Oracle Dota 2 Guide – How to play support Oracle in patch 7.14

Oracle is a support hero who has an arsenal of unique, interesting and powerful spells. He has the potential to purge enemies of their positive buffs, to disarm them and to deal burst damage. Oracle also provides his team with a lot of utility and healing, as he can also purge his allies from negative buffs, give them 100 % magic resistance and heal them for a large amount. He also has the potential to either keep an ally alive for several seconds past when they should die, or completely keep them alive through heals.

False Promise amplifies all healing to the target by 2x for the duration of the spell, which makes items such as Urn of Shadows or Mekansm great items to get on him if no one else will buy them. His skill build is quite straight-forwards as well. You should max Purifying Flames first in almost every situation and have at least 1 point in all spells by level 4. After this you can either max Fate’s Edict or Fortune’s End depending on which you need the most; magic resistance and a disarm or a purge and root.

dota-2-oracle

@ Valve

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Top Oracle Item build

Starting Items

  • Observer Ward
  • Sentry Ward
  • Tango
  • Healing Salve
  • Iron Branch
  • Animal Courier

Early Game Items

  • Wind Lace
  • Magic Wand
  • Arcane Boots
  • Urn of Shadows

Mid Game Items

  • Mekansm
  • Spirit Vessel
  • Force Staff
  • Blink Dagger
  • Aether Lens
  • Glimmer Cape

Late Game Items

  • Guardian Greaves
  • Scythe of Vyse
  • Lotus Orb
  • Shiva’s Guard
  • Octarine Core

Situational Items

  • Eul’s Scepter of Divinity
  • Ghost Scepter
  • Aeon Disk
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Follow This Oracle Skill Build

  1. Fortune’s End
  2. Purifying Flames
  3. Purifying Flames
  4. Fate’s Edict
  5. Purifying Flames
  6. False Promise
  7. Purifying Flames
  8. Fate’s Edict
  9. Fate’s Edict
  10. Talent
  11. Fate’s Edict
  12. False Promise
  13. Fortune’s End
  14. Fortune’s End
  15. Talent
  16. Fortune’s End
  17. False Promise
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Oracle Spells and how they work

Fortune’s End

Oracle channels a root which fires after a maximum time of 2.5 seconds. Upon contact with the target it will root, damage and purge them as well as any nearby enemies. The root lasts for as long as Oracle spends channeling the spell for, although the damage dealt will remain the same regardless of how long it was channeled. When targeted on an ally, it will purge them of any negative debuffs as well as affecting nearby enemies normally. Putting points into this spell increases the damage and reduces the cooldown. This skill separates the newbies from the best Dota 2 players.

It can be advantageous to max Fortune’s End over Fate’s Edict if you can make good use out of the root against slippery heroes. It can also be good if you need the purge against heroes with strong debuffs, buffs that make them harder to kill or which make them harder to deal with in any other way.  Note that Fortune’s End can be used on invulnerable units, for example an enemy under the effects of a Eul’s Scepter of Divinity. They will not be damage, but will be purged and rooted.

Fate’s Edict

Oracle applies a disarm to either a friendly or enemy hero, whilst also giving the target 100 % magic resistance. Fate’s Edict is usually maxed secondly because each skill point increases the duration of the spell and reduces the cooldown. This allows the spell to be used more often in fights, both defensively to shield allies from magical damage as well as on enemies to disarm them. Fate’s Edict is a good spell to use in conjunction with Purifying Flames on an ally as it will completely negate the damage that your ally would take, resulting only in them being healed.

Fate’s Edict is very strong when used on enemies if they have few or no purges. Be very careful when using it on enemies as it will make them completely immune to magical damage which can be very detrimental if you have an ally nearby who is about to cast a strong magical damage spell. Be aware of your surroundings and potentially how your allies might follow up with their spells in conjunction with yours. However, should you need to purge the enemy of Fate’s Edict at any point and remove their magic immunity, you can use Fortune’s End on them.

dota-2-oracle-ingame

@ Valve

Purifying Flames

Oracle burns the target ally or enemy hero, causing burst damage followed by a heal over time slightly greater than the total damage dealt. This spell fully stacks, causing several instances of healing over time. This spell is almost always maxed firstly because it can potentially provide a massive heal over time when used with False Promise, can be used to sustain your allies with Fate’s Edict and can be used to burst down enemies when used repeatedly.

