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Earth Spirit Overview

Melee, Disabler, Durable, Escape, Initiator, Nuker

73rd

Popularity

47.48%

Win rate

Lane Presence

Safe

18.06%

44.36%

2.10

308

439

Off

52.07%

47.80%

2.35

330

499

Mid

14.26%

48.55%

2.79

386

515

Most Popular Ability Build

Starter items

90.83%

88.01%

51.50%

46.63%

35.71%

31.63%

27.75%

27.22%

23.22%

21.28%

21.16%

17.89%

11.91%

11.15%

9.29%

9.06%

6.47%

6.32%

4.34%

1.60%

0.88%

0.84%

0.61%

0.57%

0.15%

0.08%

0.08%

0.04%

0.04%

0.04%

0.04%

0.04%

recommended builds

10.22%

268

96.64%

3.13%

82

95.12%

3.09%

81

93.83%

2.82%

74

93.24%

2.75%

72

93.06%

2.71%

71

95.77%

boots

52.49%

895

16.72%

285

15.07%

257

14.60%

249

1.11%

19

Most Used Items This week

158216

77772

53.76%

92329

42778

47.56%

72694

40361

56.99%

57071

24388

44.71%

56816

30720

53.03%

54834

22979

40.39%

47884

21719

47.27%

44130

26223

59.73%

41299

24290

58.85%

41106

25493

64.56%

39469

19171

47.20%

37573

19024

51.59%

Win Rate This week

Best Versus This week

More

Hero

advantage

win rate

matches

2.71%

49.22%

18744

2.44%

45.80%

25024

2.39%

48.90%

3086

2.32%

49.55%

14445

2.2%

46.46%

8050

Worst Versus This week

More

Hero

disadvantage

win rate

matches

3.39%

42.37%

2561

2.51%

45.21%

7264

2.5%

45.95%

6311

2.32%

44.41%

8785

2.24%

53.39%

1238

Hero Attributes

22 +3.8

17 +2.4

20 +2.1

Movement speed

290

Sight range

1800/800

Armor

2.38

Base attack time

1.7

Damage

47 - 57

Attack point

0.35

Talent Usage

+0.6s Rolling Boulder Stun Duration

Geomagnetic Grip Targets Allies

+1.30%

+25% Spell Amplification

+0.5s Rolling Boulder Stun Duration

Magnetize Undispellable

25

+3.0 Geomagnetic Grip Silence

+18% Spell Amplification

+0.30%

+3.0s Geomagnetic Grip Silence

Geomagnetic Grip Targets Allies

-2s Geomagnetic Grip Cooldown

+125 Boulder Smash Damage

20

+120 Rolling Boulder Damage

+300.0 Boulder Smash Distance

+0.30%

+20 Magnetize Damage Per Second

+25% Magnetize Damage & Duration

+25%% Magnetize Damage & Duration

+30%% Magnetize Damage & Duration

15

+2.0s Magnetize Duration

+325 Rolling Boulder Distance

+5.30%

+2s Magnetize Duration

+3s Magnetize Duration

+8% Spell Amplification

+10% Spell Amplification

10

+Win%

Time Played

Period

Duration

Total

7090y 53d 14h 15m

This month

17y 47d 10h 52m

Guide & Build Strategies

Lore & Bio

"Through conflict, one's nature is revealed."

A seam of sacred jade runs deep among the Upland crags and cliffs, long avoided by highland miners. The likeness of the great general Kaolin was carved and buried at the head of a ten thousand-strong stone funerary army—a force of soldiers and holy men, jesters and acrobats, carved by craftsmen and entombed for millennia in the dark embrace of the Earth.

The craftsmen were unaware that the spirit of the Earth itself—an elemental force at one with the planet—flowed within the strange jade seam. After gathering its strength over a thousand years, the force within the carved jade managed to dig itself free and into the light when it was separated from the world's lifeblood. Currently, the powerful Kaolin Earth Spirit fights for the spirit of the Earth as he moves along the Upland roads. When necessary, he summons the last of his army that is buried and still bound in the soil's protective embrace.

