Earthshaker/Counters

Bad against...

 * Earthshaker's long cast animation will be continuously interrupted by, especially when trapped in 's.
 * can find Earthshaker using and  in and before teamfight.
 * 's will seperate the battlefield so that both enemies and allies are unlikely to cluster.


 * Faceless Void is hard to kill, since he can effectively negate Earthshaker's combo damage with if he remains alive.
 * instantly stuns Earthshaker if he jumps in. Also if Earthshaker is caught by he would be a sitting duck.


 * All of Phoenix's abilities deal damage over time, and disable.
 * reduces Earthshaker's slow attack speed even more.
 * Echo Slam has no effect on . The explode will hinder Earthshaker's combo if he jumps in.


 * Skywrath Mage's long range spells can easily harass Earthshaker out of lane.
 * will instantly silence Earthshaker and will nuke him down while he stands in one place during his long cast animations.


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


 * Sniper's superior range makes it easy for him to harass Earthshaker out of lane.
 * Sniper usually stays back in fights, allowing him to avoid Earthshaker's stuns and quickly killing him after he jumps in.


 * 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

 * Beware of invisible and high mobility heroes such as, and , since they can focus on you and take you down at first. Even if you are not completely shut down, your spell are not as effective when using on a single hero. However you can jump in when they are attacking other ally heroes.
 * 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.
 * 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 makes Earthshaker temporarily useless.

Items

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

Good against...

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


 * 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.
 * It is not uncommon for Chaos Knight to fight separately from his illusions, however, which could be used to bait out the Echo Slam without risk to Chaos Knight himself.


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


 * Echo Slam's damage potential increases due to Naga Siren's s.
 * It is common for Naga Siren to fight separately from her illusions, however, which could easily be used to bait out the Echo Slam without risk to Naga Siren herself.


 * Echo Slam's damage potential increases due to treants.
 * Nature's Prophet nearly always summons his treants but lets them push lanes by themselves while he leaves to farm or push other lanes, making timing very critical to catch him in an area with his treants.
 * Earthshaker's AoE stuns can hit Nature's Prophet through, without having direct line of sight, in order to interrupt his.


 * Echo Slam's damage potential increases greatly due to Phantom Lancer's many illusions.

Others

 * Fissure'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 Echo Slam.
 * A group of stunned enemies are ripe targets for Dark Seer's.
 * Combining and Fissure can position and reposition the enemy team to set up for strong AoE abilites.


 * 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.