
Earth Spirit
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. <br><br>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.
Base STR
22 +3.8
Base AGI
17 +2.4
Base INT
18 +2.1
Move Speed
290
Attack Range
150
Base Armor
0
Attack DMG
25–29
Projectile
900
Facets
Innate Abilities

Stone Remnant
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. Stone Remnant has %AbilityCharges% charges.<br><br>Earth Spirit passively gains %attack_damage_per_stone%%% bonus damage per unused Stone Remnant charge, and gains an additional %attack_damage_per_stone_used%%% bonus damage for %buff_duration%s when a Stone Remnant is targeted with an ability (does not stack).
DURATION:
60
CHARGES:
7
Earth Spirit calls forth a remnant of his stone army, long buried with him in the dark embrace of the Earth.
Abilities

Boulder Smash
Cooldown
20 / 17 / 14 / 11s
Mana
100
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 %remnant_smash_radius_tooltip% 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.
REMNANT SMASH RADIUS:
200
DAMAGE:
110 / 180 / 250 / 320
SLOW AMOUNT:
50%
SLOW DURATION:
1.25 / 2.5 / 3.25 / 4
TRAVEL SPEED:
900
DISTANCE:
500 / 600 / 700 / 800
DISTANCE (REMNANT):
2000
It is with the power of a mountain that Earth Spirit strikes his enemies.

Rolling Boulder
Cooldown
16 / 12 / 8 / 4s
Mana
50
Earth Spirit gathers himself into a boulder and, after a %delay%s delay, rolls toward the target location, dealing %damage% + %damage_str%%% 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:
800
DISTANCE MULTIPLIER (REMNANT):
2
DAMAGE:
60 / 70 / 80 / 90
STUN DURATION:
0.3 / 0.5 / 0.7 / 0.9
ROCK BONUS STUN DURATION:
0.3 / 0.5 / 0.7 / 0.9
- ·Rolling over a Stone Remnant will destroy the Remnant.
- ·The boulder has a radius of %radius%.
- ·Earth Spirit is untargetable and invulnerable while rolling.
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.

Geomagnetic Grip
Cooldown
13s
Mana
75
Earth Spirit pulls the target Stone Remnant or Allied Unit. Enemies struck by the gripped target will be silenced.<br><br>Pulled Remnants also deal damage to struck enemies.<br><br>Cast range is reduced when targeting an ally.
REMNANT DAMAGE:
75 / 150 / 225 / 300
REMNANT PULL SPEED:
900
SILENCE DURATION:
2 / 2.5 / 3 / 3.5
ALLIED UNIT PULL SPEED:
600
ALLIED UNIT CAST RANGE:
550 / 600 / 650 / 700
- ·Will not work on a unit inside Chronosphere, Duel, or Black Hole.
- ·Geomagnetic Grip can also target allied creeps.
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.

Magnetize
Cooldown
100 / 90 / 80s
Mana
100
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
At the Earth Spirit's call, the minerals in the blood and bones of his enemies rebel against the bodies they find themselves in.