Hero
Earth Spirit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 as 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. | |
Roles: | Nuker Escape Disabler Initiator Durable |
Complexity: | |
Adjectives: | Green, NicePecs, Spirit Legs ( 2 )
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Bio[]
▶️ "Through conflict, one's nature is revealed."
Lore:
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.
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.
Aliases:
ES, Kaolin
Voice:
Abilities[]
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 unit in a 180 radius, prioritizing Stone Remnants. 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.
Creep Damage Multiplier: 1.4
Knockback Speed: 900
Move Speed Slow: 50%
Slow Duration: 1.25/2.5/3.25/4
Boulder Smash turns into a non-targeted ability and automatically casts on self when Earth Spirit is Enchanted.
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, a nearby remnants or units.
- Has the following stone priorities within range: an Enchanted Remnant ➤ Stone Remnant ➤ the closest unit.
- Cast range bonuses affect the search range of nearby units or remnants to be smashed, as well as the cast range for smashing distant units or remnants.
- When there are no valid targets near Earth Spirit or at the targeted point, the ability is not cast.
- Smashing a distant remnant:
- To do this, the ground must be targeted. There must be a Stone Remnant within 180 radius around the targeted point.
- If a remnant is found, he walks towards the point until the remnant is within 180 range.
- Any remnant he meets on the way is ignored. Only the closest remnant to the targeted point is smashed.
- Upon reaching the remnant, he smashes it toward 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 180 radius around the targeted point.
- There must be a Stone Remnant within 180 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 distant unit:
- To do this, the unit must be directly targeted.
- There must not be a Stone Remnant within 180 range of Earth Spirit.
- He walks up until the target is within 150 range and smashes it towards the direction he approached the target from.
- Cannot be cast on allies who have ☐ Disabled Help from Earth Spirit.
- Smashing a nearby unit:
- To do this, the ground must be targeted.
- There must not be a Stone Remnant between Earth Spirit and the targeted point.
- There must be a unit within 180 radius around Earth Spirit.
- Boulder Smash has a default cast range of 2000. This allows him to aim the unit to the targeted point precisely.
- When targeting units beyond 2000 range, he walks up until the point is within range. If there is a unit nearby, he smashes it toward the direction of the targeted point.
- 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 neither slowed nor applies slow on other units.
- 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.
- Can deal up to 168/252/336/420 ( 308/392/476/560) damage (before reductions) to creeps.
- Treats illusions and creep-heroes as creeps.
- Smashed units are not disabled during the knockback, and are able to act freely during it. Does not interrupt channeling abilities.
- Cannot be cast on ancient creeps.
- Can move units and Stone Remnants over impassable terrain.
- Destroys trees within 100 radius of which the targeted units or Stone Remnant collide during the knockback.
- When Earth Spirit is enchanted by Enchant Remnant, Boulder Smash turns into a non-targeted ability with an instant cast time, and automatically self-casts upon cast.
Earth Spirit gathers himself into a boulder and, after a 0.6s delay, rolls toward the target location, dealing 60 + 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.
Collision Radius: 160
Effect Radius: 160
Effect Delay: 0.6
Roll Speed: 1000
Strength as Damage: 100%
Stone Roll Distance Multiplier: 2
Roll Speed: 1600
Stun Duration Bonus: 0.3/0.5/0.7/0.9
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.
- When rolling over a Stone Remnant or an Enchanted Remnant, the speed increases to 1600 and the total distance to 1500 ( 1900), taking 0.94 ( 1.19) seconds to roll the full distance.
- The stun duration also gets increased to 0.6/1/1.4/1.8 ( 1.1/1.5/1.9/2.3).
- Only the first remnant will be used and destroyed when rolling over multiple remnants along its path. For stone-enchanted units, its enchantment will expire.
- The stun is applied to all enemy units in the path, not just the hero it collides with.
- Rolling Boulder first applies the damage, then the debuff.
- Upon casting, Earth Spirit first turns into a boulder, while being rooted and disarmed. He cannot move, blink, or attack, but can turn during the effect delay.
