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22 + 2.9
12 + 1.4
16 + 1.8
Level Base 1 16 25
Hit Points 180 598 1453 2289
HP Regen 0.25 0.91 2.28 3.6
Mana 0 208 585 1027
M Regen 0.01 0.65 1.81 3.18
Damage 24‒34 46‒56 91‒101 135‒145
Armor 1 2.68 5.9 10.18
Att / Sec 0.58 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
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 | edit source]

Earthshaker Raigor Stonehoof, the Earthshaker
Play "There may be many earths, but there's only one Earthshaker."
Role: Pip roamer.png Support / Pip initiator.png Initiator / Pip disabler.png Disabler / Pip ganker.png 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)

Gameplay[edit | edit source]

Abilities[edit | edit source]

Partially dispellable. Not blocked by Linken's Sphere. Partially blocked by Spell Immunity. Play
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 Time: 0.69+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. Pathing block affects spell immune units, stun and damage do not.
Partially dispellable. Stun is dispellable with strong dispels.
The Nishian totem splits the world to its core with tectonic force.


  • 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 Earhshaker, 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
Can be dispelled. Not blocked by Linken's Sphere. Not blocked by Spell Immunity. Play
Enchant Totem icon.png
Ability Affects
No Target Self
Empowers Earthshaker's totem, causing it to deal extra damage on the next attack.
Cast Time: 0.69+0.57
Attack Damage Bonus: 100%/200%/300%/400%
Damage Bonus Duration: 14
Cooldown 5 Mana 20/30/40/50
Raigor's gorilla strength can destroy mountains.


  • 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.

Disabled by Break. Partially dispellable. Not blocked by Linken's Sphere. Blocked by Spell Immunity.
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.


  • 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
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 Time: 0+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.
Can be Improved by Aghanim's Scepter. Causes each initial hero hit to echo twice.
Tectonic plates crack, mountains fold, and foes are crushed by the Echo Slam.


  • 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 radius 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 (before reductions):
    • 1 Hero: 200/265/340 (Can be Improved by Aghanim's Scepter. 240/320/410)
    • 2 Heroes: 240/320/410 (Can be Improved by Aghanim's Scepter. 320/430/550)
    • 3 Heroes: 280/375/480 (Can be Improved by Aghanim's Scepter. 400/540/690)
    • 4 Heroes: 320/430/550 (Can be Improved by Aghanim's Scepter. 480/650/830)
    • 5 Heroes: 360/485/620 (Can be Improved by Aghanim's Scepter. 560/760/970)

Recommended items[edit | edit source]

Starting items:

  • Clarity potions help sustaining Earthshaker's mana in the early game, allowing him to cast Fissure's more than once, since its mana cost is relatively high and Earthshaker's mana pool is small.
  • Healing Salve and Tangoes 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 to health and attack 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 two Clarities, reducing his lane presence by a big deal.

Early-game items:

  • 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.
  • Bracer give a good source of health, attack damage, and mana.
  • Energy Booster is great for fixing his mana problems, allowing him to spam his abilities more often.

Core items:

  • Magic Wand has the same restoration ability as the Magic Stick (with 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. It can also be used to chase fleeing enemies to take them down with his Enchant Totem.

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. It can make a huge difference when facing many illusions (which are treated as heroes by Echo Slam) or Meepo with his clones.
  • 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.
  • Scythe of Vyse, besides greatly sustaining his mana, also comes with a strong 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.

Counters[edit | edit source]


  • Silencer's Curse of the Silent icon.png Curse of the Silent is probably one of the strongest spells against Earthshaker in the early game. It forces him to use his spells in a usually undesired way, wasting a lot of mana. It forces Earthshaker to take an early level in Enchant Totem, which also has a noticable manacost, considering Earthshaker's low mana pool.
  • Skywrath Mage's very long range on his spells make it quite difficult to lane against him as a melee hero. Arcane Bolt icon.png Arcane Bolt's spammability makes it hard to lane against him, while Concussive Shot icon.png Concussive Shot and Ancient Seal icon.png Ancient Seal make it very difficult to initiate on him.
  • Huskar is a natural lane dominator. Even when getting an initiation on him, killing him is still very difficult without losing at least a team mate in the attempt. A failed attempt can completely destroy the lane, so it is usually better to roam other lanes instead.
  • Anti-Mage's Mana Break icon.png Mana Break is a big pain for Earthshaker due to his low mana pool, which makes trading hits with him not only not worth it, it also prevents further ability usage for future set-ups. Also, killing him is rather difficult, given his great escape possibilities with Blink (Anti-Mage) icon.png Blink.


