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Earthshaker

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Earthshaker
Earthshaker.png
Strength
22 + 2.9
Agility
12 + 1.4
Intelligence
16 + 1.8
Level 1 16 25
Hit Points 568 1423 2259
Mana 208 585 1027
Damage 46‒56 91-101 135‒145
Armor 2.68 5.9 10.18
Attacks / Second 0.65 0.79 0.97
Movement Speed 310
Turn Rate 0.9
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.467+0.863
Cast Duration 0.69+0.5
Base Attack Time 1.7
Collision Size 24

Raigor Stonehoof the Earthshaker is a melee Strength Hero with several area of effect disables, commonly played as a ganker or initiator. Unlike most Strength heroes, he is played more like an Intelligence caster hero and is almost entirely reliant on his spells to inflict heavy damage. His Fissure is a versatile spell that affects enemies in a line, used to stun, inflict decent damage, and create an impassable wall of earth for a significant duration. Good usage of this can cut off chokepoints, leaving enemies with no escape routes or preventing them from chasing after endangered allies. Enchant Totem massively boosts his attack damage for one attack, and has a very short cooldown. Aftershock lets the Earthshaker deal additional damage and stun in a small area around him everytime he uses one of his spells, and combos particularly well with Enchant Totem. Earthshaker's heavy AoE-centric kit is most powerful when his enemies are in large numbers and in close proximity. With his Echo Slam, he can deal heavy damage to clusters of enemies. All of Earthshaker's spells (with the exception of his ultimate) have a long casting animation, but with proper positioning, an adept Earthshaker can wreak havoc with his area-of-effect spells. Blink Dagger is an essential item for Earthshaker to be able to properly land Echo Slam within a cluster of enemies. At the same time, because of the high mana costs of his spells, he needs some form of mana sustenance. With his tremendous seismic power, the Earthshaker is never one that should be taken lightly even when he is heavily outnumbered.

Bio[edit]

Earthshaker Raigor Stonehoof, the Earthshaker
Play "There may be many earths, but there's only one Earthshaker."
Role: Pip initiator.png Initiator / Pip disabler.png Disabler / Pip roamer.png Support / Pip babysitter.png Lane Support
Lore: Like a golem or gargoyle, Earthshaker was one with the earth but now walks freely upon it. Unlike those other entities, he created himself through an act of will, and serves no other master. In restless slumbers, encased in a deep seam of stone, he became aware of the life drifting freely above him. He grew curious. During a season of tremors, the peaks of Nishai shook themselves loose of avalanches, shifting the course of rivers and turning shallow valleys into bottomless chasms. When the land finally ceased quaking, Earthshaker stepped from the settling dust, tossing aside massive boulders as if throwing off a light blanket. He had shaped himself in the image of a mortal beast, and named himself Raigor Stonehoof. He bleeds now, and breathes, and therefore he can die. But his spirit is still that of the earth; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the earth will greet him as a prodigal son.
Voice: John Patrick Lowrie (Responses)

Abilities[edit]

Fissure
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
Q
F
Fissure icon.png
Ability Affects Damage
Target Point Enemies Magical
Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units in a line.
Fissure Length: 1400
Effect Radius: 225
Damage: 125/175/225/275
Stun Duration: 1/1.25/1.5/1.75
Fissure Duration: 8
Cooldown 15 Mana 125/140/155/170
Blocked by Spell Immunity. Spell immune units are still shoved aside and cannot pass through the Fissure.
The Nishian totem splits the earth to its core with tectonic force.

Notes:

  • Fissure icon.png Fissure's pathing blocking width is approximately 80.
  • They still are fully affected by Fissure icon.png Fissure otherwise when hit. They are shoved aside, stunned and damaged.
  • However, spell immune lane and neutral creeps completely ignore the Fissure icon.png Fissure and can walk through it.

Enchant Totem
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
W
E
Enchant Totem icon.png
Ability Affects
No Target Self
Empowers Earthshaker's totem, causing it to deal extra damage on the next attack.
Attack Damage Bonus: 100%/200%/300%/400%
Damage Duration: 14
Cooldown 5 Mana 50
Raigor's gorilla strength can destroy mountains.

