Power Treads
Power Treads
Drum of Endurance
Blade Mail
Sange
Yasha
Sange and Yasha
Iron Branch
Iron Branch
Iron Branch
Clarity
Tango
Mjollnir
Shiva's Guard
Eye of Skadi
Assault Cuirass
Monkey King Bar
Boots of Travel
Black King Bar
Heaven's Halberd
Monkey King Bar
Medallion of Courage
Orchid Malevolence
Hand of Midas
Urn of Shadows
Armlet of Mordiggian
Battle Fury
Mekansm
Shadow Blade
Skull Basher
Blink Dagger
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1 | 7 | 10 | 14 | ![]() |
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2 | 9 | 12 | 13 | ![]() |
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3 | 4 | 5 | 8 | ![]() |
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6 | 11 | 16 | ![]() |
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15 | 17 | 18 |
Those who come looking at this guide probably plays ES before 6.79 and understand how this hero works and now are looking for guide to learn the new ways of playing this hero. Therefore I won't treat you like an idiot and discuss about trivial things such as how the abilities work with the remnants and etc.
The reason I'm doing this guide is because, well, seems like nobody else has any idea about how to correctly play ES. I've looked at lots of ES matches in dota 2 (around 50ish) and found that only 2 out of that many actually knows how to play ES. I've even looked at many ES guides and only one comes close to what I deem as correct.
Also, the one writing this guide is not just another tryhard ES player who plays with veil of discord, arcane, and force staff. Nope! That's not how ES is played.
And to show that my build works and is not ******** as well as to give you an idea of how rewarding this hero really is, take a look at this short video.
Earth Spirit - Kaolin
Despite having the lowest win-rate of all heroes in dota, this hero is actually strong and viable. One of the main reason that contribute to its low in rate is many people don't know how to play it. I've seen lots of tryhards still utilizing the old pull roll combo which definitely is not as effective as it used to be. I write this guide to give an idea how ES is supposed to be played and to show that ES is actually still a good hero.
=================================STRENGTH================================================
One of this hero strength is being able to use his full combo at a very early level of 3 making him one of the easiest hero to draw first blood with. As early as lvl 6, this hero can solo-kill escape heroes like AM or weaver and even kill heroes like Invoker. His stun also allows him to do a long-range initiation plus his 5 second silence, he can easily turn around clashes.
=================================STRENGTH================================================
===============================WEAKNESS================================================
His greatest weakness is magic immunity which will totally shut him down. All of his 4 abilities do absolutely nothing under magic immunity which might render this hero to be useless in late-game clashes. His abilities potential are also bottlenecked by his stone remnant. It takes 3 full minutes to regain 6 charges of his remnant and clashes and ganks may happen in much shorter interval especially during mid game. Silence is also a problem for ES but that can be fixed by picking up BKB. Despite being flagged as a carry, this hero is not armed with anything that can make him a decent carry. That makes him a pesudo-carry, carries that carry by slowing down the growth of enemy carries.
===============================WEAKNESS================================================
Having 3 skill shot, it's no wonder that you'd be struggling to master this hero. This hero is not the kind that you can miss with, then wait until the cooldown is over to try again. No. When you miss your Rolling Boulder, you will end up in the enemy's tower range getting rekt. The clos. You need to play "A LOT" of this hero to get a good sense of his combo and skills. But I can promise you that this hero is totally worth it.
What it takes to master this hero ?
-Good sense of ganking
-Cooldown management
-Positioning
-Skill-shot precision
Role :
Support 2/5 - Making this hero a support would totally diminish all its potential, support when you have no support and your team needs to play safe.
Carry 4/5 - Although he certainly cannot out carry heroes like AM, he still can semi-carry the game.
Durable 5/5 - This hero has good STR Growth and he needs to be durable to stay alive in clash.
Initiator 3/5 - Although he has AoE stun, it's very hard to hit multiple heroes when they are spread out.
Ganker 5/5 - Nuff said, slow, silence, stun.
Nuker 2/5 - His nuke doesn't scale well.


When you're trying to hit someone with it, always imagine a line stretching between you and your target.
From the point you're standing, put remnants anywhere along the imaginary line.
After you place your remnant, straight away issue Boulder Smash command to the stone and it will travel along the imaginary line.
From any point you're standing, just draw imaginary line extending from you to any remnant nearby. The line exceeding the remnant, indicated green, would be the path that the remnant will travel if you issue kick command from the spot you're standing.
The imaginary line will change according to your location relative to the remnant, thus changing the path that it will travel. Above picture is the same as the first, just that the hero has moved. Notice how the line changed.

