Earthshaker/Counters

Bad against...

 * interrupts Earthshaker's long cast animations, preventing him from using any abilities apart from Echo Slam.
 * often separate the battlefield so that both enemies and allies are unlikely to cluster.
 * allows Clockwerk to scout Earthshaker before a fight starts and potentially cancel his.
 * enables Clockwerk to catch Earthshaker before he gets a chance to initiate a fight.


 * Death Prophet abilities disables Earthshaker's.
 * can be used to silence Earthshaker after he blinks in, preventing him from executing his combo.


 * can be used to cancel Earthshaker's.
 * brings Earthshaker back after he jumps on upgraded Enchant Totem.
 * if used on a fight can prevent Earthshaker from executing his combo after blinking in.


 * can be used to silence Earthshaker after he blinks in, preventing him from executing his combo.
 * does damage over time and thus disables Earthshaker's for a long time.


 * Both and  are the good setup while Earthshaker after blinking in and stay out of Echo Slam initiation radius.
 * damage over time potentially disable Earthshaker's.


 * prevents Earthshaker from damaging and stunning Lifestealer.
 * is very effective against Earthshaker, because of him being a strength hero, allowing Lifestealer to heavily harass and kill him.
 * prevents Earthshaker from escaping after he initiated.
 * gives Lifestealer an easy way to escape should he get caught out by Earthshaker.


 * Frequent healing from and / or  makes it difficult for Earthshaker to execute his combo with Echo Slam.
 * Necrophos usually buys to improve their burning damage from  will usually disable Earthshaker's  prior to a teamfight, preventing him from initiating or re-initiating.
 * allows to kill Earthshaker while he blinks in, preventing him from executing his combo (although Earthshaker is rarely a primary target).


 * Outworld Devourer's pure and magical damage is particularly effective against Earthshaker.
 * catches Earthshaker while he blinks in, preventing him from executing his combo.
 * Earthshaker has mana troubles, and Outworld Devourer's abilities can press this by stealing intelligence comes from, therefore depleting his mana pool and mana regeneration.
 * deals high damage to Earthshaker, due to his low intelligence and mana pool.


 * allows Puck to dodge all of Earthshaker's abilites.
 * disables Earthshaker's stuns, leaving him and his team vulnerable.
 * takes a stun from Earthshaker if he tries to escape from or Enchant Totem upgraded from.


 * drains the damage bonus from Enchant Totem, until he purchase or  to break it.
 * with allows Razor to avoid Earthshaker abilities.
 * strikes prevents Earthshaker's escaping from.


 * allows Skywrath Mage to harass Earthshaker out of lane.
 * is an instant silence that can be pre-cast onto Earthshaker to disrupt his combo, before he uses to initiate.
 * will nuke Earthshaker down while he stands in place during his long cast animations.


 * can be used to disable Earthshaker's from long range.
 * allows Sniper to harass Earthshaker in lane, and stay out of Echo Slam initiation radius.


 * can be used to traverse past Fissure.
 * will usually disable Earthshaker's prior to a teamfight, preventing him from initiating.
 * On the other hand, will amplify damage done from Echo Slam. Use this to your advantage.


 * Her s will usually disable Earthshaker's prior to a teamfight, preventing him from initiating.
 * blocks all of Earthshaker's abilities.


 * Venomancer's slows and magical damage-over-time works well against Earthshaker's which completes lack of mobility.
 * is useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his on cooldown if Venomancer has vision over Earthshaker.


 * and allowing to kite and slow Earthshaker significally, putting  on cooldown and preventing him from initiating or re-initiating.
 * breaks Aftershock. The silence from the Level 25 talent also prevents Earthshaker from initiating or re-initiating.


 * can used to avoid Earthshaker abilities, especially Fissure.
 * upgraded to allows to kite and kill Earthshaker.


 * will often disable Earthshaker's before a fight starts.

Others

 * Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate:, ,
 * 's can instantly put Earthshaker out of commission due to his low natural mana.
 * often stays back and counter-initiates by dropping his on Earthshaker and his allies.
 * 's s and will prevent Earthshaker from initiating or re-initiating.
 * 's will disable  over a large area.
 * 's and  's  makes Earthshaker temporarily useless.
 * Careful not to blink into 's or 's, as these field effects will instantly silence Earthshaker and prevent him from initiating.

Items

 * or significantly reduce Earthshaker's damage output.
 * prevents Earthshaker from using.
 * wastes Earthshaker while blinking in and also to dodge all of his abilities.
 * or prevents Earthshaker escaping from upgraded Enchant Totem.
 * will wear down Earthshaker's low mana pool.
 * can break Aftershock.

Good against...

 * Echo Slam's damage potential increases phenomenally due to Broodmother's hordes of spiderlings and spiderites.
 * Long ranged Fissures can hit Broodmother if she runs into the treeline at the edges of the map.


 * Echo Slam's damage potential increases due to Chaos Knight's illusions.


 * Fissure does a great job at interrupting immediately, especially with  and.
 * Echo Slam's damage potential increases due to the eidolons created by.


 * Earthshaker's AoE stuns can save ally against 's, forcing Legion Commander to spend or.


 * Echo Slam's damage potential increases due to Meepo's clones.
 * Eathshaker's AoE stuns can interrupt Meepo's cast animation


 * 's illusions increase Echo Slam's damage.


 * Treants increase Echo Slam's damage.
 * Earthshaker's AoE stuns can hit Nature's Prophet through, without having direct line of sight, in order to interrupt.


 * Phantom Lancer's many illusions increase Echo Slam's damage.


 * Fissure interrupts Spirit Breaker during.

Others

 * Heroes with channeled abilities can be interrupted by a long-range Fissure:, , , ,.
 * Earthshaker's many stuns can lock down slippery heroes like in his  and  in his.

Works well with...

 * sets Earthshaker up for an easy Echo Slam.
 * A group of stunned enemies are ripe targets for Dark Seer's.
 * Combining and Fissure can position and re-position the enemy team to set up for strong AoE abilities.
 * can be an early game alternative to a.


 * sets Earthshaker up for an easy Echo Slam.
 * Earthshaker's initiation can give ample time and space for Enigma to line up a good.


 * sets Earthshaker up for an easy Echo Slam.


 * sets Earthshaker up for an easy Echo Slam.


 * sets Earthshaker up for an easy Echo Slam.


 * sets Earthshaker up for an easy Echo Slam
 * Sand King can travel underneath Fissure with.
 * pairs well with Enchant Totem for mana-effective lanepushing.

Others

 * and 's large AoE abilities can quickly clean up an enemy team after Earthshaker's initiation.

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

Earthshaker/Combinações Earthshaker/Противостоящие 撼地者/克制