Oracle counter and synergy picks
Pick Oracle with Wraith King to increase win-rate from 52.3% to 57.3% or against Kez to increase win-rate to 56.6% in Patch 7.38c.
Good with...
...based on stats [7.38c]
Hero | Change in Win Rate ▼ |
---|---|
5.1% | |
3.6% | |
3.2% | |
3.0% | |
3.0% | |
2.8% | |
2.7% | |
2.5% | |
2.4% | |
2.2% | |
2.2% | |
2.1% | |
2.0% | |
2.0% | |
2.0% |
...based on gameplay [under review]
The combination of Ghost Shroud and Fate's Edict renders Necro immune to both Physical and Magical damage, so you better be packing a Dispel or a ton of Pure damage to deal with it. Purifying Flame's heal is amplified during Ghost Shroud and Fortune's End provides Necro with a much needed dispel to make sure he gets his spells of in the face of Silences. False Promise is amazing on Necro as he packs enough self healing with Death Pulse, Death Seeker and Sadist to come out the other side fully healed.
The 2 pair well together in lane as they are melee/ranged. Oracle provides Alchemist with Magic Resist, sustain in lane, a dispel and even a further BaT decrease with his Agh's Scepter. Fortune's End can set up UC. False Promise allows him to truly go ham and do as much damage as possible in fights as due CR's healing he almost always comes out of it alive.
The 2 pair well together in lane as they are melee/ranged. Axe has infinitely scaling armor, well Oracle gives him a 100% magic resistance on top of that. Fortune's End can be used both to dispel Axe or set up his Call. Additionally, the healing and sustain keeps Axe active on the map and False Promise can either save Axe or allow him to go all out.
Oracle's Fate's Edict provides Ember with 100% Magic Resistance, which makes his Flame Guard unbreakable by damage for the duration. He can channel Fortune's End on Ember as he Sleight and dashes in a fight, which follows him across the map and roots upon impact even during Sleight of Fist. False Promise allows Ember to completely ham in fights and provides him with a steroid once upgraded with Aghanim's Scepter.
Oracle gives Lesh more of everything he wants. Fortune's End can both dispel Lesh and be used as a setup for Split Earth. Fate's Edict can both give him 100% magic resist or Disarm an enemy. False Promise is a realible save for Lesh allowing him to keep doing damage and an amazing steroid with Aghanim's Scepter.
Oracle supplies Spectre with much needed sustain and magic resistance to keep her in the lane and in the fight. Oracle can channel Fortune's End on Spectre and it will travel cross map to her if Spectre had telepored with Shadow Step during it. Fortune's End and False Promise dispels many cruicial debuffs including some Breaks.
The 2 pair well together in lane as they are melee/ranged. Fortune's End can set up pounce, while Fate's Edict provides him with much needed Magic Resistance. Purifying Flames' damage can be offset by Barracuda in lane to quickly heal Slark back up and False Promise is an all purpose save button for him to keep getting Essence Shift stacks. All and all, Oracle allows Slark to go fully ham with his heavy defensive kit.
...core items [under review] [E]
A core Boots upgrade to have some much needed mana sustain as your impact is highly reliant on your current mana pool. Can be upgraded to Guardian Greaves later in the game.
A core item to increase the cast range on all your spells and items. Especially useful to save with False Promise and heal allies from a distance.
A core mobility item that lets you stay back in teamfights and go in later with your healing and save spells to avoid getting bursted at the start.
A core item that gives you another healing and damage tool in an area. Works well against high HP regen on enemy heroes to reduce their tankiness and burst them down quickly.
A core mobility item to push yourself or one of your allies away from trouble, or close the gap on enemies. Lets you move closer to an ally to heal and save them with all your spells.
An incredible upgrade for False Promise to give yourself or your ally better chances of survival. Also improves the physical and spell damage output of the False Promise target.
A defensive item to avoid getting bursted and reliably use False Promise every time to save yourself or an allied hero.
Good against...
...based on stats [7.38c]
Hero | Change in Win Rate ▼ |
---|---|
4.3% | |
3.3% | |
3.0% | |
3.0% | |
2.8% | |
2.7% | |
2.3% | |
2.2% | |
1.9% | |
1.8% | |
1.8% | |
1.6% | |
0.8% | |
0.5% | |
0.4% |
...based on gameplay [under review]
Oracle has not 1 but 2 saves from Reaper's Scythe - Fate's Edict, which provides 100% Magic Resistance and False Promise. Having 2 saves is already bad enough for Necro, but Fate's Edict specifically is a low cooldown basic ability with a relatively large cast range and low cast point. Fortune's End can dispel Ghost Shroud, while rendering Necro rooted and Purifying Flames can do some significant damage during Ghost Shroud.
