Items
Starting items:
- Healing Salve Item Changelogs Healing SalveB A magical salve that can quickly mend even the deepest of wounds. Cost110 Bought FromConsumables Active Regenerate Health Charges 1 Disassemble? No Alert allies? No Recipe The and Tango Item Tango (Shared) Changelogs TangoB Forage to survive on the battlefield. Cost125 Bought FromConsumables Active Eat a Tree or Ward Charges 4 Disassemble? No Alert allies? No Recipe The Tango are basic regen requirements in almost any lane that Earth Spirit is placed in.
- Clarity Item Changelogs ClarityB Clear water that enhances the ability to meditate. Cost50 Bought FromConsumables Active Regenerate Mana Charges 1 Disassemble? No Alert allies? No Recipe The Clarity is an item purchasable potions will help Earth Spirit to cast his spells more often to make a bigger impact in the early game, as he is limited more by his mana pool than by the number of Stone Remnants he has.
- Iron Branch Item Changelogs Iron BranchB A seemingly ordinary branch, its ironlike qualities are bestowed upon the bearer. Cost50 Bought FromAttributes Active Plant Tree Charges 1 Bonus +1 Strength+1 Agility+1 Intelligence Disassemble? No is a cheap and effective way to improve Earth Spirit`s stats, particularly his strength and intelligence, both of which are lacking in the early game.
- Stout Shield Item Changelogs Stout ShieldBL One man s wine barrel bottom is another man s shield. Cost200 Bought FromArmaments Passive Damage Block Disassemble? No Alert allies? No Recipe The Stout Shield is an item is recommended when playing in the off-lane, as it will significantly reduce the amount of damage Earth Spirit takes from enemy player harass.
Early game:
- Boots of Speed Item Changelogs Boots of SpeedBL Fleet footwear, increasing movement. Cost400 Bought FromArcane Bonus +45 Movement speed Disassemble? No Alert allies? No Recipe The Boots of Speed are an item purchasable at are essential early on for Earth Spirit, as the improved movement speed will allow him to position himself more quickly for casting his spells. It is not absolutely necessary to upgrade them immediately, which can save you gold for other items.
- Magic Stick Item Changelogs Magic StickBL A simple wand used to channel magic energies, it is favored by apprentice wizards and great warlocks alike. Cost200 Bought FromArcane Active Energy Charge Charges 0 Disassemble? is a useful pickup when in a lane against heroes who are harassing you by spamming low mana cost spells. In particular, your low early mana pool means that you will greatly benefit from having an extra source of mana regen for casting your spells if you`re in a pinch.
- Bottle Item Changelogs BottleBL An old bottle that survived the ages, the contents placed inside become enchanted. Cost650 Bought FromConsumables Active Regenerate Charges 3 / 1 Passive Store Rune Disassemble? No Alert is essential if Earth Spirit is played in the mid lane, but can also be a handy source of regen if playing as a roamer or off-laner. As Earth Spirit is very mobile and very active, a Bottle will give him health regen between ganks and fights, and the mana replenishment will recover a sizable fraction of his mana pool, allowing him to stay on the go.
Core items:
- Force Staff has many uses for a hero like Earth Spirit, and can be built relatively easily as its components aren`t that expensive. It can be used to quickly re-position Earth Spirit in order to more easily cast his abilities, as well as escape from failed fights or ganks. As well, the active can be used to save nearby allies, or disposition enemies for your spells. It also improves his mana pool, always good on a strength caster, and the health regen helps keep him at full health as needed.
- Magic Wand is useful for the same reason as Magic Stick, as well as for the additional stats if you are not a core farmer on your team.
- Urn of Shadows is a good pickup on very active Earth Spirit players since he is very powerful in teamfights and ganks, and is a strength hero who can benefit from additional mana regeneration. The active ability can be used to heal teammates after ganks or teamfights, or can add an additional 150 pure damage to an enemy during a gank. Remember to check with teammates to see if any of them are purchasing one as well, as only one Urn will receive charges when a nearby enemy hero dies.
- Town Portal Scroll is an essential basic item that all heroes should carry at all times, but is doubly so on Earth Spirit. Because of his mobility and powerful disables, being able to show up quickly to a gank, counter-gank teamfight is critical.
