Alters the fates of heroes with his buffs and nukes
By carefully combining his intricate abilities, Oracle controls the destinies of both friend and foe. Shrouding threatened allies with his false promise, he can grant an ally a few precious moments of protection to destroy an enemy, or even reverse a grisly fate.
Win Rate 52.6%
Pick Rate 4.1%
Attributes
560 +52.8/lvl
387 +45.6/lvl
20 +2.4/lvl
15 +1.7/lvl
26 +3.8/lvl
Stats
Damage:
39 - 45 + 3.8/level (163.2 - 169.2 at level 30)
Range:
620
Armor:
3.5 + 0.3/level (14.0 at level 30)
Movement:
295
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Facets
Clairvoyant Curse
Win Rate: 51.2%
Pick Rate: 30.4%
Clairvoyant Curse
Clairvoyant Cure
Win Rate: 53.3%
Pick Rate: 69.6%
Clairvoyant Cure
Abilities
Oracle will predict and announce to allies, where the next power rune will spawn (top or bottom).
Fortune's End
CHANNELED - Gathers Oracle's power into a bolt of scouring energy that, when released, damages, roots, and dispels enemies of buffs in an area around the target. If target is an ally it will only dispel debuffs. The root duration is equal to the time spent channeling. DISPEL TYPE: Basic Dispel
MAX CHANNEL TIME: 2.5
DAMAGE: 100 / 160 / 220 / 280
MIN ROOT DURATION: 0.75
MAX ROOT DURATION: 2.75
RADIUS: 350
18 / 14 / 10 / 6
100
850
- +0.5s Fortune's End Duration
- Fortune's End Heals/Damages for 60 Per Effect Dispelled
- Fortune's End constantly Dispels
Fate's Edict
Oracle enraptures a target, disarming them if they are an enemy and granting them 100% magic damage resistance if they are an ally.
DURATION: 3.5 / 4 / 4.5 / 5
20 / 17 / 14 / 11
95 / 100 / 105 / 110
500 / 600 / 700 / 800
Purifying Flames
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.
DURATION: 10
2.5
75
850
False Promise
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 amplified. Removes most negative status effects and disables on initial cast. DISPEL TYPE: Strong Dispel
DURATION: 7 / 8.5 / 10
DELAYED HEAL AMPLIFICATION: 100%
110 / 85 / 60
100 / 150 / 200
700 / 800 / 900
Aghanim's Scepter
Causes False Promise to have a 0.15 second fade delay invisibility and grants the ally 25% bonus Spell Damage and 0.25 reduced Base Attack Time.
- +8 Armor False Promise
- -20s False Promise Cooldown
- +1.5s False Promise Duration
Rain of Destiny
Brings forth rain to the target area. Enemies standing in the area receive damage and have reduced heal amplification. Allies in the area heal and have increased incoming heal amplification.
RADIUS: 650
DURATION: 10
DAMAGE/HEAL PER SECOND: 35
HEAL AMPLIFICATION: 20%
40
150
650
Talents
+1.5s False Promise Duration
+ 0.6 %
Fortune's End constantly Dispels
+30% Purifying Flames Enemy Damage
-20s False Promise Cooldown
+ 2.7 %
-1s Purifying Flames Cooldown
+ 1.6 %
Fortune's End Heals/Damages for 60 Per Effect Dispelled
+8 Armor False Promise
+ 0.1 %
+n/as Fortune's End Duration
Win Rate
Pick Rate
Strategy
Oracle has access to both basic and strong dispel. Look to dispel spells, items and runes that provide buffs or debuffs.
You can deny your own creep by nuking it with purifying flames and quickly attacking it afterwards.
Oracle has a huge powerspike at level 3 with one point in Fortunes End and two points in Purifying Flames. Combine Purifying Flames followed by Fortunes End and another Purifying Flames before Fortunes End lands on the enemy hero.
It is good to carry a Healing Salve to use it on the ally that you save with False Promise.
You can channel Fortune's End on your nearby ally that is teleporting or blinking out and the Fortune's End will follow that ally.
If you expect to be silenced in next 2.5s, you can start channeling Fortune's End on yourself and as soon as you get silenced you will dispel it instantly with Fortune's End release.
Well timed Fate's Edict can entirely negate damage the output of heavy magical spells like Reaper's Scythe, Finger of Death, Bedlam and others.
Position yourself outside of the opponents' vision at the start of a teamfight as you are usually the main target.
Items like Aether Lens or Blink Dagger allow you to get a timely False Promise off. If you False Promise yourself you can blink out even under attack as you take no damage.
You can spam Purifying Flames on one of your allies prior to a fight to provide some extra healing going into the fight.
When breaching or defending high ground, put Fates Edict on your front line ally along with a couple of Purifying Flames to protect them.
Counter Strategy
Oracle's Fortune's End applies dispel. Use your spells after it has been used.
Oracle's Fate's Edict negates all magical damage. Do not waste your magical damage on it.
Focus Oracle in the fights as he provides saves and sustain for his team.
Items that reduce healing and regeneration are good against Oracle.
Gap closing items allow you to get on top of Oracle.
The enemy mid laner will know where the power rune will spawn because of Oracle. You can follow him to contest the rune.
Lore
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.