Earthshaker

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Earthshaker
Earthshaker.png
Strength
22 + 2.9
Agility
12 + 1.4
Intelligence
16 + 1.8
Level Base 1 16 25
Health 200 640 1540 2420
H Regen 0.25 0.91 2.28 3.6
Mana 50 242 590 998
M Regen 0.01 0.65 1.81 3.18
Damage 24‒34 46‒56 91‒101 135‒145
Armor 1 2.71 6 10.37
Spell Dmg 0% 1% 2.81% 4.95%
Att / Sec 0.58 0.65 0.79 0.97
Movement Speed 310
Turn Rate 0.9
Sight Range 1800/800
Attack Range 150
Missile Speed Instant
Attack Duration 0.467+0.863
Base Attack Time 1.7
Magic resistance 25%
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 every time 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 | edit source]

Earthshaker Raigor Stonehoof, the Earthshaker
Play "There may be many earths, but there's only one Earthshaker."
Role: Support Support / Initiator Initiator / Disabler Disabler / Nuker Nuker
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 | edit source]

Fissure
Partially dispellable. Not blocked by Linken's Sphere. Partially blocked by Spell Immunity. 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 along its line.
Cast Animation0.69+0
Cast Range: 1400
Fissure Length: 1350
Fissure Stun Radius: 225
Damage: 110/160/210/260
Stun Duration: 1/1.25/1.5/1.75
Fissure Duration: 8
Cooldown 15 Mana 125/140/155/170
Partially blocked by Spell Immunity. Pushes aside and blocks path for all spell immune units. Does not stun or attempt to damage spell immune enemies.
Partially dispellable. Stun is dispellable with strong dispels.
The Nishian totem splits the world to its core with tectonic force.

Notes:

  • The Fissure's effects are instantly applied within its whole area. There is no travel time.
  • Fissure can stun and damage enemies up to 1575 range away (1350 range + 225 radius).
  • The Fissure consists of 24 segments, which are placed in a straight line in front of Earthshaker.
    • The segments have a collision size of 24 and a distance of 8.25 between each other.
    • This means the Fissure's effective blocking area is 1350 range long, with a width of 48.
    • The first segment is placed 8.25 range in front of Earthshaker, so that it can hit units 192.75 range behind him.
    • Every unit (except wards and buildings) which is within that area upon cast is pushed aside.
  • Units not controlled by any player do not try to path around the Fissure, but simply walk against it as if it is not there.
    • This effectively causes them to get stuck, until they change directions (e.g. when aggro-ing them).


Enchant Totem
Partially dispellable. Not blocked by Linken's Sphere. Not blocked by Spell Immunity. Play
W
E
Enchant Totem icon.png
Ability Affects
No Target (Can be Improved by Aghanim's Scepter. Target Area) Self
Empowers Earthshaker's totem, causing it to deal extra damage on the next attack.
Cast Animation0.69+0.57
Cast Range: 0 (Can be Improved by Aghanim's Scepter. 900)
Max Leap Distance: 0 (Can be Improved by Aghanim's Scepter. 900)
Attack Damage Bonus: 100%/200%/300%/400%
Damage Bonus Duration: 14
Leap Duration: 0 (Can be Improved by Aghanim's Scepter. 1)
Cooldown 5 Mana 20/30/40/50
Partially dispellable. The totem buff is fully dispellable. The leap is undispellable.
Can be Improved by Aghanim's Scepter. Enchant Totem becomes a 900 range ground target ability, causes you to jump in the air and land at the target spot, casting Enchant Totem there.
Raigor's gorilla strength can destroy mountains.

Notes:

  • Enchant Totem only increases base attack damage and additional attack damage given by the primary attribute.
  • Bonus attack damage buff is only used up upon successfully landing an attack. Missed attacks do not waste the buff.
  • When upgraded, the spell turns into a area targeted spell. It may only target the ground or self.
    • Double-clicking the ability automatically targets self.
    • When targeting self, the ability behaves like the unupgraded version, using the 0.69 + 0.57 second cast animation and not leaping.
    • When targeting ground, it uses a 0 second cast time and a 0.2 second cast backswing, during which Eartshaker is disabled.
    • The leap duration is always the same, so the speed adapts based on the targeted distance. The leap height is always 562 range.
    • During the leap, Earthshaker is fully disabled, unable to move, turn, attack or cast spells or items.
    • The spell counts as cast as soon as the leap starts. However, Aftershock and the totem buff are applied upon landing.
    • Aftershock and the totem buff are applied even when Earthshaker gets disabled or dies during the leap.
    • Getting hit by other sources of forced movement causes the leap's trajectory to change, but it is not interrupted.
    • However, getting hit by forced movement causes the ability to not apply Aftershock or the totem buff upon landing.
    • The spell is fully and immediately canceled when getting moved upwards or teleported by other spells.
    • While in the air, other units may pass below Earthshaker.
    • The AoE targeting reticule shows the radius of Aftershock, even when it is no learned yet.


Aftershock
Disabled by Break. Partially dispellable. Not blocked by Linken's Sphere. Blocked by Spell Immunity.
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
Partially dispellable. Dispellable with strong dispels.
The earth trembles beneath the mighty footsteps of Raigor.

Notes:

  • Aftershock does not trigger upon using items.
  • Applies its effects (damage and stun) before the effects of the triggering spell are applied.
  • The stun does not stack with the stun of Fissure. It follows the regular rule of stuns – the longer stun overrides the shorter one.


