Total Annihilation!!! – Echo Slam

Posted: January 4, 2009 in Raigor Stonehoof - The Earthshaker, Secrets
Tags: , , , ,

Description

Raigor sends shockwaves shooting through the ground, dealing damage ricocheting to nearby targets for additional damage.
Deals 200/275/350 initial damage and 40/55/70 echo damage.

Mechanics

The initial wave actually deals only 165/230/285 damage but each unit is hit by its own echo wave, so it evens out to 205/285/355 damage to a single unit. [Yes! PlayDota database is wrong at the moment and so is the in game information; Courtesy: (as always) antiweltteilchen] So if you use it at level one with only one enemy unit nearby, it will deal 205 damage. If there are two units, it will deal 245 damage to each of them. If there are three, it will deal 285 to each, and so on.
The initial wave (165/230/285) damages units with Spell Immunity but the echo waves do not.
Although it DOES NOT affect them, Echo Slam bounces off of invisible units, ethereal units, magic-immune units and units that are in the process of dying.
The AoE of slam’s initial/actual wave is only 500. Potentially the spell can damage a unit which is 1075 range away from raigor, but the unit can get hit only by one echo wave. Here’s a pictorial explanation. Click the picture for better read.
Earthshaker Echo Slam Mechanics

Earthshaker Echo Slam Mechanics (Click to Enlarge Picture)

1. Black dotEarthshaker himself. [Centre of the spell]
2. Red dots – Units inside 300 AoE. Receive damage from initial wave, aftershock (3rd skill of Earthshaker) and echo waves within 500 AoE. These units will constitute for more echo waves.
3. Green dots – Units between 300 – 500 AoE. Receive damage from initial wave and echo waves within 500 AoE but not from aftershock. These units also constitute for more echo waves.
4. Brown dots – Units between 500 – 575 AoE. Receive damage from only echo waves within 500 AoE but not ‘initial damage’. These units also constitute for more echo waves.
5. Blue dots – Units between 575 – 1075 AoE. Receive damage from only echo waves within 500 AoE. These do not constitute for more echo waves.
6. Pink dots – Units outside 1075 AoE. These units do not receive any damage from Echo Slam.

So it must be clear to you by now that (generally) units inside 300 AoE of echo slam receive maximum damage.
Other points of note:
-The area of effect is calculated right when Echo Slam is cast so if a hero runs out of the AoE after Raigor casts it, the waves will follow the hero out of the area. The same thing also happens with Echo Slam’s echo damage.
Does not damage decrepified units. [Ghost Form (Ghost Scepter) can be used to save yourselves from the damage of Echo Slam. 🙂 ]
-Not blocked by linken’s sphere.
-Deals magical damage which is reduced by spell resistance.
-The spell has no cast point i.e. it activates immediately.
-The only units not counted for the extra damage are the ones with the Marker ability. [To be discussed in some other post]

Echo Slam with Aghanim Scepter

– Heroes inside 575 AoE will constitute for 2 echo waves instead of just one. Or in other words, each hero within 575 AoE of Earthshaker will constitute for 80/110/140 damage.
– Echo Damage due to hero illusions will not be affected by presence of Aghanim Scepter i.e. illusions inside 575 AoE of Earthshaker would constitute for 40/55/70 echo damage always. However, this does not apply to meepo’s clone and they will amplify the damage. (and constitute 80/110/140 damage)

Trigger Description (Only for Mechanic Nerds)

echo slam [A0DH]/[A1OB] based on fan of knifes which grants the initial damage of 165/230/285 damage in 500 AoE
func1
if [A0DH] or [A1OB] went into effect call func2
func2
create 1 dummy units at the position of source and add them a [A0DM] which provide the 40/55/70 damage FoK in 500 AoE
group every nonstructure nondummy enemy alive unit in 575 AoE around source and for each of them call func3
if source has aghanims call func4
func3
move the dummy to the position of this unit and make it use fan of knives
func4
if the unit is a hero move the dummy to the position of the unit and make it use fan of knives.

echo slam [A0DH]/[A1OB] based on fan of knifes which grants the initial damage of 165/230/285 damage in 500 AoE
func1if [A0DH] or [A1OB] went into effect call func2
func2create 1 dummy units at the position of source and add them a [A0DM] which provide the 40/55/70 damage FoK in 500 AoEgroup every nonstructure nondummy enemy alive unit in 575 AoE around source and for each of them call func3if source has aghanims call func4
func3move the dummy to the position of this unit and make it use fan of knives
func4if the unit is a hero move the dummy to the position of the unit and make it use fan of knives.

