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Earth Spirit

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Earth Spirit
Earth Spirit.png
Strength
21 + 2.9
Agility
17 + 1.5
Intelligence
18 + 2.4
Level 1 16 25
Hit Points 549 1404 2240
Mana 234 728 1235
Damage 46‒56 91-101 135‒145
Armor 3.38 6.81 11.22
Attacks / Second 0.68 0.82 1.01
Movement Speed 305
Turn Rate 0.6
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.35+0.65
Cast Duration 0.01+0
Base Attack Time 1.7

Kaolin the Earth Spirit is a highly adaptable strength hero with great utility, able to effectively fill the role of a support, ganker, or offlaner, while still having a large game presence due to his strong initiation. Unlike most heroes, his abilities revolve around an innate ability, Stone Remnant. Because of Stone Remnant's synergy with his other abilities, Earth Spirit has an incredibly high skill ceiling, and can be challenging to master. He can be surprisingly mobile, owing to his Rolling Boulder, and can use this in combination with his other abilities to position himself to disable multiple enemies, save allies from certain death and generally become a commanding presence in a teamfight, even without a great deal of farm. With good timing he can initiate fights from a distance, and given the right circumstances can deal a surprising amount of damage to both single and multiple targets, all the while disrupting enemy positioning allowing for easy kills. A useful ally and a dangerous enemy, the Earth Spirit's versatility and flexibility make him an ideal hero in almost any lineup or lane.

Contents

[edit] Bio

Earth Spirit Kaolin, the Earth Spirit
Play "Through conflict, one's nature is revealed."
Role: Pip carry.png Carry / Pip ganker.png Nuker
Lore: Deep amid the Upland crags and cliffs there runs a seam of sacred jade long foresworn by highland miners. From this rare material, the likeness of the great general Kaolin was carved and buried at the head of a stone funerary army ten thousand strong--a force of soldiers and holy men, jesters and acrobats, carved by craftsmen and entombed for millennia in the dark embrace of the Earth.

What the craftsmen had not known was that within the strange seam of jade flowed the spirit of the Earth itself--an elemental force at one with the planet. When the force within the carved jade found itself cut off from the life's blood of the world, it gathered its strength over the course of a thousand years and dug itself free and into the light. Now the great Kaolin Earth Spirit strides the Upland roads, fighting for the spirit of the Earth; and in times of need calls forth remnants of his buried army still locked in the loving embrace of the soil.

Voice: Nolan North (Responses)

[edit] Abilities

Boulder Smash
Blocked by Magic Immunity. Partially blocked by Linken's Sphere. Play
Q
D
Boulder Smash icon.png
Ability Affects Damage
Target Unit Units Magical
Earth Spirit smashes the target enemy, ally, or Stone Remnant, knocking it back in the direction he is facing. The knocked back target deals damage to all units it hits. If the target was a Stone Remnant, damaged targets are also stunned, and the travel distance is improved.
Range: 150
Radius: 200
Slam Distance: 500/600/700/800 (2000 when using a Stone Remnant)
Slam Speed: 1200
Damage: 125
Stun Duration: 0.75/1.25/1.75/2.25 seconds (Only when using a Stone Remnant)
Cooldown 22/18/14/10 Mana 100
Partially blocked by Linken's Sphere. Boulder Smash using stone is not blocked.
It is with the power of a mountain that Earth Spirit strikes his enemies.

Notes:

  • Destroys trees.
  • Targeting the spell on the ground will knock a Stone Remnant within 180 units of the target point in that direction.
  • The knockback does not interrupt channeling abilities or casting times. The knocked back unit can take actions normally during the knockback.
  • If the unit finishes casting a teleport spell during the knockback (such as Town Portal Scroll or Nature's Prophet's Teleportation), the unit will be teleported and the knockback will end immediately.
  • The slammed remnant or unit hits invisible units.

Rolling Boulder
Partially blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be purged. Play
W
F
Rolling Boulder icon.png
Ability Affects Damage
Target Point Enemies Magical
After a 0.6s delay, Earth Spirit becomes a boulder, rolling in the direction he is facing and damaging enemy units, stopping if he collides with an enemy hero or is stunned. If the boulder rolls over a Stone Remnant, the Stone Remnant is consumed and travel distance and speed are improved, and impacted enemies have their movement and attack speed slowed.
Range: 800 (1600 when using a Stone Remnant)
Radius: 150
Damage: 90 (135 when using a Stone Remnant)
Movement and Attack Speed Slow: 80% for 2 seconds (Only when using a Stone Remnant)
Cooldown 16/12/8/4 Mana 50
Partially blocked by Magic Immunity. Kaolin collides with the unit without dealing damage. Slow still works when stone is used.
Calling upon his connection to the land, the Earth Spirit draws loose stone to him, which forms a protective ball that he can use to roll short distances.

