Kaolin, the Earth Spirit, is a melee strength hero with great utility, possessing a wide array of disables in all of his basic abilities.
Unlike most heroes, his abilities revolve around an innate ability, Stone Remnant, which allows him to place statues that can be used to augment his abilities. Using his abilities in tandem with these remnants, Earth Spirit can slow enemies with Boulder Smash, stun them and initiate with Rolling Boulder, and silence them with Geomagnetic Grip. His ultimate, Magnetize, inflicts nearby enemies with a damage over time debuff, and allows him to spread the slow and silence from his abilities to other nearby enemies while refreshing the debuff duration by using his Stone Remnants, stopping entire groups of enemies in their tracks. With good timing and skill he can initiate fights from a distance, and given the right circumstances can deal a surprising amount of damage to both single and multiple targets, all the while disrupting enemy positioning allowing for easy kills. A useful ally and a dangerous enemy, the Earth Spirit’s versatility and flexibility make him an ideal hero in almost any lineup or lane.
[external_link_head]Mục Lục
Bio[]
Kaolin, the Earth Spirit
▶️ “Through conflict, one’s nature is revealed.”
Deep amid the Upland crags and cliffs there runs a seam of sacred jade long foresworn by highland miners. From this rare material, the likeness of the great general Kaolin was carved and buried at the head of a stone funerary army ten thousand strong—a force of soldiers and holy men, jesters and acrobats, carved by crafstmen and entombed for millennia in the dark embrace of the Earth.
What the craftsmen had not known was that within the strange seam of jade flowed the spirit of the Earth itself—an elemental force at one with the planet. When the force within the carved jade found itself cut off from the life’s blood of the world, it gathered its strength over the course of a thousand years and dug itself free and into the light. Now the great Kaolin Earth Spirit strides the Upland roads, fighting for the spirit of the Earth; and in times of need calls forth remnants of his buried army still locked in the loving embrace of the soil.
Abilities[]
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 Stone Remnant in a 200 radius. 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.
Cast Animation: 0.01+0
Unit Cast Range: 150
Stone Cast Range: 200
Damage & Slow Radius: 180
Damage: 105/170/235/300
Knockback Speed: 900
Unit Knockback Distance: 480/600/680/800 ( 780/900/980/1100)
Stone Knockback Distance: 2000 ( 2300)
Stone Move Speed Slow: 50%
Stone Slow Duration: 1.25/2.5/3.25/4
22/
100
Cannot target spell immune units. Does not attempt to damage or slow spell immune enemies.
Can target spell immune units under the effect of Enchant Remnant.
Blocked fully only when primary target.
Modifiers
modifier_earth_spirit_boulder_smash: Dispellable with death only.
modifier_earth_spirit_boulder_smash_debuff: Dispellable with any dispel.
Ability Draft Notes:
It is with the power of a mountain that Earth Spirit strikes his enemies.
Notes:
- Boulder Smash has different targeting rules based on whether Earth Spirit wants to smash a distant remnant, nearby remnant or a unit.
- Smashing a distant remnant:
- To do this, the ground must be targeted. There must be a Stone Remnant within 200 radius around the targeted point.
- If a remnant is found, he walks towards the point until the remnant is within 200 range.
- Any remnant he meets on the way are ignored. Only the closest remnant to the targeted point is smashed.
- Upon reaching the remnant, he smashes it towards the direction he approached it from.
- Smashing a nearby remnant:
- To do this, the ground must be targeted. There must not be a Stone Remnant within 200 radius around the targeted point.
- There must be a Stone Remnant within 200 radius around Earth Spirit.
- Boulder Smash has a default cast range of 2000. This range allows him to aim the Stone Remnant precisely.
- When targeting beyond 2000 range, he walks up until the point is within range. If there is a remnant nearby, he smashes it.
- Smashing a unit:
- To do this, the unit must be directly targeted.
- There must not be a Stone Remnant between Earth Spirit and the targeted unit.
- He walks up until the target is within 150 range and smashes it towards the direction he approached the target from.
- If he meets a remnant while walking up to the target, he smashes the remnant towards the targeted unit instead.
- Cannot be cast on allies who have ☐ Disabled Help from Earth Spirit.
- Boulder Smash first applies the damage, then the knockback debuff. Smashed remnants first apply the damage, then the slow debuff.
- The movement speed slow is applied to all enemy units within the radius of a smashed remnant. A smashed unit is not slowed and does not slow.
- Damage is applied to all enemy units within the radius of a smashed Stone Remnant or smashed unit.
- The smashed enemy is damaged instantly upon cast.
