6.39: Meepo the Geomancer gets introduced to DotA.
6.40: Meepo can no longer solo Roshan (thanks to this guide).
6.41: Zeus' ultimate, Thundergod's Wrath, no longer strikes the clones. Only the original gets hit.
6.42: Meepo finally gets his health (stats) boost. All clones now gain 40% of the original's extra attributes.
6.43: Meepo-clones' extra stats bonus gain reduced from 40% to 25%.
When v6.39 was published, I see most people claiming that the Geomancer is very low in quality, about how easy he is to fight and how bad he is to play. This is completely wrong! Geomancer and his clones have a low health pool through the game yes, but played by the right players, he is a killer machine. Meepo simply is on of the funniest and most original heroes to play and I'm sure that as soon as you learn to control him, you will simply enjoy every game with him. With his ability to lock any enemy completely while he smashes them down with his shovel, he slowly climbed my favourite heroes ladder and has now become one of my aces, and with help from this guide, he will probably do the same with you.
I recommend you to play Geomancer if you
* Want to play a brand new hero with a very entertaining, enjoyable and original play style
* Want to feel satisfied when you play him and enjoy every single kill you get
* Are handy with your keyboard and hotkeys
* Have a good general view of the situation and the entire map
* Are swift with your hands
* Can control more heroes at the same time
* Are a good micro player
I do not recommend you to play Geomancer if you
* Cannot control more than one hero at the same time
* Feel confused with rapid unit-switching and targeting
* Don't feel comfortable by keeping your focus more than one place at a time
* Don't have a good general view
* Don't use hotkeys
* Feel pity for your enemies when you what the fuck own them again and again and again...
If this sounds interesting, please continue reading.
Now let's have a closer look on his pros/cons, stats and abilities.
* Four heroes, each with their separate cooldowns
* Can lock an area of units, including one or more heroes, for as long as he wants
* Has the ability to farm more places at the same time, and therefore will gain more gold and experience compared to other heroes
* Has one of, if not the best slow abilities of all heroes which also includes a damage over time debuff
* All the clones deal full damage and takes full damage as well
* High damage at a higher level
* Can shop, farm and assist battles at the same time
* Can gank an enemy hero alone
* If one of the four heroes die, they all die
* Very difficult to play
* A relatively low health pool
* Clones with no inventory but the Geomancer's type of boots, which are automatically added to their inventory on purchase and therefore don't benefit from many items
* The clones have even less health than the original and therefore are easy prey for some heroes
* Has the lowest stats gain of all heroes
* Difficult to boost
How to pick Geomancer
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.
Strength - 17 + 1,3
Agility - 23 + 1,9
Intelligence - 20 + 1,6
Attack range of 100 (melee).
Movement speed of 300.
Level 1 information:
- Health: 473
- Mana: 260
- Damage: 34-40
- Armor: 5
- Attack Speed: 1.38 sec.
Level 25 information (without any worn items):
- Health: 1442
- Mana: 1014
- Damage: 79-85 +20
- Armor: 12 +2,8
- Attack Speed: 1.01 sec.
Rains earthern 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: 100/100/100/100.
Comment: This is the skill that allows Meepo to lock multiple enemies as long as he can stay alive. In the first few levels, it isn't more useful than to assist your ally(ies) in a gank or for an escape mechanism. It can even be used to pin down an escaping and low-healthed enemy. This ability requires, not much, however, little practice to aim.
When Earthbind and Divided We Stand are maxed (level 16) - Can you imagine; 8 seconds of cooldown, 2 seconds of duration and 4 heroes, each with its own Earthbind - a small mental arithmetic and a little piece of skills and PLING, you can lock your target untill you have crushed him down with your mighty shovels.
You still haven't got a clue? Don't worry, I will give a more advanced explanation later in this guide.
Useful information: The animation of this ability is a net the casting Geomancer throws. It does not rain down from the sky or shoots from the earth. The net itself flies for roughly 2 seconds from when being cast and till it lands, fired from max range with level 4 Earthbind.
The net does not ensnares invisible heroes, however, if you ensnare the hero just before he turns invisible, he will be revealed just like the Naga Siren's net. The net also interrupts Boots of Travel and Scroll of Town Portal when casted, but does not interrupt Furion's Teleportation. In addition, the net does hit magic immunes like Omniknight with Repel and Juggernaut in Blade Fury and also ignores Linken's Sphere, however, it doesn't hit Oblivion's decrepify.
Throwing a net into fog of war provides you visibility in the net path. This is very effective during the early game to discover ganks.
Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 2 seconds, Meepo instantly teleports to nearest target Geomancer, dealing damage in 400 AOE in the departure and arrival locations.
Level 1 - 40 damage.
Level 2 - 80 damage.
Level 3 - 120 damage.
Level 4 - 160 damage.
Cooldown: 60/50/40/30 seconds.
Mana cost: 225/210/195/180.
Comment: This skill is quite effective to regroup your Geomancers from a farming position to a ganking position. This can also be used to move a Geomancer to the fountain (providing that there is already one at it), move a Geomancer from the fountain and to the Geomancer party, or just to move to a more comfortable position depending on your enemies' minimap positions.
Then what about the damage? We wont care much about this untill later and we wont use the damage itself to gank. However, we will use it later to farm.
