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 enemies 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 abilities easily disable Earthshaker's.
 * can be used to silence Earthshaker after he blinks in, preventing him from executing his combo.


 * can be used to cancel Earthshaker's.
 * brings Earthshaker back if he tries to escape with an -upgraded Enchant Totem.
 * if used on a fight can prevent Earthshaker from executing his combo after blinking in.


 * 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 while Earthshaker after blinking in and stay out of Echo Slam initiation radius.
 * damage over time potentially disable Earthshaker's.


 * prevents Earthshaker from damaging and stunning Lifestealer with his abilities.
 * is very effective against Earthshaker due to his large health pool, allowing Lifestealer to heavily harass and kill him.
 * prevents Earthshaker from easily escaping after he initiates.


 * Frequent healing from and / or  makes it difficult for Earthshaker to execute his combo with Echo Slam.
 * Necrophos often buys to improve their aura damage from, which can disable Earthshaker's  prior to a teamfight.
 * can lock down Earthshaker when he blinks in, preventing him from executing his combo (although Earthshaker is rarely a primary target).


 * Outworld Devourer's pure and magical damage is particularly effective against Earthshaker.
 * can catch Earthshaker when he blinks in, preventing him from executing his combo.
 * 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.
 * can lock down Earthshaker if he tries to escape with or with an Enchant Totem upgraded from.


 * drains the damage bonus from Enchant Totem.
 * together with Razor's high mobility items can help him avoid Earthshaker's abilities.
 * & prevent Earthshaker from escaping with.


 * allows Skywrath Mage to harass Earthshaker out of lane.
 * is an instant silence that can be pre-cast onto Earthshaker to disrupt his combo even 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, the Spectre illusions from can amplify damage done from Echo Slam.


 * 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 work well against Earthshaker's lack of mobility.
 * is useful for slowing Earthshaker, revealing him from initiating and putting his on cooldown if Venomancer has vision over Earthshaker.


 * The slows from and  allow Viper to kite Earthshaker significantly, putting  on cooldown and preventing him from initiating.
 * breaks Aftershock. The silence from Viper's Level 25 talent also prevents Earthshaker from initiating.

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 s and will prevent Earthshaker from initiating or re-initiating.
 * 's will disable  over a large area.
 * 's and  's  both make Earthshaker temporarily useless.
 * 's can disable Earthshaker's  before a teamfight starts.
 * Careful not to blink into 's or 's, as these field effects will instantly silence Earthshaker.

Items

 * or significantly reduce Earthshaker's damage output.
 * prevents Earthshaker from using.
 * can be used to dodge all of Earthshaker's abilities.
 * or prevent Earthshaker from easily escaping.
 * will wear down Earthshaker's low mana pool.
 * can break Aftershock.

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 stuns can save allies during s (unless Legion Commander has or ).


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


 * 's illusions increase Echo Slam's damage.


 * Treants increase Echo Slam's damage.
 * Earthshaker's stuns can hit Nature's Prophet through without having direct line of sight, and can 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 the enemy team to set up for strong teamfight 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 set 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