Using Fortune’s End on an enemy after Purifying Flames will cancel the heal over time, resulting in the enemy the taking damage with only a very minor heal afterwards. The spell only has a 2 second cooldown, which means that you can use it once or twice before using Fortune’s End to purge the healing stacks. This spell is lethal to enemies but not to allies however. Consider also the magic resistance of enemy heroes, as it may cause much more total healing than damage if they are able to resist most of the damage. It may not be such a good idea to use the spell on heroes like Pudge, Viper or Anti-Mage.

False Promise

Oracle delays the fate of the target allied hero, delaying all damage and healing for the duration as well as applying a strong dispel to the target upon cast. At the end of the duration, all damage and healing are applied, and any healing taken during this time is doubled in addition to this. This makes healing items such as Urn of Shadows and Mekansm great items for Oracle or an ally, as False promise effectively doubles their healing output. If the total damage is greater than the total healing, the target will die. The colour of the orb above the target indicates whether they will live or die at the end of the duration.

Purifying Flames should be used on the target of False Promise as the healing it provides becomes much more than the damage, especially when used in conjunction with Fate’s Edict. Be careful of using Fate’s Edict on an ally that can lifesteal however, as they may be able to lifesteal a lot of HP for the duration of the spell. Avoid using Purifying Flames without Fate’s Edict if False Promise is near the end of the duration, as the damage it deals will be more than the total healing it will provide, even when doubled.

Read Also: Dota 2 Support Tips

The best Oracle Talents to Pick

Level 10: +25% XP Gain or +1s Fortune’s End Max Duration

All of Oracles spells are very strong, including his talents. This makes the increased XP gain very valuable, as it will effectively make your spells stronger, sooner. The increased Fortune’s End max duration in theory could be nice against heroes which are hard to lockdown, but in reality, it doesn’t really outweigh the increased XP gain. This is because very often you won’t be able to channel Fortune’s End for its full duration anyway, and it is also often used on allies. It’s easily avoided by the enemies by separating from each other or using spells or items that evade or disjoint it as well. Lastly, by choosing the potential extra 1 second root, you miss out on increasing the potency of your other spells. This, in turn, reduces your effectivity at what your hero does best; keeping allies alive and providing a lot of utility.

Level 15: +150 Cast Range or +90 Gold/Min

The extra cast range is very good on Oracle because it helps him to cast all 4 of his spells. This makes it much easier for him to save his allies and to nuke, root or disarm enemies. This can be a good talent if one or more of your cores are very mobile and you are struggling to stay in range to cast your spells, most importantly False Promise. If the game looks like it will last well into the late game, then the extra GPM may be a better alternative, as it will really help you to get items that can keep you and your allies alive. In general, you will usually find more use out of the increased cast range as it will benefit all of your spells and items such as Glimmer Cape, which can also be used to save your allies.

Level 20: +75 Movement Speed or False Promise Invisibility

Cast range shouldn’t be a problem at level 20, because at this point you should usually have some mobility items or an Aether Lens. This makes the movement speed a bit less valuable, especially when considering the alternative. The ability to give an allied hero invisibility for 10 seconds with a 30 second cooldown is incredibly strong. Enemies will have to devote item slots to begin carrying detection if no one else on your team has invisibility, and it makes it much easier for your cores to move in and out of fights against other cores. It gives anyone under the effects of False Promise a much better chance at surviving at the end of its effects, as they are less likely to take damage.

If the invisibility won’t do much for the hero you are usually using False Promise on, then you may be able to get the increased movement speed instead.

Level 25: -5s Fate’s Edict Cooldown or +2 False Promise Duration

In general, the extra 2 seconds of False Promise are preferred at level 25. This is because it gives your ally another 2 seconds to live, if they are certain to die, or another 2 seconds to get healed more than they have taken damage. This also makes it more likely that you will win a team-fight, since an additional 2 seconds where your carry gets to attack enemies can potentially score another few kills.

The reduced cooldown can be good as well, although it is a lot more situational. It will give Fate’s Edict a 2 second cooldown, which can be incredibly strong if you need to keep an enemy disarmed and if you have very little magical damage on your team. It can also be very good if the enemy has lots of magical damage and you have heroes who don’t rely on attacking enemies with their right-clicks to deal damage. Overall, the increased False Promise duration is usually a safer and more reliable talent than the Fate’s Edict cooldown reduction.


