Earthshaker

Raigor Stonehoof, the Earthshaker, is a melee strength hero with several area of effect (AoE) disables, commonly played as a ganker or initiator. Good usage of his spells allow him to damage and chainstun multiple enemies at once, making him very disruptive in skirmishes and teamfights. His Fissure is a versatile long-ranged spell that affects enemies in a line, used to stun, inflict moderate damage, and create an impassable wall of earth for a significant duration. Proper usage of this can allows him to 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, given the former's very low cooldown. 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. Blink Dagger is an essential item for him 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.

Abilities
{{Ability
 * name = Fissure
 * image = File:Fissure icon.png
 * sound = Earthshaker Fissure 1
 * sound2 = Earthshaker Fissure 2
 * description = Slams the ground with a mighty totem, creating an impassable ridge of stone while stunning and damaging enemy units along its line.
 * lore = The Nishian totem splits the world to its core with tectonic force.
 * target = Target Point
 * affects = Enemies
 * damagetype = Magical
 * key = Q
 * legacy key = F


 * bkbblock = Partially
 * bkbtext = Pushes aside and blocks path for all spell immune units. Does not stun or attempt to damage spell immune enemies.
 * buff1 = modifier_earthshaker_fissure
 * buff1text = On hidden entity
 * buff1dispel = None
 * buff2 = modifier_earthshaker_fissure_shard
 * buff2text = On hidden entity
 * buff2dispel = None
 * buff3 = modifier_earthshaker_fissure_shard_pathing
 * buff3text = Hidden modifier
 * buff3dispel = None
 * debuff1 = modifier_earthshaker_fissure_stun
 * debuff1text = Fissure: Stunned by Earthshaker's Fissure.
 * debuff1dispel = Strong


 * cast point = 0.69
 * cast backswing = 0
 * trait1 = Cast Range
 * value1 = 1400
 * value1 tal = {{#expr:{{#var:Fissure value1}}+{{Show|T|Earthshaker|talent3left value}}}}
 * trait2 = Fissure Length
 * value2 = 1400
 * value2 tal = {{#expr:{{#var:Fissure value2}}+{{Show|T|Earthshaker|talent3left value}}}}
 * trait3 = Fissure Pathing Block Radius
 * value3 = 24
 * trait4 = Fissure Damage/Stun Radius
 * value4 = 225
 * trait5 = Damage
 * value5 = 110/160/210/260
 * trait6 = Stun Duration
 * value6 = 1/1.25/1.5/1.75
 * trait7 = Fissure Duration
 * value7 = 6.5/7/7.5/8
 * trait8 = Free Pathing Radius
 * value8 shard = 150
 * trait9 = Free Pathing Linger Duration
 * value9 shard = 1
 * trait10 = Aftershock Stun Duration Percentage
 * value10 shard = 50%


 * mana = 110/130/150/170
 * cooldown = 21/19/17/15
 * cooldown shard = {{calc|v1-2|v1={{#var:Fissure cooldown}}}}
 * aghshard = Reduces Fissure cooldown by {{#expr:{{#explode:{{#var:Fissure cooldown}}|/}}-{{#explode:{{#var:Fissure cooldown shard}}|/}}}} seconds and allows Earthshaker to walk on it. When he casts an ability, an aftershock is released along its path.


 * notes = * Fissure's effects are instantly applied within its whole area. There is no travel time.


 * The fissure is created using many segments lined up in front of Earthshaker. The amount of segments determines the total effective range of the Fissure.
 * The segments have a collision size of {{#vardefineecho:fissure collision|24}}, and a distance of {{#vardefineecho:fissure segment distance|8.25}} between each other, with the first one being placed {{#var:fissure segment distance}} range in front of Earthshaker.
 * This means the actual length of the Fissure can only be a factor of {{#vardefineecho:fissure segment total|{{#expr:2*{{#var:fissure collision}}+{{#var:fissure segment distance}}}}}}. It is defined as  so that it never exceeds the listed values.
 * Therefore, Fissure consists of {{#expr:floor({{#var:Fissure value2}}/{{#var:fissure segment total}})}} ( {{ValueColor|1|{{#expr:floor({{#var:Fissure value2 tal}}/{{#var:fissure segment total}})}}|20tal}}) segments, resulting in an actual range of {{#expr:(floor({{#var:Fissure value2}}/{{#var:fissure segment total}}))*{{#var:fissure segment total}}}} ( {{ValueColor|1|{{#expr:(floor({{#var:Fissure value2 tal}}/{{#var:fissure segment total}}))*{{#var:fissure segment total}}}}|20tal}}).
 * Every unit (except wards and buildings) which is within that radius upon cast is pushed aside.


