Earthshaker/Counters

Bad against...

 * and make it difficult for  initiations to bring enemies low.
 * means Abaddon will continue to heal and shield his allies well after Earthshaker initiates.


 * will deal heavy damage to Earthshaker right after he blinks next to Omniknight's allies.
 * If Omniknight's allies have, they will likely disable or kill Earthshaker before he gets to use all his abilities.


 * and will immediately heal after Earthshaker initiates, negating much of the damage.


 * Spectre's will usually disable Earthshaker's  prior to a teamfight, preventing him from initiating.


 * Ursa usually carries a, and is one of the hardest hitting melee heroes in the game. Blinking next to Ursa to initiate can often end badly for Earthshaker.


 * Zeus' will often disable  before a fight.

Others

 * Careful not to blink into 's or 's, as these field effects will instantly silence Earthshaker and prevent him from initiating.
 * 's will disable  over a large area.
 * Having low natural mana means one from  can put Earthshaker out of commission.
 * If Earthshaker does not use his abilities first, can quickly burn down his mana.
 * often stays back and counter-initiate by dropping his on Earthshaker and his allies.
 * 's poison DPS will prevent Earthshaker from initiating or re-initiating.
 * Being trapped in 's can be the end of Earthshaker, because his long cast animations will be continuously interrupted by.
 * 's makes Earthshaker temporarily useless.
 * 's long ranged abilities can easily harass Earthshaker out of lane.

Items

 * significantly reduces Earthshaker's damage output.
 * prevents Earthshaker from using.

Good against...

 * 's damage benefits from Broodmother's spiderlings and spiderites.
 * Long ranged s can hit Broodmother if she runs into the treeline at the edges of the map.


 * 's damage benefits from Chaos Knight's s.


 * 's damage benefits from Meepo's clones.


 * 's damage benefits from Naga Siren's s.


 * 's damage benefits from treants.
 * Earthshaker's AoE stuns can hit Nature's Prophet through, often interrupting his.


 * 's damage benefits from Phantom Lancer's illusions.


 * Puck is very susceptible to chain stuns, as long as Earthshaker gets the jump on him first.

Others

 * can easily stop from pulling an ally away with.
 * 's long range stun can also safely interrupt powerful channeled abilities, like 's, or 's.
 * Earthshaker's many stuns can lock down slippery heroes like in his, as well as knocking  out of his.

Works well with...

 * sets Earthshaker up for an easy, and vice versa.


 * sets Earthshaker up for an easy, and vice versa.


 * sets Earthshaker up for an easy.


 * sets Earthshaker up for an easy, and vice versa.

Others

 * and 's large AoE abilities can quickly clean up an enemy team after Earthshaker's initiation.
 * can enemies into his  while they're still stunned.