3 | 4 | 5 | 7 |
2 | 12 | 13 | 14 |
1 | 8 | 9 | 10 |
6 | 11 | 16 |
15 | 17 | 18 |
6.86 is out! I don't think I will have enough time to get out a guide quickly but it's a goal of mine and it should happen in a bit of a while. Thank you! -dumpkin
Hello everyone! My dotafire username is dumpkin and I'm gonna tell you a bit about myself. I started playing Dota 2 at around the end of 6.78. My best role in the game so far is the supporting role whether it's the ward slave (jokes aside), your trilaner, or a roaming support. Supporting, in my opinion, is the most important role because who else would win you the early game, your Spectre? No, the supports are what holds the early game in its grasp. The supports open up a lot of space and controls the map early and late with warding. Earth Spirit happens to be one of the best early and late game heroes out there with lots of damage potential early and repositioning utility in the late game. He is also an excellent mid and a viable solo offlaner which I have also updated to be included in this guide. I have been attracted (pun intended) to Earth Spirit as soon as he was introduced into Dota 2 and we've all watched him grow up. So as a support player, Earth Spirit is one of the best out there, although niche as a support. I currently have a 54%~ win rate with him so by no means is he a bad hero. In this guide, I will teach you the skills, some tips and tricks, how to deny lane creeps in every lane, how to combo, laning partners and wombo combo partners, and so much more! Read along so you can get a better understand of
Kaolin, the Earth Spirit
After reading every patch note you can see that Earth Spirit has been constantly nerfed and he definitely needed them. So sometimes, not nearly as much as before, I would see on forums and in game "Earth Spirit underpowed icefraud buff plz" after every Earth Spirit Nerfing. Let's take a look shall we?
1. Save allies from 1100 distance
2. 2000 range stun (Thanks 6.82)
3. Long Distance disables
4. Very high strength gain for a typical support and high int gain for a strength hero
5. Can solo kill (possibly more) mostly anyone once he hits level 6
6. He has great damage potential early and past level 6 (~600 damage if all skills are hit at level 6 without using extra stones)
7. Aghanim's Scepter is insane (You will see later in the guide)
8. Incredible crowd control including a stun, silence, and slow.
My spirit is in harmony.
Pros:
When I see an Earth Spirit Nerf every patch I look at it with optimism and he gets closer and closer to Captain's mode by every patch. I am going to look at the most recent patch and explain it over and how Earth Spirit has grown from it. Let's start.
Description: Call a Stone Remnant at the target location. Stones Remnants have no vision and are invulnerable, and can be used with Earth Spirit's abilities. Calling a Stone Remnant consumes a charge, which recharge over time.
Casting range: 1100
Max charges: 6
Charge restore time: 30
Duration: 120
Earth Spirit calls forth a remnant of his stone army, long buried with him in the dark embrace of the Earth.
Video:
Without Stone remnants Earth Spirit because significantly weaker. This is an inate ability meaning you get it at level 1 without using a skill point. Stone remnant synergizes with his whole entire skill set so always be cautious on how you spend these remnants.
Description: Earth Spirit smashes the target enemy, ally, or Stone Remnant, knocking it back in the direction he is facing. The knocked back target deals damage to all units it hits. If the target was a Stone Remnant, damaged targets are also stunned, and the travel distance is improved.
Casting range: 200
Radius: 200
Damage: 50/100/150/200
Knockback speed: 1200
Distance (unit): 500/600/700/800
Distance (stone): 2000
Stun duration: 0.75/1.25/1.75/2.25
Cooldown: 22/18/14/10
Mana Cost: 100
It is with the power of a mountain that Earth Spirit strikes his enemies.
Video:
Note: Boulder Smash as of 6.82 does not require you to select the boulder. Targeting is much easier as you can now choose the arrival location.
So Boulder smash is an ability that pushes any unit in the direction proportional to you, or you can target the arrival location if it is a stone. This skill is a really good stun that also provides decent level 1 damage. I use this skill to punch my allies to safety, punch enemies closer to my allies, or kick stones to stun the enemy. This a is great skill for catching enemies from up to 2000 units away. With Aghanim's scepter you can kick any hero the full 2000 range (no joke)! Max this first usually as the longer stun duration is usually more useful than the silence and you can farm easier than before 6.84.
Description: After a 0.6s delay, Earth Spirit becomes a boulder, rolling towards the target position and damaging enemy units, stopping if he collides with an enemy hero or is stunned. If the boulder rolls over a Stone Remnant, the Stone Remnant is consumed and travel distance and speed are improved, and impacted enemies have their movement and attack speed slowed.
