What players buy
The items bought most in each of Valve’s four game stages
368 buys
91 buys
73 buys
60 buys
13 buysBy GamGem ResearchLast updated 22 Sept 2026
Melee · Strength
The items bought most in each of Valve’s four game stages
368 buys
91 buys
73 buys
60 buys
13 buysWhich ability to max first, and where each point goes — what most league players on Earth Spirit took at each level.
QEarth Spirit smashes the target enemy or ally, sending them in the direction he is facing.
Point Target · Unit Target · Magical damage
WEarth Spirit gathers himself into a boulder and, after a 0.6s delay, rolls toward the target location, dealing 60 + 100% STR damage and stunning enemy units.
Point Target · Magical damage
EEarth Spirit pulls the target Stone Remnant or Allied Unit.
Point Target · Unit Target · Magical damage
RMagnetizes units in a small nearby area, causing them to take damage for a short duration.
No Target · Magical damageMax Q first, then E, then W. Most took R at 6 / 13.
| Ability | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | ||||||||||||
| W | W | W | |||||||||||||
| E | E | E | E | ||||||||||||
| R | R | ||||||||||||||
| TTalent | T | T |
How Earth Spirit performs against every opponent with 30 or more counted games


Something that holds them still, or closes the gap yourself. Matched on “slow”, “stun”.





Damage that lands now rather than over a minute. Matched on “magical”.

Burn it, drain it, or take the spell away entirely. Matched on “silence”.

Vision, or true sight against something invisible. Matched on “vision”.
One count per medal, not one rate split across them; a medal with no counted matches is left out.
Bands under 120 matches are absent rather than shown small.

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.

Earth Spirit gathers himself into a boulder and, after a 0.6s delay, rolls toward the target location, dealing 60 + 100% STR damage 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.

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.

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. Stone Remnant has 7 charges. Earth Spirit passively gains 2.5% bonus damage per unused Stone Remnant charge, and gains an additional 7.5% bonus damage for 10s when a Stone Remnant is targeted with an ability (does not stack).

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.

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.
Changes Enchant Remnant
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. < br> 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.
Changes Geomagnetic Grip
Decreases cooldown to 10s and increases allied unit cast range and pull speed.
Ability names, icons, behaviour, damage type and text, plus the Aghanim’s Scepter and Shard descriptions — as the game itself ships them. Nothing here was counted over matches.
The same hero at each of Valve’s eight medals, over 4,610,063 public matches. Each medal carries its own sample, because the eight buckets are nothing like the same size.
Win rate against each opponent and across five match-length bands. This channel reports far fewer games than the medal figures above: the median hero pairing is 51 matches and the largest on the whole roster is 707. Rows under 30 games are absent rather than shown small, and the ones that remain are ORDERED by a figure shrunk toward even by its own sample — the rate you see is the real one, the ranking is the careful one.
The five most common items in each of Valve’s four game stages, with each row’s own pick count.
Where skill points go, read off every player's own learning order in premium and professional league matches on patches 7.41 and 7.40. Each level shows the ability most players took there and the share that did — a column only a third agree on is printed as a third, not as the rule. Heroes under 30 counted games show no path.
Each situation is a phrase match against Valve’s own ability text, and every row shows the phrases that matched. No win rate is attached, because nobody counts one per situation.
Mechanics are the ones Valve publishes for patch 7.41f. GamGem is not affiliated with or endorsed by Valve Corporation.