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. 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.
Build cheat sheet
Pick the build that fits what you want to do this game.
Builds
Simple 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.

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 VesselYour first big item.
- 2Black King BarSecond: buy it right after.
- 3Blink DaggerThird: completes your core.
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
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
- Guide created for patch 7.41.
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