Earthshaker
From Liquipedia Dota 2 Wiki
Earthshaker
Radiant Hero

Attributes
Base Stats
Health Regen
Mana Regen
Magic Resistance
Attack Speed
Attack Time
Attack Duration
Attack Range
Missile Speed
Turn Rate
Sight Range
Level Changes
Level
1
15
25
Health
695
1842
2675
Mana
291
639
891
Armor
3.9
7.1
9.3
Damage
49-59
100-110
137-147
Most Played As
LessMore
Notes
Collision Size
Legs
Raigor Stonehoof, the Earthshaker[edit]
Recommended Roles |
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Like a golem or gargoyle, Earthshaker was one with the earth but now walks freely upon it. Unlike those other entities, he created himself through an act of will, and serves no other master. In restless slumbers, encased in a deep seam of stone, he became aware of the life drifting freely above him. He grew curious.
During a season of tremors, the peaks of Nishai shook themselves loose of avalanches, shifting the course of rivers and turning shallow valleys into bottomless chasms. When the land finally ceased quaking, Earthshaker stepped from the settling dust, tossing aside massive boulders as if throwing off a light blanket.
He had shaped himself in the image of a mortal beast, and named himself Raigor Stonehoof. He bleeds now, and breathes, and therefore he can die. But his spirit is still that of the earth; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the earth will greet him as a prodigal son.
Whether blocking an enemy's escape, dividing their forces, or shattering the ground beneath gathered foes, Earthshaker is at his best when he strikes without warning. Whatever survives the aftershocks still has a swing from his mighty totem to look forward to.
Abilities[edit]
Fissure

QF
Slams the ground with a mighty totem, fissuring the earth while stunning and damaging enemy units in a line. Creates an impassable ridge of stone.
Damage | 110/160/210/260 190/240/290/340 |
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Stun Duration | 1/1.25/1.5/1.75 |
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Fissure Duration | 6.5/7/7.5/8 |
---|
Distance | 1400 1720 |
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Radius | 225 |
---|
Cast Point | 0.69 |
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Reduces Fissure cooldown and allows you to walk on it. Whenever you cast a spell, an aftershock effect is replicated throughout the fissure path that stuns for half the duration. | |
Does not pierce Spell Immunity. | |
Dispellable with strong dispels. |
The Nishian totem splits the earth to its core with tectonic force.
Notes
- Units hit by fissure are pushed to either side of it.
- Lane creeps and neutral creeps have limited pathing around fissure. They will often not path around the center of fissure, and will only go around if near the edges.
Enchant Totem

WE
Empowers Earthshaker's totem, causing it to deal extra damage on the next attack.
Bonus Damage | 1×/2×/3×/4× |
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Bonus Attack Range | 75 |
---|
Buff Duration | 14 |
---|
Cast Point | 0.6 0 |
---|
Cast Backswing | 0.38 0.2 |
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Targeting |
---|
Cast Range | 950 |
---|
Leap Duration | 0.8 |
---|
Cleave | 40% |
---|
Becomes a point targeted ability, causing Earthshaker to jump to the targeted spot and cast Enchant Totem there. | |
Dispellable. | |
Cannot be cast while rooted. |
Raigor's gorilla strength can destroy mountains.
Notes
- Only increases base damage.
- Does not stack with Double Damage Rune.
- The totem glows when enchanted, which is also visible by enemies.
- The buff does not get consumed if the attack misses.
- Jump takes 1 second to land regardless of distance traveled.
- Aftershock is triggered at the end of the jump.
- Getting disabled in mid-air does not stop the jump's effects.
- Self casting the ability will make it behave in its original form.
Aftershock

EA
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Does not pierce Spell Immunity. | |
Dispellable with strong dispels. | |
Disabled by break. |
The earth trembles beneath the mighty footsteps of Raigor.
Notes
- Using items does not trigger aftershock.

