Oracle


Bio

Nerif, the Oracle
Play "I have an end in mind for you."
Role: Support / Nuker / Disabler / Escape
Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Nerif, the Oracle Ascendants to the Great Seat of : 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, be that as it may, 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, be that as it may, 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.

Voice: Mike Shapiro ( Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage )

Abilities

Fortune`s End
Partially blocked by Linken`s Sphere. Partially pierces spell immunity. Play
Q
T
Ability
Target Unit / Channeled
Affects
Enemies / Allies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
Magical
Gathers Oracle`s power into a bolt of scouring energy that, when released, damages, roots, and purges enemies of buffs in an area around the target. If target is an ally it will only purge. Can be channeled for up to 2.5 seconds. The stop duration is equal to the time spent channeling.
Cast Animation: 0+0
Cast Range: 850 (Talent 1100)
Effect Radius: 300
Max Channel Time: 2.5 (Talent 3.25)
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2 : 90/120/150/180
Min Root Duration: 0.5
Max Root Duration: 2.5 (Talent 3.25)
Cooldown symbol.png 15/12/9/6
Mana symbol.png 110
Partially pierces spell immunity. Can target spell immune allies.
Cannot target spell immune enemies. Applies area effect when connecting with spell immune enemy. Does not root, dispel, or attempt to damage spell immune enemies. Root persists if debuff was placed before spell immunity and when not dispelled.
Partially blocked by Linken`s Sphere. Blocked fully only when primary target. Blocked upon impact.
Modifiers
Debuff Fortunes End Channel Target: Undispellable.
Debuff Fortunes End Purge: Dispellable with any dispel.
The astral orb crackles with power while raw energy lances out, temporarily disrupting an enemy`s connection to their own body.

Notes:

  • When targeting allies, the area effect is still applied to surrounding enemies. The ally only gets dispelled. Can target self as well.
    • Enemies in the area always get dispelled, while allies only get dispelled when targeted, so only one ally can be dispelled per cast.
  • Can directly be cast on invulnerable units, fully affecting them, though the damage gets negated by the invulnerability.
  • The stop duration starts at 0.5 and increases by 0.08 (Talent 0.0846) for each 0.1 second channeled, reaching 2.5 (Talent 3.25) in 2.5 (Talent 3.25) seconds.
  • Applies a visual effect on the targeted unit upon cast, indicating that it is directly targeted. This visual effect is visible to everyone.
  • The sound during the channeling is audible to everyone as well.


Fate`s Edict
Blocked by Linken`s Sphere. Does not pierce spell immunity. Play
W
F
Ability
Target Unit
Affects
Enemies / Allies
Oracle enraptures a target, disarming them and granting them 100% magic damage resistance. Can be cast on allies and enemies.
Cast Animation: 0.3+1.1
Cast Range: 500/600/700/800 (Talent 750/850/950/1050)
Duration: 3/3.5/4/4.5
Cooldown symbol.png 16/13/10/7
Mana symbol.png 50
Does not pierce spell immunity. Disarm and magic resistance persist if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Fates Edict: Dispellable with any dispel.
An unbreakable prophecy resounds: a chosen ally shall briefly suffer no magics. Other kinds of suffering however...

Notes:


Purifying Flames
Blocked by Linken`s Sphere. Does not pierce spell immunity. Play
E
E
Ability
Target Unit
Affects
Enemies / Allies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
Magical
Burns away impurities, dealing heavy magic damage to the target before causing them to regenerate health over time. The amount of health regenerated over its duration exceeds the amount of initial damage. Can be cast on enemies and allies.
Cast Animation: 0.3+1.1 (Upgradable by Aghanim`s Scepter. 0.1+1.3)
Cast Range: 850 (Talent 1100)
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2 : 90/180/270/360
Heal per Second: 11/22/33/44
Duration: 9
Cooldown symbol.png 2.25 (Upgradable by Aghanim`s Scepter. 1)
Mana symbol.png 80/85/90/95
Upgradable by Aghanim`s Scepter. Reduces cooldown and improves cast point.
Does not pierce spell immunity. Heal persists if buff was placed before spell immunity and when not dispelled.
Modifiers
Buff Purifying Flames: Dispellable with any dispel.
Like a hall of mirrors might amplify the light of a single candle, the shattered walls of the universe can transform the light of prophecy into a burning torch.

Notes:

  • The damage is applied instantly upon cast, followed by the heal over time. The damage is lethal to enemies, but not to allies.
  • Heals in 1 second intervals, starting 1 second after cast, resulting in 9 instances of heal.
  • Can heal up to 99/198/297/396 health (9/18/27/36 when considering the initial damage before reductions) per cast.
  • Multiple casts on the same target fully stack.


