Earth Spirit counter and synergy picks
Pick Earth Spirit with Wraith King to increase win-rate from 49.3% to 55.6% or against Chen to increase win-rate to 56.5% in Patch 7.39b.
Good with...
...based on stats [7.39b]
Hero | Change in Win Rate ▼ |
---|---|
6.3% | |
6.2% | |
4.3% | |
4.2% | |
4.2% | |
3.8% | |
3.7% | |
3.6% | |
3.5% | |
3.4% | |
3.2% | |
3.1% | |
3.0% | |
2.9% | |
2.9% |
...based on gameplay [7.39b]
Earth Spirit and Medusa complement each other well because Earth Spirit’s initiation and control allow Medusa to safely position and deal damage. His silences and stuns lock down enemies, giving Medusa space to stack Mana Shield and unleash her high sustained damage in teamfights
With Wraith King, Earth Spirit’s crowd control helps set up easy Reincarnate triggers by locking down enemies. Earth Spirit can also peel for Wraith King, disrupting enemy initiators and allowing Wraith King to stay alive and deal damage during fights.
Earth Spirit pairs well with Nature’s Prophet since both excel at map control and creating pressure. Earth Spirit’s mobility and disables can secure kills while Nature’s Prophet pushes lanes and provides global presence, forcing enemies to split their attention.
Earth Spirit and Pudge work well together because Earth Spirit’s stuns and silences make it easier for Pudge to land his Hook and Dismember. Their combined lockdown can burst down key targets quickly and control fights through pickoffs.
Winter Wyvern benefits from Earth Spirit’s initiation as it sets up her Winter’s Curse perfectly. Earth Spirit’s control forces enemies into Winter Wyvern’s range, maximizing her teamfight impact while his silences prevent counterplays.
Earth Spirit supports Outworld Devourer by locking down enemies, giving Outworld Devourer time to cast Arcane Orb and Sanity’s Eclipse safely. His silence can also prevent disables or escapes, helping Outworld Devourer dominate fights with sustained magical damage.
Earth Spirit and Rubick make a strong combo since Earth Spirit can initiate fights and control enemies, allowing Rubick to safely position and steal powerful spells. Their crowd control chains and spell combos make it difficult for opponents to react or escape.
Earth Spirit works well with Pugna because his lockdown and silences allow Pugna to land Nether Blast and Life Drain uninterrupted. Earth Spirit can initiate fights and control enemies, enabling Pugna to maximize his damage and utility in team engagements.
Earth Spirit and Lich complement each other because Earth Spirit’s initiation and silences create openings for Lich to land powerful spells like Frost Blast and Chain Frost. Earth Spirit’s control helps keep enemies in place, allowing Lich to maximize his teamfight damage and slow enemies effectively.
With Witch Doctor, Earth Spirit’s stuns and silences set up perfect opportunities for Witch Doctor to use Paralyzing Cask and Death Ward. Earth Spirit’s ability to lock down multiple enemies enhances Witch Doctor’s damage output and crowd control, making their combo deadly in
...core items [7.39b]
A core item that lets you set up your Rolling Boulder and follow up spells on an enemy hero. Also lets you dispel yourself and buy time when in trouble.
A core upgrade that allows you to cast Geomagnetic Grip on allies as a save.
A core item to avoid most disables and silences on the enemy team to be fearless in the middle of fights and maximize the duration of Magnetize on multiple enemy heroes. Also improves your right click damage and tankiness through HP pool and magic resistance.
A core item that gives you some much needed armor and reduces healing in an AoE around you. Works well against illusions and summons along with your AoE damage spells. Also provides tankiness through stats.
A core item that lets you save an ally by kicking them out of fights in stone form, or kick an enemy hero out of position into your team in stone form. Can also be self cast to kick yourself away from danger.
A mobility item to have another form of initiation and escape on top of Rolling Boulder. Goes well with Aghanims Scepter to save allies or catch enemy heroes with Enchant Remnant.
Good against...
...based on stats [7.39b]
Hero | Change in Win Rate ▼ |
---|---|
7.3% | |
6.6% | |
6.6% | |
6.4% | |
5.5% | |
5.4% | |
5.3% | |
4.7% | |
4.4% | |
4.1% | |
3.9% | |
3.8% | |
3.7% | |
3.7% | |
3.5% |
...based on gameplay [7.39b]
Earth Spirit can overwhelm Enchantress early with his strong lane presence and burst damage before her passive becomes effective. His silence from Geomagnetic Grip stops her from using Nature’s Attendants, cutting off her main sustain. Rolling Boulder allows him to close the gap quickly, bypassing her range advantage. With proper execution, he can shut her down before she scales into the mid game.