Useful information: The damage in the departure happens when he takes off. The targeted Geomancer can still move and fight during the teleportation and will still continue its current action after the teleport. The Geomancer can teleport to himself. Doing this leaves two times the damage (depature + arrival). You can Poof a "real" Meepo to an "illusion" Meepo, for instance from an illusion rune.
If the Geomancer gets stunned when he channels Poof, the channel will continue after the stun duration.
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.
Mana cost: None.
Comment: This, ladies and gentlemen, is the slow above slows. In matter of fact, it slows just as much as Bristleback's goo multiplied but only requires 1 single hit from each Geomancer to settle in. In addition, 60 damage per second makes a noticeable different, though this is not your primary damage either.
Useful information: The 15 damage per second does not really stack but is added to the target. Instead of dealing 60 damage per second, it actually deals 4*15 damage. This means that the damage from the previous hit doesn't get refreshed so it wont miss any ticks.
The least movement speed a unit can have is 100. By an easy calculation, I can tell that with 80% slow, a unit needs 505 movement speed to end with 101 movement speed with max slow applied. Not many heroes have that fast movement speed. A hero with 522 speed and 80% reduction will have 104 movement speed. Get down boy!
Divided We Stand (Ultimate, Passive)
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.
Mana cost: None.
Comment: This is what makes Meepo so highly overpowered. With this ability maxed, you can gank lone heroes all by yourself and, yes, you can solo Roshan in a level of only 16 which is descriped later in my guide. Furthermore you can have one or two heroes to push or farm while the rest creep in the forest. You can even go with your original for shopping while the others keeps farming for experience and gold. This also "boosts" his low damage by multiplying it with 4 (4 heroes is 4 times the damage) and now becomes Tiny-like.
Useful information: All the heroes share experience and gold, yes, however, it is not divided. If you gain 40 gold for a creep kill, you will gain the full amount. The same goes for the experience. This means you, depending on your general view, can farm more places at the same time and hereby gain much more experience and gold than rest of the players.
It is important to know that the hero skill "Attributes Bonus", does not improves the clones' stats. Having +20 stats from Attributes Bonus does not affect your clones in any extra ways but the normal +20 stats from the skill. They don't get +25% from those extra attributes. However, items with +stats worn will affect the clones.
When you summon another Geomancer, this hero spawns with full health and mana independent on your original's current percentages.
What is also important is that when you choose an ability with one of your heroes, the rest gets it as well, don't forget that they are all clones.
Level 1 - Geostrike
Level 2 - Earthbind
Level 3 - Earthbind
Level 4 - Poof
Level 5 - Earthbind
Level 6 - Divided We Stand
Level 7 - Earthbind
Level 8-10 - Geostrike
Level 11 - Divided We Stand
Level 12-15 - Stats
Level 16 - Divided We Stand
Level 17-22 - Stats
Level 23-25 - Poof
This build is mostly for public practice. This might sound stupid, but as Meepo in fact is a really difficult hero to play, some public practice isn't bad at all. Before going to any stages further than public, I recommend you to start with this build and get the feeling of how to play Meepo, however, I'm not going to mention it anymore in my guide.
Geostrike at level 1 is for making our last hitting and harassing ability much more easier. The 15 damage per second for two seconds adds a 30 damage bonus on each attack from the start - or at least 15 damage from the first tick. We will then max Earthbind as fast as possible. Its range gets pretty long when it hits level 4. It will then get much more easy to catch your target, once you have the feeling of how the net works. But what is most important is that it hits 8 seconds of cooldown, which means you can throw it very often if you should miss some throws. That is why we will max it, and not just put a single point or two into it.
Poof by level 4 is to allow your heroes at level 6 and above to teleport forth and back to each other. After we have our net, slow and clones we want some stats to boost ourself and our clones. You rarely poof the same hero twice in the same minute anyway (with this guide), so we don't need to upgrade it before the final levels.
Maxing Geostrike and Earthbind so early is what makes this the "Beginners' build". If you aren't very experienced in timing your net so the enemy might have a chance to bungle off, Geostrike's stacking slow and some faster net cooldowns will save your day - and your kill.
Level 1 - Geostrike
Level 2-3 - Earthbind
Level 4-5 - Stats
Level 6 - Divided We Stand
Level 7 - Poof
Level 8 - Stats
Level 9-10 - Earthbind
Level 11 - Divided We Stand
Level 12-15 - Stats
Level 16 - Divided We Stand
Level 17-19 - Stats
Level 20-22 - Poof
Level 23-25 - Geostrike
We will focus a lot on our early game survivability in the meaning of stats. Instead of maxing Earthbind from start, we will get some stats to improve our health. The reason why we get 2 points in Earthbind at level 2-3 is to improve its range a bit so we can hit something without having to sacrifice ourself. The Poof at level 7 is for allowing our new and old heroes to teleport to each other. The Geostrike at level one is for the stacking damage because we will ignore the slow. If you can master your Earthbind, there is not much need of a 80% slow. This is also why we don't get Geostrike untill the final levels. If you can master your Earthbind, Geostrike is in most situations pretty useless (except for the damage over time) and is not worth skilling over stats or poof. When we are two levels under level 11 (which equals 3 heroes) we will probably have our Mekansm (read the item build below) and our survivability is somehow improved through the early game stats so we will now max Earthbind to let its cooldown become 8 seconds and its range 1250.
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