Dota 2
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You may be strong but you are not 5 (Meepo Guide)
By Direclaw and 1 collaborators
Meepo the Geomancer, one of the most unique heroes in the entire game, feared by some, underestimated by many. Meepo is not an easy hero to be learned, and in order to master the Geomancer you need to have some coordination and the will to practice with him a little. Even being hard to be learned, he is not that hard to be played, most of his moves become automatic after some good practice.

This guide will try to go really deep into the Geomancer mechanics focusing more in playing with your team rather than playing all by yourself. If you don't agree with something that was written on this guide or you just have a suggestion plz share your thoughts with me in the comments, I'll do my best to answer as soon as possible.

   
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You may be strong but you are not 5
A detailed guide made by Ðireclaw

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This guide was originally created at Playdota.com here are the links to the original version

Guide Version[www.playdota.com]|Forum Version[www.playdota.com]

Here is the ingame item build

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Introduction
The Hero

-----
GEOMANCER
Meepo
Strength
Agility
Intelligence
23 + 1.6
23 + 1.9
20 + 1.6
-----
Advanced Statistics
Damage:
39 - 45
Armor:
4.22
Movespeed:
305
Attack range:
128 (melee)
Attack Animation:
0.38 / 0.6
Casting Animation
0.5 / 0.5
Base Attack Time
1.7
Sight Range
1800/800

Meepo the Geomancer, one of the most unique heroes in the entire game, feared by some, underestimated by many. Meepo is not an easy hero to be learned, and in order to master the Geomancer you need to have some coordination and the will to practice with him a little. Even being hard to be learned, he is not that hard to be played, most of his moves become automatic after some good practice.

Meepo is a misunderstood hero, unlike most of the heroes that are played a lot, Meepo remains a mystery for most of the dota players, and since lots of people pick without knowing how to play him, he gets pretty underestimated by the dota 2 community in general. You can use that misinformation and underestimation in your favor when playing pub games.

Meepo can represent many roles on a team, he can be a insane hard carry, a deadly ganker, and a really efficient pusher, while having a insane presence on teamfights. Besides that Meepo have an easy time dealing with most of the most annoying things in dota such as BKB, Blink, Invisibility, Single Target Disables, Harass, Silence and many others.

Since there are some heroes and skill that might give you a hard time try not to first pick, but even against some annoying heroes or skills in the enemy team don't be afraid to pick Meepo. There is always a way to deal with the situation. The problem is not the hero, is what you do with him.

Lore

"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."


The Author

Since I started playing dota, some heroes always intrigued me, heroes that are different from the others, heroes that are unique, heroes like Geomancer. Once I got enough dota skill to start playing him effectively I started learning a lot from him, on that time I sucked hardcore with him, but I eventually got better.

Information about him was not hard to find at the time, and it always made sense. But everything changed when 6.76 patch attacked, Meepo never changed so much in a single patch, everywhere I looked the only thing I saw was outdated information.

I started to research by myself. I played match after match using Meepo in dota 1 and 2, testing many item builds. With the help of some friends of mine I developed my own playstile. With so many false information going around I just had to make a guide, a guide with updated and trustworthy information. I am not the best or oldest Meepo player and I might be wrong about a thing or two, if that is the case please help us make this guide better.


The guide

This guide's objective is to teach you how to play geomancer with your team, Meepo benefits a lot from team mates and if you really want to play him for the victory, have good supports behind you. But if you want to play alone with random people on your team you will probably have to adapt to the situation. Remember, every hard carry needs support, Meepo is no exception.

If you disagree with something on this guide please put your opinion on the comments so we can talk about it and learn from each other. Also if you have any question feel free to ask, I'll do my best to help you out. Feedback is also welcomed.
History
6.76c
  • - Poof cooldown decreased from 14/12/10/8 to 12/10/8/6
  • - Divided We Stand Aghanims upgrade now gives clones 100% stat sharing
  • - Guide created

6.78
  • - Innate magic resistance increased from 25% to 35%

6.79
  • - 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
  • - Meepo nigthtime vision reduced from 1800 to 800

6.80
  • - 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%
Pros and Cons
Pros

Flash farmer
Great pusher
Underestimated hero
High magic resistance
Able to be omnipresent
Leaches experience from allies
Huge aoe nuke with really low CD
Able to disable people for as long as he wants
Can be in two or more places at the same time
Greatly benefits from items that allies can make
With full inventory has the highest dps of the game

Cons

Item dependent
Low base damage
Unreliable active skills
Leaches experience from allies
Carry that is unable to buy BKB
Countered by some popular mechanics
Require practice to be played effectively
Can be in two or more places at the same time
Alt Tab Miniguide
Gameplay

  • Early Game - Farm core, survive, help/initiate ganks
  • Mid Game - Push towers, participate in team fights, farm luxuries
  • Late Game - Annihilate the enemy team, time to make all the farming pay off

Skills







Items

Starting Items:

Alternative Starting Items:

Early game items:

Core items:

Survivability Luxuries:
>>
Semi-Survivability/Dmg/Utility Luxiries:
>>
Dmg/Utility Luxuries:
>>
Others:

Items that your team should make:

Situationals:

Item Build Comparison
So here is some information to help you to decide between the builds suggested above. The information below was taken from a lv 25 clone with 10 levels in stats. The "Total Average DPS" line is the sum of the main Meepo's dps, 4 clones dps and the illusions dps if they exist. To get to these values I used this calculator[www.hazelist.com].