Fortune's End can dispel Flame Guard and Searing Chains, while being able to connect with Ember DURING Sleight of Fist and Activate Remnant, rooting him for the remainder of the duration as soon as he reaches his final destination. Purifying Flames is a low cooldown, high damage nuke that can make quick work of Flame Guard. Fate's Edict both mitigates the entirety of Ember's Magic Damage, as well as prevent him from attacking even during Sleight of Fist.
Oracle provides healing and sustain, which do wonders versus Spectre as she struggles to output significant damage proactively and lacks burst. Fortune's End dispels Spectral Dagger, Fate's Edict prevents Spectre from attacking and his ult - False Promise is an all purpose save button.
Fortune's End can dispel both Ion Shell and Surge, while providing valuable lockdown versus any Surged Targets. Fortune's End is particularly effective at shutting down Dark Seer's lane completely as it is one of the few level 1 dispels, that's AOE on top of that and Ion Shell is DS's main laning tool.
Fortune's End can dispel Blood Rite's silence, while Purifying Flames and Rain of Destiny (Aghanim's Shard ugprade) can provide significant sustain to mitigate Thirst's effects. False Promise also dispels Blood Rite but more importantly provides a save for any Ruptured targets allowing them to further engage or disengage.
Bad against...
...based on stats [7.38c]
Hero | Change in Win Rate ▲ |
---|---|
-10.7% | |
-10.6% | |
-10.2% | |
-9.4% | |
-9.2% | |
-8.9% | |
-8.8% | |
-8.7% | |
-8.6% | |
-8.5% | |
-8.1% | |
-7.8% | |
-7.7% | |
-7.6% | |
-7.5% |
...based on gameplay [under review]
Demonic Purge dispels Fate's Edict Magic Resistance and Purifying Flame's heal buff, while Demonic Cleanse (Aghanim's Shard Upgade) dispels both Fortune's End's root and Fate's Edict Disarm. Shadow Poison cannot be dispelled by Fortune's End. Disruption can prevent Fortune's End from connecting to it's target and dispelling and vital buffs or debuffs from it.
LD can pick up an Aghanim's Shard and when combined with his level 15 talent for Savage Roar can have a low cooldown dispel for both Fate's Edict's disarm and Fortune's End's root for both LD and the Spirit Bear, that almost matches Fate's Edict cooldown. This makes it hard for Oracle to stop LD and Spirit Bear to run rampart.
Decay partially works trough both False Promise and Fate's Edict's Magic Resistance as it keeps reducing Strength and the target's current HP. The only thing that Fortune's End can dispel are Flesh Golem's Plague and Tombstone's Deathlust Slow, which can be easily re-applied. Oracle does not contribute in any meaningful way towards Tombstone's destruction.
Arcane Orb does Pure damage and is OD's main damage source, which does not get mitigated by Fate's Edict's Magic Resistance. Astral Imprisonment can be used to dodge Fortune's End and perserve any vital buffs or debuffs on the target.
Static Link keeps draining damage even if Razor is disarmed by Fate's Edict and the stolen damage cannot be dispelled with Fortune's End. All of Oracle's basic abilities trigger Storm Surge if they target Razor. Eye of the Storm's damage is physical and cannot be mitigated by Fate's Edict, while it's armor reducing debuff cannot be dispelled by Fortune's End.
...counter items [under review]
Helps you sustain HP and mana as Oracle frequently uses his spells to heal allies, harass enemies, and secure last hits.
Gives you HP sustain to stay in the lane and not get zoned by Oracle's high spell damage.
Lets you absorb a massive instance of damage from Purifying Flames and Fortune's End.
Adds another layer of damage to burst down Oracle. Builds into Spirit Vessel later on which is incredible against him.
Helps significantly lower the healing from Purifying Flames with Soul Release charges. Look to apply Spirit Vessel near the end of False Promise.
Gives you mobility to jump Oracle and possibly delete him at the start of the fight. Works well if you have an instant stun or hex.
Gives you magic resistance to significantly reduce the damage taken from Oracle's magic heavy toolkit.
Lets you silence and kill Oracle in its duration without letting him heal or protect himself with his defensive toolkit.
Gives you debuff immunity and magic resistance to avoid Oracle's control spells as well as reduce the damage taken from his magic heavy toolkit.
Gives you mobility to get close to Oracle and possibly delete him at the start of the fight. Can also be used to save an ally caught by Fortune's End.
Helps lower the healing from Purifying Flames.
Helps lower the healing from Purifying Flames.
Lets you dispel the Fortune's End root or Fate's Edict disarm off yourself.
Bad with...
...based on stats [7.38c]
Hero | Change in Win Rate ▲ |
---|---|
-6.7% | |
-5.9% | |
-5.3% | |
-4.6% | |
-3.8% | |
-3.8% | |
-3.6% | |
-3.5% | |
-3.5% | |
-3.3% | |
-3.3% | |
-3.2% | |
-3.2% | |
-2.8% | |
-2.8% |