Meepo

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Meepo
Meepo.png
Dire icon.png The Dire
Strength
23 + 1.6
Agility
23 + 1.9
Intelligence
20 + 1.6
Level 1 16 25
Hit Points 587 1081 1689
Mana 260 598 1014
Damage 39-45 69-75 104-110
Armor 5.22 9.42 14.32
Attacks / Second 0.72 0.9 1.1
Movement Speed 305
Turn Rate 0.5
Sight Range 1800/1800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.38+0.6
Cast Duration 0.5+0.5
Base Attack Time 1.7

Meepo the Geomancer is a melee agility hero who is notorious for being the hardest hero in the game to play effectively due to his heavy reliance on micromanagement. Meepo's defining ultimate, Divided We Stand, makes Meepo not two, not three, but four individual clones of himself. Clones cannot use any items besides the boots that the main Meepo himself wears, but each come with their own individual spells and spell cooldowns. As well, they all gain experience and gold additively with the original Meepo. This means that a well-played Meepo can gain experience faster than any other hero, capable of reaching maximum level extremely early into the game and overpowering his unsuspecting opponents. With Earthbind, enough Meepos can permanently root someone in place while the clone army pummels them. Poof allows any Meepo to globally teleport to any other Meepo, as well as deal significant area of effect damage when cast enough times. Geostrike is Meepo's passive, which slows and deals damage on attack, as well as stack with each individual Meepo, permanently bringing them to dust. With this skill set, Meepo can be everywhere on the map at once, and can group up on an unsuspecting victim in a moment's notice. Meepo redefines the power of numbers and is played mostly as a carry.

Unlike every other hero in Dota 2, Meepo has a base 35% magic resistance instead of 25%.

Contents

[edit] Bio

Meepo Meepo, the Geomancer
Play "A digger's gotta dig!"
Role: Pip carry.png Carry / Pip disabler.png Disabler / Pip initiator.png Initiator
Lore: "If you ask me, life is all about who you know and what you can find. When you live up in the Riftshadow Ruins, just finding food can be tough. So you need to cut corners, you need to scrounge, you need to know your strengths. Some of the beasts up there can kill you, so you need a way to trap the weak and duck the strong. On the upside, the ruins have history, and history is worth a lot to some people. There used to be a palace there, where they had all these dark rituals. Bad stuff. If you survived the ceremony, they would shatter a crystal and split your soul into pieces. They made great art though! Sculptures and such. Let me tell you: sometimes you stumble onto some of those old carvings. Take a pack full of those to town and sell them, then get yourself food for a few weeks. If luck is really on your side, you might find a Riftshadow crystal. Get it appraised and start asking around. Someone always knows some crazy fool looking for this kind of thing. If all else fails, sell it to a Magus the next time one's in town. They love that stuff. Still, whatever you do, be careful handling those crystals. You do not want one to go off on you. It really hurts."
Voice: Nolan North (Responses)

[edit] Abilities

Earthbind
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Q
E
Earthbind icon.png
Ability Affects
Target Point Enemies
Tosses a net at the target point, pinning down all enemy units. Earthbind prevents invisibility, blink, and interrupts channeling.
Range: 500/750/1000/1250
Radius: 220
Duration: 2
Cooldown 20/16/12/8 Mana 100
Catching dinner in the Riftshadow Ruins can be quite the task.

Notes:

  • Does not hit invisible units, but earthbound units won't be able to become invisible.

Poof
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
W
F
Poof icon.png
Ability Affects Damage
Target Unit Self Magical
Drawing mystical energies from the earth, a Meepo can teleport to another Meepo or itself after channeling for 1.5 seconds, dealing damage in both the departure and arrival locations.
Range: Global
Radius: 375
Damage: 80/100/120/140
Cooldown 12/10/8/6 Mana 80
Sometimes breaking one of the Riftshadow Crystals can be just the trick for getting yourself out of a bind. Or your other self.

Notes:

  • When targeted, Meepo will teleport to the Meepo closest to the target point (which can be the same Meepo who casts it).
  • Can teleport to Meepo illusions.
  • If Meepo teleports to himself, both departure and arrival damage will be dealt in the same area.
  • Does not work on Roshan.
  • The cooldown and mana cost of this spell are incurred after the 1.5 second cast time completes.

Geostrike
Not blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be used by illusions.
E
G
Geostrike icon.png
Ability Affects Damage
Passive Enemies Magical
Meepo enchants his weapon to deal damage per second, as well as slow the movement speed of the attacked unit. Geostrikes from multiple Meepos stack.
Movement Speed Slow: 5%/10%/15%/20%
Damage per Second: 7/14/21/28
Duration: 2
Keeping your pack light and having few but versatile tools is the best bet for survival.

