Introduction
Earth Spirit is a strength support/solo offlane initiator who has a wide variety of skills. If used correctly,
Earth Spirit
can be one of the powerful heroes in the early game and possible the
late game(with your whole team silence). This is the ultimate guide to
Earth Spirit including the different roles you can take, combos with
Earth Spirit, special tactics you can use, and my suggested build.
Build : Support Earth Spirit
DotA2 Hero: Earth Spirit
Build : Solo Offlane Earth Spirit
DotA2 Hero: Earth Spirit
About Myself
Hello everyone. My dotafire username is dumpkin and I am a support
player. The reason I made this guide was to show everyone the wonders of
Earth Spirit
which is a hero who has a lot of potential. You may be thinking, "hey,
earth spirit has a 33% win rate in pub matches, he is a bad hero." Well
that is where I come in to prove you wrong. As a support player, all I
want to do is save that important carry from dying and
Earth Spirit
is the bomb at saving allies. The problem is that people don't know how
to play him properly. I have a 57% win rate with him, not the best, but
it isn't 33%! So read along and you will become the master at Kaolin!
(Hopefully)
Pros and Cons
Pros
-
Very strong early game
-
Can deny creeps with
Geomagnetic Grip
-
Very tanky early game
-
Excells through mid and early game
-
Very strong teamfighter
Cons
-
Semi-reliable escape(against smart opponents)
Drops off hard during late game
Takes skill to properly play
Focused because you are usually the first initiator
Skills
Stone Remnant
This skill synergizes with all of your skills so i will go over it first.
This skill drops a
Stone Remnant
at a target location. Stone remnants don't provide vision and don't
have collision and they are only used with your other skills. There are 6
charges max at a time with a 30 second recharge rate. Be careful with
your stones as you may find yourself in a situation you could have
gotten out of.
Boulder Smash
Using this skill pushes a unit or stone proportional to where your
position is next to it and deals 125 magical damage to all enemy units
hit. If used on an ally or enemy unit it will push them 800 units. If
used with a stone it travels 2000 units and stuns targets for 2.25
seconds at max level. This skill can be used to push enemies back into
your team or tower if positioned correctly. Max this second as the stun
duration is very useful.
Rolling Boulder
Activating
Rolling Boulder
will turn you into a, well, rolling boulder that travels to the target
location. If the boulder hits an enemy unit, it will deal 135 magical
damage. If used with a stone, you will travel 2x the distance and slow
enemy heroes you collide with by 80% (movespeed and attackspeed). This
skill is risky though as it will travel the full range, so if you miss
an enemy you may be in trouble. And for escaping, a skilled opponent
will know to go in front of you to block your escape. I prefer to max
this last as only the cooldown changes but you may need that extra
cooldown reduction as it goes down to 4 seconds.
Geomagnetic Grip
Geomagnetic Grip
is a very powerful skill that pulls a stone OR an ally unit in front of
you. This skill has decent range at 1100, and if used with a stone at
max level, will damage enemies for 250 magic damage, and silence for 5
seconds! Another very important aspect of this skill that people forgot
is that this can pull ally units. You can save allies every day with
this skill and the abilities to pull allied creeps will be useful as I
will explain later down the guide. Max this first because it is your
main damage dealer in the early stages and the great silence.
Magnetize
Using your ultimate will release a wave of charged minerals around you
in a 300 radius. If an enemy unit is within the 300 radius they will
take 100 damage per second for 6 seconds at max level. Now here is where
this becomes game-changing. If an enemy comes into contact with a stone
remnant the debuff duration is reset back to 6 seconds meaning that the
