Earth Spirit

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Earth Spirit
Earth Spirit.png
21 + 2.9
17 + 1.5
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
Collision Size 24

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.


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)


Boulder Smash
Blocked by Spell Immunity. Partially blocked by Linken's Sphere. Play
Boulder Smash icon.png
Ability Affects Damage
Target Unit/Target point (remnants only) 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.
Casting range: 200
Radius: 200
Damage: 125
Knockback speed: 1200
Distance (unit): 500/600/700/800
Distance (stone): 2000
Stun duration: 0.75/1.25/1.75/2.25
Cooldown 22/18/14/10 Mana 100
Partially blocked by Linken's Sphere. Blocked if targeted directly on Linken's holder. No interaction otherwise.
It is with the power of a mountain that Earth Spirit strikes his enemies.


  • Stun is applied to all enemy units within the radius of a smashed Stone Remnant. A smashed unit is not stunned and does not stun.
  • Damage is applied to the targeted unit (if it's an enemy) instantly and to enemy units within the radius of the smashed unit or Stone Remnant.
  • The cast range is 1300 units. In order to be able to smash something, one must first get within 200 range of the unit or remnant and then cast it.
    • Targeting the ground will knock a Stone Remnant within 200 range of Earth Spirit towards the targeted direction. If no remnant is in range, nothing will happen.
    • Units can only be knocked back by directly targeting them.
  • Targeted units are not disabled during the knockback. They are able to attack, cast spells and items and can turn.
  • Knockback does not cancel Channeling spells. Teleporting during the knockback cancels the knockback.
  • Can be casted on siege units and the Spirit Bear, but not on ancient units (including Roshan) Warlock's Golem, Familliars and Storm, Earth and Fire from Primal Split icon.png Primal Split.
  • Unlike Geomagnetic Grip, Boulder Smash is able to knock enemy units out of Chronosphere icon.png Chronosphere and Black Hole icon.png Black Hole. It also works on units currently in a Duel icon.png Duel.
  • Casting Boulder Smash on a unit under the effect of Flaming Lasso icon.png Flaming Lasso damages enemies within the radius around the target upon cast, but does not knock it back.
  • Can move units and Stone Remnants over impassable terrain.
  • Units and Stone Remnants destroy trees they collide with.
  • The cooldown for Boulder Smash will not reset unless a unit is struck.

Rolling Boulder
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
Rolling Boulder icon.png
Ability Affects Damage
Target Point Enemies Magical
After a 0.6s delay, Earth Spirit becomes a boulder, rolling towards the target position 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.
Casting range: 3000
Radius: 150
Roll speed: 800 (1600 when using a Stone Remnant)
Roll distance: 800 (1600 when using a Stone Remnant)
Damage: 90 (135 when using a Stone Remnant)
Movement and Attack speed slow: 80%
Slow duration: 0 (2 when using a Stone Remnant)
Cooldown 16/12/8/4 Mana 50
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.


  • Will always roll for the full distance when not colliding with an enemy hero.
  • When colliding with an enemy hero, Earth Spirit lands at the opposite side of the hero from where he collided with and the rolling stops.
  • Rolling over a Stone Remnants increases the roll distance by 800 units, damage by 45, rolling speed by 800ms and adds the slow.
  • Slow is applied to all units in the path, not just the hero it collides with.
  • Rolling Boulder entangles Earth Spirit for its full duration. Means he cannot blink or attack during it, but can cast other items and spells and can turn.
  • When Earth Spirit gets stunned, slept, cycloned or force moved by another spell at any time during Rolling Boulder, it instantly ends.
  • Hex only cancels Rolling Boulder while rolling, not during the 0.6 seconds delay.
  • Ensnares, entangles and taunts do not cancel Rolling Boulder (Frostbite icon.png Frostbite cancels it, because it applies a mini-stun).
  • Does not affect invulnerable units and heroes. Can't collide with invulnerable heroes.
  • Fully affects invisible units and heroes.
  • Can move Earth Spirit over impassable terrain.
  • Destroys trees Earth Spirit collides with.

Geomagnetic Grip
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
Geomagnetic Grip icon.png
Ability Affects Damage
Target Unit Allies Magical
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.
Casting range: 1100
Radius: 180
Stone damage: 50/125/200/275
Pull speed (Remnant): 1000
Pull speed (ally): 600
Silence duration: 2.5/3/3.5/4
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.


  • Silence is applied to all enemy units within the radius of a pulled unit or Stone Remnant.
  • Damage is applied to all enemy units within the radius of a pulled Stone Remnant.
  • Targeting the spell on the ground will pull a Stone Remnant within 180 units of the target point in that direction. Units can only be pulled by directly targeting them.
  • Stone Remnants move at 1000 speed when pulled, while allies move at 600 speed.
  • Targeted units are not disabled during the pull. They are able to attack, cast spells and items and can turn.
  • Pull does not cancel Channeling spells. Teleporting during the pull cancels the pull.
  • Cannot be casted on siege units and magic immune units. Can be casted on the Spirit Bear, Warlock's Golem and Storm and Fire from Primal Split icon.png Primal Split (Earth is magic immune).
  • Casting Geomagnetic Grip on a unit which is in Chronosphere icon.png Chronosphere, Black Hole icon.png Black Hole, Flaming Lasso icon.png Flaming Lasso or Duel icon.png Duel has no effect, wasting the mana and cooldown.
  • Can be casted on and pull allies which are being knocked back by Boulder Smash, canceling the knock back.
  • Can move allies and Stone Remnants over impassable terrain.
  • Destroys trees within 200 radius around allied heroes during the pull.
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
Stone Remnant icon.png
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.
Casting range: 1100
Max charges: 6
Charge restore time: 30
Duration: 120
Earth Spirit calls forth a remnant of his stone army, long buried with him in the dark embrace of the Earth.


