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1. | Introduction |
2. | Pros / Cons |
3. | Stone Remnant |
4. | Boulder Smash |
5. | Rolling Boulder |
6. | Geomagnetic Grip |
7. | Enchant Remnant |
8. | Magnetize |
9. | Items |
10. | Gameplay |
11. | Friends and Foes |
Enter Kaolin, the Earth Spirit. One of the most highly underrated heroes to ever exist since Chen was introduced. Earth Spirit may appear intimidating to some, while he may just seem like a flat out useless hero to others. This is because Earth Spirit is one of the hardest heroes to play, and definitely one of the hardest heroes to master. However, there is no reason to fear. Practice makes perfect, and after playing a few games with Earth Spirit against bots you should have gained enough confidence to put your abilities to the test in pub matches. Aside from all that mumbo jumbo, Earth Spirit is a highly versatile Strength hero with a strong in-lane presence that thrives in early to mid-game team fights. With access to a stun, silence, and (slightly unreliable) form of initiation, Earth Spirit can find a place for himself in almost any type of team composition. Oh. And here's a bit of lore for any of those who are interested.
Deep amid the Upland crags and cliffs there runs a seam of sacred jade long foresworn by highland miners. From this rare material, the likeness of the great general Kaolin was carved and buried at the head of a stone funerary army ten thousand strong--a force of soldiers and holy men, jesters and acrobats, carved by crafstmen and entombed for millennia in the dark embrace of the Earth.
What the craftsmen had not known was that within the strange seam of jade flowed the spirit of the Earth itself--an elemental force at one with the planet. When the force within the carved jade found itself cut off from the life's blood of the world, it gathered its strength over the course of a thousand years and dug itself free and into the light. Now the great Kaolin Earth Spirit strides the Upland roads, fighting for the spirit of the Earth; and in times of need calls forth remnants of his buried army still locked in the loving embrace of the soil.
Pros
- Highly Versatile
- Strong Lane Presence
- Team Fighting
- Escape
- Can Also Help Teammates Escape
Description: Call a Stone Remnant to 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.
Stone Remnant is an ability that requires no skill points and it is automatically available for use at level one. Using Stone Remnant will allow for you to place a Stone Remnant down within your immediate vicinity. What are the odds, right? Stone Remnants are used in tandem with Earth Spirit's other abilities in order to make him one hell of a monster in lane. We'll get to that later, however. Stone Remnants provide no vision, do not obstruct movement, and are indestructible. Stone Remnants are tied to a charge system. You may carry up to six Stone Remnant charges at once, and placing a Stone Remnant will consume a single charge. Stone Remnant charges will recharge slowly over time, so be careful as to were you place them. Players new to Earth Spirit will oftentimes get either confused or nervous and place down all of their Stone Remnants at once in locations that they find to be convenient. While this is a definite way to play Earth Spirit, I would personally recommend only placing Stone Remnants when you know that you are about to use an ability. This ensures that you will always have a Stone Remnant to rely on, which can prove to be especially useful when either you or a teammate are caught out in a sticky situation. If you are still confused about the concept of Stone Remnant, come back and revisit this section after reading more about Earth Spirit.
Description: Earth Spirit smashes the target enemy or ally, sending them in the direction he is facing. If Earth Spirit targets an area, he will smash the nearest Stone Remnant in a 200 radius. The travelling unit or Remnant damages all enemy units it hits. If an enemy is hit by a Stone Remnant, they are also stunned. Stone Remnants travel further than other units.
Range: 150
Radius: 200
Slam Distance: 500 / 600 / 700 / 800 (2000 when using a Stone Remnant)
Slam Speed: 1200
Damage: 125
Stun Duration: 0.75 / 1.25 / 1.75 / 2.25 seconds (When using a Stone Remnant)
Mana Cost: 100
Cooldown Time: 22 / 18 / 14 / 10
This is Earth Spirit's long range stun. You can use this on allies, enemies, and Stone Remnants. You should mainly be using Boulder Smash on Stone Remnants, as hitting an enemy with a Stone Remnant will stun them for a good duration of time. When using Boulder Smash on a Stone Remnant, think of that Stone Remnant as a Sacred Arrow, a stun capable of traveling great distances. The only difference is that aiming Boulder Smash can be a little more difficult, and that Boulder Smash is also capable of stunning multiple targets rather than just one. Using Boulder Smash on both allies and enemies can prove to be useful as well. You can smash enemies into your own team for a safe pick off, or smash an ally out of harm's way if they appear to be in trouble. Get creative!
