Hero
Oracle | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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. | |
Roles: | Support Nuker Disabler Escape |
Complexity: | |
Adjectives: | Blue, Cape, Flying, Nose Legs ( 0 )
|
Bio[]
▶️ "I have an end in mind for you."
Lore:
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.
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.
Alias:
Nerif
Voice:
Abilities[]
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.
Modifiers [?]
modifier_projectile_vision
Undispellable
modifier_oracle_fortunes_end_channel_target
Death
modifier_oracle_fortunes_end_purge
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 1200.
- Applies all of the abilities' effects to enemies within the effect radius regardless if the targeted unit is an ally or an enemy.
- Enemies within the effect radius are always dispelled, while the allies can only be dispelled when unit-targeted. Therefore, only one ally can be dispelled per cast.
- The buff/debuff of Fate's Edict is always dispelled by Fortune's End.
- ↓↓ Double-tapping automatically targets self.
- Fortune's End first applies the basic dispel, 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.
- When the projectile connects with either an invulnerable or hidden unit, it still affects other units within the radius, but not the primary target.
- Can be cast on and fully affects ally Couriers, but not enemy Couriers.
- Can neither target, nor affect wards and buildings.
- 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 regardless of the target's current status effects (e.g. turning invisible, invulnerable etc.).
- However, when the channeling is interrupted through disabling Oracle, the projectile is released prematurely.
- Only the root duration is based on the max channel time.
- The duration starts at 0.75 ( 1.25) and increases by 0.08 per 0.1-second channeled, reaching 2.75 ( 3.25) in 2.5 seconds.
- TALENTThe instant Fortune's End talent removes the need for channeling and causes the projectile to be released instantly on max power.
- Has a cast backswing of 0.3 upon learning the talent.
- Selecting the 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.
- Provides True Sight over the targets.
Fate's Edict
Ability
Target Unit
Target Unit
Affects
Allies / Enemies
Allies / Enemies
Oracle enraptures a target, disarming them and granting them 100% magic damage resistance. Can be cast on allies and enemies.
Set Ally Magic Resistance: 100%
Ally Duration: 3.5/4/4.5/5
Enemy Disarm Duration: 3.5/4/4.5/5
An unbreakable prophecy resounds: a chosen ally shall briefly suffer no magics. Other kinds of suffering however...
- Set the ally target's magic resistance to 100%, but does not disarm them.
- ↓↓ Double-tapping automatically targets self.
- Cannot be cast on allies who have ☐ Disabled Help from Oracle.
- Disarms the affected enemy target, but does not set their magic resistance.
- Fate's Edict always places a debuff on the target, regardless of the target's faction.
- This means if cast on self or an ally, allies can dispel it, while enemies cannot.
- Fortune's End can always dispel the modifier, regardless of the target's faction.
- Since it applies a debuff on allies, any dispel (e.g. False Promise or Echo Shell) will dispel it from allies.
- Vice versa, if cast on enemies, enemies can dispel it, while allies cannot.
Purifying Flames
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.
Ally Damage: 90/180/270/360
Heal per Second: 15/25/35/45
Duration: 9
Debuff Immunity Notes:
Initial damage is reduced by debuff immunity, but the heal over time still occurs and is unaffected.
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 healing 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.
- Successive casts on the same target fully stack, with each cast having its own intervals and instances.
- Heals in 1-second intervals, starting 1 second after cast, resulting in 9 instances of heal.
- Can heal up to 135/225/315/405 health per cast.
- Effectively heals up to 45/45/45/45 health when considering the initial damage.
- TALENTWith the enemy damage increasing talent, it effectively deals up to -18/9/36/63 damage when considering the initial damage (before reductions).
- With Rain of Destiny, Purifying Flames itself can heal up to 162/270/378/486 health within the area for the full duration, without considering the initial damage.
Rain of Destiny
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.
Damage per Second: 40
Heal per Second: 40
Heal Amplification: 20%
Enemy Heal Reduction: 20%
Aura Linger Duration: 0.5
Duration: 10
Modifiers [?]
modifier_oracle_rain_of_destiny_aura
Undispellable
modifier_oracle_rain_of_destiny
Undispellable
modifier_oracle_rain_of_destiny
Undispellable
Through mixture of the astral and the atmospheric, Nerif bends a single reality into paradoxical alignment.
- Requires Aghanim's Shard to be unlocked.
- Deals damage and heals in 1-second intervals, starting immediately upon cast, resulting in up to 11 instances.
- Can deal up to 440 damage to a single unit (before reductions).
- Since it starts immediately upon cast, the first heal instance is not affected by the heal amplification.
- With its own heal amplification, it can heal up to 520 health, considering the first instance not being amplified.
