Damage
49-59
100-110
137-147
Raigor Stonehoof, the Earthshaker[edit]
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.
Abilities[edit]
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 |
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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 |
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| Does not pierce Spell Immunity. |
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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.
Empowers Earthshaker's totem, causing it to deal extra damage on the next attack.
Bonus Damage | 1× / 2× / 3× / 4× |
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| Becomes a point targeted ability, causing Earthshaker to jump to the targeted spot and cast Enchant Totem there. |
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| Dispellable. |
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| Cannot be cast while rooted. |
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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 attack has True Strike and cannot miss.
Jump takes 1 second to land regardless of distance traveled.
Getting disabled in mid-air does not stop the jump's effects.
Self casting the ability will make it behave in its original form.
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Damage | 75 / 100 / 125 / 150 |
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Stun Duration | 0.6 / 0.9 / 1.2 / 1.5 |
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| Does not pierce Spell Immunity. |
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| Disabled by break. |
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The earth trembles beneath the mighty footsteps of Raigor.
Notes
- Using items does not trigger aftershock.
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 |
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Echo Damage | 70 / 90 / 110 150 |
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| Does not pierce Spell Immunity. |
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| Cannot be disjointed. |
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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
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-1.5s Enchant Totem Cooldown
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25
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+40% Magic Resistance
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+320 Fissure Range
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20
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+40 Echo Slam Damage
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+6 Armor
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15
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+25 Movement Speed
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+200 Mana
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10
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+20 Base Damage
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Recommended Items[edit]
Starting Items |
Early Game |
3 |
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General Strategy[edit]
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.
Earthshaker (In-Game Description)
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.
Skill Build
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Spell |
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Level | 11 | 12 | 13 | 14 | 15 | 16 | 18 | 20 | 25 | |
Spell |
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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
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Balance Changes
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7.27b
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Fissure duration reduced from 8 to 6.5/7/7.5/8
Enchant Totem backswing animation time reduced (from 0.57 to 0.38)
Level 10 Talent changed from +25 Damage to +20 Base Damage
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7.26b
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All talents are now about 20% weaker
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7.23
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Enchant Totem Scepter leap duration increased from 0.75 seconds to 1
Enchant Totem Scepter leap will now be interrupted if you are stunned or rooted
Enchant Totem now provides +75 Attack Range
Echo Slam base damage increased from 100 to 100/140/180
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7.21d
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Base armor increased from 0 to 2
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7.21
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Fissure mana cost reduced from 125/140/155/170 to 110/130/150/170
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7.20
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Fissure cooldown increased from 18/17/16/15 to 21/19/17/15
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7.19d
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Base armor reduced from 1 to 0
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7.19c
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Root now disables scepter Enchant Totem
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7.18
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Base HP regen increased from 2 to 2.5
Base movement speed increased from 305 to 310
Enchant Totem Scepter cast range increased from 900 to 1100
Echo Slam echo damage increased from 60/85/110 to 70/90/110
Echo Slam waves are no longer disjointable
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7.17
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Echo Slam now has 100 initial damage
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7.14
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Base armor increased from 0 to 1
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7.14
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Base damage increased from 24-34 to 27-37
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7.13b
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Base movement speed reduced from 310 to 305
Base armor reduced from 1 to 0
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7.07
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Echo Slam initial damage removed
Echo Slam Echo Damage increased from 40/55/70 to 60/85/110
Echo Slam bounces twice off of non-illusion heroes
Base HP regen increased from 0.5 to 2
Reworked Talent Tree
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7.06f
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Fissure cooldown increased from 15 to 18/17/16/15
Enchant Totem mana cost increased from 20/30/40/50 to 35/40/45/50
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7.06
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Enchant Totem has True Strike
Replaced Respawn Talent: +350 Fissure Range (Level 20)
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7.03
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Aftershock damage increased from 50/75/100/125 to 75/100/125/150
Level 10 Talent increased from +8 Strength to +10
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7.02
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Base HP regen from 0.25 to 0.75
Level 20 Talent from +10% Spell Amplification to +40 Echo Damage
Level 25 Talent from +500 Health to +600 Health
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7.00
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Added Talent Tree
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6.88
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Echo Slam radius increased from 575 to 600
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6.87
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Reworked Scepter on Earthshaker
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6.85
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Fissure damage reduced from 125/175/225/275 to 110/160/210/260
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6.83
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Enchant Totem mana cost reduced from 50 to 20/30/40/50
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6.82
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Fissure no longer has unit targeting
Fissure is no longer blocked by Linken's Sphere
Echo Slam initial attack is now the same Magic damage type as the rest of its damage
- (Initial damage no longer pierces Spell Immunity)
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6.81b
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Turn rate improved from 0.6 to 0.9
Echo Slam
- Initial Damage AoE increased from 525 to 575
- Echo Search AoE increased from 550 to 575
- Echo Damage AoE increased from 500 to 575
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6.81
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Creeps no longer try to path around Fissure; they will wait for it to disappear
Echo Slam no longer ignores units that are invisible or in Fog of War
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6.80
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Base movement speed increased from 300 to 310
Strength gain increased from 2.5 to 2.9
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6.79
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Enchant Totem damage increased from 75/150/225/300% to 100/200/300/400%
Fissure range increased by 100
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6.78
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Turn rate improved from 0.4 to 0.6
Fissure range increased from 1200 to 1300
Echo Slam now considers illusions as heroes
- (This affects Aghanim's Scepter upgrade as it does extra damage for each hero in the area)
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6.77
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Aftershock stun duration rescaled from 0.3/0.7/1.2/1.5 to 0.6/0.9/1.2/1.5
Aftershock damage increased from 25/45/75/115 to 50/75/100/125
Enchant Totem cooldown decreased from 6 to 5
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6.75
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Enchant Totem cooldown decreased from 7 to 6 seconds
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6.72
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Echo Slam initial damage reduced from 165/230/285 to 160/210/270
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6.71
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Enchant Totem no longer dispels if you animation cancel
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6.66
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Aftershock AoE from 280 to 300
Enchant Totem damage increased from 50/100/150/200 to 75/150/225/300
Added Aghanim's Scepter to Earthshaker
Echo Slam's Echo damage increased from 35/45/65 to 40/55/70
Echo Slam's unit search AoE increased by 75
Echo Slam no longer counts corpses for damage Echo damage
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6.63
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Echo Slam now deals half bonus damage from corpses instead of full
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6.50
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Improved Earthshaker's movement speed from 290 to 300
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6.49
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Rewrote Fissure to avoid Entangle and Impale based spell conflicts
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6.39
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Improved AoE on Aftershock by 30
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6.20
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Fissure nerfed
Enchant Totem cooldown reduced
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6.16b
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Recoded Fissure
Now creates the whole crevasse instantly in front of Earthshaker, instead of over 0.5 seconds
The crevasse is now always a straight line and no longer curves because of buildings or props
No longer creates ground rippling effects along the crevasse
No longer randomly fails to damage and stun hit enemies
No longer destroys trees
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6.13
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Reduced cooldown/mana cost on Enchant Totem
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6.04
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Echo Slam dmg per target reduced from 35/45/65 to 27/37/57
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6.03
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Fixed Earthshaker hotkeys
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6.00
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New Hero
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Notable Players[edit]
See also[edit]
External links[edit]
References[edit]