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Great guide, I actually made an account just to comment on it. I have done this build a lot and my win rate with oracle is abysmal. But I have so much fun doing it, and I think that's what really matters. I learned some stuff from this as well, I had never built a Euls on him, I will have to try that.
If a dueling unit becomes ethereal, it still attacks the Duel target, and can still be attacked by the Duel target (though still won't be damaged by the physical attacks).
If a dueling unit gets hexed or disarmed by Frostbite or Overgrowth, it stops attacking for its duration.
However, if Duel is cast on an already hexed unit or a unit disarmed by Frostbite or Overgrowth, it attacks."
Yes, you are correct, Hyatt.
Also, I don't think Sunder gets amplified by False Promise since Sunder directly manipulates the target's HP, and is not a heal.
Thank you TheSofa I guess I should have been more clear. I was specifically talking about using Fates Edict on people in the middle of a Legion Commander duel, and how even after applying it they are still attacking. I haven't had a chance to test it, but I am quite sure that fates edict doesn't disarm the target during a Legion Commander duel.
Something worth mentionning: Fate's Edict works on Roshan, he won't deal any damage for the duration (no bash either) and will take 50% more damage from physical and pure damage. Oracle is great to take down Roshan quickly and safely.
Also, when you mention allies you should talk about heavy physical damage dealer like :
- Slardar : Amplify damage, Slitherin Crush and Bash all synergise well with Fate's Edict
- Templar Assassin : Minus armor and huge physical burst damage via Melt. Good interraction between Refraction and Purifying Flames for free heals.
- Phantom Assassin : Dagger is pure, and blink strike + crit to melt heroes through Fate's Edict. Also, saving PA with False Promises can be rewarding as she will heal a lot from her crits with lifesteal
- Bristleback : Quill Spray are physical and Viscous Nasal Goo reduce armor; all good with Fate's Edict. Overall, Bristle is unkillable with Oracle.
- Terrorblade : Reflection is a slow that deals physical damage and TB deals huge range damage with Metamorphosis. Also, I wonder if Sunder gets doubled by False promises. At least you give him time to use it.
- Sniper : I did this a lot in dual hardlane, it's very strong.
- Witch Doctor : Heal is amplified, Death Ward is physical (chaos). A good support to have on your team.
I'm not sure about Oracle being a mid hero, or at least a position 2. I've lost many times because my Oracle stole all the kills and wasn't able to carry afterwards. But your explanation is great, the guide looks good and we're able to see the efforts you put in. +1
"Oracle enraptures a target, disarming them and granting them 100% magic damage resistance, yet also increasing any damage taken from other damage types. Can be cast on allies and enemies."
I could be mistaken, but having played enough Oracle with Legion Commander, applying Fates Edict doesn't actually disarm whomever it is cast upon. I have put it on Legion mid-duel only to see her swinging away. I do know False Promise works but I am 90% sure that Fates edict doesn't give the disarm. In the same vein I am not sure whether the physical/pure dmg bonus is applied as well. I would like to know either way since I haven't played Oracle in a few weeks, but loved to play him (friends are always doing Captains so...)
A case could be made for either fates edict, fortunes end, or purifying flames at the 0:00 mark. I often don't pick until I see what heroes are at the rune with me and what heroes are contesting the rune. A lack of stuns makes fortunes end very helpful for a first blood, whereas a fates edict (after all the magic dmg has been cast) can ensure a first blood as well if the enemy is caught out.
Oracle really struggles in anything besides 1 v 1 in my opinion, especially if outnumbered. The 3-4 seconds to be in range (always an issue if you dont have blink) can get turned on you very quick by the second hero. Oracle of course shines when there is a hero there to help start or finish off your combo. Just like any other ganker, wards are incredibly important and communication too.
Great guide all the same, I look forward to seeing it being developed, and I really like the 6.84 additions.
