Hero Discussion of this Day: Earthshaker (30 March 2014)
Raigor Stonehoof, the Earthshaker
There may be many earths, but there's only one Earthshaker.
Although the Earthshaker is a strength hero, his real power lies in his spells. With a well-placed Echo Slam, Raigor can single-handedly level an entire team of enemies if they are foolish enough to bunch together. His Fissure spell is very versatile. While it deals decent damage along with a stun, it also creates an impassible wall of rock for several seconds. A skilled Earthshaker can use this to his advantage, blocking enemy movement and trapping hapless foes between a rock and a hard place. Enchant Totem gives him a significant damage boost for one attack, and his passive Aftershock ability causes a minor stun and damage effect under him every time he casts one of his spells. Although he is one of the more difficult heroes to use to his full strength, he is also one of the most deadly heroes in skilled hands.
Lore
Like a golem or gargoyle, Earthshaker was one with the earth but now walks freely upon it. Unlike those other entities, he created himself through an act of will, and serves no other master. In restless slumbers, encased in a deep seam of stone, he became aware of the life drifting freely above him. He grew curious. During a season of tremors, the peaks of Nishai shook themselves loose of avalanches, shifting the course of rivers and turning shallow valleys into bottomless chasms. When the land finally ceased quaking, Earthshaker stepped from the settling dust, tossing aside massive boulders as if throwing off a light blanket. He had shaped himself in the image of a mortal beast, and named himself Raigor Stonehoof. He bleeds now, and breathes, and therefore he can die. But his spirit is still that of the earth; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the earth will greet him as a prodigal son.
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Roles: Initiator, Disabler, Support, Semi-Support, Semi-nuker
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Strength: 22+ 2.9
Agility: 12 + 1.4
Intelligence: 16 + 1.8
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Damage: 46-56
Armour: 2.68
Movement Speed: 310
Attack Range: 128 (Melee)
Missile Speed: N/A
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.6
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Spells
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Fissure
Slams the ground with a mighty totem, fissuring the earth while stunning and damaging enemy units in a line. Creates an impassable ridge of stone.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 125 | 15 | 1400 | 225 (width) | 1 | Causes an impassable wall to erect dealing 125 damage and stunning whoever it hits (or is in the aoe) |
| 2 | 140 | 15 | 1400 | 225 (width) | 1.25 | Causes an impassable wall to erect dealing 175 damage and stunning whoever it hits (or is in the aoe) |
| 3 | 155 | 15 | 1400 | 225 (width) | 1.5 | Causes an impassable wall to erect dealing 225 damage and stunning whoever it hits (or is in the aoe) |
| 4 | 170 | 15 | 1400 | 225 (width) | 1.75 | Causes an impassable wall to erect dealing 275 damage and stunning whoever it hits (or is in the aoe) |
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Magical damage
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The fissure wall lasts 8 seconds
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Linken's Sphere blocks the effects on this spell on the holder
The Nishian totem splits the earth to its core with tectonic force.
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Enchant Totem
Empowers Earthshaker's totem, causing it to deal extra damage on the next attack.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 50 | 5 | N/A | N/A | 14 seconds or 1 attack | Enchants Earthshaker's totem to deal 100% extra damage |
| 2 | 50 | 5 | N/A | N/A | 14 seconds or 1 attack | Enchants Earthshaker's totem to deal 200% extra damage |
| 3 | 50 | 5 | N/A | N/A | 14 seconds or 1 attack | Enchants Earthshaker's totem to deal 300% extra damage |
| 4 | 50 | 5 | N/A | N/A | 14 seconds or 1 attack | Enchants Earthshaker's totem to deal 400% extra damage |
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Only increases base damage and additional damage given by the primary attribute. Bonus damage is not increased
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Bonus damage from this ability does not stack with the Double Damage rune
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Bonus damage buff is used when denying allied units
Raigor's gorilla strength can destroy mountains.
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Aftershock
Passive
Causes the earth to shake underfoot, adding additional damage and stuns to nearby enemy units when Earthshaker casts his abilities.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | - | - | - | 300 | 0.6 | After every spell Earthshaker casts, enemies around him are stunned and dealt 50 damage |
| 2 | - | - | - | 300 | 0.9 | After every spell Earthshaker casts, enemies around him are stunned and dealt 75 damage |
| 3 | - | - | - | 300 | 1.2 | After every spell Earthshaker casts, enemies around him are stunned and dealt 100 damage |
| 4 | - | - | - | 300 | 1.5 | After every spell Earthshaker casts, enemies around him are stunned and dealt 125 damage |
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Magical damage
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Using items doesn't trigger Aftershock
The earth trembles beneath the mighty footsteps of Raigor.
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Echo Slam
Ultimate
Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 145 | 150 | N/A | 525 | N/A | Causes massive damage in an area around him, each unit gets damaged by 200 initial damage and then each unit hit initially causes 40 echo damage per unit to hit all other units nearby |
| 2 | 205 | 130 | N/A | 525 | N/A | Causes massive damage in an area around him, each unit gets damaged by 265 initial damage and then each unit hit initially causes 55 echo damage per unit to hit all other units nearby |
| 3 | 265 | 110 | N/A | 525 | N/A | Causes massive damage in an area around him, each unit gets damaged by 340 initial damage and then each unit hit initially causes 70 echo damage per unit to hit all other units nearby |
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Magical damage
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This ultimate can be upgraded by Sceptre; the Sceptre upgrade causes each hero hit by the initial shockwave to echo the wave twice
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Illusions are counted as heroes for the Sceptre upgraded ultimate
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Will not damage ethereal units
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The initial damage will go through magic immunity, the additional damage will not
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The initial damage is dealt in a radius of 525 around Earthshaker
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Each unit within 550 radius of the initial blast will produce an echo wave, dealing damage to units around it (including itself)
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Creeps killed by Echo Slam's initial damage will still give off echo wave damage
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Does not hit invisible units or units in the fog of war
Tectonic plates crack, mountains fold, and foes are crushed by the Echo Slam.
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Recent Changes from 6.80
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Base movement speed increased from 300 to 310
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Strength gain increased from 2.5 to 2.9
Recent Changes from 6.79
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Enchant Totem damage increased from 75/150/225/300% to 100/200/300/400%
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Fissure range increased from 1300 to 1400
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Tips:
Use Fissure to block off ways of escape for enemies or to block enemies chasing allies.
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The previous Earthshaker discussion (6.77).
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Good Jakiro tip from last thread by Bragior:
A useful tip one day about how a Jakiro should always start with Macropyre first before Ice Path. It makes sense, especially when they aren't expecting it, as players still require time to react on it. If Ice Path was used first before Macropyre, then they would just run the hell away as quickly as possible. If it was the other way around, they would try to run away as possible, only to find themselves stunned in place. Follow up with Dual Breath so when they try to run, they would still do so very slowly.
Posted Mar 30, 2014, 8:58 PM UTC · edited