Dota 2 mushi earthshaker guide
Dota 2 mushi earthshaker guide
The Earthshaker super push does NOT work anymore due to the Dota 6.81 patch.
Dota 2 6.81 Changelog
Earthshaker
– Creeps no longer try to path around Fissure; they will wait for it to disappear
Take advantage of your starting 603 gold by doing the:
a) Quelling Blade + Clarity Potions Build
This is the standard self-sufficient build.
Quelling Blade x 1 = 225 gold
Clarity Potion x 7 = 350 gold
Gold spent: 575 gold
b) Quelling Blade + Observer Ward + Clarity Potions Build
This build blocks the Dire jungle pulls in order to give the enemy lane 0 EXP.
Quelling Blade x 1 = 225 gold
Clarity Potion x 4 = 200 gold
Observer Ward x 1 = 150 gold
Gold spent: 575 gold
Those opting to use build B has to ask your lane partner to plant the wards since there’s no ample time to cut trees if you do it yourself. Use the team’s courier to replenish clarity potions if necessary.
If you want to shutdown Dire’s lane experience until the super push, you can have their jungle blocked in order to prevent them from pulling their creeps into the jungle.
This is an optional step but it makes it harder for the enemy to stop the super push.
Specific trees must be cut in order to create a pathway for the diverted Radiant creeps.
First, you must go stand infront of the lantern.
Those were the bare minimum cuts.
Here’s the optimal cut. (Yes, it will be done before the 1st wave reaches the spot)
Cleared Trees
1. Aim your Fissure on this stone and use the skill on X:09 and X:39
2. Let the creeps enter your pathway.
3. Stand in this position to prevent the creeps from getting out.
4. When the clock hits X:08 or X:38, move your hero to the aiming spot from step 1.
5. Rinse and repeat until 3:00 or 3:30
Warning:
If you don’t let them push right away, the trees will regrow to trap your creeps.
The best time to unleash the creeps is when a catapult has spawned.
If the enemy team is doing this to you, you can:
1) Bypass the Tier 1 Radiant tower and destroy the trees trapping the creeps.
Classification: Preventive measures
2) Attack Earthshaker while he is using a Clarity Potion
Classification: Preventive measures
3) Pull the Radiant creeps to the jungle when they arrive.
Classification: Aftermath response
4) Pull the Radiant creeps all the way to the Dire well / Tier 2 tower (Invulnerable)
Classification: Aftermath response
Enemy Tiny pulling the creeps to the jungle all the way to the base.
Good Laning Allies:
– Axe (Tank) or Huskar (Tank plus Burning Spear harassment during the push)
Good Allies: (Join the push when the army is released.)
– Nature’s Prophet (Teleport to the lane during the push and join the festivities)
– Leshrac (Destroying towers just got faster)
When played right:
Tier 1 and Tier 2 towers go down fast.
Surprised enemy heroes with no boots / no escape mechanism die if trapped.
Back in Warcraft DotA, permanent creep blocks were banned in tournaments.
Creeps bugged out and became paralyzed after prolonged blocking.
In Dota 2, creeps have been programmed to move if it sees a path.
There’s no rule banning this trick.
(Team Liquid’s Dota 2 Team Manager after the TI3 briefing)
“Blocking creeps with abilities (Earthshaker) is allowed. All things that are in the game will be allowed” – Robin Nymann @robinnymann, Team Liquid Dota 2 Manager
Credits to: pulezan of r dota2 for discovering this in Dota 2.
Since not a lot of people have discovered how to counter the trick at the time it was published, those who did the trick and knew what they were doing have been able to snatch some wins.
The competitive viability of this trick isn’t known.
(We’ll wait until some creative professional team has the guts to include this in their strategy.)
[This space is reserved for the professional team that attempts this in a professional match]