Earth Spirit is good against Drow because he can easily close the distance with Rolling Boulder, nullifying her range advantage. His Geomagnetic Grip silences her, preventing Gust or escape, and his stuns interrupt her ability to kite. He thrives in chaotic, close-range fights where Drow is weakest. By jumping on her early, he disrupts her positioning and burst her down before she can contribute.
Earth Spirit is strong against Naga Siren because his AoE spells can hit multiple illusions, helping clear them quickly and reducing her pressure. His silence from Geomagnetic Grip can prevent Naga from using Song of the Siren or Mirror Image to escape or reset fights. With Rolling Boulder, he can chase her down even through illusions. His crowd control and mobility let him disrupt her setup and punish her during early skirmishes.
Earth Spirit performs well against Winter Wyvern because his silence from Geomagnetic Grip prevents her from casting Cold Embrace or Winter’s Curse at key moments. His mobility with Rolling Boulder lets him quickly jump on her in the backline, disrupting her positioning and combos. Earth Spirit’s AoE damage and control make it hard for Wyvern to channel spells safely in teamfights. He punishes her reliance on precise timing and spellcasting.
Earth Spirit is effective against Sniper because he can close the long distance gap quickly with Rolling Boulder, bypassing Sniper’s range advantage. Once on top of him, Earth Spirit can silence and stun, preventing Sniper from using mobility items or spells to escape. Buying Blade Mail punishes Sniper, forcing him to damage himself. With fast, disruptive initiation, Earth Spirit can shut Sniper down before he impacts the fight.
Earth Spirit counters Chen by using his AoE spells to clear Chen’s controlled creeps, reducing his map impact and pushing power. His Geomagnetic Grip silence and Boulder Smash stun can interrupt Chen’s channeling of Hand of God or Test of Faith. Earth Spirit’s mobility allows him to catch Chen in the backlines and shut down his utility. This makes it hard for Chen to sustain his team or maintain strong lane pressure.
Earth Spirit is strong against Lone Druid because his AoE abilities can hit both the hero and the bear, making it hard for Lone Druid to control fights. His silence from Geomagnetic Grip can prevent the Druid from casting Savage Roar or summoning a new Spirit Bear. Earth Spirit’s mobility allows him to dodge entangling roots and pressure the backline. With early aggression, he can disrupt Lone Druid’s timing and punish his weaker early-game presence.
Earth Spirit is good against Clinkz because his silence from Geomagnetic Grip prevents Clinkz from using Skeleton Walk to escape or reposition. Rolling Boulder lets Earth Spirit close the gap quickly, catching Clinkz before he can burst down targets. His stuns and AoE damage help reveal(use dust after hitting clinkz) and punish Clinkz even when he tries to play from invisibility. This constant pressure limits Clinkz’s ability to safely pick off heroes or farm.
ChatGPT said:
Earth Spirit is good against Vengeful Spirit because his silence can prevent her from using Magic Missile or Swap during critical moments. His mobility allows him to jump onto her backline position, disrupting her initiation and punishing her low durability. With AoE damage and control, Earth Spirit can quickly take her out of the fight before she can support her team.
Against Brewmaster, Earth Spirit’s silence stops him from casting Primal Split, which is the core of his survivability and teamfight control. By engaging quickly and locking him down before he splits, Earth Spirit can eliminate Brewmaster early in fights. His continuous crowd control also interrupts Brew’s spell flow, limiting his effectiveness.
Bad against...
...based on stats [7.39b]
Hero | Change in Win Rate ▲ |
---|---|
-7.0% | |
-6.3% | |
-5.0% | |
-4.9% | |
-4.6% | |
-4.4% | |
-4.0% | |
-3.4% | |
-3.3% | |
-3.0% | |
-2.8% | |
-2.8% | |
-2.6% | |
-2.6% | |
-2.5% |
...based on gameplay [7.39b]
Earth Spirit struggles versus Bane because Bane’s Fiend’s Grip can disable him for a long duration, preventing Earth Spirit from using his spells or escaping. Bane’s strong single-target lockdown and nightmare control limit Earth Spirit’s ability to initiate or counterinitiate effectively. This makes it dangerous for Earth Spirit to enter fights without backup.
