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16 Votes

6.84c Knowledge is Golden (Support/Solo Offlane/Solo Mid)

December 16, 2015 by dumpkin
Comments: 19    |    Views: 207500    |   


Build 1
Build 2
Build 3

Support Earth Spirit

DotA2 Hero: Earth Spirit




Hero Skills

Boulder Smash

3 4 5 7

Rolling Boulder

2 12 13 14

Geomagnetic Grip

1 8 9 10

Magnetize

6 11 16

Talents

15 17 18

*

6.86 is out! I don't think I will have enough time to get out a guide quickly but it's a goal of mine and it should happen in a bit of a while. Thank you! -dumpkin

Introduction

Hello everyone! My dotafire username is dumpkin and I'm gonna tell you a bit about myself. I started playing Dota 2 at around the end of 6.78. My best role in the game so far is the supporting role whether it's the ward slave (jokes aside), your trilaner, or a roaming support. Supporting, in my opinion, is the most important role because who else would win you the early game, your Spectre? No, the supports are what holds the early game in its grasp. The supports open up a lot of space and controls the map early and late with warding. Earth Spirit happens to be one of the best early and late game heroes out there with lots of damage potential early and repositioning utility in the late game. He is also an excellent mid and a viable solo offlaner which I have also updated to be included in this guide. I have been attracted (pun intended) to Earth Spirit as soon as he was introduced into Dota 2 and we've all watched him grow up. So as a support player, Earth Spirit is one of the best out there, although niche as a support. I currently have a 54%~ win rate with him so by no means is he a bad hero. In this guide, I will teach you the skills, some tips and tricks, how to deny lane creeps in every lane, how to combo, laning partners and wombo combo partners, and so much more! Read along so you can get a better understand of


Kaolin, the Earth Spirit



Earth Spirit? "He needs a buff" (who says this anymore?)

After reading every patch note you can see that Earth Spirit has been constantly nerfed and he definitely needed them. So sometimes, not nearly as much as before, I would see on forums and in game "Earth Spirit underpowed icefraud buff plz" after every Earth Spirit Nerfing. Let's take a look shall we?

1. Save allies from 1100 distance

2. 2000 range stun (Thanks 6.82)

3. Long Distance disables

4. Very high strength gain for a typical support and high int gain for a strength hero

5. Can solo kill (possibly more) mostly anyone once he hits level 6

6. He has great damage potential early and past level 6 (~600 damage if all skills are hit at level 6 without using extra stones)

7. Aghanim's Scepter is insane (You will see later in the guide)

8. Incredible crowd control including a stun, silence, and slow.

My spirit is in harmony.

Pros and Cons

Pros:

    Early Game monster
    Can deny lane creeps
    Powerful Crowd control
    Ability to CC whole teams
    Can get bounty rune 90% of the time if there aren't 5 heroes waiting in the rosh pit (;-;)
    Can solo most anyone through early and mid game with Magnetize
    Mostly item independent
    Possible lvl 3 kill potential (with aware teammates)
    Aghanim's Scepter gives incredible upgrade





Cons:

    Semi-reliable escape
    Damage scales off (but utility remains and can increase with Aghanim's Scepter)
    Positioning is ultra-important
    Need pretty good map awareness to counter-gank
    Focused because you are usually the first or second initiator
    Skill shot oriented
    Silences hurt!
    BKB = Worst enemy



Like a beaten blade, I come back sharper.

Patch 6.84 Rundown

When I see an Earth Spirit Nerf every patch I look at it with optimism and he gets closer and closer to Captain's mode by every patch. I am going to look at the most recent patch and explain it over and how Earth Spirit has grown from it. Let's start.


6.84

    Rescaled Boulder Smash damage from 125 on each level to 50/100/150/200.

    Fixed Rolling Boulder not getting interrupted when getting hexed during the initial 0.6 seconds.

    Geomagnetic Grip: Reduced damage from 50/125/200/275 to 50/100/150/200.

    Increased manacost from 75 to 100.

    Magnetize can now be dispelled.

A lot of information here, but I want to take a look at the most important change.
    Rescaled Boulder Smash damage from 125 on each level to 50/100/150/200

    Geomagnetic Grip: Reduced damage from 50/125/200/275 to 50/100/150/200.

    Increased manacost from 75 to 100

No this isn't a nerf

You might or might not be surprised but let me explain.
Geomagnetic Grip and Boulder Smash now have the same manacost and damage.