  • Silencer is not only very strong against Earthshaker in the early game. His Curse of the Silent still is a great deal in team fights, as it can disable Blink Dagger icon.png Blink Dagger for quite a while, or make Earthshaker waste mana. Besides that, Global Silence icon.png Global Silence can easily prevent Earthshaker from initiating. Ontop of that, if Earthshaker dies a few times too close to Silencer, he loses some of his already low intelligence.
  • Skywrath Mage, similar to Silencer, can prevent an Earthshaker from initating, with the help of the long range of his abilities. A fast reacting Sykwrath can silence Earthshaker before he can cast a Fissure with his Ancient Seal icon.png Ancient Seal. Also, if Skywrath Mage gets an opening on Earthshaker, he can easily kill him quickly with silence, slow and Mystic Flare icon.png Mystic Flare, since Earthshaker's typical item build doesn't make him tanky.
  • Invoker can easily interrupt any initiation with his Tornado icon.png Tornado, if he is not caught as well. Also, EMP icon.png EMP can fully drain Earthshaker's mana, making him useless.
  • The worst thing for heroes who usually rely on a Blink Dagger icon.png Blink Dagger are heroes who can deal damage over time. Venomancer has 3 easy and long lasting ways to keep disabling Blink Dagger. Venomous Gale icon.png Venomous Gale and Poison Nova icon.png Poison Nova are both very long lasting damage over time spells. Although Poison Sting icon.png Poison Sting is a damage over time, it does not disable Blink Dagger. However, Venomancer can just place Plague Ward icon.png Plague Wards everywhere, which do disable daggers as well.


  • Supports with Glimmer Cape icon.png Glimmer Cape can sneak up on Earthshaker before the teamfight and disable him long enough to turn the teamfight around. Its high magic resistance also greatly reduces Earthshaker's damage output against a target.
  • Earthshaker's spells deal all magical damage, so a Pipe of Insight icon.png Pipe of Insight can greatly reduce his damage output in a teamfight.
  • Orchid Malevolence icon.png Orchid Malevolence is usually bought on heroes who search for single pick-offs. A silenced Earthshaker can do absolutely nothing and usually dies fast to the type of heroes which build it. Even in teamfights, a quick silence can ruin an initiation.
  • Black King Bar icon.png Black King Bar makes initiating on enemies very difficult, as Earthshaker's stunning spells do not pierce spell immunity. In these cases, it is important to get the jump off before enemies can use their Black King Bars, otherwise jumping into them usually results in a free kill for them.

Equipment[edit | edit source]

Tips[edit | edit source]

  • The typical combo is Echo Slam icon.png Echo Slam > Enchant Totem icon.png Enchant Totem > Fissure icon.png Fissure. When combined with a Blink Dagger icon.png Blink Dagger, this combo can surprise groups of enemies with a long chain stun, as well as lots of damage.
  • 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 icon.png Fissure wall.
  • Earthshaker icon.png Earthshaker is exceptional at ganking the mid lane, because at a good angle, Fissure icon.png Fissure can completely block the enemy midlaner from running back to their tower.
  • In order to stop escaping enemies, use Enchant Totem icon.png Enchant Totem in conjunction with Aftershock when Fissure icon.png Fissure is on cooldown.
  • Upon initiating, Aftershock icon.png Aftershock allows for your Enchant Totem icon.png Enchant Totem and Echo Slam icon.png 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, Intelligence Intelligence and or Strength Strength so that you can remain effective throughout the game.
    • Soul Ring icon.png Soul Ring is often a particularly effective item on Earthshaker icon.png 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 icon.png 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 icon.png Earthshaker without taking precautions to not get caught while grouped up. Echo Slam's damage has no upper limit and so Earthshaker icon.png 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 icon.png Earthshaker is particularly effective against heroes that can create illusions or clones, such as Chaos Knight icon.png Chaos Knight, Naga Siren icon.png Naga Siren, Phantom Lancer icon.png Phantom Lancer and Meepo icon.png Meepo, as well as heroes that can summon or control units such as Broodmother icon.png Broodmother, Nature's Prophet icon.png Nature's Prophet, Enchantress icon.png Enchantress and Chen icon.png Chen.
  • While he is primarily 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. There are a lot of builds for this, but they usually revolve around cost-efficient Strength Strength items like Drum of Endurance icon.png Drum of Endurance and Armlet of Mordiggian icon.png Armlet of Mordiggian, and then Daedalus icon.png 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 | edit source]

Update history[edit | edit source]

January 05, 2016 Patch

  • Adjusted the fog of war visibility volume for Fissure icon.png Fissure.

