• Strength


  • Agility


  • Intelligence


Advanced Statistics

Damage: 39-45 Armor: 4
Movespeed: 315 Attack range: 128
Attack speed: 1.7 Health: 587
Health per level: 19 Mana: 260
Mana per level: 13


Geomancer - the evil spirit of the Earth, has long been revered by some of the German pagan tribes. He gets the satisfaction of burying his enemies alive among the cold cliffs, or impaling the victims on a sharp spade. Geomancer is powerful due to its ability to share on multiple copies, not inferior to the original. So it is four times increases the danger to his enemies.




Throws a net at the target area which binds all enemy units to the ground, making them immobile for 2 seconds. Interrupts spoken spells.


Radius: 220

Range: 500 / 750 / 1000 / 1250

Requires mana: 100

Recharge: 20 / 16 / 12 / 8



— Locked invulnerability spell. The effect is retained if the debuff was obtained before the spell immunity.

— Does not work on invisible enemies.

— Interrupt the reading of spells. If the effect is updated when you re-roll, don't interrupt.



Causes the mystical energy from the earth, the Geomancer can teleport to another Geomancy, leaving destruction in its movement. After 1.5 seconds of the call magic, Geomant immediately teleported to the specified Geomancy, dealing damage in the area of 375 units where to carry and where tolerated.


Cast time: 1.5

Cast range: global

Damage radius: 375

Damage: 80 / 100 / 120 / 140

Requires mana: 80

Recharge: 12 / 10 / 8 / 6



— Damage type: magical.

— Locked invulnerability spell.

— Can teleport to his illusions.

— Damage is applied in the field of departure and arrival.

— Cancelling ability during the application consumes no mana and no cooldown.



Geomancer gives your weapon magical powers of the earth, destroys the lives of its enemies and causes numbness in their feet. Slows down the speed of the target and deals damage every second. These effects are compatible with attack other Geomantic.


Duration: 2

Slowing: 5% / 10% / 15% / 20%

Damage per second: 8 / 16 / 24 / 32



— Damage type: magical.

— Not blocked by invulnerability spell.

— You can disable it using break. Off this passive ability, Geomancer one, the rest will continue to work.

— Can be used by illusions.

— Unique attack modifier.

Divided We Stand

Divided We Stand

Geomancer causes unfinished, semi-Autonomous copy of yourself, which can collect gold and experience and utilizes current experience and abilities of the protagonist. However, clones may not have the artifacts, except the boots, which the main character has. If one clone dies, all die (including the main Geomant). Geomancy can use active abilities to the full, can use effects boots, each of them works independently. The ability can be improved artifact Aghanim's Scepter: adds an extra clone and increases the percentage of attributes to 100% that get the clones from the main character.


Number of copies: 1 / 2 / 3

The number of copies Aghanim's Scepter 2 / 3 / 4



— You cannot disable it using break.

— When the Geomancer loses the statistics of the clones as it changes. Geomancer clones can't lose the statistics (e.g., Decay, Goblin Shredder — Whirling Death, or the ability Murloc Nightcrawler — Essence Shift), but all the bonuses from these abilities they still provide.

— Geomancer clones can't pick runes, effect runes double damage is now applied to all clones in the vicinity of the main.

— Clones can use the artifact Arcane Boots, but no effect they do not.

When Geomancer is reviving with Aegis of the Immortal, all the clones respawn next to the main Geomancer, not in the place of their death.

— After buying Aghanim's Scepter, Geomancer can't throw or sell it.