Against Lycan, Earth Spirit finds it difficult to deal with Lycan’s strong pushing power and summoned units, which can overwhelm his abilities. Lycan’s high physical damage and mobility let him chase Earth Spirit down, making it risky for Earth to engage. Additionally, Lycan’s ultimate boosts his survivability and damage, reducing Earth Spirit’s impact in fights.
Earth Spirit struggles against Dazzle because Dazzle’s Shallow Grave can save allies from his burst damage and stuns, making it harder for Earth Spirit to secure kills. Dazzle’s strong healing and armor reduction also help his team survive Earth Spirit’s damage and control, prolonging fights.
Earth Spirit is bad against Marci because her high mobility and disables make it hard for him to lock her down. Marci can quickly dodge his skillshots and punish him during his cooldowns. Her sustain and crowd control disrupt Earth Spirit’s initiation and burst damage.
Against Enigma, Earth Spirit struggles because Enigma’s Black Hole disables multiple heroes, making it difficult for Earth Spirit to act or escape during fights. Enigma’s ability to summon Eidolons also creates distractions and forces Earth Spirit to split his attention, reducing his effectiveness.
Earth Spirit is weak versus Huskar because Huskar’s life-steal and magic resistance let him survive Earth Spirit’s burst damage. Huskar can aggressively fight Earth Spirit, especially at low health, forcing him to play cautiously. His Burning Spear damage and sustain make it tough for Earth Spirit to secure kills early.
Earth Spirit struggles against Grimstroke because Grimstroke’s Ink Swell provides strong crowd control and damage, making it risky for Earth Spirit to initiate. Grimstroke’s Stroke of Fate can poke and harass from a distance, limiting Earth Spirit’s ability to engage safely. Additionally, Grimstroke’s Soulbind amplifies disables on multiple targets, increasing the threat Earth Spirit poses.
Against Lifestealer, Earth Spirit has a hard time dealing with Lifestealer’s high durability and Rage ability, which grants magic immunity during fights. Lifestealer can easily shrug off Earth Spirit’s disables and punish him with strong melee damage. The close-range nature of Lifestealer forces Earth Spirit to be cautious about when and how to engage.
Earth Spirit is weak versus Elder Titan because his Spirit and natural tankiness absorb much of Earth Spirit’s burst damage. Elder Titan’s Earth Splitter ultimate creates zone control that limits Earth Spirit’s movement and initiation options. The Astral Spirit can also scout and harass Earth Spirit, making it harder for him to find openings.
...counter items [7.39b]
Lowers the armor of Earth Spirit with right clicks to reduce his tankiness and burst him down with phyiscal damage as well as prevent him from diving you as easily.
Gives you magic resistance to significantly reduce the damage taken from Earth Spirit's magic heavy toolkit.
Helps lower the HP regen on Earth Spirit and chase him down with a movement speed slow on right clicks while Rolling Boulder is on cooldown.
Gives you vision of Earth Spirit to dodge his Rolling Boulder initiation from fog.
Gives you HP regen to survive against the damage over time from Magnetize and also gain movement speed to get away from Earth Spirit.
Gives you a dispel against the Geomagnetic Grip silence and Magnetize. Also lets you dodge Rolling Boulder and kite Earth Spirit.
Lets you dispel the Geomagnetic Grip silence and Magnetize off yourself or an ally.
Gives you and your team magic resistance and barrier to significantly reduce the damage taken from Earth Spirit's magic heavy toolkit.
Gives you magic resistance to significantly reduce the damage taken from Earth Spirit's magic heavy toolkit.
Provides magic resistance and reduces the damage dealt by Earth Spirit from all his spells to nullify his burst potential.
Gives you debuff immunity and magic resistance to avoid all of Earth Spirit's control spells and reduce the damage taken from his magic heavy toolkit.
Gives you a dispel against the Geomagnetic Grip silence and Magnetize.
Gives you an invisibility tool to kite Earth Spirit as well as magic resistance and barrier to significantly reduce the damage taken from his magic heavy toolkit.
Bad with...
...based on stats [7.39b]
Hero | Change in Win Rate ▲ |
---|---|
-8.1% | |
-6.7% | |
-6.0% | |
-5.4% | |
-5.4% | |
-5.1% | |
-4.7% | |
-4.7% | |
-4.4% | |
-4.0% | |
-4.0% | |
-3.9% | |
-3.9% | |
-3.7% | |
-3.6% |