More Earth Spirit guides
This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.
Overview
Earth Spirit is a melee Strength hero that Valve tags as Nuker, Escape and Disabler. It is played mainly as Mid (pos. 2): 66% of the public matches we measured, by starting lane and starting items. In this guide you play it as Mid (pos. 2): your job is to win the solo lane, control the runes and create pressure on the other lanes. The kit brings crowd control (stun) with Rolling Boulder. Its ultimate is Magnetize. This patch, Earth Spirit wins 49.6% of the 165,411 public matches we measured (B tier on our ladder).
Strengths
- Reliable stun: Rolling Boulder sets up kills and interrupts enemy channels.
- Magnetize can swing team fights: it hits several enemies at once.
- Valve tags Earth Spirit as Durable: it stays in fights longer than most heroes.
- Heavy magical burst: Valve lists it as a Nuker.
Weaknesses
- Melee: has to walk up to its target, which makes the lane harder against ranged heroes.
- Low base armor (0): vulnerable to physical harass early on.
Build cheat sheet
Pick the build that fits what you want to do this game.
- Most-played buildBalancedRecommendedThe items most bought with this hero, phase by phase. Pick it when you don't have a clear reason to deviate. Built from what Earth Spirit players buy in the public matches we measured.
- Damage buildOffensiveAdvancedMoves the popular items that add damage — Hand of Midas and Veil of Discord — to the front. Choose it when your lane went well and you can afford to be greedy. Built from what Earth Spirit players buy in the public matches we measured.
- Team utility buildUtilitySituationalBuilt around the popular items that help your allies — Spirit Vessel and Eul's Scepter of Divinity. Choose it when your team needs saves and auras more than your damage. Built from what Earth Spirit players buy in the public matches we measured.
Builds
Most-played build
When to use it
The items most bought with this hero, phase by phase. Pick it when you don't have a clear reason to deviate. Built from what Earth Spirit players buy in the public matches we measured.
Where it's played
Picked before the game: the main lane first, then the alternatives.

229%
166%- MidMain66% of matchesMid lane, one against one (pos. 2).
- OfflanePriority 229% of matchesOff lane as the space-making core (pos. 3).
Starting items
Early game
Core items
- 1Spirit Vessel
- 2Black King Bar
- 3Blink Dagger
- 4Shiva's Guard
Boots
Late game
Skill order
Max order:Boulder Smash›Geomagnetic G…›Rolling Bould…
Talents by level
- +250% Rolling Boulder Damage from StrengthEarth Spirit Magnetizes himself25
- +200 Geomagnetic Grip Remnant Damage+35 Magnetize Damage Per Second20
- +0.3s Rolling Boulder Stun Duration+80 Boulder Smash Damage15
- -2.0s Boulder Smash Cooldown+150 Rolling Boulder Distance10
Damage build
When to use it
Moves the popular items that add damage — Hand of Midas and Veil of Discord — to the front. Choose it when your lane went well and you can afford to be greedy. Built from what Earth Spirit players buy in the public matches we measured.
Where it's played
Picked before the game: the main lane first, then the alternatives.

229%
166%- MidMain66% of matchesMid lane, one against one (pos. 2).
- OfflanePriority 229% of matchesOff lane as the space-making core (pos. 3).
Starting items
Core items
- 1Hand of Midas+40 Attack Speed. Active: Transmute.
- 2Veil of Discord+175 Health, +10 Intelligence, +18% Spell Lifesteal. Active: Spell Weakness.
- 3Bloodstone+625 Health, +450 Mana, +15 Intelligence. Active: Bloodpact.
- 4Assault Cuirass+30 Attack Speed, +10 Armor.
Boots
Late game
Skill order
Max order:Boulder Smash›Geomagnetic G…›Rolling Bould…
Talents by level
- +250% Rolling Boulder Damage from StrengthEarth Spirit Magnetizes himself25
- +200 Geomagnetic Grip Remnant Damage+35 Magnetize Damage Per Second20
- +0.3s Rolling Boulder Stun Duration+80 Boulder Smash Damage15
- -2.0s Boulder Smash Cooldown+150 Rolling Boulder Distance10
Team utility build
When to use it
Built around the popular items that help your allies — Spirit Vessel and Eul's Scepter of Divinity. Choose it when your team needs saves and auras more than your damage. Built from what Earth Spirit players buy in the public matches we measured.
Where it's played
Picked before the game: the main lane first, then the alternatives.