Situational items:
Gameplay
Playstyle | |
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Earth Spirit Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Earth Spirit 21 + 3.2 17 + 1.5 18 is one of the strongest disabling The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the heroes in the game, possessing a stun, silence and slow in all of his basic abilities, allowing him to combo his abilities based on the needs of his allies and how he wants to affect his enemies. By judiciously using his spells at the right time and in the right situation, he can inflict the enemy with powerful crowd control effects. | |
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Info
Ability Builds
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Talents
Hero Talents Main Table of Gained Bonuses The Talent Selection interface. Talents are traits unique to each hero. They are chosen every 5th level starting at level 10, offering a permanent choice between | ||
+300 Rolling Boulder Damage | 25 | Geomagnetic Grip Targets Allies |
+300 Health | 20 | +15% Spell Amplification |
+90 Gold/Min | 15 | +15% Magic Resistance |
+4 Armor | 10 | +10 Intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 |
Notes:
- The armor is added as bonus armor, and therefore does not benefit illusions.
- The magic resistance stacks multiplicatively with other sources of magic resistance.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
General
- Due to the high potential impact of his spells, Earth Spirit is a relatively farm-independent hero, and can contribute greatly to ganks and teamfights with few to no items. He is best played as a utility initiator that can be useful without items but increases greatly in effectiveness with farm.
- Earth Spirit has little single-target physical damage, and his spells require the use of Stone Remnants in order to be effective. As such, it is difficult to farm with him, so he should get his gold by being active and getting kills and assists in teamfights and ganks.
- Positioning is key with Earth Spirit; this hero is adept at initiating, counter-initiating and running down fleeing foes. All of his spells allow him to disable enemies in some form or another, so being within range to cast his spells can allow him to turn the tide of any teamfight.
- Earth Spirit can generally be played in numerous roles, depending on what is needed by his team.
- Earth Spirit is most commonly played as a roamer as he can use his wide array of disables to set up kills on enemies in their lanes. While he will not get much farm or experience, he can appear without warning in any enemy lane and disable enemies for kills, giving his teammates strong lane advantages.
- Earth Spirit is also played as a solo off-laner, as he possesses survivability due to being a strength hero and has an escape in Rolling Boulder. Getting solo experience in the off-lane allows him to get fast early levels, which in turn allows him to use his abilities to devastate his opponents and greatly disrupt the enemy`s safe lane. He can then transition into roaming and ganking with his spells.
Boulder Smash
- Boulder Smash is a powerful utility spell that allows Earth Spirit to forcibly re-position a unit while dealing damage, or launch a Stone Remnant to stun and deal damage over great distances.
- A successfully targeted Boulder Smash with a Stone Remnant is one of the longest-ranged and fastest-moving stuns in the game. You can use it for a variety of effects despite its mediocre damage, such as canceling an enemy`s teleport from a safe distance (e.g. a Naga Siren For the race in Dota 2 lore, see Naga. Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs who has cast Song of the Siren, a Tinker Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Tinker 17 + 2.3 13 + 1.2 30 + 2.2 Level Base with Boots of Travel Item Changelogs Boots of TravelB Winged boots that grant omnipresence. Cost2400 (2000) Bought FromCommon Active Teleport Bonus +100 Movement speed Disassemble? No Alert allies? No Recipe The Boots of Travel are or a Nature`s Prophet Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Nature s Prophet 19 + 2.1 18 + 1.9 25 + 2.9 Level hidden inside Sprout) or interrupting enemy channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells without endangering yourself, such as Death Ward.
- Keep in mind, Boulder Smash can be cast on allies as well as enemies, not just Stone Remnants. It can be used to help an ally initiate, or to forcibly displace an enemy in a direction favorable to your team. Be that as it may, keep in mind that a Boulder Smash cast on a unit has a relatively short travel distance and will not stun any enemies in its path. It also will not interrupt the targeted unit, so it won`t cancel channeling spells this way.
- When ganking or solo-killing a target, it is often beneficial to keep Boulder Smash in reserve in case the target attempts to teleport out. Earth Spirit has limited physical damage output and his spells lack immediate nuking power, so holding on to your stun can allow you to prevent the target from easily escaping after being initiated on.
- As it does not interrupt channeling when cast on an ally, Boulder Smash can be used to re-position teammates who are channeling big ultimates in teamfights (such as Death Ward and Black Hole to put them in a better position whilst the spell remains in effect. On a smaller scale, it can be used to displace an ally who is channeling a Town Portal Scroll, making them harder to locate by the enemy and buying them time to escape.
Rolling Boulder
- Rolling Boulder is a powerful mobility spell that allows Earth Spirit to initiate, escape, or simply re-position to cast his spells.
