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Earthshaker icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
22 + 3.7
12 + 1.4
16 + 1.8
Level Base 1 15 25
Health 200 640 1660 2400
Health regen 1 3.2 8.38 12.08
Magic res. 25% 26.32% 29.43% 31.65%
Mana 75 267 567 783
Mana regen 0 0.8 2.06 2.96
Spell dmg 0% 1.12% 2.88% 4.14%
Armor 2 3.92 7.06 9.3
Att/sec 0.59 0.66 0.77 0.86
Move sp amp. 0% 0.6% 1.58% 2.28%
Damage 27‒37 49‒59 100‒110 137‒147
Movement speed 310
Attack speed 100
Turn rate 0.9
Vision range 1800/800
Attack range 150
Projectile speed Instant
Attack animation 0.467+0.863
Base attack time 1.7
Collision size 24
Gib type Default

Raigor Stonehoof, the Earthshaker, is a melee strength hero with several area of effect (AoE) disables, commonly played as a ganker or initiator. Good usage of his spells allow him to damage and chainstun multiple enemies at once, making him very disruptive in skirmishes and teamfights. His Fissure is a versatile long-ranged spell that affects enemies in a line, used to stun, inflict moderate damage, and create an impassable wall of earth for a significant duration. Proper usage of this can allows him to 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, given the former's very low cooldown. 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. Blink Dagger is an essential item for him 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.


Earthshaker minimap icon.png Raigor Stonehoof, the Earthshaker
▶️ "There may be many earths, but there's only one Earthshaker."
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.


Fissure icon.png
Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.
Cast Animation: 0.69+0
Cast Range: 1400 (Talent 1800)
Fissure Length: 1350 (Talent 1743.75)
Fissure Pathing Block Radius: 24
Fissure Damage/Stun Radius: 225
Damage: 110/160/210/260
Stun Duration: 1/1.25/1.5/1.75
Fissure Duration: 8
Cooldown: 21/19/17/15
Mana: 110/130/150/170
Partially pierces spell immunity. Pushes aside and blocks path for all spell immune units. Does not stun or attempt to damage spell immune enemies.
Debuff Fissure Stun: Dispellable with strong dispels.
The Nishian totem splits the world to its core with tectonic force.


  • Fissure's effects are instantly applied within its whole area. There is no travel time.
  • The Fissure consists of 24 (Talent 31) 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, with the first one being placed 8.25 range in front of Earthshaker.
    • This means the Fissure's effective blocking area is 1350 (Talent 1743.75) range long and 24 range wide.
    • Every unit (except wards and buildings) which is within that area upon cast is pushed aside.
  • The stun and damage are applied in a circular shape around each segment. This means the total damage/stun area consists of multiple overlapping circles, and not a smooth line.
    • A unit can only be hit by one instance per cast, even when within the damage/stun radius of multiple segments.
    • Can hit units up to 1575 (Talent 1968.75) range in front and 216.75 range behind Earthshaker.
  • Fissure first applies the debuff, then the damage.
  • 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), or until the Fissure dissipates.

Enchant Totem
Enchant Totem icon.png
Empowers Earthshaker's totem, causing it to deal extra damage on the next attack.
Cast Animation: 0.69+0.57 (Upgradable by Aghanim's Scepter. 0+0.2)
Cast Range: 0 (Upgradable by Aghanim's Scepter. 1100)
Max Leap Distance: 0 (Upgradable by Aghanim's Scepter. 1100)
Attack Damage Bonus: 100%/200%/300%/400%
Damage Bonus Duration: 14
Leap Duration: 0 (Upgradable by Aghanim's Scepter. 1)
Cooldown: 5 (With talent: 3)
Mana: 35/40/45/50
Aghanim's upgrade: Enchant Totem becomes a 1100 range ground target ability, causing Earthshaker to jump in the air and land at the target spot, casting Enchant Totem there. Self-casting the ability will behave in the original form, without jumping.
Cannot be cast while rooted or leashed. When upgraded, can only be self-cast while rooted.
Buff Enchant Totem: Dispellable with any dispel.
Buff Enchant Totem Leap: Undispellable.
Raigor's gorilla strength can destroy mountains.


  • Only increases base damage and that given by the primary attribute of Earthshaker. Raw bonus damage is not increased.
  • When upgraded, the spell turns into an 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 cast point + cast backswing second cast animation and not leaping.
    • When targeting the ground, it uses a cast point aghs second cast time and a cast backswing aghs second cast backswing, during which Earthshaker 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 targeting reticule shows the radius of Aftershock, even when it hasn't been learned yet.