Builds
Team Fight Build
Hard Carry Build
Pusher Build
Complete Build
Price
28200
29250
26400
Strength
221
176
131
Agility
124
199
244
Intelligence
98
173
128
Hit Points
4349
3394
2639
Hp Regen
6.88
6.13
4.18
Damage
140 - 146
215 - 221
260 - 266
Attack Speed
124%
199%
244%
Attack Rate
0.75s/attack
0.56s/attack
0.49s/attack
Average DPS
189
384
533
Total Average DPS
1140
2468
3510
Armor
19.30
29.80
36.1
Physical Resistance
54.1%
63.7%
68.4%
Physical Effective HP
9401
9754
8365
Magical Effective HP
5799
4659
3519

Builds
Strength Build
Attribute Build
Agility Build
Complete Build
Price
28650
30050
26250
Strength
251
191
131
Agility
98
198
258
Intelligence
88
188
128
Hit Points
4919
3779
2639
Hp Regen
7.18
6.73
4.18
Damage
114 - 120
214 - 220
274 - 280
Attack Speed
98%
198%
258%
Attack Rate
0.85s/attack
0.57s/attack
0.47s/attack
Average DPS
136
380
583
Total Average DPS
680
1900
2915
Armor
15.72
29.72
38.12
Physical Resistance
48,5%
64,0%
69.5%
Physical Effective HP
9558.6
10517.7
8674.92
Magical Effective HP
6558.66
5038.66
3518.66

The builds above are Strength, Attributes and Agility builds, each of them with or without Manta. Strength increases your survivability so you can survive those strong burst damages and be able to do damage with your Poof. Attributes keep a good balance between damage and survivability, while being really cost efficient. And Agility increase your dps as high as you can so you can crush towers and tanky enemies in seconds, but because of the low survivability you need to be careful and avoid dangerous situations. Since Manta provides good survivability and damage it can be added to all the builds. You can also take one item from each of these builds (HoT/Skadi/EB + Manta), that build will give you all item's active/passive abilities and balanced stats, though you do sacrafice some stats from Attribute build.

As you can see each build has it strong point, these builds doesn't need to be followed to the end, you can change your mind and adapt it to the situation. If you feel that you need some stat or items passive/active ability - get it.
Skills - Earthbind


Tosses a net at the target point, pinning down all enemy units. Earthbind prevents invisibility, blink, and interrupts channeling.

Level
Cooldown
Casting range
1
20
500
2
16
750
3
12
1000
4
8
1250
  • Mana Cost: 100
  • Area of Effect: 220
  • Duration: 2 seconds
  • Allowed Targets: Enemy Units
  • Effect: Ensarnes enemy units
  • Active point ability
  • Casting animation lasts 0.3 seconds.
  • Prevents enemies from using blink skills.
  • Does not hit invisible units, but ensnared units won't be able to become invisible.
  • Interrupts channeling spells if the target isn't affected by this ability already.
  • Does not work on magic immune units.
  • Does not work on Roshan.

Your disable, with this skill you can prevent enemies from fleeing turning them into easy prays. If used correctly you can snare the target for as long as you want once you have enough clones, the clones will be explained in the Divided we Stand section.



The picture above represents the max range of the skill on all 4 levels, my screen makes a distortion so I will update it once I figure out how to do it.

Landing a net can be really hard some times, especially at really long ranges. That is because the time it takes for Earthbind to land gets higher as the range gets higher. Geomancer has a 0.3 seconds cast animation for Earthbind and according to the code net moves 30 units every 0.035 seconds, giving the net a 857 movement speed. That tells us that at minimum range the spell hits 0.3 seconds after the click, and at max range it takes almost 2 seconds to hit after the click. Here is a table to help you out.

Range
Time
0 units
0,30 seconds
250 units
0,59 seconds
500 units
0,88 seconds
750 units
1,17 seconds
1000 units
1,46 seconds
1250 units
1,75 seconds

So if the enemy is running away and he is close you will have to aim just a little in front of him, if he is far away you will have to aim way ahead of him.

I have a personal trick to help me land difficult nets. First of all select the Meepo who is closest to the target, you can do that by manually selecting him or pressing tab while paying attention on the selection rings, the selected Meepo will have a thicker ring than the others. If the enemy is running in a straight line, the distance between the point you need to aim and your target is about the same as the distance between you and your target, so your target will be in the middle of the line between you and the point you will click.

Things get a little harder if he is not running straight. You will have to find a point that the enemy and the net will take about the same time to reach, the enemy needs to be heading to that point. These nets are extremely difficult to land, so don't get frustrated if you miss.

You can also use lots of Geomancers to throw lots of nets at once, increasing the chance of hitting, just remember to leave 1 net off cooldown to do a follow up.
Skills - 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 375 AOE in the departure and arrival locations.

Level
Cooldown
Effects
1
12
80 damage
2
10
100 damage
3
8
120 damage
4
6
140 damage

  • Mana cost: 80
  • Casting range: Global
  • Area of effect: 375
  • Allowed Targets: Meepos
  • Active point ability
  • Damage type magical
  • When targeted, Meepo will teleport to the Meepo to the closest to the target at the end of animation (can be the same Meepo as casts it). Illusions are valid targets.
  • If Meepo teleports to himself, both departure and arrival damage will be dealt in the same area.
  • Can teleport to illusions.
  • Can poof behind trees to areas otherwise unreachable (by simple walking), if other poof destinations nearby are blocked.

