HERO / GET TO KNOW THEM

Earth Spirit

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
Earth SpiritHERO GAME PLAN

What I want to do in the game

I move enemies and apply disables from a useful angle, combining my stones with the team’s focus fire.

Earth Spirit keeps the enemy in chaos and his friends in the fight. Adapting to any battle scenario, he can send his statue remnants back and forth to damage foes, or grips an ally from the jaws of death.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

04

Support · position 4

Initial recommendation

I contribute through laning, control and movement. I adapt the expensive core route to my budget.

02

Mid · position 2

Levels, lane control and joining the team at the right moment matter.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

I pick this for active control and moving heroes if I am confident in stone direction and allied follow-up.

What I watch out for

A mistaken move can save an enemy or expose an ally. Stones are limited, so the final button should not be random.

What I do in combat

Before Roll, I see my next task: stun, silence, movement or escape. I keep resources for an important response instead of spending everything on the opening effect.

What I check first

The number of stones is a resource: I save a charge in advance for an important disable or escape.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Support · position 4

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepTranquil Boots

    Provide speed and regeneration between engagements, fitting a support’s budget.

  2. 02 / FoundationUrn of Shadows

    Adds inexpensive healing or damage after participating in a kill and opens the build path to Vessel.

  3. 03 / FoundationSpirit Vessel

    Improves focus fire against heroes who rely on healing and regeneration; you need charges and a chance to use it.

  4. 04 / Next choiceBlink Dagger

    Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

  5. 05 / Next choiceBlack King Bar

    Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

What I change for the situation 3 options
Force Staff ↗

Moves me or an ally out of danger; direction depends on the target's facing.

Aghanim's Scepter ↗

Unlocks or upgrades Enchant Remnant. The exact effects are shown below in the abilities section.

Lotus Orb ↗

Lets me remove an eligible negative effect and complicates the opponent's targeted focus.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Boulder Smash

The hero strikes the chosen enemy or ally, knocking them in the direction he is facing. When cast on an area, the hero strikes the nearest target within 200, prioritizing stone remnants.

↻ 20 / 17 / 14 / 11 sec.Mana 100
Details

Earth 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.

Ability

Rolling Boulder

The hero curls into a boulder that rolls in the chosen direction after a delay of 0.6 sec., stunning enemies and dealing 60/70/80/90 + 100% of his Strength as damage. He stops upon hitting an enemy hero or being stunned.

↻ 16 / 12 / 8 / 4 sec.Mana 50
Details

The hero curls into a boulder that rolls in the chosen direction after a delay of 0.6 sec., stunning enemies and dealing 60/70/80/90 + 100% of his Strength as damage. He stops upon hitting an enemy hero or being stunned. The boulder becomes stronger when it hits a stone remnant: it rolls faster and farther, and its stun lasts longer.

Ability

Geomagnetic Grip

The hero pulls a selected stone remnant or ally towards himself. Enemies hit by the target are silenced.

↻ 13 sec.Mana 75
Details and upgrades

Earth 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.

Aghanim’s Shard

Reduces the cooldown to 3 sec. Increases pull range and speed when cast on an ally.

Ability

Magnetize

Magnetizes units in a small area around the hero, causing them to take damage for several seconds. If a magnetized hero approaches a stone remnant, it releases a powerful discharge, applying this ability to all nearby enemies and…

↻ 100 / 90 / 80 sec.Mana 100
Details

Magnetizes 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.

Innates, upgrades and other forms2 abilities +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

Innate

Stone Remnant

Creates a stone remnant at the chosen location, spending a charge that gradually replenishes. Remnants are invulnerable, do not reveal fog of war and are used by the hero’s other abilities. The ability has 7 charges.

Full description

Creates a stone remnant at the chosen location, spending a charge that gradually replenishes. Remnants are invulnerable, do not reveal fog of war and are used by the hero’s other abilities. The ability has 7 charges. Each unused charge passively increases the owner’s attack damage by 3%. Using a remnant with an ability grants a temporary, non-stacking 7.5% attack damage bonus for 10 sec.

From Aghanim’s Scepter

Enchant Remnant

Enchants a selected hero, turning them into a stone remnant. After a time, the remnant shatters, releasing the target and damaging nearby enemies.

Full description

Earth 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.

Valve base stats +
Health · base
626
Mana · base
279
Damage · Valve field
48–52
Armour · Valve field
2.83
Movement speed
290
Attack range
150
Strength · base / gain
23 / 3.8
Agility · base / gain
17 / 2.4
Intelligence · base / gain
17 / 2.1

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

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One hero. Many decisions.

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