Meepo is a melee agility hero who excels at dealing massive burst damage and maintaining map control in order to snowball and end the game quickly. Meepo often comes up in discussions regarding the most difficult hero in DOTA 2, and is frequently compared to the likes of Chen and Invoker. This claim that Meepo is a particularly difficult hero is certainly a reasonable one in the context of DOTA 2, yet in this guide, I intend to prove that Meepo is not nearly as difficult to play as many would have you believe. Finally, before we begin, I would like to quickly bring up a few important points regarding Meepo. In no particular order, here are five things any prospective Meepo player should know:
1. Meepo requires excellent micro skills in order to be played to his full potential. (This is often the primary reason for people to believe the aforementioned claim that Meepo is one of the most difficult heroes to play in the game)
2. Meepo is not a good hero for beginners. You will need a relatively good understanding of game mechanics and proper item usage, as well as a number of skills including but not limited to: spatial awareness, positioning skills, unit micromanagement, creep blocking, denying, skill/item combos, and twitch reflexes.
3. The slightest mistake on your part as a Meepo player could mean life or death, as the death of even one Meepo clone will result in your death. Don't accidentally leave a clone in the other team's base.
4. People will target you in team fights, as your skill set poses a very immediate threat to the enemy team in the form of chained disables and extremely high burst damage. As such, it is all the more important for you to survive.
5. You will screw up and die. No matter how perfectly you micromanage your units and chain your spells and items, some things cannot be avoided. If you find yourself ambushed by a group of heroes (or a single hero who you know to be stronger than you), and you know that you cannot escape, use the opportunity to deal as much damage as possible to the hero. Often, the burst damage from Poof alone in enough to take down a full health hero, and even if you cannot secure the kill, you can force the enemy to return to their base to heal, buying your team time to push or giving them a reprieve from defending.
As a final note, Meepo can be played as a support (though this play style will not be addressed in this guide), but he is not a hard support. Meepo should never be buying wards or a courier at any point, as he needs every last bit of gold he can get to snowball and end the game before the late game hard carries out-carry him.
+High burst damage output with Poof
+Fastest farming hero in the game
+Can snowball very easily
+Hard to shut down once farmed
+Powerful ganker in early-mid game
+Remains relevant in late game due to Earthbind
+35% base magic resistance
-Easily out-carried by hard carries late game
-Needs Aghanim's Scepter
-Vulnerable to burst damage, as killing one Meepo kills them all
-Requires high-level unit micromanagement to be effective
-Damage output falls off late game
-Often targeted in team fights
-Squishy during all stages of the game (without items)
-Recieves more experience from ganks, which can result in the rest of your team being under-farmed as the game progresses
You should have the following groups bound to your control groups 1-6. I personally use the number keys, but the particular key binds for each group are a matter of personal preference. In order of importance:
All Meepo Clones (- Meepo Prime)
Meepo Clones 1 and 2
Meepo Clones 3 and 4
Meepo Clone 1
Meepo Clone 2
Meepo Clone 3
Meepo Clone 4 ( Aghanim's Scepter)
If you can use unified unit commands effectively, you shouldn't need a group for Meepo Prime + All Clones, but if you still plan on using a group for them it would fall directly under priority for the 2 Clone groups. Meepo Prime should not require a separate group as it is bound to [F1] by default, which is already a good position.
Ring of Basilius: Provides additional mana regeneration, armor, and damage; all of which you desperately need in the early stages of the game.
Boots of Speed: Useful for obvious reasons. Movement speeds helps you chase, escape, position yourself better for ganks, and much more.
Orb of Venom: Stacks with Geostrike to vastly improve your early game ganking. The slow in combination with Earthbind almost completely prevents a target from escaping, and the DoT can be much more effective that you may think.
Aghanim's Scepter: Rush this immediately. You will want this as soon as possible in any game. The additional clone alone is very useful, but without the shared stats it provides, many of your other items are nearly useless.
Mekansm: Increases survivability for you and all of your clones. Also helps with pushing, which helps you end the game before other carries come online.
Armlet of Mordiggian: Great synergy with Aghanim's Scepter, as all of your clones will share the stat gains from the active ability, but only Meepo Prime will be affected by the health drain.
Blink Dagger: See Earthbind paragraph 2
Power Treads: Attack speed and stats help with ganks as well as survivability
Eye of Skadi: Helps you shut down opposing carries. Also massively improves your team fight contribution and ganking potential.
Scythe of Vyse: Provides excellent stat bonuses as well as an active which helps you gank much more effectively.
Heart of Tarrasque: Massively improves your survivability.
Ethereal Blade: Provides a good escape mechanism as well as a very powerful ganking tool.
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