Lore & Bio
For generations, the descendants of the Cymurri Throne have taken prophecies from the ivory of Icubarium, on the high peaks of the Zealot Mountains, deposited in advance for fulfillment at the time of conception of the embryo and considered for surrender. Once an adult, trained to foretell the Gate of the Graven King.
Raised with the Pallid Sybils who gave birth and raised them, all recognized Oracles are allowed to rely on their bodies in the world most of us share. Simultaneously, their souls roamed faraway lands, barely bound by the hairiest astral umbilicus. From traveling across the universe, prophets will return speaking words of fire with body language. Their mystical sayings were analyzed by Cymurri advisers, who guided them to the future, diplomatic advice, and all the supernatural equipment that King Graven needed to ensure victory in the war. every campaign, whether at home or on the battlefield. So it was passed down through the generations, the pages of Graventome's history filled with the names of the victorious kings and the new lands they conquered. As such, it was passed down until the appearance of a special prophet named Nerif who came to serve until the end of the life of the stone-helmed kings.
At first, Nerif's prophecies were unusual. They seem to not merely foretell the future, but to shape it. The strange oracle raised his voice hoarsely to utter unsolicited advice, and suddenly the Cymurri found themselves engulfed in conflicts with their newly discovered enemy. The advisors, seeing a threat to their authority, were quick to scupper, not welcoming the latest developments on Oracle. They demanded his removal, petitioning Sybils to reclaim their position as oracle and replace him with a worthy replacement. But Nerif portrays a bad dream about the demise of the Incubarium, and within hours, news of that ancient school was destroyed in a severe avalanche. Fearing the same fate as Sybils Pallid, the advisors retreated to their boardrooms, suddenly feeling anxious and wanting to avoid Oracle's announcement.
Graven King was a believer who was very practical. He was more skeptical of his advisers' warnings. Such a rare Oracle, he reasoned, must be used as a weapon to expand his territory. So he demoted his shy advisers and kept Nerif around. With Nerif's genius knowledge, he simply stated the results he wanted, and coaxed Nerif into speaking his wish as prophesying.
At first everything was fine. The Last Graven King boasted that by adopting Fate's pet, he created a toy of Fate himself. He then used it as a warning, on the eve of his invasion of the Unsated Satrap kingdom, he tried to force the Oracle to predict his victory, but only heard Nerif quietly mutter, "It could go either way." With his tough request, he could only force Nerif's lips to say those things. However, the king was very confident about his army. The Satrapy region was inland, poorly armed, and blocked from all supply lines. "It could go either way," he said, implying that with tactical strength in his favor, the risk is minimal in this plan.
Of course, now we know that he should go with their word. Even with the careful study of the Annotated Annals, what happened on the field in front of the Unsated Satrap's palace is almost unimaginable. Appearing in the midst of carnage, the battles began to split in half. At each critical moment, reality is created and crumbled. The soldiers, who grew old and fell in battle also stood in the way, trained to advance in battle. Their minds are also distracted, the warriors perceive in themselves the boundary between death and life, existence and non-existence. Victory and defeat were decided, so that each individual outcome was the experience gained by both armies simultaneously. The universe has become a mirror chamber, with all the mirrors constantly vibrating.
The direct effect on both sides is madness. Unable to embrace the state of victory and defeat, King Graven's mind was scattered by the impurity of madness. Satrap is in bad condition. The fact that the opposing factions continue to divide continuously, echoing even into the infinite history, all their inhabitants bewildered as they will soon lose their food, clothing, protection, or livelihood in the traditional way.
Long before that result happens. Cymurri's close advisers captured Nerif, bound and gagged him, and sent him out into their universe at high speed in a spaceship, in hopes of trapping him in what will be forever no harm to them.
