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4 Votes

[Full/Dynamic] Goo's Guide To Solo Mid Oracle

July 15, 2015 by TheGooGaming
Comments: 12    |    Views: 33729    |   


Standard Sequence

DotA2 Hero: Oracle




Hero Skills

Prognosticate (Innate)

Fortune's End

4 8 9 12

Fate's Edict

2 10 13 14

Purifying Flames

1 3 5 7

False Promise

6 11 16

Talents

15 17 18

Preface

So I just came back from the temple of infinite wisdom that is /r/truedota2, where I presented a theory that was appearently already thought of in the past by a couple of weird guys that kept the secret to themselves. And that is Oracle mid, in a scientific method-esque I went and play 5 matches as Oracle, calling mid and having different item progressions every game, in the attempt to find a way to make it good, or at the very least, viable. I presented the results to the sub, and the thread got a great response, but very few comments on it.

Finally some comments appeared and contrary to what I expected, they were from players who have played and succeded as Oracle mid in the past, and they shared their knowledge with me. We talked builds and tricks and combos. And now that I have all this new information it is only proper for me to create a guide to share it with the rest of you, like the merciful god of guides that I am.

In before that guy who leaves as a comment:

lol orcle mid lmao potato bracket guide.

Please I invite you to leave if you do not want to read, thank you very much.

That does not mean I dont accept negative comments, I do. But I encourage you to try and contribute in some way to the guide or to the discussion in general.

With that said, we can jump into the good stuff.



Oh and by the way, you can also read this guide in my blog if you wish. Clicking Here.

And I will also be posting this on /r/learndota2 and possibly /r/dota2 (even though I very much dislike the community of the main sub) because I hope they find the it at least interesting.

1. Introduction

As you well know, or not; Oracle is a ranged intelligence hero ran as a support, whenever hes ran as anything anyway, because I mean look at these stats.

Winrates & Playrates


So, something's wrong here. Oracle is left behind in the same way Earth Spirit is, they are both complicated heroes but devastating on the right hands. Well, even if I wouldnt call Oracle devastating he is certainly a very flexible-utility hero. He has strong nuking potential when built accordingly and of course, he will keep you alive in fights.

In this guide I want to talk about Oracle as a position 2 solo mid, in a similar fashion how Necrophos is sometimes considered a support despite his nuking power and strong lane presence when player properly; I think Oracle falls in the same category, and he can play a really strong position 2.

Lets have a look at the pros and cons of an Oracle in this context:

Pros:

-Good autoattacks (decent base damage, good animation and projectile speed. Low base attack time).
-Self Sustaining in lane.
-Low mana cost, low cooldown, high impact spells.
-Insane lane balance control (We'll talk about that one later on)
-Overall good stats, high intelligence.
-Makes gret use of Exp and Gold advantage.
-Cripples enemy laning.
-Hard to successfully gank.
-Playmaker, multiple synergies and counters a range of heroes.

Cons:

The cons are a little bit more complex and need explanation, so: First off, he is a hero that can disrupt your own team, meaning that a bad Fate's Edict can screw over one of your allies and so on. Double edged sword in other words. Second is that Oracle, as a position 2 solo mid, plays a really tightrope position, this means that if you pull it off, then great; but it is easy to fail/lose your lane and have a really uphill game, you have to be confident that your Oracle mid will be successful or your team will have a bad time. And lastly, Oracle as a core is a really exp/gold hungry hero, you are going to want at least level 9 or 10 and have euls before you start going for kills and ganks, and that can cost your team a bit if the opponents go hard on the early stages of the game.

Also you will later notice how the whole potential of Oracle as a nuker relies mostly on the Eul's Scepter of Divinity, with it you can perform more aggresive combos, and I will go over the known ones too.

2. Spells

Oracle has a very special set of spells, adding them up you have quite a range of useful stuff you can do with them, you have a lot of nuke potential, a purge and a stop in the same spell, a disarm which is also a full magic resistance protection, a solid heal and a particular ultimate.