This is very important to the skill build of Earth Spirit because now you aren't strictly forced into maxing Geomagnetic Grip. In my skill build I changed the standard to maxing Q for multiple reasons. The cooldown is greatly reduced, the stun duration is increased, and the damage is increased. Before it was nice to have a 275 damage nuke on your Geomagnetic Grip, but you had to a sacrifice a remnant to do that. Boulder Smash doesn't require a Stone Remnant to deal damage so Earth Spirit's farming has increased which is important for a hero who used to have poor wave clear and solely depended on hero kills. Maxing this first also, as I mentioned, reduces the cooldown compared to before when you would leave Boulder Smash at level 1 for a bit so this also increases his farming.


And the Magnetize nerf is a pretty large nerf, but with this counter-buff, I say optimistically that he is a better hero.

Stone Remnant



Description: Call a Stone Remnant at the target location. Stones 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.

Casting range: 1100

Max charges: 6

Charge restore time: 30

Duration: 120

Earth Spirit calls forth a remnant of his stone army, long buried with him in the dark embrace of the Earth.

Video:


Without Stone remnants Earth Spirit because significantly weaker. This is an inate ability meaning you get it at level 1 without using a skill point. Stone remnant synergizes with his whole entire skill set so always be cautious on how you spend these remnants.

Boulder Smash



Description: Earth Spirit smashes the target enemy, ally, or Stone Remnant, knocking it back in the direction he is facing. The knocked back target deals damage to all units it hits. If the target was a Stone Remnant, damaged targets are also stunned, and the travel distance is improved.

Casting range: 200

Radius: 200

Damage: 50/100/150/200

Knockback speed: 1200

Distance (unit): 500/600/700/800

Distance (stone): 2000

Stun duration: 0.75/1.25/1.75/2.25


Cooldown: 22/18/14/10

Mana Cost: 100

It is with the power of a mountain that Earth Spirit strikes his enemies.


Video:


Note: Boulder Smash as of 6.82 does not require you to select the boulder. Targeting is much easier as you can now choose the arrival location.


So Boulder smash is an ability that pushes any unit in the direction proportional to you, or you can target the arrival location if it is a stone. This skill is a really good stun that also provides decent level 1 damage. I use this skill to punch my allies to safety, punch enemies closer to my allies, or kick stones to stun the enemy. This a is great skill for catching enemies from up to 2000 units away. With Aghanim's scepter you can kick any hero the full 2000 range (no joke)! Max this first usually as the longer stun duration is usually more useful than the silence and you can farm easier than before 6.84.

Rolling Boulder



Description: After a 0.6s delay, Earth Spirit becomes a boulder, rolling towards the target position and damaging enemy units, stopping if he collides with an enemy hero or is stunned. If the boulder rolls over a Stone Remnant, the Stone Remnant is consumed and travel distance and speed are improved, and impacted enemies have their movement and attack speed slowed.

Casting range: 3000

Radius: 150

Roll speed: 800 (1600 when using a Stone Remnant)

Roll distance: 800 (1600 when using a Stone Remnant)

Damage: 100

Movement slow: 80%

Slow duration: 0 (2 when using a Stone Remnant)


Cooldown: 16/12/8/4

Mana Cost: 50

Calling upon his connection to the land, the Earth Spirit draws loose stone to him, which forms a protective ball that he can use to roll short distances.

Video:


Rolling Boulder turns you into a mass of rolling earth that moves you in the targeted direction. This skill is really great in conjunction with stone remnant. It is a very good slow and a very good initiation/escape mechanism. You can use abilities while you are moving similiar to Storm Spirit's Ball Lightning so you can tp away while rolling. You must always target your boulder away from enemies if you are escaping otherwise the boulder will break. Also silences, and stuns interrupt your Rolling Boulder. It's a risky but rewarding ability. Max this last as the only thing that changes is the cooldown (which is still very important).

Geomagnetic Grip



Description: Earth Spirit pulls the target allied unit or Stone Remnant to his location. Enemies struck by the flying target will be silenced, and take damage if the flying target is a Stone Remnant.

Casting range: 1100

Radius: 180

Stone damage: 50/100/150/200

Pull speed (Remnant): 1000

Pull speed (ally): 600

Silence duration: 2.5/3/3.5/4


Cooldown: 13

Mana Cost: 100

Like calls to like. Even the minerals found in the blood and bones of living beings are not immune to the call of the Earth Spirit.

