* Poison Attack and Viper Strike allowing to kite and slow Earthshaker significally, putting Blink Dagger on cooldown and preventing him from initiating or re-initiating.
* Nethertoxin breaks Aftershock. The silence from Level 25 talent also prevents Earthshaker from initiating or re-initiating.
Additional:
* Being a melee hero, Earthshaker's movement is liable to suppression by Poison Attack and Viper Strike.
* Earthshaker's kit, with the exception of Enchant Totem, deals magic damage. Corrosive Skin effectively blunts his killing potential with a standard Blink combo among other things.
* Viper Strike can disable Aftershock, which removes the stun and bonus damage from Enchant Totem and Echo Slam.
* Corrosive Skin will protect Viper from Techies' magical damage.
* Even though Reactive Tazer will disarm Viper if he attacks Techies with Poison Attack, he does lots of damage with his other abilities that can still kill Techies.
* Death Prophet's Crypt Swarm and Spirit Siphon can repetively damage Earthshaker, preventing him from using Blink Dagger.
* Silence can be used to silence Earthshaker after he blinks in with Blink Dagger, preventing him from executing his combo.
* Spirits from Exorcism are completely invulnerable and cannot interact with anything at all, which will greatly weaken damage from Echo Slam. This can put Earthshaker in a serious disadvantage against Death Prophet.
* Exorcism's ghosts will automatically clear all Proximity Mines revealed when Death Prophet walks near them, provided that the ghosts do not have a specific target at that time.
* Death Prophet is a natural Eul's Scepter of Divinity carrier, meaning she can easily escape a Blast Off initiation.
* Her Psionic Traps will usually disable Earthshaker's Blink Dagger prior to a teamfight, preventing him from initiating.
* Refraction blocks all of Earthshaker's abilities.
* Refraction can be very useful in safely neutralizing Proximity Mine fields, or absorbing Techies' Blast Off combo.
* Venomancer's slows and magical damage-over-time works well against Earthshaker's which completes lack of mobility.
* Plague Wards are useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his Blink Dagger on cooldown if Venomancer has vision over Earthshaker.
Additional:
* Earthshaker can be kited by Venomancer's slows, which is lack of mobility.
* Plague Wards is very useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his Blink Dagger on cooldown.
* Plague Wards may reveal a hiding Techies. If there's a sentry nearby, they may also reveal a stack of mines hidden in a juking spot.
* Earthshaker must be careful not to use Blink Dagger or Aghanim's Scepter upgraded Enchant Totem to blink into Riki's Smoke Screen or Night Stalker's Crippling Fear, as these field effects will instantly silence Earthshaker and prevent him from initiating.
Additional:
* Fissure has a short stun and creates an impassable ridge. However, Night Stalker can fly over it during Dark Ascension.
* Night Stalker can find Earthshaker, disable his Blink Dagger with Void, and then take him out with Crippling Fear.
* Earthshaker may fail his blink combo against Night Stalker's team if he is not careful, as he can blink into the silence.
* Dark Ascension also allows Night Stalker to fly over Proximity Mines without triggering them.
* Crippling Fear is effective in stopping Techies from using Blast Off and Void is effective in stopping them from running to the safety of their mines.
* Aphotic Shield makes it less likely for allies to be killed by mines.
* Because they explode in very short intervals, a stack of Remote Mines will always trigger Borrowed Time, making them impossible to kill Abaddon unless his resistances are lowered enough or Abaddon is affected by Break.
* Abaddon can easily dispel the long-lasting root of Stasis Trap on himself and on an ally, while at the same also providing protection against the other mines' damage.
Additional:
* Borrowed Time's automatic activation will help Abaddon survive a field of Proximity Mines or a Blast Off combo. However, the damage from a single mine can kill him if his HP is low enough.
* Aphotic Shield's can easily break Techies' Etheral Blade combo.
* Oracle can negate all of Techies' skills with Fate's Edict, as they are all magic damage. Fate's Edict can also be used to search and trigger Proximity Mines when crossing mined territory.
* Oracle can dispel Reactive Tazer off Techies, as well as the silence from Blast Off!, with Fortune's End.
* Oracle can further delay Techies' burst damage capability with False Promise.
Additional:
* Fate's Edict gives 100% magic resistance, which prevents most of Techies' damage.
* Oracle's Fortune's End dispels Reactive Tazer buff from Techies allowing him to be attacked. However, Reactive Tazer will instantly perform the area of effect disarm that is normally applied at the end of the duration.