  • This is an innate ability and does not need to be skilled.
  • Kaolin begins the game with and cannot have more than six Stone Charges.
  • Charges represent the number shown on the status buff icon. It does not mean he can have only 6 remnants on the field.
  • It's possible to have up to 9 remnants on the field when placing all 6 remants at once, and then every time after the 30 seconds recharge.
  • When killed, Kaolin will continue to replenish Stone Charges.
  • Stone Remnants are invulnerable and have zero collision (they can be stacked).
  • Stone Remnants can only disappear by running out of time, 5 seconds after being used by Magnetize, or instantly by Rolling Boulder.
  • Does not interact with spells which react on spell cast (eg Magic Stick icon.png Magic Stick, Curse of the Silent icon.png Curse of the Silent, Essence Aura icon.png Essence Aura etc.)
  • An enemy Rubick can make use of the same remnants when stealing and using one of Earth Spirit's spells (except for Rolling Boulder).
  • Stone Remnants are visible through the fog of war.

Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Magnetize icon.png
Ability Affects Damage
No Target Enemies Magical
Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby Stone Remnants to become energized and explode, applying/refreshing the magnetize debuff on all 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
Remnant Refresh Radius: 400
Remnant Explosion Radius: 600
Duration: 6
Damage per Second: 50/75/100
Cooldown 80 Mana 100
Can be Improved by Aghanim's Scepter (* shows the improved values). Adds the Enchant Remnant icon.png Enchant Remnant ability.
At the Earth Spirit’s call, the minerals in the blood and bones of his enemies rebel against the bodies they find themselves in.


  • When a Stone Remnant is within 400 range of an affected unit, it will spread it on units within 600 radius around the remnant.
  • Used Stone Remnants are destroyed 8 seconds after being used. They can be utilized by other spells meanwhile.
  • Deals 25/37.5/50 damage and checks for Stone Remnants within range in 0.5 second intervals.
  • Without any Stone Remnant explosion, total damage is 300/450/600.
  • Debuff can be placed and spread on invulnerable units.
  • Fully affects invisible units.

Enchant Remnant
Blocked by Spell Immunity. Blocked by Linken's Sphere. Cannot be purged.
Enchant Remnant icon.png
Ability Affects Damage
Target Unit Units Magical
Earth Spirit temporarily enchants a hero, granting them the properties of a Stone Remnant. After 3 seconds the remnant shatters, releasing the hero and damaging nearby enemies.
Cast Range: 600
Remnant Duration: 3
Shatter Damage: 300
Shatter Radius: 300
Cooldown 45 Mana 150
Kaolin uses the elemental power of the Earth to temporarily petrify living beings, so that they might be conscripted into his stone funerary army.


  • Requires Aghanim's Scepter to be unlocked.
  • The Enchanted Remnant is like his other Remnants, they cannot do anything on their own, they are invulnerable, and they can be used with his skills.
  • Enchanted allies are pulled with 1000 speed by Geomagnetic Grip.
  • The knock back from Boulder Smash or the pull from Geomagnetic Grip are not canceled when Enchant Remnant expires during them.
  • Enchanted enemy heroes will neither take silence or stun, nor the damage from Boulder Smash and Geomagnetic Grip, if the enchantment expires during them.
  • When rolling over enchanted heroes with Rolling Boulder, the enchantment is instantly canceled while Rolling Boulder gets the remnant boost and keeps on rolling.
  • Magnetize debuff can be placed and spread on enchanted enemy heroes.
  • Has a cast point of 0.3 seconds.

Recommended items[edit]

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.


  • 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.


  • 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.



  • 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. It's still named Stone Caller in the npc files.
  • 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.
  • In the npc files, Enchant Remnant is named "Petrify", probably the beta name of the spell which got changed to the current name for unknown reason.

Update history[edit]

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.

Balance Changelog[edit]


Note: The Enchanted Remnant is like his other Stone Remnant icon.png Stone Remnant, they cannot do anything on their own, they are invulnerable, and they can be used with his skills.

  • Boulder Smash icon.png Boulder Smash:
    • Unit targeting now only selects units
    • Point targeting now knocks back the closest Remnant (within 200 area of effect) in the direction selected
      • The cooldown for Boulder Smash will not reset unless a unit is struck.
  • Geomagnetic Grip icon.png Geomagnetic Grip:
    • Silence rebalanced from 2/3/4/5 to 2.5/3/3.5/4
    • Damage rebalanced from 100/150/200/250 to 50/125/200/275
    • Pull speed on allies reduced from 1000 to 600
  • Stone Remnant icon.png Stone Remnant:
    • Drop range reduced from 1400 to 1100
    • Fixed Stone Remnant being unable to travel as a projectile through Chronosphere icon.png Chronosphere
    • Fixed Stone Remnants not appearing in fog of war
  • Magnetize icon.png Magnetize search radius increased from 300 to 400
  • Magnetized Stone Remnant icon.png Stone Remnants disappear after 8 seconds instead of 5



  • 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.


  • 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.


  • 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.


  • Created.

See also[edit]