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Heroes/Oracle
Oracle
IntelligenceRanged

Oracle

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. <br><br>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. <br><br>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. <br><br>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. <br><br>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. <br><br>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. <br><br>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 m

Base STR

20 +2.2

Base AGI

15 +1.7

Base INT

26 +3.6

Move Speed

295

Attack Range

625

Base Armor

1

Attack DMG

13–19

Projectile

900

Prognosticate

Prognosticate

PassiveInnate

Oracle will predict and announce to allies, where the next power rune will spawn (top or bottom) as well as Roshan's exact respawn time.

Fortune's End

Fortune's End

Unit TargetAOEChanneled

Cooldown

18 / 14 / 10 / 6s

Mana

80

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 increases with channeling time. 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

  • Affects invulnerable units.

The astral orb crackles with power while raw energy lances out, temporarily disrupting an enemy's connection to their own body.

Fate's Edict

Fate's Edict

Unit Target

Cooldown

17 / 14 / 11 / 8s

Mana

70

Oracle enraptures a target, disarming them and granting them 100% magic damage resistance.

DURATION:

3.5 / 4 / 4.5 / 5

An unbreakable prophecy resounds: a chosen ally shall briefly suffer no magics. Other kinds of suffering however...

Purifying Flames

Purifying Flames

Unit Target

Cooldown

2.5s

Mana

75

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.

DAMAGE:

90 / 180 / 270 / 360

HEAL PER SECOND:

15 / 25 / 35 / 45

TOTAL HEAL:

150 / 250 / 350 / 450

DURATION:

10

  • The healing from Purifying Flames can be stacked with itself.
  • The damage from Purifying Flames cannot be lethal to allies.

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.

False Promise

False Promise

Unit Target

Cooldown

110 / 85 / 60s

Mana

100 / 150 / 200

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%

  • Delayed damage and healing will take armor and magic resistance reductions into account when received.
  • The delayed damage and healing takes effect as soon as the target becomes vulnerable.

Foes and false prophets oft make lies of men's fates.

+0.5s Fortune's End Duration
10
+8 Armor False Promise
+100 Fortune's End Radius
15
+25% Purifying Flames Enemy Damage
-20s False Promise Cooldown
20
-1s Purifying Flames Cooldown
Fortune's End constantly Dispels
25
+1.5s False Promise Duration
Aghanim's Shard
Rain of Destiny

Rain of Destiny

Point TargetAOEAghanim's Shard

Cooldown

40s

Mana

150

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:

30

HEAL AMPLIFICATION:

15%

Through mixture of the astral and the atmospheric, Nerif bends a single reality into paradoxical alignment.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

50%

Win rate in recent matches

Performance

52%

KDA ratio (kills + assists / deaths)

Laning

9%

Last hits per minute over full game

Farm

39%

Average gold per minute

Fighting

16%

Average kills + assists per match

Experience

54%

Average XP per minute

Strategy

When to Pick Oracle?

Let me tell you what makes Oracle genuinely strong right now and why people consistently underestimate him. The current patch gave him the Tarot Card innate—an undispellable buff that cycles every 90 seconds through five different cards, and Oracle always knows which card is coming next. Death gives him 40% spell amplification. The Lovers gives 40% heal amplification. The Tower gives a 400 all-damage barrier. The world gives 150% intelligence. The Fool gives 100% bonus gold.

And these cycle automatically, undispellably, every 90 seconds throughout the entire game. The Death card means his Purifying Flames deals 40% more magic damage AND his False Promise's delayed healing is amplified by 40% simultaneously when the Lovers card follows.

This is a support who can deal genuinely threatening burst damage from a position the enemy team thought was safe and then save the same hero he just burned with a False Promise that heals for an obscene amount when it expires.

The Dotabuff first impressions analysis for the current patch specifically flagged Oracle as a hero who could be very strong in the new meta—and that prediction is supported by everything his kit does in a meta where burst damage and early laning dominance matter.

He is disgusting in lineups where the enemy carry wins by dealing burst physical damage and then trying to finish off low-health heroes—because False Promise applied to your carry the moment they drop to 1% HP makes the kill completely impossible while also healing them to full when it expires.

He thrives specifically because the current meta of physical damage carries—Lifestealer, Night Stalker, and Ursa—creates endless situations where a well-timed False Promise literally reverses deaths that had no business being reversed.

He pairs beautifully with carries that want to dive aggressively and trade in dangerous positions—Lifestealer, Slark, and Ursa—heroes that can trade two-for-one in fights if they know False Promise is available to keep them alive through burst combos the enemy carry assumes are lethal.