* Fortune's End will also dispel Blast Off silence, Techies' Etheral Blade, Proximity Mines' magic resistance reduction, and Sticky Bomb's slow. However beware that it will only dispel Sticky Bomb's first or second instance of slow and not the damage, which will trigger as normal.
* Familiars can fly over the mines, rendering them safe from damage of Techies's mines. Visage can also use Familiars to check for mines on the map.
* Techies's low attack speed and damage will give them a hard time in destroying Visage's Familiars, and that can become even worse if they are affected by Grave Chill.
* Gravekeeper's Cloak allows Visage to survive Damage from Techies's mines.
* Wraith King's skeletons from Vampiric Spirit keeps the choke points and rune spawns safe from Proximity Mines.
* Wraith King is not afraid to go into a field of Proximity Mines, wherever he goes as long as Reincarnation is off cooldown .
Additional:
* Wraith King is not afraid to walk into mines, whenever he goes with his Reincarnation ready.
* Outworld Destroyer's pure and magical damage is particularly effective against Earthshaker.
* Astral Imprisonment catches Earthshaker while he blinks in, preventing him from executing his combo.
* Earthshaker has mana troubles, and Outworld Destroyer's abilities can press this by stealing intelligence comes from Arcane Orb, therefore depleting his mana pool and mana regeneration.
* Sanity's Eclipse deals high damage to Earthshaker, due to his low intelligence and mana pool.
* Battery Assault will continuously interrupt Earthshaker's long cast animations.
* Power Cogs can also trap Earthshaker after he initiates.
Additional:
* Battery Assault interrupts Earthshaker's long cast animations, preventing him from using any abilities apart from Echo Slam.
* Power Cogs often separate the battlefield so that both enemies and allies are unlikely to cluster.
* Rocket Flare allows Clockwerk to scout Earthshaker before a fight starts and potentially cancel his Blink Dagger.
* Hookshot enables Clockwerk to catch Earthshaker before he gets a chance to initiate a fight.
* Shadow Demon's spammable illusions can be used to scout Techies' Proximity Mines.
* Geomagnetic Grip can be used to silence Earthshaker after he blinks in, preventing him from executing his combo.
* Magnetize does damage over time and thus disables Earthshaker's Blink Dagger for a long time.
* Ignite can prevent Earthshaker from escaping and/or initiating with Blink Dagger.
* Fireblast and Unrefined Fireblast may help prevent Earthshaker follow through with his combo after landing an Echo Slam.
* Arcane Bolt allows Skywrath Mage to harass Earthshaker out of lane.
* Ancient Seal is an instant silence that can be pre-cast onto Earthshaker to disrupt his combo, before he uses Blink Dagger to initiate.
* Mystic Flare will nuke Earthshaker down while he stands in place during his long cast animations.
* Windrun can be used to dodge Earthshaker's abilities if Windranger has a quick reaction time.
* Focus Fire and Windrun allows Windranger to kite Earthshaker.
* A Windranger with fast fingers can prevent Earthshaker from using Fissure with Shackleshot.
* Juggernaut can trigger Proximity Mines while in Blade Fury, and can walk away from a initiation with Blast Off if Blade Fury is activated before the silence.
* Juggernaut ignores Reactive Tazer when he uses Omnislash, whether Techies used it to protect an ally or themselves.
* Thunder Strike can be used to cancel Earthshaker's Blink Dagger.
* Glimpse brings Earthshaker back after he jumps on Aghanim's Scepter upgraded Enchant Totem.
* Static Storm if used on a fight can prevent Earthshaker from executing his combo after blinking in with Blink Dagger.
* Supernova allows Phoenix to save himself (or an ally, with Aghanim's Scepter) through Echo Slam. Earthshaker will also have a difficult time destroying the supernova, due to his low base attack time and poor agility.
* Icarus Dive can pass through Earthshaker's Fissure.
* Most of Phoenix's abilities disable Earthshaker's Blink Dagger for a good period of time due to the damage-over-time nature of its spells.
* Both Ice Path and Macropyre are the good setup against Earthshaker after he jumps in with Blink Dagger, and stay out of Echo Slam initiation radius.
* Jakiro's damage over time abilities can potentially disable Earthshaker's Blink Dagger.
* Static Link drains the damage bonus from Enchant Totem, until he purchase Aghanim's Scepter or Force Staff to break it.
