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Earth Spirit
Earth Spirit icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
22 + 3.8
17 + 2.4
20 + 2.1
Level 0 1 15 25 30
Health 200 640 1700 2700 3120
+1 +3.2 +8.52 +13.52 +15.62
Mana 75 315 663 1059 1203
+0 +1 +2.47 +4.12 +4.75
Armor 0 2.83 8.43 14.43 16.77
Damage Block 16 (50%)
Magic Resistance 25%
Status Resistance 0%
Damage 25‒35 47‒57 100‒110 150‒160 171‒181
Attack Rate 0.59/s 0.69/s 0.89/s 1.1/s 1.18/s
Attack Range Melee 150 (600)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.35+0.65
Projectile Speed Instant
Movement Speed ▶️ 290
Turn Rate Takes 0.175s to turn 180°. 0.6
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Stone
Ability Upgrades
Upgradable by Aghanim's Scepter.

Upgradable by Aghanim's Shard.
Boulder Smash
Enchant Remnant
Stone Remnant
Disables and repositions his enemies.
Reborn of stone and jade, Kaolin fights with strength gathered from a thousand years of entombment. The great general places, like pieces on a grand board, silent Stone Remnants for use in strategies known only to himself. A master of positioning and versatility, Kaolin knocks back foes with Boulder Smash, pull allies from the jaws of death with Geomagnetic Grip, freely manipulating and Enchanting Remnants at will. Never one to lead from behind, Kaolin crashes into the fray ass a Rolling Boulder. Foes are left stumbling away from battle, their health slipping as they try in vain to escape from the general's maze of Magnetized stones.
Boulder Smash
Boulder Smash
Rolling Boulder
Geomagnetic Grip
Stone Remnant
Stone Remnant
Enchant Remnant
Enchant Remnant
Roles: Nuker Nuker Escape Escape Disabler Disabler Initiator Initiator Durable Durable
Complexity: ★★★


Earth Spirit minimap icon.pngKaolin, the Earth Spirit
▶️ "Through conflict, one's nature is revealed."
Deep amid the Upland crags and cliffs there runs a seam of sacred jade long foresworn by highland miners. From this rare material, the likeness of the great general Kaolin was carved and buried at the head of a stone funerary army ten thousand strong—a force of soldiers and holy men, jesters and acrobats, carved by crafstmen and entombed for millennia in the dark embrace of the Earth.

What the craftsmen had not known was that within the strange seam of jade flowed the spirit of the Earth itself—an elemental force at one with the planet. When the force within the carved jade found itself cut off from the life's blood of the world, it gathered its strength over the course of a thousand years and dug itself free and into the light. Now the great Kaolin Earth Spirit strides the Upland roads, fighting for the spirit of the Earth; and in times of need calls forth remnants of his buried army still locked in the loving embrace of the soil.


Boulder Smash icon.png
Enemies / Allies
Earth Spirit smashes the target enemy or ally, sending them in the direction he is facing. If Earth Spirit targets an area, he will smash the nearest Stone Remnant in a 200 radius. The travelling unit or Remnant damages all enemy units it hits. If an enemy is hit by a Stone Remnant, they are also slowed. Stone Remnants travel further than other units.
Cast Animation: 0+0
Unit Cast Range: 150
Stone Cast Range: 200
Effect Radius: 180
Damage: 120/180/240/300
Knockback Speed: 900
Unit Knockback Distance: 500/600/700/800 (Talent 800/900/1000/1100)
Stone Knockback Distance: 2000 (Talent 2300)
Stone Move Speed Slow: 50%
Stone Slow Duration: 1.25/2.5/3.25/4
Cooldown: 22/18/14/10
Mana: 100
Partially pierces spell immunity.
Cannot target spell immune units.
Does not attempt to damage or slow spell immune enemies.
Upgradable by Aghanim's Scepter.
Can target spell immune units affected by Enchant Remnant.
Partially blocked by Linken's Sphere.
Blocked fully only when primary target.
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
Requires drafting Magnetize to utilize Stone Remnants.
It is with the power of a mountain that Earth Spirit strikes his enemies.


