Nerif, the Oracle Guide, Build and Strategy

Nerif, the Oracle Guide Build and Strategy. The Oracle is a Sentinel Intelligence hero which is released in the DotA 6.78, together with Earth Spirit. Oracle has a unique skill set which need you properly cast one skill after another to get the maximum output. Thanks to that, Nerif can be both fit a nuker or support role.

Few have the knack for plucking the strings of fate, let alone seeing them for what they are. Fate is as mysterious as it is fickle, but for Nerif it has always been a burden. Those chosen must answer the call, and since boyhood he has been raised into the hallowed role of Oracle, proclaiming destiny's path to those worthy to hear of it. Though many of his ilk have chosen more peaceful routes to serving fate, he never felt that the future must be passively proclaimed. With the view of fate before him, his powers were suited by nudging and pulling threads and, where needed, severing them to better the life of all. It was inevitable that his abilities would culminate in deadly battle - he knew would come to pass, and he is ready to cut lives short to lengthen others.

Alliance: Sentinel
Type: Intelligence

Total Starting Damage: 45-51
Total Starting Armor: 2
Range: 620
BAT: 1.4
Movespeed: 305

Agility: 15 + 1.7
Strength: 18 + 1.9
Intelligence: 23 + 2.9

Nerif, the Oracle Skill

Fortune's End (Channeling, Enemy Target)
Channels Nerif's power into a bolt of scouring energy for up to 3 seconds. When released the bolt strikes the targeted enemy, dealing damage and purging in an AoE around them. The purge duration is equal to the time spent channeling.

Cast Range: 650
Damage: 75/150/225/300
AOE: 215
Purge duration: Up to 3 seconds

Cooldown: 12
Manacost: 130

Note: The purge happens before the damage and also removes Fate's Edict and Purifying Flames.

Fate's Edict (Target Ally/Enemy)
Nerif enraptures the target, rendering them unable to attack, granting them 100% spell resistance, and increasing the damage they take from other damage types by 50%. Can be cast on both allies and enemies.

Duration: 3/4/5/6
Cast Range: 700
Cooldown: 14
Manacost: 50

Purifying Flames (Target Ally/Enemy)
Burns away impurities from the target, dealing heavy damage and causing them to regenerate life each second for 9 seconds. Can be cast on both allies and enemies.

Damage: 90/180/270/360
Regeneration per second: 11/22/33/44
Duration: 9

Cooldown: 3
Manacost: 30/45/60/75
Cast Range: 750

Note: Damage is nonlethal on allies.

False Promise (Target Ally)
Temporarily alters the target ally's destiny, delaying all damage, healing and regeneration effects on them until False Promise ends. Ally is granted invisibility while attacking and moving. Removes all negative status effects when applied. The delayed healing is doubled when it is provided at the end of the duration.
Even Fountain cannot hurt you! (but after 9 seconds, you take all that damage..)
Cast Range: 1500
Duration: 7/8/9

Manacost: 100
Cooldown: 20

Note: All damage and healing happen immediately once the buff ends. This damage is lethal and is credited to the original damage sources.

Nerif the Oracle Item Build
Dagon, Bracer, Bracer, Magic Wand, Arcane Boots, Town Portal

Oracle is a support hero by nature and have a very flexible build. But one of the most popular build is Dagon. Combined with Purifying Flames, Fortune's End and Dagon, you can get a huge burst damage which can instantly kill heroes with less than 1000 hp! Other than that, if you want to truly be a supportive hero, buy Euls, Force Staff or Mekans, depending on what your team needs.

And you should note that this hero is really squishy, so grab 1 or 2 Bracers to pump your hp!

Nerif the Oracle Skill Build
1. Fortune's End
2. Fate's Edict/Purifying Flames
3. Purifying Flames
4. Purifying Flames/Fate's Edict
5. Purifying Flames
6. False Promise
7. Purifying Flames
8. Fortune's End
9. Fortune's End
10. Fortune's End
11. False Promise
12. Fate's Edict
13. Fate's Edict
14. Fate's Edict
15. Stats
16. False Promise
17-25. Stats

Fortune's End taken first as the purge can help you net a First Blood. The first skill to be maxed is Purifying Flame, as it can be a deadly nuke combined with Fortune's End and can be a strong heal combined with Fate's Edict. One thing you should remember, the Purifying Flames cooldown is really short (3 seconds!). So you can cast it twice to your enemy before combined it with Fortune's End. Or if you have Fate's Edict level 2 or above, you can cast the flame 2 times to heal your ally.

False Promise is taken whenever possible. It's a very strong skill. The problem is, many players tend to cast this to their self in a team clash. If you do that, please don't, cast this skill on your carry hero instead. You will want him survive and carry your team to the victory. But if you play as a nuker, use False Promise to initiate, they won't know what hit them before too late. False Promise, Flame, hit, Flame, Fortune's End and Dagon if you have it. This combo usually will kill most of them.

Nerif the Oracle Strategy
Positive Combo
Combo 1: Healing! (Fate's Edict + Purifying Flame)
Cast Fate's Edict before the Purifying Flame to your allies to let them get the heal without the initial damage. You can do this as long as the Fate's Edict duration not yet ended.

Combo 2: Damage! (Purifying Flame + Fortune's End)
Cast Purifying Flame to damage your enemies and immediately cast Fortune's End to remove the heal.

Combo 3: Immortal! (False Promise + Dazzle's Shallow Grave/Abbadon's Borrowed Time)
Use False Promise and when the duration is almost over, use Dazzle's Shallow Grave or Abbadon's Borrowed Time. Can also work with Reincarnate.

Bad Combo (Don't do this!)
Bad Combo 1: No Damage! (Fate's Edict + your allies magical damage)
Don't cast Fate's Edict to your enemies if you know your allies will cast another skill (Lion's Finger, Lina's Laguna Blade). They won't do any damage!

Bad Combo 2: Can't attack! (Fate's Edict + your hitter)
While Fate's Edict can save your allies from magical damage, never ever cast it in your hitter! Mortred or Void will be useless if they cannot hit the enemies.

Do you have different way on playing Nerif the Oracle? Please share it here :)