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Earth Spirit the All Purpose Hero

January 21, 2014 by dominus_10
Comments: 1    |    Views: 9226    |   


Ganker build

DotA2 Hero: Earth Spirit




Hero Skills

Stone Remnant (Innate)

Boulder Smash

3 4 5 7

Rolling Boulder

1 8 9 10

Geomagnetic Grip

2 12 13 14

Magnetize

6 11 16

Talents

15 17 18


Earth Spirit the All Purpose Hero

dominus_10
January 21, 2014


Introduction

This is my first guide on dotafire.Hope this guide helps u people to play Earth Spirit
I write this guide based on my W/L ratio and experience playing this hero, most of the games this hero do extremely well and as i name my guide, Earth Spirit the All Purpose Hero, he will fit into any kind of tools to help allies in teamfights and other purposes.

Pros and Cons

Pros:
+Good attack animation
+High burst damage
+Decent base attack damage
+Good Strength and Intelligence gain
+Very strong initiation
+Has 3 kind of debuffs (Stun, Slow, and Silence)

Cons:
-Item dependent
-Low on mana pool
-Require good positioning

Skill and its usage

Color code : White Lvl 1,Green Lvl 2, Blue Lvl 3, Red Lvl 4


Boulder Smash
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 silenced, and the travel distance is improved.
Range: 150
Radius: 225
Slam Distance: 500/600/700/800 (2000 when using a Stone Remnant)
Slam Speed: 1200
Damage: 100/150/200/250
Silence Duration: 3.5/4/4.5/5 seconds (Only when using a Stone Remnant)
Cooldown 22/18/14/10
Mana 100

Your main nuke spell and also act as Forcestaff for allies. This spells can do wondrous initiation with allies such as Shadow Fiend, Tidehunter, Sand King etc. The only way to do such combo is measure their channel time if those skill with delay or channeling. Also can be use to push allies away from danger, push enemy away from allies or even pushes enemy into our allies embrace of death.

Note : This skill goes through magic immunity, damage and silence is blocked but unit can be pushed.

Rolling Boulder
After a 0.6s delay, Earth Spirit becomes a boulder, rolling in the direction he is facing 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.
Range: 800 (1600 when using a Stone Remnant)
Radius: 150
Damage: 90 (135 when using a Stone Remnant)
Movement and Attack Speed Slow: 80% for 2 seconds (Only when using a Stone Remnant)
Cooldown 16/12/8/4
Mana 50

! Always put a Stone Remnant to roll full range !

Your followup or initiation skill. Usually this skill is used as combo with Geomagnetic Grip. Also can be used as escaping method as long as there is no enemy hero in front of our rolling direction.

Special mention on this skill, Earth Spirit able to cast spell and use items while rolling. So when you're rolling, you can put 1 stone in front of you and cast Boulder Smash will create an inescapable initiation or back to safety by rolling and double press Portal Scroll.

This spell also goes through magic immunity, damage is blocked but unit can be collided.
Geomagnetic Grip
Earth Spirit pulls the target allied unit or Stone Remnant to his location. Enemies struck by the flying target will be stunned, and take damage if the flying target is a Stone Remnant.
Range: 1100
Radius: 180
Pull Speed: 1000
Stun Duration: 1/1.5/2/2.5
Stone Remnant Damage: 125
Cooldown 13
Mana 75

A very good linear long range stun skill( Stone Remnant or allied unit needed! ). Also can be used to save allies or making combo with Witch Doctor, Shadow Fiend, etc. This skill deal no damage if pulled unit is not a stone.
Stone Remnant
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. Earth Spirit can have 6 Stone Remnants active at one time.
Max Charges: 6
Charge Restore Time: 25
Duration: 120
Range: 1400
Cooldown 0

Your innate ability that helps you a lot. Use it wisely.
Magnetize
Magnetizes enemy units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized units cause nearby Stone Remnants to become energized and explode, applying/refreshing the magnetize debuff on all enemy 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 Rolling Boulder or Boulder Smash, all magnetized heroes share the effects.
Cast Radius: 300
Search Radius: 300
Explosion Radius: 600
Duration: 6
Damage per Second: 50/75/100
Cooldown 80
Mana 100

Your only DoT spell that also can bypass BKB. This spell refresh its duration if there is nearby Stone Remnant and spreads its debuff to other enemy unit. This spell also spreads other debuffs that inflicted by Earth Spirit's Boulder Smash and Rolling Boulder.

Laning & Roles

This hero can fit into many roles and lane. He is most effective either on mid lane or offlane
(only if he is available in Captain Mode). His skill is very powerful at early and mid stages of games, but its potency dropped quickly at late game. To play this hero effectively we need to end the game as fast as possible.

He can fit into support roles but NEVER let him get no item as he is item dependent hero so Arcane Boots and Mekansm is more like his bread and butter item.

Laning phase
Play safe and kill enemy hero if they are slightly out of position. Straight put a Remnant at their back, pull, roll and push it towards our ally or tower. It will secure kill mostly. Laning phase ended when you have Arcane Boots in inventory.

Ganking and Roaming
All you need to do is gank after getting an Arcane Boots. Secure kills for your carry or just for yourself. If there is reliable ganker and initiator in your team (e.g. : Sand King, Tidehunter, Earthshaker) let them initiate and you can followup by rolling and stun again.

Conclusion

Earth Spirit is just too good for a hero. His spell is powerful enough to wreak havoc in teamfight. Owning an escape mechanism, three debuffs, two allies life saving method, spells that can bypass magic immunity and long range initiation, he is truly a invaluable ally also a worthy opponent.

So this is the end of my guide, I hope you guys find pleasure and amusement while playing Earth Spirit. I will update this guide if there is suggestion from you guys. Cheers! :D

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