Animal Courier
Animal Courier
Tango
Enchanted Mango
Observer Ward
Iron Branch
Clarity
Arcane Boots
Observer and Sentry Wards
Flying Courier
Headdress
Enchanted Mango
Arcane Boots
Mekansm
Ghost Scepter
Observer and Sentry Wards
Aether Lens
Guardian Greaves
Ghost Scepter
Bloodstone
Pipe of Insight
Blink Dagger
Boots of Travel
Eul's Scepter of Divinity
Glimmer Cape
Force Staff
Octarine Core
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My first guild is about my favorite hero in DOTA 2: Oracle
Oracle is a multi-purpose hero with possibly the best utilities for his skills. He best fits the role of a support, but if the games orient unpredictably or there's already someone who volunteer for that role, his builds can become very flexible. But the true potential of Oracle lies in his skills, at some point, levels are all he needs and with proper skill uses, he could be the one deciding the outcome of a combat. Please take this into the account before playing Oracle, he's not newbie-friendly and even for those familiar with DOTA and want to try him out should consider a fact that Oracle is very controversial due to his flexible abilities affecting both allies and enemies. To play Oracle effectively, one must devote a decent amount of effort and likeness in him. Given the fact the in recent patches, Oracle is somehow nerfed and appears to be weaker than his former versions, making the above requirement more fundamental if you want to play as Oracle.
Pros
- Highly spam-able skills with decent mana cost and low cooldowns
- Posses many purposes, principally healing and nuking, a decent disable and disarm ability
- Not very item dependent, like all support, he only needs mana and levels
- Nice int gains and fast attack speed (though these are highly miscellaneous stuffs :) if you play as support).
Cons
- Very fragile
- Controversial skills that could turn out badly if misused
- Slow turn rate
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Recommended items
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At least 2 or the 3 essentials should be obtained by mid-game, base on the situation, you can get either
Mekansm or
Ghost Scepter, if the main source of damage of the opponents is spells combo, then Mekansm is required, alternatively, if things are too difficult for you for a ganking team, say Slark or Drow Ranger, then Ghost Scepter should prevent feeding and make a decent stats item.
Gameplay
- Keep a safe distance from a possible fight, only when most enemies have shown themselves, that you start joining to avoid ambushes from DPS-ers who are sworn enemies to support.
- Though if an ally is in danger, don't hesitate to cast
False Promise and
Fate's Edict +
Purifying Flames at the risk of showing yourself.
- When warding, make sure you are close to an ally to save each other.
- You should follow your teammates gradually, often choosing a juke spot from behind, close to earn exp and come to the rescue if possible. If space is created, you should make some fast last-hitting yourself with Purifying Flames.
Worth remembering
- Your survival means more than your gold, if an open farm area is created, don't rush to it, if an ally approaches, make sure you are right behind it to watch over the area.
- Don't hesitate to last-hitting creeps if some are provided, using Purifying Flames to speed this up.
Footage
A decent Oracle with support items, wards, and a hideous position from sight.
Recommended Items
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Not very different from the common gaming style, but you should consider a fact that you are also a fighter yourself, this style is for defensive gameplay in which the enemies have more advantages. As for the excessive amount spent on wards, smoke and other consumables, these items would prove to be fairly expensive for a support if the games doesn't go well. But considering they should be obtained as soon as possible.
Gameplay
- You exist for 2 roles, healing and roaming, max
Purifying Flames and one level of
Fate's Edict to fulfill the first, then go warding, stacking creeps and dewarding.
- Always participate in team fight, carrying a teleport often, sometimes Fortune's End is all your allies need to catch. Constantly roaming mid to heal or to assist. Exp and gold should become secondary, just don't die too much.
- Remember that flexible items like
Dust of Appearance, Sentry Wards,
Smoke of Deceit and sometimes
Clarity or
Healing Salve are all your responsibilities. Save up for Mekansm is good, but don't hesitate to buy something if your team needs it.
Worth remembering
- Your main source of gold will come from teamfight and survival, if you survive for the first 15 minutes, you earn 1500 gold plus some from team combat and rare last-hitting. Which is enough for Arcane Boots and some wards. Sacrificing for your teammates is necessary, but don't lose yourself ridiculously to plain greed or suicidal attempt on a certain-dead ally.
- Even for the above items, not all of which should be strictly required, sometimes you maneuver with only
Tango,
Magic Wand, wards and Boot of Speed, which are totally enough and versatile for a support game play, saving money for some additional stats won't be worth it and delay your team's need for consumables.