Special Thanks: antiweltteilchen 🙂

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Comments
  1. siddharth says:

    AWESOME INFORMATION!!
    Dude your site is really a handy one. You mention stuff that not even present in many Dota strategy sites. COOL WORK MAN!!
    I really appreciate you work
    Do you take part in any Professional competition??..you really seem like one of them!

    Question for you…
    Searing arrow for bone clinkz does physical damage when its on autocast??..I mean when you hit an enemy with a searing arrow it deals more damage right than the normal one…then how come it’s physical damage??

  2. Phoenix says:

    Thanks for your appreciation. Yes, I do take part in professional competitions. 🙂
    Anyways, your answer:
    Searing arrow deals physical damage always… may it be on autocast or may it be an orbwalk attack. It’s just that when you fire a searing arrow, the extra damage(10/20/30/40) gets added to your normal attack damage.

    Searing Arrow damage = Normal attack damage + 10/20/30/40.

    It’s because of its physical damage type that you can use searing arrows on buildings also. [You can’t use other orbs on towers like obsidian’s arcane orb or enchantress’ impetus and so on…]

  3. […] Slam] Check THIS POST for complete explanation of the skill. Will not damage ethereal units. The initial damage will go […]

  4. kissmyshinymetalass says:

    Well hello im just here about to find the solved 6.39 secret yet i miss some answers….
    Btw searing arrow-orb is magic type damage and will get reduced by heroes or towers magic resistance (!)
    only the arrow is normal type and will get reduced by armor.

  5. Phoenix says:

    First, I never discussed 6.39 secret on my blog!
    Secondly, searing arrow is completely normal (physical) damage type and will be reduced by only armor. You can check this link
    http://www.playdota.com/forums/495/guide-every-heros-skill-spell-damage-type/
    or if you still don’t believe it then check your searing arrow damage to a building when glyph is turned on.
    Thirdly, please try to prove your point right by some example or situation whenever you quote something.
    Finally, thanks for visiting and come back soon. 🙂

  6. […] on my blog so it's related to the topic…( and therefore not a spam). Check the following link Total Annihilation!!! – Echo Slam DotA Secrets __________________ DotA Secrets feed to cross 1500 […]

  7. stjerry says:

    Let’s assume that there are two units standing at the maximum range Echo Slam initial damage could reach. As the AoE from initial damage and Echo damage are the same then units within 500 range of eathshaker presence can recieve different ammount of damage.
    See for your self:
    Irange zone – initial damage only
    Light Red zone – Echo damage only
    Red zone – Initial damage + Echo damage
    http://img121.imageshack.us/i/66810965.jpg/

    White dots – units. Sorry I’m too lazy to draw a good quality picture for now.

    In fact only units standing twice closer would 100% receive full damage.

  8. Phoenix says:

    The first part in your comment is correct. Being in the same AoE circle of Earthshaker does not mean units will receive same damage, it will depend on how many echo waves it gets hit by.

    In fact only units standing twice closer would 100% receive full damage.

    Nope! ‘twice closer’ has nothing to do with full damage. The damage a unit receives importantly depends on the number of units in his 500 AoE that are able to produce echo waves.

  9. […] Scepter Earthshaker Detailed mechanics on pre 6.66 Echo Slam […]

  10. etIIalert says:

    echo slam DMG from dead unit is removed from ver 6.66 (6.65? maybe)

  11. Phoenix says:

    Yup. It’s removed from 6.66 and some other changes too. I’ll update this soon 🙂

  12. quale says:

    hi phoenix! nice updates. keep it up.

  13. Phoenix says:

    Hi quale. Weird but I can’t find your Earthshaker Guide. o.O

  14. quale says:

    i updated it due to the 6.66 changes. it must have been down for two days. GB already re-published it. more power to your blog!

  15. […] Echoslam—Illusion counts as Hero? Total Annihilation!!! – Echo Slam DotA Secrets __________________ The only friend of the ONLY dude with custom […]

  16. cyclop says:

    how it effect meepo & its clones??

  17. […] Echo Slamming Here is some explanation […]

  18. what about echo slam for 6.72? is corpse add echo dmg???

  19. John Kenneth says:

    can doom can be cast on a flying courier?

  20. Phoenix says:

    Yes, the courier will get doomed. 😀 Doom deals universal damage type and pierces magic immunity… the courier will die.

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