How Much Is the Warlords Earthshaker Gear Cost
Damage
49-59
100-110
137-147
Raigor Stonehoof, the Earthshaker [edit]
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 main. In restless slumbers, encased in a deep seam of rock, he became enlightened of the life globe-trotting freely to a higher place him. He grew curious.
During a flavor 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 prototype of a mortal beast, and named himself Raigor Stonehoof. He bleeds at present, and breathes, and therefore he can dice. But his spirit is withal that of the world; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the globe volition greet him every bit a prodigal son.
Whether blocking an enemy'south escape, dividing their forces, or shattering the ground beneath gathered foes, Earthshaker is at his best when he strikes without alert. Whatsoever survives the aftershocks still has a swing from his mighty totem to expect frontwards to.
Abilities [edit]
Q F
Slams the basis with a mighty totem, fissuring the world while stunning and damaging enemy units in a line. Creates an impassable ridge of rock.
Damage | 110/160/210/260 190/240/290/340 10 |
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Stun Duration | 1/1.25/1.5/i.75 |
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Fissure Elapsing | 6.5/7/seven.5/8 |
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21/19/17/15 19/17/15/thirteen
| Reduces Crack cooldown and allows you to walk on information technology. |
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| Does non pierce Spell Immunity. |
| Dispellable with strong dispels. |
The Nishian totem splits the earth to its cadre with tectonic forcefulness.
Notes
- Units hit past crevice are pushed to either side of it.
- Lane creeps and neutral creeps have express pathing effectually crevice. They will often not path around the center of fissure, and will simply go around if near the edges.
W E
Empowers Earthshaker's totem, causing it to bargain extra damage on the next attack.
| Becomes a bespeak targeted ability, causing Earthshaker to jump to the targeted spot and cast Enchant Totem there. |
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| Dispellable. |
| Cannot exist bandage while rooted. |
Raigor's gorilla forcefulness can destroy mountains.
Notes
- Merely increases base damage.
- Does not stack with Double Damage Rune.
- The totem glows when enchanted, which is also visible past enemies.
- The buff does not go consumed if the attack misses.
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Jump takes 1 2nd to land regardless of distance traveled.
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Aftershock is triggered at the terminate of the jump.
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Getting disabled in mid-air does not finish the jump's effects.
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Self casting the ability will make it behave in its original course.
E A
Causes the earth to shake underfoot, calculation boosted damage and stuns to nearby enemy units when Earthshaker casts his abilities.
Damage | 75/100/125/150 125/150/175/200 15 |
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Stun Duration | 0.6/0.9/1.2/1.5 |
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| Does not pierce Spell Amnesty. |
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| Dispellable with strong dispels. |
| Disabled by break. |
The earth trembles beneath the mighty footsteps of Raigor.
Notes
- Using items does not trigger aftershock.
Echo Slam
R C
Shockwaves travel through the ground, damaging enemy units. Each enemy hit causes an echo to damage nearby units. Existent heroes cause two echoes.
Initial Damage | 100/140/180 |
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Echo Damage | 70/90/110 150 xx |
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| Does not pierce Spell Amnesty. |
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| Cannot be disjointed. |
Tectonic plates crevice, mountains fold, and foes are crushed by the Echo Slam.
Notes
- The echoes travel at a speed of 550.
- Units killed by echo slam yet produce echoes.
- Repeat slam bounces twice off of heroes. One time off of illusions and non-hero units.
Talent Tree [edit]
Talent Tree | ||
-1.5s ![]() | 25 | +200 ![]() |
+320 ![]() | 20 | +40 ![]() |
+50 ![]() | 15 | +25 Movement Speed |
+80 ![]() | 10 | +twenty Base of operations Impairment |
General Strategy [edit]
Overview
Earthshaker's role every bit support revolves effectually positioning, map awareness, and timing. Earthshaker'southward positioning directly correlates to the effectiveness of his skills, where being on the border of a fight, aiming inwards, is platonic and nearly always crucial to landing fissure on the greatest number of enemy units. Mutual places to be are at towers behind chief farming heroes because towers hide your presence and offer the element of surprise.
Stay out of enemy range when your spells are on cooldown. This can be mitigated by breaking line of sight or by purchasing survival-based items such as Ghost Scepter and Force Staff. Earthshaker works keen against teams that create summons to push button due to the fact that his Repeat Slam ultimate deals more damage if there are more units striking.
In general, Cleft and Aftershock are maxed first. A single point in Enchant Totem is taken at around level four to add another stun from Aftershock in many situations due to the low cooldown of Enchant Totem. Because Earthshaker's set on damage is not loftier at the beginning of the game, extra levels in Enchant Totem are both unnecessary and unhelpful.
Fissure is used primarily for initiating stuns on the enemy. The stun can help set the opportunity for other spells that are difficult to land on moving targets. Fissure is an effective means of trapping/protection, creating a wall to protect your allies and cut off enemy escapes. Other techniques involve timing your cleft to counter enemy stuns and control the squad fight improve, stunning the enemy to prevent them from repositioning or casting spells. This makes enemy damage output every bit inefficient equally possible and disrupts their spell combos.
Early Game
Managing mana is very important for Earthshaker'southward early game. He starts with piffling mana and must buy items such every bit Clarity, Bottle, and Arcane Boots to continue upward with costs.
Mid Game
Earthshaker becomes a roaming ganker that is known for his stuns and crowd control. Earthshaker can block lanes, disconnect foes from their allies, and ultimately be a cluttered presence in fights at a keen range. Existence active with Earthshaker and coordinating ganks are key to playing a successful Earthshaker throughout the game.
Late Game
Careful use of your ultimate is critical. You lot must land it when and where it volition be nigh effective. This can frequently be a game winning move.
Version History [edit]
Version | Balance Changes |
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7.30e | |
| |
vii.30c | |
| |
7.thirty | |
| |
7.29 | |
| |
7.28c | |
| |
7.28 | |
| |
seven.27b | |
| |
vii.26b | |
| |
7.23 | |
| |
7.21d | |
| |
seven.21 | |
| |
7.20 | |
| |
7.19d | |
| |
7.19c | |
| |
7.eighteen | |
| |
vii.17 | |
| |
7.xiv | |
| |
7.14 | |
| |
7.13b | |
| |
vii.07 | |
| |
7.06f | |
| |
7.06 | |
| |
vii.03 | |
| |
vii.02 | |
| |
vii.00 | |
| |
6.88 | |
| |
half dozen.87 | |
| |
6.85 | |
| |
vi.83 | |
| |
half dozen.82 | |
| |
6.81b | |
| |
6.81 | |
| |
6.80 | |
| |
6.79 | |
| |
6.78 | |
| |
6.77 | |
| |
vi.75 | |
| |
half dozen.72 | |
| |
half dozen.71 | |
| |
half-dozen.66 | |
| |
half dozen.63 | |
| |
6.l | |
| |
six.49 | |
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6.39 | |
| |
6.xx | |
| |
6.16b | |
| |
six.xiii | |
| |
6.04 | |
| |
6.03 | |
| |
6.00 | |
|
Notable Players [edit]
fy | YapzOr | LaNm | Tims | Handsken |
Meet likewise [edit]
- Stun
- Trap
External links [edit]
Guides [edit]
- Standard Earthshaker (Lane) Build
- DotaFire's Builds & Guides for Earthshaker
References [edit]
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How Much Is the Warlords Earthshaker Gear Cost UPDATED
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