To perfectly secure a teammate from being killed all you need is E -> Q. Pull and kick him further away. The tricky part here is to make sure you kick him in a straight line to maximize the distance away from gankers.
Pay attention to above picture. The red circle in front ES represent the new location of Io after he is pulled. Green line indicates the path that Io will travel. X represents the location of where ES should be after he pull Io. What you want here is to pull your team, then straightaway move forward right after you pull him. You have to do it fast, cancelling the animation of the pull, so you can move without colliding your team. While being pulled unit has zero collision. Note that your location after you pull will determine the direction of the kick.
If you do it right, it should look like this. Next thing you want to do is just to kick him away.
This is after I kicked Io away. Notice how far Io is from he originally was.
As you might already know, remnant nearby* a unit under magnetize debuff will explode, refreshing the duration and applying debuff to other unit caught in its AoE*.
In order to apply debuff to other unit, the unit needs in a proximity within another unit which has the debuff. Take a look at the picture, the first mirana is under the debuff but the other one is not.
Putting a stone in between them will cause the explosion of the stone to apply to the debuff to the other mirana.
The simplest combo is with geomagnetic grip. Simply put the stone near your enemy, let it explode and pull it for the silence + damage. This is quite good as when you silence, you would be silencing the other 2 or 3 heroes who also got the debuff. Another way you can do this is to pull existing remnant toward the enemy and achieve the same effect.
You can also combo it with Rolling Boulder. To do this one, you just need to put remnant near the enemy and roll toward it before it disappears. At late level it would be wise if you always roll with an energized remnant rather than putting a new one. This combo is very deadly as it can inflict a whooping 80% mspeed slow and aspeed slow to multipled heroes. This combo should be spammed the most at late game. Slowing 5 heroes repeatedly can easily turns clashes around.
This one is the trickiest of all 3. The purpose of this combo is to refresh debuff of enemies that are out of your 1400 range. Refer to Advanced Guide #1 and #2 to hit this combo. Nothing much else about this.
This section is not necessary to read unless you doubt my Skill Build and Item Build.
The most basic combo to gank is D->Q->D->E->W->R or Stun, Remnant, Pull, Roll, Ult. You can also skip the stun and straight away pull roll ult if you have another disabler to help you land your roll. Then you can use your Q to either kickback or stun him later on. However, don't ever try pull roll without any disable, this is the most common mistake that ES players do nowadays as this can make you end up in bad position and die.
This combo is pretty straight forward and deadly at the same time. The only tricky part of this combo is to land your stun and pulling and rolling in time. You can refer to Advanced Guide #1 and #2 to how to land the stun. This combo can be used to gank as well as clashes. Just make sure that your stun and silence hits multiple targets.
Keep in mind that this combo is still viable even when you don't have your ult. You can use this combo to harass or kill in lane as early as level 3. It can deal as much as 500++ dmg at level 3 with auto attack and can deal even more provided you have lane-mate that can help you. This combo takes 325 mana with ult and 225 without. Always make sure you have the required mana before you gank.
In case you really have no idea what I'm trying to describe in this section, you can watch this video.
Clarification
You might be asking why should you waste remnant by putting 2 of them when you can stun and pull the same remnant ? First reason, at early levels it's not likely that you're going run out of remnant since your ability cooldown is still very long. Kicking and pulling the same remnant is also harder to pull off, and might even cause you to fail your gank if you're not used to it. Unless you're really running out of remnants, it's always better to put another remnant to secure your gank. Second reason, at early level your stun is only 0.75s, pulling the remnant you've kicked will require you to wait a little while until the remnant goes over your enemy so the pull will hit. It might take longer than 0.75s and might cause your roll to miss. At later level, doing so will also stack your silence and stun duration which definitely is not effective. You better put another remnant at ideal position to make sure your silence can hit multiple targets.
For lane ES can play just as well on offlane or safelane. I personally won't recommend you to go mid as ES is not really good at controlling lane. Most of the time you'd probably get outlaned by heroes like invoker. Moreover ES need his team help to secure early kills. If you feel that you're good at controlling lane, you might as well take mid lane since you do need the XP advantages. Avoid Tri-Lanes since ES need XP advantages.




Finish late game section
Foes and friends
Closing
video intro
video skills how to use + compilation
video #1 #2 #3 #4 $5
revise
IMPORTANT NOTE : Too lazy to finish this. Plus, this guide is very outdated, I've refined my ES play even more and this is apparently not the best way to play ES, I'll probably post a revised version soon. This guide is still quite okay tho, just not the best. Keep tuned for revised version :3
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