Echo Slam

RC
Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.
Initial Damage | 100/140/180 |
---|
Echo Damage | 70/90/110 150 |
---|
Damage Radius | 600 |
---|
Echo Radius | 600 |
---|
Hero Echoes | 2 |
---|
Non-Hero Unit Echoes | 1 |
---|
Cast Point | 0 |
---|
Cast Backswing | 1.33 |
---|
Does not pierce Spell Immunity. | |
Cannot be disjointed. |
Tectonic plates crack, mountains fold, and foes are crushed by the Echo Slam.
Notes
- The echoes travel at a speed of 550.
- Units killed by echo slam still produce echoes.
- Echo slam bounces twice off of heroes. Once off of illusions and non-hero units.
Talent Tree[edit]
Talent Tree | ||
-1.5s Enchant Totem Cooldown | 25 | +200 Aftershock Radius |
+320 Fissure Range | 20 | +40 Echo Slam Damage |
+50 Aftershock Damage | 15 | +25 Movement Speed |
+80 Fissure Damage | 10 | +20 Base Damage |
General Strategy[edit]
Overview
Earthshaker's role as support revolves around positioning, map awareness, and timing. Earthshaker's positioning directly correlates to the effectiveness of his skills, where being on the border of a fight, aiming inwards, is ideal and almost always crucial to landing fissure on the greatest number of enemy units. Common places to be are at towers behind primary farming heroes because towers hide your presence and offer the element of surprise.
Stay out of enemy range when your spells are on cooldown. This can be mitigated by breaking line of sight or by purchasing survival-based items such as Ghost Scepter and Force Staff. Earthshaker works great against teams that create summons to push due to the fact that his Echo Slam ultimate deals more damage if there are more units hit.
In general, Fissure and Aftershock are maxed first. A single point in Enchant Totem is taken at around level 4 to add another stun from Aftershock in many situations due to the low cooldown of Enchant Totem. Because Earthshaker's attack damage is not high at the beginning of the game, extra levels in Enchant Totem are both unnecessary and unhelpful.
Fissure is used primarily for initiating stuns on the enemy. The stun can help set the opportunity for other spells that are difficult to land on moving targets. Fissure is an effective means of trapping/protection, creating a wall to protect your allies and cut off enemy escapes. Other techniques involve timing your fissure to counter enemy stuns and control the team fight better, stunning the enemy to prevent them from repositioning or casting spells. This makes enemy damage output as inefficient as possible and disrupts their spell combos.
Early Game
Managing mana is very important for Earthshaker's early game. He starts with little mana and must buy items such as Clarity, Bottle, and Arcane Boots to keep up with costs.
Mid Game
Earthshaker becomes a roaming ganker that is known for his stuns and crowd control. Earthshaker can block lanes, disconnect foes from their allies, and ultimately be a chaotic presence in fights at a great range. Being active with Earthshaker and coordinating ganks are key to playing a successful Earthshaker throughout the game.
Late Game
Careful use of your ultimate is critical. You must land it when and where it will be most effective. This can often be a game winning move.
Version History[edit]
Version | Balance Changes |
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7.30e | |
| |
7.30c | |
| |
7.30 | |
| |
7.29 | |
| |
7.28c | |
| |
7.28 | |
| |
7.27b | |
| |
7.26b | |
| |
7.23 | |
| |
7.21d | |
| |
7.21 | |
| |
7.20 | |
| |
7.19d | |
| |
7.19c | |
| |
7.18 | |
| |
7.17 | |
| |
7.14 | |
| |
7.14 | |
| |
7.13b | |
| |
7.07 | |
| |
7.06f | |
| |
7.06 | |
| |
7.03 | |
| |
7.02 | |
| |
7.00 | |
| |
6.88 | |
| |
6.87 | |
| |
6.85 | |
| |
6.83 | |
| |
6.82 | |
| |
6.81b | |
| |
6.81 | |
| |
6.80 | |
| |
6.79 | |
| |
6.78 | |
| |
6.77 | |
| |
6.75 | |
| |
6.72 | |
| |
6.71 | |
| |
6.66 | |
| |
6.63 | |
| |
6.50 | |
| |
6.49 | |
| |
6.39 | |
| |
6.20 | |
| |
6.16b | |
| |
6.13 | |
| |
6.04 | |
| |
6.03 | |
| |
6.00 | |
|
Notable Players[edit]
fy
|
YapzOr
|
LaNm
|
Tims
|
Handsken
|
See also[edit]
External links[edit]
Guides[edit]
References[edit]