What Items Should You Build on Oracle

Starting Items

  • Observer Ward
  • Sentry Ward
  • Tango
  • Healing Salve
  • Iron Branch
  • Animal Courier

Oracle doesn’t need many starting items other than basic regen items like Tango and Clarity. Since he is a support hero, he should also get wards and the Animal Courier. If you have another support who has purchased most of the support items, you can perhaps get away with getting an early Wind Lace with your starting gold. Share some Tangos with your mid hero if they need any, as this is also practiced by the pros in Dota 2 esports matches.

dota-2-oracle-immortal

@ Reddit

Early Game Items

Wind Lace

A Wind Lace is a relatively cheap item which provides Oracle with a bit more movement speed. This is quite valuable because it helps him to get in range to cast all of his spells, which is important because they are often the difference between life and death for allies and enemies.

Magic Wand

A Magic Wand is a very cheap item which provides a lot of sustainability in the early and mid game. The mana and HP burst heal will often be enough to keep you alive in fights, and it can equally allow you to cast some spells which result in saving your allies or guaranteeing a kill.

Arcane Boots

Arcane Boots are almost always the boots of choice for Oracle. This is because they help him to keep casting his spells in team-fights, which is important because they all have quite low cooldowns. They can be built into Guardian Greaves in the mid or late game as well.

Urn of Shadows

An Urn of Shadows is strong on Oracle because its healing effects are increased during False Promise. This makes it a much more valuable item for Oracle than it is for most other heroes as it can be used to keep allies alive much more easily. It also provides a strong healing ability which is useful for most support heroes anyway.

Mid Game Items

Mekansm

A Mekansm is a great item on Oracle because the healing it provides it doubled through False Promise. This makes it a lot more valuable to Oracle or his allies, because you effectively get a lot more healing output from it and it really helps you to keep your allies alive.

Spirit Vessel

A Spirit Vessel is another great healing item for Oracle. False Promise fully negates damages for the duration, which allows the Urn of Shadows/Spirit Vessel to heal for the entire duration. This healing effect is also doubled which is incredibly strong. It also provides some movement speed which helps you to position yourself for your all-important spells and the HP will tank you up a lot as well.

Force Staff

A Force Staff is usually always a good item on Oracle. The intelligence and HP regen is nice, although most importantly is the ability to use Force on yourself or allies. This can potentially allow you to save allies after using False Promise or Fate’s Edict on them by Forcing them out of danger. It will also drastically help you to close the gap on allies when you need to cast either of these spells to help keep them alive. Lastly, it can be used very effectively as a defensive item against heroes that need to be close to you to deal damage to you.

Blink Dagger

A Blink Dagger works similarly to a Force Staff for Oracle. Mainly you would get it if you need to be able to reach your cores more easily to cast False Promise. It can also be used against heroes with strong attack, as you can use Fate’s Edict on them to prevent them from attacking your allies. False Promise will also help to keep allies who have Blink Daggers, or yourself, alive. This is because that False Promise fully negates any damage, which means that it will not go on cooldown when struck by an enemy.

Aether Lens

An Aether Lens is almost always a core item for Oracle. It’s a very cheap and easily built item which gives Oracle some nice buffs. Most importantly, it increases his cast range considerably. This helps him to cast all of his spells on friends and foes and without having to move around the fight as much. This is very important because all of Oracle’s spells have low cooldowns and can be critical in team-fights when utilized efficiently. It can be disassembled from Arcane Boots, and you can should usually build a different pair of boots afterwards.

Glimmer Cape

A Glimmer Cape is a defensive item which works on Oracle quite well. The ability to turn an allied hero invisible is very handy for a support, and it works particularly well with False Promise. An invisible ally will take much less magical damage, which means that even if the enemy team do have detection and continue to cast spells, they will take less damage at the end of False Promise. This makes it much more easy for Oracle to keep the target ally alive, as they will be negate a large amount of damage in addition to the immense amount of healing they receive.

