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.
- Fissure's effects are instantly applied within its whole area. There is no travel time.
- The Fissure consists of 24 ( 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 ( 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.
- Fissure first applies the debuff, then the damage.
- Flying units and units with free pathing (
, , ) are not blocked by Fissure.
- They still are fully affected by it otherwise when hit. They are pushed aside, stunned and damaged.
- 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.
- 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 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 Earthshaker is disabled.
- The 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.
- 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 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 ( 100) total damage to the hero, since echoes do not deal damage to their source.
- 2 Heroes: 240/280/320 ( 340/380/420) damage to each hero, 480/560/640 ( 680/760/840) total damage.
- 3 Heroes: 380/460/540 ( 580/660/740) damage to each hero, 1140/1380/1620 ( 1740/1980/2220) total damage.
- 4 Heroes: 520/640/760 ( 820/940/1060) damage to each hero, 2080/2560/3040 ( 3280/3760/4240) total damage.
- 5 Heroes: 660/820/980 ( 1060/1220/1380) damage to each hero, 3300/4100/4900 ( 5300/6100/6900) total damage.
|-2sCooldown||25||+50% Magic Resistance|
|+7 Armor||15||+30 Movement Speed|
|+250 Mana||10||+30 Damage|
- The mana talent increases maximum mana capacity, and keeps the current mana percentage.
- The magic resistance talent stacks multiplicatively with other sources of magic resistance.
- The magic resistance talent increases Earthshaker's magic resistance to 62.5%.
- provides health regeneration in lane.
- gives basic stats and can be built into , also allows more regeneration from Tango.
- potions allow him to cast Fissure more often, since its mana cost is relatively high and Earthshaker's mana pool is small.
- 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.
- provides extra health regen, also an extra mana source in a pinch for an extra Fissure.
- 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.
- are important to compensate for Earthshaker's low mana.
- is an alternative source of mana in the early game, allows for liberal use of Fissure.
- effectively regenerates the HP loss from .
- 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.
- 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 .
- allows Earthshaker to jump into fights with Enchant Totem, giving him even greater mobility. It also provides a good boost to his stats.
- provides excellent protection against magical harassment, against which Earthshaker normally has no defense.
- increases mana pool and mana regeneration. The active adds an additional disable on enemy, also dispels silence for a spellcaster as Earthshaker.
- can kite enemies and buy yourself time if being constantly focused by physical attackers.
- increases Earthshaker's magical resistance. The active can help himself or ally to escape when enemy has no detection.
- magic resistance. can give more damage to his own abilities, and any of the allies' abilities that are affected by
- 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.
- gives you additional armor and regen. The active can dispel debuff (especially silence) from you or your ally, also reflect all targeted spells.
- offers a hard disable which is useful in late game.
- 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 Initiator Disabler Nuker|
|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 Play "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.