Earth Spirit Guide Building Items and Indicators

Attribute & Stats

Level: 0 1 15 25 30

Health: 200 640 1700 2700 3120 

Health regen: +1 +3.2 +8.52 +13.52 +15.62

Mana: 75 315 663 1059 1203

Mana regen: +0 +1 +2.47 +4.12 +4.75

Armor: 0 2.83 8.43 14.43 16.77

Damage Block: 16 (50%)

Magic Resistance: 25%

Status Resistance:  0%

Damage: 25-35 47-57 100-110 150-160 171-181

Attack Rate: 0.59/s 0.69/s 0.89/s 1.1/s 1.18/s

Attack Range: 150 (600)

Attack Speed: 100 (1.7sBAT)

Attack Animation:  0.35+0.65

Projectile Speed: Instant

Movement Speed: 290

Turn Rate: 0.6

Collision Size:  24

Vision Range: (G) 1800•800

Legs: 2

Gib Type: Stone.

Ability Upgrades:    

  •  Upgrade Boulder Smash.
  •  Upgrade Enchant Remnant.
  •  Upgrade Stone Remnant.

Abilities & Talents

Earth Spirit Hero Talents

Skills building guide

 Earth Spirit Ability Build

Abilities

Boulder Smash

Cast Range: 150

Mana cost: 100

Effect radius: 180

Effect: The target enemy or ally is destroyed by Earth Spirit, who then sends them in the direction he is facing. Earth Spirit will destroy the closest Stone Remnant in a 200-radius range if he targets a specific area. All enemy units that the traveling unit or Remnant hits suffer damage. A Stone Remnant also slows down any enemies it strikes. Other units can't travel as far as stone remnants can.

Note: Depending on whether Earth Spirit wants to smash a far-off remnant, a nearby remnant, or a unit, Boulder Smash has different targeting guidelines.

Rolling Boulder

Mana: 70

Cast range: 3000

Damage: 30

Duration: 0.4/0.6/0.8/1

Effect: After a 0.5s delay, Earth Spirit forms himself into a boulder and rolls toward the target area, dealing 30 + 100% STR damage and stun enemy units. If he bumps into an enemy hero or is stunned, he will stop. He will move farther, faster and stun enemies for a longer period of time if he rolls over a Stone Remnant.

Geomagnetic Grip

Mana: 75

Cast range: 1100

Cooldown time: 13s

Effect radius: 180

Cast animation: 0.1+0

Effect: Stone Remnant is drawn by Earth Spirit. Enemies who are hit by the gripped target are silenced and take damage.

Stone Remnant

Cooldown time: o

Cast range: 1100

Cast animation: 0+0

Duration: 60

Effect: Send a Stone Remnant to the chosen location. Stone Remnants have no vision, are invulnerable and can be combined with the abilities of Earth Spirit. Calling a Stone Remnant uses a charge that must be recharged over time.

Enchant Remnant

Cast animation: 0.2+0.57

Cast range: 500

Mana: 150

Cooldown time: 45/5

Damge: 450

Duration: 3

Effect: A hero is momentarily endowed by Earth Spirit with the abilities of a Stone Remnant. The remnant eventually breaks, releasing the hero and harming nearby enemies. On Stone Remnants, it is castable. when used in that manner, has a 5-second cooldown.

Magnetize

Mana: 100

Radius: 350

Duration: 6

Cooldown : 100/90/80

Effect: Magnetizes nearby units, causing them to take damage for a short period of time. Magnetized heroes cause nearby Stone Remnants to explode, destroying the remnant and increasing the duration of Magnetize on all nearby enemies. This procedure can be repeated several times. If an enemy is affected by Geomagnetic Grip or Boulder Smash, the effects are shared by all magnetized heroes.

Effective items guides

Early game

Boots of Speed

Boots of speed: Provides movement speed, allowing Earth Spirit to position himself more quickly for spell casting.    

Magic Stick

Magic Stick: When in a lane against heroes who harass you by spamming low mana cost spells, this is a useful pickup. Because of your low early mana pool, you will greatly benefit from having an additional source of mana regeneration for casting spells in a pinch.

