StarCraft® II

The Oracle is an agile support vessel boasting some of the most advanced protoss technologies in existence. Deciding when to use the ship's combat systems is a specialty among Oracle pilots, as these brilliant individuals hail from an order of young dark templar dedicated to understanding--and controlling--time itself. Their unique knowledge allows them to calculate how their ships can most effectively turn the tide of battle. Although small in number, the Oracle pilots believe that they can change the outcome of any conflict, and by extension, the fate of the protoss race.

* Requires Heart of the Swarm expansion pack

Unit Statistics

3D Model

Basic information

Race: Protoss
Life: 100
Shield: 60
Energy: 200
Armor: 0 (0)
Movement: Fast
Attributes: Light - Mechanical - Psionic


Producer: Stargate
Hotkey: None
Cost: 150 150
Supply: 3
Build time: 50




The manipulation of time allows Oracle pilots to see through the eyes of their enemies for a brief period. This preternatural technique can also reveal burrowed creatures, invisible troopers, or machines obscured by cloaking fields without the need for specialized detection systems.
The Oracle’s core generates a warp field of immense power to contain large amounts of chaotic energy, which is then funneled into an intricate network of miniature crystals and psionically receptive mono-filaments. The stream of raw energy splits and stabilizes as it ebbs through the network, supplying power to the Oracle’s systems.
Activation of the Oracle’s weapon system creates an opening in the warp field generated by the ship’s core. Raw energy flows through sets of simple focusing crystals, which shape each chaotic discharge into a coherent bolt. Shots from the Pulsar cannon simmer with violent power, and are designed to cause heavy damage to ground targets.
The Oracle does not have a central computer to deal with the minutiae of navigation and targeting. Instead, it is equipped with a multi-node hub that links the pilot directly to the ship. Oracle pilots are masters of time that use their knowledge of future and past to gain the upper hand in battle. They rely exclusively on their temporal mastery to direct the deadly salvos of the vessel’s Pulsar Beam.
0.7 0.47 0.51 0.46 0.45 0.61 0.44 0.26

General Strategy

  • Fragile but powerful harassment unit with multiple special abilities and fast movement speed.
  • The Pulsar Beam ability allows the Oracle to quickly destroy enemy workers.
  • The Revelation ability can be used to see the precise location of enemy units for quite some time.
  • The Envision ability can be used to detect cloaked units when Observers are not yet in play.


Terran VS
  • Build base defenses around your mineral line to prevent damage from Oracles.
  • Bringing out a couple Vikings (or placing Widow Mines at key areas) to intercept incoming Oracles is always a good idea.
  • Use Ghosts' EMP ability on enemy Oracles before a battle begins.
Zerg VS
  • Build a couple Spore Crawlers and/or Queens to defend against harassing Oracles.
  • When using fast moving units, spread out your army around each mineral line.
  • In the later stages of the game, spawn Mutalisks to kill Oracles.
Protoss VS
  • Phoenixes move faster than Oracles, making them the perfect counter.
  • Always have pylons near your mineral line so that once you see Oracles, you can quickly warp-in Stalkers to counter them.
  • In the late-game, use the High Templar’s Feedback ability to quickly destroy Oracles.

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