Now, Oracle is widely misused because of how his spellset works, because of two things mainly: First, there is a lot of room for you to mess up your spell order and nuke a teammate in a bad moment, or save an enemy with Fate's Edict from taking magic damage, etc. This can make playing as or along Oracle quite scary. And the second reason is that Oracle's spells are meant to be used in combo one to the other and with other heroes spells and items, each spell by itself is not that amazing, to get the full power out of each they have to be used in conjunction, and this is what Im going to teach you here.

The next sections are about each spell and what it does exactly, and how it interacts with stuff in a real situation. After that, I'll have sections covering the different combos you can perform, starting from the simple ones to the more complicated and so on.


2.1. Fortune's End



First spell. Now, you cast this on an enemy and it damages them and takes away any positive buffs they might have on, most of them anyway, same effect as euls or tornado, its a weak purge effect. It will cancel the target's rune effects, Mask of Madness, and Purifying Flames heal effect (but we'll talk about that one later), among others.

On top of this, it will stop them in place for a duration. Said duration is equal to the amount of time Fortune's End channel. But there's more, when the projectile hits, it also affects all nearby enemies, for the same damage, purge and stop duration. And lastly, something that isnt noted, you get vision of stopped enemies, so you can cast this before someone goes into a juke path and throw the projectile to pin-point their position inside the fog of war.

First misconception about Fortune's End:

This spell is NOT a root. It is just a stop, meaning that it technically just reduces the target's movement speed to zero, but they can still Blink out for example, unlike a root like Naga Siren's Ensnare.

Second misconception about Fortune's End:

Regarding the channeling, as some people assume that a longer channel deals more damage, and this is not true, channeling only changes the stop duration, and it's very important that you keep that in mind as most of the time you are going to be just using this for the purge effect (and the bit of damage), so just tap it, dont stand there channeling. A long stop effect is useful for teamfights though.

Third misconception about Fortune's End:

The purge persists through the stop effect, and that is false. In other words, some people think that while the target enemy is under Fortune's End's stop effect, they are getting constantly purged, so if they would cast Mask of Madness while stopped by Fortune's End it would be instantly purged off, and that is not the case. The purge only takes effect once, and that's it.

Having a look at the numbers:

Cast Point: 0.3
Cast Range: 650
Max. channeling/stop Time: 2.5 seconds
Min. stop duration: 0.5 seconds
Damage: 75/150/225/300
Area effect radius: 215
Cooldown: 12
Mana Cost: 130

The damage is magical.

Fortune's End is blocked by Linken's Sphere, the block happens when the projectile hits it's target.

It does NOT interrupt channelings.

Cannot target spell immune units. If the target turns spell immune before the projectile hits, the spell is blocked for said target, but the area effect still applies. Except when it is Repel, which gets purged off upon contact.

Fortune's End stop is basically reducing a target's movement speed to zero, but they cannot increase it via haste rune or empowering haste, etc. It stays at 0. This also means that it interacts with passives that work with movement speed such as Greater Bash.

Projectile travels at 1200 units per second and can be disjointed quite easily. However, when disjointed it will still affect the area where it hits. So for example to dodge it with Vendetta you must also walk out of the area.

Can be dispelled by Diffusal Blade.

Apart from False Promise, Fortune's End is Oracle's most mana expensive spell. Because of this you are going to be using the least, and pretty much (on early stages) only using it in combo with Purifying Flames to get both damage instances off and purge the regen. Using it by itself to harass is not mana efficient at all.

In other words, this is a spell that you will be using in combos but not so much by itself.

You can also use it to kill the wave a bit faster, and stopping the enemy creepwave.

2.2. Fate's Edict



Second and most broken spell in Oracle's set, Fate's Edict. I jokingly call this the most OP spell in the game because half the time people panic and dont know what to do or how to react when you cast this on them.