Urn of Shadows

Urn of Shadows: Is a great pick up for extremely active Earth Spirit players because he excels in teamfights and ganks, is a strength hero who can gain from more mana regeneration, and is a very powerful teamfight and gank hero. The active ability can be used to deal extra damage to an enemy while ganking them or to heal teammates after teamfights or ganks. As only one Urn will receive charges when an enemy hero dies nearby, make sure to ask your teammates if any of them plan to buy one as well.

Mid game

Tranquil Boots

Tranquil Boots: Povides health regeneration and increased movement speed to help Earth Spirit reach the desired position.

Magic Wand

Magic Wand: Gives more health and mana in bursts than Magic Stick.

Blink Dagger

Blink Dagger: It has a short cooldown and costs no mana to use, allowing Earth Spirit to position himself conveniently for casting his spells.

Force Staff

Force Staff: Reposition Earth Spirit quickly to better use his abilities and to get away from lost battles or ganks. The active can also be used to heal nearby allies or kill enemies to make room for your spells. The health regeneration helps him maintain full health as needed, and it also increases his mana pool so he can cast more spells.

Spirit Vessel

Spirit Vessel: Upgraded from Urn of Shadows, gives Earth Spirit more health; the active ability greatly counters enemy healing, allowing Earth Spirit and his team to gank them.

Late game

Veil of Discord

Veil of Discord: If your team has multiple spellcasters, this is advantageous. It provides a large amount of intelligence to improve Earth Spirit's mana pool, and the extra armor is very useful because he frequently initiates battles right in the middle of them. The reduction in magic resistance on enemies works well with all of Earth Spirit's spells, but it works best with his ultimate, Magnetize, because Magic Weakness' long debuff duration can stay in place while refreshing Magnetize on enemies.

Aghanim's Scepter

Aghanim's Scepter: Enchant Remnant is a new ability that greatly increases Earth Spirit's ability to disable enemies, save teammates, and initiate during teamfights and ganks.

Situation items

Observer Ward

Observer Ward: Allows gankers like Earth Spirit to set up kills for the team.

Arcane Boots

Arcane Boots: AIf no other mana regeneration items are built on Earth Spirit, they are almost mandatory. As a strength caster, he greatly benefits from the larger mana pool, as well as the mana replenishment provided upon activation. Arcane Boots can also help your team, especially if your allies are low on mana.

Eul's Scepter of Divinity

Eul's Scepter of Divinity: Can be advantageous to build in circumstances where farming a more expensive item is unfeasible. The enhanced mana pool and regeneration ensure that Earth Spirit will always have enough mana to cast his spells, and the increased movement speed makes it simpler for him to get into position for them without the need for a Blink Dagger or Force Staff. Additionally, you can use the active cyclone to instantly silence an enemy to prepare for your other spells while also making yourself temporarily immune to debuffs like silences.

Glimmer Cape

Glimmer Cape: Is a low-cost utility item that can make Earth Spirit more elusive and grant him additional initiation power, enhancing his already strong mobility. When combined with Rolling Boulder, the active can allow him to initiate invisibly, cloak himself for escapes, or provide him with strong magic resistance when jumping in during teamfights. It also allows him to do the same for allies, and it works in tandem with his ability to save teammates by pulling them out of danger using Geomagnetic Grip.

Ghost Scepter

Ghost Scepter: When activated, Earth Spirit becomes resistant to physical harm, making it useful for evading enemy carries.

Solar Crest

Solar Crest: Provides Earth Spirit with strong physical damage resistance and bonus armor, and the passive mana regeneration fills up his mana reserve. Beyond his already effective disables, Earth Spirit's active can be used on both allies and enemies.

Heaven's Halberd

Heaven’s Halberd: Is effective against foes who depend on their attacks. The targeted hero will be unable to attack due to the disarm, rendering most hard carries useless until the effect wears off. Additionally, Earth Spirit will receive more health, status resistance, and evasion from Heaven's Halberd, all of which are beneficial for surviving battles.

Rod of Atos

Rod of Atos: Gives Earth Spirit attributes to give health and mana, as well as a root to help him better target immobile targets with his abilities.