  • Boulder Smash has different targeting rules based on whether Earth Spirit wants to smash a distant remnant, nearby remnant or a unit.
  • Smashing a distant remnant:
    • To do this, the ground must be targeted. There must be a Stone Remnant within 200 radius around the targeted point.
    • If a remnant is found, he walks towards the point until the remnant is within 200 range.
    • Any remnant he meets on the way are ignored. Only the closest remnant to the targeted point is smashed.
    • Upon reaching the remnant, he smashes it towards the direction he approached it from.
  • Smashing a nearby remnant:
    • To do this, the ground must be targeted. There must not be a Stone Remnant within 200 radius around the targeted point.
    • There must be a Stone Remnant within 200 radius around Earth Spirit.
    • Boulder Smash has a default cast range of 2000. This range allows him to aim the Stone Remnant precisely.
    • When targeting beyond 2000 range, he walks up until the point is within range. If there is a remnant nearby, he smashes it.
  • Smashing a unit:
    • To do this, the unit must be directly targeted.
    • There must not be a Stone Remnant between Earth Spirit and the targeted unit.
    • He walks up until the target is within 150 range and smashes it towards the direction he approached the target from.
    • If he meets a remnant while walking up to the target, he smashes the remnant towards the targeted unit instead.
    • Cannot be cast on allies who have Disabled Help from Earth Spirit.
  • Boulder Smash first applies the damage, then the knockback debuff. Smashed remnants first apply the damage, then the slow debuff.
    • The movement speed slow is applied to all enemy units within the radius of a smashed remnant. A smashed unit is not slowed and does not slow.
  • Damage is applied to all enemy units within the radius of a smashed Stone Remnant or smashed unit.
    • The smashed enemy is damaged instantly upon cast.
    • Smashed allies are not damaged.
  • Smashed units are not disabled during the knockback, and are able to act freely during it. Does not interrupt channeling abilities.
  • Can move units and Stone Remnants over impassable terrain.
  • Destroys trees which the targeted units or Stone Remnant collide with during the knockback.
  • With Aghanim's Scepter icon.png Aghanim's Scepter, when Earth Spirit is enchanted by Enchant Remnant, Boulder Smash turns into a non-targeted ability and automatically casts on himself when used.

Rolling Boulder icon.png
Self / Enemies
Earth Spirit gathers himself into a boulder and, after a 0.5s delay, rolls toward the target location, dealing 30 + 100% STR damage and stunning enemy units. He will stop if he collides with an enemy hero or is stunned. If he rolls over a Stone Remnant, he will travel further and faster, and stun enemies for longer.
Cast Animation: 0+0
Cast Range: 3000
Effect & Collision Radius: 160
Effect Delay: 0.5
Default Roll Distance: 750 (Talent 1075)
Stone Roll Distance Multiplier: 2
Base Damage: 30 (Talent 150)
Strength as Damage: 100%
Stun Duration: 0.4/0.6/0.8/1 (Talent 1/1.2/1.4/1.6)
Stone Stun Duration Bonus: 0.4/0.6/0.8/1
Cooldown: 16/12/8/4
Mana: 70
Pierces spell immunity.
Collides with, and attempts to damage spell immune enemies.
Cannot be cast while rooted or leashed.
Root Notes:
Does not cancels rolling forward while already rolling.
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
Requires drafting Magnetize to utilize Stone Remnants.
Calling upon his connection to the land, the Earth Spirit draws loose stone to him, which forms a protective ball that he can use to roll short distances.


