve incoming heal amplification or reduction depending on their team.
Cast time: 0.2
Cast range: 650
Radius: 650
Heal/Damage per second: 50
Incoming heal manipulation: 25%
Duration: 10
Mana cost: 150
Cooldown: 40
Notes: Deals damage and heals in 1 second intervals. Only applies heal manipulation, does not apply health regen, lifesteal, or spell lifesteal manipulation. The buff and debuff are provided by an aura, and linger for 0.5 seconds.
Level 15 left talent: -1s Purifying Flames cooldown increased to -1.25s.
Level 15 right talent changed: +125 cast range ➜ 15 False Promise armor.
Level 20 left talent changed: -50% Purifying Flames damage against allies ➜ +30% Purifying Flames damage against enemies.
Level 25 right talent changed: -1.5s Fortune's End max channel time ➜ Remove Fortune's End channeling.

Recommended Items[]

Starting items:

  • Tango icon.png Tango sustains Oracle's health in-lane, preventing him from being harassed away by enemy attacks.
  • Iron Branch icon.png Iron Branch is cheap and gives Oracle extra attributes. It also builds into Magic Wand or Mekansm.
  • Clarity icon.png Clarity restores mana so Oracle can use his abilities on enemies and allies more often.
  • Observer Ward icon.png Observer Ward provides vision for Oracle's team, giving information on enemy positioning in fights.
  • Healing Salve icon.png Healing Salve helps Oracle heal after early fights and cycles well in the mid game with False Promise to guarantee and double the healing from it.

Early game:

  • Infused Raindrops icon.png Infused Raindrops adds some survivability early on and fixes Oracle's mana issues in tough lanes.
  • Magic Stick icon.png Magic Stick allows Oracle to instantly replenish his health and mana, useful in a tight situation or in the middle of a teamfight, surviving just long enough to cast one or two more of his high-impact spells to change the tide of an engagement.
  • Boots of Speed icon.png Boots of Speed helps boost Oracle's respectable base movement speed. In the early game, it allows him to quickly get within range to cast Fortune's End on an enemy during a gank.
  • Wind Lace icon.png Wind Lace also provides a small movement speed bonus, a great cost-effective item for supports; it can upgrade to Eul's Scepter of Divinity later.
  • Urn of Shadows icon.png Urn of Shadows grants charges when Oracle contributes in kills; furthermore, enemies cannot cancel the heal when Oracle uses it with False Promise.

Mid game:

  • Magic Wand icon.png Magic Wand gives Oracle extra attributes, crucial to have on a hard support with no farm priority. The extra charge storage can give Oracle enough mana to cast his ultimate, or another round of his basic spells.
  • Arcane Boots icon.png Arcane Boots increases Oracle's mana pool, allowing him to get more out of his spells, and the active can replenish mana for himself and his allies.
  • Mekansm icon.png Mekansm replenishes the health of teammates and Oracle. Most notably, use in tandem with False Promise to heal an ally for double the amount.
  • Aether Lens icon.png Aether Lens provides extra mana and mana regeneration, and built with Energy Booster disassembled from Arcane Boots. The increased cast range allows Oracle to use abilities and items from an even safer distance, combining with his high movement speed and already long-range abilities makes Oracle's range of action extremely wide.
  • Spirit Vessel icon.png Spirit Vessel, upgraded from Urn of Shadows, provides movement speed and health. Also, it reduces the amount of healing enemies receive, e.g. from Purifying Flame.
  • Holy Locket icon.png Holy Locket is a logical extension from Magic Wand, and the heal amp and burst heal can both be invaluable for keeping allies alive through False Promise.

Late game:

  • Glimmer Cape icon.png Glimmer Cape gives invisibility that may help allies initiate with disables in lieu of Blink Dagger. Additionally, the invisibility and magic resistance help Oracle or allies escape. While not as strong as Fate's Edict at mitigating damage from Purifying Flames, it does not disarm the target, allowing them to attack if needed. Also, if enemies use Dust of Appearance to counter, Oracle can dispel with Fortune's End.
  • Guardian Greaves icon.png Guardian Greaves greatly improves Oracle's support potential, allowing him to replenish both health and mana for his allies. Just as importantly, using the active allows Oracle to remove debuffs from himself, chief among them silences that may be preventing him from using abilities.
  • Force Staff icon.png Force Staff increases intelligence to give mana, while the health regeneration keeps Oracle's health topped up. The active allows Oracle to reposition himself or allies when they are using abilities or escaping.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity improves Oracle's intelligence and mana regeneration to fuel his abilities, and the bonus movement speed grants him more mobility for positioning when casting spells. The active can dispel debuffs (such as silences) while providing temporary invulnerability, or can target an enemy as a hard-disable that dispels buffs, doubling up on his ability to do so with Fortune's End.