- Leveling up Rolling Boulder only decreases its cooldown, so it is best to only take one point in the ability in the early game for mobility, and spend your skill points on your other disables and nukes, which increase in damage and duration.
- When augmented by a Stone Remnant, Rolling Boulder increases Earth Spirit`s travel speed and maximum distance, and inflicts a slow on the first enemy hero it collides with. Because the distance is fixed and the speed only changes upon hitting the Stone Remnant, it is best to place the remnant right on top of Earth Spirit, in order to minimize the travel time.
- By utilizing the delay on Rolling Boulder, it is possible to decrease the time required to execute a Remnant-augmented roll. Cast Rolling Boulder in the desired direction, and then place the Stone Remnant in Earth Spirit`s path during the delay (remember that you can double-tap Stone Remnant), instead placing the Remnant and then casting Rolling Boulder.
- Remember that Rolling Boulder allows Earth Spirit to move up and down cliffs and through trees, so you can use it to pass over normally impassable terrain. Be that as it may, keep in mind that getting disabled during the spell`s 0.6 second delay will interrupt it, so be very careful about using it when fleeing enemies with stuns, roots or silences.
- When using Rolling Boulder to initiate on a target, good aim is absolutely mandatory. The boulder only stops when it connects with an enemy hero, so if you miss and overshoot, you may wind up in an extremely disadvantageous position.
- Remember that while you are rooted Root (formerly known as Ensnare and Entangle) is a status effect that prevents affected units from moving, and from casting some mobility spells. Contents 1 Mechanics 2 Rooting abilities 3 Self-rooting abilities 4 Disabled by for the duration of Rolling Boulder, you may still use items (excluding Blink Dagger). For instance, Town Portal scrolls can be used without being interrupted, so they can be activated during the delay or roll, allowing Earth Spirit to start channeling an escape early and displace himself during the channeling.
- Depending on when and where in the roll the Stone Remnant is placed, Earth Spirit moves at a net rate of 500 or 762-1000.
- Rolling without a Stone Remnant moves Earth Spirit 800 units in 1.6 (0.6 + 1) seconds, resulting in a net rate of 500 effective movement speed.
- Rolling into a Stone Remnant 949-950 distance from Earth Spirit`s initial location moves him 1600 in 2.1 (0.6 + 1 + 0.5) seconds, resulting in a net rate of 762 effective movement speed.
- Rolling into a Stone Remnant 0-150 distance from Earth Spirit`s initial location moves him 1600 in 1.6 (0.6 + 1) seconds, resulting in a net rate of 1000 effective ms.
Geomagnetic Grip
- Geomagnetic Grip is an ally-targeted spell that allows Earth Spirit to pull an allied creep or Stone Remnant to his position.
- Because Geomagnetic Grip`s silence duration does not scale that well, it is best skilled up only if the longer silence duration is necessary for countering specific enemies, or if the additional magical damage is needed.
- Remember that Geomagnetic Grip deals no damage unless a Stone Remnant is pulled. Therefore, if the aim is to deal damage, a remnant must be used.
- When using Stone Remnants to utilize Geomagnetic Grip`s silence, remember that Stone Remnants have no collision boxes. Therefore if your aim is surprise, you can place the Stone Remnant in the enemy`s fog of war (inside of trees, or on an elevated cliff) and then pull it to you to avoid alerting them when they see the remnant being placed.
- When upgraded with Aghanim`s Scepter, Geomagnetic Grip has great utility in saving allies who are being ganked by the enemy, as it can pull them to safety over terrain and regardless of the direction they are facing or intervening enemy units. As well, it will silence any enemies within melee range of your teammate, preventing them from casting mobility spells to pursue.
Stone Remnant
- Stone Remnant allows Earth Spirit to place a remnant within a certain radius of himself, and then use it in combination with his spells.
- Stone Remnants are key to enhancing the effectiveness of all of Earth Spirit`s spells. They should be treated as a resource more valuable than mana, as while abilities and items exist to replenish mana, none exist to increase the number of Stone Remnant charges available besides waiting for them to naturally replenish.
- When casting your spells to farm or disable enemies in fights, remember that you can use the same Stone Remnant more than once. The Stone Remnant that you pulled to you with Geomagnetic Grip to silence an enemy can then be used to stun a distant target with Boulder Smash, or quickly re-position yourself with Rolling Boulder.