I'll break it down. You cast this on something, that can be ally or enemy, unit or hero, or Oracle himself, and it disarms them while at the same time granting them 100% irreducible magic resistance, so 100% no matter what, you can use ghost form and you will not go down in magic resistance. During it's effect you take 50% amplified damage from all other sources, so physical and pure in this case. Careful with that.

Numbers:

Cast Point: 0.3 + 1.1
Cast Range: 700
Duration: 3/4/5/6
Damage Amplification: 50%
Cooldown: 12
Mana Cost: 50

Fate's Edict is purgeable by spell immunity OR Fortune's End purge effect exclusively. Since Fortune's End purges you before the damage frame takes place, targetting someone under Fate's Edict with Fortune's End will not prevent them from taking it's damage.

Blocked by Linken's Sphere of course.

Fate's Edict has a LOT of uses, it goes in direct combo with the rest of your spells, especially Purifying Flames.

Fate's Edict is the first reason Oracle wins mid. It's main use in lane is disarming the enemy to prevent them from taking CS, and for trading hits, since you are now hitting them for amplified damage and they can't hit you back.

Also, you can desarm one of your own creeps to pull the lane back, that creep will not attack and take amp-ed damage. The only downside to this is that it makes it easy for the opponent to last hit it, but you can deny it as well with Purifying Flames denying (which I'll explain in a bit).

If you get ganked and you have to pop False Promise make sure you put Fate's Edict on before you start nuking yourself. In the early levels, False Promise's duration isnt that long, and that makes it so Purifying Flames can't tick enough for you to regen back and survive, nuking yourself on top of the damage you are taking will eventually kill you, so put everything on. I'll cover this in detail when I talk about False Promise itself.

2.3. Purifying Flames



This is the spell you are going to be using the most, and it is what makes playing Oracle so fun.

Basically what it does is nuke the target and then heals them back up. Can be used on anything, ally and enemy, heroes and creeps; and Oracle himself of course.

Looking at numbers again:

Cast Time: 0.3 + 1.1
Cast Range: 750
Damage: 90/180/270/360
Buff Duration: 9
Heal per second: 11/22/33/44
Cooldown: 2.5
Mana Cost: 50/60/70/80

Alright, so. This spell does everything. You use it and it deals 360 damage, and puts the buff on you that heals you for 44 per second for 9 seconds (396 heal total).

Purifying Flames is to be used in conjunction with Fortune's End and Fate's Edict.

If you want to use it aggresively against enemies, you can use Purifying Flames and then Fortune's End to purge the healing effect off.

If you want to use it to heal yourself or an ally, cast Fate's Edict first for 100% resistance, then Purifying Flames, receiving no damage, only the healing buff.

Important stuff to keep in mind:

The healing works in 1 second intervals. Meaning that you are healed each second starting from 1 second after the damage is dealt (which is instantly on cast). This means that if you are quick enough you can purge the healing effect off before the first instance takes place. Good for dealing a lot of damage quickly (we will talk about that in the combo section).

Purifying Flames is lethal only against enemies, allies will be left with 1 hp. (this allows for Purifying Flames denies which I'll explain in a bit too).

2.4. False Promise



False Promise is Oracle's ultimate and its a great tool to keep heroes alive.

In a nutshell: You place a buff on the target ally (or yourself) and it delays all damage and healing taken until said buff ends. Healing is doubled under False Promise. Also, it is a constant strong dispel for it's duration, meaning that it removes any negative debuffs while active.

Numbers:

Cast Time: 0.3 + 0.97
Cast Range: 1000
Duration: 6/7/8
Cooldown: 80/60/40
Mana Cost: 200

Some details:

The damage dealt after False Promise pierces everything, armor, magic resistance, magic immunity, etc.

There is a handful of things that can kill you through False Promise though:

- Culling Blade
-Suicide squad attack
- Bloodstone Pocket Suicide
- Ice Blast Shatter Effect

On the other hand, there is two things that will prevent you from dying from a bad False Promise.