  • Rolls at a speed of 1000, taking 0.75 (Talent 1.075) seconds to roll the full distance.
  • When rolling over a Stone Remnant, the speed increases to 1000, and the total distance to 1500 (Talent 2150), taking 1.5 (Talent 1.5) seconds to roll the full distance.
    • The stun duration also gets increased to 0.8/1.2/1.6/2 (Talent 1.4/1.8/2.2/2.6)
  • The stun is applied to all enemy units (except for Animal Courier Radiant minimap icon.png Couriers) in the path, not just the hero it collides with.
  • Rolling Boulder first applies the damage, then the debuff.
  • While rolling, Earth Spirit is rooted and disarmed, so he cannot move, blink or attack during it.
    • Other abilities and items can be used normally while rolling, except for Rolling Boulder, which cannot be re-cast while rolling.
  • When colliding with an enemy hero, Earth Spirit is placed 80 range away from them, on the opposite side he collided into them from.
  • Does not affect invulnerable units and heroes. Cannot collide with invulnerable heroes. Fully affects invisible units.
  • Can move Earth Spirit over impassable terrain. Destroys trees Earth Spirit collides with while rolling.
  • Rolling Boulder is canceled when Earth Spirit gets stunned, cycloned, hexed, slept, hidden, feared, hypnotized or hit by Forced Movement at any time during it.
    • It is not canceled by taunts. Instead, Earth Spirit starts attacking the taunting unit once the rolling stops.
    • Non-disabling forced movement does not cancel Rolling Boulder when applied while he is stationary, but does once the rolling begins.

Geomagnetic Grip
Geomagnetic Grip icon.png
(Talent Allies)
Earth Spirit pulls the target Stone Remnant. Enemies struck by the gripped target will be silenced and take damage.
Cast Animation: 0.1+0
Cast Range: 1100
Effect Radius: 180
Stone Damage: 50/100/150/200
Stone Pull Speed: 900
Unit Pull Speed: 600
Silence Duration: 2/2.5/3/3.5 (Talent 5/5.5/6/6.5)
Cooldown: 13
Mana: 75
Partially pierces spell immunity.
Cannot target spell immune units.
Does not attempt to damage or silence spell immune enemies.
Silence persists if debuff was placed before spell immunity and when not dispelled.
Upgradable by Aghanim's Scepter.
Can target spell immune units affected by Enchant Remnant.
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
Requires drafting Magnetize to utilize Stone Remnants.
Like calls to like. Even the minerals found in the blood and bones of living beings are not immune to the call of the Earth Spirit.


  • When ground-targeted, a Stone Remnant within 180 radius of the targeted point is pulled.
    • When no Stone Remnants are within the range, the ability is not cast, and nothing happens.
  • In order to pull a unit, it has to be unit-targeted. Cannot target allied heroes and creep-heroes.
    • With the level 25 Talent talent, Geomagnetic Grip can target allied heroes and creep-heroes.
  • Silence is applied to all enemy units within the radius of a pulled unit or remnant.
  • Damage is applied to all enemy units within the radius of a pulled Stone Remnant. A pulled unit is not damaged and does no damage.
  • Targeted units are not disabled during the pull. They are able to turn, attack, cast abilities, and use items.
    • Geomagnetic Grip does not interrupt the target's channeling abilities.
    • Destroys trees within 200 radius around the targeted unit during the pull.
  • The pulled remnant first applies the debuff, then the damage.
  • When cast on allies or Stone Remnants affected by Boulder Smash, the smash will be canceled out by the grip.
  • Can move allies and Stone Remnants over impassable terrain.

Stone Remnant
Stone Remnant icon.png
Call a Stone Remnant to the target location. Stone Remnants have no vision and are invulnerable, and can be used with Earth Spirit's abilities. Calling a Stone Remnant consumes a charge, which recharge over time.
Cast Animation: 0+0
Cast Range: 1100
Remnant Duration: 60
Number of Charges: 7 (With Aghanim's Shard 11)
Charge Replenish Time: 20
With Aghanim's Shard Vision Radius: 375
Cooldown: 0
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Grants the Enchant Remnant ability.
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Causes Stone Remnant to provide ground vision. Increases charge count.
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
This ability is bound to Magnetize, instead of being innate to Earth Spirit.
Earth Spirit calls forth a remnant of his stone army, long buried with him in the dark embrace of the Earth.