Poof is the skill that allows you to teleport your units around, it is your only active damaging skill and it is the skill that should be maxed first. Since it damages on arrival and departure you will do double damage if use it on yourself. With this skill it is possible to do up to 1400 magical damage in a 375 area once you have enough clones, the clones will be explained in the Divided we Stand section.


The picture above represents the area in game of the poof, I stacked lots of kobolds and killed them with 1 poof, the creeps on the picture are the ones who survived. But you have to know some things before taking that area into the game. Meepo's collision has 24 units, therefore, the closest that the center of one Meepo can get the center of another is 48 units, so if all Meepos are stacked together, the AoE of their poofs will be slightly shifted from each other.


Red
Yellow
Green
Blue
White
1 Poof
2 Poofs
3 Poofs
4 Poofs
5 Poofs

In the picture above the black dots in the middle represent each Meepo, the white area is the one you want your enemies into, it has an unusual shape but the minimum radius of it is 327, so if the enemy is less than 327 units away from the center Meepo he will be hit by 5 poofs. Each color represents how many Poofs will affect that area, the outside black area will not get damaged. To put that image ingame, you have to associate one of the 5 circles that make the image with the area of dead creeps on the first picture.

Remember that the picture above represents the situation where all meepos are the closest to each other, that will not always be the case ingame, sometimes it will be a line of circles, sometimes Meepo will be hitting someone, making the target unit the center of the area affected by 5 Poofs.

Also keep in mind that the position of the Meepos on the departure are different from the position on the arrival, unless you double tap poof. So depending on where you click your Poofs the position on the arrival can be changed allowing you to do more damage. That is why you always click on your opponent when you are mass poofing.

If you have a better way to represent that graphically plz share with us in the comments.

Also, there exists a very specific trick with poofs. If you chain poof (set poof destination so far, that each meepo will get closer and closer to it with each poof) to unreachable distanation behind trees, while standing near mentioned trees, it may result in some Meepos poofing behind trees. After first Meepo poofs there, each next Meepo will get farther and farther into the trees. This is the result of few Meepos blocking nearest poof positions for other Meepos, making gaps between trees the only closest poof destinations availible. Usefullness of this trick is very situational due to its unreliability (it can not be used everywhere and is hard to control precisely), but it can be used for chasing or escaping/hiding sometimes. Would not recommend trying that if you are new to Meepo.
Skills - Geostrike


Meepo enchants his weapon to deal damage per second, as well as slow the movement speed of the attacked unit. Geostrikes from multiple Meepos stack.

Level
Effects
1
5% slow, 7 damage per second
2
10% slow, 14 damage per second
3
15% slow, 21 damage per second
4
20% slow, 28 damage per second
  • Passive ability
  • Duration: 2 seconds.
  • Allowed Targets: Enemy Units
  • Damage type: magical.
  • Does not stack with buff placers.
  • Geostrike's slow of every Meepo stacks directly.
  • Meepo's illusions have Geostrike
  • Geostrike's slow affect magic immune units.

This is an awesome skill, the slow gets really heavy as your clones hit. And yes you can reach 100% slow with 5 Meepos, you just have to remember that the minimum movement speed in dota is 100, you cannot slow people down below that vallue. Usually 80% slow already reaches 100. Also with you and 4 clones this skill does amazing 140 magical damage per second.

Level 4
20% slow 28 dps
40% slow 56 dps
60% slow 84 dps
75% slow 105 dps
100% slow 140 dps
Level 3
15% slow 21 dps
30% slow 42 dps
45% slow 63 dps
60% slow 84 dps
75% slow 105 dps
Level 2
10% slow 14 dps
20% slow 28 dps
30% slow 42 dps
40% slow 56 dps
50% slow 70 dps
Level 1
5% slow 7 dps
10% slow 14 dps
15% slow 21 dps
20% slow 28 dps
25% slow 35 dps
1 Meepo
2 Meepos
3 Meepos 4
Meepos
5 Meepos
Skills - 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 Meepos die, all Meepos die.

Level
Effects
0
1(2*) Geomancer(s)
1
2(3*) Geomancers, 10% less respawn time
2
3(4*) Geomancers, 20% less respawn time
3
4(5*) Geomancers, 30% less respawn time
  • Passive ability
  • The only item that transfers to the clones is one pair of boots (any type).
  • Meepo clones cannot use the active ability of Arcane Boots.
  • Can be upgraded by Aghanim's Scepter (* shows the improved values). Note that the Scepter is undroppable once acquired.
  • If you have Aghanim's Scepter Meepo clones gain 100% of any extra attributes the primary Meepo has.
  • Even if you didn't skill this ability, picking up Aghanim's Scepter will still provide you with an extra clone.
  • Can be leveled up at levels 3/10/17.
  • Respawn time buff doesn't work properly after death on buyback (main Meepo respawns later)

This is the skill that makes the hero, since each clone can use skills without sharing cd, you can make permanent disables, insane nukes, be omnipresent, farm like a boss and multiply item stats. This is the ulti that has the best Aghanim's Scepter version in the game, making this item a must. Go to the Experience and Clone Stats Section for more information.