Notes:

  • Only increases base damage and additional damage given by the primary attribute.
  • Bonus damage buff is used on successful landed attack.

Aftershock
Blocked by Spell Immunity. Not blocked by Linken's Sphere.
E
T
Aftershock icon.png
Ability Affects Damage
Passive Enemies Magical
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Radius: 300
Damage: 50/75/100/125
Stun Duration: 0.6/0.9/1.2/1.5
The earth trembles beneath the mighty footsteps of Raigor.

Notes:

  • Aftershock icon.png Aftershock's damage and stun is applied before the triggering spell's effects are applied.
  • The stun does not stack with the stun of Fissure icon.png Fissure. It follows the regular rule of stuns – the longer stun overrides the shorter one.

Echo Slam
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
R
C
Echo Slam icon.png
Ability Affects Damage
No Target Enemies Magical
Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Upgradable by Aghanim's Scepter.
Radius: 575
Main Damage: 160/210/270
Echo Damage: 40/55/70
Cooldown 150/130/110 Mana 145/205/265
Not blocked by Spell Immunity. Unit still counts for the echo effect.
Can be Improved by Aghanim's Scepter (* shows the improved values). Causes each initial hero hit to echo twice.
Tectonic plates crack, mountains fold, and foes are crushed by the Echo Slam.

Notes:

  • Echo Slam icon.png Echo Slam as an instant cast time, though the backswing animation has to be manually canceled. Interrupts channeling spells.
  • Each unit within the initial AoE will produce an echo wave, dealing damage to units within a 575 radius around itself (including itself).
  • Creeps killed by Echo Slam icon.png Echo Slam's initial damage will still give off echo wave damage.
  • The initial damage is applied instantly in the AoE, while the echo waves travel at a speed of 550.
  • The Aghanim's Scepter icon.png Aghanim's Scepter upgrade treats illusions as heroes, means they will echo twice aswell.
  • Total damage to a single unit when hitting a certain number of heroes with no creeps nearby (before reductions):
    • 1 Hero: 200/265/340 (240/320/410)
    • 2 Heroes: 240/320/410 (320/430/550)
    • 3 Heroes: 280/375/480 (400/540/690)
    • 4 Heroes: 320/430/550 (480/650/830)
    • 5 Heroes: 360/485/620 (560/760/970)

Recommended items[edit]

Explanation:
Starting items:

  • Since Fissure's mana cost is relatively high, being only usable once with his mediocre mana pool, Clarities will help keep the mana sustained for the early-game.
  • A Healing Salve and Tangos will help him survive in the lane, or can even be used to keep his ally alive.
  • Gauntlets of Strength and an Iron Branch, which can be used to build a Bracer and Magic Wand, respectively, will provide a nice boost of health and damage, as well as slightly more mana.
  • Provided that no one else buys the Animal Courier, Earthshaker can purchase it for his team. However, he may need to sacrifice a few items, such as Gauntlets of Strength, or three Clarities.

Early-game items:

  • The Magic Stick can be a good source of health and mana restoration if the enemies use their abilties often, and can even be used in a pinch to get enough mana for his Fissure.
  • Boots of Speed helps with traveling, which is viable for fleeing from or chasing down enemies.
  • The Bracer gives a good source of health, damage, and mana.
  • Energy Booster is great for fixing his mana problems, allowing him to spam his abilities more often.

Core items:

  • The Magic Wand has the same restoration ability as the Magic Stick (with 5 more max charges), provides nice stats, and saves up an inventory slot from the starting Iron Branch.
  • Arcane Boots not only allows him to spam his abilities even more, but it is a good support item to restore his allies' mana.
  • Blink Dagger is a fantastic initiation tool, being able to severely damage the enemy heroes by blinking in and using Echo Slam and Aftershock. It can also be used to chase fleeing enemies to take them down with his Enchant Totem and Aftershock combo.

