
Use fissure in the laning stage to block the creepwave and secure the ranged creep. Block off enemy exit paths, put up a wall for your team to slow down incoming enemies, separate your opponents from each other in fights.

Use it to secure last hits and denies as well as trade with your opponents in lane. Make sure to wait out the coowdown to reset for a smoother Totem-Dagger-Attack-Fissure-Totem-Attack combo.

This is the ability that allows your Enchant Totem and Echo slam to stun. Be wary of break effects because if this passive is disabled, only Fissure will stun.

Don`t be too hesitant to cast a one man Echo Slam on a high priority target if that means securing the kill. This ability`s main strength is the instant stun it provides, while having amazing teamfight potential if you connect with more targets.
Starting
A core item to increase your movement speed to get close to enemy heroes to set up kills with your control and damage spells. Builds into Arcane Boots or Tranquil Boots later in the game.
A consumable to do damage and slow enemy heroes for a small cost of your HP. Especially useful to chase and finish off enemy heroes.
An item that lets you see enemy wards and invisible heroes in its AoE. In the laning stage, it helps you block and unblock pull camps.
Early Game
A consumable for sustained mana regen. Helps you cast spells on heroes and creeps and get your mana back without having to go to fountain. Taking damage from heroes and Roshan cancels the regen effect.
Start with Magic Stick if you expect high frequency of spells from enemy heroes on the lane.
An aura item that provides mana regen for yourself and your team. Builds into Arcane Boots or Vladmir`s Offering later in the game.
An early to mid game item to defend against bursts of magical damage. Also provides some useful mana regeneration.
Mid Game
A core Boots of Speed upgrade to have some much needed mana sustain as a support, since your impact is highly reliant on your current mana pool.
A core mobility item to get the ideal positioning for Echo Slam in teamfights. Also lets you jump on top of enemy heroes and stun with Enchant Totem or get better angles for Fissure.
A core item to reduce Fissure cooldown and allows you to walk through it for unobstructed pathing. Also improves the lockdown on all your spells to keep applying Aftershock around Fissure. Allows you to clear waves with Fissure+Totem.
Spell Amp affects all of Shaker`s abilities other than Enchant Totem, while also empowering Slugger`s damage. Builds into Yasha and Kaya.
Late Game
Earthshaker suffers from fairly long cast point animations on his abilities, which Yasha and Kaya improve. Spell Amp affects all of Shaker`s abilities other than Enchant Totem, while also empowering Slugger`s damage.
A core item that can win you the teamfight and the game with double Echo Slam. Works incredibly well in combination with Blink Dagger and Aghanim`s Scepter.
A core item that maintains your teamfight potential on the map more often by reducing the cooldown of all your spells and items.
A core item to give you another form of mobility with Enchant Totem on top of Blink Dagger. Also gives cleave effect on your Enchant Totem hit to clear creep waves quickly.
A late game pick up that allows you to dispel yourself as well as move to a safer spot through Cyclone. Can also be used to save an ally caught by enemy heroes. Also provides mana pool to use your ultimate twice with Refresher.
Situational
A situational item for mana sustain if you get Tranquil Boots instead of Arcane Boots. Also makes you tanky with armor and HP pool.
An alternative Boots upgrade if you plan on getting Boots of Bearing later in the game. Also build Soul Ring to solve your mana problems.
A powerful defensive tool to reflect single target spells. Also provides a dispel on cast and makes you tanky with armor.
A mobility item to push yourself or one of your allies away from trouble, or close the gap on enemies. Works well to get in and out of fights and lock down enemy heroes.
A unique item that provides debuff immunity against most disables and provides a dispel on cast. Also improves your right click damage and tankiness through HP pool and magic resistance.
A late game upgrade for Blink Dagger to have even more damage and control in teamfights while increasing your tankiness with HP pool.