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
Target Unit / Channeled
Enemies / Allies
Magical
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.
Notes:
- The projectile travels at a speed of 1000 and can be disjointed Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is .
- Disjointing it completely nullifies the effects, including the area root, dispel and damage.
- 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.
- The dispel Dispel Removable buffs Removable debuffs A dispel is the term used for a forced removal of status effects. Dispels usually come together with other mechanics and are rarely seen as is applied before the damage, so that any dispellable protective buff is removed first.
- Can directly be cast on invulnerable units, fully affecting them, though the damage gets negated by the invulnerability.
- When the projectile connects with a spell immune Spell Immunity Ally Interactions Enemy Interactions Default buff iconPlay Error sound “ Play Magic shall not prevail! Click to listen— Anti-Mage ” Spell immunity (formerly known as magic immunity) is a modifier , invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing or hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. unit, it still affects other units within the radius.
- The channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another is not canceled when the target turns spell immune, invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear , invulnerable, hidden or dies.
- When the channeling is interrupted through disables Disables (also called crowd control, or CC) refer to any abilities or status effects that prevent, impede, or otherwise inhibit a Hero from acting. Disables come in many different varieties, and most Heroes have access , the projectile is released prematurely.
- The damage and dispel effect are static, only the root Root (formerly known as Ensnare and Entangle) is a status effect that prevents affected units from moving, and from casting some mobility spells. Contents 1 Mechanics 2 Rooting abilities 3 Self-rooting abilities 4 Disabled by duration is based on the time spent channeling.
- The stop duration starts at 0.5 and increases by 0.08 ( 0.0846) for each 0.1 second channeled, reaching 2.5 ( 3.25) in 2.5 ( 3.25) seconds.
- Fortune`s End roots affected targets, preventing them from moving and casting certain mobility spells.
- Does not interrupt the targets` channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon rooting.
- Provides True Sight Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear over rooted targets for its duration.
- Can neither target, nor affect wards This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against and buildings Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire .
- 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.
- The projectile blocks neutral creep camps.
Target Unit
Enemies / Allies
Notes:
- Applies a disarm on the target and sets its magic resistance to 100%.
Target Unit
Enemies / Allies
Magical
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.
Target Unit
Allied Heroes
Pure
(HP Removal)
Notes:
- Applies a strong dispel on the target upon cast. Can be cast on illusions and creep-heroes.
- 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.
- If the target is invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as HPTechnology company Removal. Most friendly effects, such as healing as False Promise expires, the delayed heal and damage wait for it to become vulnerable again.
- 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
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 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 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 | 20 | +25 Movement Speed |
+60 Gold/Min | 15 | +200 Health |
+20% XP Gain | 10 | +0.75s Fortune`s End Max Duration |
- The duration increase to Fortune`s End increases the max channel time and the max root duration. The minimum root duration is unchanged.
- Gold granted from the talent is unreliable gold.
- 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
| Notes
| ||||||||||
| Notes
| ||||||||||
| Notes
| ||||||||||
| Notes
|
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 | |||||||||||