- Smashed allies are not damaged.
- Smashed units are not disabled during the knockback, and are able to act freely during it. Does not interrupt channeling abilities.
- Cannot be cast on ancient creeps.
- Can move units and Stone Remnants over impassable terrain.
- Destroys trees which the targeted units or Stone Remnant collide with during the knockback.
Earth Spirit gathers himself into a boulder and, after a 0.6s delay, rolls toward the target location, damaging 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.
Cast Animation: 0.01+0
Cast Range: 3000
Effect & Collision Radius: 160
Effect Delay: 0.6
[external_link offset=1]Default Roll Distance: 750 ( 1075)
Stone Roll Distance: 1500 ( 2150)
Damage: 70/90/110/130 ( 190/210/230/250)
Stun Duration: 0.4/0.6/0.8/1 ( 1/1.2/1.4/1.6)
Stone Stun Duration Bonus: 0.4/0.6/0.8/1
16/
50
Collides with, and attempts to damage spell immune enemies.
Getting rooted while already rolling does not cancel the rolling.
Modifiers
modifier_earth_spirit_rolling_boulder_caster: Dispellable with death only.
modifier_stunned: Dispellable with strong dispels.
Ability Draft Notes:
Calling upon his connection to the land, the Earth Spirit draws loose stone to him, which forms a protective ball that he can use to roll short distances.
Notes:
- Rolls at a speed of 800 and always rolls the full distance when not colliding with an enemy hero.
- The stun is applied to all enemy units (except for Couriers) in the path, not just the hero it collides with.
- Rolling Boulder first applies the damage, then the debuff.
- While rolling, Earth Spirit is rooted and disarmed, so he cannot move, blink or attack during it.
- Other abilities and items can be used normally while rolling, except for Rolling Boulder, which cannot be re-cast while rolling.
- When colliding with an enemy hero, Earth Spirit is placed 80 range away from them, on the opposite side he collided into them from.
- Does not affect invulnerable units and heroes. Cannot collide with invulnerable heroes. Fully affects invisible units.
- Can move Earth Spirit over impassable terrain. Destroys trees Earth Spirit collides with while rolling.
- Rolling Boulder is canceled when Earth Spirit gets stunned, cycloned, hexed, slept, hidden, feared, hypnotized or hit by Forced Movement at any time during it.
- It is not canceled by taunts. Instead, Earth Spirit starts attacking the taunting unit once the rolling stops.
- Non-disabling forced movement does not cancel Rolling Boulder when applied while he is stationary, but does once the rolling begins.
Affects
Enemies
( Allies)
Earth Spirit pulls the target Stone Remnant. Enemies struck by the gripped target will be silenced and take damage.
Cast Animation: 0.01+0
Cast Range: 1100
Effect Radius: 180
Stone Damage: 50/100/150/200
Stone Pull Speed: 900
Unit Pull Speed: 600
Silence Duration: 2/2.5/3/3.5 ( 5/5.5/6/6.5)
13
100
Cannot target spell immune units. Does not attempt to damage or silence spell immune enemies. Silence persists if debuff was placed before spell immunity and when not dispelled.
Can target spell immune units under the effect of Enchant Remnant.
Not blocked when cast on an enemy hero affected by Enchant Remnant.
Modifiers
modifier_earth_spirit_geomagnetic_grip: Dispellable with strong dispels.
modifier_earth_spirit_geomagnetic_grip_debuff: Dispellable with any dispel.
Ability Draft Notes:
Like calls to like. Even the minerals found in the blood and bones of living beings are not immune to the call of the Earth Spirit.
Notes:
- When ground-targeted, a Stone Remnant within 180 radius of the targeted point is pulled.
- When no Stone Remnants are within the range, the ability is not cast, and nothing happens.
- In order to pull a unit, it has to be unit-targeted. Cannot target allied heroes, including creep-heroes.
- With the level 25 talent, Geomagnetic Grip can target allied heroes and creep-heroes.
- Silence is applied to all enemy units within the radius of a pulled unit or remnant.
- Damage is applied to all enemy units within the radius of a pulled Stone Remnant. A pulled unit is not damaged and does no damage.
- Targeted units are not disabled during the pull. They are able to turn, attack, cast abilities, and use items.
- Geomagnetic Grip does not interrupt the target’s channeling abilities.
- Destroys trees within 200 radius around the targeted unit during the pull.
- The pulled remnant first applies the debuff, then the damage.
- When cast on allies or Stone Remnants affected by Boulder Smash, the smash will be canceled out by the grip.