Situational items:

  • Aghanim's Scepter gives a great buff not only to his stats, but to Echo Slam as well, greatly increasing the potential damage with secondary echo waves.
  • Veil of Discord is a cheaper, support-oriented alternative to the Aghanim's Scepter. While the stats are not as good, it can give more damage to his own abilities, and any of the allies' abilities that are affected by magic resistance.
  • Shiva's Guard makes him a lot more durable against physical attacks, gives him a sustainable amount of mana for his abilities, and the Arctic Blast can make hitting with a Fissure or chasing for the Enchant Totem and Aftershock combo easier.
  • Not only does the Scythe of Vyse greatly sustain his mana, but it also comes with a good disable, allowing him to land his abilities a lot easier.
  • Heart of Tarrasque, on top of his already relatively large health pool, makes him a lot harder to take down.

Equipment[edit]


Tips[edit]

  • Fissure icon.png Fissure creates an impassable barrier, which can be effective for stopping enemies from escaping.
    • It is important to keep in mind, however, that this barrier is also impassable to yourself and allies. Be careful of how you position yourself and the Fissure wall.
  • Use Enchant Totem icon.png Enchant Totem in conjunction with Aftershock icon.png Aftershock to stop escaping enemies, even when Fissure is unavailable.
  • Upon initiating, Aftershock icon.png Aftershock allows for your Enchant Totem and Echo slam to disable the enemy team for longer periods of time.
  • Because of the echo damage,Echo Slam icon.png Echo Slam is best used in the middle of the enemy team, especially when they have a large amount of units near them.
  • A Blink Dagger icon.png Blink Dagger or Force Staff icon.png Force Staff will help you get into position to use Echo Slam icon.png Echo Slam. Note that it might not always be best to initiate and it can sometimes be best to wait for the enemy team to start the fight and group up.
  • Try to find a balance between building items that help you be the team's initiator and those which increase your mana, Icon Int.png Intelligence and or Icon Str.png Strength so that you can remain effective throughout the game.
    • Soul Ring icon.png Soul Ring is often a particularly effective item on Earthshaker, as it provides both health and mana regeneration while giving you the option for mana whenever needed.
    • Arcane Boots icon.png Arcane Boots give Earthshaker more team utility through active mana regeneration, increased movement speed, and an increased mana pool to allow you to cast more spells.
  • Because of Echo Slam icon.png Echo Slam, it is a fatal mistake to push against an Earthshaker without taking precautions to not get caught while grouped up. Echo Slam's damage has no upper limit and so Earthshaker has the potential to wipe out an entire team of heroes instantly if there are enough bodies present.
  • Because of Echo Slam icon.png Echo Slam, Earthshaker is particularly effective against heroes that can create illusions or clones, such as Chaos Knight, Naga Siren, Phantom Lancer and Meepo, as well as heroes that can summon or control units such as Broodmother, Nature's Prophet, Enchantress and Chen.
  • While he is primarily and fundamentally a support because of his potentially game-breaking spells, it is possible to play Earthshaker as a physical damage dealer due to the very large amount of damage from Enchant Totem icon.png Enchant Totem. There are a lot of builds for this, but they usually revolve around cost-efficient strength items like Drum of Endurance and Armlet of Mordiggian, and then Daedalus. With these items an Earthshaker can potentially instantly kill an enemy carry (though there is some risk involved). If you wish to attempt this type of build, make sure you have the consent of your teammates first, most will assume you plan on supporting.

Trivia[edit]

Update history[edit]

July 18, 2013 Patch

  • New Earthshaker icon.png Earthshaker model.
  • Updates to some Earthshaker icon.png Earthshaker effects.

June 14, 2013 Patch

June 04, 2013 Patch

  • Fixed a number of slightly incorrect properties with Echo Slam icon.png Echo Slam.

December 06, 2012 Patch

July 26, 2012 Patch

July 12, 2012 Patch

  • Fixed Echo Slam icon.png Echo Slam inital damage not hitting units through magic immunity.

June 14, 2012 Patch

  • [Undocumented] Updated Earthshaker Earthshaker's texture.

May 17, 2012 Patch

April 19, 2012 Patch

  • Fixed cases where invulnerable units could get stuck inside Fissure icon.png Fissure.

January 12, 2012 Patch

August 07, 2011 Patch

  • Fixed Legacy hotkeys on Sniper Sniper and Earthshaker Earthshaker.

July 08, 2011 Patch

  • Fixed Echo Slam icon.png Echo Slam hit rules to completely ignore invisible units (including FOW).