Late Game Items

Guardian Greaves

Guardian Greaves combines 2 core items on Oracle to provide a slightly stronger active than their individual components offer, and also allows Oracle to purge himself of most negative debuffs. It’s usually worth upgrading your Mekansm into Greaves if you can greatly benefit from the purge against silences or other disables which otherwise prevent you from casting your ultimate in team-fights. This could make or break a team fight and have an impact on your overall Dota 2 rank.

Scythe of Vyse

A Scythe of Vyse is usually the go-to late game item on Oracle. It provides an incredibly strong offensive disable and a lot of mana regeneration. The latter helps a massive amount in team-fights, as it allows you to keep casting your low cooldown, low mana spells, especially in the longer team-fights in the late game.

Lotus Orb

A Lotus Orb provides you with a self purge and the ability to reflect single-target spells. Usually Guardian Greaves are enough if you just need to purge silences. They are also a cheaper alternative since you usually buy a Mekansm and Arcane Boots anyway. However, if there are a lot of single-target spells on the enemy team and you find yourself getting focused down a lot, they could be very strong. They also provide a lot of HP and mana regeneration to keep you casting spells and lots of armor which helps against right-clickers.

Shiva’s Guard

A Shiva’s Guard is another very strong late game item on Oracle. It provides a massive increase to your armor and an aura which will reduce the DPS of right-clickers. The active slow is also helpful if you need a bit more lockdown on your team or if you’re playing against summons or illusions. If you need to tank up against physical damage and also be able to cast more spells in the late game, a Shiva’s Guard can be a very strong item.

Octarine Core

An Octarine Core can be good in games which last well into the late game. You gain a lot of HP and mana, and the ability to lifesteal from damage done can be quite helpful when you start to casting Purifying Flames very often in fights. Most importantly however, is the cooldown reduction. You use all of your spells in team-fights, and being able to use them sooner will help you to keep your allies alive as well as greatly assisting your team with negative purges and disarms against the enemy.

dota-2-oracle-main

@ Valve

Situational Items

Eul’s Scepter of Divinity

A Eul’s Scepter of Divinity can be a decent defensive item if you need a self-purge as well as the cyclone ability. It can be great to help you avoid taking a lot of damage from enemies or spells which you can’t do much against, for example Omnislash. Generally, it’s better to go for greaves for the defensive purge, but if you also need the brief moment of invulnerability, then the Eul’s will usually be a better option. The intelligence and mana regeneration will also help you to keep casting spells in longer fights.

Ghost Scepter

If you need to keep yourself alive against physical right clickers, then you can purchase a Ghost Scepter. Usually you will be able to use Fate’s Edict on enemies to disarm them, but if you’re facing a lot of enemies with strong right-clicks or if you need to use Fate’s Edict to make targets magic immune, it may be better to get a Ghost Scepter.

Aeon Disk

An Aeon Disk can be a good item to get on Oracle in certain situations. If you find yourself getting focused down in the beginning of fights before you are able to use all of your spells, then you might benefit from getting an Aeon Disk. The strong dispel and the invulnerability for a few seconds will often allow you enough time to, if nothing else, use False Promise on an ally or yourself. It is a very situational item however, and often there are other items which are better put to use.


Fun and Challenging Match-ups for Oracle

Strong single target spells

Spells like Flaming Lasso, Doom, Reaper’s Scythe and Duel are all a lot more easily handled when you can use False Promise on the affected ally. In most cases, they will survive a lot longer than they would normally, and if you can heal the target for enough health, then your ally will not even die to them. Overall, Oracle is one of the best hard supports in Dota 2 against powerful single-target spells.

Enemies with strong buffs

Surge, Flame Guard and Bloodlust are all examples of spells which can be dispelled through Fortune’s End. Oracle is great at laning against heroes like Dark Seer and Ember Spirit for this reason as well, as the respective heroes lose a large part of their early game strength. The ability to dispel them also makes them a lot easier to kill in most cases as well.

Ancient Apparition

Ancient Apparition’s Ice Blast is an incredibly strong counter to Oracle. Ice Blast prevents any healing which almost guarantees the target of False Promise to be killed by the end of its duration. If they are low enough on HP they will die immediately upon being affected by it as well.

Axe

Axe’s Culling Blade will immediately kill any target, regardless of any buffs they are currently affected by. This includes False Promise, which means that if you use False Promise on an ally who already has low HP, they can potentially be killed at any point during False Promise.

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