- Borrowed Time, which will turn the HP removal into healing.
- Dazzle's Shallow Grave, like so:


Stuff to keep in mind about False Promise. It does not make you literally unkillable, and it is not a strong teammate-saver by itself. You have to use it with Purifying Flames to actually heal someone and be able to save them, and even then it is not reliable.

Someone on reddit did this when Oracle first came out, it is the visual effect for False Promise:


Something to remember is that False Promise can be used out of fights just to double healing and help someone out. Especially later game where the cooldown is reduced, you can heal a teammate or yourself a bunch by using False Promise, the only downside is that is a bit mana expensive.

We will see this in the combos as well.

2.5. Basic Combinations Of Spells (Defensive)

So finally we get to the fun stuff, the combos. Oracle, as you may have noticed, is a hero based around combo-ing with spells, and in this section I'll note all the basic combos you can do in defense, so for healing you or teammates.

I'll be doing eight combos total, so four for Defensive and four for aggresive.


Basic Healing:


This is the most basic combo and you will mostly be using it as a drive-by heal on allies and for yourself while laning.

It consists of putting Fate's Edict on to avoid taking damage from Purifying Flames, very simple thing. You need a maxed Fate's Edict for a double Purifying Flames. On the early levels you will have to use this without the second Purifying Flames as you dont have the long enough duration of Fate's Edict and you wont be having it either for a while, since Fate's Edict is your last priority. On support focused Oracles you will be seeing Fate's Edict maxed along Purifying Flames to perform this combo from very early on.

Double healing with False Promise:


This combo is very simple as well, and you will be doing it mainly to recover from ganks and encounters in the early game, along the next combo.

Just as simple. You put on False Promise so healing is doubled, then you Purifying Flames. This combo gets better with more levels in False Promise as with a longer duration you get more of the second Purifying Flames' heal doubled.

A better version of last one:


This one should be self explanatory, it is basically the last two combined. Doing this combo in the early game will probably heal you at least 80% of your full HP, so it is mana expensive and puts False Promise on cooldown, but its a massive heal.

Literally Unkillable:


This is the ultimate defensive combo. Consists of using False Promise to double all healing and delay damage taken, then Fate's Edict to cancel out magic damage from opponents and from your own Purifying Flames, AND using Ghost Scepter to be immune to right clicking, so being completely immune, healing over time and being under False Promise is going to take some effort to kill.

By upgrading to Ethereal Blade you will be able to perform this combo on allies. Also even without the False Promise and healing, Ghost form and Fate's Edict synergize by themselves.

2.5.1. Advanced Combinations (Aggresive)

Same thing, four combos. Aggresive this time around. Something very important with aggresive use of Purifying Flames and the following combos is that you can use Purifying Flames without purging it off if you are certain the hero will die after it, if not it can cause trouble. Meaning that you can add a Purifying Flames at the end of any of the following combos if and only if it is for the last hit.


Basic Regen Purge:


This consists of using Purifying Flames on an enemy to nuke them for damage, and then purge the regen effect off with Fortune's End. But goo, then y u put fortune's end frist insted of purifin flame??

Remember that Fortune's End consists of a slow projectile, you can very easily toss Fortune's End first and apply Purifying Flames while the projectile is still in the air, this way you can be 100% sure they aren't healed at all from Purifying Flames. If you dont feel confortable with this you can just do flames first and purge second. However, I recommend you practice this as it is a very useful and efficient method for harassing the opposing mid. Also, a long stop duration plus Fate's Edict extra right click damage can land you a kill.