Video:


Geomagnetic Grip is Earth Spirit's bread and butter skill (in my opinion). You can pull a rock from 1100 distance, damaging enemies for quite a lot and silencing them for a max of 4 seconds. The best thing about this ability though is that you can pull allied units. Your teammate just got quadruple stunned? Pudge hooked your carry? Well this skill is a huge 'NOPE'. Enemies will start to hate you after a while. Later down this guide I have a section for denying creeps with this mechanic. Since creeps don't destroy creeps when pulled, they can be locked in the trees to deny the other laners experience. Try not to use this to finish off heroes as a support, this skill is a useful silence and should be used to jump on unexpecting heroes. Max this second to increase your overall nuke damage and silence duration.

Magnetize



Description: Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby Stone Remnants to become energized and explode, applying/refreshing the magnetize debuff on all units near the Stone Remnant. This process can repeat multiple times. Stone Remnants are destroyed in this process. If an enemy hero is affected by silence or slows as a result of Geomagnetic Grip or Rolling Boulder, all magnetized heroes share the effects.

Cast Radius: 300

Rock Search Radius: 400

Rock Explosion Radius: 400

Duration: 6

Damage per Second: 50/75/100


Cooldown: 80

Mana Cost: 100

Important Note: CAN BE DISPELLED AS OF 6.84

At the Earth Spirits call, the minerals in the blood and bones of his enemies rebel against the bodies they find themselves in.

Video:


Using your ultimate will release a wave of charged minerals around you in a 400 radius. If an enemy unit is within the 400 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. The debuff is also passed to other enemies within a 600 radius of the charged stone. 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. Once you are level 6 you basically get to choose which enemy you want to erase. This skill is great for teamfights and solo kills with a cooldown of 80 seconds. Take this at 6, 11, and 16.

Enchant Remnant (Aghanim's Scepter)



Description: Earth Spirit temporarily enchants a hero, granting them the properties of a Stone Remnant. After 3 seconds the remnant shatters, releasing the hero and damaging nearby enemies.

Cast Range: 600

Remnant Duration: 3

Shatter Damage: 300

Shatter Radius: 300


Cooldown: 45

Mana Cost: 150

Kaolin uses the elemental power of the Earth to temporarily petrify living beings, so that they might be conscripted into his stone funerary army.

Video:




Enchant Remannt is one of the coolest skills in the game. You can turn any hero (including enemy) into a stone remnant for 3 seconds. This skill is really overpowered in my opinion because you can displace ANY HERO from up to 2500+ distance, that is insane. And with a blink dagger? you become very very useful. The mana cost is a little high but you can compensate from the stats the Aghanim's Scepter gives you. This upgrade is not to be messed with and is usually why I include this in my core items. If you see an enemy Earth Spirit with a 13 minutes agh's you are going to have a bad day :)

Starting/Early Game Items

Your role changes from game to game with Earth Spirit and so does your items. Your starting items are the most different from role to role while the Early game items tend to me around the same for the Support and Solo Offlane.

Support




Starting items for a support Earth Spirit would be a courier, basic health regeneration, and two branches and two clarities.

The Animal Courier (or wards) is because you are one of the support and you are expected to buy at least one of these when the game starts. The health regeneration and how much you need is up to you but a salve and tangoes usually keeps you up. The clarities are so that you always have mana needed to use your spells to ensure a gank, keeping your mana up is very important. And finally two iron branches to build into an eventual Magic Wand.


Early game you want your Boots of Speed as early as possible so you can keep up with your enemies or ensure an escape. For support I include the usual wards and dust as needed as well as a Smoke of Deceit and Town Portal Scroll. Always keep a TP scroll handy and having a smoke of deceit can help you be in position for a gank which you should be looking for. Even if it's your own lane you can use the smoke to bypass their ward and punish over extensions.


Solo Offlane




Starting items include your basic regeneration, a stout shield, and three clarities.

For the offlane you should expect to be harassed out of lane which is why I include the stout shield, and it also allows you to save a lot of health if you need to dive a tower (hehe). The three clarities is for, as I said, to keep your mana pool up, and you can use your mana at level 6 to secure a kill. Or if you have 2 points in either your boulder smash or geomagnetic grip, then you can safely get last hits from a distance but more importantly you need experience.

Early game items are roughly the same as support with your Boots of Speed, Magic wand, stout shield, smoke and TP. The magic wand is usually an optional choice but I find the stat to gold ratio very good as you will have around 400+ mana at level 6 with regular boots and a wand. Smoke is obvious as I already stated and Town Portal Scroll which I will never stop mentioning.