- Grants 20% heal amplification for both incoming and outgoing healing done by Oracle within the radius.
- Stacks diminishingly with other heal amplification sources.
- Does not grant other restoration manipulations.
- The heal manipulation is provided by an aura and lingers for 0.5 seconds.
- Both the heal and damage per second component are independent of the aura.
- The damage and heal per second of multiple instances fully stack.
- However, the heal manipulation does not.
- Places the modifier on Couriers, but does not heal or damage them.
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.
Delayed Heal Multiplier: 2
Causes False Promise to have a 0.15 second fade delay invisibility and grants the ally 25% bonus Spell Damage and 0.25 reduced Base Attack Time.
Grants the Rain of Destiny ability.
Modifiers [?]
modifier_oracle_false_promise_timer
Death
modifier_oracle_false_promise
Death
modifier_oracle_false_promise_invis
Death
modifier_invisible
Death
Foes and false prophets oft make lies of men's fates.
- Applies a strong dispel on the target upon cast.
- Can be cast on illusions and creep-heroes.
- ↓↓ Double-tapping automatically targets self.
- False Promise fully negates damage (after most reductions), causing several on-damage effects to not trigger.
- Instant killing effects (e.g. Culling Blade) are not prevented, and the following effects are also not negated:
- Max health bonuses of strength gained from any sources.
- Setting health sources.
- While active, False Promise registers every damage instance (after reductions) the target would receive and keeps them in order.
- All healing instance received is summed up and doubled (before other amplifications and reductions).
- For False Promise, only healing sources and health regeneration values are considered as on-heal effects.
- At the end of the duration, False Promise checks to see if the sum of damage received is greater than the sum of healing received. 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.
- If the target dies, the kill is credited to whoever's instance that dealt the killing blow. In case the damage is from an ally, then the target is denied.
- If all damage instances are negated, the remaining heal value is applied as a single heal to the target.
- For a more detailed example explaining these interactions, please refer to the example below.
- All healing instance received is summed up and doubled (before other amplifications and reductions).
- While active, the following abilities grants the following amount of healing received:
- Each Purifying Flames heal per second instances provide 30/50/70/90 healing recieved instances.
- Rain of Destiny can provide up to 752/896/1040 ( 896/1040/1040) healing received within the radius.
- Further increases Purifying Flames heal per second to 36/60/84/108 healing received instances within the radius.
- The remaining damage applied at the end of the duration has the HP Removal flag, and the No-multiplier flag, preventing its damage from being affected by any generic damage manipulation.
- Non-lethal damage instances delayed during False Promise remain non-lethal when re-applied at the end of the duration.
- Certain damage negation sources (e.g. Gravekeeper's Cloak or Mischief) may reduce or avoid the damage applied at the end of the duration.
- If the target is invulnerable as False Promise expires, the effects are applied as soon as the target is vulnerable.
- Successive casts on the same target do not stack but refresh the duration. Both the damage and heal value counters are not reset.
- False Promise also grants the target invisibility buff with a 0.15-second fade delay.
- As long as the buff is present, the target will keep turning invisible.
- During the fade delay, the target can still cast abilities, use items and perform attacks.
- Invisibility sources with fade delays use the same modifier and do not stack with other invisibility sources of the same type — the longer duration overrides the shorter one.
- While invisible, the target can turn, pick up or drop items without breaking the invisibility.
- Attacking, casting abilities, or using items breaks the invisibility and resets the fade delay.
- Does not grant phased movement.
- Applies generic outgoing damage amplification on the ally target. Stacks additively with other sources of generic outgoing damage manipulation.
- Affects spell damage the affected target deals. Does not amplify damage flagged as HP removal.
- TALENTThe False Promise armor talent immediately updates all existing modifiers on already affected allies.
False Promise Calculations[]
- At the end of the duration:
- When
2 × HealingRecieved > DamageReceived
, the affected target will be healed equal to the sum of the remaining heal value in one instance, sourced to Oracle. - Other heal multipliers are applied after the sum of the remaining heal value.
- When
2 × HealingRecieved > DamageReceived Example with Level 3 False Promise
| ||||
---|---|---|---|---|
Ursa has a current and max health of 417/700 and is affected by the following instances of heal and damage in sequence. | ||||
Damage Instance (After Reductions) |
Heal Instance (Before Restoration Manipulations) |
Notes | ||
Shuriken Toss | 75 | Imbue | 85 | |
Dragon Slave | 57 | Σ Health Regeneration | 30 | |
Σ Damage Received | 132 | Σ Healing Received | 230 | |
↳ | Shuriken Toss | -75 | Then, the heal sum gets subtracted from each individual damage instance in order. | |
Dragon Slave | -57 | |||
Actual Healing Received | 98 | Ursa will be healed for this amount of health. | ||
After accounting for all damage instances, Ursa now has current and max health of 515/700. |
- At the end of the duration:
- When
2 × HealingRecieved < DamageReceived
, the affected target will receive damage equal to the sum of remaining damage in one instance, while the kill credit is given to the caster whose ability depletes the healing value.
