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5 Votes

This Guide, my associates, is in the bag! The question is who writes it?

March 23, 2017 by ChingBuillds
Comments: 10    |    Views: 20497    |   


Too much ward buying i foresee... (pure support)

DotA2 Hero: Oracle




Hero Skills

Fortune's End

1 8 9 10

Fate's Edict

4 13 14 15 16

Purifying Flames

2 3 5 7

False Promise

6 12 18

Talents

11 17

Hero Talents

+1.5s False Promise Duration
25
Instant Fortune's End
+30% Purifying Flames Enemy Damage
20
-20s False Promise Cooldown
-1s Purifying Flames Cooldown
15
+60 Enemy Damage/Ally Heal Per Effect Dispelled by Fortune's End
+10 Armor False Promise
10
+0.5s Fortune's End Duration


This Guide, my associates, is in the bag! The question is who writes it?

ChingBuillds
March 23, 2017


Introduction

Hi I'm Quartermaster or also known as Ching. This is my first guide and I'm doing it on my favourite (and most played) hero: Oracle.
He's a powerful but complicated support that fits many roles in this job... as he is endless. His renown potential to save and doom enemies is legendary and probably one of the most influential supports in the game.

...

Well the **** are we waiting for lets get to it.

Pros / Cons

PROS

    -The guy is a masterful spammable nuker with tons of versatility
    -Speaking of which is skills are stupidly diverse with multi purpose (mainly healing and nuking)
    -Possesses a purge which is rather rare (both applicable to allies and enemies removing debuffs and buffs respectively
    -Like most supports not very item dependent needing only mana and levels to be effective.
    -Lovely int gain (2.9) and above average movement speed (305) not to mention a decent attack range and fast attack speed.
The guy has some of the funniest lines in the game and that's probably the greatest reason why you should play him.
CONS
    -Fragile with lousy strength and agility gain so does depend on good positioning
    -Your skills are controversial and its surprising how easily you can **** up.
    -Slow turn rate
Most importantly the guy is a nerd but he's buff as all hell which makes me VERY VERY JEALOUS
Did I mention he's a completely demented and evil son of a *****?
Then again that's why I love him.

When do i pick our blue chappy in flappys?

When to pick...:
+You need to deal with a non-illusion dps right clicker
+Enemy team has purgable buffs
+Enemies are reliant on powerful purgable debuffs.
+You have a strong havoc-creating hero dependent on survival.
+Your carry is dependent on lifesteal or high regeneration.
+You need a defensive support that fills postion 5 nicely.
+You enjoy funny evil twisted voice lines.

When not to pick...:
-They have an illusion-based core that relies on dps right click
-The enemy team have gap closers
-When you need stuns or PROPER LOCKDOWN. I cannot stress enough fortunes end is not a root it merely sets the enemies movement speed to 0.
-You don't know how to play oracle properly you're just picking him because the team says you should.
-You're under 2k like me and you solo queue ranked.

Skills

Fortune's End


Cast Range: 850
Effect Radius: 300
Max Channel Time: 2.5
Damage: 90 / 120 / 150 / 180
Min Purge Duration: 0.5
Max Purge Duration: 2.5
Mana Cost: 110 Cooldown Time: 15 / 12 / 9 / 6

"One fortune coming up!"

This my fate twirling associates is your... um many things. The most notable of which is that it is a purge, removing debuffs from allies and buffs from enemies. It's a channelled skill, for the longer you channel it the longer the enemy will be held in place by the other factor (lasts 0.5 to 2.5 seconds)
Now let me get this straight.
Fortune's end is neither a stun or a root
But what are you saying Quartermaster all purges root
It may seem like it but what fortune's end does is that it well set the targets movement speed to zero giving off the impression they're rooted in place. Because of this Oracle cannot cancel channelling not prevent spells from being cast.
Still it is an incredibly unique ability used for ganking defensively or bursting people down with your other nuke. You can also purge off your other abilities doing this which is how you combo effectively.