Middle Lane




For your middle lane I aim to get my Bottle at the earliest convenience because you need to keep your mana high and you have great rune control with your Rolling Boulder and you can kick away the enemy midlaner with Boulder Smash, therefore you need some cheap starting items. Because of this I get tangoes, one branch, and one clarity in case I need to ensure a last hit with my spells.

As I stated, get your bottle at your earliest timing and like the others, get a wand/smoke/TP. In the middle lane I put power treads in the Early Section because you will have tons of space to farm and getting these boots give you a lot of versatility and I will explain why I get power treads in the next section.

Core Items

Core Items are not set in stone (pun intended) and you should treat each game indiviually. These items are what I get mostly on Earth Spirit and I find myself with these items most often.


General Core




For every role I include an Aghanim's Scepter and a Blink Dagger. I feel it is absolutely core to have an Aghanim's Scepter because you instantly solve lots of your problems like scaling into the late game and using less remnants. Aghanim's is downright overpowered in my opinion and not getting it at all whether it's late or early is a mistake.

Blink Dagger is where you can see some debate. I personally work with Blink Dagger in most of my games so it feels more natural to me. However, Earth Spirit is very mobile and relies A LOT on positioning and Blink Dagger really solves that problem. If there is an enemy hero that requires you to get a force staff instead I insist that you do that and getting Blink Dagger after that is entirely up to you.

Core Boots




For a support Earth Spirit, arcane boots are the best option in my opinion because of how much mana you have at your disposal and your only real hindrance would be your Stone Remnant count. Although the usefulness to yourself may become stale after more items, it helps out your team a ton and can be upgraded into a Guardian Greaves.

For the Core and Offlaner I choose power treads because the stats they give allow you to save mana (less than arc of course), but also give you better right click which can help you solo heroes with that extra bit of damage were with arcane boots, you have to rely on your spell damage and competent teammates.

Mekanism? For support



I find that rushing a Mekanism gives you a lot of effective health to work with however the recent nerfs have made it less suitable for me and I'd rather get a quicker Agh's or other support item. But if noone else is building one then it can be a great addition to your team as well as being able to be upgraded to a Guardian Greaves

Situational/Alternative Items

This section is everything past what I think is core because your peak is when you get those core timings and the rest isn't mandatory (unless needed which is why it's "situational")


Situational




There are many items which can be deemed situational in a game. A Veil of Discord used to be included in my item build but I feel that getting an Agh's is more important. A force staff as I said should be bought under the circumstances of the enemy hero such as Clockwerk where you need to escape his cogs. Urn of Shadows also used to be in my item build but, as I said, it depends on how your game is going and you may need it.

Eul's Scepter of Divinity is not personally a choice of mine because I feel that you don't need the setup from the Eul's to be particularly necessary, but if you have trouble landing your skills then a Eul's might be right for you.


Alternative




Yes I know I said that the core items are a must but there are some games when you can't wait that long for your items to finally build. Blademail is an excellent choice if you find yourself the target or your are the first initiator same with a Black King Bar and Ghost Scepter to keep you alive. If you are the support you can get a Solar Crest or Glimmer Cape which give you tons of survivability as well as team contribution.

Your late game items tend to be the usual. Guardian Greaves is a great choice for the support. Scythe/Shiva's guard can help you with their carries and give you more survivability.

Roles

Will add middle lane section and reasons for my first point

Support



This role is the farming support role. This is by far my favorite roll to play Earth Spirit. He has consistent CC and lots of early laning damage and doesn't require items to be useful (although they are needed). As a Pos 4 Earth Spirit, you are trying to reach level 3 as quick as possible while trying to force the enemies out of lane. The recent patch nerfs your supporting abilities but it is still really good. Geomagnetic grip can save allies, and harass enemies with a stone. For supporting items (aside from arcane boots and urn), I get a Veil of Discord and a Mekanism (although the mana cost is huge so it may no longer be viable). Towards the late game, as a support you are expected to ward if your Pos 5 is not able. And just like a Lina or Lion, you are expected to contribute in early kills/solo kills.


Solo Offlane



As a position 3 however, your focus is A. not die, B. reach level 6 as fast as possible, and C. not die. It's important to not die during the laning phase for obvious reasons, but your delayed levels and items can be really crucial because you are putting your whole team at an early game disadvantage. Items I go are agh's + blink dagger. These items basically turn you into a scary roamer/initiator who can blink, enchant remnant, then kick into team. Pos 4 and 3 items don't differ that much, but blink usually isn't core on a Pos 4 Earth Sprit although it is still good. Again, just like Pos 4, you are expected to contribute to early game kills and solo kills.