- Can move allies and Stone Remnants over impassable terrain.
Call 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.
Cast Animation: 0+0
Cast Range: 1100
Remnant Duration: 60
Number of Charges: 7 ( 11)
Charge Replenish Time: 20
Vision Radius: 375
0
Causes Stone Remnant to provide 375 ground vision. Increases charge count by 4.
Modifiers
modifier_earth_spirit_stone_thinker: Undispellable. Persists death.
Ability Draft Notes:
This ability is bound to Magnetize, instead of being innate to Earth Spirit.
Earth Spirit calls forth a remnant of his stone army, long buried with him in the dark embrace of the Earth.
Notes:
- This is an innate ability and does not need to be learned.
- Earth Spirit begins the game with all 7 charges.
- ↓↓ Double-tapping places a Stone Remnant 100 range in front of Earth Spirit.
- An enemy Rubick can make use of the same remnants when stealing and using one of Earth Spirit’s abilities.
- Stone Remnants can be seen through the Fog of War by all players.
- Enemies can also see and hear the following effects through the Fog of War:
- With Aghanim’s Shard, Stone Remnant provides ground vision.
- Instantly grants 4 charges upon acquiring Aghanim’s Shard.
- Alt creates a range indicator around all Stone Remnants, showing their vision range.
Earth Spirit temporarily enchants a hero, granting them the properties of a Stone Remnant. After 3 seconds the remnant shatters, releasing the hero and damaging nearby enemies.
Can be used on Earth Remnants. Has a 5 second cooldown when used that way.
Cast Animation: 0.2+0.57
[external_link offset=2]Cast Range: 125
Damage Radius: 450
Damage: 450
Duration: 3
45/
150
Can be cast on spell immune allies.
Cannot be cast on spell immune enemies.
Does not attempt to damage spell immune enemies.
Modifiers
modifier_earthspirit_petrify: Dispellable with death only.
Ability Draft Notes:
Kaolin uses the elemental power of the Earth to temporarily petrify living beings, so that they might be conscripted into his stone funerary army.
Notes:
- Requires Aghanim’s Scepter to be unlocked.
- Can be cast on any hero, illusions and clones, allied or enemies, except on creep-heroes.
- ↓↓ Double-tapping automatically target self.
- Provides True Sight over the target for the full duration.
- An enchanted hero is fully disabled, invulnerable and interacts with Earth Spirit’s abilities just like a regular Stone Remnant would. Stone Remnant notes fully apply.
- For Rolling Boulder: Enchanted heroes double the rolling distance, ending the enchantment early. Earth Spirit does not collide with them.
- For Geomagnetic Grip:
- Enchanted heroes (allied and enemy) are pulled at a speed of 900 and apply the damage.
- If the enchantment expires during Geomagnetic Grip, it still is pulled at a speed of 900 but stops applying the damage.
- For Magnetize: Enchanted heroes receive, refresh and spread Magnetize when within its stone search radius.
- Can be cast on Stone Remnants as well, using the lower cooldown when doing so.
- The Stone Remnant cannot expire while affected by Enchant Remnant. However, it gets destroyed once Enchant Remnant expires on it.
- The area damage at the end hits all enemies, not just heroes.
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.
Cast Animation: 0.01+0
Radius: 350
Stone Search Radius: 400
Stone Refresh Radius: 600
Damage per Second: 40/80/120
Duration: 6 ( 8)
100/
100
Places debuff on and attempts to damage spell immune enemies. Can spread to and refresh debuff on spell immune enemies. Does not silence or slow spell immune enemies when another magnetized enemy is hit by Boulder Smash or Geomagnetic Grip.
Modifiers
modifier_earth_spirit_magnetize: Dispellable with any dispel.
At the Earth Spirit’s call, the minerals in the blood and bones of his enemies rebel against the bodies they find themselves in.
Talents[]
Recent Changes[]
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- Notes: Holding Alt creates a range indicator around the remnants, showing the vision radius.
Recommended Items[]
Starting items:
Early game:
Mid game:
Late game:
Situational items:
- Observer Ward provides vision so gankers like Earth Spirit can set up kills for team.
- Arcane Boots are almost essential on Earth Spirit if no other mana regenerating items are built. As a strength caster, he benefits greatly from the larger mana pool, as well as the mana replenishment given upon activation. Arcane Boots also greatly benefit your team, especially if your allies are having mana issues.