Attribute & Stats
Level: 0 1 15 25 30
Health: 200 600 1260 1980 2260
Health regen: +0.25 +2.25 +5.61 +9.21 +10.61
Mana: 75 387 1023 1623 1875
Mana regen: +0 +1.3 +3.96 +6.46 +7.51
Armor: 1 3.5 7.47 12.3 14.05
Damage Block: -
Magic Resistance: 25%
Status Resistance: 0%
Damage: 13‒19 39‒45 92‒98 142‒148 163‒169
Attack Rate: 0.59/s 0.68/s 0.82/s 0.99/s 1.05/s
Attack Range: 620 (800)
Attack Speed: 100 (1.7s BAT)
Attack Animation: 0.3+0.7
Projectile Speed: 900
Movement Speed: 295
Turn Rate: 0.7
Collision Size: 24
Vision Range: 1800 • 800
Gib Type: Default
- Upgradable by Aghanim's Scepter.
- Upgradable by Aghanim's Shard.
Abilities & Talents
Skills building guide
Get 1 point of Fortune's end at the beginning to be able to catch a single target early, it will be easier if you go with another teammate who has 1 more control skill, but the damage of Fortune's end is not great and the amount of mana used is too high, and the skill's rooting time is 0.5-2.5 at all levels, so you only need to get 1 point early, then max out Purifying Flames to take damage, take 1 point of Fate's Edict to get It is possible to combine a combo that heals allies thanks to the 100% magic damage resistance that this skill brings. Ultimate get the correct level.
- When healing the target, you cast Fate's Edict on the target first then Purifying Flames, can be used multiple times if Fate's Edict is still in effect.
- You can block healing from Purifying Flame on your opponent by instantly casting Fortune's end.
- When gathering and firing Fortune's end, there will be a short time when the bullet you shoot flies to the target, if the target is still within the casting range of Purifying flames, use it immediately, because this skill has no projectile, which will deal damage as soon as you cast, and then the incoming Fortune's end bullet cancels Purifying flames' healing effect, take advantage of this.
- Eul’s Scepter of Divinity (whirlwind stick), Diffusal blade, Purge and buffed spells and items can cancel the healing effect of Purifying Flames
Consumption: 130 mana
Cooldown: 15/12/9/6 seconds.
Cast range: 850 distances.
Effect: Accumulates and unleashes spells on targeted enemies, dealing 90/120/150/180 magic damage to the main target and spreading to nearby enemies, and removes all beneficial buffs on enemies hit and immobilize them for 1 time depending on the duration of the spell.
Minimum condensing time: 0.5 seconds
Maximum condensing time: 2.5 seconds
Burial Duration: 0.5-2.5 seconds according to the duration of the spell
Effective radius: 300
Consumption: 50 mana
Cooldown: 12 seconds
Casting Range: 700
Effect: casts a spell on the specified target (both our side and the enemy side), can be cast on self. For the duration of this spell, the target gains 100% magic resistance, however, they will be disarmed for the time being
Impact duration: 3/4/5/6 seconds
Cost: 50/60/70/80 mana
Cooldown: 2.25 seconds
Casting Range: 750
Effect: Can be cast on self, an ally or an enemy, dealing 90/180/270/360 damage to the target then healing that target.
Heal: 11/22/33/44 per second
Heal Time: 9 seconds
Note: the amount of healing can be stacked together if Oracle is used continuously on 1 target. Allied units cannot be killed by this skill.
Consumption: 200 mana
Cooldown: 80/60/40 seconds
Casting Range: 1000
Effect: Casts a powerful spell on the designated allied champion (can be cast on self), instantly removing any adverse buffs, and during this time, all damage taken, The healing effect on the target will be delayed until the duration of this skill is over (meaning temporary immortality), after which the target will take full effect and that amount of damage (target can die if it takes enough damage). False promise's healing effects for the duration are doubled when the skill ends.
Duration: 6/7/8 seconds
Note: useless against Ax, AA's abilities, suicide items and ultimates
Effective items guides
This item will help Oracle maintain health when Onlane. Thanks to that, this hero won't be harassed by enemy attacks
Provides additional properties for Oracle.
It also builds into a Magic Wand or Mekansm if needed.