FOR BOTH ROLES: Aghanim's Scepter is your main priority. It isn't hard to farm this on Earth Spirit because he farms heroes so well. Aghanim's Scepter gives you great late game potential and an easy way to disable enemies/save allies. Always aim for this item however, if you find yourself behind and can't seem to get there, get a Pipe or a teamfight item that helps your late game. For a boost of a tankiness, I have seen some Earth Spirit players go for a Crimson Guard. I don't have this on my list because I feel that with your veil, urn, and agh's you already are really tanky.


BUT, ALWAYS AIM FOR AGHANIM'S SCEPTER AS YOUR USEFULLNESS LATE GAME GREATLY INCREASES.


Everything in its time.

Denying Creeps

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. Please get Geomagnetic Grip first if you are a support/offlane unless you are forced to otherwise.

This section has up to date videos of the positions I use to deny lane creeps. There are actually many other positions to pull creeps into such as top lane dire, these are just the locations that I use.

Side 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:




Radiant Middle Lane:




Radiant Top Lane:




Dire Bottom Lane:




Dire Middle Lane:




Dire Top Lane:

There are two locations that I use. Location #1 is for the beginning of the game
Location #2 is for consecutive pulls


Location #1



Location #2




With practice, this can be very important for having a level advantage!


Some people can even use Geomagnetic Grip to plant a creep in the enemy base to cancel backdoor.





However, this video was recorded before the Geomagnetic Grip range nerf so you may need help to do this



The videos I recorded myself were: All videos in the deny section (except Na'vi video), the combos, and the enchant remnant video.


Not for you.

Combos

Earth Spirit, with has highly versatile skill set, can perform precise and deadly combos. Below are just a list of the combos that I use in regular matches. I don't always use combos though, a quick boulder smash or rolling boulder can be enough to chase down fleeing heroes.

1. Stone Remnant + Geomagnetic Grip + Rolling Boulder + Boulder Smash



Bread and butter of 6.79 patch. This used to be more reliable because Geomagnetic Grip stunned which made it 100% to land your Rolling Boulder. Now the combo is alright. You can also start the rolling boulder, then use geomagnetic grip so the opponent has less reaction time.

Note: The reason Earth Spirit was op in 6.79 is because at level 3 he could just solo any hero he wants into his tower. Everyone cried when 6.80 came out. The only real nerf to him was the Stone remnant recharge duration.


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. There really is no flaw except landing your boulder smash.


3. Stone Remnant + Boulder Smash + Geomagnetic Grip



Basically the same combo as #2 but without the rolling boulder. Great for catching long range enemies. And immobilizing enemies without getting your self in the mess.


4. Initiator Combo: Rolling Boulder + Stone Remnant + Magnetize + Stone Remnant + Geomagnetic Grip + Boulder Smash (If you have a blink dagger you can substitute the Rolling Boulder for that if you choose)



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, 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. Of course you can add rolling boulder to slow everyone.


5. Saving allies without aghanim's scepter: Geomagnetic Grip + Boulder Smash




Basic Saving combo before you have your aghanim's scepter. You can displace your allies from up to 1900 units.


6. Saving allies with aghanim's scepter: Enchant Remnant + Geomagnetic Grip + Boulder Smash



This combo is extremely effective in protecting your allies against ganks, late game Earth Spirit players will never let their carries die without at least attempting this combo, very very useful.


7. Surprise Earth Spirit is actually Batrider (Aghanim's): Initiation + Enchant Remnant + (Geomagnetic Grip) + Boulder Smash.



This combo is what makes agh's so scary on him. You can choose any target you want (except if BKB) and send them flying towards any direction you want.


8. Fun Combo with Dagon (One of the most difficult combos): Rolling Boulder + Stone Remnant + Dagon



Very high skill combo* where you land your rolling boulder and then zap the enemy with your lvl 5 Dagon. Great for killing other supports.
*Only buy Dagon if fed to the point of insanity, or if you want to get reported.


Stones bones.

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 but it is actually pretty easy to land because all you need to do is be close to a remnant and select the location you want the stone to travel to.


2. Don't play Earth Spirit like everyone did in 6.79. Using an unreliable combo can get you into trouble. You cannot stop Rolling Boulder once it has begun its trip. Be very cautious and aware of your surroundings.