enemy takes 100 damage per second for a long time as long as you have
stones. Another cool mechanic is that every magnetized unit will share
your
Geomagnetic Grip silence and you
Rolling Boulder
slow. So, if you magnetize a whole team than you can silence all of
them and slow them AND have them take damage per second. This skill is
great for teamfights and solo kills with a cooldown of 80 seconds. Take
this at 6, 11, and 16.
Quick Note on skill build:
For the support, it's better to even out your disables than to max out
Geomagnetic Grip by 7, however if your laning partner has a reliable root/stun/disable then it is o.k. to max out your
Geomagnetic Grip by 7.
Items
The items in both builds are similar but vary depending on what role you take.
If you take the support role, buy the courier or wards and start off with
Tangoes, a
Healing Salve, and some clarities along with a couple of
Iron Branches. For the solo offlane role, grab some
Tangoes, a
Healing Salve,
Iron Branches, and more clarities will be useful as you will learn later down the guide.
Early game items don't vary much with an
Urn of Shadows,
Boots of Speed, and a
Magic Wand.
For core items,
Arcane Boots and a
Force Staff are great for the mana (which you desperately need), and the
Force Staff for the even extra mobility on top of your
Rolling Boulder.
Where it differs is the
Veil of Discord which boosts your magic damage output by a considerable amount.
Extension items are very flexible depending on what situation you are in. A mekanism,
Blink Dagger, and
Rod of Atos are all excellent extensions.
Blade Mail is a situational item that helps if you are being focused when you initiate. And a
Shadow Blade is very situational as you can go invis and pop your ultimate. And a
Scythe of Vyse will solve most of your long-term mana issues, as well as provide great disable for the enemy team's carries.
A different item for more skilled
Earth Spirit players include the
Eul's Scepter of Divinity which provides mana regen, an intelligence boost, movespeed boost, and the disable. If you are quick enough, you can time your
Boulder Smash just as they land.
A lot of Earth Spirit builds have heart of terrasque as a core item, but your veil, and
Force Staff are better when it comes to teamfight and escape.
Roles
Earth Spirit can take many different roles in the game.
If you are going to be a support, your main objective is lane dominance and harass. You should use your
Geomagnetic Grip plus your stones to harass, but be careful not to push the lane.
If you are going mid, keep tight till level 3, or level 6. You should be
able to get a solo kill or an ally kill with your skills. This guide
isn't focused on the middle lane role so I won't be talking further
about it.
If you are going solo offlane. Use your
Geomagnetic Grip to harass and last hit creeps at the same time. Your
Rolling Boulder
offers a semi-reliable escape so still be careful. And since you will
most likely be reaching your level 6 faster, you have the opportunity to
initiate on their heroes and shutdown the lane.
Denying Creeps
So I have mentioned it a couple of times earlier in the guide so I will tell you now.
Earth spirits
Geomagnetic Grip
can pull allied creeps in between trees so that the opponent has a
level disadvantage. Below will be the locations of pulling for every
lane, Radiant and Dire. Most builds have you take
Boulder Smash
at level 1, but this is very bad as you can't deny the lane creeps, and
it limits your ability to save an ally from a level 1 gank. Please
always get
Geomagnetic Grip first unless you are forced to get another skill because of difficulties.
This section has a lot of pictures of the exact positions I use so take note of where I pull from.
Also an important note: Creeps that are pulled in the trees usually (not
always) won't continue the path if they are released from the trees.
You have to use boulder smash or force staff for the creep to resume its
normal path.
Radiant Bottom Lane

