Earthshaker

Raigor Stonehoof the Earthshaker is a melee strength hero with several area of effect disables, commonly played as a ganker or initiator. Unlike most strength heroes, he is played more like an intelligence caster hero and is almost entirely reliant on his spells to inflict heavy damage. His Fissure is a versatile spell that affects enemies in a line, used to stun, inflict decent damage, and create an impassable wall of earth for a significant duration. Good usage of this can cut off chokepoints, leaving enemies with no escape routes or preventing them from chasing after endangered allies. Enchant Totem massively boosts his attack damage for one attack, and has a very short cooldown. Aftershock lets the Earthshaker deal additional damage and stun in a small area around him every time he uses one of his spells, and combos particularly well with Enchant Totem. Earthshaker's heavy AoE-centric kit is most powerful when his enemies are in large numbers and in close proximity. With his Echo Slam, he can deal heavy damage to clusters of enemies. All of Earthshaker's spells (with the exception of his ultimate) have a long casting animation, but with proper positioning, an adept Earthshaker can wreak havoc with his area-of-effect spells. Blink Dagger is an essential item for Earthshaker to be able to properly land Echo Slam within a cluster of enemies. At the same time, because of the high mana costs of his spells, he needs some form of mana sustenance. With his tremendous seismic power, the Earthshaker is never one that should be taken lightly even when he is heavily outnumbered.

Recommended items
Starting items:
 * provides health regeneration in lane.
 * gives basic stats and can be built into, also allows more regeneration from Tango.
 * potions allow him to cast Fissure's more than once, since its mana cost is relatively high and Earthshaker's mana pool is small.
 * should be purchased if there are no other supports on the team. However, he may need to sacrifice a few items, such as Gauntlets of Strength, or two Clarities, reducing his lane presence by a big deal.
 * provides excellent protection against magical harassment, against which Earthshaker normally has no defense.
 * provides extra health regen, also an extra mana source in a pinch for an extra Fissure.

Early-game items:
 * can be a good source of health and mana restoration if the enemies use their abilities often, and can even be used in a pinch to get enough mana for his Fissure.
 * are important to compensate for Earthshaker's low mana.
 * is another good choice for combat-oriented Earthshaker.
 * is an alternative source of mana in the early game, allows for liberal use of Fissure.
 * effectively regenerates the HP loss from.
 * gives a good source of health, attack damage, and mana. It can also be used to chase fleeing enemies to take them down with his Enchant Totem.

Core items:
 * is an indispensable item for Earthshaker to initiate with . It can also be used to chase fleeing enemies to take them down with his Enchant Totem.

Situational items:
 * act as a supplement to Earthshaker's mobility, as you can initiate from even further. It can also be used to escape rough situations, especially.
 * increases mana pool and mana regeneration. The active adds an additional disable on enemy, also purges silence for a spellcaster as Earthshaker.
 * can kite enemies and buy yourself time if being constantly focused by physical attackers.
 * increases Earthshaker's magical resistance. The active can help himself or ally to escape when enemy has no detection.
 * allows Earthshaker to jump into fights with Enchant Totem, giving him even greater mobility. It also provides a good boost to his stats.
 * can give more damage to his own abilities, and any of the allies' abilities that are affected by magic resistance.
 * allows Earthshaker to use his skill one more time in teamfight, providing a theoretical 9 second chain stun in late game than can even bring down the entire team. Note that the first usually clear up the creep wave and summons so the second one won't be as effective if used immediately.
 * gives you additional armor and regen. The active can purge debuff (especially silence) from you or your ally, also reflect all targeted spells.
 * offers a hard disable which is useful in late game.
 * increases damage output from with raw damage and critical chance. It is an unorthodox build and favored by more combat-oriented Earthshaker builds.
 * is sometimes picked up during the late game.

Trivia

 * Earthshaker's response " erth ability echo 03.mp3 Chaos Dunk!" is a reference to the freeware RPG game Barkley, Shut Up and Jam: Gaiden