 * The stun and damage are applied in a circular shape around each segment. This means the total damage/stun radius consists of multiple overlapping circles, and not a smooth line.
 * A unit can only be hit by one instance per cast, even when within the damage/stun radius of multiple segments.
 * Can hit units up to {{#expr:(floor({{#var:Fissure value2}}/{{#var:fissure segment total}}))*{{#var:fissure segment total}}+{{#var:Fissure value4}}}} ({{Symbol|Talent}} {{ValueColor|1|{{{#expr:(floor({{#var:Fissure value2 tal}}/{{#var:fissure segment total}}))*{{#var:fissure segment total}}+{{#var:Fissure value4}}}}|20tal}}) range in front and {{#expr:{{#var:Fissure value4}}-8.25}} range behind Earthshaker.


 * Fissure first applies the debuff, then the damage.


 * Flying units and units with unobstructed movement (e.g. {{A|Spectral Dagger|Spectre}}, {{A|Spin Web|Broodmother}}) are not blocked by Fissure.
 * They still are fully affected by it otherwise when hit. They are pushed aside, stunned and damaged.


 * Units not controlled by any player do not try to path around the Fissure, but simply walk against it as if it is not there.
 * This effectively causes them to get stuck, until they change directions (e.g. when aggro-ing them), or until the Fissure dissipates.

}}
 * With {{I|Aghanim's Shard}}, the Fissure segments provide the caster with unobstructed movement while within {{ValueColor|1|{{#var:Fissure value8 shard}}|shard}} range of them. The {{tooltip|modifier|modifier_earthshaker_fissure_shard_pathing}} lingers for {{ValueColor|1|{{#var:Fissure value9 shard}}|shard}} second.
 * This means the caster can path through anything while standing on the Fissure and for a short time after leaving its area.
 * Also, gets applied around each of Fissure's segments whenever it gets triggered.
 * Enemies may only be hit by one instance of Aftershock, so the overlapping areas along the Fissure do not stack the damage.
 * The Aftershock uses a reduced stun duration of {{ValueColor|4|{{calc|v1*{{#var:Fissure value10 shard}}|v1={{Show|A|Earthshaker|Aftershock|value3}}}}|shard}} seconds.

{{Ability
 * name = Enchant Totem
 * image = File:Enchant Totem icon.png
 * sound = Earthshaker Enchant Totem 1
 * sound2 = Earthshaker Enchant Totem 2
 * description = Empowers Earthshaker's totem, causing it to deal extra damage and have bonus attack range on the next attack.
 * lore = Raigor's gorilla strength can destroy mountains.
 * target = No Target
 * target2 = Target Unit or Area aghs
 * affects = Self
 * key = W
 * legacy key = E


 * bkbblock = No
 * rootdisables = Yes
 * roottext =
 * buff1 = modifier_earthshaker_enchant_totem
 * buff1text = Enchant Totem: Next attack will deal x% increased damage
 * buff1dispel = Any
 * buff2 = modifier_earthshaker_enchant_totem_anim
 * buff2text = Hidden modifier
 * buff2dispel = Any
 * buff3 = modifier_earthshaker_enchant_totem_leap
 * buff3text = Hidden modifier
 * buff3dispel = Death


 * cast point = 0.69
 * cast backswing = 0.38
 * cast point aghs = 0
 * cast backswing aghs = 0.2
 * trait1 = Attack Range Bonus
 * value1 = 75
 * trait2 = Attack Damage Bonus
 * value2 = 100%/200%/300%/400%
 * trait3 = Damage Bonus Duration
 * value3 = 14
 * trait4 = Cast Range
 * value4 aghs = 950
 * trait5 = Leap Duration
 * value5 aghs = 1
 * trait6 = Cleave Starting Radius
 * value6 aghs = 150
 * trait7 = Cleave Distance
 * value7 aghs = 650
 * trait8 = Cleave End Radius
 * value8 aghs = 360
 * trait9 = Cleave Damage
 * value9 aghs = 40%


 * mana = 35/40/45/50
 * cooldown = 5
 * cooldown tal =
 * aghanimsupgrade = Enchant Totem becomes a range ground target ability, causing Earthshaker to jump in the air and land at the target spot, casting Enchant Totem there. Self-casting the ability will behave in the original form, without jumping. Grants Enchant Totem a  cleave hit.


 * notes = * Only increases base damage and that given by the primary attribute of the caster. Raw bonus damage is not increased.


 * The Enchant Totem buff is only used up upon successfully hitting a target. Missed attacks do not waste it.