Fate's Edict


Cast Range: 500 / 600 / 700 / 800
Duration: 3 / 3.5 / 4 / 4.5
Mana Cost: 50 Cooldown Time: 16 / 13 / 10 / 7
"The edict, is in!"
This is your saving tool, healing tool and ****yourenemiesDScarrytool. It disarms a target while also giving them 100% magic resistance. Do be warned this is not spell immunity. The target affected by Fate's Edict will be stunned, they just wont take any damage from it. This also your effective way of healing with Purifying Flames as the target will take no damage from the burst nuke and benefit from all that juicy healing. Fate's Edict can also be purged off with Fortune's End so you can slap the magic damage immunity, heal them and then purge it off in the middle of a fight, this is particularly useful when you're pushing as you can use this combo for heals on the go.

Purifying Flames


Cast Range: 800
Damage: 90 / 180 / 270 / 360
Heal per Second: 11 / 22 / 33 / 44
Duration: 9

Aghanim's Scepter Reduces Purifying Flames cooldown from 2.25 seconds to 1.0 and lowers cast point from 0.3 to 0.1
Mana Cost: 80 / 85 / 90 / 95 Cooldown Time: 2.25 (1*)

You must push through the burning!

This is your spammable nuke/heal. It is also known as the "kill steal button" , a very effective way of grabbing free cash. Bear in mind it is best if you mute everyone on your team from the Godlike you've gained from pressing E. Anyway to put it basically it does magic damage followed by a heal over time, the heal is more than the initial damage. You combo this with Fate's Edict to get the maximum heal effect as they wont take any nuke damage just the healing. You can also use this offensively on enemy heroes combined with Fortune's End to purge off the heal and get some straight damage in. Finally once you plant False Promise on someone you wanna keep spamming this ability to nullify the damage they have taken during the period as the healing effect is doubled. The aghanims effect lets you spam this even more than previously, unfortunately you do a gracious amount of mana for this so make sure you pick up a Eul's Scepter of Divinity to compensate.

False Promise


Cast Time: 0.3+0.97
Cast Range: 1000
Duration: 7 / 8 / 9 *9*/*10*/ *11*
Mana Cost: 100 Cooldown Time: 100 / 65 / 30
(Talents are indicated by a double **)

Like a promise you were made to be broken

What makes Oracle a lifesaving god. For a maximum of 9 seconds your targets life is put on hold , literally. The damage and healing done to the target is all prevented until the effect of False Promise wears off. But don't worry all healing given to the target is doubled so keeping your victim nice and healthy is advised unless you deliberately WANT THEM TO MEET A HORRIFYING END YOU MONSTER. As discussed before your safest bet (if you're using False Promise defensively) is to plop Fate's Edict on your target and spam your healing sources like Mekansm and Purifying Flames.

Talents

-20 respawn time VS +20% exp gain
Less respawn time means you feed more statistically, but if you have an action packed game it might be worth it. I prefer the exp gain as you can rise in levels quicker and improve your saving and fighting potential.

+200 health VS +60/min
Actually both of these are pretty good there is no onesided answer. I usually go for the gold because it helps your ****ty income as a support.

+25 movespeed +20 intelligence
Oh boy another hard one to decide. If you feel you're up against potent gankers like Pudge or Clockwerk then go for the movement speed. If not take the intelligence, which means more spell spamming, spell amp and mana regen.

+250 cast range VS +2 False Promise duration
Being the selfless support you are you should guarantee an extra 2 seconds for your target to live with you ult. Or you can be selfish prick and have extra cast range which doesn't help much. Prick.

Items

Startin'
- Animal Courier - Now because you're playing Oracle like the support he is and not being an ***hat you're gonna grab this, same goes for Observer and Sentry Wards
- Tango and Clarity - are essential early game give one to your mid if he/she asks nicely. Early mana management on oracle is a pain so if you don't feel too confident take 2-3 clarities. If not 1 is enough.
- Iron Branch - GG branches gives stats and builds into wand. Nuff said.

Oh yeah upgrade the courier at minute 3, no excuses.