- 0.6 seconds after cast, Earth Spirit rolls while still being rooted and disarmed.
- Grants invulnerability while rolling.
- 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 will be placed 80 range away from them, on the opposite side he collided into them from.
- Neither collide nor affect invulnerable units and heroes. Fully affects invisible units.
- Treats illusions and creep-heroes as creeps.
- Can move Earth Spirit over impassable terrain. Destroys trees Earth Spirit collides with while rolling.
- Rolling Boulder is canceled when Earth Spirit is affected by the following disables during the effect delay:
- Stun, Cyclone, Hex and Sleep sources.
- Hidden sources, including Enchant Remnant.
- Fear and Hypnotize sources.
- Fully-disabling forced movement sources (e.g. Vacuum).
- When affected by taunt sources, Earth Spirit starts attacking the taunting unit once the rolling stops.
- The ability's cooldown starts upon roll completion or when it is canceled.
Earth Spirit pulls the target Stone Remnant. Enemies struck by the gripped target will be silenced and take damage.
Pull Speed: 600
Silence Duration: 2/2.5/3/3.5
Debuff Immunity Notes:
When cast on a debuff immune enemy that is affected by Enchant Remnant, the pull gets instantly canceled, but the Geomagnetic Grip debuff gets stuck on the enemy until they die. While the debuff is stuck, they cannot be pulled by further casts.
Modifiers [?]
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 or an Enchanted Remnant within 180 radius of the targeted point is pulled.
- When no stones 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.
- Treats illusions as heroes and creep-heroes as creeps. Fully ignores Couriers.
- Geomagnetic Grip's ally heroes and creep-heroes targeting restriction is removed upon the Ability Upgrade.
- Cannot be cast on allies who have ☐ Disabled Help from Earth Spirit.
- 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.
- The location at which the affected target ends up is determined upon ability cast, it is not affected by Earth Spirit's current position.
- Destroys trees within 200 radius around the targeted unit during the pull.
- Geomagnetic Grip does not pull the target if it is affected by Hitch A Ride, Black Hole, Chronosphere, Duel or Flaming Lasso.
- In the last two cases, it does not even pull the target if it is affected by Enchant Remnant.
- The pulled remnant first applies the debuff, then the damage.
- When cast on allies or remnants affected by Boulder Smash, the smash will be canceled out by Geomagnetic Grip.
- Can move allies and remnants over impassable terrain.
Ability
Target Point
Target Point
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. Gains additional charges every 5 hero levels.
Level Requirement per Charge Bonus: 5
Remnant Duration: 60
7/ 8/ 9/ 10/ 11/ 12/ 13
Grants the Enchant Remnant ability.
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 innate to Earth Spirit and does not need to be learned.
- Stone Remnant begins the game with all 7 charges.
- Automatically levels up, grants, and increases the max charge count by 1 per 5 hero level at level 5/10/15/20/25/30 respectively.
- ↓↓ Double-tapping places a Stone Remnant 100 range in front of Earth Spirit.
- Remnants cannot be attacked or destroyed by anyone. They may only be destroyed in the following conditions:
- Expires after its Stone Remnant duration.
- Rolling Boulder destroys them instantly upon colliding over them.
- Expires after the Magnetize stone delay duration.
- 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:
- Stone Remnants being smashed by Boulder Smash.
- Stone Remnants being collided by Rolling Boulder to roll farther.
- Stone Remnants being pulled by Geomagnetic Grip.
- The Stone Remnant cannot expire while affected by Enchant Remnant. However, it gets destroyed once the enchantment expires on it.
- This ability is not acquirable. However, Rubick can make use of the same Stone Remnant, including the Enchanted Target, upon acquiring and using any of Earth Sprit's abilities.
Enchant Remnant
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.
Can be cast on Stone Remnants. Has a 5 second cooldown when used that way.
Damage: 450
Enchant Duration: 2.4
Debuff Immunity Notes:
Only the stun aspect is prevented by debuff immunity. The unit still stays invulnerable and untargetable.
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.
- Requires Aghanim's Scepter to be unlocked.
- Enchant Remnant fully disables the affected target and turns it invulnerable and hidden for its duration.