- Eul’s Scepter of Divinity can be useful to build in situations where farming a more expensive item is prohibitive. It improves Earth Spirit’s mana pool and regeneration, ensuring that he will always have the mana to cast his spells, and the extra movement speed allows him to move into position for his spells more easily without resorting to using a Blink Dagger or Force Staff. Furthermore, the active cyclone can be used to make yourself temporarily invulnerable while also dispelling debuffs such as silences, or instantly disable an enemy to set up your other spells.
- Glimmer Cape is a cheap utility item can make Earth Spirit highly elusive and give him additional initiation power that augments his already strong mobility. The active can allow him to initiate invisibly, cloak himself for escapes when combined with Rolling Boulder, or give him strong magic resistance when jumping in during teamfights. It also allows him to do the same for allies, and synergizes with his ability to save teammates by pulling them from harm using Geomagnetic Grip.
- Ghost Scepter‘s active makes Earth Spirit immune to physical attacks, useful to escape from enemy carries.
- Solar Crest gives Earth Spirit strong resistance against physical damage with bonus armor, and the passive mana regeneration keeps his mana pool topped up. The active can be used on allies or enemies, giving Earth Spirit even more utility beyond his already potent disables.
- Heaven’s Halberd is useful against the enemies which rely on their attacks. The disarm will render the targeted hero unable to attack, making most hard carries useless until the effect wears off. Heaven’s Halberd will also give Earth Spirit extra health, status resistance, and evasion, all helpful for staying alive in fights.
- Rod of Atos grants attributes to give health and mana, as well as a root so Earth Spirit can better aim his abilities at immobile targets.
- Blade Mail is a useful mid-game item that gives Earth Spirit many positive benefits. The intelligence shores up his small mana pool, the armor gives him survivability against physical damage, and the attack damage gives him more physical damage output which helps him farm late-game items more easily as needed. But most importantly, using the item’s active ability while initiating can discourage the enemy from attacking you, giving you more time to cast your spells as needed.
- Mekansm improves Earth Spirit’s already good armor and health regeneration, and is a good utility pickup for your team. Keep in mind though, it has an extremely high mana cost, more than any of your other spells, so it is necessary to increase the size of your mana pool first. If you don’t, you may render yourself unable to cast your other spells after healing your team, or healing your team after pulling off your spell combo. Remember to check whether a teammate is going to purchase Mekansm, as a team only needs one.
- Pipe of Insight is useful in most situations, but especially against a team of casters. The extra magic resistance helps keep Earth Spirit alive during initiations, and the active protects all allies from magical damage for a short period of time. Furthermore, the additional health regeneration allows Earth Spirit to remain out in the field for longer without having to return to base to heal.
- Lotus Orb protects Earth Spirit from targeted spells, or allows him to share that protection with allies. The item provides health and mana regeneration, as well as armor and additional bonus damage.
- Shiva’s Guard greatly increases Earth Spirit’s physical survivability as well as the size of his mana pool. The active ability can be used in conjunction with initiating a teamfight with Rolling Boulder, as you can apply the blast to the entire enemy team almost instantly, slowing them down enough to catch them all with Magnetize.
- Scythe of Vyse improves Earth Spirit’s mana regeneration and attributes. Furthermore, it gives him hex, an instant disable to control a key target.
- Guardian Greaves can drastically improve Earth Spirit’s survivability when initiating teamfights. When upgraded from Arcane Boots and Mekansm, it removes Mekansm’s mana cost while providing Earth Spirit with a strong teamfight aura and a self-dispel to remove debuffs from himself.
Gameplay[]
Audio[]
History[]
Equipment[]
Trivia[]
- Like Brewmaster, Storm Spirit and Ember Spirit, Earth Spirit was a Pandaren in DotA. However, he was re-skinned to avoid copyright issues with Blizzard Entertainment, since Pandaren are a race of creatures in the Warcraft Universe.
- Stone Remnant is called Stone Caller in DotA, and it summons an actual Rock rather than a Remnant. Its function and mechanics are the same.
- Stone Remnant is still named Stone Caller in Dota 2’s NPC files.
- Earth Spirit’s original design included a hat, but this was scrapped before release. It is still visible on his Stone Remnants.
- Earth Spirit’s name, Kaolin, is a reference to a type of fine white clay of the same name.
- Earth Spirit’s lore draws inspiration from the Terracotta Army, a collection of statues depicting Chinese emperor Qin Shi Huang Di’s armies.
- Earth Spirit’s quote “The spirit is willing, but the flesh is weak” may be a reference from Matthew 26:41 in the Bible (KJV).
Gallery[]
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Concept art
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Concept art
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Concept art
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All seven Stone Remnant poses
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Ability icon progress [?]
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Hero icon progress
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