* Storm Surge with Razor's high mobility items can easily avoid all of Earthshaker abilities.
* Plasma Field & Eye of the Storm prevents Earthshaker escaping from Blink Dagger.
Additional:
* Static Link drains Earthshaker's bonus damage from Enchant Totem until he purchases an Aghanim's Scepter or Force Staff to break it.
* Eye of the Storm and Plasma Field can disable Earthshaker's Blink Dagger, preventing him from initiating or re-initiating.
* Luna's Lucent Beams and Eclipse will prevent Earthshaker from initiating or re-initiating.
* Aghanim's Scepter upgraded Eclipse can be used to counter-initiate against Earthshaker after he uses Aghanim's Scepter upgraded Enchant Totem.
* Skilled Luna can buy either {I|Gleipnir
Additional:
* Luna's Lucent Beams and Eclipse will prevent Earthshaker from initiating or re-initiating.
* Aghanim's Scepter upgraded Eclipse can be used to counter-initiate against Earthshaker after he uses Aghanim's Scepter upgraded Enchant Totem.
* Skilled Luna can buy either {I|Gleipnir
* Frequent healing from Death Pulse and Mekansm/Guardian Greaves or Pipe of Insight makes it difficult for Earthshaker to execute his combo with Echo Slam.
* Necrophos usually buys Radiance to improve their burning aura damage from Heartstopper Aura will usually disable Earthshaker's Blink Dagger prior to a teamfight, preventing him from initiating or re-initiating.
* Reaper's Scythe allows to kill Earthshaker while he blinks in, preventing him from executing his combo (although Earthshaker is rarely a primary target).
* Thanks to Counterspell's magic resistance, Anti-Mage has a good chance of surviving a Blast Off combo.
* Anti-Mage is a natural Manta Style carrier, meaning he can dispel the silence from Blast Off and blink away when Techies initiates on him.
* Earthshaker's stuns will rarely save him once Huskar has initiated on him with Life Break.
* A full initiation combo will not kill Huskar, only lower his health and increase his attack speed.
* Spectral Dagger can be used to traverse past Fissure.
* Haunt will usually disable Earthshaker's Blink Dagger prior to a teamfight, preventing him from initiating.
* On the other hand, Haunt will amplify damage done from Echo Slam. Use this to your advantage.
Additional:
* Spectre can use Haunt to intercept and disrupt Earthshaker's initiation attempts.
* Spectral Dagger can be used to traverse past Fissure.
* Earthshaker often travels alone when he is trying to initiate, so Desolate can be very effective against him.
* Beware that the Haunt illusions amplify the damage done from Echo Slam, which can prove fatal for Spectre's own team.
* Thundergod's Wrath will often disable Earthshaker's Blink Dagger before a fight starts.
* Shrapnel can be used to disable Earthshaker's Blink Dagger from long range.
* Take Aim allows Sniper to harass Earthshaker in lane, and stay out of Echo Slam initiation radius.
Additional:
* Sniper is able to kite Earthshaker with his very long range.
* Sniper can dodge Earthshaker's stuns like Fissure and Enchant Totem with mobility items such as Blink Dagger, Force Staff/Hurricane Pike and Shadow Blade/Silver Edge.
* Sharpnel can be used to cancel Earthshaker's Blink Dagger and preventing effective use of his Echo Slam in a majority of situations.
* Phase Shift allows Puck to dodge all of Earthshaker's abilites.
* Waning Rift disables Earthshaker's stuns, leaving him and his team vulnerable.
* Dream Coil takes a stun from Earthshaker if he tries to escape from Blink Dagger or Enchant Totem upgraded from Aghanim's Scepter.
* Techies spends lots of time standing still planting stacks of Land Mines away from creep waves.
* Sacred Arrow can be used to scout hidden Land Mines among trees and at uphill places. It can also be used to catch Techies while he's planting them.
* If Techies is hit with a Sacred Arrow, he can be killed before he has a chance to use Blast Off!.
* Mirana has a high attack range to destroy his traps from a safe distance.
* As long as Batrider is under the effect of Firefly, he can safely fly over Proximity Mines (He does not receive vision over the mines).
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden, Enchantress, Gyrocopter, Lion, Riki, Techies, Terrorblade, Necrophos, Invoker.
* Heroes with no mobility will take some good damage from Sand King's spells: Dragon Knight, Jakiro, Pugna, Earthshaker.
* Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate: Clinkz, Slark, Storm Spirit
* Warlock often stays back and counter-initiates by dropping his Chaotic Offering on Earthshaker and his allies.
* Silencer's Global Silence and Doom's Doom makes Earthshaker temporarily useless.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Invoker's E.M.P. is extremely effective against Earthshaker due to his low natural mana.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Silencer's Global Silence and Doom's Doom makes Earthshaker temporarily useless.
* Echo Slam will deal immense damage due to the amount of creeps Chen will have.
* Fissure and Enchant Totem deal large amounts of AOE damage, wearing down non-ancient creeps that Chen converts.
* Techies can easily catch Chen off guard and kill him quickly with Blast Off! and Ethereal Blade combo, especially because Blast Off! can silence Chen and stun him when upgraded with Aghanim's Shard.
* However, Chen's converted creeps can trigger Proximity Mines, wasting them.
* Echo Slam is good against Snowball since it bunches everyone up. This can set up some prime opportunities for Blink Echo Slams.
* After using Snowball, Tusk can't control where he's going, allowing Techies to make him roll onto mines.
* Echo Slam will deal a colossal amount of damage to your Phantasms, as will Fissure at lower levels.
* The area stuns from Aftershock will always stun Chaos Knight's illusions, since they can't use Black King Bar.
* However, Earthshaker should not attempt to fight a farmed Chaos Knight, since he will be completely obliterated by Chaos Knight's colossal damage output, even if he managed to land an Echo Slam
Additional:
* Echo Slam's damage potential increases due to Chaos Knight's Phantasm illusions.
* Techies has great area of effect damage to deal with Phantasm illusions.
* Blast Off silences Chaos Knight, stopping him from using his disables and allowing his teammates to walk away from his heavy damage.
* Reactive Tazer will disarm all of Chaos Knight's illusions even if he has activated his Black King Bar.
* Each of Meepo's clones count as real heroes, meaning that an Echo Slam hitting them will deal catastrophic damage to Meepo and his team.
* Eathshaker's AoE stuns can interrupt Meepo's Poof cast animation.
Additional:
* Echo Slam will deal catastrophic damage against a cluster of Meepos and anyone nearby.
* Aftershock allows Earthshaker's abilities to potentially stun any number of Meepos for a fairly long duration, often enough to finish one off.
* Reactive Tazer can lock multiple Meepos in place and prevent them from Poofing.
* Proximity Mines, Sticky Bomb and Blast Off! can deal heavy magic damage to multiple Meepos.
* Earthshaker's Aftershock combos and Fissure can stun Muerta consecutively and minimize Pierce the Veil's effective duration.
* Heroes that commonly attack ethereal units will not have any problems against Muerta's Pierce The Veil: Tinker, Jakiro, Lina, Luna, Pugna or Ogre Magi, Enigma, Batrider, Techies, Broodmother, Dawnbreaker, Shadow Shaman, Bane, Tinker, Venomancer, Arc Warden.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief: Necrophos, Phoenix, Alchemist, Earthshaker, Razor, Tinker, Leshrac, Queen of Pain
* Proximity Mines can be placed near trees to detect Monkey King.
* Follow up with Blast Off! to destroy the tree, causing Monkey King to take high damage, fall from the tree, and become stunned.
Additional:
* Techies can turn his tree jumping ability against him, by placing Proximity Mines that will detect him near trees, and then destroying the trees around him with Blast Off, stunning him and dealing high damage, on top of him being silenced when the stun expires.
* Monkey King's mobility is also severely limited around Techies' mines as he will almost always trigger them due to the cooldown time between tree jumps. Monkey King will be forced to take mine damage or escape with Primal Spring.
* Earthshaker's many stuns can lock down slippery heroes like Slark in his Shadow Dance and Weaver in his Shukuchi.