Less respawn time for Meepo allows you to worry less about being leveled up faster and carry on carry exchanges. That ability is especially usefull in late game, when respawn times are huge, because it is a precentage reduction. You can push and fight in a bit more risky situations, if you are sure that you'll be up in time for the next important teamfight.

For the time being (patch 6.80, 9th March 2014) there is a major bug with Meepo's respawn time after death on buyback. His ability should decrease respawn time after death on buyback for all Meepos, just like after normal death. But right now it decreases respwan time of clones only. That results in a strange bug, that is in the same time bad and good for Meepo. All of your clones respawn fully functional (stat share from Agh and boots equiped) without main Meepo, but as soon as main Meepo respawns himself, clones will appear near him as they were not respawned before (full health and mana). Their second respawn will happen even if they die once again before main Meepo respawns, therefor there is no penalty for their actions during that time whatsoever.
Gameplay - Start of the Game
Meepo is one of the most weird heroes in the game if not the weirdest, he is not as dependent on last hits on the lane as the other carries, also, Meepo not a good last hitter because of his low base damage (39-45) and because he is melee. Since his farm gets a huge burst after getting his ultimate your main objective on the early faze of the game is to get your ultimate. You can do multiple things (from best to worse):

  • You can go easy lane with a support or a trilane, get all the last hits you can get with the help of a quelling blade and some extra agility and after level 4 start farming on the lane and the jungle at the same time.
  • You can go mid, get fast level 3 and use the clone to gank other lanes. Your enemy mid hero will have a pretty easy time getting all the last hits and denies from you though.
  • You can go jungle with the help of the easy lane support which will stack the camps for you. Meepo is a terrible early game jungle but it is doable and after level 4 (which comes pretty fast) it becomes insanely effective.
  • You can go hard lane and leach as much xp and gold as you can. Once you get level 4 you should be able to clear out the creep waves that come near your tower. This is the worse scenario and should be avoided

Buy items according to what you will face in lane. If you think you'll be able to last hit well, get a quelling blade, if you think you'll be harassed by ranged attacks get a stout shield, if there is money left (it should be) get regeneration items like tangos or a salve, and if possible get a ring of protection to get a basilius in lane (if you are laning bot or top if of course).

It is usually best to get a level of earthbind early, and max poof as soon as possible. It gives you a way to escape ganks and and get some easy kills with the help of allies. There are situations where it is best to get geostrike instead though.
Gameplay - EarlyGame
Farm as much as you can without putting yourself at risk. Getting to level 3 should be easy, and it is not worth putting yourself at risk to get last hits before level 3. Here is a list of things you can do after level 3

  • Double poof on the creep wave to get multiple last hits
  • Get kills with the help of allies (4 second ensnare + burst damage)
  • Send injured meepos to base without losing any xp or gold
  • Farm in 2 places at once (lanes or even the jungle)
  • Stack camps without leaving the lane.
  • Roaming and positioning for ganks without leaving the lane.
  • Escape ganks by poofing to the safe Meepo.

These are all really good things to be done, just chose the ones that you think are more viable. If you are spreading your meepos out make sure you have enough map awareness to react fast to ganks coming on the way of any of your meepos. Your chances of getting ganked are pretty high, but escaping the ganks are fairly easy (most of the times).

If you are being supported you can be pretty aggressive in lane. Meepo get more xp from kills than the other heroes so if you get some early kills you will snowball out of control. Make sure you have a notion of where the enemy heroes are to avoid being lured into a trap.

If you want to jungle and lane at the same time you should kill the small camp and stack the big camp, it is also good to ask your allies to stack big camps for you as well. Another way is to keep the lane pushed using double poof in lane and going to the jungle while the lane comes back to a farm-able position. This is a good alternative since you don't need as much map awareness.A ring of basilius is awesome to keep your mana up while you farm your travels, but you will still run out of mana after spamming for a while.

You will try to make a fast boots of travel, doesn't matter what lane you are. After the travel you will be able to:

  • Help allies to kill heroes in other lanes
  • Push, damaging and even destroying towers from lanes that are not being defended
  • Regen your meepos to full hp and mana without investing much time on it
  • Travel to other lanes fast to kill their creeps and return
  • Escape gank attempts without spreading your meepos.

And than proceed to make an Aghanim's Scepter. After making Aghanim's Scepter Items that give stats will help you a lot more, so you will be able to improve your survivability or damage my making agility or strength items.
Gameplay - MidGame
Here is where you start to shine, your team should have already finished the main items to support you, and you should be able to participate in team fights. Mech, Vlads and Pipe are great to keep you alive and able to perform, Drums will make you really fast and able to chase most of the heroes and Veil will allow you to do much more damage to everyone. Assault is probably not ready yet since it is a much more expensive item. You should make a Drums if your allies didn't made it yet because of the great stats.

Notice that Early game ends when you become team fight ready, it is usually once you get your core. Try to get into the mid game before the 20th minute mark, there will surely be some team fights before this point but you should either farm somewhere else or try to destroy a tower while they are distracted.

Since you now have more Meepos (at least 3) the number of possibilities increase. You can do everything you could do before plus

  • Farming effectively in the jungle without leaving the lane.
  • Stacking 2 big camps at once without leaving the lane.
  • Farming effectively in the jungle while roaming and searching for kills.
  • Soloing Roshan.

