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Meepo

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Meepo
Meepo.png
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 4.22 8.49 13.4
Attacks / Second 0.72 0.9 1.1
Movement Speed 315
Turn Rate 0.65
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.38+0.6
Cast Duration 0.5+0.5
Base Attack Time 1.7
Collision Size 24

Meepo the Geomancer is a melee agility hero who is notorious for being one of the hardest heroes in the game to play effectively due to his heavy reliance on micromanagement. Meepo's defining ultimate, Divided We Stand, allows Meepo to create up to four additional clones of himself. The clones cannot use any items besides the boots that the main Meepo himself wears, but each clone comes with its 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; however, the death of any Meepo, including the clones, spells death for all Meepos. 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 causes his attacks to slow and deal damage over time, stacking with each clone. 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 most other heroes in Dota 2, Meepo has a base 35% magic resistance instead of 25%, causing Meepo to take 13.33% less magic damage than other heroes.

Bio[edit]

Meepo Meepo, the Geomancer
Play "All these fancy knights and scary monsters. Pff! What do they got that I ain't got? Nothing, that's what."
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)

Abilities[edit]

Earthbind
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
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.
Cast 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:

  • The net travels at a speed of 857.
  • Earthbind icon.png Earthbind can hit units up to 720/970/1220/1470 range away (maximum cast range + radius).
  • Earthbind icon.png Earthbind ensnares affected targets, so they can still turn, cast spells, use items and attack.
  • Earthbind icon.png Earthbind debuff interrupts channeling spells of affected target as it gets placed, but affected units can channel spells during it.
  • Successive casts of Earthbind icon.png Earthbind do no replace the debuff on affected targets, they just refresh it.
  • Refreshing the Earthbind icon.png Earthbind debuff does not cancel channeling spells again.

Poof
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
W
F
Poof icon.png
Ability Affects Damage
Target Unit Enemies 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.
Cast 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:

  • Poof icon.png Poof has a 1.5 seconds cast time.
  • When targeting ground, Meepo will Poof icon.png Poof to the Meepo closest to the target point (which can be the same Meepo who casts it).
  • Poof icon.png Poof deals its damage twice, once at the cast location and once at the destination point. So casting it on self can deal up to 160/200/240/280 damage at one location.
  • So casting Poof icon.png Poof with all owned Meepos at the same spot can deal up to 280/560/840/1120/1400 damage with 1/2/3/4/5 Meepos.

Geostrike
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Can be used by illusions. Play
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 and illusions stack.
Damage per Second: 7/14/21/28
Move Speed Slow: 5%/10%/15%/20%
Duration: 2
Keeping your pack light and having few but versatile tools is the best bet for survival.

Notes:

  • Each Meepo and Meepo illusion places its own Geostrike icon.png Geostrike debuff on attack targets. They do not refresh the duration of others and only refresh their own debuff.
  • This means that the slow and damage over time completely stack.
  • Geostrike icon.png Geostrike damages in 1 second instances, starting 1 second after the debuff is placed, resulting in 2 damage ticks.
  • This is how much damage Geostrike icon.png Geostrike can deal (before reductions) when certain number of Meepos attack a target at the same time:
    • 1 Meepo: 14/28/42/56
    • 2 Meepo: 28/56/84/112
    • 3 Meepo: 42/84/126/168
    • 4 Meepo: 56/112/168/224
    • 5 Meepo: 70/140/210/280

Divided We Stand
Can be used by illusions.
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. If any of the clones die, they all die. Increases the speed at which you respawn. Upgradable by Aghanim's Scepter.
Number of Meepos: 2/3/4 (3/4/5)*
Respawn Speed: 10%/20%/30%
Can be used by illusions. Meepo illusions fully benifit from the 100% shared stats Aghanim's Scepter provides.
Can be Improved by Aghanim's Scepter (* shows the improved values). Adds an extra Meepo. Grants 100% shared attribute percentage.
Do I know you?

Notes:

  • Unlike most other ultimates, Divided We Stand icon.png Divided We Stand can be leveled up at level 3/10/17 instead of 6/11/16.
  • Upon leveling, the Meepo icon.png Meepo clones will always spawn next to Meepo icon.png Meepo prime, even when it was leveled from a clone.
  • Meepo icon.png Meepo and his clones are represented by an icon for each on the top left corner of the screen, with a visible health and mana bar for each.
  • When a Meepo icon.png Meepo is selected, its icon becomes brighter. When a Meepo icon.png Meepo takes damage, its icon will blink red.
  • Meepo icon.png Meepo clones are treated exactly like heroes, with the only exception being Thundergod's Wrath icon.png Thundergod's Wrath, which does not hit Meepo icon.png Meepo clones.
  • The only item a Meepo icon.png Meepo clone can have in its inventory are one pair boots of any kind. The boots take the same item slot like on the original Meepo icon.png Meepo.
  • When the original Meepo icon.png Meepo switches the attribute of Power Treads icon.png Power Treads, the Meepo icon.png Meepo clones' treads will adapt.
  • Meepo icon.png Meepo clones can't pick up or drop any item. They also can't pick up runes. However, they do get the Double Damage buff when Meepo icon.png Meepo prime picks it up and are in range.
  • When Meepo icon.png Meepo prime loses stats (with e.g. Decay icon.png Decay, or Silencer icon.png Silencer's int steal), the clones' stats will adapt.
  • However, Meepo icon.png Meepo themselves are still subject to stats loss and the other Meepo icon.png Meepos will not adapt to a clone if a clone loses stats.
  • Acquiring an Aghanim's Scepter icon.png Aghanim's Scepter while dead will cause the new clone to die instantly (without granting gold and experience) and respawn together with Meepo icon.png Meepo.