Double Flame Double Purge:


This is basically last combo with an added Purifying Flames and a second purge with Eul's Scepter of Divinity. You can change the order around if you see fit using Euls as your first purge and Fortune's End as the second one, that would be:

- Purifying Flames
- Eul's Scepter of Divinity
- Fortune's End
- Purifying Flames

Hand me that Dagon:


So this one is a little bit unreliable... to say the least. Mainly because you use both of your purges (like in last combo) but after you run out of purges using Purifying Flames becomes directly counter-productive, unless you are going for the last hit. This is what dagon is for.

Basically you perform the last combo, then add another Purifying Flames, then take their health down with dagon and finish them off with the last Purifying Flames I mentioned at the start of the section, basically Dagon forces them to be low enough for you to be able to use the "last hit Purifying Flames" if that makes sense.

If you don't think you can take them down with it, dont even cast the first Purifying Flames and stick to last combo, or you will end up healing them up.

Tinker player detected:


This last one is the same, but it adds the aggresive use of Ethereal Blade into the mix and the Hex. In this combo the Scythe of Vyse is used defensively, as you hex them in order to disable them from attacking/cancelling your Fortune's End channeling, this way you can channel for longer, and on top of that, they are slowed so you are able to keep a proper distance. You can extend this combo by adding an aggresive use of Fate's Edict and right clicking them down whatever health they have left. And of course always remember the last hit Purifying Flames.

2.5.1.1. Advanced Individual Uses

Apart from combos, there are a bunch of cool uses for the invididual spells.

Lets start with the first spell:


Fortune's End:

This spell doesnt have much super special uses. You can use it to get sight of heroes in fog of war but to do that you have to cast it on them while they are visible so it's not particularly reliable. You can also use the AOE effect and a long channel in order to stop the enemy creepwave from pushing too close to your tower and waveclear easily, but that is it.

Fate's Edict:

Apart from the defensive healing/shielding use, and the disarm aggresive damage amplification use. Fate's Edict can do some stuff for you in lane.

-Use Fate's Edict to trade hits with the other mid, if they come close and try harassing you, disarm them and harass them back with the amplified damage.

-You can also use Fate's Edict while jungling, disarming a creep and hitting it for amplified damage.

- Fate's Edict is also useful to keep your lane controled, you can disarm one of your own creeps and make them take amplified damage to pull your lane back, this makes it easy for them to last hit them so careful around that.


Purifying Flames:

This is another great spell for laning for it's many many uses:

-For it's low mana cost you can get a guaranteed last hit.

-For it's low mana cost you can get a guaranteed deny. Now, note how Purifying Flames is a non-lethal spell on allies, so what you do it wait for a creep to be under half HP, throw your autoattack and while the projectile is still in the air, you Purifying Flames them, leaving them at 1 hp and getting the deny. It is a bit hard to pull off consistently but with practice you will start getting it more and more.



-You can also use it to deny creeps before they arrive in lane. This one takes more mana and time but it is worth as it denies exp, like a Lich sacrifice out of range. You just got to last hit it with an autoattack, it usually takes a third Purifying Flames.



-Also, in the early stages of the game Purifying Flames one shots ranged creeps, so keep in mind that you can just erase them if you want to push.

-Of course you can use the basic aggresive combo for harass, but you can also use it to jungle, Fortune's End will hit the whole camp most of the time, you just have to Purifying Flames the big creep for the extra damage; and the regen gets purged off.

False Promise:

False Promise, even if complex, it's a very straight-forward spell with not much to it. One thing:

Since False Promise is a strong purge, you can take debuffs off allies; even strong debuffs such as stuns. So you can save someone from a Sacred Arrow for instance.

3. Stages Of The Game & How To Behave

As always, I try to include my tempo, game stages, item and skill build all in a single group of sections, so here we are:

In the following sections I will go over the item build with their timings and the why and when those are good pickups, and what are the other options. Also what should you be doing in each stage, where to fight, when to farm; all that stuff.


3.1. Laning Stage & Early Game

The first stages of the game take place in the first 10-15 minutes, and this is probably where I differ the most from your regular Oracle game, since you will be going mid and playing around that.