Remember that while spreading the meepos is a really good tactic, keeping them together is also pretty valid, specially if you have low map awareness and or if the enemy team has deadly gankers that can kill you before you escape. Knowing where your enemies are is pretty important, so you know how much time you can stay on each lane or damaging each tower, therefore well positioned wards are a must.

When you notice that there is a team fight about to happen you should make this question: "Is this team fight worth it?" If your team mates are crushing the enemy team or the other way around or if they are fighting on a place that is hard to reach, if you think you will end up dying on that fight or if they are already retreating the answer is probably no. In that case instead of participating on the team fight you should probably take down a tower. Enemies get distracted when there is a fight going on, and they will rarely be able to defend it. So even if your team loses the fight you will get the tower and the advantage. Towers are worth a lot for the person who last hits (350-450).

But if you think that this fight is worth participating, mass travel to a nearby creep and do your best to do the most damage without dying. Here are some things you can do during a team fight:

  • Snaring multiple targets (using either Earthbind or Geostrike)
  • Bursting multiple targets down (with Poof, Goestrike and rightclicks)
  • Saving allies or injured meepos
  • Chasing fleeing enemies
  • Destroying towers if the team fight was won.
Gameplay - LateGame
LateGame begins once you have a few luxuries. Depending on the luxuries you made you will be able to excel in pushing, carrying or just being a truck at team fights. Lategame is a lot simmilar to mid game, the only difference is that if you win a single team fight it probably means that the enemy team lost the game. Even without any agility items you will have a pretty massive pushing power so if you win a good team fight you should be able to get rax or even throne them.

Getting Roshan is pretty easy and he should be done as soon as you realize that the enemy team is distracted. All the outer towers should be down by now. Kill the high priority targets first, enemies that represent a threat to you and just ignore those who don't, just leave them to your team. If you want to just keep farming and farming it is a viable thing to do (unless you are 6 sloted) you will only increase your advantage.

If the enemy team has a dangerous carry (BKBed high damage monster that kills you with a few hits) you should either try to gank him and kill him with the help of your team or just avoid him pushing where he is not defending. There are certain items to help you to deal with such heroes.
Item Discussion - Boots
Recommended Boots

Boots of Travel: Allow you to be omnipresent, farm all lanes at the same time, free fountain regeneration. You will be able to gank anywhere anytime you want, you will be able to be present in every single little team fight. You can learn more about these boots at the Combo section.

Weak Boots

Tranquil Boots: This item used to be highly recommended for the early game since it increases your survivability giving you good armor and awesome regeneration. But the item changed and now it becomes disabled every time you attack or is attacked and the disable lasts 13 seconds. You can't jungle with it anymore since you always become attacked so the boots will be disabled most of the time. If you still want to make it It is recommended to sell it as soon as you have money for a boots of travel.

Power Treads Strength: Situational boots that can be used to grant you fast survivability on the early game. If you are facing a extremely dangerous early game lineup this boots should be considered. It is pretty ineffective since it doesn't provide you with any regeneration, forcing you to buy regent items, and it doesn't boost your farming speed. You should sell it and get a Travel when you feel safer.

Rejected Boots

Phase boots: First of all you should never make this item for Meepo, this boots will give Meepo and his clones attack damage and allow them to chase and escape better. The reason this boots are rejected is because attack damage is not really that good on Meepo, your main source of damage will always be Mass Poof. Even if you plan on just auto attacking people down power treads and tranquil do the job much better. Also while using the Phase ability you will have 417 movement speed, just 17 ms higher than the 400 ms from Boots of Travel. This boots also doesn't give you any kind of HP regeneration, forcing you to make a Vlads or a Mech.

Arcane Boots: You also should never buy this boots. This item gives you low movement speed and mana pool, thats it. Meepo can't use the active effect. Worse possible boots on him.
Item Discussion - Starting Items
Recommended Starting Items

Ring of Protection: Will grant you survivability and will make a Ring of Basilius in the future. It is a good item to get early since you can upgrade it in lane.

Hp Regeneration: Since you are XP farming having to leave the lane to regen is not a good thing. They are pretty cheap items and can be used on the clones (you can give a tango charge to the clones, they can carry it for some odd reason). Though, because Meepo gets his first clone on lvl 3, you can start cycling Meepos to fountain and back for regen early on, so you might consider just asking your support to give you one tango if you feel that it is going to be enough for you.

Quelling Blade: Good item to get last hits on the laning stage. Meepo's damage is pretty low even when alone in lane. This item pays itself really fast since it makes lasthitting much more reliable. Don't buy it if you are on a dangerous lane that you won't be able to attempt getting last hits on. At level 1 this item gives you +13 damage against creeps which is awesome for lasthitting.

Stout Shield: Grants some survivability to help you last hit without being afraid of harass. Later on you can either sell it or make it into a Poor man shield.

Branch: Cheap stats item, the most cost efficient. If you don't feel like getting extra survivability from Stout Shield, healing from Salve/Tango or getting an early Aquila, but rather rush for core items, buy 3 of them for extra last hit power and some hp. Be sure to sell them as soon as you need money for core items, because Magic Wand, Mechanism and Pipe are not recommended items for Meepo.

Slippers of Agility/Circlet: Give you some damage to help you last hit, the circlet also gives you some HP. Once again, good items to pick up if you don't feel like you need extra protection of Stout Shield or healing from Tango/Salve, if that is the case be sure to sell them as soon as you need money for core items. Though if want to get Ring Of Aquaila, these are more offensive alternatives of Ring Of Protection.

