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Oracle

Popülerlik: #79

Liderlik Tablosu: #8

Ban Rank: #50

KDA Rank: #35

Güçlendirmeleri ve ani hasarı sayesinde kahramanların kaderini değiştirir

Oracle, karmaşık yeteneklerini dikkatli bir şekilde birleştirerek düşmanlarının ve dostlarının kaderlerini belirler. Yanlış kehanetleriyle dostlarını tehditlerden sakınarak, bir dostuna bir düşmanı yok edebilecek kısa bir fırsat sunar ya da dostlarının meşum kaderlerini tersine çevirir.

Kazanma Oranı 53.2%
Seçim Oranı 4.9%
Özellikler
oracle Image

440 +52.8/lvl

312 +45.6/lvl

Strength Image

20 +2.4/lvl

Agility Image

15 +1.7/lvl

Intelligence Image

26 +3.8/lvl

İstatistikler
Attack

Damage:

13 - 19 + 1.7/seviye (62.3 - 68.3 seviyede 30)

Attack

Range:

620

Attack

Armor:

1 + 0.3/seviye (9.7 seviyede 30)

Attack

Movement:

295

Roller

Carry

Escape

Nuker

Initiator

Durable

Disabler

Support

Pusher

Yüzler

nuke icon

Clairvoyant Curse

Kazanma Oranı: 51.2%

Seçim Oranı: 31.1%

Spell amplification increased by 0.75% per hero level.

healing icon

Clairvoyant Cure

Kazanma Oranı: 54.1%

Seçim Oranı: 68.9%

Heal amplification increased by 0.75% per hero level.

Yetenekler

Innate Ability Image

Prognosticate

Oracle will predict and announce to allies, where the next power rune will spawn (top or bottom).

Q

Fortune's End

SÜRELİ - Oracle'ın güçlerini, serbest bırakıldığında hedef ile birlikte etrafındaki düşmanlara hasar veren, yere bağlayan ve güçlendirmelerinin etkisini geçiren bir kürede toplar. Eğer hedef bir dost birimse sadece zayıflatmaların etkisini geçirecektir. Yere bağlama süresi, bekleme süresiyle aynıdır. ETKİ GEÇİRME TÜRÜ: Basit Etki Geçirme

  • AFFECTS:unit area

  • PASSIVE:No

  • DISPELLABLE:basic

  • BUFF:yes

  • DEBUFF:yes

  • channel time:2.5

  • damage:100 / 160 / 220 / 280

  • bolt speed:1200

  • minimum purge duration:0.75

  • maximum purge duration:2.75

  • radius:350

Talet tree backgroundTalent tree branchesTalent tree branch

+0.5 sn Fortune's End Süresi

Talent tree branch

Fortune's End Etki Geçirme Başına 60 İyileştirir/Hasar Verir

Talent tree branch

Fortune's End Sürekli Etki Geçirir

Cool Down

18 / 14 / 10 / 6

Mana Cost

100

W

Fate's Edict

Oracle bir hedefi eğer düşmansa etkisizleştirir ve eğer dostsa %%100 büyü hasarı direnci verir.

  • AFFECTS:unit

  • PASSIVE:No

  • DISPELLABLE:basic

  • BUFF:yes

  • DEBUFF:yes

  • duration:3.5 / 4 / 4.5 / 5

  • magic damage resistance pct tooltip:100

Cool Down

20 / 17 / 14 / 11

Mana Cost

95 / 100 / 105 / 110

E

Purifying Flames

Hedef üzerindeki yabancı maddeleri yakarak ağır hasar almasına, ardından zamanla sağlık yenilemesi yapmasına neden olur. Süresinin sonunda yenilenen sağlık miktarı verilen hasarı geçer. Dost ve düşmanlar üzerinde kullanılabilir.