This item helps restore mana so Oracle can use its power on enemies and allies more often.
- Provide vision to the Oracle team
- Provides information about the enemy's position in combat.
- Helps Oracle quickly heal after early fights.
- Can be combined with False Promise to double the healing.
- +0.8 Mana Regeneration
- Added some early survivability and fixed Oracle's power issues during laning difficulties.
- This item allows Oracle to replenish health and mana instantly.
- Very useful in skirmishes and emergency situations.
Boots of Speed
- + 45 Movement Speed
- Thanks to this item, Oracle's movement speed is significantly increased.
- In the early game, this item allows the hero to use Fortune's End on enemies when ganking.
- + 20 Movement Speed
- This item provides a small extra movement speed for Oracle.
- This is an extremely cheap support item, players can upgrade to Eul's Scepter of Divinity later.
Urn of Shadows
- + 1.5 Mana Regeneration
- + 2 All Attributes
- + 2 Armor
- Enemies cannot cancel the hero's healing when he uses this item with the skill False Promise.
- + 3 All Attributes
- Give Oracle additional properties.
- Ensures mana for the hero using the ultimate.
- + 45 Movement Speed
- +250 Mana
- Increases Oracle's mana, allowing him to use more of his skills.
- At the same time, this item also helps to add mana to heroes and allies.
- + 4 Armor
- Additional health for allies and Oracle.
- Can be used in parallel with False Promise to support your team.
- +450 Mana
- + 3 Mana Regeneration
- Gives more mana and mana regeneration to the hero.
- + 250 Health
- + 1.5 Mana Regeneration
- + 2 All Attributes
- + 2 Armor
- Items upgraded from Urn of Shadows, providing movement speed and health.
- Additionally, it reduces the amount of health the enemy receives from Purifying Flame.
- + 250 Health
- + 325 Mana
- +4.5 HP Regeneration
- + 3 All Attributes
- Increases survivability with Hero's healing and magic resistance.
- Can amplify healing and combine with False Promise, Purifying Flames and Urn of Shadows to save allies.
- + 20 Attack Speed
- +15% Magic Resistance
- This item provides stealth and helps allies disable skills instead of Blink Dagger. Moreover, the stealth ability will help the hero and his allies to escape in pursuit. Although not as powerful as Fate's Edict, it mitigates damage with Purifying Flames.
- + 50 Movement Speed
- +250 Mana
- + 4 Armor
- Guardian Greaves improves Oracle's ability to support teammates. This is also an important item to help Oracle remove debuffs from himself, mainly silent.
- + 10 Intelligence
- + 2.5 HP Regeneration
- Increases Intel and mana attributes. At the same time, the ability to restore health helps Oracle heal very well. Also, enable Oracle to locate himself and his teammates.
Eul's Scepter of Divinity
Improved Intel and mana helps Oracle have abundant mana and can make good use of skills. At the same time, it also helps to significantly improve the hero's movement speed.
Tranquil Boots provide mobility and maintain maximum health, saving mana to help teammates heal.
Blink Dagger supports Oracle enhanced mobility and positioning. Within the range of the use of magic, it allows to change the trend of the battle and helps to improve mobility on all maps, reaching key points. In addition, it also assists in escaping ganks and takes advantage of False Promises to negate Blink Dagger's damage cooldown.
Sentry Ward helps eliminate enemy teammates and easily fight stealth heroes.
Medallion of Courage
Medallion of Courage provides armor to help Oracle survive. It supports more mana regeneration to improve mana. The hero can combine with allies to give them extra survivability, especially with False Promises to increase survivability. In addition, Oracle can use this item to attack the enemy's armor and let allies deal extra physical damage.
Pipe of Insight
Pipe of Insight is a super powerful item, you should use it to protect your teammates in combat. It helps increase magic resistance and health regeneration, so it helps Oracle to survive. Additionally, it improves resistance to magic damage, including from Purifying Fire. Finally, it shields your teammates from enemy magic damage without having to use the Destiny Ordinance.
