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.
 Recommended items
- 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, attack speed and armour 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 give him many XP, than means he will be higher lvl than others and this will almost neutralize the low-str-per-lvl gain problem. Also with items that gain strenght/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.
- Meepo is vulnerable to heroes who can single out and kill one of his clones or do AOE damage to all of them. In this aspect Meepo players should especially be wary of Vengeful Spirit's Nether Swap, Kunkka's X Marks The Spot, Faceless Void's Chronosphere, Warlock's Fatal Bonds and Chaotic Offering Combo, Tidehunter's Ravage and Lich's Chain Frost among others.
- 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 5 Teleports every minute. 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.
- 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.
 Update history
- Added to Ability Draft
- Fixed to work correctly in Mid-Only
- 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%
- 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
- Fixed Geostrike not affecting units like Spirit Bear.
- Fixed a minor inaccuracy with Meepo and Ogre Magi's base armor.
- Fixed a bug that caused enemy-created Meepo illusions to get added to the original player's multi-hero interface.
- Fixed some ability Backswing timing issues ( Kunkka, Clockwerk, Timbersaw, Meepo, Pudge, Spirit Breaker, Sand King, Riki, Nyx Assassin, Lion, Pugna, Shadow Demon, Batrider).
- Fixed an exploit with boot selection.
- Fixed how Meepo attribute sharing was calculated.
- Fixed several "missing lane" line bugs for Puck, Mirana, Meepo, Lina, Keeper, Shadow Demon, and Windrunner.
- Updated vision values on these abilities: Unstable Concoction, Phantasm, Waveform, Storm Hammer, Mirror Image, Spirit Lance, Requiem of Souls, Spectral Dagger, Venomous Gale, Earthbind, Dream Coil, Shackleshot, Wall of Replica, Flamebreak, Deafening Blast, Ghost Ship.
- [Undocumented] Added new micromanaging interface for heroes with multiple primary units eg: Lone Druid and Meepo.
 Balance changelog
- Base movement speed increased from 305 to 315.
- 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%.
- 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.
- Night vision reduced from 1800 to 800.
- Innate magic resistance increased from 25% to 35%.
- Poof cooldown decreased from 14/12/10/8 to 12/10/8/6.
- Divided We Stand Aghanim's upgrade now gives clones 100% stat sharing.
- Meepo clones stat sharing increased from 25% to 30%.
- Geostrike DPS increased from 5/10/15/20 to 7/14/21/28.
- Poof damage rescaled from 50/80/110/140 to 80/100/120/140.
- Undid melee hero collision change from 6.72c
- Melee hero collision size now reduced from 24 to 12.
- Added an Aghanim's Scepter upgrade:
- 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.
- He can now use Cyclone on his other clones.
- Poof cooldown decreased from 16/14/12/10 to 14/12/10/8.
- Strength gain increased from 1.3 to 1.6.
- Improved Geomancer's base damage by 5.
- Fixed some targeting issues with casting Poof.
- Movement speed increased from 300 to 305.
- Poof manacost from 140/120/100/80 to 80.
- Rescaled Geostrike from 4/8/12/16 to 5/10/15/20 damage per second.
- Changed Poof damage (60/80/100/120 to 50/80/110/140).
- Lowered Poof cooldown (20/18/16/14 to 16/14/12/10).
- Lowered bonus damage per second on early levels of Geostrike.
- Lowered Poof casting time from 2 to 1.5 seconds.
- Improved Meepo's base Strength.
- Reduced Poof's cooldown and mana cost.
- Changed Meepo Attribute Bonus from 40% to 25%.
- Geomancer clones now gain 40% of any attribute bonuses the primary has.
- Thundergod's Wrath no longer hits all Meepos.
 See also