  • This is an innate ability and does not need to be learned.
  • Earth Spirit begins the game with all 7 charges.
  • ↓↓ Double-tapping places a Stone Remnant 100 range in front of Earth Spirit.
  • It is possible to have up to 7 (Upgradable by Aghanim's Shard. 13) remnants when placing all 7 (Upgradable by Aghanim's Shard. 11) remnants at once, and then every time after the 20 seconds recharge.
  • Remnants cannot be attacked or destroyed by anyone. They may only be destroyed by Rolling Boulder, Magnetize or by expiring.
    • When used by Magnetize, the remnant remains for 8 seconds before crumbling down.
    • Rolling Boulder destroys them instantly.
  • An enemy Rubick minimap icon.png Rubick can make use of the same remnants when stealing and using one of Earth Spirit's abilities.
  • Stone Remnants can be seen through the Fog of War by all players.
  • Enemies can also see and hear the following effects through the Fog of War:
  • With Aghanim's Shard icon.png Aghanim's Shard, Stone Remnant provides ground vision.
    • Instantly grants 4 charges upon acquiring Aghanim's Shard.
    • Alt creates a range indicator around all Stone Remnants, showing their vision range.

Enchant Remnant
Enchant Remnant icon.png
Earth Spirit temporarily enchants a hero, granting them the properties of a Stone Remnant. After a short duration the remnant shatters, releasing the hero and damaging nearby enemies.

Can be cast on Stone Remnants. Has a 5 second cooldown when used that way.
Cast Animation: 0.2+0.57
Ally Cast Range: 500
Enemy Cast Range: 175
Damage Radius: 450
Damage: 450
Duration: 3
Cooldown: 45/5
Mana: 150
Partially pierces spell immunity.
Fully affects spell immune allies.
Cannot be cast on spell immune enemies.
Does not attempt to damage spell immune enemies.
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
Upgradable by Aghanim's Scepter.
Requires drafting Magnetize to be unlocked.
Kaolin uses the elemental power of the Earth to temporarily petrify living beings, so that they might be conscripted into his stone funerary army.


  • Provides True Sight over the target for the full duration.
  • An enchanted hero is fully disabled, invulnerable and interacts with Earth Spirit's abilities just like a regular Stone Remnant would. Stone Remnant notes fully apply.
  • For Boulder Smash:
    • Enchanted heroes are knocked back for 2000 (Talent 2300) distance, slowing and damaging enemies they collide with.
    • If the enchantment expires during Boulder Smash, the unit still moves the full distance but stops applying the movement speed slow.
    • If the enchantment expires while an enemy is being smashed back, they take the damage but are not slowed.
    • When Earth Spirit is enchanted, Boulder Smash turns into a non-targeted ability and automatically casts on himself when used.
  • For Rolling Boulder: Enchanted heroes double the rolling distance, ending the enchantment early. Earth Spirit does not collide with them.
  • For Geomagnetic Grip:
    • Enchanted heroes are pulled at a speed of 900 and apply the damage, regardless of alliance.
    • If the enchantment expires during Geomagnetic Grip, it still is pulled at a speed of 900 but stops applying the damage.
  • For Magnetize: Enchanted heroes receive, refresh and spread Magnetize when within its stone search radius.
  • Can be cast on Stone Remnants as well, using the lower cooldown when doing so.
    • The Stone Remnant cannot expire while affected by Enchant Remnant. However, it gets destroyed once Enchant Remnant expires on it.
  • The area damage at the end hits all enemies, not just heroes.