Orb is an expensive item but gives quite powerful ability. It allows Oracle to make false Promises multiple times until the limit is reached. It strengthens armor for Oracle to increase survivability. At the same time, it helps to improve health and energy recovery for combat.
Aeon Disk rescues Oracle from burst damage and disables in battle, thereby, enhancing survivability.
Shiva's Guard enhances Oracle's survivability and gives him extra strength. Intelligence support improves mana and health. Strengthening armor helps to resist physical damage from opponents. Freezing Aura helps to weaken the enemy's attack speed and limit the impact and effectiveness of the enemy's physical attacks on Oracle, especially when using False Promise. While Arctic Blast is used, it deals extra damage and slows down the speed of the enemy's escape or pursuit
Scythe of Vyse
The Scythe of Vyse is a powerful item to aid heroes in their intelligence work. It increases the attributes of Oracle, in which mana is greatly increased and energy regeneration is greatly improved. It allows him to activate the scavenger hunt for enemies within the range and increase the damage dealt to enemies in combat.
Aghanim's Scepter enhances Fate's Edict's abilities by making it easier to use and less likely to backfire.
Enemies & Allies
Oracle may not use both skills in Ember's early game. Fortune's End can remove Flame Guard on Ember Spirit and Searing Chains on allies.
When Ember Spirit is implicated by Fortune's End, Fire Remnants will move at zero speed.
Disarming him with Fate's Edict does affect Ember's Sleight of Fist ability, possibly making him useless for a few seconds in the late game without a dispel or spell immunity. This is especially good if he has a rapier or two. However, positioning for this is difficult when Ember plays far back.
Provided that the enemy team does not have an Axe minimap Axe, Oracle can guarantee that his ally survives for the duration of the Duel with False Promise and has decent nuke potential to help ally to win a Duel. He can also disarm Legion Commander with Fate's Edict.
Oracle can dispel enemy buffs like Overwhelming Odds and Press the Attack with Fortune's End.
Fortune's End can easily dispel Cursed Crown before it times out and stuns. He can also save a stunned ally with False Promise.
Due to the spell's lack of control, Fate's Edict can easily neutralize Bedlam's over-time damage. Similarly, he can neutralize the Shadow Realm's magic burst.
If you're quick enough, Fortune's End can remove the root from Bramble Maze and eradicate the dread effect from Terrorize. Remember that Fortune's End only removes debuffs from your allies on the primary target.
Oracle can dispel Guardian Angel in an area of effect with Fortune's End..
Oracle's tremendous magical damage output can quickly deplete Rubick's health.
Oracle's lone good Spell Steal target is False Promise, because he likes to mix and match his spells. This situation can be avoided by shifting queueing Fortune's End and casting it right away because it has no cast point, or by staying in the back line of fights if you're out of mana.
Rubick will struggle against Fortune's End as a position-based hero because to its ludicrous range and long root life.
False Promise can stop Ice Blast from shattering an ally, while Fate's Edict can protect an ally from magical harm over time.
Allies who are frostbitten can be denied by Oracle. It will count as a denial if he utilizes Purifying Flames to meet the shatter threshold.
Fortune's End can protect afflicted teammates from becoming frozen by dispelling Cold Feet.
If cast at the appropriate time with the right targets, Fortune's End can invalidate Arcane Curse, Last Word, and Global Silence.
Silencer relies on Glaives of Wisdom for a lot of his damage, and Fate's Edict can prevent him from attacking.
Phoenix does considerable magical damage over time, which Fate's Edict can either dispel or neutralize.
Phoenix is very vulnerable to Oracle's burst potential since he spends some of his health to cast abilities.
Fortune's End has the ability to remove Ghost Shroud, exposing Necrophos to physical damage. It's also worth mentioning that when Necrophos is in the Ethereal condition, he absorbs more magic damage, making Purifying Flames a potent nuke against him.