Level 1 you want to get either Purifying Flames or Fate's Edict, they both cost 50 mana on their first level and they are both helpful aids for your laning. Avoid Fortune's End because it does not have that many uses in lane apart from the harassing combo, and it will burn through your mana. If you get Purifying Flames you should get guaranteed last hits to start building up your Bottle, and with Fate's Edict you can disarm the opponent and trade hits and so on.

As you may have noticed in the item progression above, I have a Tango, a shared tango, three iron branches, a Null Talisman and an Observer Ward.

You just mix and match those as you see fit. If you are going triple Iron Branches, then buy the ward too. If you are going null tally, ask for tangos to get a faster Bottle, or not. Whatever you see fit.

So, you do your block and arrive mid, focus on your last hits but at the same time harass them every time they come inside your attack range, if they come really close you can disarm them, keep your distance since Oracle isnt the strongest hero up close, but at a moderate distance he can do wonders. If you bought the ward, place it on their uphill so you can keep the pressure with harass.

Get Bottle and get Boots of Speed. We wont be upgrading those because we need to get that euls as soon as possible, in order to unlock those aggresive combos. Put full focus on farming euls, get the mana regen items first so you will be having enough mana to spam Purifying Flames to last hit. If you feel the lane is too pushed out and you could be ganked, go into the jungle and kill off camps. See the offtime jungling section.

You should be getting euls around min 9 to 12 worst case scenario. Once you get euls you can start rotating and helping around the map, healing and killing off everyone you see.

Mid game ensues.


3.2. First Fights & Mid Game

The fun starts, you have euls and you start rotating. Fights happen and towers start falling. Now, its very simple. Try to avoid dying and always keep the number advantage. If fights arent that constant, go back to mid and keep farming towards finishing your Arcane Boots, which are going to help you a lot with the mana sustain with all the rotating, on top of euls and Bottle you should be good to go unless you are forced to use False Promise.

Next pickup is Blink Dagger, now with that you have solid solo kill potential. Protect pushes and create space by killing enemy heroes farming. Blinking in and performing the combo I noted, using euls. After a while you will be faced with the decision of building towards magical damage or physical damage.

As you saw in the progression, I have the magical one as Dagon 1 and Ghost Scepter. And the physical one as Glimmer Cape and Solar Crest. Both useful to their own right.

The dagon and Ghost Scepter way allows you to go for burst kills on later on the mid game, so continue ganking past the 25 minute mark. Giving you the extra damage to take down someone with a Purifying Flames combo. And the Ghost Scepter which grants you the defense combo for surviving fights in the mid game too, as Oracle doesnt really tank up until you get hex for example, later on.

Compared to the physical build, the magical build goes to the extremes. Full damage with dagon and full defense with Ghost Scepter. Now, this magical focused build does this very well, and you can upgrade dagon and all, but, it lacks in utility compared to the physical focused one, mainly due to its ability to target teammates, which you dont see in the magical focused until you get Ethereal Blade, and even then, we are looking at a really expensive item with a relatively minor effect, considering Oracle's spells.

The physical build, aka Glimmer Cape and Solar Crest has a stronger utility factor, as you can use Glimmer Cape aggresively in combination with False Promise, as well as defensively. And Solar Crest, which can be used defensively or very aggresively in combination with Fate's Edict, amplifiying physical damage and a big minus armor from solar crest can easily take down. Defensively of course in combination with anything, plus it grants evasion.

You pick whatever you think the team needs.

Go with the flow of the game and always carry a town portal scroll.


3.3. Late Game & Getting Forced Into Utility

You will notice it is late game when you arent that great of a nuker anymore, Oracle decays in his kill potential with the scaling of opponents and, inevitably, has to transition into the full utility hero. First purchase of the late game is going to be Guardian Greaves, this helps you scale in your healing, as your nuking decays and your defense is top notch, Guardian Greaves gives you a second way of healing, more reliable than Purifying Flames. The fact that you have euls helps in terms of movement speed, as you do not purchase Boots of Travel, due to greaves.