Casting range: 3000
Radius: 150
Roll speed: 800 (1600 when using a Stone Remnant)
Roll distance: 800 (1600 when using a Stone Remnant)
Damage: 100
Movement slow: 80%
Slow duration: 0 (2 when using a Stone Remnant)
Cooldown: 16/12/8/4
Mana Cost: 50
Calling upon his connection to the land, the Earth Spirit draws loose stone to him, which forms a protective ball that he can use to roll short distances.
Video:
Rolling Boulder turns you into a mass of rolling earth that moves you in the targeted direction. This skill is really great in conjunction with stone remnant. It is a very good slow and a very good initiation/escape mechanism. You can use abilities while you are moving similiar to Storm Spirit's Ball Lightning so you can tp away while rolling. You must always target your boulder away from enemies if you are escaping otherwise the boulder will break. Also silences, and stuns interrupt your Rolling Boulder. It's a risky but rewarding ability. Max this last as the only thing that changes is the cooldown (which is still very important).
Description: Earth Spirit pulls the target allied unit or Stone Remnant to his location. Enemies struck by the flying target will be silenced, and take damage if the flying target is a Stone Remnant.
Casting range: 1100
Radius: 180
Stone damage: 50/100/150/200
Pull speed (Remnant): 1000
Pull speed (ally): 600
Silence duration: 2.5/3/3.5/4
Cooldown: 13
Mana Cost: 100
Like calls to like. Even the minerals found in the blood and bones of living beings are not immune to the call of the Earth Spirit.
Video:
Geomagnetic Grip is Earth Spirit's bread and butter skill (in my opinion). You can pull a rock from 1100 distance, damaging enemies for quite a lot and silencing them for a max of 4 seconds. The best thing about this ability though is that you can pull allied units. Your teammate just got quadruple stunned? Pudge hooked your carry? Well this skill is a huge 'NOPE'. Enemies will start to hate you after a while. Later down this guide I have a section for denying creeps with this mechanic. Since creeps don't destroy creeps when pulled, they can be locked in the trees to deny the other laners experience. Try not to use this to finish off heroes as a support, this skill is a useful silence and should be used to jump on unexpecting heroes. Max this second to increase your overall nuke damage and silence duration.
Description: Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby Stone Remnants to become energized and explode, applying/refreshing the magnetize debuff on all units near the Stone Remnant. This process can repeat multiple times. Stone Remnants are destroyed in this process. If an enemy hero is affected by silence or slows as a result of Geomagnetic Grip or Rolling Boulder, all magnetized heroes share the effects.
Cast Radius: 300
Rock Search Radius: 400
Rock Explosion Radius: 400
Duration: 6
Damage per Second: 50/75/100
Cooldown: 80
Mana Cost: 100
Important Note: CAN BE DISPELLED AS OF 6.84
At the Earth Spirits call, the minerals in the blood and bones of his enemies rebel against the bodies they find themselves in.
Video:
Using your ultimate will release a wave of charged minerals around you in a 400 radius. If an enemy unit is within the 400 radius they will take 100 damage per second for 6 seconds at max level. Now here is where this becomes game-changing. If an enemy comes into contact with a stone remnant the debuff duration is reset back to 6 seconds meaning that the enemy takes 100 damage per second for a long time as long as you have stones. The debuff is also passed to other enemies within a 600 radius of the charged stone. Another cool mechanic is that every magnetized unit will share your Geomagnetic Grip silence and you Rolling Boulder slow. So, if you magnetize a whole team than you can silence all of them and slow them AND have them take damage per second. Once you are level 6 you basically get to choose which enemy you want to erase. This skill is great for teamfights and solo kills with a cooldown of 80 seconds. Take this at 6, 11, and 16.
Description: Earth Spirit temporarily enchants a hero, granting them the properties of a Stone Remnant. After 3 seconds the remnant shatters, releasing the hero and damaging nearby enemies.
Cast Range: 600
Remnant Duration: 3
Shatter Damage: 300
Shatter Radius: 300
Cooldown: 45
Mana Cost: 150
Kaolin uses the elemental power of the Earth to temporarily petrify living beings, so that they might be conscripted into his stone funerary army.
Video:
Enchant Remannt is one of the coolest skills in the game. You can turn any hero (including enemy) into a stone remnant for 3 seconds. This skill is really overpowered in my opinion because you can displace ANY HERO from up to 2500+ distance, that is insane. And with a blink dagger? you become very very useful. The mana cost is a little high but you can compensate from the stats the Aghanim's Scepter gives you. This upgrade is not to be messed with and is usually why I include this in my core items. If you see an enemy Earth Spirit with a 13 minutes agh's you are going to have a bad day :)
Your role changes from game to game with Earth Spirit and so does your items. Your starting items are the most different from role to role while the Early game items tend to me around the same for the Support and Solo Offlane.
Core Items are not set in stone (pun intended) and you should treat each game indiviually. These items are what I get mostly on Earth Spirit and I find myself with these items most often.
