Disables and repositions his enemies
Earth Spirit keeps the enemy in chaos and his friends in the fight. Adapting to any battle scenario, he can send his statue remnants back and forth to damage foes, or grips an ally from the jaws of death.
Win Rate 48.4%
Pick Rate 4.7%
Attributes
604 +83.6/lvl
291 +25.2/lvl
22 +3.8/lvl
17 +2.4/lvl
18 +2.1/lvl
Stats
Damage:
47 - 57 + 3.8/level (171.2 - 181.2 at level 30)
Range:
150
Armor:
2.8 + 0.4/level (16.8 at level 30)
Movement:
290
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Facets
Resonance
Win Rate: 49.1%
Pick Rate: 72.8%
Gain bonus Attack Damage when Magnetizing Stone Remnants.
Magnetize
Magnetizing a Stone Remnant gives Earth Spirit bonus attack damage for 8 seconds. Does not stack.
BONUS ATTACK DAMAGE: =40 =80 =120
Stepping Stone
Win Rate: 47.0%
Pick Rate: 11.5%
Stone Remnant has a {s:bonus_AbilityCooldown}s cooldown instead of Charges and Remnants don't get destroyed by Rolling Boulder.
Rolling Boulder
Stone Remnants are not destroyed when rolled over, and the cooldown of Stone Remnant is refreshed when the roll is done.
Stone Remnant
Has a fixed cooldown instead of charges.
DURATION: =20.0
Ready to Roll
Win Rate: 46.1%
Pick Rate: 15.6%
Rolling Boulder can roll over allied heroes for additional bonuses.
Rolling Boulder
Rolling over an allied hero grants the allied hero 15,20,25,30% bonus movespeed for 4s. If he rolls over an allied hero, Earth Spirit will travel further and faster, and stun enemies for longer,
SPEED (ALLIED HERO): 1900
DISTANCE MULTIPLIER (ALLIED HERO): 2.5
ALLIED HERO BONUS STUN DURATION: 0.3 / 0.5 / 0.7 / 0.9
Abilities
Call a Stone Remnant to the target location. Stone 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. Gains additional charges every 5 hero levels.
DURATION: 60
1100
FACET: Stepping Stone
Has a fixed cooldown instead of charges.
DURATION: =20.0
Boulder Smash
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 unit in a 200 radius, prioritizing Stone Remnants. The travelling unit or Remnant damages all enemy units it hits. If an enemy is hit by a Stone Remnant, they are also slowed. Stone Remnants travel further than other units. Deals 1.25x damage to creeps.
REMNANT SMASH RADIUS: 200
DAMAGE: 120 / 180 / 240 / 300
SLOW AMOUNT: 50%
TRAVEL SPEED: 900
DISTANCE: 500 / 600 / 700 / 800
DISTANCE (REMNANT): 2000
22 / 18 / 14 / 10
100
150
- +100 Boulder Smash Damage
Rolling Boulder
Earth Spirit gathers himself into a boulder and, after a 0.6s delay, rolls toward the target location, dealing 60 / 70 / 80 / 90 + 100% STR damage and stunning enemy units. He will stop if he collides with an enemy hero or is stunned. If he rolls over a Stone Remnant, he will travel further and faster, and stun enemies for longer.
SPEED: 1000
SPEED (REMNANT): 1600
DISTANCE: 750
DISTANCE MULTIPLIER (REMNANT): 2
DAMAGE: 60 / 70 / 80 / 90
STUN DURATION: 0.3 / 0.5 / 0.7 / 0.9
16 / 12 / 8 / 4
50
3000
- +110 Rolling Boulder Damage
- +250 Rolling Boulder Distance
- +0.5s Rolling Boulder Stun Duration
Geomagnetic Grip
Earth Spirit pulls the target Stone Remnant. Enemies struck by the gripped target will be silenced and take damage.
HERO PULL SPEED: 600
REMNANT PULL SPEED: 900
13
75
1000 / 1100 / 1200 / 1300
Aghanim's Shard
Can now grab allies.
- -2s Geomagnetic Grip Cooldown
Magnetize
Magnetizes units in a small nearby area, causing them to take damage for a short duration. Magnetized heroes cause nearby Stone Remnants to explode, destroying the remnant and refreshing Magnetize's duration on all nearby enemies. This process can repeat multiple times. If an enemy hero is affected by Geomagnetic Grip or Boulder Smash, all magnetized heroes share the effects.
RADIUS: 350
DAMAGE PER SECOND: 45 / 85 / 125
MAGNETIZE DURATION: 6
REMNANT REFRESH/EXPLOSION RADIUS: 600
100 / 90 / 80
100
350
- +25% Magnetize Damage & Duration
Enchant Remnant
Earth Spirit temporarily enchants a hero, granting them the properties of a Stone Remnant. After a short duration the remnant shatters, releasing the hero and damaging nearby enemies. < br>
Can be cast on Stone Remnants. Has a 5 second cooldown when used that way.
Has a larger cast range when cast on an ally hero.
REMNANT DURATION: 2.4
SHATTER DAMAGE: 450
SHATTER RADIUS: 450
CAST RANGE ON ALLIES: 500
45
150
175
Talents
+0.5s Rolling Boulder Stun Duration
+ 0.0 %
Magnetize Undispellable
+250 Rolling Boulder Distance
+ 0.0 %
+100 Boulder Smash Damage
+110 Rolling Boulder Damage
+ 0.0 %
+25% Magnetize Damage & Duration
+8% Spell Amplification
+ 0.0 %
-2s Geomagnetic Grip Cooldown
Win Rate
Pick Rate
Strategy
You can place Observer Wards on the map quickly, especially on mid, by using Rolling Boulder.
First three abilities can destroy trees which can be useful against certain heroes.
The further the opponents are from their tower, the deadlier you are. You can potentially roll-kick an opponent under your tower.
Consider hijacking the second wave to establish creep equilibrium closer to your tower.
Ideally roll from the fog when an opponent is somewhat stationary, for example when going for last hit.
Secure active runes and use portals to gank other lanes.
Make use of existing stones in the fights as much as you can. Avoid over using Stone Remnants.
Earth Spirit is great at setting up kills. Communicate with your teammates as you will need follow up damage.
Pick up Aghanims Shard with max Geomagnetic Grip to save allied heroes.
Counter Strategy
Bring an Observer Ward to keep an eye on Earth Spirit's aggressive movements and dodge Rolling Boulders.
Be careful when playing at opponent's tower as Earth Spirit can roll and kick you under the tower.
Earth Spirit tends to roam a lot. Keep track of his movements and have teleport ready.
Magic resistance and spell imunity items are great against Earth Spirit's magical damage and disables.
Items that provide dispels are great at removing Geomagnetic Grip silence and Magnetize.
Lore
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.