Oracle

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Oracle
Oracle icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
20 + 2.2
15 + 1.7
21 + 3.5
Level Base 1 15 25
Health 200 560 1100 1496
H. regen amp 0% 11% 27.94% 40.04%
Magic res. 25% 26.26% 29.2% 31.3%
Mana 75 390 1125 1650
M. regen amp 0% 47.25% 157.5% 236.25%
Spell dmg 0% 1.84% 6.13% 9.19%
Armor 0 2.4 6.21 8.93
Att/sec 0.71 0.82 0.99 1.11
Move sp amp. 0% 0.75% 1.94% 2.79%
Damage 18‒24 39‒45 88‒94 123‒129
Base health regen 1.5
Base mana regen 0.9
Movement speed 305
Turn rate 0.7
Vision range 1800/800
Attack range 620
Projectile speed 900
Attack animation 0.3+0.7
Base attack time 1.4
Collision size 24
Legs
Gib type Default

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.

Bio[edit]

Oracle minimap icon.png Nerif, the Oracle
Play "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.

Abilities[edit]

Fortune's End
Cannot be disjointed. Partially blocked by Linken's Sphere. Partially pierces spell immunity. Play
Q
T
Fortune's End icon.png
Affects
Enemies / Allies
Damage
Magical
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. 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 (Talent 1000)
Effect Radius: 300
Max Channel Time: 2.5 (Talent 3.5)
Damage: 90/120/150/180
Min Root Duration: 0.5
Max Root Duration: 2.5 (Talent 3.5)
Cooldown: 15/12/9/6
Mana: 75
Partially pierces spell immunity. Can target spell immune 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.
Partially blocked by Linken's Sphere. Blocked fully only when primary target. Blocked upon impact.
Modifiers
Debuff Fortunes End Channel Target: Undispellable.
Debuff Fortunes End Purge: Dispellable with any dispel.
The astral orb crackles with power while raw energy lances out, temporarily disrupting an enemy's connection to their own body.

Notes:

  • 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.
  • 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 (Talent 0.0857) for each 0.1 seconds channeled, reaching 2.5 (Talent 3.5) in 2.5 (Talent 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
Blocked by Linken's Sphere. Does not pierce spell immunity. Play
W
F
Fate's Edict icon.png
Affects
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 (Talent 650/750/850/950)
Duration: 3/3.5/4/4.5
Magic Resistance: 100%
Cooldown: 16/13/10/7 (With talent: 11/8/5/2)
Mana: 50
Does not pierce spell immunity. Disarm and magic resistance persist if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Fates Edict: Dispellable with any dispel.
An unbreakable prophecy resounds: a chosen ally shall briefly suffer no magics. Other kinds of suffering however...

Notes:

  • 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 Fortune's End.


Purifying Flames
Blocked by Linken's Sphere. Does not pierce spell immunity. Play
E
E
Purifying Flames icon.png
Affects
Enemies / Allies
Damage
Magical
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: 0.3+1.1 (Upgradable by Aghanim's Scepter. 0.1+1.3)
Cast Range: 850 (Talent 1000)
Damage: 90/180/270/360
Heal per Second: 11/22/33/44
Duration: 9
Cooldown: 2.25 (With Aghanim's: 1)
Mana: 80/85/90/95
Aghanim's upgrade: Reduces cooldown and improves cast point.
Does not pierce spell immunity. Heal persists if buff was placed before spell immunity and when not dispelled.
Modifiers
Buff Purifying Flames: Dispellable with any dispel.
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.

Notes:

  • 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
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: 1000 (Talent 1150)
Fade Delay: 0 (Talent 0.6)
Delayed Heal Amplification: 100%
Duration: 8/9/10 (Talent 10/11/12)
Cooldown: 100/65/30
Mana: 100
Modifiers
Buff False Promise Timer: Undispellable.
Buff False Promise: Undispellable.
Buff False Promise Invis: Undispellable.
Buff Invisible: Undispellable.
Foes and false prophets oft make lies of men's fates.

Notes:

  • 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. Aphotic Shield or Living Armor, False Promise negates damage while the shield or armor do not.
    • It has a lower priority than Borrowed Time, 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 Heartstopper Aura).
  • 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.
  • 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.


Talents[edit]

Hero Talents
+2s False Promise Duration25-5s Fate's Edict Cooldown
False Promise Invisibility20+65 Movement Speed
+120 Gold/Min15+150 Cast Range
+25% XP Gain10+1s Fortune's End Max Duration
Notes:

Recommended items[edit]

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.
  • Animal Courier (Radiant) icon.png Animal Courier ferries items to allies.
  • 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 Raindrop icon.png Infused Raindrop 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.
  • Town Portal Scroll icon.png Town Portal Scroll 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.
  • 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, health, and more healing for allies, especially during False Promise. Also, it reduces the amount of healing enemies receive, e.g. from Purifying Flame.

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 eliminating enemy wards.
  • 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. Upgrading to a Solar Crest icon.png Solar Crest 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.
  • 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 reduces cooldown of Purifying Flames, so Oracle can use it often in the late game to heal more during False Promise.

Gameplay[edit]

Roles: Support Support Nuker Nuker Disabler Disabler Escape Escape
Complexity: ★★★
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.


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • 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 Play "Prepare for unforeseen consequences.", and Play "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 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.[1]
  • 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 Purifying Flames and his phrase 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".[2]
  • 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.[3]
  • 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.[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.

Prophecies[edit]

  • The prophecy line for Lion minimap icon.png Lion 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.[5]
  • The prophecy line for Faceless Void minimap icon.png Faceless Void 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.[6]
  • The prophecy line for Viper minimap icon.png Viper 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.[7]
  • The prophecy line for Chaos Knight minimap icon.png Chaos Knight Play "Beware the knight who commandingly demands: do you even rift?" is a reference to the internet meme "Do you even lift?"[8]
  • The prophecy line for Ember Spirit minimap icon.png Ember Spirit 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 Morphling minimap icon.png Morphling 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.[9]
  • The second sentence of the prophecy line for Meepo minimap icon.png Meepo 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.[10]

Gallery[edit]

References[edit]