This section is everything past what I think is core because your peak is when you get those core timings and the rest isn't mandatory (unless needed which is why it's "situational")
Will add middle lane section and reasons for my first point
Earth spirits Geomagnetic Grip can pull allied creeps in between trees so that the opponent has a level disadvantage. Below will be the locations of pulling for every lane, Radiant and Dire. Please get Geomagnetic Grip first if you are a support/offlane unless you are forced to otherwise.
This section has up to date videos of the positions I use to deny lane creeps. There are actually many other positions to pull creeps into such as top lane dire, these are just the locations that I use.
Side Note: Creeps that are pulled in the trees usually (not always) won't continue the path if they are released from the trees. You have to use boulder smash or force staff for the creep to resume its normal path.
Radiant Bottom Lane:
Radiant Middle Lane:
Radiant Top Lane:
Dire Bottom Lane:
Dire Middle Lane:
Dire Top Lane:
There are two locations that I use. Location #1 is for the beginning of the game
Location #2 is for consecutive pulls
Location #1
Location #2
With practice, this can be very important for having a level advantage!
Some people can even use Geomagnetic Grip to plant a creep in the enemy base to cancel backdoor.
However, this video was recorded before the Geomagnetic Grip range nerf so you may need help to do this
The videos I recorded myself were: All videos in the deny section (except Na'vi video), the combos, and the enchant remnant video.
Not for you.
Earth Spirit, with has highly versatile skill set, can perform precise and deadly combos. Below are just a list of the combos that I use in regular matches. I don't always use combos though, a quick boulder smash or rolling boulder can be enough to chase down fleeing heroes.
1. Stone Remnant + Geomagnetic Grip + Rolling Boulder + Boulder Smash
Bread and butter of 6.79 patch. This used to be more reliable because Geomagnetic Grip stunned which made it 100% to land your Rolling Boulder. Now the combo is alright. You can also start the rolling boulder, then use geomagnetic grip so the opponent has less reaction time.
Note: The reason Earth Spirit was op in 6.79 is because at level 3 he could just solo any hero he wants into his tower. Everyone cried when 6.80 came out. The only real nerf to him was the Stone remnant recharge duration.
2. Stone Remnant + Boulder Smash + Geomagnetic Grip + Rolling Boulder + Optional Magnetize
This combo however is the bread and butter of the 6.80+ patch. This combo stuns, silences and slows, and allows you to get close to your target. There really is no flaw except landing your boulder smash.
3. Stone Remnant + Boulder Smash + Geomagnetic Grip
Basically the same combo as #2 but without the rolling boulder. Great for catching long range enemies. And immobilizing enemies without getting your self in the mess.
4. Initiator Combo: Rolling Boulder + Stone Remnant + Magnetize + Stone Remnant + Geomagnetic Grip + Boulder Smash (If you have a blink dagger you can substitute the Rolling Boulder for that if you choose)
This is the main combo you will be using in large teamfights. You will roll in with a stone remnant and then activate Magnetize. Pop down a Stone Remnant to spread the magnetize to most of their heroes, and then use geomagnetic grip on it. This will effectively silence their whole team (if together), and have them take massive DPS. Very powerful combo. Of course you can add rolling boulder to slow everyone.
5. Saving allies without aghanim's scepter: Geomagnetic Grip + Boulder Smash
Basic Saving combo before you have your aghanim's scepter. You can displace your allies from up to 1900 units.
6. Saving allies with aghanim's scepter: Enchant Remnant + Geomagnetic Grip + Boulder Smash
This combo is extremely effective in protecting your allies against ganks, late game Earth Spirit players will never let their carries die without at least attempting this combo, very very useful.
7. Surprise Earth Spirit is actually Batrider (Aghanim's): Initiation + Enchant Remnant + (Geomagnetic Grip) + Boulder Smash.
This combo is what makes agh's so scary on him. You can choose any target you want (except if BKB) and send them flying towards any direction you want.
8. Fun Combo with Dagon (One of the most difficult combos): Rolling Boulder + Stone Remnant + Dagon
Very high skill combo* where you land your rolling boulder and then zap the enemy with your lvl 5 Dagon. Great for killing other supports.
*Only buy Dagon if fed to the point of insanity, or if you want to get reported.
Stones bones.
1. Many of your skills require perfect positioning and aiming such as Magnetize, Rolling Boulder, and Boulder Smash. Many people start to give up on Earth Spirit due to his Stone Remnant + Boulder Smash but it is actually pretty easy to land because all you need to do is be close to a remnant and select the location you want the stone to travel to.
2. Don't play Earth Spirit like everyone did in 6.79. Using an unreliable combo can get you into trouble. You cannot stop Rolling Boulder once it has begun its trip. Be very cautious and aware of your surroundings.