Reaper's Scythe's damage is totally negated by Fate's Edict, whose delayed motion makes it reasonably easy to predict and neutralize.
Because Ion Shell is the Dark Seer's greatest intensive farming tool, Fortune's End can destroy it, devastating his economy.
Surge may be dispelled by Fortune's End, rendering him more susceptible to ganks and fights.
Because Techies' talents all deal magical damage, using Fate's Edict as soon as the alert voice from Proximity Mines or Blast Off! is heard can make Oracle or an ally impervious to the burst damage from these abilities.
Remote Mines may also be mitigated that use the same strategy if timed appropriately.
Skywrath Mage's massive magic damage can be totally negated by Fate Edict.
End of Fortune debunks Ancient Seal.
Due to Counterspell, Oracle has very little damage potential versus Anti-Mage, and he may have some ability damage echoed back at him.
With Mana Break and Mana Void, Anti-Mage can quickly overpower Oracle.
Anti-Mage can easily catch Oracle and reap the benefits of his limited mobility thanks to Blink.
If an ally's health is low enough, False Promise would not help them avoid Culling Blade.
Fate's Edict offers nothing to defend Oracle's allies from the preponderance of Axe's damage, whether attack or defense.
Fortune's End has no effect on Bristleback's Warpath stockpiles or allies' Quill Spray levels.
Oracle's damage power may be greatly reduced by Bristleback. Oracle could mistakenly heal Bristleback with Purifying Flames while using it, especially if Bristleback has additional magic resistance.
Faceless Void can effectively nullify Oracle's burst damage with Time Walk as well as Backtrack.
Oracle's low-cooldown spells are vulnerable to Time Dilation. Even if Fortune's End could dismiss it, it can still knock Oracle by guard if Fortune's End is on expiration.
Disruption can shield Shadow Demon's allies from Fortune's End, allowing them to keep their healing and buffs. Oracle's allies can also be caught, allowing Shadow Poison and Soul Catcher to be utilized without being destroyed.
During False Promise, such as Purifying Flames and Urn of Shadows Urn of Shadows, Demonic Purge disables under healing. If he has Aghanim's Scepter, this problem might last a long time or affect numerous allies.
It won't stop healing from immediate abilities, items, or radiance, therefore Mekansm Mekansm is a good choice against him.
Dispersion is unaffected by Oracle's burst damage.
Fate's Edict's disarm isn't as crippling for Spectre as it is in other carriers because she can do harm although if she doesn't land strikes.
Black King Bar
Oracle will be unable to use his burst damage and usefulness on an adversary who has a Black King Bar on them. A Black King Bar on an ally also prevents Oracle from using his spells to cure or defend that ally, with the exception of False Promise and Fortune's End.
Oracle is unable to use any spells, including Fortune's End, that would normally allow him to dispel Orchid Malevolence.
Eul's Scepter of Divinity
A dispelling effect, such as Eul's Scepter of Divinity Eul's Scepter of Divinity, mitigates Orchid's impact.
Hood of Defiance
Hood of Defiance, for example, is a magical resistance item. Glimmer Cape or Hood of Defiance Oracle's damage output will be greatly reduced by the Glimmer Cape.
Manta Style, for example, is a dispelling effect. On foes, Manta Style renders Fortune's End and Fate's Edict worthless.
Scythe of Vyse
Vyse's Scythe Oracle is hexed by Scythe of Vyse, making him much less able to save comrades.
False Promise, when combined with Chemical Rage, may make it exceedingly tough to kill Alchemist while also protecting him from disables and debuffs.
Fortune's End may hold foes in the radius of Acid Spray for longer, reducing damage and armor and allowing Alchemist to capture them.
Purifying Flames heals opponents, while Ice Blast stops them from healing.
When used with Fortune's End, Cold Feet can easily trigger its stun.
Oracle's already tremendous magical burst damage is amplified by Ice Vortex.
During Exorcism or Spirit Siphon, Fortune's End assists in keeping opponents in place.
