Primary Roles: Pusher, Teamfight Supporter
Secondary Roles: Carry, Ganker
"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."
One of my favorite Heroes, Meepo is a unique Hero who can constantly farm, gain experience, and pressure the enemy team. Meepo may be daunting at first, but he is much like Invoker and Pudge in the fact that the mastery of him can be very satisfying, if not rewarding. In the first few minutes of the game, his skillset is quite lackluster and weak. However, as he gains levels of Divided We Stand, his Earthbinds become eternal snares, Poof becomes an amazing teamfight and pushing ability, and his Geostrikes slows escaping Heroes to a painful crawl. Despite being a risky pick due to his lack of lane control and late game falloff, Meepo can snowball to ludicrous proportions in the mid game with his ridiculous experience gain and massive AOE burst damage potential.
Though multitasking, tab-Poofing, and tab-Earthbinding Meepos seem to be what drives a good amount of players away, the micro required for these these aspects of the Hero is quite overrated and can be mastered to a reasonable degree within a few games. The main obstacles in reaching the full potential of Meepo are your your map awareness and ability to judge game situations, especially for teamfights and pushes.
He is recommended for players of average skill level that have experience with minimap usage and micromanagement.
-Fun to play
-Can push, gank, and farm multiple lanes effectively...at the same time.
-Decent base armor
-Annoying as hell when well played
-Straightforward abilities (for each individual Meepo, that is)
-Extremely high AoE burst damage
-Has the highest potential exp gain in the game
-Poor lane control
-Low base damage
-Daunting to pick up, difficult to master
-High levels tend to force expensive buybacks when killed
-Requires high map awareness and game sense to avoid being an easy gank target
-Must be split up for maximum farm and exp, hence the requirement of map awareness
-Can be awkward to be effective in teamfights
One level of Earthbind is taken first as it is a two second snare right at the start. Poof is maxed first for its decent burst damage which doubles on the first level of Divided We Stand, which is taken at every opportunity. The reason why Geostrike is maxed over Earthbind after Poof is that though the extra range and cooldown reduction for Earthbind is nice, 4-8 seconds of snare is more than enough to grant a kill and the skillshot is extremely unreliable at a range due to the slow projectile and is only preferable in certain situations, such as keeping invisible Heroes revealed. Geostrike will grant some damage as well as an easy to use slow (right click).
Earthbind: As mentioned before, this ability probably has THE slowest projectile speed next to Death Pulse. Earthbind is best used at close range to be reliable and it is a good idea to mess around with the travel time in single player mode in order get a good sense of how far to lead off on varying distances.
Poof: Meepo's main ability for nuking and mobility. At first glance the damage may look underwhelming, however keep in mind that the damage is dealt on the location it is cast as well as the teleport location, dealing 280 damage at max level. With 4/5 Meepos this can easily deal 1120/1400 spell damage respectively. Also remember that there is a 1.5 second cast time that resets when interrupted which completely disables the Meepo, making a set up such as Earthbind or preferably a stun invaluable before casting.
Geostrike: You hit stuff, it gets slowed to a crawl, simple. Though one Meepo's Geostrike is negligible, four Meepos will slow for 80% and deal 112 damage per second.
Divided We Stand: The signature skill of Meepo that makes him so loved and hated, this is what makes Meepo a farming, leveling, pushing, ganking monster in the mid game. Note that all boot actives with the exception to Power Treads and Arcane can be used on the clones.
One of the most important aspects of Meepo is probably control groups for obvious reasons. To set the control groups themselves, you can hold ctrl and press a control group key with the desired unit or squad selected to make a control group of that unit/squad. You can also hold shift and press the control group key either add or remove certain units to/from the control group. Holding shift and clicking a unit will also add and remove them from the units you are currently controlling while holding ctrl and clicking a unit will select all units of that type (Ex. Holding ctrl and clicking Meepo or his clones will select all his clones as well as the Primary Meepo). In addition, the tab key will switch between the units' spells, hence tab-Poofing.
As for Meepo, you really only need 3 control groups at most, one for the Primary Meepo, one for all the clones, and one for every single Meepo.
Control Group Tactics:
Tab-Earthbind/Poofing: One of the most important tricks to master as Meepo, tab-Poofing involves switching between clones and Poofing on the spot or to a target Meepo (or on the Primary Meepo before a blink, more on that later) in rapid succession, preferably under half a second.
Saving a Meepo and Running: Keep an eye on your command list and click individual Meepos that are low on health the send them to a safer location. If there are chasers hot on your tail, select all your Meepos and command them to run like hell and shift click the Meepo that is being killed. Afterwards, use your remaining Meepos to Earthbind your chasers and either chain Earthbinds and Poof or run away depending on the situation.
Blink-Combo: Adding a Blink Dagger to your combo can be quite tricky and is quite situational, however it can easily lead to a sure kill on lone targets. Start with your Primary Meepo separated from the clones (they should usually be separated in the first place) and make all your clones tab- Poof to your Primary Meepo. Keep in mind you only have a 2 second window to pull this off. Immediately Blink your Primary Meepo close to your target and do an Earthbind- Poof combo. The rest of your clones should pop up to Geostrike and Earthbind the target as well.
