Dota - Meepo The Geomancer
27 April, 2008 Labels: Dota Guide 0 commentsSince his (it's?) appearance in Dota-Allstars, Meepo, or Meeps as I like to call him, has always been, and will always be one of the most interesting heroes in the game. The reason I have decided to write a guide for this hero is because I believe the general Dota public has horrible misconceptions and misunderstandings regarding this fun, interesting, and incredibly powerful hero. As the title suggests, I believe the strongest build for Geomancer will be one focused around Poof. I’m sure many would disagree, if you do, I’d suggest you read the rest of the guide and try it out, before commenting.
This guide is written for version 6.51, and will NOT cover much about general strategies of DotA such as last hitting, juking and the sort.
Hero Overview
Originally worshipped by the pagan tripes of Germania and the black forests that encompassed it, Meepo is a mischievous spirit of the earth who enjoys burying his enemies alive in mountains of rock spikes, pinning them down into helplessness as he pummels them into submission with his mighty shovel. The most disturbing of the Geomancer's powers, however, is his ability to separate his being into multiple selves, each as powerful as the original and making him potentially four times the trouble for the unlucky who encounter him.
Stats
Strength - 23 + 1,3
Agility - 23 + 1,9
Intelligence - 20 + 1,6
Total Stat Gain - 4.8
Attack range of 100 (melee).
Movement speed of 300.
Level 1 information:
- Health: 587- Mana: 260
- Damage: 34-40
- Armor: 5
- Attack Speed: 1.38 sec
Things that take immediate notice is Meepo’s strangely high starting strength (due to a recent buff) and his very low stat gain. This means that Meepo has good survivability at the start of the game, but as the game progresses, each individual Meepo will lose out a lot in terms of stats. Don’t worry about this, since you’ve got 4 Meeps, thus in a way, your real stat gain is 4.8 x 4 = 19.2.
Skills
Earthbind
Rains earthen spikes across a target area, pinning down all enemy units in the 225 AOE. Lasts 2 seconds.
Level 1 - 500 casting range.
Level 2 - 750 casting range.
Level 3 - 1000 casting range.
Level 4 - 1250 casting range.
Cooldown: 20/16/12/8 seconds.
Mana cost: 100.
A very nifty and one of the best aoe-disables there is in the game. This skill isn’t as hard to aim, since you can simply switch Meeps and try again if you miss. At level 16 with this and your ulti maxed, you can net indefinitely if you try every 2 seconds, when chasing or to keep enemies from moving AT ALL.
Notes: This works on magic immune units such as a Raged Naix, a Bkbed Sven or even a Juggernaut Blade Furying. It also stops invisible units from going invisible, although it won’t reveal invi units. (If you net a bone before he wind walks and continue netting, he won’t be able to go invisible, but if you blind net an already invisible bone, you won’t reveal him.) Did I mention Blinkers can’t blink in the net? The only heroes that can move in the net are Morphling and Potm, with Waveform and Leap respectively, but they won’t be able to walk until the 2 seconds is over, and you can just toss another 1250 range net on where they “land”. Stops channeling as well.
Poof
Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 1.5 seconds, Meepo instantly teleports to nearest target Geomancer, dealing damage in 400 AOE in the departure and arrival locations.
Level 1 - 40 damage. 140 mana, 20 sec cooldown.
Level 2 - 80 damage. 120 mana, 18 sec cooldown.
Level 3 - 120 damage. 100 mana, 16 sec cooldown.
Level 4 - 160 damage. 80 mana, 14 sec cooldown.
Cooldown: 20/18/16/14 seconds.
Ahh.. the controversial part of this guide. This skills enables Meepo to instantly teleport to another Meepo, dealing aoe damage in the area the Meepo casting it just left, and also where the Meepo casting it appears. This guide mainly focuses on getting this maxed asap, making meepo an effective aoe-disabler, aoe-nuker. A section will be devoted to this skill’s proper usage in the latter parts of this guide.
Notes: The Meepo casting it can cast on himself, effectively making the skill work like nothing more then an aoe nuke. Stuns and the sort will not stop it’s casting, but pause it (like Furion’s teleport). AoE is around 250 plus AROUND the caster.