Magnetize icon.png
No Target
Magnetizes units in a small nearby area, causing them to take damage for a short duration. Magnetized heroes cause nearby Stone Remnants to explode, destroying the remnant and refreshing Magnetize's duration on all nearby enemies. This process can repeat multiple times. If an enemy hero is affected by Geomagnetic Grip or Boulder Smash, all magnetized heroes share the effects.
Cast Animation: 0.2+0
Radius: 350
Stone Search Radius: 400
Stone Refresh Radius: 600
Damage per Second: 40/80/120
Duration: 6 (Talent 8)
Cooldown: 100/90/80
Mana: 100
Partially pierces spell immunity.
Places debuff and attempts to damage spell immune enemies.
Can spread to and refresh debuff on spell immune enemies.
Does not silence or slow spell immune enemies when another Magnetized enemy is hit by Boulder Smash or Geomagnetic Grip.
Modifiers [?]
At the Earth Spirit’s call, the minerals in the blood and bones of his enemies rebel against the bodies they find themselves in.


  • Checks for nearby Stone Remnants in 0.5-second intervals, starting 0.5 seconds after cast.
  • If a remnant is found near an affected unit, Magnetize gets spread to enemies within a 600 radius around the remnant.
    • If an enemy within range already was affected by Magnetize, it gets the debuff refreshed instead.
  • Deals 20/40/60 damage in 0.5-second intervals, starting 0.5 seconds after cast.
    • Without refreshing the duration once, Magnetize can deal up to 240/480/720 (Talent 320/640/960) damage per affected unit (before reductions).
  • Earth Spirit can still utilize a Stone Remnant for 8 seconds after it has spread Magnetize, before it is destroyed.
  • A number is visible above all magnetized enemies, counting down the duration. This is visible to allies only.
    • Refreshing the duration with a Stone Remnant also resets the timer.


Hero Talents
+0.6s Rolling Boulder Stun Duration25 Geomagnetic Grip Targets Allies
+3 Geomagnetic Grip Silence Duration20+18% Spell Amplification
+120 Rolling Boulder Damage15+300 Boulder Smash Distance
+2s Magnetize Duration10+325 Rolling Boulder Distance

Recent Changes[]

  • Reduced Strength attribute symbol.png strength gain from 4.4 to 3.8.
  • Increased health regeneration from 0.25 to 1.
  • Boulder Smash
    • Reduced cast time from 0.01 to 0.
    • Increased damage from 105/170/235/300 to 120/180/240/300.
    • Increased unit knockback distance from 480/600/680/800 to 500/600/700/800.
  • Rolling Boulder
    • Reduced cast time from 0.01 to 0.
    • Reduced effect delay from 0.6 to 0.5.
    • Increased rolling speed from 800 to 1000.
    • Reduced Stone Remnant speed multiplier from 2 to 1.6.
    • Rescaled damage from 70/90/110/130 to 30 + 100% of strength.
    • Increased mana cost from 50 to 70.
  • Geomagnetic Grip
    • Increased cast time from 0.01 to 0.1.
    • Reduced mana cost from 100 to 75.
  • Increased Magnetize cast time from 0.01 to 0.2.
  • Aghanim's Scepter icon.png Aghanim's Scepter upgrade:
    • Enchant Remnant
      • Now has a cast range of 500 when cast on allies.
      • Increased enemy cast range from 125 to 175.
Level 10 left talent changed: +60 attack damage ➜ +2s Magnetize duration.
Level 15 right talent changed: +8 armor ➜ +300 Boulder Smash knockback distance.
Level 10 left talent: +50 attack damage increased to +60.
Level 15 right talent: +6 armor increased to +8.
Level 20 right talent: +16% spell damage amplification increased to +18%.

Recommended Items[]

Starting items:

  • Tango icon.png Tango provides some health regeneration to stay in lane.
  • Clarity icon.png Clarity helps Earth Spirit to cast his spells more often to make a bigger impact in the early game, as he is limited more by his mana pool than by the number of Stone Remnant he has.
  • Iron Branch icon.png Iron Branch improves Earth Spirit's attributes for cheap, particularly his strength and intelligence, which he lacks in the early game.
  • Orb of Venom icon.png Orb of Venom enhances Earth Spirit's attacks to slow enemies' movement speed, greatly improving his ability to set up kills for his team.