Footage
Phantom Assassin and Oracle, a typical pair of carry and support. Oracle had been exceptional at supporting any carry, all they need were False Promise (invisibility) and Fate's Edict (50% physical dmg amplification). Sadly, none of these abilities now retains its former glory. Though with proper handling and timing, Oracle still proves to be a supportive force to reckon with.
Recommended items
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This style focuses more on offensive and self-based items. In which Dagon and
Aether Lens are vital as it allows you to make a quick damage combo at a long distance with an amplified outcomes. The characteristic of this build that it would require you to earn a fairly advantageous amount of gold from farming and combating, in which combating should be the main source.
Despite being a nuker and ganker, you may still be required to buy wards and teleports often, though this is just optional if there's someone more willing to fulfill or share duties with you. Buying wards and teleports this time will not just for supporting, but for your own advantages as well.
Gameplay
- Mana supplements items are recommended as you will spam Purifying Flames for your last-hitting often to avoid denying. Your farming style should be somewhat like
Phantom Assassin in which you finish the opponents that are close while trying to spam Purifying Flames on more distanced creeps.
- Items like
Urn of Shadows should be rushed first, as it provided a manacost-free healing and damaging technique, keep in mind that
Fortune's End can dispel the damaging effect on enemies, so use it as a last resort of damage to prevent the enemies from healing themselves or as a supportive tool to negate healing effects from Purifying Flames.
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Orchid Malevolence, once obtained, disassemble Arcane Boots to build
Aether Lens as it is now the main source of mana supplement for Oracle. Remember that the silence effect from Orchid Malevolence can be dispelled by
Fortune's End, so you should use it as an effective tool to shut down an enemy for your team or prevent escaping, combining with Dagon and Purifying Flames, the outgoing damage can be considerably high.
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Blink Dagger is another promising option as it provides a partial escape and chasing technique for Oracle, though if the game turns out difficult, you shouldn't be saving for this items.
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Eul's Scepter of Divinity is another hopeful, as mentioned in the damaging combo, it provide a second dispel to remove healing from Purifying Flames so that you could extend the combo to its best. Furthermore, the int, mana regeneration, and improved movement fit Oracle in anyway.
Worth remembering
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Orchid Malevolence should be optional, unless you have mastered the timing of your combo, a high chance that you will accidentally remove the silence effect from an enemy, if built, use it with discretion and as a handy mean to silent your opponent and add more to your damage and intel.
- Some items like
Ghost Scepter and
Arcane Boots should not be ignored, as you are still very fragile and mana dependent.
- Participating in team fight as often as possible, as Oracle is not a hero just for lurking around to heal and support.
Footage
A damaging-type Oracle, with Dagon, health and mana, and damage supplement items
Recommended Items
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Situational
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Situational items apply for all three styles
Guardian Greaves should be a vital late-game item, its reduced cooldown on heal/mana regeneration, the bonus healing for low-hp allies, and a series of other small stats prove to be indispensable for a support like Oracle, if you stand safely behind your team during combat, this item could be all you need.
Aether Lens should exist to support your casting range without steering to close to the heating battle.
Ghost Scepter will become your primary escape in late game, you are untouched by enemy carries while still able to cast spells, Fate's Edict should come in handy to void any source of unwanted nuke. If not, switch to
Glimmer Cape for assisting allies, too.
Pipe of Insight can increase the versatility of your team during tough combat, feel free to switch to any situationals should any of your ally get this.
Gameplay
Remember that Oracle is still pretty fragile in late game since his items build consists mostly of spells supplements and small stats. You should get at least one of these three
Ghost Scepter,
Glimmer Cape or
Force Staff to survive combats, 2 of them will never be redundant, if you have gold for it. Though I advise you get
Ghost Scepter because Oracle is mostly owned by DPS enemy, and Fate's Edict is far too easy to remove in late game, considering Black King Bar or similar stuffs.
It is advisable that you save False Promise to cast on the right ally, preferably the one that is being focused, you can defend yourself with the above items.
Worth remembering
During chaotic period, when there is possibly no time to handle your skills accordingly, make sure you commit these simple tasks:
Cast
False Promise on an ally
Disarm any physical damage dealer you see on sight
Turn on Ghost Scepter the moment you see yourself losing hitpoints
Activate Guardian Greaves, just not too soon or too late
Oracle's complexity becomes a burden in late game, where everyone is right-clickers, all they can do is casting all they have, unfortunately, Oracle could still be controversial if not paid a decent attention to what you are doing. So the above steps should help.
