Item Build


starting items
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Early (Buy regen if low)
Core (Required, in order)

Utility Items
Situation (only if needed)

Extension (choice, Any order)
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Ability Build


Fortune's End

1
11
13
14

Fate's Edict

4
8
9
10

Purifying Flames

2
3
5
7

False Promise

6
12
18

Talent Tree

15
16
20
25

+{s:value}s Fortune's End Duration

+{s:value} Intelligence

+{s:value} Cast Range

-{s:value}s Purifying Flames Cooldown

-{s:value}s False Promise Cooldown

-{s:value}% Purifying Flames Allied Damage

-{s:value}s Fortune's End Max Channel Time

+{s:value} False Promise Duration


Author's Ability Notes


Fortune's End is both your initiating ability on foes (due to its immobilization) as well as a way to purge Purifying Flame's heal on enemies. Offensive Combo: [Purifying Flames + Purifying Flames + Fortune's End (no channeling)] - Consecutive damage before purging the heal with Fortune's End. Fortune's End cannot be disjointed by enemies. It dispels disables like Silencer or Slow so cast this on allies as well if necessary.
Defensive Combo: [Fate's Edict] - Use it to disable an enemy's physical attack. Also good to block an enemy's spell on a fleeing ally if Fate's Edict casted on an ally. Healing Combo: [Fate's Edict + Purifying Flames + Purifying Flames] - This will let you heal your ally without them taking any initial damage.
For enemies, spam Purifying Flames to then follow-up with Fortune's End to purge the heal. String as many as you can before purging as your range is very good for Fortune's End. For your allies, cast Fate's Edict on them to negate the damage and keep the regen. Rely on Purifying Flames to help last-hit ranged creeps when laning or to generally farm.
Use False Promise either just as a fight starts or to save an ally. Remember: all heals double after False Promise. So use all your abilities/items that can heal your invulnerable target as soon as possible! This ability is incredibly powerful when used right and taken advantage.

Author's Item Notes


Core (Required, in order)

Glimmer Cape can work in conjunction with your ultimate or in your own defense; the situation is varied but given Oracle's Versatility, it can work in a varied ways.
Aether Lens to allow Oracle to both save allies or impede enemies with his Fortune's End or Fate's Edict makes Aether Lens incredibly valuable at any point of the game. All of Oracle's abilities work with Aether Lens, increasing their range. Don't forget to disassemble Arcane Boots to make Aether Lens.
After disassembling your Arcane Boots to make Aether Lens, build Tranquil Boots: it's cheap, it allows you to stay out of fights until you have to heal/save allies or disable a key enemy.

Situation (only if needed)

Force Staff is due to the situation of Oracle. You want to neither be in the front of fights, but you also want to be near or around to pop your heals, channel abilities, etc. Exchange Eul's Scepter of Divinity for Force Staff if you get caught out a lot or the team is a very mobile one.
Eul's Scepter of Divinity makes that floating sluggish Oracle into a slightly faster slug. The main interest of Eul's Scepter is its purge: Offensive Combo: [Purifying Flames + Fortune's End (no channeling) + Purifying Flames + Eul's + Purifying Flames + Fortune's End (no channeling).
Solar Crest is an overall decent item on Oracle who excels in his traditional attacks, but can also use this item to work alongside a full-channeled Fortune's End or Fate's Edict; making the enemy disabled or immobile and taking large amounts of damage thanks to the armour reduction.
Pipe of Insight provides your team with better sustainability against tough magic casters and carries that can wipe your team up incredibly fast if they're frail to magic types.

Extension (choice, Any order)

Ghost Scepter in combination with your Fate's Edict, let's you essentially be invulnerable while casting spells. Depending if you're leading the charge (get Ghost Scepter) or in the back assisting, Ghost Scepter may situationally be proved useful.
Blink Dagger allows you to stay massively away from fights and from enemy vision. When the time comes to save your ally, you can then Blink in to immediately cast False Promise without interruption or fear of dying before being able to save your ally.
Your heal is amplified when combined with your ultimate ability.

Other Items

Spirit Vessel capitalizes on your early ganking prowlness to then be able to dish out strong scaling damage to high health heroes. Your heal is amplified when combined with your ultimate ability.