3 | 4 | 5 | 7 |
2 | 8 | 9 | 10 |
1 | 12 | 13 | 14 |
6 | 11 | 16 |
15 | 17 | 18 |
Alot of this guide was taken directly from playdota.com. The reason for this is because up until the recent patch i have never played earth spirit *shock*. so why am i writing a guide for him? Well, the few games i did get to play with him, were quiet interesting and he feels like a very strong hero.
Credit goes to ShadowProgr for the original guide which i pulled from.
Pros
Nice base damage
good attack animation
Very good cast animation
Has innate ability TO PLACE ROCKS!
Very good INT gain (for a Strength hero)
Cons:
Melee
Mana problems early
Losses his potency as the game goes on.
Boulder Smash
Kaolin slams an ally, enemy, or Rock with his mighty stone, knocking them away from him, and damaging enemies the slammed target collides with. Slammed Rocks travel farther than fleshy targets and also silence impacted enemies.
Tips
You main damaging skill early on.
It's quite versatile as you can use it to kick allies to save them or use it as force staff to kick Earth Shaker in the pushing enemies.
Use it to kick away melee attackers.
Rolling Boulder
Kaolin turns into a boulder and begins spinning in place to build up momentum. After 0.6 seconds, he launches himself 800 distance in the direction he is facing, damaging units he passes through but stopping if he collides with an enemy hero or is stunned. Rolling over a Rock will add momentum, increasing roll distance, speed, damage, and adding a slow to the hero you collide with.
Tips:
Nothing much to say about this skill, a great chasing/escaping tool.
ALWAYS use a Rock while rolling.
Geomagnetic Grip
Kaolin runs a magnetic charge through the targeted ally or Rock, quickly pulling them to him. Enemies struck by the target being pulled will be stunned, and will also be dealt damage if the pulled target is a Rock.
Tip:
While this does no damage with out a rock (should always try to use a rock since you can place it slightly ahead or behind the hero you want to stun) it is a great stun.
Magnetize
Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby Rocks to become energized and explode, applying/refreshing the magnetize debuff on all units near the Rock. This process can repeat multiple times. Rocks are destroyed in this process.
Tips
A very nice skill, you can potentially keep all 5 enemy heroes Magnetized up to 40 seconds, which is A LOT. Just cast it in the middle of a teamfight, and then place additional Rocks to refresh the duration. Don't forget you can still use those Rocks
Also good for one man ganks since you can chase heroes with your other abilities and place rocks every 5.5 secs to refresh the damage.
Place rock behind hero or slightly in front of, geomagnetic grip it towards you to stun that hero, roll onto the enemy hero using the rock you just pulled. THe hero should still be stunned. Kick the hero into a tower/allies using boulder smash. {note} try not to kick a hero away or into a tower unless you know it will kill him, you have no way to follow up early with out a force staff.
Gank exmaple:
1. Place a Rock behind your opponent or slightly in front and Geomagnetic Grip it, stunning the enemy.
2. Roll into the enemy hero while he is still stunned, you'll be rolling over a Rock you just pulled.
3. Use Magnetize. (keep refreshing with rock drops) and auto attacks
4. Use Dagon/Shiva's Guard
5. Finish with Boulder Smash
Laning
You can't be easily shut down in lane thanks to your skills. If given mid (you should always to to get mid) you would want to keep creep equilibrium closer to your tower, look for opportunities to stun-roll-kick in the tower for easy First Blood. At Level 3 the combo does 270 (already reduced) damage combined with a few hits from tower can net you an easy kill as long as the enemy doesn't have a good escape (such as blink). If you are having hard time laning, you can use Geomagnetic Grip to harass and last-hit creeps.
The laning phase ends when you get Arcane Boots, go look for opportunities to gank.
Mid-game
Now all you must to do is gank. Run around the map looking for easy pray. If nobody buy wards, buy them yourself and get a smoke if enemy have wards.
In teamfights you should not initiate, wait for somebody else (Tidehunter, Enigma, Sand King, etc.) to do it. You must keep the ulti active on everybody if possible, just pop ulti, run to the safe distance, place rocks to keep the ulti wrecking. And if all enemies are magnetized, try silencing them with a rock/boulder smash combo (remember that when the ulti is active any hero that is effected will also gain status debuffs you place on one, aka. all will be silenced if you hit one with a boulder smashed rock).
Late-game
Now you can (if somebody does it better LET them do it) initiate fights. Roll in, ulti, pop BKB/Shiva's/Blademail/Pipe. Now your spells don't do as much damage but still provide nice utility, use them wisely.
Kaolin is one of the gamebreaking heroes if used correctly
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