False Promise
Pierces spell immunity. PlayPlay
R
R
Ability
Target Unit
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
Pure
(HP Removal)
Temporarily alters an ally`s destiny, delaying any healing or damage taken until False Promise ends. Any healing that is delayed by False Promise is doubled. Removes most negative status effects and disables on initial cast.
Cast Animation: 0.3+0.97
Cast Range: 1000 (Talent 1250)
Duration: 8/9/10 (Talent 10/11/12)
Cooldown symbol.png 100/65/30
Mana symbol.png 100
Modifiers
Buff False Promise Timer: Undispellable.
Buff False Promise: Undispellable.
Foes and false prophets oft make lies of men`s fates.

Notes:

  • False Promise fully negates damage after all reductions, causing several on-damage effects to not trigger.
  • False Promise has the second highest priority in the group of damage negating spells. It also negates healing effects.
    • This means when combined with e.g. Aphotic Shield or Living Armor, False Promise negates damage while the shield or armor do not.
    • It has a lower priority than Borrowed Time, means Borrowed Time first turns damage into heal, and then it is blocked as heal by False Promise.
    • The heal block has a priority over that from Ice Blast, so that it still gets applied and doubled by False Promise.
  • As with all damage manipulating effects, False Promise only negates and delays the 3 damage types. It fully ignores HP Removal (except for Heartstopper Aura).
  • Does not prevent instantly killing effects like Culling Blade, Suicide Squad, Attack!, Bloodstone or Ice Blast shatter.
  • At the end of the duration, the target gets healed (first sound) if the overall heal was higher, or damaged (second sound) if the damage was higher. The heal is always credited to Oracle.
  • If the damage was higher, the target takes the net damage (HP Removal) from each unit which damaged it, based on the order in which the units applied their damage.
    • If a unit dealt multiple instances, it gets summed up and dealt in order whenever it dealt its first instance.
    • Example: Unit A deals 150 damage, unit C 200, unit B 100, and then unit A 100 again. The damage at the end is applied in this order: Unit A 250, C 200, B 100.
    • Therefore, if the target dies, the kill is credited to whoever`s instance dealt the killing blow, which can be the first, last or any other instance in between.
    • If the target was healed, the heal is distributed so that all units which damaged the target still have their damage instance dealt at the end.
  • Despite being HPTechnology company Removal, Shallow Grave can still save the target from it and Borrowed Time still turns it into heals.
  • Successive casts on the same target do not stack, but refresh the duration. The blocked heal and damage counters are not reset.
  • The visual orb above the target`s head gains more particles based on the received damage and heal. These are visible to everyone.
    • Damage adds a fiery particle effect to it, and causes the bubble around the False Promise target to crack. These effects intensify the more damage is taken.
    • Heals add green particle effects to it, which float around it. The more heals are received during False Promise, the more green particles appear.


Videos

Info

Hero Strategy   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Contents 1 Gameplay 1.1 Support 1.2 Core: Middle 2 dota2 Counters Play “Many hands make light work.” This article is badly written or needs more information. Please help the community by updating it. Read this formatting guide first.   Hero   Strategy   Counters   Equipment   Equipment   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e Oracle Equipment (collapse sets) Oracle currently has no Gear   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     This is a list of cosmetic items that reflects dota2 Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Sounds   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e  Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Nerif, the Oracle Ascendants to the Great Seat of Old Abilities   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     No records NewPP limit report Cached time: 20170623134036 Cache Changelogs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Contents 1 Version history 2 Patch history Version history dota2 Known Bugs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Fortune s End edit] Fortune s End uses the wrong AoE
Oracle
Strength attribute symbol.png
18 + 2.2
Agility attribute symbol.png
15 + 1.7
Intelligence primary attribute symbol.png
23 + 2.9
Level Base 1 15 25
Health “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 200 560 1160 1600
H. Regen “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 0 1.08 2.93 4.25
Mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 75 328 768 1087
M. Regen Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 0.01 0.93 2.55 3.71
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2 16‒22 39‒45 79‒85 108‒114
Armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor dota2 0 2.14 5.54 7.97
Spell Dmg   Spell damage   Spell damage sources     Spell damage is all damage which is not dealt by physical attacks. This includes all spells which deal magical, physical or pure damage. Even the damage dota2 0% 1.64% 4.54% 6.61%
Att / Sec The frequency with which units attack is measured in attack speed. A unit s attack speed can be modified by items, agility, abilities, and auras. Contents 1 Base attack time 2 Attack speed representation 3 Attack dota2 0.71 0.82 0.98 1.1
Movement Speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed dota2 305
Turn Rate Turn rate is the speed at which a unit can turn. When moving to a location, a unit first turns to face that location, then begins walking. Similarly, when targeting another unit with an attack 0.4
Vision Range Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a dota2 1800/800
Attack Range 620
Projectile Speed 900
Attack Animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a 0.3+0.7
Base Attack Time 1.4
Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 25%
Collision Size 24
Legs 2