Notes:

  • Geostrike's slow of every Meepo stacks directly.

Divided We Stand
R
D
Divided We Stand icon.png
Ability Affects
Passive Self
Meepo summons an imperfect, semi-autonomous duplicate of himself, which can gain gold and experience as he does and shares his experience and abilities. However, the clones cannot wield any items but the boots that Meepo himself wears. The cloned Meepos also gain 30% of any bonus attributes the primary Meepo has. If any of the Meepos die, all Meepos die.
Number of Meepos: 2/3/4 (3/4/5*)
Can be Improved by Aghanim's Scepter (* shows the improved values). Adds an extra Meepo. Increases shared attribute percentage from 30% to 100%.
Do I know you?

Notes:

  • The only item that transfers to the Meepos is one pair of boots (any type).
  • All Meepos share the Power Treads form that the Prime Meepo uses. Individual clones cannot change the treads.
  • Note that Aghanim's Scepter is undroppable once acquired.
  • Even if you didn't level up this ability, picking up Aghanim's Scepter will still provide you with an extra Meepo.
  • Illusions of Meepo (including those from Wall of Replica) benefit from stats sharing of Divided We Stand but do not receive stats from Bonus Attribute. Illusions of Meepo initially have the same current HP as prime Meepo despite having more strength from Divided We Stand.

[edit] Recommended items

Explanation:
Starting Items:

  • Ring of Protection lets Meepo build into Basilius or Tranquil Boots directly from the side shop.
  • Two Iron Branches help build into a Mekansm and provide early (much needed) stats.

Early Game:

  • Ring of Basilius's mana regeneration aura is significant early game, letting you spam Poof for farm/kills. It gives cheap bonus damage, helping Meepo last hit in lane, and can build into a Vladimir's Offering.

Core Items:

  • Power Treads is a must as the game progresses. On top of giving movement speed and attack speed to all Meepos, it provides clones much needed HP to survive fights.
  • Popping Mekansm in the middle of battle can easily turn a teamfight around. The heal can counteract Meepo's biggest weakness - survivability (especially of clones).
  • Aghanim's Scepter, on top of providing stats itself, makes Reaver and Strength Treads significantly more effective. Successfully rushing a Scepter can give Meepo the survivability and level advantage he needs to become a midgame powerhouse.
  • Vladmir's Offering gives aura Lifesteal with bonus damage and armor, making the clones more durable in battle. The bonus damage aura improves Meepo's DPS more than comparable DPS items.

Situational Items:

  • Pipe of Insight's active can cover all Meepos, providing survivability, particularly against AoE magic nukes.
  • Blink Dagger gives Meepo great initiation and solo-killing potential. One may Poof to the main Meepo as he blinks in, providing some of Poof's magic damage without having to channel in the middle of battle.
  • Scythe of Vyse's active gives Meepo a hard disable making him that much stronger in 1v2's and the like. It also lets him take the upper hand against an opposing carry who might otherwise out-DPS Meepo (this is especially true late-game when Meepo's level and farm advantage wears off).
  • Reaver gives Meepo and clones a good chunk of survivability; coupled with an Aghanim's Scepter this lets Meepo stay alive even into late game.
  • Assault Cuirass grants aura attack speed and armor to clones, increasing Meepo's damage more than traditional DPS items. The minus armor aura also works on towers, synergizing with Meepo's split-push potential.