False Promise is an excellent replacement for Eul's Divinity Scepter. Death Prophet may move with Eul's Scepter of Divinity, which also doubles all health earned from Exorcism and Spirit Siphon.
Because Death Prophet does the majority of her damage through abilities rather than assaults, utilizing Fate's Edict on her has no negative consequences.
Oracle can use False Promise to keep Huskar alive when he is near death, letting him to get the most out of Berserker's Blood and making him tough to kill, especially when paired with Purifying Flames.
Io can use Relocate to relocate an ally who is under the influence of False Promise to the fountain, double the heal.
Tether, Purifying Flames, and False Promise all provide a massive amount of healing to their friends, allowing them to stay alive.
When one of them is initiated on, the Legion Commander and Oracle can support each other. Oracle can save Legion Commander with any ability he requires, whereas she can save Oracle with Press the Attack.
When Legion uses Duel, Oracle may help in a variety of ways, including disarming the adversary with Fate's Edict, blasting down the enemy with Purifying Flames, and rescuing Legion with False Promise.
During Wukong's Command, False Promise permits Monkey King to survive longer, retaining its influence.
Jingu Mastery's healing will be doubled when False Promise is used.
Monkey King may use Fortune's End to get a long enough root to channel his Primal Spring.
False Promise causes damage to be delayed, allowing Monkey King to utilize Tree Dance to flee.
Instead of using Fate's Edict, Monkey King can use Mischief to prevent Purifying Flames' damage, conserving mana and reducing the cooldown.
Shadow Poison accumulates thanks to the root from Fortune's End.
Oracle can cast Fortune's End with impunity because of the continual dispel of Demonic Purge, which prevents the heal from Purifying Flames.
Both heroes have ridiculously high magical burst damage and can quickly take out low-health heroes.
Fate's Edict has almost no penalty when used on Timbersaw since he depends more on abilities to deliver damage and less on right-clicks.
Timbersaw may use Reactive Armor in conjunction with False Promise to recover for a substantial length of time, allowing him to stay in the fight for longer.
You should determine whether you are going to roam or stick to the lane to protect your teammates from the beginning so that you can buy appropriate equipment. With roaming, with the ability to control cast range 850, cancel buffs and tie up for up to 2.5 seconds in the early game, you and your teammates can easily get kills if combined well.
With protective lane, if your lane teammates are heroes with good damage ability, you and that person can overwhelm the enemy lane or get kills early. However, with a small amount of health, the skill consumes mana and can be squeezed if used incorrectly, do not use it bluff. During the match phase, you always have to follow the Town portal scroll to support your teammates in time.
This is the extremely frequent roam + gank phase when your team's gankers already have enough levels and basic equipment for ganking, and create space for your carry team to farm to the maximum, or go to that lane to help. It pushes the lane, counter gank if the enemy targets your carry team.
Remember to plug wards, break wards in this phase regularly. Your ultimate is a lifesaving tool and also a tool to start a gank very well with a reasonable amount of mana and not too long cooldown, unless the opponent invests Sentry ward counter you, this skill is annoying. extremely. Fate's Edict for the target is buffed with 100% magic resistance, the other effect is Disarm the object, so this is a skill that hard counters the opponent's nukers, carry, use it sensibly to bring the best effect.
This stage you go with your teammates, fully ward, use Smoke of Deceit to gank single targets or start a teamfight by surprise, creating conditions to proceed to destroy the opponent's Ancient or push 1 lane, force the opponent to def turret or have to fight. When your team's carry starts to get stronger, being able to finish off weak enemy targets quickly, this is a golden opportunity for your ultimate to maximize its effectiveness.
Use Fate's Edict reasonably with the targets that your team is dealing damage with (for example, if your nuker team is injecting dmg into someone's face, don't buff that person, and if the enemy carry team rushes when something is wrong. don't buff its face to prevent it from hitting). To heal in combat, it's best to use the combo Fate's Edict + Purifying flames on tankers, nukers or support because these guys mainly attack with skills, not with hand attacks.