Nerif the Oracle is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 dota2 hero   Main   Mechanics   Attributes Table   Release Dates   Grid Layout     Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During dota2 who alters the fate of allies and enemies with his combination of multipurpose nukes and buffs. He possesses the ability to change his foes` fortunes with Fortune`s End, which deals nuke damage and pins down any enemies in its radius, while removing any purgeable buffs from them. His Fate`s Edict can be cast on allies and enemies alike, disarming them but also granting them complete resistance against magical damage; used with skill, he can render his foes` weapons useless or shield his allies from unfriendly spells. Purifying Flames, like Fate`s Edict, can be cast on friend or foe, dealing magical damage but also applying a healing buff to them. His signature ability and ultimate, False Promise, puts an ally`s fate on hold, preventing them from being disabled or harmed by the enemy for a short time, and then fully returning them to reality at the end of the spell`s duration. Knowledge of Oracle`s skills is key to use him at his full potential; while he can defy destiny and snatch victory from the jaws of defeat, one mistake can potentially seal the fate of his allies.

Talents

Hero Talents
+2s False Promise Duration 25 +250 Cast Range
+20 Intelligence attribute symbol.png Intelligence 20 +25 Movement Speed
+60 Gold/Min 15 +200 Health
+20% XP Gain 10 +0.75s Fortune`s End Max Duration
Notes:
  • The duration increase to Fortune`s End increases the max channel time and the max root duration. The minimum root duration is unchanged.
  • Upgrading health increases maximum health capacity and keeps the current health percentage.

Recommended items

Starting items:

  • Tangos and Healing Salve allow Oracle to sustain his HP in-lane, preventing him from being harassed away by enemy attacks.
  • Gauntlets of Strength give Oracle more HP, making him much less squishy. It can be used to build a Bracer.
  • Iron Branch is cheap and gives Oracle extra attributes. It can be used to build Magic Wand, or Mekansm.
  • Animal Courier should be purchased by the hard support at the start of a match.

Early game:

  • Magic Stick allows Oracle to instantly replenish his HP and mana, useful in a tight situation or in the middle of a teamfight. Surviving just long enough to cast one or two more of his high-impact spells to change the tide of an engagement.
  • Boots of Speed helps boost Oracle`s respectable base movement speed. In the early game, it allows him to quickly get within range to cast Fortune`s End on an enemy during a gank.
  • Bracer improves Oracle`s all-around attributes, particularly strength for more HP.

Core items:

  • Magic Wand gives Oracle extra attributes, crucial to have on a hard support with no farm priority. The extra charge storage can give Oracle enough mana to cast his ultimate, or another round of his basic spells.
  • Tranquil Boots greatly improves Oracle`s survivability and mobility. The movement speed allows him to more easily position himself for his spells, while the armor helps him to survive in the face of enemy attacks. The passive HP regen allows him to keep his HP at full, reducing the need to return to base.
  • Mekansm is a powerful support item, allowing Oracle to replenish the health of his teammates. In particular, it can be used in tandem with False Promise to heal an ally for 500 HP rather than 250.
  • Observer Wards are important support items that provide crucial vision for Oracle`s team. Knowing where the enemy is allows him to be present at fights to change the fate of allies and enemies alike.
  • Town Portal Scroll is crucial to have at all times on powerful impact supports like Oracle. His ability to defy fate with his spells makes him a powerful ally to have in any fight.

Situational items:

  • Blink Dagger gives Oracle greatly improved mobility and positioning. Getting within range to cast his spells allows Oracle to change the tide of engagements, and it can also help to increase his mobility around the map, reaching hot-spots more easily and allowing him to escape ganks as needed, especially as False Promise can be used to prevent it from going on cooldown due to player damage.
  • Boots of Travel allows Oracle to move around the map at will, appearing to save allies from enemy ganks or showing up to add his nukes and disables to a fight. The increased movement speed greatly improves his mobility, allowing him to more easily get in position to cast spells.