Pull to here

Wait for creeps to be just behind tower then pull.
Radiant Middle Lane

Pull to here

Pull when creeps just get into range.
Radiant Top Lane

Pull to here

Pull when creeps just pass the tower.
Dire Bottom Lane

Pull to here
Dire Middle Lane

Pull to here
Dire Top Lane

Pull to here
With a lot of practice this can be very important for having a level advantage!
Combos
Earth Spirit has a wide variety of combos because of his skill set so I will go over the ones I know.
1.
Stone Remnant +
Geomagnetic Grip +
Rolling Boulder +
Boulder Smash
This combo was that bread and butter of the 6.79 patch. Due to the
rework of Earth Spirit it is now more difficult to land as the opponent
may move to the side. But if executed correctly this is a very deadly
combo.
2.
Stone Remnant +
Boulder Smash +
Geomagnetic Grip +
Rolling Boulder + Optional
Magnetize
This combo however is the bread and butter of the 6.80+ patch. This
combo stuns, silences and slows, and allows you to get close to your
target. The only downside is if you can land your
Boulder Smash when you hit a
Stone Remnant.
3.
Stone Remnant +
Boulder Smash +
Geomagnetic Grip
Basically the same combo as #2 but without the
Rolling Boulder.
Great for catching long range enemies. For example: You are just about
to kill the weaver on the enemy team when he Shikuchi's away. You punch
the boulder where you think he is then pull it back, and voila you have
first blood. (This happened to me and I was quite happy).
4.
Rolling Boulder +
Stone Remnant +
Geomagnetic Grip + Optional
Boulder Smash
Same combo as #1 but this is in quick succession giving the opponent less reaction time. You start the
Rolling Boulder
and as you are charging up pull a stone behind the enemy. The combo
well take less than a second to pull off making it very hard to dodge.
5. Initiator Combo:
Rolling Boulder +
Stone Remnant +
Magnetize +
Stone Remnant +
Boulder Smash +
Geomagnetic Grip, or if you have a
Blink Dagger,
Blink Dagger +
Magnetize +
Stone Remnant +
Boulder Smash +
Geomagnetic Grip +
Rolling Boulder
This is the main combo you will be using in large teamfights. You will roll in with a stone remnant and then activate
Magnetize. Pop down a
Stone Remnant to spread the magnetize to most of their heroes, then punch the
Stone Remnant with
Boulder Smash and then use
Geomagnetic Grip on it. This will effectively silence their whole team (if together), and have them take massive DPS. Very powerful combo.
Tips and Tricks
1. Many of your skills require perfect positioning and aiming such as
Magnetize,
Rolling Boulder, and
Boulder Smash. Many people start to give up on
Earth Spirit due to his
Stone Remnant +
Boulder Smash.
A handy trick for aiming is shift queuing so that you are at the exact
angle you want, however this does take some practice to be really quick
(Jerax is really good at this).
2. Don't play
Earth Spirit
like everyone did in 6.79. Using your combo #1 too close to enemy
towers can zoom you right past them and give them an easy kill. Either
use combo #2 or have a hero with a reliable root/stun spell.
3. Be very cautious of your
Stone Remnant charges. If you are just going back to base or traveling around, there is no need for using a
Stone Remnant with your
Rolling Boulder. You may need them later!
4. With many activation skills, people may have a hard time using your
skills quick enough. This can be solved with using the ''Quick Cast''
option in the options menu. I personally do not use this but some
players benefit from the incredible speed you can get out of quick cast.
5. As I said in the previous chapter, you should preferably lane with
heroes with good roots/stuns so that you can perform your combo #1 which
pushes them back into your allies/tower. Slows/roots/stuns are all
great options for setting it up.
6. (Mostly) Always take
Geomagnetic Grip
at level 1. This is for the sole purpose of denying creeps in the lane
so that you have a level advantage. In some lanes, you can hold 1-2
creeps, and in other you can hold at least 8! This is very powerful as
you have the potential to deny lots of the creep wave. And if you have a
Lich than even better! Deny 1/2 of the lane experience.
Heroes to lane with
There are many heroes that are good at laning with Earth Spirit,
mainly those with disables or root spells. This is for the purpose of
using combo #1 where you can push the enemy back into your tower or
allies.
1.
Bane is a good laning partner with
Earth Spirit because of
Nightmare. Although Bane isn't a carry or the best laning partner. Netting some level 3 kills can help with some gold.
2.
Phantom Lancer is great because of his
Spirit Lance which slows enough to land a #1 combo.
3.
Lone Druid
is another decent lane partner. If leveled, if the opponent is
entangled then you basically have a kill on your platter, but this
laning combo is still debatable.
4.
Meepo is a solid choice because of his Earth Bind and
Geostrike.
5.
Ember Spirit is great because of his
Searing Chains.
6.
Storm Spirit is very good because of his
Static Remnant which is easy to land because of your #1 combo. His
Electric Vortex to disable enemies to, again, set up your combo. And
Overload for the general slow.
7.
Naga Siren is an obvious chose because of her
Ensnare.
8.
Lifestealer for his
Rolling Boulder +
Infest Naix bomb.
9. And a special mention to
Bloodseeker + as your
Boulder Smash acts as a free force staff, and synergizes with
Rupture.
Summary
Earth Spirit is a flexible hero that has a wide variety of skills.
You can perform deadly combos
You can deny creeps for every lane
You can be an important initiator
You have the ability to shutdown carries early game
You can be the support (or solo offlaner) of anyone's dream.
So now that you know all there is about Earth Spirit, I hope to see you in the matchmaking!
by dumpkin - DotaFire.com
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