}}
 * With, Enchant Totem turns into an area-targeted ability. It may only target the ground or self.
 * double automatically targets self.
 * When targeting self, Enchant Totem behaves like the unupgraded version, using -second cast animation and not leaping.
 * When targeting the ground, it uses a upon cast and a  upon landing, during which Earthshaker is fully disabled.
 * The leap duration is always the same, so the speed adapts based on the targeted distance. The leap height is always 950 range.
 * During the leap, Earthshaker is fully disabled, unable to move, turn, attack or cast abilities or items.
 * The ability counts as cast as soon as the leap starts, however, {{A|Aftershock|Earthshaker}} and the totem buff are applied upon landing.
 * Getting disabled during the leap does not prevent the Aftershock and the totem buff from being applied.
 * Getting hit by other sources of Forced Movement causes the leap's trajectory to change, but it is not interrupted.
 * However, getting hit by forced movement causes the ability to not apply Aftershock or the totem buff upon landing.
 * The ability is fully and immediately canceled when getting moved upwards or teleported by other abilities.
 * While in the air, other units may pass below Earthshaker.
 * The targeting reticule shows the radius of Aftershock, even when it hasn't been learned yet.
 * The Enchant Totem buff grants Earthshaker cleave while it is present.
 * Cleave damage cannot be amplified with outgoing spell damage amplification and cannot spell lifesteal.
 * Can be amplified by incoming spell damage amplification.
 * Cleave damage is reduced by Damage Block.
 * The complete area is shaped like an isosceles trapezoid in front of the attacking Earthshaker.
 * Fully stacks with other sources of cleave. Each source of cleave works completely independent.
 * Does not cleave upon attacking wards, buildings or allied units. Wards and buildings are unaffected by cleave.
 * Despite the visual effect, cleave damage is applied instantly in the whole area.

{{Ability
 * name = Echo Slam
 * image = File:Echo Slam icon.png
 * sound = Earthshaker Echo Slam 1
 * sound2 = Earthshaker Echo Slam 2
 * sound3 = Earthshaker Echo Slam 3
 * type = ultimate
 * description = Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Real heroes cause two echoes.
 * lore = Tectonic plates crack, mountains fold, and foes are crushed by the Echo Slam.
 * target = No Target
 * affects = Enemies
 * damagetype = Magical
 * key = R
 * legacy key = C


 * bkbblock = Partially
 * bkbtext = Spell immune enemies send echo waves towards nearby spell immune enemies. Echoes do not attempt to damage spell immune enemies.
 * disjointable = No
 * buff1 = modifier_earthshaker_echoslam_heating_up
 * buff1text = Hidden modifier
 * buff1dispel = Death
 * debuff1 = modifier_earthshaker_echoslam_delay
 * debuff1text = Hidden modifier
 * debuff1dispel = Death
 * debuff2 = modifier_earthshaker_arcana_kill_effect
 * debuff2text = Hidden modifier
 * debuff2dispel = None


 * cast point = 0
 * cast backswing = 1.33
 * trait1 = Initial Search Radius
 * value1 = 600
 * trait2 = Echo Search Radius
 * value2 = 600
 * trait3 = Base Damage
 * value3 = 100/140/180
 * trait4 = Echo Damage
 * value4 = 70/90/110
 * value4 tal =


 * mana = 145/205/265
 * cooldown = 150/130/110


 * notes = * Echo Slam interrupts Earthshaker's channeling abilities upon cast.


 * The echo waves travel at a speed of 600.


 * Each enemy within the initial search radius sends echo waves towards other enemies within the echo search radius.
 * Hit enemy heroes send two echoes to every valid target within the radius, and not only to other heroes.


 * The echo search radii are centered around each unit hit by the initial damage.
 * Echo waves are sent out to every enemy unit within the search radius, except to the unit itself.
 * This means the echo waves targets can be up to range away from Earthshaker upon cast.
 * This also means when only one enemy is within the radius, it takes no damage, since it cannot send echoes to itself.


 * Wards and buildings are completely ignored, they do not release and are not targeted by echoes.


 * Fully affects invisible units and units in the Fog of War.


 * Total damage when hitting a certain amount of heroes, with no other units nearby (before reductions):
 * {{#loop:echohero|1|4| Heroes: ({{Symbol|Talent}} ) damage to each hero,  ({{Symbol|Talent}} ) total damage.
 * }}


 * The delay modifier is placed on every enemy damaged by Echo Slam, and is used to . It lasts for 10.5 seconds.
 * The heating up modifier is placed on Earthshaker when hitting more than 4 heroes with Echo Slam, and is used to . It lasts 2 seconds.

}}
 * The kill effect modifier is placed on enemies killed by Echo Slam while having Planetfall equipped, and is responsible for the custom death effect.

Gameplay
 Strategy & Tips Counters & Matchups

Audio
 Responses Sounds

History
 Lore Old Abilities Changelogs

Trivia

 * Earthshaker's response vo_earthshaker_erth_ability_echo_03.mp3 "Chaos Dunk!" is a reference to the freeware RPG game Barkley, Shut Up and Jam: Gaiden.
 * Earthshaker is possibly named after the weapon "Earthshaker" from World of Warcraft, known for its AoE stun.

Gallery
Earthshaker Earthshaker 撼地者