* Techies is very good against roaming supports and gankers such as Bounty Hunter, Riki, Weaver, Earthshaker, Nyx Assassin, etc. that are constantly moving around the map.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's Aghanim's Scepter upgraded Eclipse, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Mars's Arena of Blood, Jakiro's Macropyre, Dual Breath and Ice Path, Naga Siren's Song of the Siren, Razor's Eye of the Storm and Plasma Field, Lina's Light Strike Array, Broodmother's Spinner's Snare from Aghanim's Scepter, Elder Titan's Earth Splitter and Echo Stomp, Alchemist's Unstable Concoction and Acid Spray, Queen of Pain's Sonic Wave, Dark Seer's Wall of Replica and Vacuum, Venomancer's Noxious Plague and Poison Nova from Aghanim's Scepter, Oracle's Fortune's End and Rain of Destiny from Aghanim's Shard, Bloodseeker's Blood Rite, Enigma's Black Hole and Midnight Pulse, Shadow Fiend's Requiem of Souls, Batrider's Aghanim's Scepter upgraded Flaming Lasso, Firefly, Flamebreak and Sticky Napalm, Ancient Apparition's Ice Blast, Sand King's Epicenter, Sand Storm and Burrowstrike, Gyrocopter's Call Down, Ember Spirit's Sleight of Fist, Death Prophet's Exorcism and Silence, Monkey King's Wukong's Command, Crystal Maiden's Freezing Field, Muerta's The Calling, Medusa's Stone Gaze, Zeus's Nimbus from Aghanim's Scepter. Dark Willow's Bramble Maze, Pangolier's Swashbuckle, Grimstroke's Soulbind, Ink Swell and Stroke of Fate, Earthshaker's Echo Slam and Fissure, Puck's Dream Coil and Waning Rift, Winter Wyvern's Winter's Curse, Magnus's Reverse Polarity.
* Heroes that provide vision will see Fiend's Gate coming: Techies, Templar Assassin, Treant Protector.
* Having many summons out will cause Echo Slam to deal extra damage.
* Morphling usually has low max health due to shifting strength into agility, which combined with Blast Off's silence will prevent him from using Waveform and Adaptive Strike (Strength), leaving him defenseless and making him an easy target to burst down.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Heroes with abilities that can lock down Terrorblade and prevent him from using Sunder: Bane, Batrider, Earthshaker, Elder Titan, Faceless Void, Invoker, Legion Commander, Mars, Primal Beast, Riki, Shadow Shaman, Silencer, Vengeful Spirit, Void Spirit.
* Techies deals lots of magical damage with Sticky Bomb, Blast Off! and Proximity Mines that bypasses Terrorblade's high armor and can punish his low max life.
* Sticky Bomb is easy to land on a large clump of Terrorblade illusions and will damage and slow Terrorblade and all of his illusions if he can't quickly move the right one away.
* Reactive Tazer upgraded with Aghanim's Scepter can be used to protect an ally getting attacked by Terrorblade. Further, it disarms all of his illusions even while he has activated Black King Bar, greatly decreasing his damage.
* Blast Off! stuns Terrorblade, preventing him from casting Sunder.
* Remote Mines are frequently placed in trees, and can thus kill an unwary Hoodwink should she Scurry away due to her low HP pool.
* Blast Off! can clear out trees, denying the tactical advantages from Scurry.
* Fissure interrupts Spirit Breaker during Charge of Darkness.
* Zombies summoned from Tombstone will amplify the damage of Echo Slam due to them increasing the echo damage.
* Heroes with nukes that can jump her: Clockwerk, Snapfire, Spirit Breaker, Techies
Additional:
* Techies does huge amounts of magical damage, which will bypass Untouchable.
* Enchantress depends on abilities to do damage and heal, which Blast Off's silence prevents.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Some abilities deals damage from an independent source and not from the hero itself, so Nyx cannot counter them with Spiked Carapace: illusions or summoning units, Homing Missile, Nimbus, Mass Serpent Ward, Death Ward and especially Techies's mines.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Techies is very good against roaming supports and gankers such as Bounty Hunter, Riki, Weaver, Earthshaker, Nyx Assassin, etc. that are constantly moving around the map.
* Melee carries who usually buy an early Black King Bar, and have gap closing abilities can be good against the Arc Warden, such as Slark, Riki, Earthshaker with Aghanim's Scepter, Sven with Aghanim's Scepter etc.
* Illusions can be sent out to destroy Techies mines.
* Phantom Lancer's many illusions increase Echo Slam's damage.
Additional:
* Echo Slam deals tremendous damage when multiplied by Phantom Lancer's illusions.
* Earthshaker's AoE abilities can quickly kill Phantom Lancer's illusions.
* Enchant Totem with Aghanim's Scepter gives Cleave to help destroy illusions.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Mirror Image's illusions increase Echo Slam's damage.
Additional:
* Earthshaker's strong AoE abilities can clear Naga Siren's illusions, or at least make it easier to distinguish the real one by the damage they take.