Nerif, the Oracle

Recommended Roles
Support Nuker Disabler Escape

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.

Abilities

Fortune`s End
Ability: Unit Target
Channeled
Affects: Units
Damage: Magical
Channels Nerif`s power into a bolt of scouring energy for a few seconds. When released, the bolt strikes the targeted enemy dealing damage, purging, and stopping units in place within a radius around the target. The stop duration is equal to the time spent channeling.
QT
110
15 / 12 / 9 / 6
Damage:
Maximum Stop Duration:
Minimum Stop Duration:
Radius:
Cast Range:
Cast Point:
₠90 / 120 / 150 / 180
₠2.5
₠0.5
₠300
₠850
₠0
Affected By:₠
The astral orb crackles with power while raw energy lances out, temporarily disrupting and enemy`s connection to their own body.
Notes
  • The purge is applied before the damage and also removes Fate`s Edict and the heal of Purifying Flames from enemies.
  • Enemies have their movement stopped by this ability, staying in place unable to move. They may still attack, cast spells, and use items.
  • Does not interrupt enemy channeling abilities.
  • If the target becomes spell immune while Nerif is channeling, the damage and purge are still dealt to units around the target.
  • Nerif can continue channeling even if the target dies, releasing the spell at the target`s death location.
  • The projectile travels at 1200 movespeed.
  • Blocked by Spell Immunity, but the area of effect still bursts.
  • Blocked by Linken`s Sphere on impact.
  • Can be dispelled.
Fate`s Edict
Ability: Unit Target
Affects: Units
Nerif enraptures the target, rendering it unable to attack and granting it spell resistance. Can be cast on both allies and enemies.
WF
50
16 / 13 / 10 / 7
Magic Resistance:
Duration:
Cast Range:
₠100%
₠3 / 3.5 / 4 / 4.5
₠500 / 600 / 700 / 800
Affected By:₠
An unbreakable prophecy resounds: a chosen ally shall briefly suffer no magics. Other kinds of suffering however...
Notes
  • Blocked by Spell Immunity and Linken`s Sphere.
  • Can be dispelled.
Purifying Flames
Ability: Unit Target
Affects: Units
Damage: Magical
Burns away impurities from the target, dealing heavy damage and causing them to regenerate life each second. Can be cast on both allies and enemies. This buff stacks.
Upgradeable by Aghanim`s Scepter to reduce the cooldown and cast point.
EE
80 / 85 / 90 / 95
2.25
Damage:
Heal Per Second:
Duration:
Cast Range:
Scepter Cooldown:
Scepter Cast Point:
₠90 / 180 / 270 / 360
₠11 / 22 / 33 / 44
₠9
₠800
1
0.1
Affected By:₠
Like a hall of mirrors might amplify the light of a single candle, the shattered walls of the universe can transform the light of prophecy into a burning torch.
Notes
  • Total healing: 99 / 198 / 297 / 396.
  • The healing buff stacks.
  • Damage is non-lethal to allies.
  • Fate`s Edict prevents the damage but not the healing.
  • Fortune`s End purges the healing buff from enemy targets.
  • Blocked by Spell Immunity and Linken`s Sphere.
  • Can be dispelled.
False Promise
Ability: Unit Target
Affects: Allied Units
Temporarily alters the target ally`s destiny, delaying all damage, healing, and regeneration effects on them until False Promise ends. Removes all negative status effects on cast. The delayed healing is doubled when it is provided at the end.
RR
100
100 / 65 / 30
Duration:

Cast Range:

₠7 / 8 / 9
11 with talent
₠1000
Foes and false prophets oft make lies of men`s fates.
Notes
  • Applies a strong dispel when cast.
  • The delayed healing is doubled and then applied before the damage when the buff ends.
  • The damage is lethal and the kill is credited to the original damage source that dealt the killing blow.
  • HP Cost is not added to the damage value and is ignored.
  • Instant Kill abilities will still kill through False Promise.
  • The orb visual above the target is fiery when taking more damage. It turns green if more healing was done.
  • Because the healing is doubled at the end, a fiery visual does not always mean the target is likely to die. It may still survive.
  • Shallow Grave and Borrowed Time can save a target under False Promise. Invulnerability cannot.
  • Cannot be dispelled.

Talent Tree

Talent Tree
+2s False Promise Duration 25 +250 Cast Range
+20 Intelligence 20 +25 Movement Speed
+60 Gold/Min 15 +200 Health
+20% XP Gain 10 -20s Respawn Time

Recommended Items

Standard Build
Starting Items Early Game Mid Game Late Game