dota2
Oracle
Strength attribute symbol
Agility attribute symbol
Intelligence attribute symbol
20 + 2.4
15 + 1.7
26 + 3.8
Level 0 1 15 25 30
Health 120 560 1286 2078 2386
+0.25 +2.05 +5.07 +8.31 +9.57
Mana 75 387 1023 1623 1875
+0.5 +1.8 +4.46 +6.96 +8.01
Armor 1 3.5 7.47 12.3 14.05
Magic Resist 25% 27.6% 32.92% 37.92% 40.02%
Damage Block -
Damage

13
19

39
45

92
98

142
148

163
169

Attack Rate 0.59/s 0.68/s 0.82/s 0.99/s 1.05/s
Attack Range Ranged 620 (800)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.3 + 0.7
Projectile Speed 900
Move Speed ▶️ 295 (Nighttime 325)
Turn Rate Takes 0.15s to turn 180°. 0.7
Collision Size 27
Bound Radius 24
Vision Range (G) 1800 (Nighttime 800)
Gib Type Default
Internal npc_dota_hero_oracle
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. Dispelling both boons and curses, Fortune's End comes sooner than expected. Fate's Edict shelters heroes from magic, yet prevents them from raising arms. Purifying Flames stimulate regeneration, but not without the initial pains of cleansing. The Rain of Destiny shrouds threatened allies while causing harm to enemies. Knowledge of his abilities is key to utilize him as an ally at full potential; while he can defy destiny with False Promise and snatch victory from the jaws of defeat, one mistake can potentially seal the fate of his allies.
Fortune's End
Fate's Edict
Purifying Flames
Rain of Destiny
Rain of Destiny
False Promise
False Promise
Roles: Support Support Nuker Nuker Disabler Disabler Escape Escape
Complexity: Hero ComplexityHero ComplexityHero Complexity
Adjectives: Blue, Cape, Flying, Nose
Legs ( 0 )


Bio

Oracle minimap iconNerif, the Oracle
▶️ "I have an end in mind for you."
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.
Alias:
Nerif
Voice:

Abilities

Fortune's End icon
Affects
Enemies / Allies
Damage
Physical
Gathers Oracle's power into a bolt of scouring energy that, when released, damages, roots, and purges enemies of buffs in an area around the target. If target is an ally it will only purge debuffs. Can be channeled for up to 2.5 seconds. The root duration is equal to the time spent channeling.
Cast Animation: 0+0 (Talent 0+0.3)
Cast Range: Affected by Cast Range bonuses. 850
Effect Radius: Affected by AoE Radius bonuses. 350
Max Channel Time: 2.5 (Talent 0)
Damage: 100/160/220/280 (Talent 160/220/280/340)
Min Root Duration: 0.75 (Talent 1.25)
Max Root Duration: 2.75 (Talent 3.25)
Cooldown symbol
 18/14/10/6
Mana symbol
 100
Partially pierces debuff immunity.
True Sight pierces debuff immunity.
Partially blocked by Linken's Sphere.
Blocked fully only when primary target.
Blocked upon impact.
Buff/Debuff
Modifiers [?]
modifier_projectile_vision
Undispellable
modifier_oracle_fortunes_end_channel_target
Death
modifier_oracle_fortunes_end_purge
The astral orb crackles with power while raw energy lances out, temporarily disrupting an enemy's connection to their own body.