Echo Slam
Not blocked by Linken's Sphere. Partially blocked by Spell Immunity. 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.
Cast Animation0+1.33
Initial Damage Radius: 575
Echo Search Radius: 575
Initial Damage: 160/210/270
Echo Damage: 40/55/70
Cooldown 150/130/110 Mana 145/205/265
Partially blocked by Spell Immunity. Attempts to damage initially hit spell immune enemies. Spell immune enemies send echo waves towards nearby spell immune enemies. Echoes do not attempt to damage spell immune enemies.
Tectonic plates crack, mountains fold, and foes are crushed by the Echo Slam.

Notes:

  • Echo Slam interrupts Earthshaker's channeling spells upon cast.
  • Applies the initial damage instantly to all units within the initial damage radius.
  • The echo search radii are centered around each unit hit by the initial damage.
    • Echo waves are send out to every enemy unit within the search radius.
    • This means the echo waves targets can be up to 1150 range away from Earthshaker upon cast.
  • The echo waves travel at a speed of 550 and can be disjointed.
  • Any unit killed by the Echo Slam's initial damage still releases echo waves to units around it.
  • Wards and buildings are completely ignored, meaning they do not release echo waves.
  • Total damage to a single unit when hitting a certain number of heroes with no creeps nearby:
    • 1 Hero: 200/265/340
    • 2 Heroes: 240/320/410
    • 3 Heroes: 280/375/480
    • 4 Heroes: 320/430/550
    • 5 Heroes: 360/485/620


Recommended items[edit | edit source]

Starting items:

  • Tango icon.png Tango provides health regeneration in lane.
  • Iron Branch icon.png Iron Branch gives basic stats and can be built into Magic Wand icon.png Magic Wand, also allows more regeneration from Tango.
  • Clarity icon.png Clarity potions allow him to cast Fissure's more than once, since its mana cost is relatively high and Earthshaker's mana pool is small.
  • Animal Courier (Radiant) icon.png Animal Courier should be purchased if there are no other supports on the team. However, he may need to sacrifice a few items, such as Gauntlets of Strength, or two Clarities, reducing his lane presence by a big deal.
  • Infused Raindrop icon.png Infused Raindrop provides excellent protection against magical harassment, against which Earthshaker normally has no defense.
  • Enchanted Mango icon.png Enchanted Mango provides extra health regen, also an extra mana source in a pinch for an extra Fissure.

Early-game items:

  • Magic Wand icon.png Magic Wand can be a good source of health and mana restoration if the enemies use their abilities often, and can even be used in a pinch to get enough mana for his Fissure.
  • Arcane Boots icon.png Arcane Boots are important to compensate for Earthshaker's low mana.
  • Power Treads icon.png Power Treads is another good choice for combat-oriented Earthshaker.
  • Soul Ring icon.png Soul Ring is an alternative source of mana in the early game, allows for liberal use of Fissure.
  • Tranquil Boots (Active) icon.png Tranquil Boots effectively regenerates the HP loss from Soul Ring icon.png Soul Ring.
  • Bracer icon.png Bracer gives a good source of health, attack damage, and mana. It can also be used to chase fleeing enemies to take them down with his Enchant Totem.

Core items:

Situational items:

  • Force Staff icon.png Force Staff act as a supplement to Earthshaker's mobility, as you can initiate from even further. It can also be used to escape rough situations, especially Power Cogs icon.png Power Cogs.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity increases mana pool and mana regeneration. The active adds an additional disable on enemy, also purges silence for a spellcaster as Earthshaker.
  • Ghost Scepter icon.png Ghost Scepter can kite enemies and buy yourself time if being constantly focused by physical attackers.
  • Glimmer Cape icon.png Glimmer Cape increases Earthshaker's magical resistance. The active can help himself or ally to escape when enemy has no detection.
  • Aghanim's Scepter icon.png Aghanim's Scepter allows Earthshaker to jump into fights with Enchant Totem, giving him even greater mobility. It also provides a good boost to his stats.
  • Veil of Discord icon.png Veil of Discord can give more damage to his own abilities, and any of the allies' abilities that are affected by magic resistance.
  • Refresher Orb icon.png Refresher Orb allows Earthshaker to use his skill one more time in teamfight, providing a theoretical 9 second chain stun in late game than can even bring down the entire team. Note that the first Echo Slam icon.png Echo Slam usually clear up the creep wave and summons so the second one won't be as effective if used immediately.
  • Lotus Orb icon.png Lotus Orb gives you additional armor and regen. The active can purge debuff (especially silence) from you or your ally, also reflect all targeted spells.
  • Scythe of Vyse icon.png Scythe of Vyse offers a hard disable which is useful in late game.
  • Daedalus icon.png Daedalus increases damage output from Enchant Totem icon.png Enchant Totem with raw damage and critical chance. It is an unorthodox build and favored by more combat-oriented Earthshaker builds.
  • Boots of Travel 1 icon.png Boots of Travel is sometimes picked up during the late game.

Gameplay[edit | edit source]

Strategy[edit | edit source]

Main article: Earthshaker/Guide

Counters[edit | edit source]

Main article: Earthshaker/Counters

History[edit | edit source]

Lore[edit | edit source]

Main article: Earthshaker/Lore

Trivia[edit | edit source]

Equipment[edit | edit source]

Gallery[edit | edit source]