Notes:

  • The boulder moves at a speed of 800, 1600 when using a Stone Remnant.
  • This ability will always go the full distance. It stops on the opposite side of the first hero it impacts.
  • Earth Spirit can use abilities and items during the Rolling Boulder animation. (except blink dagger; rolling boulder makes Kaolin rooted, just like ensnare/entangle does)
  • Can be interrupted if Earth Spirit gets disabled during the initial 0.6 second rolling charge, as well as while rolling.
  • Does hit invisible enemy heroes.

Geomagnetic Grip
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be purged. Play
E
R
Geomagnetic Grip icon.png
Ability Affects
Target Unit Allies
Earth Spirit pulls the target allied unit or Stone Remnant to his location. Enemies struck by the flying target will be silenced, and take damage if the flying target is a Stone Remnant.
Range: 1100
Radius: 180
Pull Speed: 1000
Silence Duration: 2/3/4/5
Stone Remnant Damage: 100/150/200/250
Cooldown 13 Mana 75
Like calls to like. Even the minerals found in the blood and bones of living beings are not immune to the call of the Earth Spirit.

Notes:

  • Destroys trees along the path of a pulled ally hero.
  • Can grip targets while they are knocked back by Boulder Smash.
  • Will not work on a unit inside Chronosphere icon.png Chronosphere, Duel icon.png Duel, or Black Hole icon.png Black Hole.
  • Gripping an ally does not interrupt channeling abilities or casting times. The gripped ally can take actions normally during the grip.
  • If the ally finishes casting a teleport spell during the grip (such as Town Portal Scroll or Furion's Teleportation), the ally will be teleported and the grip will end immediately.
  • Gripping an ally Batrider during Flaming Lasso will not break the lasso and Flaming Lasso's target will be pulled along.
Stone Remnant
Stone Remnant.png
Duration 120
Hit Points 0
Armor 0
Sight Range 0/0
Notes Interacts with Earth Spirit's spells.

Stone Remnant
Play
D
E
Stone Remnant icon.png
Ability
Target Point
Call a Stone Remnant at the target location. Stones Remnants have no vision and are invulnerable, and can be used with Earth Spirit's abilities. Calling a Stone Remnant consumes a charge, which recharge over time. Earth Spirit can have 6 Stone Remnants active at one time.
Max Charges: 6
Charge Restore Time: 30
Duration: 120
Range: 1400
Earth Spirit calls forth a remnant of his stone army, long buried with him in the dark embrace of the Earth.

Notes:

  • Innate ability that doesn't do anything on its own but is used by other abilities.
  • Kaolin begins the game with and cannot have more than six Stone Charges.
  • When killed, Kaolin will continue to replenish Stone Charges.
  • Stone Remnants are invulnerable and have zero collision (they can be stacked).
  • Is not considered an ability, and therefore does not interact with Magic Stick, Curse of the Silent icon.png Curse of the Silent, etc.

Magnetize
Partially blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
R
T
Magnetize icon.png
Ability Affects Damage
No Target Enemies Magical
Magnetizes enemy units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized units cause nearby Stone Remnants to become energized and explode, applying/refreshing the magnetize debuff on all enemy units near the Stone Remnant. This process can repeat multiple times. Stone Remnants are destroyed in this process. If an enemy hero is affected by silence or slows as a result of Geomagnetic Grip or Rolling Boulder, all magnetized heroes share the effects.
Cast Radius: 300
Search Radius: 300
Explosion Radius: 600
Duration: 6
Damage per Second: 50/75/100
Cooldown 80 Mana 100
Partially blocked by Magic Immunity. The damage is blocked, the debuff is still applied.
At the Earth Spirit’s call, the minerals in the blood and bones of his enemies rebel against the bodies they find themselves in.

Notes:

  • When a Stone Remnant is within range of Magnetize, it doesn't immediately disappear, it becomes static and then disappears after 5 seconds (can still be used by Earth Spirit's other spells in the meantime)
  • Without any Stone Remnant detonation, total damage of 300/450/600.
  • Damages every 0.5 seconds.
  • Hits invisible enemies.