- It is applied as a debuff on both ally and enemy targets.
- ↓↓ Double-tapping automatically target self.
- Cannot be cast on allies who have ☐ Disabled Help from Earth Spirit.
- The unit can now interact with Earth Spirit's abilities just like a regular Stone Remnant would.
- Stone Remnant notes fully apply.
- Provides True Sight over the target for the full duration.
- Can be cast on any units, wards, illusions and clones, allied or enemies, except on creep-heroes.
- For wards and attached units (e.g. Beetle), they are instantly killed after the enchant duration.
- For Boulder Smash:
- Enchanted heroes are knocked back for 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.
- 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 600 and apply the damage, regardless of alliance.
- If the enchantment expires during Geomagnetic Grip, it still is pulled at a speed of 600 but stops applying the damage.
- For Stone Remnants:
- The ability goes on a 5-second cooldown when doing so.
- The Stone Remnant cannot expire while affected by Enchant Remnant. However, it gets destroyed once Enchant Remnant expires on it.
- For Magnetize: Enchanted heroes receive, refresh and spread Magnetize when within its stone search radius, doing so effectively refreshes Magnetize twice in a row.
- For Earth Spirit when he is enchanted:
- Boulder Smash turns into a non-targeted ability and automatically casts on himself when used.
- Using other abilities while enchanted waits for the enchant duration to expire, then it casts according to the queue.
- The area damage at the end hits all enemies, not just heroes.
- Rubick can make use of the Enchanted Target, upon acquiring and using any of Earth Sprit's abilities.
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.
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 or Enchanted 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 radius around the remnant.
- If an enemy within the range already was affected by Magnetize, the debuff is refreshed instead.
- Also spread and/or refreshes Boulder Smash's movement speed slow and Geomagnetic Grip's silence debuffs, with their ability notes fully apply.
- Unlike other Earth Spirit's abilities, Stone Remnants that spread Magnetize expire after 8 seconds. Earth Spirit can utilize the Magnetized Stone Remnants within the duration 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 or Enchanted Remnant also resets the timer.
- Deals 20/40/60 ( 26/52/78) 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 ( 405.6/811.2/1216.8) damage per affected unit (before reductions).
Talents[]
Hero Talents | ||
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+0.5s Rolling Boulder Stun Duration | 25 | Magnetize Undispellable |
-2s Geomagnetic Grip Cooldown | 20 | +100 Boulder Smash Damage |
+110 Rolling Boulder Damage | 15 | +30% Magnetize Damage & Duration |
+10% Spell Amplification | 10 | +200 Rolling Boulder Distance |
Notes:
- Grants generic bonus outgoing damage amplification. Stacks additively with other generic outgoing damage manipulation sources.
- Affects only spell damage sourced to Earth Spirit. Does not amplify damage flagged as HP removal.
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Increased Rolling Boulder Damage from 30 to 60
- ChangedRolling Boulder cooldown from
upon ability cast
toupon current roll completion
.
- Talents:
- LVL 20+125 Boulder Smash damage reduced to +100.
</div> </div>
Recommended Items[]
Starting items:
- Tango provides some health regeneration to stay in lane.
- 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 improves Earth Spirit's attributes for cheap, particularly his strength and intelligence, which he lacks in the early game.
- 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 grants movement speed that will allow Earth Spirit to position himself more quickly for casting his spells.
- 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 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 provides health regeneration and movement speed to get Earth Spirit to desired position.
- Magic Wand provides more burst health and mana than Magic Stick.
- 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 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.
- Kaya and Sange offers extra spell power and durability.
- 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 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.
Situational items:
- 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 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 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.
- 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 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 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 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 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 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 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 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.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- Like Brewmaster, Storm Spirit and 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.
- "Kaolin", is a reference to a type of fine white clay of the same name.
- His lore draws inspiration from the Terracotta Army, a collection of statues depicting Chinese emperor "Qin Shi Huang Di"'s armies.
- ▶️ "The spirit is willing, but the flesh is weak." may be a reference from Matthew 26:41 in the Bible (KJV).