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.
- 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 24, and a distance of 8.25 between each other, with the first one being placed 8.25 range in front of Earthshaker.
- This means the actual length of the Fissure can only be a factor of 56.25. It is defined as
(2 * 24 + 8.25)so that it never exceeds the listed values.
- Therefore, Fissure consists of 24/ segments, resulting in an actual range of 1350/ .
- 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 225 damage/stun radius of multiple segments.
- Can hit units up to 1575/ range in front and 216.75 range behind Earthshaker.
- Fissure first applies the debuff, then the damage.
- Flying units and units with unobstructed movement (e.g. , , ) 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 unobstructed movement while within range of the segments. The lingers for second.
, the Fissure segments provide the caster with
- 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 seconds.
- Only increases base damage and that given by the primary attribute of the caster. Raw bonus damage is not increased.
- The Enchant Totem buff does not grant True Strike. However the does not get used if the attack misses.
, Enchant Totem turns into a radius area-targeted ability with a cast range . It may only target the ground or self.
- ↓↓ Double-tapping automatically targets self.
- When targeting self, Enchant Totem uses the regular 1.07-second cast animation and not leaping.
- When targeting the ground, it uses a and a , during which Earthshaker is fully disabled, unable to move, turn, attack or cast abilities or items.
- Both targeting self and the ground also grants cleave damage.
- The duration is always second, so the leap speed adapts based on the targeted distance within its cast range. The leap height is always 950 range.
- Enchant Totem counts as cast as soon as the leap starts.
- However, disabled or dies during the leap. and the totem buff are applied upon landing, even when Earthshaker gets
- 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.
- 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.
- Cleave damage depends on the attack damage value of the cleaving unit, not on how much their primary attack target took.
- The complete cleave area is shaped like an isosceles trapezoid in front of the attacking unit.
- Fully stacks with other sources of cleave. Each source of cleave works completely independent.
- Aftershock does not trigger upon using items.
- Aftershock first applies the stun debuff, then the damage.
- Applies its own effects before the effects of the triggering ability are applied.
- The stun does not stack with the stun of . It follows the regular rule of stuns – the longer stun overrides the shorter one.
- 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 600 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 1200 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.
- Total damage when hitting a certain amount of heroes, with no other units nearby (before reductions):
- 2 Heroes: 240/320/400 ( ) damage to each hero, 480/640/800 ( ) total damage.
- 3 Heroes: 380/500/620 ( ) damage to each hero, 1140/1500/1860 ( ) total damage.
- 4 Heroes: 520/680/840 ( ) damage to each hero, 2080/2720/3360 ( ) total damage.
- 5 Heroes: 660/860/1060 ( ) damage to each hero, 3300/4300/5300 ( ) total damage.
[ Info Needed ]. It lasts for 10.5 seconds.
is placed on every enemy damaged by Echo Slam, and is used to
[ Info Needed ]. It lasts 2 seconds. is placed on Earthshaker when hitting more than 4 heroes with Echo Slam, and is used to
- The Planetfall equipped, and is responsible for the custom death effect. is placed on enemies killed by Echo Slam while having
|-1.5sCooldown||25||+40% Magic Resistance|
|+7 Armor||15||+25 Movement Speed|
|+200 Mana||10||+20 Base Damage|
- The mana talent increases maximum mana capacity, and keeps the current mana percentage.
- This attack damage talent is added as base attack damage, so it does benefit illusions, and is affected by every percentage-based damage increasing or reducing effects.
- The magic resistance talent stacks multiplicatively with other sources of magic resistance.
- The magic resistance talent increases Earthshaker's magic resistance to 55%.
- The stun duration applied along the entire is now reduced by 50%.
upgrade for :
- Reduces cooldown by 2, allows Earthshaker to path through it, and causes to get applied along the entire fissure whenever it triggers.
- provides health regeneration in lane.
- gives basic stats and can be built into , also allows more regeneration from Tango.
- potions allow him to cast Fissure more often, since its mana cost is relatively high and Earthshaker's mana pool is small.
- provides extra health regen, also an extra mana source in a pinch for an extra Fissure.
- can be a good source of health and mana restoration if the enemies use their abilities often, and can even be used in a pinch to get enough mana for his Fissure.
- are important to compensate for Earthshaker's low mana.
- is an alternative source of mana in the early game, allows for liberal use of Fissure.
- effectively regenerates the HP loss from .
- is an indispensable item for Earthshaker to initiate with Echo Slam. It can also be used to chase fleeing enemies to take them down with his Enchant Totem.
- act as a supplement to Earthshaker's mobility, as you can initiate from even further. It can also be used to escape rough situations, especially .
- allows Earthshaker to jump into fights with Enchant Totem, giving him even greater mobility. It also provides a good boost to his stats.
- provides excellent protection against magical harassment, against which Earthshaker normally has no defense.
- increases mana pool and mana regeneration. The active adds an additional disable on enemy, also dispels silence for a spellcaster as Earthshaker.
- can kite enemies and buy yourself time if being constantly focused by physical attackers.
- increases Earthshaker's magical resistance. The active can help himself or ally to escape when enemy has no detection.
- magic resistance. can give more damage to his own abilities, and any of the allies' abilities that are affected by
- allows Earthshaker to use his skill one more time in teamfight, providing a theoretical 9 second chain stun in late game than can even bring down the entire team. Note that the first Echo Slam usually clear up the creep wave and summons so the second one won't be as effective if used immediately.
- gives you additional armor and regen. The active can dispel debuff (especially silence) from you or your ally, also reflect all targeted spells.
- offers a hard disable which is useful in late game.
- increases damage output from Enchant Totem with raw damage and critical chance. It is an unorthodox build and favored by more combat-oriented Earthshaker builds.
|Roles:||Support Initiator Disabler Nuker|
|Playstyle:||Woken from the depth of the earth, Raigor Stonehoof shapes the battlefield with seismic force. With his long ranged Fissure, the Earthshaker creates impassable terrain where none existed before. Up close, Raigor swings heavily with his Enchanted Totem, hitting thrice as hard. Never afraid to be outnumbered, the Earthshaker turns the tables with a mighty Echo Slam, demolishing entire armies in the process.|
- Earthshaker's response ▶️ "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.