Weak Starting Items

Clarity Potions: If you have a good lane partner and you think some nets will help him to finish off enemies you should buy some to keep your mana up for nets. It is also might be usefull to last hit with poofs (under towers while pulling especially) or to nuke with poof. It is better to ask your allies to buy it and use it on you.

Gauntlets of Strength: Gives you extra hp to survive the lane phase. It is viable if you plan on making a Drums later on.

Ring of Basilius: Good Early game item that helps you the entire game, its better for you to make this item in lane, just buy a ring of protection and get the sages mask in lane.

Wraith Band: Increase your last hitting power and grant you with useful cheap stats. But there are better items to be made on the early game. You should make this item in lane.

Rejected Starting items

Sages Mask: You do not need extra mana regeneration at lv one, you should buy this item in lane.

Blades of Attack: 9 damage to help you last hit better, almost the same price as a Wraith Band that have a better effect. Also there is not a single recommended item that uses this item as reagent.

Null Talisman, Bracer: Rejected at the start of the game, they are too expensive, there are better ways to spend your initial gold. These items can be recommended for other stages of the game.

Every other item: Not worth considering.
Item Discussion - Early Game
Recommended Early Game Items

Ring of Basilius: It will grant mana regeneration and armor for Meepo and his clones, allowing them to spam their abilities and farm jungle more effectively. This is a very cheap item.

Ring of Aquila: A good upgrade for your Basilius, giving you some extra stats. Will help you a lot with last hits.

Orb of Venom: Cheap item that helps you chase people down. You should only buy this item if you have a strong lane and you are planning to max Poof and earthbind first. You can either sell the item when you lv up your first Geostrike lv or save it to make a Skadi later on.

Wraith Band: Good useful stats, can be combined with Ring of Basilius, a recommended early game item to make a recommended core item.

Poor Mans Shield: Give you survivability in lane and give useful agility for you, and your clones after scepter

Weak Early Game Items

Bracer: Gives you some HP and some stats. You should only buy this item if you plan on making a Drums later on or if you are in dire need of survivability. Just remember that it doesn't help your clones survive without Aghanim's Scepter.

Tranquil Boots: Mentioned on Boots Discussion Section.

Headdress/Buckler: Gives you and your clones some regeneration and armor, you should only make this items if you plan on doing a Mechanism, a Weak core item.

Rejected Early Game Items

Null Talisman: Even if you plan making a Dagon at some point you should not be making this item this early in the game. If you need some stats go for a Wraith band.

Urn of Shadows: Really good regeneration item that can even target your clones. But you should not be focusing on killing people, without charges this item is useless.

Cloak: Even if you plan making a Pipe at some point, don't buy this item early on.

Every other item: Not worth considering.
Item Discussion - Core
Recommended Core

Boots of Travel: Mentioned on Boots Discussion section.

Aghanim's Scepter: Allow your clones to benefit from the stats from the items on the main Meepo while giving another clone in the process. This item is currently a must on Meepo. It allows you to literally multiply the bonuses from the items you bought allowing you to carry properly.

Weak Core

Drums of Endurance: Really cheap stats, and MS and attack speed aura, with a active skill that provides more MS and attack speed for a while. Make this item after your Scepter and don't forget to use it. The problem is that this item can't be upgraded, and will delay your luxury items.

Power Treads: Mentioned on Boots Discussion Section.

Tranquil Boots: Mentioned on Boots Discussion Section.

Mechanism: Only if your team refuzes to make one and only if you need early survivability before scepter.

Pipe/Vladmir's Offering: Only if the everyone else on the team refuses to make one.

Medalion of Courage: Reduces the armor of the target so you can do more damage to him. Weak and dispensable item.

Rejected Core

Phase Boots: Mentioned on Boots Discussion Section.

Arcane Boots: Mentioned on Boots Discussion Section.

Every other Item: Not worth considering.
Item Discussion - Luxuries
Recommended Luxuries

Eaglesong: Let me break this up for you, Eaglesong will give 25 damage, 25 attack speed and 3.5 armor to the main Meepo and all his clones. However this item is situational, on a normal situation Mass Poofs and auto attacks will bring down any hero. Go to the What Luxuries to get section for more information

Ethereal Blade: Eaglesong's upgrade, It'll give you 40 damage, 40 atack speed, 190 Hp and 5.5 armor to Meepo and his clones and also giving you the ability to multiply your magical damage by 1.4 almost reaching 2k magical damage with Mass Poof. Also situational.

Manta Style: Agility and strength item, the stats are cost efficient just like most of the items in this section. It allows you to play mind games with your enemy. You can illusions to safely scout for you, if you want you can poof to the illusion at any time. Manta have a really unique interaction with Meepo, all Meepo illusions receive the benefit from the Divided we Stand stat share, so if you buy Aghanim's Scepter your illusions will receive 200% of the stats from the items. This mechanic will make the illusions a little easier to be identified since they have the same hp of the main Meepo but with a really higher max hp being able to reach 7k hp, the illusions will spawn damaged. The illusions will be a lot stronger than normal illusions because of the extra agility, and don't forget that illusions are able to apply geostrike. With full Agility build a illusion will do almost the same dps as a clone. And don't forget that everyone loves focusing the low hp Meepo, and the illusion will almost always be the low hp Meepo, so it creates the possibility of a illusion being target of dangerous skills like laguna blade.