Aegis of the Immortal

Blade Mail: Is a practical mid-game item that offers Earth Spirit many advantageous advantages. His small mana pool is supported by intelligence, his armor protects him from physical damage, and his attack damage increases his physical damage output, making it easier for him to farm late-game items when necessary. The enemy may be deterred from attacking you if you use the item's active ability while initiating, which is the most important benefit because it gives you more time to cast spells as necessary.

Mekansm

Mekansm: Enhances Earth Spirit's already effective armor regeneration and health restoration, making it a good utility pick for your team. However, keep in mind that it has a much higher mana cost than any of your other spells, so you must first expand your mana supply. If you don't, you might prevent yourself from casting your other spells after healing your team or after performing your spell combo and healing your team. Keep in mind that a team only needs one Mekansm, so make sure your teammates aren't planning to buy any.

Pipe of Insight

Pipe of Insight: Is useful against a group of casters, but also in most other situations. The additional magic resistance keeps Earth Spirit alive during initiations, and the active shields all allies for a brief period of time from magical damage. Additionally, Earth Spirit can stay in the field longer without having to go back to the base for healing thanks to the increased health regeneration.

Lotus Orb

Lotus Orb: Gives Earth Spirit defense against spells with a specific target, or enables him to give his allies this defense. The item offers armor, extra bonus damage, health and mana regeneration, as well as.

Shiva's Guard

Shiva’s Guard: Both the size of Earth Spirit's mana reserve and his physical survivability are greatly increased. Because you can apply the blast to the entire enemy team almost immediately, slowing them down enough to catch them all with Magnetize, the active ability can be used in conjunction with starting a teamfight with Rolling Boulder.

Scythe of Vyse

Scythe of Vyse: Enhances the attributes and mana regeneration of Earth Spirit. Hex, an instant disable that allows him to control a crucial target, is also provided.

Guardian Greaves

Guardian Greaves: Can significantly increase Earth Spirit's ability to survive when starting teamfights. Upgraded from Arcane Boots and Mekansm, it takes away Mekansm's mana cost while giving Earth Spirit a powerful teamfight aura and the ability to self-dispel himself of debuffs.

Enemies & Allies

Allies

Alchemist

  • An Aghnim Scepter or Earth Spirit can be easily farmed by an alchemist. This is particularly advantageous for him because Earth Spirit is most likely used as a support and has poor farming potential, making it difficult for him to acquire such a pricey item. However, the Aghanim's Scepter is very powerful on him and bestows upon him the extremely helpful ability of Enchant Remnant. 

  • Similar to other melee heroes, Earth Spirit can use Boulder Smash to move Alchemist into range of his Unstable Concoction, which will solve his positioning issues.

Bloodseeker

  • Rupter and Boulder Smash combine to deal powerful damage to adversaries. 

  • Rupter is the ideal setup for all Earth Spirit abilities because it frequently renders the foes immobile.

Dark Seer

  • The enemies are gathered by Vacuum, and Wall of Replica slows them down, preparing them for Earth Spirit's many area abilities, particularly Magnetize, which deals significant damage. 

  • Earth Spirit can be used in ganks with increased damage and movement speed thanks to Ion Shell and Surge.

Faceless Void

  • Both Earth Spirit and Faceless Void have the power to take out several foes at once. As a result, they work well together because Earth Spirit can help Faceless Void land a devastating Chronosphere on a group of enemy heroes, and vice versa, Earth Spirit can direct his abilities at foes caught inside Chronosphere. 

  • When it is still active, Earth Spirit can position itself to move enemy heroes that Faceless Void missed with his Chronosphere inside it.

Lifestealer

  • Infest allows Lifestealer to conceal themselves inside Earth Spirit. Rolling Boulder and Earth Spirit make a lethal combo pair for pickoffs due to Rolling Boulder's high mobility. 

  • Since Lifestealer only has Open Wounds to deal damage on his own and the spell has a limited cast range, Earth Spirit can "kick" Lifestealer in the direction of a fleeing foe if it is necessary to close the gap.

Techies

  • With his Boulder Smash, Earth Spirit has the ability to kick opponents into Techies' minefields.

Counters

Abaddon

  • Aphotic shield is a powerful dispel, which means it can protect allies from Earth Spirit's stun, slow, silence, and Magnetize abilities. 