Recommended items[edit]

Explanation:
Starting Items:

Early Game:

  • Boots of Speed provide a large boost in mobility that affects all Meepos.
  • Ring of Basilius is a great pickup in lane as it provides damage for last hitting, a helpful aura that gives his clones mana regeneration and armor in the early game, and builds into Vladimir's Offering.

Core Items:

  • Power Treads provide a boost to Meepo's attack speed and attributes that benefit all Meepos, even prior to acquiring a Scepter.
  • Aghanim's Scepter gives Meepo an extra clone and allows his clones to benefit from his additional attributes. Both of these effects increase Meepo's overall damage, durability, and utility, while the extra clone can also increase the rate at which he acquires gold and experience.
  • Blink Dagger gives a great gap closer that, when combined with Poof, effectively works for every Meepo.


Situational Items:

  • Boots of Travel gives all meepos a global tp on seperate cooldowns and great move-speed. Can be used to split push, farm multiple lanes safely and quickly, and can be used to escape with all meepos when combined with poof. Also allows you to buyback and re-enter the fight quickly.
  • Vladmir's Offering gives a very helpful aura that grants damage, health regeneration, mana regeneration, and lifesteal to Meepo and his clones.
  • Scythe of Vyse's active gives Meepo a hard disable, allowing him to both secure easy kills and shut down threatening enemy carries.
  • Ethereal Blade provides more damage, armour and stats than an Assault Cuirass, while having a solid nuke which can be used to double all poof damage.
  • Assault Cuirass grants aura attack speed and armor to clones, increasing Meepo's damage more than traditional DPS items. The armor reduction aura also works on towers, synergizing with Meepo's split-push potential.
  • Mekansm provides good attribute bonuses and has two effects that help his clones survive, but should be built on a support instead to maximise meepos carry potential.

Equipment[edit]


Tips[edit]

  • Meepo's gold is best spent on items which benefit all Meepos. This means aura items and attributes. Be advised however, that aura items can be bought by your allies and you will benefit from them just as well, so it's usually better idea to buy attribute-enhancers (For example, Ethereal Blade will give you so much more than Assault Cuirass in terms of damage and attack speed while giving benefit of intelligence and strength as well as ranged nuke which also amplifies Poof damage) and utility items like Blink Dagger or Scythe of Vyse, which can be very useful for ganking.
  • Meepo has huge damage potential in the mid-game. Four successful Poofs in the middle of a team fight 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.
  • With a measly 1.6 Strength gain, clones are very squishy targets. However, with his ability to farm several points at the same time gives him the potential to farm XP very quickly, giving him a higher level than others. This will almost neutralize the low-str-per-lvl gain problem. Also with items that gain strength/agility meepo will be really hard to kill.
  • Meepo can level up much, much faster than other heroes, thanks to his clones; each clone counts as a separate hero for experience mechanics. This means you can get experience from 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 team fights. 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; you can split them up (preferably in two groups). 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 (including Town Portal Scrolls and Boots of Travel) 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 team fight. 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 team fight 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.
  • After level 3, you can stack jungle camps with the clone Meepo and then double poof them later for a good source of gold and xp.
  • Buying Boots of travel on Meepo allows him to split push similar to Tinker or Nature's Prophet, as each Meepo has a different cooldown on his boots. This allows for up to a Teleport every ten seconds. Poof is his equivalent of "March Of The Machines"/"Summon Treants". At a six second cooldown, three poofs will take out a whole creep wave.

Trivia[edit]

  • Several of Meepo's lines reference the Scout from Team Fortress 2, another title by Valve.
  • Meepo's response to meeting Windranger references Joey Tribbiani's catchphrase from the television sitcom Friends.
  • Meepo is named after the first kobold players meet in The Sunless Citadel Dungeons and Dragons 3.0 adventure.

Update history[edit]

February 24, 2014 Patch

  • Added to Ability Draft
  • Fixed to work correctly in Mid-Only

January 29, 2014 Patch

  • Divided We Stand level requirement reduced from 4/11/18 to 3/10/17
  • Divided We Stand now passively reduces your revive timer by 10%/20%/30%

October 21, 2013 Patch

  • Base armor reduced by 1
  • Turn rate improved from 0.5 to 0.65
  • Earthbind cast point improved from 0.5 to 0.3
  • Divided We Stand leveling rebalanced from 6/11/16 to 4/11/18
  • Removed 30% stat sharing on non-aghanim Divided We Stand

July 26, 2013 Patch

  • Fixed Geostrike icon.png Geostrike not affecting units like Spirit Bear.
  • Fixed a minor inaccuracy with Meepo icon.png Meepo and Ogre Magi icon.png Ogre Magi's base armor.

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.

Balance changelog[edit]

6.82

  • Meepo clones' boot item slots now match whichever slot Meepo Prime has his boots in

6.81

  • Base movement speed increased from 305 to 315.

6.80

6.79

  • Base armor reduced by 1.
  • Turn rate improved from 0.5 to 0.65.
  • Earthbind icon.png Earthbind cast point improved from 0.5 to 0.3.
  • Divided We Stand icon.png Divided We Stand leveling rebalanced from 6/11/16 to 4/11/18.
  • Removed 30% stat sharing on non-Aghanim Divided We Stand icon.png Divided We Stand.
  • Night vision reduced from 1800 to 800.

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.

6.72d

  • Undid melee hero collision change from 6.72c

6.72c

  • Melee hero collision size now reduced from 24 to 12.

6.72

Creates an extra clone once the item is acquired. Please note that the item is undroppable once the clone is created.
  • Rebalanced all Melee heroes between 100 and 128 range to be 128 range
    • Meepo previously had 100 range.

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

6.39

  • Created.

Gallery[edit]

See also[edit]