  • The projectile travels at a speed of 1200.
  • Applies all of the abilities' effects to enemies within the effect radius regardless if the targeted unit is an ally or an enemy.
    • Enemies within the effect radius are always dispelled, while the allies can only be dispelled when unit-targeted. Therefore, only one ally can be dispelled per cast.
    • The buff/debuff of Fate's Edict is always dispelled by Fortune's End.
    • ↓↓ Double-tapping automatically targets self.
  • Fortune's End first applies the basic dispel, the debuff, then the damage.
  • Can directly be cast on invulnerable units, fully affecting them, though the damage gets negated by the invulnerability. Does not affect hidden targets.
    • When the projectile connects with either an invulnerable or hidden unit, it still affects other units within the radius, but not the primary target.
    • Can be cast on and fully affects ally Animal Courier Radiant minimap icon Couriers, but not enemy Couriers.
    • Can neither target, nor affect wards and buildings.
  • Applies a visual effect on the targeted unit upon cast, indicating that it is directly targeted. This visual effect is visible to everyone.
    • The sound during the channeling is audible to everyone as well.
  • The channeling is not canceled regardless of the target's current status effects (e.g. turning invisible, invulnerable etc.).
    • However, when the channeling is interrupted through disabling Oracle, the projectile is released prematurely.
  • Only the root duration is based on the max channel time.
    • The duration starts at 0.75 (Talent 1.25) and increases by 0.08 per 0.1-second channeled, reaching 2.75 (Talent 3.25) in 2.5 seconds.
    • TALENT
      The instant Fortune's End Talent talent removes the need for channeling and causes the projectile to be released instantly on max power.
      • Has a cast backswing of 0.3 upon learning the Talent talent.
      • Selecting the Talent talent while already channeling Fortune's End visually removes the channeling bar, but does not interfere with the cast in any way.
  • Fortune's End roots affected targets, preventing them from moving and casting certain mobility abilities.


Fate's Edict
Fate's Edict icon
Affects
Allies / Enemies
Damage
Physical
Oracle enraptures a target, disarming them and granting them 100% magic damage resistance. Can be cast on allies and enemies.
Cast Animation: 0.3+1.1
Cast Range: Affected by Cast Range bonuses. 500/600/700/800
Set Ally Magic Resistance: 100%
Ally Duration: 3.5/4/4.5/5
Enemy Disarm Duration: 3.5/4/4.5/5
Cooldown symbol
 20/17/14/11
Mana symbol
 95/100/105/110
Buff/Debuff
Modifiers [?]
modifier_oracle_fates_edict
An unbreakable prophecy resounds: a chosen ally shall briefly suffer no magics. Other kinds of suffering however...

  • Disarms the affected enemy target, but does not set their magic resistance.
  • Fate's Edict always places a debuff on the target, regardless of the target's faction.
    • This means if cast on self or an ally, allies can dispel it, while enemies cannot.
    • Fortune's End can always dispel the modifier, regardless of the target's faction.
    • Since it applies a debuff on allies, any dispel (e.g. False Promise or Echo Shell) will dispel it from allies.
    • Vice versa, if cast on enemies, enemies can dispel it, while allies cannot.


Purifying Flames
Purifying Flames icon
Affects
Enemies / Allies
Damage
Physical
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.
Cast Animation: 0.1+1.15
Cast Range: Affected by Cast Range bonuses. 850
Enemy Damage: 90/180/270/360 (Talent 117/234/351/468)
Ally Damage: 90/180/270/360
Heal per Second: 15/25/35/45
Duration: 9
Cooldown symbol
 2.5 (Talent 1.5)
Mana symbol
 75
Does not pierce debuff immunity.
Initial damage is reduced by debuff immunity, but the heal over time still occurs and is unaffected.
Buff/Debuff
Modifiers [?]
modifier_oracle_purifying_flames
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.

  • The damage is applied instantly upon cast, followed by the healing over time.
    • The damage is lethal to enemies, but not to allies, so it cannot be used for denying.
    • Cannot be cast on allies who have Disabled Help from Oracle.
    • ↓↓ Double-tapping automatically targets self.
  • Successive casts on the same target fully stack, with each cast having its own intervals and instances.
  • Heals in 1-second intervals, starting 1 second after cast, resulting in 9 instances of heal.
  • Can heal up to 135/225/315/405 health per cast.
    • Effectively heals up to 45/45/45/45 health when considering the initial damage.
    • TALENT
      With the enemy damage increasing Talent talent, it effectively deals up to -18/9/36/63 damage when considering the initial damage (before reductions).
  • With Rain of Destiny, Purifying Flames itself can heal up to 162/270/378/486 health within the area for the full duration, without considering the initial damage.


