Dota 2 · Earthshaker · Echo Slam
Earthshaker Echo Slam dealt little damage: count the echo sources
On this page
Echo Slam has initial damage plus echoes created by enemies hit. A sparse target setup can produce much less damage than a dense group; real heroes create two echoes in the current description.
What to do next ↓ · Find the failure cause ↓Mechanics source checked October 17, 2026 · Not match-tested · Practical recommendations are editorial, not guaranteed outcomes.


Identify this ability in your client: Echo Slam. Icon © Valve. Official Earthshaker page.
The ultimate’s reputation comes from interactions among nearby units, not a promise that every single-target cast has the same burst. Count the sources around the intended target before using a crowded-fight expectation.
What to do, in order
- Inspect enemy density around the fight, including units besides the hero you most want to kill.
- Separate the initial hit from the echo damage in your mental model. The tooltip contains both.
- Check whether the intended units are inside the relevant area when the spell resolves, rather than counting enemies visible elsewhere on the screen.
- After a low-damage cast, compare the actual unit arrangement with the arrangement you expected.
- Only then inspect modifiers or your follow-up combo; do not immediately assume the ability’s base damage was missing.
Match the symptom to the cause
It was huge against a crowd but weak against one hero
The number of echo sources changes. Those are not equivalent setups for a damage comparison.
I multiplied one listed number by every unit on the screen
Visibility on screen is not inclusion in the ability’s area, and echoes need nearby recipients. Avoid an unverified whole-screen total.
I treated heroes and ordinary units identically
The current description explicitly says real heroes cause two echoes. Do not replace that with an outdated one-echo assumption.
See the ability in the game
Apply it to one concrete situation
A hero isolated from other enemies is a different target setup from a hero standing amid a dense enemy group. The useful pre-cast question is how many eligible echo sources and nearby recipients exist—not just whether the ultimate icon is ready.
Current base tooltip values
Values below are the unmodified fields in Valve’s dated English ability data. Slash-separated entries are listed level values, not a recommended skill build. Read the field label: damage, range, duration and percentages have different meanings. Upgrades and modifiers can change your client’s values.
| Tooltip field | Listed base value(s) |
|---|---|
| Mana cost | 150 / 200 / 250 |
| Cooldown (seconds) | 130 / 120 / 110 |
| RADIUS | 700 |
| ECHO DAMAGE | 70 / 90 / 110 |
| INITIAL DAMAGE | 100 / 140 / 180 |
Limits that matter
The dated data lists a 700 base radius, but this page does not publish a simplified guaranteed total-damage formula. Echo geometry, unit categories and defensive states make an unsupported multiplication misleading.
Related questions
What are the base initial-damage values?
The current list is 100/140/180 by level, with echo damage listed separately as 70/90/110.
Does initial damage include every echo already?
No. Treating the initial value and echoes as the same field obscures why different unit arrangements produce different results.
Sources and review date
Valve’s English Earthshaker ability data, retrieved October 17, 2026, supplies the mechanics and numeric fields used here. Valve’s official hero page supplies the ability identity and official presentation. Our diagnostic sequence and worked situations are independently written explanations, not copied match reports. No ranked win-rate, personal playtest or current item-build claim is made.