[edit] Equipment

[edit] Tips

  • Meepo's gold is best spent on items which benefit all Meepos. This means aura items and stats.
  • Meepo has huge damage potential in the mid-game. Four successful poofs in the middle of a teamfight equates to over 1,000 AoE damage. Especially in the 10-25 minute mark when Meepo can really kick into gear, this is well over half the HP pool of most heroes, and may in fact just one-shot squishier heroes. Similarly, four (five with Aghanim's) Meepos hitting a single target provides nearly unparalleled DPS (especially combined with Geostrike). Unlike other carries, he is not reliant on DPS items to reach this damage potential.
  • That being said, his greatest weakness is his survivability. With a measly 1.6 Strength gain, clones are very squishy targets. The most reliable way to increase clone durability is by getting Strength items. To this end, Aghanim's Scepter can give clones a massive boost. If you're not off to a great start, Mekansm is a cheaper alternative that gives more immediate bonuses. This weakness is very apparent early game, since he's not a fantastic laner and before level 6 doesn't have much of an escape. This makes you quite vulnerable to early game aggression.
  • Meepo can level up much, much faster than other heroes, thanks to his clones; DotA counts each clone as a separate hero for experience mechanics. This means you can get two lanes, or lane and jungle experience, the same time. It also means you get a more significant chunk of experience for hero kills in teamfights. If you are behind in levels, make sure to farm as much as you can (even if it means farming on the opposing team's jungle) to catch up to your opponents. One or two Meepos can farm in the lanes, while the rest can farm the jungle. Three clones can easily take out the whole jungle in less than a minute. This accelerated farm and experience is what gives Meepo his midgame dominance.
  • In order to maximize the effectiveness of his clones, don't always group them up in one; you can split them up to groups (preferably in two). In ganks, this can mean that one group of Meepos can initiate a fight, while the other can wait and ambush. Also, splitting them up to groups can make Poof an effective escape mechanism, so long as your secondary group is safe from harm.
  • Keep in mind that casting Earthbind has a delay in deploying, so predict your target's path and throw accordingly. Earthbind's area-of-effect ensnare can be deadly to multiple heroes if used effectively. Also, Earthbind stops channeling abilities and prevents invisibility during its duration. Earthbind is also very effective for scaring opponents - even if they have the upper hand, two or three consecutive Earthbinds on enemy heroes (even without any followup) is enough to scare many people into turning around.
  • Meepo has great split-pushing power. His clones can quickly take down a tower while the opposing team is engaged in a teamfight. This works especially well when you see your opponents grouping up for a push - send your clones into an uncontested lane and push it. When the teamfight begins, you can Poof all of them in (alternatively your counterpushing may just force them to back off). If the enemy engages on your clones, you can Poof them back to the main Meepo.
  • A large part of playing a good Meepo is effectively and quickly controlling all the clones. To this end, finding a good set of control groups and item/ability hotkeys can greatly improve gameplay. Ingraining various muscle memory patterns can help a lot to, say, select a dying Meepo and move him to safety in the middle of battle.

[edit] Trivia

  • Several of Meepo's lines reference the Scout from Team Fortress 2, another title by Valve.
  • Meepo's response to meeting Windrunner references Joey Tribbiani's catchphrase from the television sitcom Friends.

[edit] Update history

March 21, 2013 Patch

  • Fixed a bug that caused enemy-created Meepo icon.png Meepo illusions to get added to the original player's multi-hero interface.

February 07, 2013 Patch

January 24, 2013 Patch

January 17, 2013 Patch

  • Fixed an exploit with boot selection.

January 03, 2013 Patch

  • When calculating Net Worth, we no longer include the inventory value of the other Meepo Meepos.

October 25, 2012 Patch

October 11, 2012 Patch

  • Added Meepo Meepo to Captain's Mode.
  • Fixed enemy Meepo Meepo illusions displaying the wrong health bars.

September 21, 2012 Patch

September 13, 2012 Patch

  • [Undocumented] Added new micromanaging interface for heroes with multiple primary units eg: Lone Druid Lone Druid and Meepo Meepo.


[edit] Balance changelog

6.78

  • Innate magic resistance increased from 25% to 35%.

6.76

6.75

  • Meepo clones stat sharing increased from 25% to 30%.
  • Geostrike icon.png Geostrike DPS increased from 5/10/15/20 to 7/14/21/28.

6.73

  • Poof icon.png Poof damage rescaled from 50/80/110/140 to 80/100/120/140.

6.72

Creates an extra clone once the item is acquired. Please note that the item is undroppable once the clone is created.

6.71

  • He can now use Eul's Scepter of Divinity icon.png Cyclone on his other clones.

6.70

  • Poof icon.png Poof cooldown decreased from 16/14/12/10 to 14/12/10/8.

6.69

  • Strength gain increased from 1.3 to 1.6.
  • Improved Geomancer's base damage by 5.
  • Fixed some targeting issues with casting Poof icon.png Poof.

6.68

  • Movement speed increased from 300 to 305.
  • Poof icon.png Poof manacost from 140/120/100/80 to 80.

6.61

  • Rescaled Geostrike icon.png Geostrike from 4/8/12/16 to 5/10/15/20 damage per second.

6.60

  • Changed Poof icon.png Poof damage (60/80/100/120 to 50/80/110/140).
  • Lowered Poof icon.png Poof cooldown (20/18/16/14 to 16/14/12/10).

6.58

  • Earthbind icon.png Earthbind no longer works on magic immune units.
  • Rebalanced Poof icon.png Poof (40/80/120/160 to 60/80/100/120).

6.57

  • Lowered bonus damage per second on early levels of Geostrike icon.png Geostrike.

6.51

  • Lowered Poof icon.png Poof casting time from 2 to 1.5 seconds.

6.50

  • Improved Meepo's base Strength.

6.49

  • Reduced Poof icon.png Poof's cooldown and mana cost.

6.43

  • Changed Meepo Attribute Bonus from 40% to 25%.

6.42

  • Geomancer clones now gain 40% of any attribute bonuses the primary has.

6.41

[edit] Gallery

[edit] See also

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