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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.
Hey there guys! I'm Blubbles, and I've been playing around with Oracle rather a lot lately, just testing out various builds and play styles and this is my compendium of my gathered knowledge.
Oracle, a hero who is adept at healing and saving allies, as well as tearing his enemies to shreds with nukes. He can be a carry just as easily as he can support and will turn the tide of team fights with ease, both in his favor and not.
That's what makes him so hard to play. He can **** thing up pretty bad. Very, very, team screaming "dude what the heck you just got me raped in the butt!" bad. If you do one spell combo wrong, you just might end up healing your enemies. Or saving them. Or making your allies die faster. Or almost killing them.
And that of course is why you are reading this guide so you can learn how to play this incredibly hard hero from the one and only Blubbles, master teacher and Dota 2 extraordinaire.
Fortune's End (FN from now on ) is small nuke that is more for holding enemies still than damaging enemies. This spell is good for finishing off enemies. When there is a low HP enemy hero running, always use this on him / her. Immediately shout "KILL SECURED!". It can also be used for initiating if you channel it and release when allies are about to attack. this will hold the enemy still.
Remember :
1. It is a stop, not a stun. It simply reduces their movement speed to zero. They can still blink, attack, and cast spells.
2. It only stops them as long as you channel. Anticipate when allies will attack to get maximum length stops.
FN Stats: Cast Range: 650 Effect Radius: 215 Max Channel Time: 2.5 Damage: 75/150/225/300 Min Stop Duration: 0.5 Max Stop Duration: 2.5 Cooldown 12 Mana 130
Fate's Edict ( FE )
This skill is an "amplifier" skill, which means it complements your other abilities and makes them better. It works on both enemies and allies, and it gives the target 100% magic resistance and makes them take an extra 50% damage from other damage types (Physical and Pure). Obviously, this is a double edged sword and can either hurt or help your allies.
Remember:
1. Always think about what kind of damage is being dealt before casting to avoid accidents.
2. Can only be purged by FN
3. Gives target 100% magic resistance, meaning they won't take any magical damage, but effects of magic will still work.
FE Stats Cast Range: 700 Damage Amplification: 50% Duration: 3/4/5/6 Cooldown 12 Mana 50
Purifying Flames ( PF )
This skill is yet another double edged sword. It at first does damage but then gives massive regen that will eventually regenerate more HP than was lost. Use it on an enemy to heal them, and don't worry about killing your ally, it cannot kill them. If used on an enemy, it could potentially kill them. But if it doesn't, then they will get some free heal. That is bad.
Remember :
1. This spell is very easy to spam, with a 3 second cooldown.
2. Multiple instances of the heal effect stack.
PF Stats: Cast Range: 750 Damage: 90/180/270/360 Heal per Second: 11/22/33/44 Total Heal: 99/198/297/396 Duration: 9 Cooldown 3 Mana 55/70/85/100
Ultimate: False Promise ( FP )
False Promise is an ability with limitless possibilities. Use it to heal allies insane amounts, save allies, start fights, make your carries unstoppable invisible monsters, anything really.
What FP does is it turns an ally (or yourself) invisible for a period of time, in which they can attack and cast spells while invisible. If they stand still, they will lose their invisibility. All of the damage they take while under the effects of FP will be delayed until it ends. Any heal they receive will also be delayed, and doubled when the duration ends. This is what is so insane about this ultimate.
Remember:
1. All healing and damage are delayed
2. With the exception of HP costs like Icarus Dive and Armlet of the Mordiggan
3. No Fade. Thats ****in' amazing.
4. When using this on a low HP ally, use Urn of Shadows or Mekanism on them for great heals
Get Cour or Wards depending on what has already been bought (because you are a support and that's your job). Then get two Gauntlets, which will later build into an Urn of Shadows. Get Tangoes for basic regeneration. Pick a Clarity over an Iron Branch if you need to spam your spells early on.
Core
Choose One: Choose One:
No matter what make sure you get an Urn of Shadows. Mana Regen, Extra Health, A Really Good Heal. The whole package. Also you want a Eul's Scepter of Divinity for a cheap disable and bigger mana pool and mana regen.
Pick between Tranquil Boots and Arcane Boots, depending on whether or you need mana or HP. Tranquil's give really good regen, and you won;t have to worry about breaking the heal, because you'll be using spells more than attacking mid to late game. as for Arcanes, they are for spammin your spells, and increasing your mana pool,
Pick Between Mekansm and Pipe of Insight, depends on whether enemies have more right click or spell damage. Mekansm is good for burst healing your team, which can keep a team fight going longer. If the enemies have heroes like Zues, Lion, Lina, etc. buy a Pipe of Insight to block their spells, also Pipe give a considerable amount of basic regeneration to allies.
Luxury
Dagon
Dagon is great burst damage, and can be used in conduction with your other nukes.
Shiva's Guard can be massively effective in a team fight, with 200 damage and a AOE slow.
Scythe of Vyse is one of the best disables, they can't move, they can't attack, they can't cast¦
Necronomicon is a pushing item, so if you need a little bit more push, buy one, also if there is a hero like Riki with invis, Necrobook gives True Sight.
As a support you want to go where your carries are going. If they are going to get a rune, go with them. If they are going to attack enemies, attack with them. If they need help with a gank, gankw ith them. Pretty simple. Stay with your carry over the course of the laning phase. Over this period, you just want to get levels and help your carry. you will take off more in the Mid game.
Make Sure To:
Deny Your Own Creeps
Use Q on enemies to help them get kills.
Harass enemies with your spells.
Heal your allies
Mid / Late Game
Start ganking like crazy. Just shift between lanes like nobody's business. MAke it seems like there are three of you. Keep the pressure on enemies with spells, and heal allies with them. Make sure to shout "KILL SECURED"
Make Sure To:
Have Map Awareness
Be aware of allies and enemies health
Be where you are needed. Always. No being selfish ever.
This is currently a work in progress, so I will be updating it whenever I can. Please tell me what needs fixing and what I can remove / add to make it better! Please vote for it! Go for Top Oracle Guide! Bye!
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