  • AFFECTS:unit

  • PASSIVE:No

  • DISPELLABLE:basic

  • damage:90 / 180 / 270 / 360

  • heal per second:15 / 25 / 35 / 45

  • total heal tooltip:150 / 250 / 350 / 450

  • duration:10

  • tick rate:0.1

Cool Down

2.5

Mana Cost

75

R

False Promise

Dostlarının kaderini False Promise'in etkisiyle geçici bir süreliğine değiştirerek iyileşme veya alınan hasarın ertelenmesini sağlar. False Promise süresince geciken her iyileştirme daha fazla uygulanır. Kullanıldığında çoğu durum etkisini siler. ETKİ GEÇİRME TÜRÜ: Güçlü Etki Geçirme

  • AFFECTS:unit

  • PASSIVE:No

  • BUFF:yes

  • duration:7 / 8.5 / 10

  • radius:400

  • heal amp pct:100

Aghanim ScepterAghanim Shard

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.

    Talet tree backgroundTalent tree branchesTalent tree branch

    +8 False Promise Zırhı

    Talent tree branch

    -20 sn False Promise Dolum Süresi

    Talent tree branch

    +1.5 sn False Promise Süresi

    Cool Down

    110 / 85 / 60

    Mana Cost

    100 / 150 / 200

    Rain of Destiny

    Hedef bölgede yağmur yağdırır. Alanının içindeki düşmanlar hasar alır ve aldıkları iyileştirmeler azalır. Alanın içindeki dostlar iyileşir ve iyileştirmeleri artar.

    • AFFECTS:area

    • PASSIVE:No

    • radius:650

    • duration:10

    • damage:40

    • tick rate:1

    • heal amp:20

    Cool Down

    40

    Mana Cost

    150

    Yetenekler

    Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

    +0.5 sn Fortune's End Süresi

    +8 False Promise Zırhı

    Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

    Fortune's End Etki Geçirme Başına 60 İyileştirir/Hasar Verir

    -1 sn Purifying Flames Dolum Süresi

    Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

    -20 sn False Promise Dolum Süresi

    +%30 Purifying Flames Düşman Hasarı

    Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

    Fortune's End Sürekli Etki Geçirir

    +1.5 sn False Promise Süresi

    Strateji

    Oracle has access to both basic and strong dispel. Look to dispel spells, items and runes that provide buffs or debuffs.

    You can deny your own creep by nuking it with purifying flames and quickly attacking it afterwards.

    Oracle has a huge powerspike at level 3 with one point in Fortunes End and two points in Purifying Flames. Combine Purifying Flames followed by Fortunes End and another Purifying Flames before Fortunes End lands on the enemy hero.

    It is good to carry a Healing Salve to use it on the ally that you save with False Promise.

    You can channel Fortune's End on your nearby ally that is teleporting or blinking out and the Fortune's End will follow that ally.

    If you expect to be silenced in next 2.5s, you can start channeling Fortune's End on yourself and as soon as you get silenced you will dispel it instantly with Fortune's End release.

    Well timed Fate's Edict can entirely negate damage the output of heavy magical spells like Reaper's Scythe, Finger of Death, Bedlam and others.

    Position yourself outside of the opponents' vision at the start of a teamfight as you are usually the main target.

    Items like Aether Lens or Blink Dagger allow you to get a timely False Promise off. If you False Promise yourself you can blink out even under attack as you take no damage.

    You can spam Purifying Flames on one of your allies prior to a fight to provide some extra healing going into the fight.

    When breaching or defending high ground, put Fates Edict on your front line ally along with a couple of Purifying Flames to protect them.

    Karşı Önlem Stratejisi

    Oracle's Fortune's End applies dispel. Use your spells after it has been used.

    Oracle's Fate's Edict negates all magical damage. Do not waste your magical damage on it.

    Focus Oracle in the fights as he provides saves and sustain for his team.

    Items that reduce healing and regeneration are good against Oracle.

    Gap closing items allow you to get on top of Oracle.

    The enemy mid laner will know where the power rune will spawn because of Oracle. You can follow him to contest the rune.

    Lore

    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.