Reaver: 475 Hp to Meepo and his clones, the best item to deal with magical damage, increasing your survivability by a lot. This item is the standard Luxury for Meepo, In doubt fill your inventory with this. Go to the What Luxuries to get section for more information

Heart: Reaver's upgrade, It'll give you 760 extra hp on Meepo and his clones and will allow you to keep an Armlet of Mordiggian permanently turned on. Only do this item if you have few inventory slots remaining, if you have 2 or more just build another reaver, its more cost efficient.

Armlet of Mordiggian: Only worth doing after a Heart, while turned on it'll give 475 hp to Meepo and his clones, while making the main Meepo's dps heavier. This item is better then another reaver if you already have a heart and you don't plan making another one.

Eye of Skadi: 25 Strength a 25 Agility is the highest amount of useful stats that are able to share the same inventory slow, making skadi a must if you need to keep a good balance between survivability and physical damage. This item has a great cost benefit and provides you with Cold Attack, a orb effect that fully stacks with Geostrike, making your main geomancer alone be able to apply 55% slow

Blink Dagger: Great mobility item. Allows you to chase, gank, initiate pretty effectively, but you shouldn't make this item if you are not in a need for mobility it will just slow you down. This item is situational, but pretty strong. Require some practice to be used effectively.

Weak Luxuries

Scythe of Vise: Give you a good ranged disable that you can use as set up for your net and as a way to get closer to the enemy. Since your only disable is unreliable buying a reliable one is a good thing.

Heaven Halberd: Gives you some strength and the ability to disarm enemies. The stats are clearly not worth for the price but since you can buy a club and a belt early in the game for really cheap strength points in the early game this item is viable. It is good to deal with high damage carries, and specially good against ranged ones. This item is situational and a lot inferior to Ethereal blade, but if you need strength and the ability to disarm, this item is the way to go.

Difusal blade: Good item for chasing people, use the active skill to slow them down so you can either land a net or just beat the crap out of them, it also gives good agility. It replaces your orb for a mana drain orb. Also it is kind of useless after you get a Ethereal Blade.

Shadow Blade: Just like Blink dagger, it is awesome to initiate ganks, not as good to chase people. It is a lot easier to use than Blink. I'll teach how to use in the combo section.

Veil: Only if the everyone else on the team refuses to make one.

Bloodstone: I used to believe that this item was totally useless to Meepo, the item don't help the clones at all, but there is one thing about this item that is just awesome. Bloodstone gives you the Bloodpact skill, it will reduce your respawn time, reduce your gold lost, your corpse will receive xp while you are dead and gives vision of that area, and you will heal all your allies near your death spot. All the reasons above are still not enough to make this item viable for Meepo, it is just too expensive, but there is a reason this item is viable. If a clone dies the Bloodpact will not trigger any of his positive effects with the exception of the reduced respawn time, but in compensation you will not lose charges. Meepo is the only hero in the game that is capable of dying without losing Bloodstone charges and that is huge. So with enough charges you can die, respawn instantly, tp to your death spot with travel, die again, respawn instantly again, tp back, die, respawn, tp back, etc... just remember that your enemy will still get gold and xp for killing you, so don't die that much.

Rejected Luxuries

Buttefly: Inferior to Ethereal Blade in all aspects. Wasted evasion, attack speed, attack damage. (Clones only benefit from stats and auras).

Divine Rapier: What if I told you that Ethereal Blade gives about the same dps that divine does and it doesn't drop on the ground when you die. The only situation you should have one in your inventory is if you found one on the ground.
Items for allies Discussion
These items should be made by allies of Meepo instead of Meepo himself, all this items should be done as soon as Meepo starts participating more on teamfights (when he gets Aghanim's Scepter).

Mechanism: Grants you and your clones good armor and burst heal.

Pipe: Grants you and your clones a huge shield that make you ignore the next 400 magical damage, really useful in the beginning of teamfights.

Vladmir's Offering: Grants armor and lifesteal to Meepo and his clones, as well as a 16% amplified damage. It is important to notice that since the rightclick damage of each Meepo is pretty low the amount of life-steal is also pretty low compared with most melee carries.

Assalt: Huge armor bonus and atack speed bonus to Meepo and his clones, as well as a negative armor aura applied to the enemy amplifying Meepo's damage.

Veil: Use this item when you see Meepo channeling his Poof, you will make his Mass Poof do 1750 magical damage to the enemy instead of just 1400.

Drums: Although it is a great item on Meepo, if you chose to not build it, it is a great item for your allies to make. Pretty good Movement Speed and Attack Speed aura.