Situational items:

  • Tranquil Boots (Active) icon.png Tranquil Boots give mobility and keep Oracle at max health, saving the mana to heal allies instead of himself.
  • Blink Dagger icon.png Blink Dagger gives Oracle greatly improved mobility and positioning. Getting within range to cast his spells allows Oracle to change the tide of engagements, and it can also help to increase his mobility around the map, reaching hot-spots and allowing him to escape ganks. Furthermore, Oracle can use False Promise to negate Blink Dagger's damage cooldown.
  • Sentry Ward icon.png Sentry Ward helps eliminate enemy wards and invisible heroes.
  • Medallion of Courage icon.png Medallion of Courage gives Oracle armor for survivability, and some mana regeneration for sustaining his mana pool. Oracle can use the active on allies to give them more survivability, particularly during False Promise to increase the odds of surviving. Additionally, Oracle can use the active on enemies to lower their armor so his allies can deal more physical damage.
  • Pipe of Insight icon.png Pipe of Insight is a strong teamfight item that helps Oracle to further protect his teammates. The magic resistance and health regeneration help to make Oracle more survivable, while the aura gives his team improved resistance to magic damage, including from Purifying Flames. Using the active in a teamfight will allow him to shield allies from enemy magic damage, without having to resort to Fate's Edict.
  • Lotus Orb icon.png Lotus Orb is an expensive but powerful utility item that allows Oracle to take False Promise to its limit. The item gives Oracle more armor, increasing his survivability, and health and mana regeneration for self-sustain. Echo Shell, when cast on a False Promise target, can dissuade enemies from targeting them with single-target abilities, increasing the target's survivability.
  • Aeon Disk icon.png Aeon Disk saves Oracle from burst damage and disables at the beginning of fights, keeping him alive to contribute to team efforts.
  • Shiva's Guard icon.png Shiva's Guard greatly improves Oracle's survivability and gives him more casting power. The intelligence greatly increases the size of his mana pool, while the armor helps him to resist physical damage. The Freezing Aura can reduce enemy attack speed, allowing Oracle to lower the effectiveness of enemy physical attacks, particularly against a False Promise target, while Arctic Blast adds more nuke damage and slows enemies from fleeing or pursuing.
  • Scythe of Vyse icon.png Scythe of Vyse is a powerful item to build on any intelligence support hero. It improves Oracle's attributes, and greatly increases the size of his mana pool and gives him powerful mana regeneration. The active allows him to hex an enemy from range, improving his impact in teamfights.
  • Aghanim's Scepter icon.png Aghanim's Scepter improves the utility of Fate's Edict, making it more readily usable with less chance of backfiring.






  • Oracle made his first official Dota 2 appearance in the comic The Contract, revealed on the 14th of November 2014 on the official Dota 2 blog. On day 2, his spells and model were revealed.
  • Mike Shapiro (Oracle's voice actor) is also well-known for voicing Barney Calhoun and G-Man, two prominent characters in the Half-Life series
    • His lines ▶️ "Prepare for unforeseen consequences.", and ▶️ "Is it really that time again?" are referring to lines spoken by G-man in Half-Life 2: Episode 2, and Half-Life 2 respectively.
  • The line ▶️ ▶️ ▶️ "So it goes." is a reference to the novel Slaughterhouse-Five, by Kurt Vonnegut. In the novel, it is a phrase used by the aliens, known as Tralfamadorians, who perceive all time simultaneously.[1]
  • The line ▶️ "First blood! Out of fifty possibilities, that was my preferred." is because there actually are 50 possible first bloods (each of 10 heroes can be killed by any of the 5 opposing heroes).
  • Oracle's spell Purifying Flames and his phrase ▶️ "I must harm to heal." are a direct play on the medical principle "Primum non nocere", which is latin and translates into "First, do no harm".[2]
  • The hero kill line ▶️ "Ask again later." is a reference to an answer of the Magic 8-ball, a toy used for fortune-telling.[3]
  • The respawn line ▶️ "Like the past, I'm never dead. I'm not even past." is a reference to the novel Requiem for a Nun from the author William Faulkner. The original quote goes The past is never dead. It's not even past.[4]
  • The very rare death line "I want to die" alludes to a passage from Petronius's Satyricon, concerning a seer from Roman Mythology: "For I, myself, saw the Sibyl at Cumae, hanging in a jar; when the boys asked Sibyl, what do you want? She responded I want to die." The passage was made famous as the preamble to T.S. Eliot's poem The Wasteland.
  • Oracle's invisibility response "The future's not ours to see" is a reference to the line in the song Que Sera Sera from the film The Man Who Knew Too Much.


  • The prophecy line for Lion minimap icon.png Lion ▶️ "Fear neither witch, nor wardrobe. Tis a demon beast that fingers your demise." is a reference to the second book in The Chronicles of Narnia book series by C.S. Lewis, titled The Lion, the Witch, and the Wardrobe.[5]
  • The prophecy line for Faceless Void minimap icon.png Faceless Void ▶️ "You ought to read Chronosphere of a Death Foretold. It's a prophetic book." is a reference to the book called Chronicle of a Death Foretold, written by Gabriel García Márquez.[6]
  • The prophecy line for Viper minimap icon.png Viper ▶️ "V is not for visions of victory, but for a victim of a vicious viper." is a reference to the quote of V for Vendetta.[7]
  • The prophecy line for Chaos Knight minimap icon.png Chaos Knight ▶️ "Beware the knight who commandingly demands: do you even rift?" is a reference to the internet meme "Do you even lift?"[8] This is also an indirect reference to Chaos Knight's recurring theme of strength which represents the strong nuclear force.
  • The prophecy line for Ember Spirit minimap icon.png Ember Spirit ▶️ "I foresee four flames." may be a reference, both in content and length, to the fact that most of Ember Spirit's spoken lines are four words long, or to the four of "him" – the real one and three remnants.
  • The prophecy line for Morphling minimap icon.png Morphling ▶️ "No empathy test can save you from the watery replicant." is a reference to Do Androids Dream of Electric Sheep?, where human-like androids called replicants can only be distinguished from human beings through an empathy test called the Voight-Kampff test.[9]
  • The second sentence of the prophecy line for Meepo minimap icon.png Meepo ▶️ "Four friends await divided from earth. But they are no friends of mine." may be a reference to the sentence in the song Safety Dance from Men Without Hats.[10]