Geostrike
The Geomancer enchants his weapon with the essence of the earth, crushing the life from his enemies and numbing their legs. Slows target movement speed and deals 15 damage per second. These effects are additive with other geomancers. Lasts 2 seconds.
Level 1 - 5% slow.
Level 2 - 10% slow.
Level 3 - 15% slow.
Level 4 - 20% slow.
Passive
A damage and slow, orb effect. Stacks when multiple Meeps are pounding the shit out of someone, with the capability of reaching 80% slow when maxed with 4 Meeps.
By far the strongest slow in the game, capable of making that Night Stalker crawl like a genetically deficient injured old man.
Damage is dealt over 2 seconds, 4 Meepos hitting will deal an additional 15x4(60) damage per sec.
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. Clones gain 25% of any extra attributes the primary has. If one clone dies, they all die.
Level 1 - 1 Geomancer.
Level 2 - 2 Geomancers.
Level 3 - 3 Geomancers.
Passive
Meepo’s most unique skill. Leveling this will give you an additional hero, with stats exactly the same as the original, but can’t receive the benefits from items on the main Meepo (except Boots of Speed, Power Treads And Boots of Teleport) This skill is why Meepo is Meepo. This is why Meepo is so strong, this is why Meepo can solo almost any Hero pass Level 11.
Notes: When you level a skill on any of the Meepos, the skill gets leveled as well on all the others. Once you level this skill, you get a clone with full health and mana right beside you.
Skill Order
IMO, this is the one and only way to maximize Meepo’s effectiveness. With this build, his combat abilities, farming ability and overall threat to the opposition will be higher.
Level 1 Geostrike
Level 2 Earthbind
Level 3-5 Poof
Level 6 Divided We Stand
Level 7 Poof
Level 8-10 Earthbind
Level 11 Divided We Stand
Level 12-14 Geostrike
Level 15 Stats
Level 16 Divided We Stand
Summary: Get a level of Geostrike at Level 1, followed by a level of Earthbind, then Max Poof , followed by Earthbind then Geostrike. Get Ultimate whenever possible.
Alternatively you can get some stats before maxing Geostrike if you are having problems surviving.
Skill build Justifications
Geostrike at Level 1 is for the damage to help in Last hitting. +15 damage is equivalent to 5 slippers of agility early. Even if you miss, there is a change the other 15 damage tick on the next second might give you the gold. Earthbind at Level 2 for getting out of sticky situations, trapping enemies within tower range, or helping an ally to harass/kill. Getting Divided We Stand whenever possible is a no-brainer, you become much more formidable with every additional clone. Now for the big question…
Why max Poof early?
To this I answer.. Why Not? Poof is a low mana-cost, high damage, big aoe-nuke which doubles as a transportation skill. What’s not to like?
Reasons for maxing Poof asap:Makes Meepo much more formidable at level 6-10. (2 slightly higher then normal damage AoE-nukes is no joke) Enabling him to effectively gank at earlier levels.Makes farming much much easier, farming the oh so crucial Meka is easier then drinking water. Better farming also = more exp = level faster = more clones earlier.Is even useful before Level 6. At Level 4 or 5, having an AoE-nuke makes Meepo more of a threat in lane. Anybody who thinks you are a useless little rat before your Ultimate will pay for their foolish aggression.Makes Meepo much (very much) more useful in team battles at all parts of the game.Enables Meepo to defeat many “counters” to him at many parts of the game.Makes Meepo a much better pusher, as well as a better defence against pushes.Synergize perfectly with Earthbind and Geostrike. These skills hold them down for effective Poofing.AoE nukes counter certain things like illusion heroes.Still not convinced?
I’ll answer to some frequent arguments against Poof.
1 Meepo is SO SO SO fragile that early stats is crucial, leaving not enough skill points for Poof.
Answer: With the recent buff making Meepo’s staring strength very high(imba), early survivability is no longer such a huge problem. IMO, a nuke might change the tide of a battle and in most cases is preferable over a few measly hp stats provide.
2)Earthbind is so much more better then poof, 1250 range is imba! Earthbind should take precedence before Poof.
Answer: Not true. Earthbind is incredibly powerful, but what is the use in preventing enemy movement when your combat abilities are diminished? Enemy heroes will have more time to fight you/react when you are dishing out your normal attacks, thus have more chances of defeating and killing you. At Level6-7, Level 1 Earthbind coupled with 2 Poofs is usually enough to kill many heroes out there.
3)Poof is only good when theorycrafting, no one can micro that well, thus in reality, Poof isn’t that great a spell, and is more trouble then it’s worth.
Answer. This is perhaps one of the reasons I have decided to write this guide. To me, the above statement is a huge misconception by many in the DotA community. I will tell you this now, If you can micro a non-Poof dependant Meepo right now, there is at least a 99% chance you can play a Poof Meepo good enough to be more effective then a your non-Poof dependant Meepo. This guide aims to teach the surprisingly simple way to micro a Poof Meepo well. See the strategy section in guide to learn how.
Item Build
Starting Items
Ring of Regeneration +2 GG Branch + 1 set of tango
2 Rings of Regeneration if Meepo is randomed can be considered.
Core Items
Rush Meka, followed by Boots then Treads and Ring of Bassilus, then upgrade to Vladimir’s Offering.
Pretty much cookie cutter, Meka is the most important item for Meepo, granting survivability, armor and a nice aoe heal that works extremely well with Meeps.
Power Treads are now essential, adds 10 strength to your main Meepo and 12.5 to your clones. Best hp boosting item for Meepo there is, and we all know the only thing Meepo truly lacks is hp. Vladimir’s is for easy neutralling, mana regeneration (you’re using poof, mana regen does help), soloing Roshan and a nice damage boost.
Recommended Items after Core
Assault Cuirass
Most popular choice, and very useful, -5 armor to your enemies is almost like a desolater, increases your dps by a ton as you have 4 Meeps pounding on a target. Some might argue that the aura isn’t good, +15% IAS is barely significant, the armor doesn’t stack with Vlad’s, but IMO, I don’t see any other great items on Meepo and since Meeps is such a great farmer, I highly recommend this. For those doubting this item choice, know that 55%+15%+15%+15% is +100% attack speed. That's increasing your dps by a Meepo.
A simple experiment by me showed that with the Core Items alone at Level 16 following this build, it took 43 seconds to kill the first Roshan. With AC it took 28 seconds. By rough calculations that is an 65% dps increase.
Reaver
Best item for Meepo in terms of raw hp. If you really have trouble surviving, get this instead of Cuirass. Don't upgrade to Heart unless you run out of slots, it isn't worth it, get another Reaver instead if you want more hp.
Aegis of Immortal
Yes, it is recommended. With Meka, Treads and Vlad’s, Meepo can solo roshan at Level 11 and take this almost for free, while giving your team a gold advantage over your opponents as well. Be wary of ganks though if you decide to go at Level 11. You can give it to your allies if you think it would be more useful, but personally I’d only consider giving to my team’s carry if he is farmed enough.
Ogre Axe
Having trouble with burst-damage? If so, get 2 of these after Vladimir’s. This will add only slightly less hp then a Reaver.
It’s good and it’s cheap. What’s not to like? You’ll want to sell them later for slots though, keep that in mind when buying them.
Observers/Sentries
Meepo being such an imba farmer that spends much time in the forest, should always contribute should the team need any Observer wards and Sentries. Observers will help you avoid ganks if in your forest, and help you gank if you place them if the opponent’s forest. Meepo’s map controlling abilities should be abused, and a few Observers here and there can net you a lot of kills. If there are invisible enemies around, contribute sentry wards, you should be richer then most of your allies, and should help out the team as much as possible.
Situational Items
Orchid/Guinsoo
Why these items? They may seem strange at first glance, but when you think about it, they really are good items for Meepo. The reason is simple, most items don't work well on Meepo because they don't work on your clones, but the disable on these items work just as well. Most of the time, i recommend Guinsoo over Orchid, it helps you defeat heavy nukers as well as farmed carries, however against a combo of casters and heavy tanks, get Orchid. The silence is just as well on heavy nukers, and the damage boost that Orchid provides helps to take down takes fast.
Desolater
-6 armor and +60 damage boost’s Meepo’s damage a lot, but I just don’t see a suitable moment to get it. Late game with Meepo’s farming ability, I’d rather get Cuirass to help out the team and myself more, early Meka, Treads and Vladimir’s are too crucial to make room for a deso. After the experiement with Assault Cuirass, I did the same on Desolater, and with the core items and desolater alone at Level 16, it look 27 seconds to kill the first Roshan. This is almost identical to the time taken with AC, making Deso, along with AC, one of the best dps items for Meepo. Get this when:
1) Someone in the team already has Assault Cuirass (or is going for one).
2) If there are many tanks/a tank that is giving you many problems that take forever to take down. AC along with this will make short work of them.
3) In the rare case where burst damage/survivability isn't an issue.
Not Recommended Items
Lothar’s Edge
Contrary to popular belief, a Poof Meepo does not need this, and is strongly not recommended by me. Your core build is too important to squeeze this in, and truth is, Lothar-Poof is a completely unnecessary strategy. You’ve got a 1250 range aoe-perma-disable, an 80% slow, and you need to rely on this to land a decent Poof? You don’t need any more surprise then a flying net from the fog. Waste of money, waste of a slot. Lothar’s edge is now a great item, but it’s just not meant for Meepo.
Eye of Skadi
Complete waste of money on Meepo. You’ve already got a slow, and the stats transferred to your clones are not worth the huge price tag. Never get this.
General Gameplay Walkthrough
Early Game, Level 1-5
Level your Geostrike, grab your handy RoR, 2 Ironwood Branches and your set of tangos, and head out to the lane of your choice. Best lane for Meepo is the long lanes closest to the forest ( Top lane for Scourge and bottom lane for Sentinal). If you can’t, it’s fine, choose one of the other lanes. Mid lane is dangerous because usually the best lane controllers go there, and the other has the disadvantage of being far away from the forest.
Try to get a good lane controller as a lane partner, we all know Meepo’s early game isn’t that good. Soloing is not recommended, but preferable then having another Hero that can’t control his lane well sucking up your precious experience.
Your priority now should be to get to Level 6 as soon as possible. Get last hits, but never endanger your life for it. With your decent animation and ok damage (with Geostrike), you should at least be able to grab a few hits. Deny when possible, but don’t bother if doing so makes you receive lots of punishment. Remember, the only thing that truly matters is to get to Level 6 asap! Stop last hitting and just hang around getting experience if it is too dangerous. Play safe, DO NOT endanger yourself or take unnecessary risks at this level. Money will almost never be a problem for Meepo later, don’t worry about it.
If the situation arises, don’t chicken out, help your ally grab the kill or grab it yourself. Don’t forget that at Level 4, you’ve got a big Level 2 Aoe Nuke, at Level 5, a big Level 3 Aoe Nuke, and a 2 second disable. With a good ally you might be able to grab some kills, save your ally when he needs it, but remember, DO NOT risk your life for ANYTHING this early.
Level 6-10
Once you click your first level ultimate, congratulations, you’ve just doubled your combat abilities. At level 6, start to look for opportunities to kill in your lane. As long as they have no hard aoe-stuns/nukes, you should be able to kill them with your ally. Once the chance arises, quickly cast earthbind,, try to get 2 heroes, but if you just get 1 don’t worry, walk closer and immediately cast a second earthbind, or cast 2 Poofs as fast as possible. If you do it right, the enemy heroes should be down to red hp, finish them off.
If your lane is too dangerous, having dual stunners, aoe-stuns and the sort, don’t risk it, head to the forest. At this level, (poof)Meepo is the fastest neutral creeper in the game. Destroys neutrals with Poof, use 1 Poof for weaker camps and 2 for stronger ones. Creep stack when possible. Watch the mini-map for ganks when farming. Constantly check the Middle and the lane that you left, if the situation permits for you to gank, go destroy them with Poof and Earthbind. If not, continue creeping till your mana finishes, then use your normal attacks to creep until both Meepos are at low health. Send a Meepo home then, let the other clear a weaker camp (with poof it is possible). Poof your Meepo in the forest to the one at base, take out your items. Continue as before till Level 11. Help in pushing if needed, you can clear waves with 2 Poofs as well.
Level 11-15
If all goes well, you should by this time have at least a Mekansm and Boots. If not, farm it quick.
With 3 clones, you are now a very strong force. With 3 Poofs and Earthbind at a decent level, you should now focus on ganking with a bit of farming at the side. Look out for lone enemy heroes, you should be able to take most of them out in about 3 or 4 seconds with Earthbind and Poof. Gank with allies when possible, push when they need you, participate in team battles. Remember to get in range before Poofing away when ganking.In team fights, don’t rush in first, but don’t be a coward, once half of the AoE spells are casted, Earthbind and Poof away. If you think it’s too dangerous, help with your imba range nets and enter when the time is right. Battle strategies will be explained in another part of this guide. At this point you should get some Observers to help in map control. Put some in the enemy’s forest, some at yours, and gank away. When there are no ganking available, or it is too dangerous, farm in the forest, or help push a lane. With some Observers, you can reasonably farm in the opponent’s forest as well. You have the advantage of feeding on whoever crosses your path, but beware when they start to look out for you, and don’t overstay your welcome.
It’s important to note that with Vlad’s, you can solo Roshan at Level 11, right after your second clone. If you choose to do so, make sure it’s safe. At this level it is still not very easy, and take some time to kill Roshan, Remember to move away injured Meeps when Roshaning, cause Roshan has the very annoying habit of focusing on anything with low hp. Be sure to get out of there if the situation turns dangerous. If it isn’t safe, wait till you have 4 clones before you try to Roshan.
Level 16 onwards
If you’ve been a good Meepo, killing or helping out in kills, farming well, and pushing (and earning tons of gold in the process), you should be outleveling your opponents pretty well. Get the Aegis if you haven’t already. If you are doing well, press the advantage, push like mad, end the game, don’t give the enemy breathing space. If not, help your team to victory by defending pushes ( Meepo is incredible at that with Poof) Dual lane pushing (2 Meepos in each lane, double Poof instant killing creep waves) or do participate in team fights. Stop hogging the neutrals and let your carry or allies farm. If there is a huge wave of creeps and your ally wants to gold, let him and don’t be an ass by stealing all the gold. Meepo won’t benefit much from items after the core build, so this is the logical thing to do. Multifarming with 2 Meepos in different places is, IMO, not worth bothering. It’s dangerous and your allies will haveless creeps to farm. If there is an enemy carry that is well farmed, consider farming a Guinsoo to teach him who’s boss. If he BkBs net him till the duration ends, then hex, net and Poof till he’s dead. Carry your team to victory.
Summary of Walkthrough
Level 1-5 Don’t die, get experience in lane.
Level 6-10 Neutral creeping, gain lots of experience fast with Poof. Gank when possible.
Level 11-15 Less creeping, more ganking, killing, pushing, team battles.
Level 16-25 End the game fast if doing well, focus less on/stop farming and carry the team to victory.
Controlling your Meepos
Group Assigning
Only 1 Control Group is truly required, that is to group all your Meeps into Ctrl Group 1. To do so, simply drag select all your Meepos, and hold down control and press the number 1.
Another useful Control Group is one excluding the Main Meepo. This makes it easier when buying items (when a clone goes near a shop before your main Meepo you can’t buy anything until you bring the clone out of range of the shops.
When pushing 2 lanes, assigning 2 groups of 2 Meeps each helps.
Using Shift
Using shift + click on a unit outside of a Control Group will add that Unit to the Group, while shift + click on a unit in the group will exclude it from it. This will proof useful when trying to escape with a low hp Meepo. Remove the injured Meepo from the Control Group, send him towards somewhere safe while tab-netting with the others.
The Tab Key
Very important key when playing Meepo. Pressing the tab key traverses through your selected units, enabling you to cast repeated Earthbinds and Poofs from different Meepos with ease.
F1 to F4 Keys
This 4 keys will directly select any of your Meepos. If you get used to it, you could use it to remove low hp Meeps fast and easily (since you can look out for their hp on the top left corner of the screen.)
Common and Advanced Strategies
Here we will go in-depth on the usage of Earthbind, Poof as well as general tips and fighting strategies.
Using Earthbind
One of the games best disables. Earthbind has a whopping range of 1250 when maxed.(That means the net can travel as far as a full screen.)
When Meepo casts Earthbind, there will be a brief animation and a net will fly from Meepo, when it lands, it will trap any in it for 2 seconds.
What does this mean?
It means, like Light Strike Array or Split Earth, you have to aim your net AHEAD of the target, so that when the net lands, the target is caught in it. Unlike other AoE stuns, however, the time for the net to reach its target is proportional to the distance Meepo is from the target. The further you are from the target, the longer the net will travel before it lands, thus you have to aim further ahead if you are catching up to someone further away.
Note that if the target is more then 1100 range away and moving it gets pretty hard to catch due to the fact mentioned before.
Simple shot showing the max range of Earthbind.
Where you should aim Earthbind, screens!
Red arrow indicates the Meepo throwing the net, Green arrow indicates the targets movement direction.
Multicasting
What advantage does Earthbind have over other AoE disables? Well, since there are 4 of you, you can cast it 4 times before you need to wait for a cooldown. The cooldown fot Earthbind is also very short when maxed (8 seconds)This means you shouldn’t hesitate to use Earthbind once you have 3 or 4 clones. Even if you have the slightest chance of catching your prey, cast it. This, however, doesn’t mean you should cast it mindlessly without aiming then complain when you don’t catch anything.
Pinning down your target
Earthbind is a 2 second disable with an 8 second cooldown. You have 4 Meeps. Done the math? Good. You can keep people from moving from your net indefinitely. This is why Meepo is so feared and is one of his (theirs?) selling point. Once you manage to catch your target with an Earthbind, just simply follow up with another and another and another.. Doing this is simple, and is a skill that all Meepo players must learn, after your first Earthbind, simply follow up by pressing the Tab key followed by E, then click, then after a brief pause, Tab followed by E again. Rinse and Repeat.
*All Meeps selected*
E > Click > Tab > E > Click > Tab > E > Click > Tab > E > Click
Note for against Invisible and Blinking heroes. Keep the pause shorter then you normally would if you are pinning down these heroes. Earthbind will keep enemies from going invisible and Blinkers from Blinking, however should there be a pause between the nets, however brief, and your prey will escape. Blinkers you can catch up by predicting where they go and continue Netting, but Invi-heroes will escape you if you don’t have wards/Gem.
Escaping with Earthbind
So 1 of your Meeps in red hp and you’re being pursued by a crazy mob? Most important thing during this sort of situations is to Stay Calm.
Are we forgetting that you’ve got a 1250 range perma-movement disable?
Once a Meep is at low hp, select him from the group, or use the F1 to F4 keys to select him, then send him on a safe escape route. Next thing to do is to remove him from the group, you can do this by holding Shift while selecting the group, and clicking on his icon, or just reassign the other Meepos by drag selecting them and pressing Ctrl and 1.
Now just Tab-net with the remaining 3 Meepos and let the injured one run away. Continue fighting with the other 3 or run away and continue Tab-net depending on the situation. Another simpler way perhaps is to send all your Meepos running, then manually selecting the high hp Meeps one by one to net, then send him running again.
Isolating an enemy, keeping 2 enemies at different places from moving
Hitting an enemy with 4 Meepos and disabling another with Earthbind is effectively keeping both of them from moving, enabling you to finish both of them, or kill 1 while the other watches helplessly, or kill 1 while the otherS watch helplessly, or kill 1 while the otherS watch helplessly, then kill the others.
To do this, simply hit an enemy with all your Meeps (using a net or 2 to get in range) then Tab-net the enemies you don’t want to come close to you (yet).
Not recommended that you attempt to Poof nuke the target you are keeping from moving with Geostrike as they might escape.
Earthbinding in team battles
In Team Battles, help your team by trying to net the enemy heroes from afar. If you succeed, you will give your team a huge position advantage and let your tankers/initiators have a chance to get close and use their skills in a more efficient manner.
Breaking channeling with Earthbind
Earthbind breaks channeling, So If you see any enemy heroes trying to channel anything (especially things like Sand King), quickly throw a Net to break it. This should be of top priority. Due to Earthbind’s range you will usually manage to break it if you cast it in time.
Revealing fog with Earthbind
Earthbind can be casted in the Fog of War, and as the net travels, will gives sight till it lands. I find this useful when farming in the opposite forests, either to scout for potential prey or to check for any sneaky attempts at assassination. Also check once in a while when you are soloing Roshan to prevent any surprises. You can also use it to check for runes without actually moving to the rune spot, saving precious time to do whatever you wish.
Proper Usage of Poof
As you already know, IMO, Poof should always be maxed first, and here I will explain how to use it to its full potential.
The Mass-Poof
Casting Poofs with all your Meeps in a fraction of a second is easier then many think. If you can Tab-Net, you can Tab-Poof. Simply press F then Tab then F then Tab then F again. The only difference between Mass Poofing and Tab-net is when Mass-Poofing, you want to keep the time between each Tab-F as little as possible. In other words, you want to Press F>Tab>F>Tab>F>Tab>F as fast as possible, while spamming left click on the ground near your Meepos or you can just press F>Click>Tab>F>Click>Tab>F>Click>Tab>F>Click, if you like to be more in control. It's all a matter of preferance. This is not hard at all. Try doing it now as fast as possible. With some practice, you should be able to do it in about a second.
A simple chart showing the damage of Mass-Poof.
Farming with Poof
From Level 6, Meepo is(are?) the fastest neutral creeper in the game.
This is very simple, yet very effective.
When you hit Level 6/7, simply walk in the forest and Poof away.
For harder camps, Poof twice and finish them off with normal hits, for weaker camps, Poof once.
If possible, try to creep stack to creep even faster. It's simple, just attack the camp you want to pull when the timer hits 50 seconds, and lure the creeps away, then when you go back there should be 2 camps. You can then Poof the 2 stacked camps at once. This will significantly increase your neutral creeping speed.
With Poof and some creep stacking, you can clear the jungle at an almost ridiculous pace. This will help in obtaining what is most valuable to Meepo – experience points.
Pushing/Defending with Poof
With Poof, Meepo has the ability to clear normal creep waves at level 7 in 2 seconds. Use this to your advantage, whether to get gold, experience, to get that tower, or to save yours.
Poof has a low mana cost (80) and cooldown (14 seconds) so don’t hesitate to use it.
Note: Although Meepo has the option of farming with Poof in a lane from Level 7 and getting all the creeps, this is not recommended as you will steal gold from your allies and it’s a waste of Meepo’s awesome neutralling abilities. Not staying in a lane also enables you to gank more and keep the element of surprise.
Moblity with Poof
Poof transports any one of your Meeps to any other Meepo. With a bit of micro-management, you will never have to take 100% of your hero back to base after Level 11.
When neutralling (the recommended way to farm with Meepo in this guide) or after a gank, send any injured Meepo home. If you need to buy anything Poof your main meepo back then Poof the healed Meepo back to the battlefield, followed by the Main Meepo with items. Using Poof this way well will save you lots of time that can be spent ganking, farming or pushing.
Ganking with Poof
Once you have 2 Meeps, Meepo becomes a very effective ganker.
Ganking with Poof of course involves Earthbind as well, and here I will teach you the easiest way to micro Meepo to continuously net and cast multiple Poofs.
Step 1, Secure your target.
This involves casting a good earthbind.
Step 2, Keep your target from moving.
This involves the above Tab-Net strategy. Usually this involves casting a second Earthbind or even a third. Assign your Meepos to attack the target as Geostrike will help keeping them in place as well.
Step 3, Mass-Poof
Immediately once you are close enough, Mass Poof. Press they keys F > Tab > F > Tab > F > Tab > F as fast as possible. It doesn’t matter which Meepo in the group you’re selecting. If any of the Meepos is stuned when attemping to cast Poof, don’t worry about it the others will still cast Poof and it will cast after the stun time. Again, you should be able to click all those keys in about half a second. 1.5 seconds later, all your Meeps should disappear one by one and reappear instantly, damaging your target in the process. With Poof’s huge AoE it is very hard to not get hit by it.
Step 4, Finish your target
Start casting Earthbind of your pathetic fleeing targets. Finish them with normal hits or Poof again if you still have a Meepo with Poof not on cooldown.
If you go solo, at Level 7 you might be able to kill an enemy in your lane and heavily injuring the other.
Note: Once you get better with Meepo, you no longer have to follow the steps above. This is simply what I believe the simplest way to micro-manage Meepo with Poof.
Some screenies for better understanding.
Note that it was by pure luck that Lina was being attacked by creeps when I netted. If she wasn’t, Poof would have finished the job anyway.
This is one of the rarer games where for some reason I was soloing. Opponents greatly underestimate me, not expecting Poof in my arsenal.
Look at how fast their hp goes down.
Another screen showing an early gank.
I included so many scenes with early ganks because this is one of the main advantage for maxing Poof first. By ganking early you gain experience very fast, and thus become a much stronger force throughout the game.
Outnuking Lina. Oh, the irony.
Notice the multiple Poofs before the Laguna Blade animation disappears.
Know that the multiple Poofs are done together in less then a second.
Also, you don’t need to use Poof in every gank. If you are going 1v1 with many heroes, Earthbind + hitting is often enough. Poof-killing enemies, however, certainly will earn you some style points.
Poofing in team battles
I’m sure most of you know this, but NEVER be the first to rush in a team battle.Throw some nets and try helping your team pick off some Heroes. Let your initiator/tanker enter first, after a few disgusting nukes and stuns are thrown around, don’t hesitate and dive in there. Earthbind when getting close, get as many heroes as possible once you are within range, Mass-Poof ASAP. As long as you manage to do this, you have won the battle for your team. After, don’t panic and take out your injured Meeps and send them home. If you aren’t very hurt, proceed to pound the shit out of any of the enemy heroes remaining.
Watch as Naga’s illusions disappear with a poof.
Notice Axe’s hp drop with every Poof.
When to enter Team Battles
1) When most of the Opponent’s skills are in cooldown.
2) When you have a great initiator that entered the battle. (Magnus, Treant, etc)
3) When someone is being focused.
4) When you know Poof will destroy them before their allies can reach in time.
An example on when to enter Team Battles. Netting, entering the battle, Poofing then quickly escape after the kill.
Poofing as an escape
Often, Poof is useful as an escape mechanism. Personally, I find this most useful when you have got an injured Meepo walking back to base or healing, or far away from battle. Simply select the Meepo in danger, press F and click where your other Meepo is at. Note that this can be used to escape certain disables as well (Ensnare and Sprout). With the Poof cast time reduced to 1.5 seconds this escape rarely fails.
Dual Lane Pushing/Defending with Poof
Simple yet effective. Sometimes you just want to push as fast as possible, or to prevent a tower loss, and continue pushing at the same time. Meepo is among the few heroes with the capability to push/defend 2 lanes at once (Along with KotL).
Simply separate your Meepos into 2 groups and Poof twice with every creepwave you see on both lanes. Should there be an emergency or you want to participate in a fight, just Poof your Meepos together.
Do not do this if it is too dangerous. It isn’t worth it.
A Crucial Mistake to Avoid
When I start trying out Poof on Meepo, I kept forgetting to Earthbind enough or did it too slow at times. If you are trying out Poof on Meeps, remember to Earthbind to keep enemies in range of Poof. Poof has a huge AoE, so this shouldn’t be a big problem, but I’ve missed a lot of kills this way when I started out with Poof Meepo. Also remember to use your normal attack. Meepo has really high DPS and just because you’ve got nukes doesn’t mean you shouldn’t hit stuff.
Using Mekansm
Mekasm is Meepo’s most important item. To play a good Meepo you should use it well. Using it usually has something to do with common sense and strategic thinking.
Use Mekansm when
1) A Meepo is dying.
2) Many Meepos are quite injured.( Yellowish Hp)
3) In fights to give you an edge.
4) For multiple teammates in a battle, or to heal multiple teammates.
Do Not Use Mekansm when
1) Only 1 Meepo is injured, send him home or let him lifesteal with Vlad’s.
2) When a single ally wants a heal. Don’t give it to him, most of the time Meka will be more useful for yourself. If it is to save a life however, consider it. Make a judgement call.
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