Early
-Like every other support Boots of Speed are your first purchase, so you can roam and escape better.
- Magic Stick can be built into a wand later but this is situational, as you only get real use out of it if you're against heroes like Bristleback or Batrider.
- Wind Lace If you're ganking more with oracle to help out other lanes this is recommended, as more mobility means more opportunities.
- Buckler Always buy Buckler before Headdress on Oracle if you're grabbing mek. Why? You get a stupid amount of armour from it, and you can heal yourself, you don't need regen like Headdress early on.

Mid
- Mekansm I think Oracle is one of the greatest Mek carriers, because it synchronises with False Promise, As you heal a gorgeous 500 hp to your target and 250 to those around you. Brilliant item, always grab it. But of course before you do...
- Arcane Boots More movement speed, extra mana and gives a reliable mana output for both you and allies however if you feel more ballsy...
- Tranquil Boots These give more movement speed and armour, if you feel very comfortable with your mana management and your team isn't hungry for arcanes then go for it.
- Eul's Scepter of Divinity Removes silence, makes you invulnerable, cancels channelling (something Oracle can't do by himself) and gives you movement speed, mana, regen and intelligence. Jesus what a great item, though sometimes grabbing Guardian Greaves is nicer.

Other cool ****:
- Force Staff Great way of escape and gives intelligence and a bit of regen. Useful in all scenarios as a way of escape.
- Ghost Scepter I always feel I don't buy this enough but by no means is ghost scepter a bad item. Slap Fate's Edict and you're immune to both magical and physical damage. Also stats! Can't argue with stats people.
- Glimmer Cape While you already have Fate's Edict its not exactly an escape mechanism. Glimmer cape provides this against line-ups with heavy magic and chasing potential. Perfect to get yourself or an ally out of trouble.

Late late late
- Guardian Greaves Are a must it saves you a slot and gives mana and health to those around you, but most importantly it purges negative debuffs off you.
But Quartermaster I hear you squeal Oracle already HAS A PUUUUUURGE
True but you can't exactly use your abilities when you're SILENCED CAN YOU *******?
GG gives you this in a flash letting you cast to your hearts desire.
- Aghanim's Scepter Ok I'm gonna point out everything after Agh's on this list is pure luxury, as a support you should be grabbing **** like Force Staff or Glimmer Cape before you start buying stuff for yourself.
Anyway back to aghs gives you about a second cooldown on Purifying Flames and a lower cast point which means more healing and more damage output for friend and foes respectively.

The not recommended list.

- Lotus Orb Eh. I tried it once on oracle and to be honest I didn't see much impact from a Bounty Hunter that got re- Tracked. armour, mana pool, health and mana regen is all nice, but its a bit expensive for Oracle.
- Aether Lens Oh boy I'm gonna get a bunch of hate for this but aether lens isn't that great on oracle. Why? Your range on your spells is already pretty good and if you're standing that far from the enemy you're also staying out of mek, you also increase the damage your friends take from purifying flames. Force Staff or Glimmer Cape can get you in a better position and those costs less. Buy all your support stuff before you greed on unnecessary trivia like Aether Lens. As Oracle you should nail down your positioning anyway so why would you need more range? I've always found greater utility more useful than more range.
- Urn of Shadows I don't recommend this because purifying flames cancel urn charges on a friendly target so while your target has False Promise slapped on them your main source of healing is purifying flames right? so if your main source of healing cancels another source of healing that costs money why buy urn? And besides its not as if oracle cant sustain himself or others...
- Drum of Endurance When 7.00 came out I thought the extra mana regen would make it legit for Oracle. It isn't worth it if you wanna make your wind lace into something go for euls not this.
- Dagon Piss off.
- Divine Rapier OH COME ON!

Conclusion

How the hell do you end a guide?
Well this has been my guide to Oracle and I've been Quartermaster, 'night Ladies and Gentleman.

(Because I'm cheap here's the Youtube I barely upload from)
https://www.youtube.com/channel/UCzIw-G74rZh3kpt2RRU4DPQ

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