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Earth Spirit · Mid (pos. 2)

Earth Spirit for Beginners

BeginnersData-drivenEasyPatch 7.41
2.5KUpdated

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. Earth Spirit is of average difficulty: learn the basics below and it rewards you quickly.

Strengths

  • Valve tags Earth Spirit as Durable: it stays in fights longer than most heroes.
  • Reliable stun: Rolling Boulder sets up kills and interrupts enemy channels.
  • Magnetize can swing team fights: it hits several enemies at once.

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.

Builds

Simple build

BalancedRecommended
Open build

When to use it

The most-bought items without the situational ones: buy them in this order and focus on playing the hero.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Seen from RadiantRadiant · bottom leftDire · top right
  1. MidMain66% of matchesMid lane, one against one (pos. 2).
  2. OfflanePriority 229% of matchesOff lane as the space-making core (pos. 3).

Starting items

Iron BranchTangoFaerie FireCircletObserver and Sentry Wards

Core items

  1. 1Spirit VesselYour first big item.
  2. 2Black King BarSecond: buy it right after.
  3. 3Blink DaggerThird: completes your core.

Boots

Power Treads

Late game

Kaya and SangeBloodstone

Skill order

Max order:Boulder Smash›Geomagnetic G…›Rolling Bould…

Ability1234567891011121314151617
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Talents by level

  1. +250% Rolling Boulder Damage from Strength
    Earth Spirit Magnetizes himself
    25
  2. +200 Geomagnetic Grip Remnant Damage
    +35 Magnetize Damage Per Second
    20
  3. +0.3s Rolling Boulder Stun Duration
    +80 Boulder Smash Damage
    15
  4. -2.0s Boulder Smash Cooldown
    +150 Rolling Boulder Distance
    10

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
    Basic ability — applies a stun. Save it for priority targets or to interrupt a channel.
  • 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
    Ultimate — hits an area. Plan your fights around its cooldown.

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…

Ability1234567891011121314151617
●·●·●··●·········
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Strategy

1What Earth Spirit does

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. The kit brings crowd control (stun) with Rolling Boulder. Its ultimate is Magnetize.

2The basics

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.

  • Rune timings: power runes appear every two minutes, and a good one wins a gank.
  • Push before you leave: if the wave crashes into your tower while you gank, you lose experience and gold.

3Common mistakes

Most new players lose games with the same few mistakes. Avoid these and you'll already be ahead:

  • Leaving the lane with the wave sitting on your side.
  • Missing the rune timings.
  • Ganking without knowing where the enemy supports are.

4Your first games

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. Use the simple build in this guide and don't worry about situational choices yet.

Tips

  • Rune timings: power runes appear every two minutes, and a good one wins a gank.
  • Push before you leave: if the wave crashes into your tower while you gank, you lose experience and gold.
  • Check the minimap every few seconds: most deaths come from heroes you didn't see coming.
  • Learn what Magnetize does before anything else: it's the ability that wins fights.

Changelog

  1. Guide created for patch 7.41.

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