All these items help every one of the team not just you, these are the best items to support a Meepo, there is no need to say that its important to have a courier, wards up and anti invisible items like dust and sentries if needed. Never ask an ally to make a rejected item.
Friends and Foes
This section of the guide is going to be really polemic, but I think I need to go deeper in this topic. The point of this section is to let you know what allies can be really good to have on your team and what heroes might be hard to deal with on the enemy team. If you disagree with something from this section please let me know on the comments. If you have a hero suggestion to add to this section I would love to know.
Friends and Foes - Friends - Part 1
Friends of Meepo are heroes that have natural synergies with him. Are the heroes that are able to do what Meepo is not good at. Counter Pushers will hold the game long enough, allowing Meepo to farm effectively. Harassers will keep the enemies away, preventing enemies from denying creeps and making Meepo farm more effectively Gankers will benefit from Meepo's help since he can always tp support the gank. Heroes that have natural auras are specially effective with Meepo. Heroes that help him on Teamfights also are really good allies. Down bellow are some examples of allies in no particular order. There is a box informing what aura items they can make to help you. Don't forget that they need to do their own items so they will only make 1 or 2 of those items. (Ps: this section is divided in 3 parts because this website limits the number of characters per section)

Support
Harasser
Counter Pusher
Team Fight
Probably the best counter pusher in the game. His Illuminate destroy entire creep waves and scare the enemies away. Mana drain is a good set up for earthbind and earthbind is a good set up for Illuminate. Keeper can blind the enemies making Meepo invulnerable to physical damage for a while. Keeper can keep Meepo's mana up while he jungle, he can weaken large camps so they can be killed with just 2 poofs. One of the best allies a Meepo can have


Natural Aura
Support
Team Fight
Even not having any aura skills Chen is probably the best aura hero, he can control jungle creeps that have powerful auras. You can chose 3 auras from: 30% more damage, 3 armor, 2 mana regeneration, 4 hp regeneration, 15 attack speed, 12% movement speed or some powerful abilities like stun, slow, snare, mana burn, purge and a powerful +8 aura buff that can be applied on every Meepo. Chen excels in versatility and utility, being one of the best supports for Meepo in the game. His ultimate is just insane, it heals 400 hp of every Meepo instantly. He can also send a injured Meepo to base that can easily return poofing. Since he farms on the jungle you have to coordinate with him, leave some useful creeps for him to control.

Natural Aura
Support
Harasser
Counter Pusher
Team Fight
He has one of the most useful auras in the game, 20% magic resistance too all Meepos. Meepo is very vulnerable to high damage nukes and since he is unable to make magic resistance items, this aura is just too good. He also is capable to reduce the enemies attack damage and to stun the enemy allowing easy nets. His ultimate is specially good since he can steal a really dangerous enemy ability and use it against him, the utility of his ulty however depends on the enemy team. He is also a really good counter-pusher since his fade bolt hits all creeps take away their damage and he is able to do that from a safe distance.

Natural Aura
Support
Harasser
Counter Pusher
Team Fight
Just for being around he increases the attack speed of every Geomancer by 40, this number might seem low but you have no idea how much it increases your dps. Since Meepo doesn't benefit from high attack speed items such as Butterfly and Mjolnir, his aura is specially good on Meepo. Bea
Friends and Foes - Friends - Part 2
Natural Aura
Support
Harasser
Team Fight
One of the best heroes to buff Meepo's physical damage. Unlike most of the other heroes the entire portion of Meepo's damage is base, so Venge literally multiplies Meepo's physical dps by 36%, that is a lot. But that is not the end of it, Vange also decrease the enemy's armor by 5, making them even more vulnerable to physical damage. Venge can swap enemies out of position and stun them, the swap goes through BKB and interrupt dangerous channeling spells.

Natural Aura
Support
Ganker
Just like Chen, she can control creeps, being able to have lots of useful auras at the same time, the problem is that she is way less effective overall, her creeps are less strong and they die after a while, her slow might help you to land some nets. Her heal is not really effective on you since it is not aoe. Ask the enchantress player to focus a lot in keeping aura creeps summoned, it helps a lot.

Natural Aura
Counter Pusher
Team Fight
Ganker
One of the scariest combos you will ever see, the synergy between these 2 heroes is simply amazing. If Spirit Breaker charges a lane you can instantly help him out using Travel on a nearby creep, it is almost impossible to survive this since he has lots of bashes, it is really easy to land nets on people that are being mowed down by him, his movement speed Aura grants Meepo a constant 466 movement speed, on a teamfight Spirit Breaker is an awesome initiator, he starts the fight, you end.

Team Fight
Ganker
This hero is on this list because he has one of the most synergetic teamfight ulties with Meepo. Overrun will make you run really fast trampling your enemies and holding them in place for a perfect poof, is the only teamfight ulty that disable the opponents while putting you right in the middle of the teamfight. He also have a lot of ganking potential that can be helped by a Meepo tp support. He can also stun people for easy nets and poofs.

Support
Team Fight
Omni is one of the best allies for Meepo, he can heal a injuried Meepo, since Meepo is usually near his opponents the heal also damages the enemy hero. His ultimate makes Meepo invulnerable to Physical damage making him REALLY hard to kill. The Meepo + Omni combo is insanelly effective and it is probably one of the most deadly combos in the game. He is also a good babysitter for the early game preventing unnecessary deaths.

Harasser
Counter Pusher
Team Fight
Ganker
Massive impact on team fights that have a really good synergy with Meepo. She can use her illusions to use riptide on the creeps from a distance, but his not that effective to counter-push. If played as a hard carry she can get in your way doing more harm than good, so make sure she plays as a team-fight utility hero. Her ulty allows you to get near the enemies and start to cast your Poofs that will damage the enemies when Nagas ulty weres off. The ultimate can also be used to retreat. Her net is pretty effective in locking down enemies for you to get near and kill, or just land nets and stuff

Friends and Foes - Friends - Part 3
Support
Harasser
Team Fight
I will just say one thing fatal bonds + 1400 damage poof = rampage. Warlock and Meepo are a really deadly combo, