23 + 1.6
23 + 1.9
20 + 1.6
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. Meepo's greatest strength is also his greatest weakness. While he can farm rapidly and deal lots of damage through his clones, if even one of the Meepos die, they all die. 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.
| 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."
|| Carry / Disabler / Initiator
|| "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."
|| Nolan North (Responses)
- Earthbind has a 0.3 second cast time.
- The net travels at a speed of 857.
- Earthbind can hit units up to 720/970/1220/1470 range away (maximum cast range + radius).
- Earthbind roots affected targets, so they can still turn, cast spells, use items and attack.
- Earthbind debuff interrupts channeling spells of affected target as it gets placed, but affected units can channel spells during it.
- Successive casts of Earthbind do not replace the debuff on affected targets, they just refresh it.
- Refreshing the Earthbind debuff does not cancel channeling spells again.
- Earthbind reveals invisible units for the duration. But it cannot root already invisible units.
- Poof can only target own Meepos and illusions.
- When targeting ground, Meepo will Poof to the Meepo closest to the target point (which can be the same Meepo who casts it).
- 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.
- Casting 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.
- Each Meepo and Meepo illusion places its own 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 damages in 1 second instances, starting 1 second after the debuff is placed, resulting in 2 damage ticks.
- This is how much damage 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|
| 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.
| Number of Meepo Clones: 1/2/3 (2/3/4)*|
Respawn Time Reduction: 20%
| Adds an extra Meepo. Grants 100% shared attribute percentage.
- Unlike most other ultimates, Divided We Stand can be leveled up at level 3/10/17 instead of 6/11/16.
- Upon leveling, the Meepo clones will always spawn next to Meepo prime, even when it was leveled from a clone.
- 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 is selected, its icon becomes brighter. When a Meepo takes damage, its icon will blink red.
- Meepo clones are treated exactly like heroes, with the only exception being Thundergod's Wrath, which does not hit Meepo clones.
- The only item a 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.
- When the original Meepo switches the attribute of Power Treads, the Meepo clones' treads will adapt.
- 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 prime picks it up and are in range.
- When Meepo prime loses stats (with e.g. Decay, or Silencer's int steal), the clones' stats will adapt.
- However, Meepo themselves are still subject to stats loss and the other Meepos will not adapt to a clone if a clone loses stats.
- Acquiring an Aghanim's Scepter while dead will cause the new clone to die instantly (without granting gold and experience) and respawn together with Meepo.
- 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.
- 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 more importantly, allows to all Meepos to benefit from bonus stats from items. Which means any stat boosting item, such as Eye of Skadi, should not be picked up until Aghanim's is bought first.
- Blink Dagger gives a great gap closer that, when combined with Poof, effectively works for every Meepo.
- Boots of Travel gives all meepos a global tp on seperate cooldowns and great move-speed for his Meepos. 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.
- Eye of Skadi gives tankiness, damage, and mana for all Meepos(if Aghanim's is already bought) as well as additional slow which stacks with Geostrike.
- Heart of Tarrasque gives tankiness to all Meepos(if Aghanim's is already bought).
- 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.
- Manta Style gives good stat bonuses to all Meepos(if Aghanim's is already bought). However, the only stat that all Meepos can't make use of is the flat attack speed.
- Ethereal Blade provides solid damage, armour and stats for all Meepos(if Aghanim's has been picked up already), while having a solid nuke which can be used increase Poof damage by 40%.
- 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.
- Typically, the first item Meepo wants to rush as early as possible is Aghanim's Scepter as it allows Meepo to move on to stat boosting items, such as Eye of Skadi or Heart of Tarrasque, to keep all Meepos alive while doing lots of damage. Later, a Blink Dagger is great as it lets Meepo surprise enemies rather than walking up to them. Aura items can be looked at before an Aghanim's, such as Vladmir's Offering or Assault Cuirass, but they leave your Meepos very squishy and defenseless.
- 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.
- The typical combo is: set all clones to Poof to main Meepo > use Blink Dagger with main Meepo > Earthbind and then finish them off with multiple Geostrikes.
- 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 each 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, at 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.
- Since Poof does half the damage when the Meepo leaves and half when it arrives ensure all Meepos are in range for both damage instances to hit when clearing creeps in the jungle.
- 2 Level 4 Poofs is the most efficient way to clear all jungle creep camps regardless of camp size except Mud Golems since they are magic immune.
- 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.
- Selecting all Meepos and then casting Poof with not cause all Meepos to Poof. You have manually cycle through each Meepo and cast Poof for each one. It's a good idea to put Poof on quick cast so that chain Poofs are faster and less prone to error, especially with Blink Dagger.
- Each Meepo has a different pitch in their voice lines, with the original Meepo being normal, and each subsequent Meepo clone having a slightly higher pitch.
- Several of Meepo's lines reference the Scout from Team Fortress 2, another title by Valve.
- Play "Aww, didn't mean to hurt ya. Much." is refering to Scout's line "Oh, I'm sorry, I didn't mean to hit ya... No, wait, yeah I did."
- Play "I'm not even winded.", Play "Who's the tough guy now, tough guy?", Play "Freakin' unbelievable.", Play "This is a real freakin' embarrasment.", Play "No, seriously, you all suck!" and Play "Now that's what I'm talking about!" are direct quotes from Scout.
- His death lines Play Play "Hey, that hurt." are a reference to Scout's lines upon evading bullets while under the effect of his Bonk! Atomic Punch (as heard here and here).
- Play "You suck!" is also a line used frequently by the Scout.
- In his anger lines Play and Play, he's mumbling "You've got to be kidding me", another line frequently used by the Scout.
- His death line Play "You punched out all of my blood!" is a quote from the Scout in the shortfilm Meet the Sandvich.
- With Play "Ahh now that's the stuff!", he's also quoting one of the Demoman's lines, another character from Team Fortress 2 (as heard here).
- Meepo's response to meeting Windranger Play "Windrunner, how are you doing?" references Joey Tribbiani's catchphrase from the television sitcom Friends. However, since her name got changed, this line went unused.
- Meepo is named after the first kobold players meet in The Sunless Citadel Dungeons and Dragons 3.0 adventure.
February 27, 2015 Patch
- Fixed picking up another player's Aghanim's Scepter being undroppable and granting Meepo his upgrade.
November 24, 2014 Patch
- Fixed a case where control groups were not remembered correctly with Meepo
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 not affecting units like Spirit Bear.
- Fixed a minor inaccuracy with Meepo and Ogre Magi's base armor.
March 21, 2013 Patch
- Fixed a bug that caused enemy-created Meepo illusions to get added to the original player's multi-hero interface.
February 07, 2013 Patch
- Fixed some ability Backswing timing issues ( Kunkka, Clockwerk, Timbersaw, Meepo, Pudge, Spirit Breaker, Sand King, Riki, Nyx Assassin, Lion, Pugna, Shadow Demon, Batrider).
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 Meepos.
October 25, 2012 Patch
- 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, Ghostship.
October 11, 2012 Patch
- Added Meepo to Captain's Mode.
- Fixed enemy 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 and Meepo.
- Meepo clones' boot item slots now match whichever slot Meepo Prime has his boots in
- Base movement speed increased from 305 to 315.
- 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%.
- 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.
- 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).
- Earthbind no longer works on magic immune units.
- Rebalanced Poof (40/80/120/160 to 60/80/100/120).
- 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.
- ↑ , The Meet the Sandvich short Meepo is refering to with one of his lines.
- ↑ , Origin of Meepo's name, a kobold from Dungeons and Dragons.