So, all in all you want to finish the game relatively early and dont let it stretch too too long, because usually you become more and more useless past minute 60 and after. Upgrading your items and getting some late game big items like Scythe of Vyse or Shiva's Guard can help your team as well, farm them if no one else is.

At that point your best bet is to stop using Purifying Flames completely, at least on teamfights, as it could potentially get the opponent healed and all that, which is much more noticeable at that late in the game. Focus on using False Promise and Fate's Edict mainly, and your items of course, so eblade that ursa, euls the tidehunter, purge the omniknight, false promise the huskar.

Dont go for individual kills like you did in the mid and early game, but try to upper your team via spells and items, mess with the enemies and protect your allies.


4. Synergies & Counters

Oracle has multiple synergies, most of them rely on teamamtes to cover the holes in his set, like the following:

- Winter Wyvern: Fate's Edict + Cold Embrace
- Pugna: Fate's Edict + Decrepify; False Promise + Life Drain (on ally)
- Dazzle: False Promise + Shadow Wave + Shallow Grave
- Huskar: False Promise + Inner Vitality + Berserker's Blood
- Bloodseeker: False Promise + Blood Rage
- Chen: False Promise + Hand of God; False Promise + Test of Faith
- Abaddon: False Promise + Borrowed Time

Etcetera, you can figure them out.


On the other hand, Oracle is countered by a handful of heroes:

- Ancient Apparition: Ice Blase kills through False Promise
- Axe Culling Blade, same thing
- Anti-Mage After Manta Style you cannot disarm him, Oracle uses a lot of mana and has a huge mana pool.
- Phantom Lancer Diffusal Blade, same thing

To name a few.

On top of this, Oracle also counters a bunch of heroes by himself. Mostly due to Fate's Edict.

-Hard right clickers such as Drow Ranger or Legion Commander can be disarmed by 6 seconds of Fate's Edict. Especially Legion Commander during Duel, also amplifying the damage she takes, and even if your ally is going to lose the Duel, you can delay it with False Promise so she does not win duel damage.

-Hard single target focused magic nukers such as Skywrath Mage and Necrophos. You can make an ally under Reaper's Scythe take 0 damage with Fate's Edict, same thing goes for Mystic Flare, it's not as dramatic though.

5. Difficult Mid Matchups

Oracle won't have much trouble against most mid laners, but there are a few worth mentioning that make your job a tad hard.


So:

Outworld Devourer:

OD is the first hero I want to note as problematic matchups, for multiple reasons. First, he will spam Astral Imprisonment, leaving you with low attack damage and low mana pool, which becomes problematic with the spam of Fate's Edict and Purifying Flames. Second, he can dodge Fortune's End very easily with Astral Imprisonment on himself.

Puck:

Puck is a hero that can play with the waveclear relatively easily and makes it hard to control lane balance, so you are forced to be using Fortune's End contantly on the wave. Puck can also very easily dodge Fortune's End with Phase Shift. Also, any hero with a silence can get you killed if you are distracted.

Tusk:

Tusk has a powerful mix of magical and physical damage, which makes it very hard to decide if you want to use Fate's Edict on him as a disarm, or on you to avoid nukes.

6. End Note

Thats it. Hope you guys like it, I really worked in the formatting and the visual stuff as always, but for some reason it felt like so much for this guide in particular. Oracle as a solo mid works, go and try it, the fact that you transition into a utility/not-core later on doesnt make solo mid unviable, he is still a beast early game. I recommend you guys go and try it, its lots of fun. Get that playrate and winrate up.

If you want to say or ask something, just leave it as a comment. I'll be checking daily for he first week or two. Any feedback is welcome.

I got here some replay IDs from my own Oracle mid matches, unranked but whatever:

-1625443313
-1615398760
-1610151542



-Goo signs

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