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Heroes/Earthshaker
Earthshaker
StrengthMelee

Earthshaker

Like a golem or gargoyle, Earthshaker was one with the earth but now walks freely upon it. Unlike those other entities, he created himself through an act of will, and serves no other master. In restless slumbers, encased in a deep seam of stone, he became aware of the life drifting freely above him. He grew curious. <br><br>During a season of tremors, the peaks of Nishai shook themselves loose of avalanches, shifting the course of rivers and turning shallow valleys into bottomless chasms. When the land finally ceased quaking, Earthshaker stepped from the settling dust, tossing aside massive boulders as if throwing off a light blanket. <br><br>He had shaped himself in the image of a mortal beast, and named himself Raigor Stonehoof. He bleeds now, and breathes, and therefore he can die. But his spirit is still that of the earth; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the earth will greet him as a prodigal son.

Base STR

22 +3.7

Base AGI

12 +1.4

Base INT

18 +2.1

Move Speed

315

Attack Range

150

Base Armor

2

Attack DMG

27–37

Projectile

Instant

Slugger

Slugger

PassiveInnate

Enemies killed with Enchant Totem or Earthshaker's other abilities are sent flying, dealing damage to enemies they hit.

SPEED:

1600

DISTANCE:

1200

DAMAGE (CREEPS):

27

DAMAGE (HEROES):

135

FLYING ENEMY'S MAX HEALTH AS DAMAGE:

7%

Fissure

Fissure

Point TargetAghanim's Shard

Cooldown

18 / 17 / 16 / 15s

Mana

115 / 120 / 125 / 130

Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.

FISSURE DURATION:

6.5 / 7 / 7.5 / 8

STUN DURATION:

1 / 1.2 / 1.4 / 1.6

DAMAGE:

100 / 160 / 220 / 280

AFTERSHOCK STUN PCT:

0%

COOLDOWN:

18 / 17 / 16 / 15

  • Creeps will wait for Fissure to disappear. They will not attempt to walk around it.
  • Fissure is not blocked by Linken's Sphere.

The Nishian totem splits the world to its core with tectonic force.

Enchant Totem

Enchant Totem

No TargetAghanim's Scepter

Cooldown

5s

Mana

45 / 55 / 65 / 75

Empowers Earthshaker's totem, causing it to deal extra damage and have 100 bonus attack range on the next attack.

BONUS:

100 / 200 / 300 / 400%

JUMP DISTANCE:

0

CLEAVE DAMAGE:

0%

CLEAVE DISTANCE:

0

DURATION:

14

  • Bonus damage is based on base damage and that given by primary attribute.

Raigor's gorilla strength can destroy mountains.

Aftershock

Aftershock

Passive

Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.

RADIUS:

350

DAMAGE:

65 / 90 / 115 / 140

DURATION:

1 / 1.1 / 1.2 / 1.3

  • Using items does not trigger Aftershock.

The earth trembles beneath the mighty footsteps of Raigor.

Echo Slam

Echo Slam

No Target

Cooldown

130 / 120 / 110s

Mana

150 / 200 / 250

Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.

RADIUS:

700

ECHO DAMAGE:

70 / 90 / 110

INITIAL DAMAGE:

100 / 140 / 180

Tectonic plates crack, mountains fold, and foes are crushed by the Echo Slam.

+25 Base Damage
10
+75 Fissure Damage
+200 Fissure Range
15
+50 Aftershock Damage
+50 Echo Damage
20
+65% Enchant Totem Damage
-50% Echo Slam Cooldown
25
-1.5s Enchant Totem Cooldown
Aghanim's Scepter
Enchant Totem

Enchant Totem

Enchant Totem becomes a ground target ability, causing Earthshaker to jump in the air and land at the target spot, casting Enchant Totem there. Self-casting the ability will behave in the original form, without jumping. Grants Enchant Totem a cleaving attack.

Aghanim's Shard
Fissure

Fissure

Reduces Fissure cooldown and releases an Aftershock along its path that stuns for a shortened duration when Earthshaker casts another ability.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

50%

Win rate in recent matches

Performance

76%

KDA ratio (kills + assists / deaths)

Laning

32%

Last hits per minute over full game

Farm

55%

Average gold per minute

Fighting

24%

Average kills + assists per match

Experience

72%

Average XP per minute

Strategy

When to Pick Earthshaker?

Earthshaker mid is what I would call a "cheese pick"—and I mean that in the best possible way. It is unconventional, it catches people off guard, and when it works, it absolutely destroys the enemy team's entire game plan before they even realize what hit them.

He is strong right now, and the numbers back it up—sitting at a solid win rate across all ranks with a healthy pick rate, and the current meta of grouped-up, team fight-oriented Dota is exactly the environment where a hero with a five-man Echo Slam, a terrain-splitting Fissure, and one of the most satisfying burst combos in the game should be thriving.

