Oracle: “The Oracle sees all.”
Nerif, the Oracle, is an intelligence hero from DotA and Dota 2. He is a Radiant ranged unit whose abilities can remove status effects and partially affect enemies and allies alike. In the game, he can take on the role of a lane support, support and nukers. With Fortune’s End, Oracle summons a channeling orb on an enemy unit that clears the area around that unit when activated and deals damage. The longer the ability channels, the longer the purge duration. Fate’s Edict can be cast on allies or enemies to make the target immune to magical damage, but also increase incoming physical damage to the target by 50%. At the same time, Fate’s Edict renders the target incapable of attack. Oracle’s third ability Purifying Flames can also be cast on allies and enemies. It first massively damages the target and then lets it regenerate for over nine seconds. Overall, however, the healing is only minimally greater than the damage done first. The Ultimate False Promise can be applied to an allied target unit, removing negative status effects and delaying the arrival of damage as well as healing effects until it ends. At the same time, it grants the target complete invisibility, which is not interrupted even by movement and attacks on enemy or neutral units. Aghanim’s Scepter does not enhance Oracle’s Ultimate, but instead rains Purifying Flames on its opponents as its cooldown is nearly removed…. Oracle appeared in the comic ‘The Contract’ and appeared, shortly after, with the Foreseer’s Contract update.
Oracle- Hype
By carefully combining his complex abilities, Oracle simultaneously controls the fate of his friends and enemies. While confusing enemies with false promises, he can provide his allies with some precious moments of protection to destroy an enemy or reverse a horrible fate.
Oracle- Biography
“For centuries, the kings of the Great Throne of Cymurri obtained their oracles from the ivory incubarium high up among the barren peaks of the Zealot Range, making a down payment when the embryo was conceived and paying the balance when the adult, carefully trained prophet was delivered.
All oracles were raised by the same White Seers who carried and gave birth to them. Their physical form was anchored in the world in which most of us live, while their souls roamed far outside, unimpaired by their astral umbilical cords. When the prophets returned from such cosmic forays, they spoke words of fire with tongues of flesh. Their mysterious muttered utterances were analyzed by the Cymurri advisors, who found in them visions of the future, diplomatic counsel, and all the supernatural ammunition the race of idol kings needed to ensure their victory in any confrontation, whether in court or on the battlefield. So it went for quite a few generations, the pages of the idol book filling up with the names of triumphant kings and the territories they conquered. So it went, at least until the special oracle named Nerif arrived to serve the last of the stone-helmeted kings.
Nerif’s prophecies were unusual from the beginning. They did not seem to point to the future, but to shape it. The strange soothsayer croaked out advice that no one had asked for, and suddenly the Cymurri found themselves embroiled in conflicts with new enemies. Sensing an assault on their power, the advisors quickly pinned these unwelcome developments on the new oracle. They demanded his dismissal and asked the seers to withdraw their flawed prophet and replace him with a worthy substitute. But Nerif described an ominous dream of the incubarium’s destruction, and a few hours later news was received of the ancient school’s destruction by a catastrophic avalanche. The counselors, fearing the same fate as the White Seers, then retreated to their counseling chambers, suddenly anxious not to attract the attention of the Oracle.
The Idol King, however, was a being of strong practical disposition and questioned the devotion of his overprotective advisors. Such an extraordinary oracle, he argued, should be used as a weapon to increase his influence. So he demoted his timid advisors and put Nerif at his side. Without even beginning to comprehend Nerif’s talent, he boldly named his desired successes and persuaded Nerif to predict his wishes as a prophecy.
At first, all went well. The last idol king boasted that by taking in the lap child of fate, he had made fate itself his plaything. He should have seen it as a warning when, on the eve of his invasion of the Empire of the Unquenched Satrap, he tried to force a prediction of his certain victory from his oracle, but heard from Nerif only a quietly murmured “Both possibilities could occur.” No clearer statement could he coax from his lips. Nevertheless, the king was full of confidence in his army. The satrapy was surrounded by his country, poorly armed and cut off from all possible allies. He interpreted “Both possibilities could occur” as an indication that his plan carried little risk with tactical superiority on his side.
Of course, we now know that he should have taken the seer’s words literally. Even after careful study of the annals of If, which are provided with explanations, it is almost impossible to imagine what happened in the square in front of the palace of the Unquenched Satrap. It seems that the battle took two different courses amid the carnage. At each key point, reality divided and broke into pieces. Soldiers who wavered and fell in battle simultaneously stood sure-footed and continued their fight. Their minds also divided; the warriors were simultaneously dead and alive, existing and yet not existing. Victory and defeat were shared, so that every single outcome of the battle was experienced by both armies simultaneously. The universe became a hall of mirrors in which all mirrors broke endlessly.
The immediate result for both sides was madness. Unable to comprehend the state of being victorious and defeated, the idol king’s mind scattered into dust grains of madness. It was no different for the simple satrap. The conflicting realities continued to divide and divide, producing an infinite number of histories, all populated with a confused population that soon lost its ability to feed, clothe, defend, or procreate in conventional ways.
Long before the aftermath subsided, however, the prudent Cymurri advisors took control of Nerif, bound and gagged him, and carried him out of their universe on a dimensional barge at high speed, hoping to send him somewhere where he could no longer harm them. Of course, it was already too late for them. And it might be for us, too.”
Heroes (Dota 2)
The heroines and heroes (original: “Heroes”) are the primary playable entities in DotA and Dota 2. In a game, each player takes control of one of the 112 playable heroines and heroes. Each hero and heroine is a character with different attributes, abilities and roles. Each heroine and hero can also be categorized by the default attacks, which happen either in melee or ranged attacks.
Valve plans to develop their own heroines and heroes for Dota 2 after the release of the classic heroines and heroes from DotA Allstars, as Erik Johnson previously announced in a 2014 interview. After the release of Arc Warden in December 2015 and that of Underlord in August 2016, the first hero developed exclusively for Dota 2, Monkey King, appeared in winter 2016, although it was at least based on concepts from classic DotA and appeared there as an event boss opponent. The Dueling Fates update announced in August 2017 confirmed the release of two completely redesigned heroes.