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Oracle Strategies

Ranged, Disabler, Escape, Nuker, Support

90th

Popularity

52.57%

Win rate

Gameplay

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.

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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.

Ability Builds

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

Legs: 0

Gib Type: Default

Ability Upgrades:

  • Upgradable by Aghanim's Scepter.
  • Upgradable by Aghanim's Shard.

Talents

oracle talents dota 2 masterdota

Tips & Tactics

General

skill building guide oracles dota 2 masterdota

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.

Tips/tricks:

  • 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

Abilities

Fortune's End

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

Fate's Edict

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

Purifying Flames

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.

False Promise

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

Items