Avoid picking him into lineups with heavy True Sight and instant-kill mechanics that prevent False Promise from mattering—Reaper's Scythe preventing buyback does NOT interact with False Promise the same way as a regular kill, and Doom's Doom ability silencing Oracle before he can cast anything is one of the most miserable Oracle experiences available.

Also feels genuinely terrible in coordination-heavy teams that can instantly burst Oracle himself dead before he gets any spells off—he is fragile, has below-average mobility, and a dead Oracle who never used False Promise is the single worst support game outcome imaginable.

Tips & common mistakes

  • False Promise delays ALL damage AND healing received—which means the correct timing to cast it is NOT when the ally is already dead; it is when the burst combo has JUST started and the ally is about to start taking fatal damage. Cast it before the damage lands, not after. A False Promise cast when the ally is at 10% HP catches most of the burst damage in the delay window. A False Promise cast at 1% HP after all the burst has already landed delays almost nothing because the damage has already been dealt.
  • Purifying Flames is BOTH your primary nuke AND your primary healing tool—and most pub Oracle players use it either only as damage or only as healing and never both in the same combo. The correct use in lane is casting Purifying Flames on the enemy carry for burst magic damage from range, then immediately casting it on your own carry to heal them for the over-time regen component while the initial damage is negligible on an ally. Both casts happen in under two seconds, and you traded burst damage for healing simultaneously.
  • The Tarot Card innate cycles every 90 seconds, and Oracle always knows the next card—track your card timing aggressively and plan important plays around when the Death card arrives. A Purifying Flames cast under the Death card does 40% more magic damage than a normal cast. Use it specifically when the carry is attempting to last hit an important creep, when a gank is lined up, or when the enemy support is standing at low HP from previous trades. The 90-second awareness completely changes how you approach the laning phase.
  • Fortune's End channels to root and dispel—the longer you channel, the longer the root. Most pub Oracle players release Fortune's End immediately for the minimum root duration because they are nervous about the channel being interrupted. In situations where you have a reliable teammate setting up the engagement, channel Fortune's End to maximum for the full root duration—it is one of the longest roots available on any support, and the difference between minimum and maximum channel time is several seconds of lockdown.
  • Fate's Edict cooldown was reduced significantly in the current patch—which means you can now use it more frequently as a disengage tool on an allied carry being dove, as a setup for Fortune's End root on an enemy carry who just activated BKB (Fate's Edict does NOT interact with BKB's physical attack immunity removal), and as a brief window to prevent the enemy carry from attacking at all while your team repositions. The reduced cooldown makes it more than just an emergency button.
  • False Promise's strong dispel component removes most negative debuffs on cast—which means you can use it proactively to save an ally from a Reaper's Scythe that is about to land, a Lion Finger of Death that is traveling, or a Shadow Shaman Hex that just connected. The dispel happens on cast, the damage delay happens for the duration, and the healing explosion happens at the end. Pre-cast it on the ally about to receive a death sentence and watch the ability that would have killed them simply land on a hero that is now temporarily invulnerable.
  • Oracle is extremely mana-hungry in the early game—buy a Soul Ring as your first significant item and never skip it. The mana cost of his kit is punishing, and a Soul Ring solves the early mana problem completely for a hero who can restore his HP through Purifying Flames self-cast healing during the laning phase.

Summary

Oracle is genuinely strong right now—the Tarot Card innate creates a rotating set of buffs that change his game plan every 90 seconds and reward players who track the cycle; his Purifying Flames under Death card deals burst damage that most enemy teams simply do not respect from a hard support position; False Promise's delayed healing combined with the Lovers card creates save potential that counteracts the entire burst damage meta of physical right-click carries; and Fate's Edict's reduced cooldown makes him a more flexible disabler than in previous patches.

He has a high skill ceiling, and the highest-impact plays require timing, map awareness, and cooldown tracking that most pub players never develop fully—but the players who do put in that time are playing one of the most satisfying and impactful hard supports available in the current meta. Track the Tarot card. Time the False Promise. Purifying Flames everything that moves.

And make the enemy carry question whether killing anyone on your team is actually possible when a False Promise can turn a confirmed kill into a full heal in 5 seconds.

Starting Items

branchesward_dispensertangoblood_grenadefaerie_firesmoke_of_deceit

Early Game

bootsarcane_bootsnull_talismanbottleurn_of_shadows

Core

aether_lensglimmer_capeholy_locketmekansmguardian_greavesaghanims_shard

Late Game

aeon_diskforce_staffcycloneinvis_swordtravel_bootsultimate_scepter
Tumbler's ToyMana DraughtPsychic HeadbandSearing SignetEssence RingGale Guard

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