Footage
This is not my video. I borrow this footage. This is a typical match where Oracle was played with his usual role of a support and nuker, this is a long video so you may want to check it our later or scroll to late game.
Recommended Items
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Not very different from the above style, actually Oracle in late game should be fulfilling the same role as above, though this time he no longer needs to focus on his outgoing offensiveness, instead items like
Bloodstone and
Pipe of Insight becomes utterly important. Oracle supportive role involves more the need to toughen himself and his allies.
Gameplay
The above items recommendation would hardly be obtained in full if you were supporting throughout the game, but items like
Guardian Greaves or
Bloodstone should be leaned towards. Save-yourself items like
Ghost Scepter is still needed.
Joining combat should all be about protection, from disarming the enemies to healing your allies, the protection and healing combos should be adapted and executed constantly at this point of the game, because the nuking combo (in most cases) may no longer prove useful in this game.
You would rather have your allies survive than to make your opponent's hp drops by a few, which is the job of your carries.
If
Bloodstone is achieved, considering scarifying yourself anytime to make your allies endure longer, HP regen from bloodston should ensure a certain life for ally with
False Promise.
Worth remembering
*Same as above*
Though you should considering another right moment to suicide by Bloodstone.
Footage
The above footage should represent this role pretty well so I will not add another here.
Recommended items
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The items are all about damage and spells, though of course from the way it looks, you can suggest that Oracle is quite fragile with this build. Considering
Octarine Core and
Blink Dagger situational items.
Mjollnir seems like a strange choice, but actually quite lethal with Oracle fast attack speed, if not you can always buff on a carry to assist them.
Gameplay
Remember to cast Silence on any enemy that has no potential to remove it, and forget it, during mass combat.
Considering casting Mjollnir buff on an ally being focused.
Use Dagon to finish off anyone close to death, no one minds about KS at this point, your nuking combo should shine with a max-level Dagon and
Aether Lens.
Remember, you can still upgrade your boots to
Guardian Greaves or
Boots of Travel based on how the game is going.
Worth remembering
- Always make the most out of
Orchid Malevolence and
Scythe of Vyse, usually many players cast in on the wrong ones due to sheer panic, aim your foes before combating.
- All of your spells has a short cooldown (even for a max-level Dagon) and all is point-targeting, so don't hesitate to focus on a single target and remove it from play as soon as possible.
- If things go well, considering save for buyback as you are now quite important during combat yet quite fragile, so prepare to counter a comeback.
Footage
This video is not mine. Oracle's gameplay by Miracle. In this footage is a highly offensive items build and combos. Though he is lost at the end, but I think it was mostly due to the unbalanced team lacking a tank and fewer disables than the opponents.
Oracle is a support hero, and like any support, he does not take physical damage too well given the low armor and agility gain, which means he is quite likely to die pretty often by enemy DPS-ers.
Protective items are introduced above and some quick responses and skill uses can save him. Yet there are still quite a few foes that Oracle may prove to be a meal if not taken with discretion
Very bad enemies
Can you guess what similarity these heroes share? They can all purge
Fate's Edict off themselves with their ability, they also possess high damage power and disable that can easily kill Oracle. You may also notice that some of them could be good allies, but they don't turn out so well being your enemies.
Other bad enemies
Any enemies with fast-paced damage and bashes
These heroes can kill you even before you cast anything to save yourself or to stop them.
Enemies with silence issue
Enemies with anti-magic abilities
Most of these enemies, if are well farmed till late-game, Oracle almost has no mean to stop them.
Tricks that can be performed with Oracle
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Fate's Edict can prevent
Sleight of Fist and
Omnislash to deal damage if the buff is applied before these abilities are performed, both of the above have been tested, a similar ability that might be disarmed by
Fate's Edict that has not been tested is
Tricks of the Trade. Several on-damage effects may not trigger when Fate's Edict is applied.
*Updated* It is officially confirmed that
Fate's Edict cannot prevent
Omnislash from dealing damage, however, it is possible to prevent additional damage that are granted from this ability when the attack speed of Juggernaut reaches below 0.4 second per attack.
It is also confirmed that
Fate's Edict cannot prevent Riki's
Tricks of the Trade to deal damage, even though these attacks are treated with normal attacks and can be negated by Ethereal form or invulnerability.