A Ring of Protection provides a decent boost to EHP for an eventual Ring of Basilius and/or Tranquil Boots while two Tangoes and a Healing Salve will provide constant regen to stay in your lane for valuable exp.
Ring of Basilius: A good item for the AoE armor and mana regen buff and can be turned into a Vladmir's offering later on. Remember to turn it to Heroes only when laning to prevent the lane from being pushed.
Tranquil Boots: Though the extra Ring of Protection is a shame, it is still great for zipping around the map and keeping all your Meepoes at full health. Later it can be disassembled to sell the Ring of Protection and use the Ring of Health to create a Mekansm, Vlaimir's Offering, or Pipe of Insight.
Boots of Travel: An absolutely vital item for the utility and mobility of Meepo, this item synergizes well with him as each clone will be able to make use of the active and gain 100 movement speed, making him arguably as annoying as a BoT Tinker.
Vladmir's Offering: Yet another great item for pushing, it provides all nearby allies, Meepo clones included, with a 15% damage boost and +5 armor. Good for taking Roshan at level 11 as well in combination with Smoke of Deceit. DO NOT pick this up if an ally already has it.
Aghanim's Scepter: A Scepter will provide decent stats and yet ANOTHER Meepo! With recent buffs this item gives Meepo clones 100% stat sharing as well, giving him a larger window of effectiveness in combination with a Reaver and/or an Ethereal Blade.
Reaver: In combination with an Aghanim's Scepter this item will provide Meepo and his clones with 25 strength, which translates to 475 health, a substantial boost to survivability.
Ethereal Blade: Like a Reaver, this item provides insane amounts of stats in the form of agility in combination with an Aghanims. The active also synergizes with Poof and increases late game potency with the ability to disarm enemy carries.
Blink Dagger: A common pickup I see on most Meepos, though I personally don't like it. Great for surprise ganks, but it effectively halves your damage and has little use in teamfights as jumping in with one Meepo will put your entire army in danger.
Force Staff: A more defensive Blink Dagger if you will, it has some decent utility similar to Blink Dagger and is good for getting disabled Meepos out of the fray.
Medallion of Courage: Only the Primary Meepo will benefit from the stats, however a Medallion will provide single-target armor reduction comparable to that of a Desolator.
Smoke of Deceit: As mentioned before, a great item for taking Roshan by surprise as well as giving mobility to your team for ganks.
Shadow Blade: A joke item on many heroes, Meepo included. However it can be a situational replacement to Blink Dagger as it is easier to use and is not a one way ticket in the case that you mess up (unless of course the other team has detection).
Assault Cuirass: I think this item is too overpriced for what it gives to Meepo, especially since the 5 armor buff doesn't stack with Vlads. However, if gives AoE armor reduction to enemies as well as a weapon speed buff for your allies so it can be considered if you're having a good farming game.
Pipe of Insight: A Pipe will cover your main weakness against burst damage while supporting your entire team against spells. Good against spell heavy lineups.
The Laning Phase: Early in the lane, experience should be prioritized over gold to get your ultimate ASAP. DO NOT risk your life to get last hits or get harassed out of the lane. If you are being denied, have your lane partner last hit for you. It is recommended to persuade your lane partner to stack and pull creeps as your high starting armor is more than enough to tank some creep hits and pull the wave behind the tower for solo exp.
At level 6, you should have your first level of Divided We Stand as well as the first recruit to your army of Meepos. Send this clone to the jungle to stack neutrals and kill them with Poof. You can send your Primary Meepo in once in a while to stack multiple creep camps and take them out with multiple Poofs at once. If the opportunity arises, you should push or gank with your Meepos as you will have a 4 second snare, the autoattacks of two Heroes, and 560 AoE burst damage.
The Mid Game: The Mid Game is where Meepo really shines as it is where his extreme farming capabilities and semi-global presence is really felt. Pushing as well as teamfighting should be your main objectives once you get your Mek and possibly your Vlads. When it comes to teamfights, you should avoid being the first to go in as you are an easy target to focus (targets?). Ideally, you will want a powerful initiator for teamfights, such as Enigma and Magnus, to set up your Earthbind, Chain Poof combo for massive damage.
Late Game: You should avoid late game at all costs as you will fall off considerably at this stage. With your low stat gain and reliance on Poof, you will be decimated by harder carries such as Morphling and Faceless Void.
Best Friends and Most Hated Enemies
Friends that could always use a crowd of Meepos include strong initiators and such as Enigma, Dark Seer, Magnus, and Tidehunter to name a few. A special mention goes to Dazzle for his multiple target AoE heal, his Weave's massive armor reduction, and ability to save single Meepos in danger with Shallow Grave.
Enemies that eat Meepo for breakfast are nuke-oriented gankers such as Pudge (literally), Vengeful Spirit, Lina, and Lion. Special mentions to Pudge and Vengeful Spirit for their ability to isolate a single Meepo and Earthshaker for his Echo Slam, which increases in damage with each unit and deals double echo damage against Meepo clones with Aghanim's Scepter.
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