Rain of Destiny
Rain of Destiny icon
Affects
Allies / Enemies
Damage
Physical
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.
Cast Animation: 0.2+1.07
Cast Range: Affected by Cast Range bonuses. 650
Radius: Affected by AoE Radius bonuses. 650
Damage per Second: 40
Heal per Second: 40
Heal Amplification: 20%
Enemy Heal Reduction: 20%
Aura Linger Duration: 0.5
Duration: 10
Cooldown symbol
 40
Mana symbol
 150
Buff/Debuff
Modifiers [?]
modifier_oracle_rain_of_destiny_aura
Undispellable
modifier_oracle_rain_of_destiny
Undispellable
modifier_oracle_rain_of_destiny
Undispellable
Ability Draft Notes
Ability Draft Notes:
Upgradable by Aghanim's Scepter.
This ability is not available in Ability Draft.
Through mixture of the astral and the atmospheric, Nerif bends a single reality into paradoxical alignment.

  • Deals damage and heals in 1-second intervals, starting immediately upon cast, resulting in up to 11 instances.
  • Since it starts immediately upon cast, the first heal instance is not affected by the heal amplification.
    • With its own heal amplification, it can heal up to 520 health, considering the first instance not being amplified.
  • The heal manipulation is provided by an aura and lingers for 0.5 seconds.
    • Both the heal and damage per second component are independent of the aura.
  • The damage and heal per second of multiple instances fully stack.
    • However, the heal manipulation does not.
  • Places the modifier on Animal Courier Radiant minimap icon Couriers, but does not heal or damage them.


False Promise icon
Damage
Physical
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 doubled. Removes most negative status effects and disables on initial cast.
Cast Animation: 0.3+0.97
Cast Range: Affected by Cast Range bonuses. 700/850/1000
Delayed Heal Multiplier: 2
Duration: 7/8.5/10 (Talent 8.5/10/11.5)
With Aghanim's Scepter Fade Delay: 0.15
With Aghanim's Scepter Base Attack Time Reduction: 0.25
With Aghanim's Scepter Spell Damage Amp: 25%
Talent Armor Bonus: 8
Cooldown symbol
 110/85/60 (Talent 90/65/40)
Mana symbol
 100/150/200
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
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.
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Grants the Rain of Destiny ability.
Buff/Debuff
Modifiers [?]
modifier_oracle_false_promise_timer
Death
modifier_oracle_false_promise
Death
modifier_oracle_false_promise_invis
Death
modifier_invisible
Death
Foes and false prophets oft make lies of men's fates.

  • While active, False Promise registers every damage instance (after reductions) the target would receive and keeps them in order.
    • All healing instance received is summed up and doubled (before other amplifications and reductions).
    • At the end of the duration, False Promise checks to see if the sum of damage received is greater than the sum of healing received. Then, the heal sum gets subtracted from each individual damage instance in order.
    • This is repeated until either all damage instances are negated by the heal, or until the summed heal value depletes.
    • If the heal sum depletes, then the remaining damage instances get applied in order.
    • If the target dies, the kill is credited to whoever's instance that dealt the killing blow. In case the damage is from an ally, then the target is denied.
    • If all damage instances are negated, the remaining heal value is applied as a single heal to the target.
    • For a more detailed example explaining these interactions, please refer to the example below.
  • While active, the following abilities grants the following amount of healing received:
      • Each Purifying Flames heal per second instances provide 30/50/70/90 healing recieved instances.
      • Rain of Destiny can provide up to 752/896/1040 (Talent 896/1040/1040) healing received within the radius.
        • Further increases Purifying Flames heal per second to 36/60/84/108 healing received instances within the radius.
  • Non-lethal damage instances delayed during False Promise remain non-lethal when re-applied at the end of the duration.
  • If the target is invulnerable as False Promise expires, the effects are applied as soon as the target is vulnerable.
  • Successive casts on the same target do not stack but refresh the duration. Both the damage and heal value counters are not reset.
  • False Promise also grants the target invisibility buff with a 0.15-second fade delay.
    • As long as the buff is present, the target will keep turning invisible.
    • During the fade delay, the target can still cast abilities, use items and perform attacks.
  • Invisibility sources with fade delays use the same modifier and do not stack with other invisibility sources of the same type — the longer duration overrides the shorter one.
    • While invisible, the target can turn, pick up or drop items without breaking the invisibility.
    • Attacking, casting abilities, or using items breaks the invisibility and resets the fade delay.
    • Does not grant phased movement.
  • TALENT
    The False Promise armor Talent talent immediately updates all existing modifiers on already affected allies.