3. Be very cautious of your Stone Remnant charges. If you are just going back to base or traveling around, there is no need for using a Stone Remnant with your Rolling Boulder. You may run into a bad situation.
4. With many activation skills, people may have a hard time using your skills quick enough. This can be solved with using the ''Quick Cast'' option in the options menu. I personally use this because it helps my reaction time and saves me an extra click.
Bonus Tip!: If you have quick cast off of stone remnant, you can target your portrait to spawn a stone at your location. This will save you time because you don't need to move your screen to place a stone.
*Open the video to full screen and change the resolution to max. Although you can't see my in-game cursor know that I am clicking my portrait.
5. You should preferably lane with heroes with nice roots/stuns if you are a support, so that you can perform with more accuracy and ensure the kill, also it helps to Boulder Smash enemies further back.
6. For a support or solo offlane Earth Spirit take Geomagnetic Grip at level 1. This is for the sole purpose of denying creeps in the lane so that you have a level advantage. In some lanes, you can hold 1-2 creeps, and in other you can hold at least 8! This is very powerful as you have the potential to deny lots of the creep wave. And if you have a Lich then even better! Deny all the creeps!. (Idk why you would lane with Lich, trilane ES is bad because you need levels. Just a fun thought).
7. Earth Spirit is a hero who needs absolute positioning. Be aware of where you are at all times. If you are bad at positioning or you can't take the responsibility of an initiator, then don't pick this hero.
8. When casting geomagnetic grip and then rolling boulder. Don't geomagnetic grip first usually, as the enemy can easily anticipate where you are and dodge you. Also, don't use this combo all the time, it is unreliable.
9. You can use a Town Portal Scroll while you are in Rolling Boulder. This can help you escape easily if the enemy team can't catch you fast enough.
I am shaped to a higher order.
Will add better laning and wombo combos
Earth Spirit is a hero that really appreciates lockdown from other heroes so that he can set up his own skills. He also utilizes clumped heroes to hit as many enemies with his skills as he can
Ironic as it sounds, the "Team Spirit" lane is pretty alright. Ember Spirit provides decent lockdown, and your early game magic damage combined is very scary. You can save your late game carry from many situations, and you can both set up eachother's skills with lots of accuracy. However this is a dual melee so you should consider your opponent's lineup before laning this.
The ol' classic Naix bomb, but with style! Laning together is pretty decent since Earth Spirit can close the distance gap, but this combo is more for initiation via Infest.
Earth Spirit is very good with other initiation heroes. Enigma, Magnus, Dark Seer. Heroes that can bring enemies nice and close together is optimal for Magnetize. I have played many games as Earth Spirit with an Enigma, the combo is really devastating. Many people underestimate the power of magnetize which is really sad because now they are dead.
This combo is actually very viable. So Batrider ults the desired target, and you can just act as a free force staff and pull the Batrider. The lasso doesn't break and Both targets move towards your location.
Earth Spirit as you have learned can be very versatile.
He is a great initiator, support, solo offlane, and midlaner. He provides so much utility to your team and no, he is not underpowered.
I hope this guide gave you a good outlook on Earth Spirit. I hope that you use the Tips and Tricks I gave you for they are very good in a game.
Also, try to practice Earth Spirit as much as you can before you play because the only thing worse than a feeding Riki is a feeding Earth Spirit.
Please comment ideas about suggestions or tips I can add to this guide.
Busy for the next week but I will try to keep updating the guide as much as possible -dumpkin
"In war, a fools first lesson is his last"
To Do List: Finish Wombo Combo Section
Update Roles Section
V 6.84c
8/12/15 Updated to 6.84c
Updated Introduction
Lots of changes to skill builds and item builds
8/15/15 Updated Introduction again
Updated "Earth Spirit? "He needs a buff" (who says this anymore?)" chapter
Added "Patch 6.84 Rundown" Chapter
Updated confusing combo section
Split Items into 3 chapters
V 1.3
1/29/15 Added Midlane Build + semi-carry
Cleaned up Title
Updated Solo offlane core to include power treads instead of arcane's
2/1/15 Rewrote "Earth Spirit? He needs a buff."
Updated introduction
Updated Pros and Cons
V 1.2
9/29/14 Updated Skills section (no longer 1 chapter, but 1 for each skill)
9/30/14 Updated Combos Section
10/1/14 Updated Denying creeps section from photos to YouTube videos
Fixed issue with YouTube links and formatting (Less colorful as a result)
10/2 Finished V2
V 1.1
9/28/14 Redid entire guide (temporary)*
Changed Guide name from "Geomagnetic Stomp" to "6.82 Knowledge is Golden"
Changed end of Guide Section
V 1.0
5/25/14 Created
5/26/14 - 5/30/14 Updated Information, added most of the guide
8/28/14 Accidentally deleted Summary, redone
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