[edit] Recommended items

Explanation:
Starting Items:

  • Healing Salve and Tango help Earth Spirit sustain during the laning phase, preventing him from returning to base due to enemy harassment.
  • Clarity will allow Earth Spirit to refresh his mana after a gank from an ally, as he has a relatively small mana pool.
  • Iron Branch is a cheap and effective way to improve Earth Spirit's mana pool and health pool, both of which are lacking in the early game.
  • Stout Shield is recommended as it will significantly reduce the enemy's auto-attack harass potential, meaning Earth Spirit is able to sustain longer in lane.

Early game:

  • Boots of Speed are essential for Earth Spirit, as the improved speed will allow him to escape deadly situations, as well as catch up to an escaping enemy.
  • Magic Stick is a useful pick up when in a lane against heroes who have low mana cost spells, and are harassing you with those spells. The magic stick, or even the upgraded Magic Wand, will give you health and mana when they do so, reducing the net damage they are truly doing.
  • Null Talisman will increase Earth Spirit's mana pool, which is relatively low in the early game.

Core:

  • Arcane Boots are essential on Earth Spirit. As a strength caster, he benefits greatly from the mana pool increase, as well as the "regen" given by on activation. Arcane Boots also greatly benefit the team, especially if the team is having mana issues.
  • Magic Wand is a useful pick up for the same reason as the Magic Stick. The same effects from the lane also apply in a fight. Against a team with many castable spells, the Magic Wand will fill quickly and will increase Earth Spirit's survivability during a fight.
  • Veil of Discord is a helpful pickup on Earth Spirit, especially when his allies are spell casters. The bonus 25% magic damage works well with all of Earth Spirit's spells, but synergizes the best with his ultimate, Magnetize icon.png Magnetize. Under the right circumstances, it can deal a large amount of magical damage, and the damage amplification will only help the enemies fall faster.
  • Urn of Shadows is a good pickup in a game with lots of fighting, either team fights or consistent ganking. With an Urn of Shadows, each kill earned will grant health charges, which can heal allies as well as damage enemies. The more fighting which occurs near Earth Spirit, the more charges he acquires for his team (Be wary, the charges will only go to the Urn nearest to each death, meaning 2 Urns on a team is generally not recommended).
  • Town Portal Scroll are essential for cross-map transportation. TP scrolls allow Earth Spirit to return to lane quicker after a death, meaning he misses out on less experience in the lane. They can also be used to quickly jump into a fight or defend a tower in a different lane.

Situational:

  • Heaven's Halberd is useful if the enemy team has an auto-attack carry, which is fairly common. The Disarm effect will render the chosen hero unable to attack, making most hard carries useless until the effect wears off. The Heaven's Halberd will also give Earth Spirit extra health, damage, and evasion, all helpful for staying alive in fights.
  • Pipe of Insight is useful in most situations, but especially against a team of casters. Because of the way magic resistance stacks, the Pipe will grant Earth Spirit an additional 22.5% magic resistance. When active, he and all nearby allies will receive a shield blocking 400 magic damage. This greatly improves your team's survivability against magical spells.
  • Heart of Tarrasque will massively increase Earth Spirit's survivability, granting him over 1000 bonus health and 2% of his max health per second between fights. This survivability allows Earth Spirit to be in the centre of the fight, making it easier to deal damage with his ultimate Magnetize icon.png Magnetize (as it is a radius around him). If all goes well, Earth Spirit can place more Stone Remnants, refreshing the duration of his ultimate without dying as quickly.
  • Scythe of Vyse greatly improves Earth Spirit's low mana pool, as well as giving him some overall attribute improvement. The ability to Hex an enemy target is also extremely useful, either to pick off a lone hero before they escape, or to disable an important enemy target during a fight.
  • Blade Mail is useful against a team of heroes with high damage output, but low health pools. Blade Mail will reflect (but not negate) damage done to Earth Spirit when active. This item is most effective if Earth Spirit can survive the burst damage, but the enemy cannot.
  • Shiva's Guard greatly increases both Earth Spirit's armor, allowing him to take more physical damage, as will as greatly increase his mana pools, allowing him to use his spells more frequently. The active effect of the Shiva's Guard also deals damage and slows in an area around Earth Spirit. He is a good Shiva's Guard carrier as he will most likely be in the center of the fight due to Magnetize icon.png Magnetize. Shiva's Guard also provides a 40 attack speed slow to nearby enemies, making it a good pickup against right-click carries as well.
  • Force Staff has many uses for a hero such as Earth Spirit. It can be used to position Earth Spirits abilities, as well as escape from failed fights or ganks. It can also be used to save nearby allies, or push enemies into your grasp. It also improves his mana pool, which as a Strength hero, is helpful.
  • Mekansm improves Earth Spirit's already good armor and health regeneration, but its best use is the 250 health heal to himself and nearby allies. As a Strength hero, he can survive longer than most Intelligence heroes, allowing him to save the Mekansm heal for a later in a fight, perhaps when it can benefit all team members.