I like the guide, well written as always...however, I'd question the skilling...why take Purifying Flames at level 1? What does it do for you? 90 damage isn't much, and you'd heal enemies for more...can't really heal yourself with it efficiently. I get that you want 2 points in it by 3...but...?
In the Laning Stage and Early game section I noted that at level one you can take either Purifying Flames or Fate's Edict depending on what you need. That level 1 Purifying Flames doesnt do much but guarantee you a bunch of last hits pre- Bottle.
I like the guide, well written as always...however, I'd question the skilling...why take Purifying Flames at level 1? What does it do for you? 90 damage isn't much, and you'd heal enemies for more...can't really heal yourself with it efficiently. I get that you want 2 points in it by 3...but...?
I really like the guide and formatting. However, I still can't grasp the viability of a position 2 mid oracle. He's really not a carry or even a semi carry and is best played as safe lane support.
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Also, I don't think Sunder gets amplified by False Promise since Sunder directly manipulates the target's HP, and is not a heal.
Also, when you mention allies you should talk about heavy physical damage dealer like :
- Slardar : Amplify damage, Slitherin Crush and Bash all synergise well with Fate's Edict
- Templar Assassin : Minus armor and huge physical burst damage via Melt. Good interraction between Refraction and Purifying Flames for free heals.
- Phantom Assassin : Dagger is pure, and blink strike + crit to melt heroes through Fate's Edict. Also, saving PA with False Promises can be rewarding as she will heal a lot from her crits with lifesteal
- Bristleback : Quill Spray are physical and Viscous Nasal Goo reduce armor; all good with Fate's Edict. Overall, Bristle is unkillable with Oracle.
- Terrorblade : Reflection is a slow that deals physical damage and TB deals huge range damage with Metamorphosis. Also, I wonder if Sunder gets doubled by False promises. At least you give him time to use it.
- Sniper : I did this a lot in dual hardlane, it's very strong.
- Witch Doctor : Heal is amplified, Death Ward is physical (chaos). A good support to have on your team.
I'm not sure about Oracle being a mid hero, or at least a position 2. I've lost many times because my Oracle stole all the kills and wasn't able to carry afterwards. But your explanation is great, the guide looks good and we're able to see the efforts you put in.
+1
A case could be made for either fates edict, fortunes end, or purifying flames at the 0:00 mark. I often don't pick until I see what heroes are at the rune with me and what heroes are contesting the rune. A lack of stuns makes fortunes end very helpful for a first blood, whereas a fates edict (after all the magic dmg has been cast) can ensure a first blood as well if the enemy is caught out.
Oracle really struggles in anything besides 1 v 1 in my opinion, especially if outnumbered. The 3-4 seconds to be in range (always an issue if you dont have blink) can get turned on you very quick by the second hero. Oracle of course shines when there is a hero there to help start or finish off your combo. Just like any other ganker, wards are incredibly important and communication too.
Great guide all the same, I look forward to seeing it being developed, and I really like the 6.84 additions.
Hey Goo!
Well written guide, although I'm still a little uncertain about the viability of it all...
It would be nice if you included a "Worst Case Scenario" chapter, where you discuss what to do in case you're really behind.
Otherwise, good job, +1.
Good idea, might do that for future guides as well.
Well written guide, although I'm still a little uncertain about the viability of it all...
It would be nice if you included a "Worst Case Scenario" chapter, where you discuss what to do in case you're really behind.
Otherwise, good job, +1.
I like the guide, well written as always...however, I'd question the skilling...why take Purifying Flames at level 1? What does it do for you? 90 damage isn't much, and you'd heal enemies for more...can't really heal yourself with it efficiently. I get that you want 2 points in it by 3...but...?
In the Laning Stage and Early game section I noted that at level one you can take either Purifying Flames or Fate's Edict depending on what you need. That level 1 Purifying Flames doesnt do much but guarantee you a bunch of last hits pre- Bottle.
Dotabuff or it never happened :)