|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|
- 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.
- Always dispels on affected targets.
- 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.
- The root duration starts at 0.5 ( ) and increases by 0.08 for each 0.1 seconds channeled, reaching 2.5 ( ) in 2.5 seconds.
- The talent removes the need for channeling and causes the projectile to be released instantly on maximum power.
- 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.
- Applies a disarm and sets the target's magic resistance to 100%.
- ↓↓ Double-tapping automatically targets self.
- 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.
- faction. can always dispel the modifier, regardless of the target's
- The damage is applied instantly upon cast, followed by the heal over time.
- Multiple casts on the same target fully stack.
- Heals in 1-second intervals, starting 1 second after cast, resulting in 9 instances of heal.
- Requires to be unlocked.
- 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.
- Only applies heal manipulation. Does not grant health regen manipulation, lifesteal manipulation, or spell lifesteal manipulation.
- Stacks multiplicatively with other sources of heal manipulation.
- 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 , but does not heal or damage them.
- 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 all reductions), causing several on-damage effects to not trigger.
- 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. or ), False Promise negates the damage while the others do not.
- It has a lower priority than . If combined with Borrowed Time, it first turns damage into heal, and then it is blocked as heal by False Promise.
- As with all damage manipulating effects, False Promise only negates and delays all 3 damage types. It fully ignores HP Removal sources (except for and ).
- Does not prevent instant killing effects (e.g. or ).
- Just like damage, False Promise also prevents the hero's health from increasing, with a few exceptions.
- Unlike negated damage, the ability negates healing effects before any amplifications or reductions (e.g. and ).
- Only actual heals are counted by False Promise. Other means of health increase are not counted, although may still be prevented (e.g. health gained from strength).
- Does not prevent the following abilities from increasing the hero's health: , , , , , , , and .
- 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.
- Despite being HP Removal, can still save the target from it and still turns it into heals.
- 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 talent immediately updates all existing modifiers on already affected allies.
- With invisibility with a -second fade delay.
, grants the target
- Attacking, casting abilities or using items breaks the invisibility and resets the fade delay.
Main Article: Oracle/Changelogs
- 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 mana cost from 80/85/90/95 to 80 on each level.
- Old: Causes to no longer grant 100% magic resistance to enemy targets and to no longer disarm allied targets.
- New: Grants the ability.
- 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.
- Reduced intelligence gain from 4 to 3.8.
- Rescaled damage from 120/150/180/210 to 100/160/220/280.
- Increased cooldown from 115/80/45 to 120/90/60.
- Reduced fade delay from 0.3 to 0.15.
- Level 15 left talent: -1s cooldown increased to -1.25s.
- Level 15 right talent changed: +125 cast range ➜ 15 armor.
- Level 20 left talent changed: -50% damage against allies ➜ +30% damage against enemies.
- Level 25 right talent changed: -1.5s max channel time ➜ Remove channeling.
- sustains Oracle's health in-lane, preventing him from being harassed away by enemy attacks.
- is cheap and gives Oracle extra attributes. It also builds into Magic Wand or Mekansm.
- restores mana so Oracle can use his abilities on enemies and allies more often.
- provides vision for Oracle's team, giving information on enemy positioning in fights.
- helps Oracle heal after early fights and cycles well in the mid game with False Promise to guarantee and double the healing from it.
- adds some survivability early on and fixes Oracle's mana issues in tough lanes.
- 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.
- 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.
- also provides a small movement speed bonus, a great cost-effective item for supports; it can upgrade to Eul's Scepter of Divinity later.
- grants charges when Oracle contributes in kills; furthermore, enemies cannot cancel the heal when Oracle uses it with False Promise.
- 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.
- 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.
- replenishes the health of teammates and Oracle. Most notably, use in tandem with False Promise to heal an ally for double the amount.
- 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.
- , upgraded from Urn of Shadows, provides movement speed and health. Also, it reduces the amount of healing enemies receive, e.g. from Purifying Flame.
- 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.
- 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.
- 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.
- 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.
- 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. 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
- give mobility and keep Oracle at max health, saving the mana to heal allies instead of himself.
- 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.
- helps eliminate enemy wards and invisible heroes.
- 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.
- 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.
- 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.
- saves Oracle from burst damage and disables at the beginning of fights, keeping him alive to contribute to team efforts.
- 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.
- 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.
- 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
- 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.
- 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 ▶️ "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". and his phrase
- The hero kill line ▶️ "Ask again later." is a reference to an answer of the Magic 8-ball, a toy used for fortune-telling.
- 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.
- 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 ▶️ "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.
- The prophecy line for ▶️ "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.
- The prophecy line for ▶️ "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.
- The prophecy line for ▶️ "Beware the knight who commandingly demands: do you even rift?" is a reference to the internet meme "Do you even lift?" This is also an indirect reference to Chaos Knight's recurring theme of strength which represents the strong nuclear force.
- The prophecy line for ▶️ "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 ▶️ "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.
- The second sentence of the prophecy line for ▶️ "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.
- 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