* Echo Slam deals more damage against more enemies, which can be devestating against Naga Siren and her illusions.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Treants increase Echo Slam's damage.
* Earthshaker's AoE stuns can hit Nature's Prophet through Sprout, without having direct line of sight, in order to interrupt Teleportation.
Additional:
* Echo Slam can do a lot of damage to Nature's Prophet and his teammates if they stand close to his Treants.
* Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate: Clinkz, Slark, Storm Spirit
* If Storm Spirit isn't careful, he could fall into a trap set by Techies and another hero acting as bait.
* Stasis Trap roots Storm Spirit for 2/3/4/5 seconds and Blast Off! silences for 4/5/6/7 seconds, which effectively prevents Storm Spirit from using Ball Lightning to escape for a lengthy duration.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Fissure does a great job at interrupting Black Hole immediately, especially with Blink Dagger and Aether Lens.
* Echo Slam's damage potential increases due to the eidolons created by Demonic Conversion.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Aftershock in combination with Enchant Totem prevents Broodmother from continuing to attack Earthshaker without being repeatedly stunned.
* Echo Slam is greatly amplified by Spiderlings, often instantly killing Broodmother, her swarm, and anyone else unfortunate enough to be nearby.
* Earthshaker's vast amount of stuns makes it difficult for Broodmother to continue attacking enemies (to continue lifestealing with Insatiable Hunger) without Black King Bar.
Additional:
* Echo Slam's damage potential increases phenomenally due to Broodmother's hordes of spiderlings and spiderites.
* Long ranged Fissures can hit Broodmother if she runs into the treeline at the edges of the map.
* Heroes with low health will die easily during Duels, and can be farmed for damage in the early game: Crystal Maiden, Lich, Techies, Rubick
* Earthshaker's AoE stuns can save ally against Duel, forcing Legion Commander to spend Aghanim's Scepter or Black King Bar.
* Slow heroes that have a hard time escaping the Echo Stomp radius: Crystal Maiden, Pudge, Techies.
* All of his spells can stun Elder Titan and interrupt Echo Stomp's channeling thanks to Aftershock.
* Fissure is particularly good for that purpose thanks to its long range.
* Elder Titan relies heavily on his spells and a chain-stun combo will usually be followed by certain death.
* He can send wolves to defuse Proximity Mines, and he can catch up Techies and kill him before they can deny themselves. Even if the suicide is successful, Lycan can still survive because of his tankiness.
* A well landed Fissure can potentially take Lycan out of the fight for several seconds, who heavily relies on precious seconds from Black king bar and Shapeshift to fight.
* Aftershock reduces the effectiveness of his summons and can prove quite irritating for Lycan.
* Echo Slam is very powerful with the sheer amount of Lycan's units and will cause him to think twice when pushing towers.
* Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate: Clinkz, Slark, Storm Spirit
* Earthshaker's many stuns can lock down slippery heroes like Slark in his Shadow Dance and Weaver in his Shukuchi.
Additional:
* Earthshaker's many AoE stuns help lock down Slark and will often waste the duration of Shadow Dance.
* As a frequent Force Staff buyer, he can later on escape or save teammates from Pounce.
* Earthshaker must be careful not to use Blink Dagger or Aghanim's Scepter upgraded Enchant Totem to blink into Riki's Smoke Screen or Night Stalker's Crippling Fear, as these field effects will instantly silence Earthshaker and prevent him from initiating.
* Techies is very good against roaming supports and gankers such as Bounty Hunter, Riki, Weaver, Earthshaker, Nyx Assassin, etc. that are constantly moving around the map.
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Earthshaker
* Rage prevents Earthshaker from damaging and stunning Lifestealer.
* Feast is very effective against Earthshaker, because of him being a strength hero, allowing Lifestealer to heavily harass and kill him.
* Open Wounds prevents Earthshaker from escaping after he initiated.
* Infest gives Lifestealer an easy way to escape should he get caught out by Earthshaker. And against carry Earthshaker, Aghanim's Scepter upgraded Infest can be used to disarm Earthshaker and attack him from within, rendering him unable to attack with Enchant Totem.
Techies
* Rage protects Lifestealer from all of Techies's abilities. Reactive Tazer's disarm will also not work on Lifestealer under Rage.
* Rage can also be used to trigger Techies's Proximity Mines safely.
Additional:
* Lifestealer's Rage lets him clear Proximity Mines without taking damage, and allows him to hit heroes whom Techies has used Reactive Tazer on.