Description: 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 / 120 / 150 / 180 (135 / 180 / 225 / 270 when using a Stone Remnant)
Movement and Attack Speed Slow: 80% for 2 seconds (Only when using a Stone Remnant)
Mana Cost: 50
Cooldown Time: 16 / 12 / 8 / 4
Earth Spirit's unreliable form of initiation and escape. Being able to effectively utilize Rolling Boulder will either make you or break you as an Earth Spirit. If you pass through a Stone Remnant while using this ability, the distance that you roll is far greater and a slow is applied to enemies that you hit. This is both a good thing and a bad thing. Traveling a farther distance makes it easier to connect with the enemy team, but it also puts you in a nasty position if you manage to miss your target. You'll end up traveling the full 1600 units, which will often place you under enemy towers and in other unseemly places that you would rather not want to hang around. Long story short, if you land Rolling Boulder, you put your team in a great position for the upcoming team fight. If you miss, you end up positioning yourself in an undesirable spot. Don't forget that you can use Rolling Boulder to travel over ledges and other forms of impassable terrain to escape from the enemy team.
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.
Range: 1100
Radius: 180
Pull Speed: 1000
Silence Duration: 2 / 3 / 4 / 5
Stone Remnant Damage: 100 / 150 / 200 / 250
Mana Cost: 75
Cooldown Time: 13
Using Geomagnetic Grip will pull the targeted ally or Stone Remnant towards your location. This ability is extremely useful in team fights, as it silences any enemies that come into contact with the Stone Remnant that you pull towards you for an entirety of 5 seconds at max level. At best, you silence the entire enemy team for 5 full seconds. At worst, you silence a single enemy for a hefty duration of time. Regardless, this ability wins engagements when used in combination with both Boulder Smash and Rolling Boulder. Use Geomagnetic Grip to pull allies to your location when they are in immediate danger. If you are clutch enough, you can use Geomagnetic Grip to help your teammates avoid Pudge hooks and Invoker sun strikes.
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.
After purchasing an Aghanim's Scepter, you gain access to the wacky and wonderful ability known as Enchant Remnant. While sometimes considered situational, Enchant Totem allows for you to turn both allies and enemies into Stone Remnants for three seconds. Being a Stone Remnant, heroes become invulnerable to damage while being unable to damage enemies themselves. Enchant Remnant has both offensive and defensive capabilities. You can turn allies in danger into Stone Remnants and then pull them towards you with Geomagnetic Grip at increased speeds. Have a Blink Dagger or Force Staff? Move in on the enemy team and use Enchant Totem on an enemy. Proceed by pulling them towards you with Geomagnetic Grip, and send them straight into your allied team by utilizing Boulder Smash. Easiest pickoff of your life. Also, you can use Enchant Totem to shut down various enemy heroes. Did Faceless Void just throw down a Chronosphere? Enchant Totem, Geomagnetic Grip, and send the helpless hard carry back to his fountain with a swift Boulder Smash to the face. Enchant Totem also works wonders against Sven, Ember Spirit, and Sand King just to name a few. The stats from Aghanim's Scepter provide you with some solid stats as well.
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 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
Mana Cost: 100
Cooldown Time: 80
Magnetize is a bit of a weird ultimate. It deals damage over time to all nearby enemies, and that damage over time is refreshed whenever enemies come into contact with a Stone Remnant that you place near them. So early game, you want to use Magnetize in team fights and continually place Stone Remnants in order to deal as much damage as possible. Magnetize also maximizes the efficiency of Rolling Boulder and Geomagnetic Grip. All enemy heroes affected by Magnetize will share the slows and silences that the two aforementioned abilities provide. Keep that in mind during team fights. Magnetize works well when used in conjunction with abilities such as Reverse Polarity, Vacuum, and Black Hole. While Magnetize may be no laughing matter early to mid game, the damage becomes a serious joke once you hit late game. Take advantage of your ultimate as many times as possible before it falls off completely and becomes useless.
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