[edit] Equipment

[edit] Trivia

  • Earth Spirit, like Brewmaster icon.png Brewmaster, Storm Spirit icon.png Storm Spirit and Ember Spirit icon.png Ember Spirit, was a Pandaren in DotA. However, he was re-skinned to avoid copyright issues with Blizzard, since Pandaren are a race of creatures in the Warcraft Universe.
  • His innate ability, Stone Remnant, is called Stone Caller in DotA, and it summons an actual Rock rather than a Remnant. Its function and mechanics are just the same.
  • Earth Spirit's name, Kaolin, is a reference to a type of fine white clay of the same name.
  • Earth Spirit's lore draws inspiration from the Terracotta Army, a collection of statues depicting Chinese emperor Qin Shi Huang's armies.

[edit] Update history

January 09, 2014 Patch

December 16, 2013 Patch

  • Fixed Magnetic Grip being able to pull you out of Duel, Blackhole and Chronosphere.
  • Fixed Earth Spirit Legacy Keys.

December 12, 2013 Patch

  • Fixed Stone Remnant counting as a spell (for purposes of Curse of the Silent, Magic Stick, etc).
  • Heroes updated or newly enabled on the workshop - Earth Spirit icon.png Earth Spirit, Ember Spirit icon.png Ember Spirit, Storm Spirit icon.png Storm Spirit, Gyrocopter icon.png Gyrocopter, Pudge icon.png Pudge.

November 15, 2013 Patch

  • Fixed an issue with Refreshing Rolling Boulder while already rolling.
  • Fixed refreshed Boulder Smash causing units to teleport.
  • Fixed a smashed Stone Remnant that got gripped still applying damage and silence to units in its old path.
  • Fixed Magnetize and Rolling Boulder not applying their debuffs to magic immune enemies.
  • Reduced Stone Remnant model size.

November 14, 2013 Patch

  • Added Earth Spirit icon.png Earth Spirit.

[edit] Balance Changelog

6.81

6.80

  • Stone Remnant icon.png Stone Remnant recharge timer increased from 25 to 35.
  • Geomagnetic Grip icon.png Geomagnetic Grip now does a 2/3/4/5 second silence instead of a 1/1.5/2/2.5 second stun.
  • Geomagnetic Grip icon.png Geomagnetic Grip damage rescaled from 125 to 100/150/200/250.
  • Boulder Smash icon.png Boulder Smash damage rescaled from 100/150/200/250 to 125.
  • Boulder Smash icon.png Boulder Smash now does a 0.75/1.25/1.75/2.25 second stun instead of a 3.5/4/4.5/5 second silence.
  • Boulder Smash icon.png Boulder Smash radius from 225 to 200.
  • Rolling Boulder icon.png Rolling Boulder now also gets interrupted if disabled during the initial 0.6 rolling charge, instead of only while its moving.
  • Geomagnetic Grip icon.png Geomagnetic Grip now kills trees along the path of a dragged allied hero.
  • Targeting someone directly with Boulder Smash icon.png Boulder Smash will now be blocked by Linken's Sphere.
  • Fixed being able to cast Geomagnetic Grip icon.png Geomagnetic Grip on magic immune allies.
  • Fixed Boulder Smash icon.png Boulder Smash being able to target Magic Immune units.
  • Fixed Rolling Boulder icon.png Rolling Boulder travel distance going further than intended if you use a Stone Remnant near the end of the roll.

6.79c

  • Boulder Smash icon.png Boulder Smash
    • Silence duration reduced from 5 to 3.5/4/4.5/5.
    • Unit knockback range rescaled from 800 to 500/600/700/800.
  • Geomagnetic Grip icon.png Geomagnetic Grip cast range reduced from 1400 to 1100.

6.79

  • Boulder Smash icon.png Boulder Smash
    • Rock push distance reduced from 2400 to 2000.
    • Can target a point to push the nearest rock within 180 aoe.

6.78

  • Created.

[edit] See also