|Disrupts enemy team with his chain stuns.|
|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. Never afraid to be outnumbered, the Earthshaker turns the tables with a grand Echo Slam, demolishing entire armies in the process. Whatever survives his disruptive Aftershocks still has a mighty swing to look forward to, an Enchanted Totem with the power that demolishes mountains.|
|Roles:||Support Initiator Disabler Nuker|
- 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.
- 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.
- Non-player-controlled units (i.e. lane creeps) 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 being aggro'd), or until the Fissure dissipates.
, the Fissure segments provide the caster with unobstructed movement while within range of them. The lingers for second.
- This means the caster can path through anything while standing on the Fissure and for a short time after leaving its area.
- Also applies based on its current level around each of Fissure's segments whenever it gets triggered.
- A unit can only be hit by one instance of Aftershock per cast, even when within the damage/stun radius of multiple segments.
- The Aftershock uses a reduced stun duration of seconds.
- Upon cast, Enchant Totem increases Earthshaker's attack range to 225.
- Grants flat bonus attack damage based on the caster's main attack damage. Does not further increase bonus attack damage.
- The Enchant Totem buff is only used up upon successfully hitting a target. Missed attacks do not waste it.
- Leveling up the ability or the talent does not update the currently active buff.
, Enchant Totem turns into an area-targeted ability. It may only target the ground or self.
- ↓↓ Double-tapping automatically targets self.
- The targeting reticule shows the radius of Aftershock, even when it has not been learned yet.
- When self-targeted, Enchant Totem behaves like the non-upgraded version, using 1.1-second cast animation and not leaping.
- When ground-targeted, it has no cast point or cast backswing.
- The leap duration is always the same, so the speed adapts based on the targeted distance. The leap height is always 950 range on the z-axis.
- During the leap, Earthshaker is fully disabled, unable to move, turn, attack or cast abilities or items.
- While in the air, other units may pass below Earthshaker.
- The ability counts as cast as soon as the leap starts. However, and the totem buff are applied upon landing.
- Getting disabled during the leap does not prevent the Aftershock and the totem buff from being applied.
- Getting hit by other sources of forced movement causes the leap's trajectory to change, but it is not interrupted. However, it causes the ability to not apply Aftershock or the totem buff upon landing.
- The ability is fully and immediately canceled when being affected by other upward movement or teleport sources.
- The Enchant Totem buff grants the caster cleave while it is present, if they are a melee hero.
- 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.
- The complete area is shaped like an isosceles trapezoid in front of Earthshaker.
- Fully stacks with other sources of cleave. Each source of cleave works independently.
- Does not cleave upon attacking wards, buildings or allied units. Wards and buildings are unaffected by cleave.
- Despite the visual effect, cleave damage is applied instantly in the whole area.
- Does not trigger on active item abilities, on abilities with 0 cooldown, or on abilities which do not trigger on-cast effects.
- 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 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.
- The is placed on every enemy damaged by Echo Slam. It lasts for 10.5 seconds.
|+80Damage||10||+30 Base Damage|
Main Article: Earthshaker/Changelogs
- 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.
- 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.
- Like the parts of some Heroes' default cosmetics, Earthshaker's default Nishian totem has a rune that resembles the Dota 2 logo, possibly symbolizing the war of the Ancients.
- Earthshaker seems to have several voice lines that make references to vulgar slang, especially slang that pertains to sex.
- One of his rival voice lines towards ▶️ "Clock-blocked!", comes from the slang term cockblock. To cock-block someone is to interfere with and prevent another from proceeding with their sexual activities. ,
- His voice line ▶️ "Did the earth move for you, too?" is a reference to the very same phrase that inquires about how one's sexual partner felt during . The earth moving is a metaphor for the intensity of their sexual experience.