The reason you pick him mid specifically is the level advantage—getting to level 6 faster than a position 4 Earthshaker means your Echo Slam comes online sooner, your Fissure gets longer, and you can start rotating to side lanes and absolutely ruin the enemy's day before they have any defensive items to deal with you.

He is disgusting in lineups that love to group and fight—Tidehunter, Enigma, and Magnus—heroes that naturally pull the enemy team together so your Echo Slam hits everything at once and deals the kind of damage that makes people genuinely question why they queued up today.

He thrives in push and summon-heavy metas too, because Echo Slam bounces off every unit on the map—creeps, summons, and illusions—and in a teamfight surrounded by ten extra units, the damage becomes absolutely obscene.

He pairs beautifully with illusion heroes on your own team too—Phantom Lancer, Chaos Knight, and Naga Siren—because more units near the fight means more Echo bounces, which means more damage, and nobody expects to get Echo Slammed for four thousand damage because the enemy PL had twelve illusions standing nearby.

Avoid picking him into lineups that spread out and never group up—Clinkz, Nature's Prophet, Tinker—heroes that will avoid every Echo Slam and Fissure by simply being in five different parts of the map simultaneously.

Also feels genuinely terrible into silences and instant stuns that cancel your Blink Dagger before you can initiate—Lion, Shadow Shaman, Bane—because a Blink-cancelled Earthshaker who burned all his farm on that dagger and now can't use it is just a melee strength hero with no damage standing in mid lane doing absolutely nothing. And if the enemy has a very aggressive mid that can bully you out of the lane before you reach your item timings?

Be very careful—because Earthshaker mid is not the most comfortable laner in the world, and a bad start means your whole game plan falls apart before it even begins.

Tips & common mistakes

  • The core Earthshaker mid-combo is Enchant Totem, Blink, Echo Slam, right-click, Enchant Totem again, right-click—in that EXACT order. If you are doing Echo Slam first and then Enchant Totem, you are leaving an enormous amount of burst damage on the table and probably not getting the kill you needed.
  • Casting any Earthshaker spell near an enemy hero procs Aftershock — this means casting Fissure directly next to a target deals both Fissure damage AND Aftershock stun damage simultaneously. This is your main solo kill tool in the mid lane, and most players completely forget it exists.
  • Echo Slam bounces off every unit — creeps, summons, illusions, everything. Never use it in an isolated 1v1 duel in an empty lane if you can help it—drag the fight to a creep wave, a jungle camp, or anywhere with extra units so the bounces multiply the damage into something actually threatening.
  • Fissure placement is an art form, and most Earthshaker players are terrible at it. The terrain it creates blocks movement completely—use it to cut off escape routes. BEHIND the enemy, not in front of them where they can just walk around it. Trap them, don't warn them.
  • Blink Dagger is not optional; it is the entire hero. Without it, you are just a slow melee hero with a long cooldown stun that telegraphs itself from a mile away. Rush it as your first real item every single game, no exceptions, no discussion.
  • People get greedy and try to save Echo Slam for the perfect five-man situation that never comes. If you have a guaranteed three-man Echo Slam available right now, take it — three dead heroes win fights. Five theoretical dead heroes that never happen win nothing.
  • After your combo goes out, you are basically useless for the next ten seconds waiting on cooldowns. This means positioning AFTER the initiation matters just as much as positioning before it—always have an escape path planned so you don't just stand in the middle of five angry heroes with no abilities and die immediately after the flashiest play of the game.

Summary

Earthshaker mid is one of those picks that the enemy team simply doesn't know how to handle when they haven't prepared for it—you get your levels faster, your Echo Slam comes online earlier, and by the time they realize what is happening, you have already rotated to three different lanes and completely tilted their whole side of the map.

He is strong right now because the meta rewards exactly what he does best — punishing grouped up, fight-heavy lineups with one of the most devastating AOE ultimates in Dota 2. Master the Blink timing, learn your Fissure placements, and make sure your Echo Slam always hits at least three heroes before you press the button.

Just don't pick him mid and then play passively like a scared support waiting for things to happen—because Earthshaker mid only works when you are constantly creating chaos, rotating aggressively, and making the enemy team feel like no matter where they are on the map, a giant rock man with a very large totem is always about to ruin their entire game.

Starting Items

branchestangogauntletsquelling_bladefaerie_firecirclet

Early Game

bootsbottlepower_treadsbracerblinksoul_ring

Core

aghanims_shardkayaultimate_scepteryashayasha_and_kayablack_king_bar

Late Game

soul_boosterrefresheroctarine_corelesser_critgreater_critaeon_disk
Whisper of the DreadSearing SignetMana DraughtTumbler's ToyGunpowder GauntletDezun Bloodrite

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