229%
166%- MidMain66% of matchesMid lane, one against one (pos. 2).
- OfflanePriority 229% of matchesOff lane as the space-making core (pos. 3).
Starting items
Core items
- 1Spirit Vessel+1.75 Mana Regeneration, +10 All Attributes, +2 Armor. Active: Soul Release.
- 2Eul's Scepter of Divinity+10 Intelligence, +2.5 Mana Regeneration, +20 Movement Speed. Active: Cyclone.
- 3Essence Distiller+1.5 Mana Regeneration, +3 All Attributes, +6 Armor. Active: Soul Release.
- 4Lotus Orb+10 Armor, +6.5 Health Regeneration, +4.0 Mana Regeneration. Active: Echo Shell.
Boots
Late game
Skill order
Max order:Boulder Smash›Geomagnetic G…›Rolling Bould…
Talents by level
- +250% Rolling Boulder Damage from StrengthEarth Spirit Magnetizes himself25
- +200 Geomagnetic Grip Remnant Damage+35 Magnetize Damage Per Second20
- +0.3s Rolling Boulder Stun Duration+80 Boulder Smash Damage15
- -2.0s Boulder Smash Cooldown+150 Rolling Boulder Distance10
Abilities
Boulder Smash20 / 17 / 14 / 11s100 mpEarth 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 200 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.- Remnant smash radius
- 200
- Damage
- 110·180·250·320
- Slow amount
- 50%
- Slow duration
- 1.75·2.5·3.25·4
- Travel speed
- 900
- Distance
- 500·600·700·800
Rolling Boulder16 / 12 / 8 / 4s50 mpEarth 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.- Speed
- 1000
- Speed (remnant)
- 1600
- Distance
- 800
- Distance multiplier (remnant)
- 2
- Damage
- 60·70·80·90
- Stun duration
- 0.3·0.5·0.7·0.9
Geomagnetic Grip13s75 mpEarth Spirit pulls the target Stone Remnant or Allied Unit. Enemies struck by the gripped target will be silenced.
Pulled Remnants also deal damage to struck enemies.
Cast range is reduced when targeting an ally.- Remnant damage
- 75·150·225·300
- Remnant pull speed
- 900
- Silence duration
- 2.3·2.7·3.1·3.5
- Allied unit pull speed
- 600
- Allied unit cast range
- 550·600·650·700
Stone RemnantCall 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. Stone Remnant has 7 charges.
Earth Spirit passively gains 3% bonus damage per unused Stone Remnant charge, and gains an additional 7.5% bonus damage for 10s when a Stone Remnant is targe- Duration
- 60
Enchant Remnant45s150 mpEarth 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.
Has a larger cast range when cast on an ally hero.- Remnant duration
- 2.4
- Shatter damage
- 450
- Shatter radius
- 450
- Cast range on allies
- 500
Magnetize100 / 90 / 80s100 mpMagnetizes 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.- Radius
- 350
- Damage per second
- 45·90·135
- Magnetize duration
- 6
- Remnant refresh/explosion radius
- 600
Most played skill order
The most played order in the last 100 professional matches with this hero. Highlighted levels are the points spent on talents.
Max order:Boulder Smash›Geomagnetic G…›Rolling Bould…
Strategy
1Early game
Mid is a one-on-one: whoever has more last hits and levels usually wins it. Contest the power runes every two minutes and use a good one to gank a side lane. Trade when the enemy mid goes for a last hit and when you are a level ahead: in the solo lane each level is a real edge.
- Early items: Bottle and Urn of Shadows.
2Mid game
With Spirit Vessel, you should be the one starting the action: gank, push out lanes and take towers with your team. Your spikes are level 6, when Magnetize comes online, and your core items: Spirit Vessel and then Black King Bar.
- Core items: Spirit Vessel, Black King Bar and Blink Dagger.
3Late game
Late, choose your fights: you still hit hard, but the enemy carry catches up. Stay with the team and look for picks with vision.
- Late items: Kaya and Sange and Bloodstone.
4Team fights
Your damage decides the opening seconds: look for the enemy support or carry out of position, and use Magnetize where it hits the most heroes.
Tips
- Check the power runes at every even minute and gank with the good ones.
- Spirit Vessel is your first big spike: once you have it, leave the lane and look for kills.
- Push the wave into the enemy tower before you rotate, or the lane punishes you twice.
- Plan fights around Magnetize: without it, Earth Spirit is far less threatening.
Matchups
Strong against
- Lion61.3%win rate in the matchup
Earth Spirit wins 61.3% of the 106 games measured against Lion this patch.
106 matches
- Rubick60.7%win rate in the matchup
Earth Spirit wins 60.7% of the 135 games measured against Rubick this patch.
135 matches
- Hoodwink58.8%win rate in the matchup
Earth Spirit wins 58.8% of the 136 games measured against Hoodwink this patch.
136 matches
- Ogre Magi58.4%win rate in the matchup
Earth Spirit wins 58.4% of the 101 games measured against Ogre Magi this patch.
101 matches
- Shadow Fiend56.1%win rate in the matchup
Earth Spirit wins 56.1% of the 157 games measured against Shadow Fiend this patch.
157 matches
Weak against
- Ember Spirit41.7%win rate in the matchup
Earth Spirit only wins 41.7% of the 127 games measured against Ember Spirit this patch.
127 matches
- Necrophos44.2%win rate in the matchup
Earth Spirit only wins 44.2% of the 52 games measured against Necrophos this patch.
52 matches
- Bane46.3%win rate in the matchup
Earth Spirit only wins 46.3% of the 54 games measured against Bane this patch.
54 matches
- Storm Spirit47.1%win rate in the matchup
Earth Spirit only wins 47.1% of the 102 games measured against Storm Spirit this patch.
102 matches
- Skywrath Mage48.0%win rate in the matchup
Earth Spirit only wins 48.0% of the 50 games measured against Skywrath Mage this patch.
50 matches
Works well with
Fortune's End from Oracle holds enemies in place for Magnetize from Earth Spirit.
Rolling Boulder from Earth Spirit holds enemies in place for Supernova from Phoenix.
Summon Raptors from Beastmaster holds enemies in place for Magnetize from Earth Spirit.
Changelog
- Guide created for patch 7.41.
Was this helpful?
Your vote helps other players find the best guides.



















