Disabled by Break. Does not pierce spell immunity.
Aftershock icon.png
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Radius: 300
Damage: 75/100/125/150
Stun Duration: 0.6/0.9/1.2/1.5
Debuff Stunned: Dispellable with strong dispels.
The earth trembles beneath the mighty footsteps of Raigor.


  • Aftershock does not trigger upon using items.
  • Aftershock first applies the debuff, then the damage.
  • Applies its own effects 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.
  • Applies damage after stun.

Echo Slam icon.png
No Target
Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.
Cast Animation: 0+1.33
Initial Search Radius: 600
Echo Search Radius: 600
Base Damage: 100
Echo Damage: 70/90/110 (Talent 120/140/160)
Cooldown: 150/130/110
Mana: 145/205/265
Partially pierces spell immunity. Spell immune enemies send echo waves towards nearby spell immune enemies. Echoes do not attempt to damage spell immune enemies.
Debuff Echoslam Delay: Undispellable.
Tectonic plates crack, mountains fold, and foes are crushed by the Echo Slam.


  • Echo Slam interrupts Earthshaker's channeling spells upon cast.
  • Each enemy within the initial search radius sends echo waves towards enemies within the echo search radius.
  • The echo waves travel at a speed of 600.
  • The echo search radii are centered around each unit hit by the initial damage.
    • Echo waves are sent out to every enemy unit within the search radius, except to the unit itself.
    • This means the echo waves targets can be up to 1200 range away from Earthshaker upon cast.
    • This also means when only one enemy is within the radius, it takes no damage, since it cannot send echoes to itself.
  • Hit enemy heroes send two echoes to every valid target within the radius, and not only to other heroes.
  • Wards and buildings are completely ignored, meaning they do not release and are not targeted by echoes.
  • Total damage when hitting a certain amount of heroes, with no other units nearby (before reductions):
    • 1 Hero: 100 (Talent 100) total damage to the hero, since echoes do not deal damage to their source.
    • 2 Heroes: 240/280/320 (Talent 340/380/420) damage to each hero, 480/560/640 (Talent 680/760/840) total damage.
    • 3 Heroes: 380/460/540 (Talent 580/660/740) damage to each hero, 1140/1380/1620 (Talent 1740/1980/2220) total damage.
    • 4 Heroes: 520/640/760 (Talent 820/940/1060) damage to each hero, 2080/2560/3040 (Talent 3280/3760/4240) total damage.
    • 5 Heroes: 660/820/980 (Talent 1060/1220/1380) damage to each hero, 3300/4100/4900 (Talent 5300/6100/6900) total damage.
  • The Echoslam Delay debuff placed on enemies is used to [ Info Needed ]. It lasts for 10.5 seconds.
    • Although only the Planetfall cosmetic item makes use of it, the counter is always placed.


Hero Talents
-2s Enchant Totem Cooldown25+50% Magic Resistance
+400 Fissure Range20+50 Echo Damage
+7 Armor15+30 Movement Speed
+250 Mana10+30 Damage
  • The mana talent increases maximum mana capacity, and keeps the current mana percentage.
  • This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.
  • The magic resistance talent stacks multiplicatively with other sources of magic resistance.
  • The magic resistance talent increases Earthshaker's magic resistance to 62.5%.

Recommended items[edit]

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 more often, 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.
  • Enchanted Mango icon.png Enchanted Mango provides extra health regen, also an extra mana source in a pinch for an extra Fissure.

Early game:

  • 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.
  • 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.

Mid game:

  • Blink Dagger icon.png Blink Dagger is an indispensable item for Earthshaker to initiate with Echo Slam. It can also be used to chase fleeing enemies to take them down with his Enchant Totem.
  • 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.

Late game:

  • 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.

Situational items:

  • Infused Raindrop icon.png Infused Raindrop provides excellent protection against magical harassment, against which Earthshaker normally has no defense.
  • 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 dispels 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.
  • 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 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 dispel 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 with raw damage and critical chance. It is an unorthodox build and favored by more combat-oriented Earthshaker builds.


Roles: Support Support Initiator Initiator Disabler Disabler Nuker Nuker
Complexity: ★★☆
Playstyle: Woken from the depth of the earth, Raigor Stonehoof shapes the battlefield with seismic force. With his long ranged Fissure, the Earthshaker creates impassable terrain where none existed before. Up close, Raigor swings heavily with his Enchanted Totem, hitting thrice as hard. Never afraid to be outnumbered, the Earthshaker turns the tables with a mighty Echo Slam, demolishing entire armies in the process.





  • Earthshaker's response ▶️ "Chaos Dunk!" is a reference to the freeware RPG game Barkley, Shut Up and Jam: Gaiden.
  • Earthshaker is possibly named after the weapon "Earthshaker" from World of Warcraft, known for its AoE stun.