Early game:

  • Boots of Speed icon.png Boots of Speed grants movement speed that will allow Earth Spirit to position himself more quickly for casting his spells.
  • Magic Stick icon.png Magic Stick is a useful pickup when in a lane against heroes who are harassing you by spamming low mana cost spells. In particular, your low early mana pool means that you will greatly benefit from having an extra source of mana regeneration for casting your spells in a pinch.
  • Urn of Shadows icon.png Urn of Shadows is a good pickup on very active Earth Spirit players since he is very powerful in teamfights and ganks, and is a strength hero who can benefit from additional mana regeneration. The active ability can be used to heal teammates after ganks or teamfights, or can add an additional damage to an enemy during a gank. Remember to check with teammates to see if any of them are purchasing one as well, as only one Urn will receive charges when a nearby enemy hero dies.

Mid game:

  • Tranquil Boots (Active) icon.png Tranquil Boots provides health regeneration and movement speed to get Earth Spirit to desired position.
  • Magic Wand icon.png Magic Wand provides more burst health and mana than Magic Stick.
  • Blink Dagger icon.png Blink Dagger allows Earth Spirit to position himself easily for casting his spells; it has a short cooldown and cost no mana to use.
  • Force Staff icon.png Force Staff quickly re-position Earth Spirit in order to more easily use his abilities, as well as escape from failed fights or ganks. Furthermore, the active can be used to save nearby allies, or disposition enemies for your spells. It also improves his mana pool to cast more, and the health regeneration helps keep him at full health as needed.
  • Spirit Vessel icon.png Spirit Vessel, upgraded from Urn of Shadows, grants Earth Spirit more health; the active ability greatly counters healing from the enemies so Earth Spirit and his team can bring them down in ganks.

Late game:

  • Veil of Discord icon.png Veil of Discord is helpful if your team has multiple spell casters. It provides a large amount of intelligence to improve Earth Spirit's mana pool, and the extra armor is very useful as he often gets right in the middle of battles when initiating. The magic resistance reduction on enemies works well with all of Earth Spirit's spells, but synergizes best with his ultimate, Magnetize, as Magic Weakness' long debuff duration can stay in place throughout refreshing Magnetize on enemies.
  • Aghanim's Scepter icon.png Aghanim's Scepter unlocks a new ability, Enchant Remnant, which greatly increases Earth Spirit's ability to disable enemies, save teammates, and initiate during teamfights and ganks.

Situational items:

  • Observer Ward icon.png Observer Ward provides vision so gankers like Earth Spirit can set up kills for team.
  • Arcane Boots icon.png Arcane Boots are almost essential on Earth Spirit if no other mana regenerating items are built. As a strength caster, he benefits greatly from the larger mana pool, as well as the mana replenishment given upon activation. Arcane Boots also greatly benefit your team, especially if your allies are having mana issues.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity can be useful to build in situations where farming a more expensive item is prohibitive. It improves Earth Spirit's mana pool and regeneration, ensuring that he will always have the mana to cast his spells, and the extra movement speed allows him to move into position for his spells more easily without resorting to using a Blink Dagger or Force Staff. Furthermore, the active cyclone can be used to make yourself temporarily invulnerable while also dispelling debuffs such as silences, or instantly disable an enemy to set up your other spells.
  • Glimmer Cape icon.png Glimmer Cape is a cheap utility item can make Earth Spirit highly elusive and give him additional initiation power that augments his already strong mobility. The active can allow him to initiate invisibly, cloak himself for escapes when combined with Rolling Boulder, or give him strong magic resistance when jumping in during teamfights. It also allows him to do the same for allies, and synergizes with his ability to save teammates by pulling them from harm using Geomagnetic Grip.
  • Ghost Scepter icon.png Ghost Scepter's active makes Earth Spirit immune to physical attacks, useful to escape from enemy carries.
  • Solar Crest icon.png Solar Crest gives Earth Spirit strong resistance against physical damage with bonus armor, and the passive mana regeneration keeps his mana pool topped up. The active can be used on allies or enemies, giving Earth Spirit even more utility beyond his already potent disables.
  • Heaven's Halberd icon.png Heaven's Halberd is useful against the enemies which rely on their attacks. The disarm will render the targeted hero unable to attack, making most hard carries useless until the effect wears off. Heaven's Halberd will also give Earth Spirit extra health, status resistance, and evasion, all helpful for staying alive in fights.
  • Rod of Atos icon.png Rod of Atos grants attributes to give health and mana, as well as a root so Earth Spirit can better aim his abilities at immobile targets.
  • Blade Mail icon.png Blade Mail is a useful mid-game item that gives Earth Spirit many positive benefits. The intelligence shores up his small mana pool, the armor gives him survivability against physical damage, and the attack damage gives him more physical damage output which helps him farm late-game items more easily as needed. But most importantly, using the item's active ability while initiating can discourage the enemy from attacking you, giving you more time to cast your spells as needed.
  • Mekansm icon.png Mekansm improves Earth Spirit's already good armor and health regeneration, and is a good utility pickup for your team. Keep in mind though, it has an extremely high mana cost, more than any of your other spells, so it is necessary to increase the size of your mana pool first. If you don't, you may render yourself unable to cast your other spells after healing your team, or healing your team after pulling off your spell combo. Remember to check whether a teammate is going to purchase Mekansm, as a team only needs one.
  • Pipe of Insight icon.png Pipe of Insight is useful in most situations, but especially against a team of casters. The extra magic resistance helps keep Earth Spirit alive during initiations, and the active protects all allies from magical damage for a short period of time. Furthermore, the additional health regeneration allows Earth Spirit to remain out in the field for longer without having to return to base to heal.
  • Lotus Orb icon.png Lotus Orb protects Earth Spirit from targeted spells, or allows him to share that protection with allies. The item provides health and mana regeneration, as well as armor and additional bonus damage.
  • Shiva's Guard icon.png Shiva's Guard greatly increases Earth Spirit's physical survivability as well as the size of his mana pool. The active ability can be used in conjunction with initiating a teamfight with Rolling Boulder, as you can apply the blast to the entire enemy team almost instantly, slowing them down enough to catch them all with Magnetize.
  • Scythe of Vyse icon.png Scythe of Vyse improves Earth Spirit's mana regeneration and attributes. Furthermore, it gives him hex, an instant disable to control a key target.
  • Guardian Greaves icon.png Guardian Greaves can drastically improve Earth Spirit's survivability when initiating teamfights. When upgraded from Arcane Boots and Mekansm, it removes Mekansm's mana cost while providing Earth Spirit with a strong teamfight aura and a self-dispel to remove debuffs from himself.






  • Like Brewmaster minimap icon.png Brewmaster, Storm Spirit minimap icon.png Storm Spirit and Ember Spirit minimap icon.png Ember Spirit, Earth Spirit was a Pandaren in DotA. However, he was re-skinned to avoid copyright issues with Blizzard Entertainment, since Pandaren are a race of creatures in the Warcraft Universe.
  • Stone Remnant is called "Stone Caller" in DotA, and it summons an actual Rock rather than a Remnant. Its function and mechanics are the same.
    • Stone Remnant is still named Stone Caller in Dota 2's NPC files.
  • Earth Spirit's original design included a hat, but this was scrapped before release. It is still visible on his Stone Remnants.
  • Earth Spirit's name, "Kaolin", is a reference to a type of fine white clay of the same name.
  • Earth Spirit's lore draws inspiration from the Terracotta Army, a collection of statues depicting Chinese emperor Qin Shi Huang Di's armies.
  • Earth Spirit's quote ▶️ "The spirit is willing, but the flesh is weak." may be a reference from Matthew 26:41 in the Bible (KJV).