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4 Votes

How to play Oracle in 7.06f (Support)

September 1, 2017 by asdfasdfk
Comments: 1    |    Views: 11901    |   


How to play Oracle in 7.06f (Support)

DotA2 Hero: Oracle




Hero Skills

Prognosticate (Innate)

Fortune's End

1 8 9 11

Fate's Edict

4 13 14 16

Purifying Flames

2 3 5 7

False Promise

6 12 18

Talents

10 15

Hero Talents

+1.5s False Promise Duration
25
Fortune's End constantly Dispels
+30% Purifying Flames Enemy Damage
20
-20s False Promise Cooldown
-1s Purifying Flames Cooldown
15
+60 Enemy Damage/Ally Heal Per Effect Dispelled by Fortune's End
+8 Armor False Promise
10
+0.5s Fortune's End Duration


How to play Oracle in 7.06f (Support)

asdfasdfk
September 1, 2017


Introduction

A niche pick proving to be strong in some cases if used correctly.

Oracle is a spell caster generally used for defensive purposes, although his offensive laning power should not be taken lightly. Depending on how the combinations of spells are used Oracle can save your ganked teammate or secure a kill during the early stages of the game.

Oracle is not very mobile and is susceptible to getting picked or focused first in fights if he is poorly positioned.

His playstyle is similar to Dazzle's, positioning being of the utmost importance.

Items

Itemization is more or less what's standard for a position 5 support, that being the only position Oracle is best played. He doesn't need many items to be effective, and in most cases synergizes with other heroes' healing abilities/items.

It would be highly effective if you had a Mekanism carrier in your team,
or someone who can buy an Urn of Shadows. Also, recommend your teammates to get themselves a magic wand, to pop it during Oracle's ult, False Promise, healing for massive amounts if the wand is fully/almost fully charged.

Arcane boots work rather well, since it provides mana sustain for constant spell usage. Urn of Shadowns is great as well! TP's are obviously mandatory for any support.

Depending on what lineup you're up against, proceed with a Solar Crest, Force Staff or Glimmer Cape. If you already have some answers for the magic/physical damage from the enemy team, Aether Lens is a great choice for the hero, given that all his abilities are target based.

If your lineup and strategy works well on 5 manning/pushing, Mekanism, Drum of Endurance, Helm of the Dominator, and even Vladimir's Offering are options. Generally you want Mekanism to be bought early by one of your teammates, because you will not have the easiest time farming with your skill set, even then most of it you will be spending on wards/smokes/dusts/tps, due to your role and priority in farming.

Get Mekanism/Greaves only when it's going really well for you, thus getting a good timing, and none of the heroes you're playing with wants to buy it.

In the later stages of the game, most of the typical supporting luxury items are viable, again, depending on what you're up against. Lotus Orb, Orchid Malevolence, Pipe of Insight, Blink, Black King Bar etc.

Skills

Skill wise, a value point in Fortune's End is needed, followed by maxing out Purifying Flames, grabbing a point in Fate's Edict to combo with the previous mentioned. Afterwards, while most people go for the nuking build and maxing out Fortune's End, more points in Fate's Edict can be grabbed for the range value and duration, to disarm enemies and protect your allies from taking magic damage, although timing is important, because you might disrupt what your teammates are trying to do.

Talents

Grabbing the 20% xp boost at level 10 is arguably the better choice, because Oracle excels by leveling up as much as possible, and since other means of getting experience are minimized by the nature of the position you are playing, unless disables lack completely from your lineup. You won't be channeling your 1st spell to the fullest duration a lot of the time anyway.

200 Health is a good chunk to provide durability and survival while the gpm increase is lackluster due to the fact that you don't really need a lot of farm to be useful. On another note, Oracle isn't a terrible farmer, his 3rd skill prviding to be good enough to get you some last hits in a creep wave.

20 Intelligence. 25 movement speed is next to nothing.

I prefer going for the cast range at lvl 25, but the alternative is a great way to guarantee the survival of your core during the late game.

Drafting

Oracle doesn't fit in too many drafts. But in the drafts he does, he exceeds very well.

Oracle synergizes very well with high damage output "all in", "high risk" type of heroes like Huskar and Phantom Assasin, who jump in and lash out damage, but at the same time being exposed and vulnerable to being bursted down. He works well with tanky high regenerating frontliners such as Alchemist, Bristleback, Sven as well. And of course, with other healing heroes and healing item carriers. As for other supports, he can provide set up for roaming heroes with skill shots or abilities that benefit from set up like Mirana, Kunkka.

Oracle is also a great counter to long duration hard disablers like Bane, Beastmaster, Batrider etc., and any stuns in general.

Oracle can also counter heroes with strong dispellable (laning) abilities (and silences), which he can dispel with his 1st skill -> heroes like Dark Seer (ion shell), Batrider (sticky napalm) etc.

Preferably you don't want to play him against backline jumpers and gap-closers like Slarks or Weavers.

Playstyle

Laning Stage
Oracle is a static laner, usually sticking to the safelane, helping your carry. You don't want to roam too much, although he can sometimes provide useful in the mid lane with this 1st and 3rd skill to set up for a gank or secure a kill. He's a good harasser, with fast attack animation and decent range/damage, so generally you want other people to gank your lane and bully out the enemy offlaner.

Farming
Never go to the jungle, always stay in lane, whether it's close to your core or sapping experience from an free lane to get a faster level 6. It's pretty easy to last hit with Purifying Flames from afar, so you'll have some money for small items guaranteed.

Team fighting
Use your combo -> False Promise, Fate's Edict + multiple Purifying Flames to save your allies, and Fortune's end to make their life easier from those negative buffs.

Team fighting is pretty much like a Dazzle, stay behind, be extremely careful about your position and you'll save your core. Positioning is crucial. Avoid being jumped on and focused (that's how the enemy can defeat you).

Oracle is rather squishy and lacks mobility, so usually when you're ganked, you're either dead or forced to use your ultimate to buy time.

Pros / Cons

+decent early game nuker, magic damage
+basic and strong dispel allies
+save, heal potential
+disarm enemies
+100% magic resistance to allies
+high team fight impact
+set up root

-lacks mobility/escape mechanism
-relatively high skill cap
-no reliable stun
-no scaling damage to the late game

Summary

Good luck Oracle Spammers! Hopefully he'll get some buffs soon :D

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