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's and  can repetively damage Earthshaker, preventing him from using.
 * can be used to silence Earthshaker after he blinks in with, preventing him from executing his combo.
 * Spirits from are completely invulnerable and cannot interact with anything at all, which will greatly weaken damage from . This can put Earthshaker in a serious disadvantage against Death Prophet.


 * 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 with.


 * 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 against Earthshaker after he jumps in with, and stay out of Echo Slam initiation radius.
 * Jakiro's damage over time abilities can 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. And against carry Earthshaker, upgraded  can be used to disarm Earthshaker and attack him from within, rendering him unable to attack with.


 * Luna's s and will prevent Earthshaker from initiating or re-initiating.
 * upgraded can be used to counter-initiate against Earthshaker after he uses  upgraded.
 * Skilled Luna can buy either {I|Gleipnir}} to prevent Earthshaker from using, and  upgraded  to either escape or counter-initiate. Luna can also buy  to reveal Earthshaker whenever he tries to use.


 * Frequent healing from and / or  makes it difficult for Earthshaker to execute his combo with Echo Slam.
 * Necrophos usually buys to improve their burning aura 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 Destroyer'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 Destroyer'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 Razor's high mobility items can easily avoid all of Earthshaker abilities.
 * &  prevents Earthshaker 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.
 * s are 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 Level 25 talent also prevents Earthshaker from initiating or re-initiating.


 * 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 is extremely effective against Earthshaker due to his low natural mana.
 * often stays back and counter-initiates by dropping his on Earthshaker and his allies.
 * 's and 's  makes Earthshaker temporarily useless.
 * Earthshaker must be careful not to use or  upgraded  to blink into 's  or 's, as these field effects will instantly silence Earthshaker and prevent him from initiating.

Items

 * and significantly reduce Earthshaker's magical damage output.
 * prevents Earthshaker from using.
 * can waste Earthshaker's initiations with and  upgraded, and to dodge all of his abilities.
 * and it's upgrade are one of Earthshaker's worst enemies. As they will prevent him from using,  and  upgraded.
 * prevents Earthshaker from using both, abilities and items.
 * will wear down Earthshaker's low mana pool.
 * can break Aftershock.
 * can expose Earthshaker if he uses to escape.

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, forcing Legion Commander to spend or.


 * Each of Meepo's clones count as real heroes, meaning that an Echo Slam hitting them will deal catastrophic damage to Meepo and his team.
 * 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