- Stone Remnants persist on the field for up to 2 minutes, and ignore pathing and collision. If you are short on Stone Remnants but have plenty of mana, you can recycle them by moving old Stone Remnants to more advantageous positions using your spells. As well, Stone Remnants left over from previous teamfights can be improvised if another fight occurs in the same area.
- Double-clicking on the command to place a Stone Remnant (or ALT + ability hotkey if Quickcast and Smart Double Tap are enabled) will place a Stone Remnant directly in front of Earth Spirit. This can facilitate easier casting of Boulder Smash and Rolling Boulder, and give players more time to direct their attention at enemy targets as needed.
Magnetize
- Magnetize gives Earth Spirit the ability to deal damage over time to all enemies affected by the debuff, and can be spread and refreshed with his Stone Remnants while spreading disables from his spells as well, making it very powerful in teamfights.
- While Magnetize`s initial radius is limited, the debuff can be transferred to other nearby enemies via the use of Stone Remnants. Besides the damage it deals, the ability allows you to extend the effects of Geomagnetic Grip`s silence and Rolling Boulder`s slow to encompass the entire enemy team, greatly impeding them all while dealing heavy damage over time.
- Remember that you can refresh the duration of Magnetize by placing Stone Remnants near the affected targets. Try to time your remnant placements to maximize the damage, however also remember that your spells lose the majority of their effectiveness without Stone Remnants, so be sure to always have some in reserve.
- Keep in mind, any Stone Remnants that are used to spread Magnetize will disappear after a short duration. Try to use these remnants to fuel your other spells during your ultimate if possible, as they will otherwise disappear from the field. This can be useful for conserving Stone Remnant charges for use later.
Enchant Remnant
- Enchant Remnant requires purchasing an Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 . The spell allows Earth Spirit to turn any hero, ally or enemy, into a Stone Remnant to manipulate with his spells.
- Casting Enchant Remnant on an ally renders them temporarily invulnerable (through spell immunity as well), allowing you to save them quickly if they are being focused down, or it can be used to help them initiate by casting Boulder Smash on them to stun the enemy while simultaneously placing your teammate in the middle of their formation. When used against an enemy, Enchant Remnant disables them completely, allowing Earth Spirit to use them to fuel his spells in a teamfight, or place them in an extremely disadvantageous location with Geomagnetic Grip and Boulder Smash.
- Enchant Remnant is perhaps one of the best ways to easily remove an enemy hero from a teamfight by enchanting them and then using Boulder Smash to send them away from the fight, perhaps into impassible terrain or over into the jungle to force them to take a long way back into the fight. This can prove especially useful against heroes that need to be close by to properly utilize their skills (such as Razor Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Razor 21 + 2.6 22 + 2 21 + 1.8 Level Base `s Static Link, melee right click heroes and the like).
- One powerful use for Enchant Remnant is singling out important enemy targets and then capturing and delivering them into your teammates` hands. If Earth Spirit can get within range to cast the spell on a key enemy hero (via high-mobility initiating spells or items such as Rolling Boulder or Blink Dagger), he can send them to his teammates with Boulder Smash. With a potential 2000 displacement distance, this can pull enemies completely away from the helping hands of their teammates.
- Keep in mind that Enchant Remnant can also be used as a regular targeted disable. If you have cast Boulder Smash recently to stun a target, and they are trying to teleport away, you can use Enchant Remnant to stop them in their tracks, giving them no avenue of escape.
- Earth Spirit`s basic disable combo is: Stone Remnant near Earth Spirit > Boulder Smash the remnant at a target > Geomagnetic Grip the remnant. Knocking the remnant in a target`s direction will stun them for a short duration, after which pulling it back before it leaves the spell`s 1100 range will silence the target for up to 4 seconds and deal additional damage, rendering them unable to cast for a short time once the stun expires.
- For large-scale teamfights, Earth Spirit can combine all of his abilities to inflict maximum crowd control using two initial Stone Remnants. To pull this off: Double Stone Remnant near Earth Spirit > Boulder Smash + Rolling Boulder > Magnetize > Geomagnetic Grip on first remnant. The initial Boulder Smash will stun multiple enemies, pinning them in position to be hit by Rolling Boulder, which puts Earth Spirit in position to cast Magnetize. Geomagnetic Grip can then be cast on the first Stone Remnant, inflicting the silence while simultaneously spreading the debuff to all enemies in the vicinity. You then have up to 8 seconds to cast Rolling Boulder again using that Stone Remnant to apply a slow, and your remaining 4 Stone Remnants to refresh Magnetize`s duration.