Earth Spirit/Counters

Bad against...

 * Abaddon's  is a strong dispel, meaning it can save allies from Earth Spirit's stun, slow, silence, and Magnetize. His ultimate, Borrowed Time, also makes killing him with Magnetize nearly impossible.


 * roots which is very dangerous for Earth Spirit, since he can't use to escape while rooted.


 * Lycan can chase down Earth Spirit with easily.


 * Huskar's passive ability,, greatly reduces magic damage. Because Earth Spirit practically only deals magical damage, this is problematic.


 * Even though Enchantress is squishy she can sustain the damage of Earth Spirits abilities with her powerfull healing spell.
 * Earth Spirit is often very centered in a teamfight while Enchantress likes to hold her distance from the group. She will use this range advantage to deal crucial damage with her attacks and can shoot down Earth Spirit quickly.

Others

 * In general slippery heroes (,, ...) because Earth Spirits abilities are rather slow compared to other crowd controlling spells in the game and those heroes are usually good at dodging "skillshot" abilities. (for example Weaver is hard to hit with Boulder Smash thanks to his Shukuchi as long as he's not already disabled)

Items

 * mostly ignores all skills of Earth Spirit.
 * greatly reduces magical damage in a big area, making it hard for Earth Spirit to deal significant damage. (since all of his abilities deal magical Damage)
 * Items that can Dispel debuffs.

Good against...

 * Earth Spirit can easily disrupt Pudges + into combo because he can stun enemies from a very large distance with a +. With an  he can even pull his teammates out of Dismember and most likely also silencing Pudge with.
 * Reason


 * Tinker is an easy target for Earth Spirit to initiate on. He likes to split push lanes once he acquieres and Earth Spirit can jump him with his  and quickly silence/stun/slow him and buys enough time for his teammates to come and assist Earth Spirit, making short work of Tinker.
 * The huge range of Stone Remnant+Boulder Smash enables Earth Spirit to stop Tinker from teleporting to his fountain since Tinker tends to buy most of the time to escape safely.


 * Earth Spirit is a dangerous foe to encounter for Invoker in the early stages of the game. Since Invoker needs to gain levels as fast as possible and is not very strong in the early game, Earth Spirit can use his incredible early game power to gank Invoker and ruin his game plan.
 * Earth Spirit combines stuns and silences with his spells and can apply them from a great distance. This is very bad for Invoker as he is very dependent on a smart usage of his spells with and Earth Spirit can disrupt his combos easily.


 * Templar Assassin is depandant on her in teamfights. Because  deals damage per second and Earth Spirit is even able to refresh the duration of his ultimate he is optimal suitable for wasting Refraction and allowing her team to quickly take her down.


 * Enigma's ultimate is a Channeling ability and Earth Spirit has at least two possibilities which can interrupt these kind of spells. Enigma is very exposed and cannot move while using Black Hole (without canceling it) thus making it fairly easy for Earth Spirit to stop the feared ability with the huge range of  and forcing Enigma to quickly rush a  to prevent this.
 * Enigma is level depandant, squishy and relativly defenseless in the early game and therefore vulnerable to agressive roam maneuvers in this stage of the game. Earth Spirit is a designated roaming hero and excellent for shutting down a jungling or otherwise solo farming Enigma.

Others

 * In general heroes which are reliant on their spell usage especially team compositions with more than one hero of that sort since most of Earth Spirits crowd-controlling spells have an AoE-effect.
 * Squishy heroes (,, ...), as Earth Spirit can deal tons of damage, especially with his ultimate ability.
 * Positioning-reliant heroes (,, ...), since Earth Spirit can disrupt positioning with his Boulder Smash.

Works well with...

 * Earth Spirit can "kick" enemies into mine fields of Techies with his.


 * Lifestealer can use to hide inside Earth Spirit. Because of Earth Spirits high mobility thanks to  this is a deadly combo duo for pickoffs.
 * Earth Spirit can "kick" Lifestealer towards a fleeing enemy if needed to close the distance. (since Lifestealer has only to do it by himself and the spell has not really a long cast range)


 * Alchemist can farm an for Earth Spirit with ease. This is especially good for him, since Earth Spirit is most likely played as a support and has not the best farming capabilities, making it hard for him to reach such an expensive item. But the Aghanims Scepter is very strong on him and grants him his  ability which is very usefull to have.
 * Like for other melee heroes, Earth Spirit can solve the positioning problems of Alchemist with using Boulder Smash to bring him in range for his.


 * Earth Spirit and Faceless Void both have the ability to disable multiple enemies at once. Therefore they complement each other perfectly, as Earth Spirit can prepare a group of enemy heroes for Faceless Void to land a devastating or the opposite is the case. (Earth Spirit chain stuns enemies, trapped inside Chronosphere)
 * With good positioning Earth Spirit can move enemy heroes, which Faceless Void missed with his Chronosphere, inside it while it's still active.


 * is very strong in combination with . One good +Boulder Smash is all it needs after Dark Seer used Vacuum to potentially stun the whole enemy team and allowing Earth Spirit to follow up with his other abilities, resulting in decimating effects.

Others

 * In general lineups which work well with Earth Spirit's roaming nature in the early game (also later on) and are able to assist him in taking down foes quickly thanks to their high damage early on. (,, ...)
 * Teamfight interested heroes with strong AoE-presence as Earth Spirit and they complement each other. (,, ...)

List of heroes that counter Earth Spirit, and list of heroes that work well with Earth Spirit.