July 01, 2011 Patch

  • Units that are not visible will not take damage from Echo Slam icon.png Echo Slam projectiles.

June 02, 2011 Patch

  • Fixed Echo Slam icon.png Echo Slam doing 1 less echo to the initial targets.

May 20, 2011 Patch

  • Fixed Earthshaker Earthshaker's Ultimate Scepter implementation doing double damage to all units hit by it instead of spawning 2 echo waves per hero.

May 13, 2011 Patch

February 09, 2011 Patch

  • Updated Earthshaker Earthshaker Model.
  • Updated additional effect for Earthshaker Earthshaker's Echo Slam icon.png Echo Slam.

January 30, 2011 Patch

January 27, 2011 Patch

  • Fixed Earthshaker Earthshaker's Fissure icon.png Fissure not immediately pushing out mechanical units (sieges).
  • Fixed cases where Earthshaker Earthshaker's Fissure icon.png Fissure would not properly place the hit unit in clear space.

January 18, 2011 Patch

  • Characters with a 0.4 turn rate such as Skeleton King Skeleton King and Earthshaker Earthshaker now turn around faster.

Balance changelog[edit]

6.82

  • Fissure icon.png Fissure:
  • Echo Slam icon.png Echo Slam initial attack is now the same Magic damage type as the rest of its damage (initial damage no longer pierces Spell Immunity)

6.81b

  • Turn rate improved from 0.6 to 0.9.
  • Echo Slam icon.png Echo Slam Initial Damage, Echo Search, Echo Damage AOE increased from 525, 550, 500 to 575, 575, 575.

6.81

  • Creeps no longer try to path around Fissure icon.png Fissure; they will wait for it to disappear.
  • Echo Slam icon.png Echo Slam no longer ignores units that are invisible or in Fog of War.

6.80

  • Base movement speed increased from 300 to 310.
  • Strength gain increased from 2.5 to 2.9.

6.79

  • Enchant Totem icon.png Enchant Totem damage increased from 75/150/225/300% to 100/200/300/400%.
  • Fissure icon.png Fissure range increased from 1300 to 1400.

6.78

  • Turn rate improved from 0.4 to 0.6.
  • Fissure icon.png Fissure range increased from 1200 to 1300.
  • Echo Slam icon.png Echo Slam now considers illusions as heroes.

6.77

  • Aftershock icon.png Aftershock
    • Stun duration rescaled from 0.3/0.7/1.2/1.5 to 0.6/0.9/1.2/1.5.
    • Damage increased from 25/45/75/115 to 50/75/100/125.
  • Enchant Totem icon.png Enchant Totem cooldown decreased from 6 to 5 seconds.

6.75

6.72d

  • Undid melee hero collision change from 6.72c

6.72c

  • Melee hero collision size now reduced from 24 to 12.

6.72

  • Echo Slam icon.png Echo Slam initial damage reduced from 165/230/285 to 160/210/270.

6.71

6.66

  • Aftershock icon.png Aftershock AoE from 280 to 300.
  • Enchant Totem icon.png Enchant Totem damage increased from 50/100/150/200 to 75/150/225/300.
  • Echo Slam icon.png Echo Slam
    • No longer counts corpses for damage Echo damage. (They used to count them for partial damage)
    • Echo damage increased from 35/45/65 to 40/55/70.
    • Unit search aoe increased by 75. (this is not the damage aoe, just the initial unit search aoe)
    • Added Aghanim's Scepter icon.png Aghanim's Scepter (echo bounces twice for each hero it hits)

6.63

  • Echo Slam icon.png Echo Slam now deals half bonus damage from corpses instead of full.

6.50

  • Improved Earthshaker's movement speed.

6.49

  • Rewrote Fissure icon.png Fissure to avoid Entangle and Impale based spell conflicts.

6.39

  • Improved AOE on Aftershock by 30

6.35

  • Minor armor buff (usually 1) to most melee heroes

6.20

  • Fissure nerfed
  • Enchant Totem cooldown reduced

6.16b

  • Recoded fissure

6.04

  • Echo slam dmg per target reduced from 35/45/65 to 27/37/57

Gallery[edit]

See Also[edit]