False Promise Calculations

2 × HealingRecieved > DamageReceived Example with Level 3 False Promise
Ursa minimap icon Ursa has a current and max health of 417/700 and is affected by the following instances of heal and damage in sequence.
Damage Instance
(After Reductions)
Heal Instance
(Before Restoration Manipulations)
Notes
Shuriken Toss 75 Imbue 85
Dragon Slave 57 Σ Health Regeneration 30
Σ Damage Received  132 Σ Healing Received  230
Shuriken Toss -75 Then, the heal sum gets subtracted from each individual damage instance in order.
Dragon Slave -57
Actual Healing Received  98 Ursa minimap icon Ursa will be healed for this amount of health.
After accounting for all damage instances, Ursa minimap icon Ursa now has current and max health of 515/700.
2 × HealingRecieved < DamageReceived Example with Level 3 False Promise
Ursa minimap icon Ursa has a current and max health of 46/700 and is affected by the following instances of heal and damage in sequence.
Damage Instance
(After Reductions)
Heal Instance
(Before Restoration Manipulations)
Notes
Shuriken Toss 75 Imbue 85
Dragon Slave 57 Σ Health Regeneration 30
Hoof Stomp 1
Gush 83
Thunder Clap 60
Σ Damage Received  276 Σ Healing Received  230
Shuriken Toss -75 Then, the heal sum gets subtracted from each individual damage instance in order.
Dragon Slave -57
Hoof Stomp -1
Gush -83 At this point, the total healing received has depleted.
Thunder Clap -60
False Promise Actual Damage Dealt  -46 The remaining damage and the negative heal value is dealt as one instance of damage.
After accounting for all damage instances, Ursa minimap icon Ursa dies instead with the orb above him glowing red and emitting fire.

Talents

Hero Talents
+1.5s False Promise Duration25 Fortune's End constantly Dispels
+30% Purifying Flames Enemy Damage20-20s False Promise Cooldown
-1s Purifying Flames Cooldown15 Fortune's End Heals/Damages for 60 Per Effect Dispelled
+8 Armor False Promise10+0.5s Fortune's End Duration

Recent Changes

Main Articles: Changelogs, Old Abilities and Hero Lore
Version
Description
  • Increased Fortune's End cooldown from 15/12/9/6 to 18/14/10/6.
  • Increased Fate's Edict mana cost from 80/90/100/110 to 95/100/105/110.


Recommended Items

Starting items:

Early game:

Mid game:

Late game:

Situational items:

Dota Plus Progress

Main Article: Hero Challenges

Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.

Relics Voice Lines
Relic Rare icon
Fortune's End Leading to Kills
Relic Rare icon
Fate's Edict Magic Damage Prevented
Relic Rare icon
Allies Saved With False Promise
Relic intelligence icon
Multi Hero Fortune's End
Relic intelligence icon
Total Healing
Relic intelligence icon
Teleports Leading to Kills
Relic intelligence icon
Debuffs Purged
Relic intelligence icon
Dominating Kill Streak
Relic intelligence icon
Dust Leading to Kills
Relic intelligence icon
Enemy Wards Kills
Relic intelligence icon
Wards Placed
Relic intelligence icon
Kill Assists
Relic intelligence icon
Kills
Plus Hero Badge 1
Bronze
Plus Hero Badge 2
Silver
Plus Hero Badge 3
Gold
Plus Hero Badge 4
Platinum
  • ▶️ Even you should've seen that coming. But you didn't.
Plus Hero Badge 5
Master
Plus Hero Badge 6
Grandmaster

Equipment

Trivia

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References