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 run into a bad situation.


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 use this because it helps my reaction time and saves me an extra click.


Bonus Tip!: If you have quick cast off of stone remnant, you can target your portrait to spawn a stone at your location. This will save you time because you don't need to move your screen to place a stone.


*Open the video to full screen and change the resolution to max. Although you can't see my in-game cursor know that I am clicking my portrait.


5. You should preferably lane with heroes with nice roots/stuns if you are a support, so that you can perform with more accuracy and ensure the kill, also it helps to Boulder Smash enemies further back.


6. For a support or solo offlane Earth Spirit 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 then even better! Deny all the creeps!. (Idk why you would lane with Lich, trilane ES is bad because you need levels. Just a fun thought).


7. Earth Spirit is a hero who needs absolute positioning. Be aware of where you are at all times. If you are bad at positioning or you can't take the responsibility of an initiator, then don't pick this hero.


8. When casting geomagnetic grip and then rolling boulder. Don't geomagnetic grip first usually, as the enemy can easily anticipate where you are and dodge you. Also, don't use this combo all the time, it is unreliable.

9. You can use a Town Portal Scroll while you are in Rolling Boulder. This can help you escape easily if the enemy team can't catch you fast enough.





I am shaped to a higher order.

Wombo Combo/Laning

Will add better laning and wombo combos

Earth Spirit is a hero that really appreciates lockdown from other heroes so that he can set up his own skills. He also utilizes clumped heroes to hit as many enemies with his skills as he can






Ironic as it sounds, the "Team Spirit" lane is pretty alright. Ember Spirit provides decent lockdown, and your early game magic damage combined is very scary. You can save your late game carry from many situations, and you can both set up eachother's skills with lots of accuracy. However this is a dual melee so you should consider your opponent's lineup before laning this.






The ol' classic Naix bomb, but with style! Laning together is pretty decent since Earth Spirit can close the distance gap, but this combo is more for initiation via Infest.






Earth Spirit is very good with other initiation heroes. Enigma, Magnus, Dark Seer. Heroes that can bring enemies nice and close together is optimal for Magnetize. I have played many games as Earth Spirit with an Enigma, the combo is really devastating. Many people underestimate the power of magnetize which is really sad because now they are dead.






This combo is actually very viable. So Batrider ults the desired target, and you can just act as a free force staff and pull the Batrider. The lasso doesn't break and Both targets move towards your location.

End of Guide

Earth Spirit as you have learned can be very versatile.

He is a great initiator, support, solo offlane, and midlaner. He provides so much utility to your team and no, he is not underpowered.

I hope this guide gave you a good outlook on Earth Spirit. I hope that you use the Tips and Tricks I gave you for they are very good in a game.

Also, try to practice Earth Spirit as much as you can before you play because the only thing worse than a feeding Riki is a feeding Earth Spirit.


Please comment ideas about suggestions or tips I can add to this guide.


Busy for the next week but I will try to keep updating the guide as much as possible -dumpkin



"In war, a fools first lesson is his last"

Guide Update Log

To Do List: Finish Wombo Combo Section
Update Roles Section

V 6.84c
8/12/15 Updated to 6.84c
Updated Introduction
Lots of changes to skill builds and item builds
8/15/15 Updated Introduction again
Updated "Earth Spirit? "He needs a buff" (who says this anymore?)" chapter
Added "Patch 6.84 Rundown" Chapter
Updated confusing combo section
Split Items into 3 chapters

V 1.3
1/29/15 Added Midlane Build + semi-carry
Cleaned up Title
Updated Solo offlane core to include power treads instead of arcane's
2/1/15 Rewrote "Earth Spirit? He needs a buff."
Updated introduction
Updated Pros and Cons

V 1.2
9/29/14 Updated Skills section (no longer 1 chapter, but 1 for each skill)
9/30/14 Updated Combos Section
10/1/14 Updated Denying creeps section from photos to YouTube videos
Fixed issue with YouTube links and formatting (Less colorful as a result)
10/2 Finished V2

V 1.1
9/28/14 Redid entire guide (temporary)*
Changed Guide name from "Geomagnetic Stomp" to "6.82 Knowledge is Golden"
Changed end of Guide Section

V 1.0
5/25/14 Created
5/26/14 - 5/30/14 Updated Information, added most of the guide
8/28/14 Accidentally deleted Summary, redone

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