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

June 14, 2012 Patch

  • [Undocumented] Updated Earthshaker icon.png Earthshaker's texture.

May 17, 2012 Patch

April 19, 2012 Patch

January 12, 2012 Patch

August 07, 2011 Patch

  • Fixed Legacy hotkeys on Sniper icon.png Sniper and Earthshaker icon.png Earthshaker

July 08, 2011 Patch

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

January 30, 2011 Patch

January 27, 2011 Patch

  • Fixed Fissure icon.png Fissure not immediately pushing out siege creeps.
  • Fixed cases where 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 icon.png Skeleton King and Earthshaker icon.png Earthshaker now turn around faster.

Balance changelog[edit | edit source]


  • Reduced Fissure icon.png Fissure damage from 125/175/225/275 to 110/160/210/260.




  • Improved turn rate from 0.6 to 0.9.
  • Echo Slam icon.png Echo Slam.
    • Increased initial damage radius from 525 to 575.
    • Increased echo search radius from 550 to 575.
    • Increased echo damage radius from 500 to 575.




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



  • Reduced Enchant Totem icon.png Enchant Totem cooldown from 6 to 5.
  • Aftershock icon.png Aftershock
    • Increased stun duration from 0.3/0.7/1.2/1.5 to 0.6/0.9/1.2/1.5.
    • Increased damage from 25/45/75/115 to 50/75/100/125.



  • Undid melee hero collision change from 6.72c


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


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



  • Increased Enchant Totem icon.png Enchant Totem attack damage bonus from 50%/100%/150%/200% to 75%/150%/225%/300%.
  • Increased Aftershock icon.png Aftershock radius from 280 to 300.
  • Echo Slam icon.png Echo Slam
    • No longer counts corpses for damage echo damage.
    • Increased echo damage from 35/45/65 to 40/55/70.
    • Increased unit search radius from 475 to 550. (this is not the damage radius, just the initial unit search radius).
  • Added Aghanim's Scepter icon.png Aghanim's Scepter upgrade for Earthshaker: Causes Echo Slam icon.png Echo Slam to release 2 echoes for each hero within the search radius.


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






  • Fixed Echo Slam icon.png Echo Slam dealing less damage than intended (7 less).



  • Increased base armor from 0 to 1 (total armor is now 2.68).


  • Fixed a game crashing bug on Fissure icon.png Fissure.


  • Fissure icon.png Fissure
    • Rescaled damage from 75/145/210/320 to 125/175/225/275.
    • Reduced stun duration from 1/1.5/2/2 to 1/1.25/1.5/1.75.
  • Enchant Totem icon.png Enchant Totem
    • Reduced buff duration from 15 to 14 (still lasts for 1 attack only).
    • Reduced cooldown from 15 to 7.


  • Fixed the recoded Fissure icon.png Fissure to properly trigger Aftershock icon.png Aftershock.
  • Fixed Enchant Totem icon.png Enchant Totem causing Earthshaker to have 200% bonus damage for 45 seconds sometimes.


  • Recoded Fissure icon.png Fissure
    • Now creates the whole crevasse instantly infront of Earthshaker, instead of over 0.5 seconds.
    • The crevasse is now always a straight line and no longer curves because of buildings or props.
    • No longer creates ground rippling effects along the crevasse.
    • No longer randomly fails to damage and stun hit enemies.
    • No longer destroys trees.


  • Enchant Totem icon.png Enchant Totem
    • Reduced manacost from 60/65/70/75 to 50 on each level.
    • Reduced cooldown from 20 to 15.


  • Fixed a game crashing bug on Fissure icon.png Fissure.



  • Fissure icon.png Fissure
    • Tweaked to reduce lag.
    • Increased speed at which the fissure extends from 600 to 2400 (time needed to reach full length from 2 to 0.5 seconds).


  • Reduced Echo Slam icon.png Echo Slam echo damage from 35/45/65 to 27/37/57.



  • Created.

Gallery[edit | edit source]

See also[edit | edit source]