- When
2 × HealingRecieved < DamageReceived Example with Level 3 False Promise
| ||||
---|---|---|---|---|
Ursa has a current and max health of 46/700 and is affected by the following instances of heal and damage in sequence. | ||||
Damage Instance (After Reductions) |
Heal Instance (Before Restoration Manipulations) |
Notes | ||
Shuriken Toss | 75 | Imbue | 85 | |
Dragon Slave | 57 | Σ Health Regeneration | 30 | |
Hoof Stomp | 1 | |||
Gush | 83 | |||
Thunder Clap | 57 | |||
Σ Damage Received | 273 | Σ Healing Received | 230 | |
↳ | Shuriken Toss | -75 | Then, the heal sum gets subtracted from each individual damage instance in order. | |
Dragon Slave | -57 | |||
Hoof Stomp | -1 | |||
Gush | -83 | At this point, the total healing received has depleted. | ||
Thunder Clap | -57 | |||
False Promise Actual Damage Dealt | -43 | The remaining damage and the negative heal value is dealt as one instance of damage. | ||
After accounting for all damage instances, Ursa dies instead with the orb above him glowing red and emitting fire. |
Talents[]
Hero Talents | ||
---|---|---|
+1.5s False Promise Duration | 25 | Fortune's End constantly Dispels |
+30% Purifying Flames Enemy Damage | 20 | -20s False Promise Cooldown |
-1s Purifying Flames Cooldown | 15 | Fortune's End Heals/Damages for 60 Per Effect Dispelled |
+8 Armor False Promise | 10 | +0.5s Fortune's End Duration |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Reduced Purifying Flames cast point from 0.15 to 0.1.
- Redcued False Promise cast range from 700/850/1000 to 700/800/900.
- Talents:
- LVL 15
- Increased Purifying Flames heal per second from 11/22/33/44 to 15/25/35/45.
- Increased Fortune's End cooldown from 15/12/9/6 to 18/14/10/6.
- Increased Fate's Edict mana cost from 80/90/100/110 to 95/100/105/110.
</div> </div>
Recommended Items[]
Starting items:
- Tango sustains Oracle's health in-lane, preventing him from being harassed away by enemy attacks.
- Iron Branch is cheap and gives Oracle extra attributes. It also builds into Magic Wand or Mekansm.
- Clarity restores mana so Oracle can use his abilities on enemies and allies more often.
- Observer Ward provides vision for Oracle's team, giving information on enemy positioning in fights.
- 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 adds some survivability early on and fixes Oracle's mana issues in tough lanes.
- 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 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 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 grants charges when Oracle contributes in kills; furthermore, enemies cannot cancel the heal when Oracle uses it with False Promise.
Mid game:
- 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 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 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 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, 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 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 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 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 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 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 give mobility and keep Oracle at max health, saving the mana to heal allies instead of himself.
- 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 helps eliminate enemy wards and invisible heroes.
- 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 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 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 saves Oracle from burst damage and disables at the beginning of fights, keeping him alive to contribute to team efforts.
- 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 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 improves the utility of Fate's Edict, making it more readily usable with less chance of backfiring.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
| |
Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- 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
- ▶️ ▶️ ▶️ "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]
- ▶️ "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).
- 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]
- ▶️ "Ask again later." is a reference to an answer of the Magic 8-ball, a toy used for fortune-telling.[3]
- ▶️ "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]
- "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".
- ▶️ "Consequences will never be the same." refers to: Jessi Slaughter cyberbullying case.
Prophecies[]
- Several of Oracle's voice lines are prophecies:
- For 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]
- For 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]
- For 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.
- For 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.
- For 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]
- For 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]
Gallery[]
References[]
- ↑ Slaughterhouse-Five, the novel Oracle is referring to with some of his lines.
- ↑ Primum non nocere "First, do no harm".
- ↑ The Magic 8-Ball Oracle is referring to with his line "Ask again later.".
- ↑ "The past is never dead. It's not even past."
- ↑ The Lion, the Witch and the Wardrobe.
- ↑ Chronicle of a Death Foretold.
- ↑ V for Vendetta.
- ↑ Do you even lift?
- ↑ Empathy test in "Do Androids Dream of Electric Sheep?"
- ↑ Safety Dance - Men Without Hats Official Video