Nerif, the Oracle, is a ranged intelligence hero who alters the fate of allies and enemies with his combination of multipurpose nukes and buffs. He possesses the ability to change his foes' fortunes with Fortune's End, which deals nuke damage and pins down any enemies in its radius, while dispelling buffs from them. His Fate's Edict can be cast on allies and enemies alike, disarming them but also granting them complete resistance against magical damage; used with skill, he can render his foes' weapons useless or shield his allies from unfriendly spells. Purifying Flames, like Fate's Edict, can be cast on friend or foe, dealing magical damage but also applying a healing buff to them. His signature ability and ultimate, False Promise, puts an ally's fate on hold, removes every dispellable disable and prevents them from being harmed by the enemy for a short time, and then fully returning them to reality at the end of the spell's duration. Knowledge of Oracle's skills is key to use him at his full potential; while he can defy destiny and snatch victory from the jaws of defeat, one mistake can potentially seal the fate of his allies.
Cannot target spell immune enemies. Applies area effect when connecting with spell immune enemy. Does not root, dispel, or attempt to damage spell immune enemies. Root persists if debuff was placed before spell immunity and when not dispelled.
- The projectile travels at a speed of 1000.
- When targeting allies, the area effect is still applied to surrounding enemies. The ally only gets dispelled. Can target self as well.
- Enemies in the area always get dispelled, while allies only get dispelled when targeted, so only one ally can be dispelled per cast.
- Always removes on affected targets.
- The dispel is applied before the damage, so that any dispellable protective buff is removed first.
- 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 a spell immune, invulnerable, or hidden unit, it still affects other units within the radius, but not the main target.
- 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 and increases by 0.08 ( 0.0857) for each 0.1 seconds channeled, reaching 2.5 ( 3.5) in 2.5 ( 3.5) seconds.
- Fortune's End roots affected targets, preventing them from moving and casting certain mobility spells.
- Does not interrupt the targets' channeling spells upon rooting.
- Provides True Sight over the targets, but only when the targets were not invisible or within a fade time upon hit.
- Fortune's End first applies the debuff, then the damage.
- 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.
- Fate's Edict always places a debuff on the target, no matter it's an enemy or an ally.
- This means for the target's ally, Fate's Edict can be dispelled by a basic dispel.
- However, for the target's enemy, Fate's Edict cannot be dispelled by any dispel except for .
- The damage is applied instantly upon cast, followed by the heal over time. The damage is lethal to enemies, but not to allies.
- 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 (9/18/27/36 when considering the initial damage before reductions) per cast.
- Multiple casts on the same target fully stack.
- 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 spells. It also negates healing effects.
- This means when combined with e.g. or , False Promise negates damage while the shield or armor do not.
- It has a lower priority than , means Borrowed Time 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 the 3 damage types. It fully ignores HP Removal (except for ).
- Does not prevent instantly killing effects like , , or shatter.
- Just like damage, False Promise also prevents the hero's health from increasing, with a few exceptions.
- Unlike negated damage, 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 spells from increasing the hero's health: , , , , , , , ,
- At the end of the duration, the target gets healed (first sound) if the overall heal was higher, or damaged (second sound) 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 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 creditted 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 and the target's current health, the orb above the target glows red and emits fire, indicating it will die.
- When the level 20 talent is chosen, grants the target invisibility with a 0.6 fade delay.
- Attacking or casting spells or items breaks the invisibility and resets the fade delay.
|Invisibility||20||+65 Movement Speed|
|+120 Gold/Min||15||+150 Cast Range|
|+25% XP Gain||10||+1sMax Duration|
- Gold granted from the talent is unreliable gold.
- 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.
- ferries items to allies.
- 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.
- gets Oracle to the right place at the right time because his ability to defy fate with his spells makes him a powerful ally to have in any fight.
- 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, health, and more healing for allies, especially during False Promise. Also, it reduces the amount of healing enemies receive, e.g. from Purifying Flame.
- 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 eliminating enemy wards.
- 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. Upgrading to a further increases the benefits it provides with added evasion. Additionally, Oracle can use these items 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.
- reduces cooldown of Purifying Flames, so Oracle can use it often in the late game to heal more during False Promise.
|Roles:||Support Nuker Disabler Escape|
|Playstyle:||Assigned to council the Graven King, Nerif's words came true with such accuracy that his advisors began to question whether the Oracle merely spoke prophecies, or shaped the very paths of fate itself. Exiled from his own universe for his disturbing powers, Nerif now turns his gifts to more immediate concerns. It could go either way. The Oracle's famous words reflect his own double-edged actions. 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. Allies may find themselves briefly immune to both healing and harm, only to receive their effects twofold at the end of Nerif's False Promise.|
- 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 Play Play Play "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 Play "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 Play "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 Play "Ask again later." is a reference to an answer of the Magic 8-ball, a toy used for fortune-telling.
- The respawn line Play "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.
- The prophecy line for Play "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 Play "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 Play "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 Play "Beware the knight who commandingly demands: do you even rift?" is a reference to the internet meme "Do you even lift?"
- The prophecy line for Play "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 Play "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 Play "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