  • Borrow Time makes killing Abaddon nearly impossible for Earth Spirit.

Lycan

  • Lycan's ability to shapeshift allows him to pursue Earth Spirit.

Techies

  • The roots of Stasis Trap prevent Earth Spirit from using Rolling Boulder to escape.

Slark

  • Pounce's Root prevents Earth Spirit from escaping via Rolling Boulder, making it easier for Slark to shut him down, particularly during the laning phase.

Clockwerk

  • Clockwerk's Battery Assault disables Earth Spirit's Rolling Boulder, while his Power Cog prevents it from moving away. 

  • With his Hookshot, he can pursue Earth Spirit while using Rocket Flare to gain vision.

Items Counter

Black King Bar

Black King Bar: Blocks all of Earth Spirit's abilities.

Pipe of Insight

Pipe of Insight:  Makes it difficult for Earth Spirit to deal significant damage in a wide area by significantly reducing magical damage. Eul's Scepter of Divinity, Manta Style, Guardian Greaves, and Lotus Orb are items that can remove afflictions.

Favorable Matchups

Pudge

  • Because he can disable Dismember with a Stone Remnant and a Rolling Boulder from a great distance, Earth Spirit can easily disrupt it. With skill, he can even free his teammates from Dismember and use Geomagnetic Grip to silence Pudge.

Tinker

  • Earth Spirit can easily start a conversation with Tinker. Once he has Boots of Travel, he likes to split push lanes. Earth Spirit can jump him with Rolling Boulder to disable him and buy time for his teammates to help Earth Spirit. 

  • Since Tinker frequently purchases Blink Dagger to escape, Earth Spirit can prevent Tinker from teleporting to his fountain thanks to Stone Remnant's and Rolling Boulder's extensive range.

Invoker

  • Early on in the game, Invoker must face the dangerous enemy known as Earth Spirit. Earth Spirit can use his incredible early game power to gank Invoker and thwart his game plan because Invoker needs to level up quickly and is not very strong in the early game. 

  • Earth Spirit can cast spells from a great distance and combines them with stuns and silences. This is bad for Invoker because he relies on Invoke and Earth Spirit to effectively disrupt his spell combos.

Templar Assassin

  • Refraction is necessary for Templar Assassin to succeed in team battles. He is suitable for wasting Refraction and letting his team defeat her because Magnetize deals damage per second and Earth Spirit can even renew the duration of his ultimate.

Enigma

  • Black Hole is a channeling skill, and Earth Spirit has at least two ways to stop spells of this type. While using Black Hole, Enigma is exposed and immobile, making it simple for Earth Spirit to stop the feared ability with the extensive range of Rolling Boulder and forcing Enigma to rush a Black King Bar in order to avoid this. 

  • Enigma is susceptible to aggressive roaming tactics in the early game because she is level dependent, flimsy, and relatively defenseless. Earth Spirit is excellent at solo farming Enigma, ganking, and shutting down jungling.

Game plan

Early game

At the start of the game, your role will be determined by your position in the team, whether you are here as a support, a solo offlane, or a solo mid lane.

Mid game

Your ganks will determine your team's success in the mid game. You have consistent abilities to stun or silence enemies. Prepare any items that may be required before performing gank, such as dust or smoke. And don't forget to coordinate the gank with your friends. Remember to focus on one target first, kill him, and then switch to another. It is highly recommended to chain stun, waiting for the stun to complete before casting the next stun. 

For initiation using Earth Spirit, use the Rolling Boulder to advance towards the enemy, but don't forget to place the stones shortly after rolling so that the farther distance performs. Then you can use stun (Geomagnetic Grip) and ulti, and don't forget to use silence (Boulder Smash). If your combo is correct, the enemy will dither and his HP will decrease, allowing your friends to easily defeat the enemy. 

Late game

In the late game, your primary role is to create space for your teammates as an initiator. As always, use the Rolling Boulder to roll towards the enemy, stun, ulti, and silence. If everything goes well, after initiating a teamfight, all enemies will be exposed to damage equal to 20-30% of their health, as well as stunned and silenced. And it would make it easier for the carry to finish them off.