Still,
Fate's Edict can make
Sleight of Fist to deal no damage remains true and has been tested. Moreover,
Fate's Edict duration is frozen when the heroes perform these abilities with the buff on them, the duration continues after the spells have expired.
- Oracle can deny an ally affected by
Ice Blast, when he comes close to the health threshold to shatter, cast
Purifying Flames and the kill will be yours.
- Alternatively, an enemy affected by
Ice Blast can not recover from healing of Purifying Flames, so you can spam it on them constantly.
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Fortune's End can be cast self and ally, most players unfamiliar with Oracle seem to forget this, the purge effect can dispel many negative buffs, sometimes it is better to save an ally than to stop an enemy.
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Fortune's End automatically drags creeps out of their camp once it is locked in, so you can stack creep from a long range and with a very high chance considering that the creeps will be stopped from returning. Remove yourself from sight if you are preventing the creeps from spawning.
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Fate's Edict can negate
Laguna Blade (without scepter),
Finger of Death,
Assassinate, and the entire combo of
Leshrac so sometimes use it wisely.
- Oracle is one of the sworn enemy of
Linken's Sphere with 3 point targeting spells, one of them has only 2.25 sec cooldown.
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False Promise blocks all incoming damage, but take the damage reduction and damage negating sources into the account like
Pipe of Insight and
Crimson Guard before turning the final result into delayed damage, so these two should be available in your team.
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Fate's Edict works on Roshan.
These last few lines will sum up some of my personal opinions about this Hero.
Okay, I don't want to badmouth my own favorite hero, but the below is what I truly think about Oracle (up to date).
Oracle is among a few favorite heroes of mine. Sadly, he is also among the list of most nerfed hero in the recent patch. Take a look at his patch log history.
In patch 6.84, his ultimate no longer provided invisibility, the cooldown was also rescaled from 40/30/20 to 80/60/40, which was literally doubled, the constant purging seemed great, but as the damage can still slice through it, a high chance the target still dies.
In patch 6.85, Fortune's End damage reduced from 75/150/225/300 to 90/120/150/180, while its cast range increased and cooldown decreased.
Fate's Edict no longer amplified 50% damage and purgable in any way, losing his potential to support hard carries.
In patch 6.86, his ultimate no longer provided constant dispels, its cooldown rescaled to 90/60/30,
Fate's Edict cooldown rescaled to 16/13/9/7.
It can be said that Oracle has been widely fallen out of favor since the few last patches. Perhaps I may be one of the only few players who might still be faithful enough to pick this hero. During gameplay, being a fan of Oracle myself and had almost hundred games with him, I have to say that his potential is severely damaged. In late game, what saved my butt was mostly the items because
False Promise, in most case, usually ensured a certain death even with
Mekansm. Disarms couldn't do much because of the popularity of
Black King Bar and
Diffusal Blade.
Fortune's End in late game is like, *sorry*, a disposable ability because firstly it renders Oracle immobilized, and with the mass
Boots of Travel and
Blink Dagger, by the time it was released, the enemy was probably half-a-globe away from him and may still even be disjointed. If get hit, the damage would be quite minor and he would probably be released once my team reached there, it couldn't even be used to clear creep waves.
Unlike support such as
Crystal Maiden or
Dazzle, whose spells scale nicely into late game, Oracle seemingly fades by the time the game reaches past its middle point.
Of course, heroes like
Lion and
Pugna can be faded too if
Black King Bar is obtained, but I have to say in early game, I did better with them and I don't know how many times my friends had refused to let me pick Oracle, they said I could sleep well in late game and even I think they had their point.
False Promise has no scepter upgrade and in late game, if things went difficult, it would still be the same old unfortunate result.
Oracle was a threat to many teamfights (in the early version) and I had some quite lethal matches with him, but at this rate, with more people picking
Riki,
Slark or
Omniknight, I may have to make another hero favourite support soon.
Still
If you are still interested in Oracle, I still highly recommend you to pick him. Nevertheless, I still pick Oracle occasionally, and had some pretty good games with him, what I think above is just that he doesn't have much potential to thrive.
Probably there is no hero who could possess multi-role like Oracle, from healing, nuking, disarming and even able to save an ally (at your own risk, though). If combos are done correctly, Oracle is better than any support and he surviving in teamfight can be the decisive factor of the outcome. He almost never runs out of mana in late game and most of his spells are always ready with their amazingly low cooldown (at their highest level).
Keep yourself and your ally safe, and use your combos timely, you can still be lethal
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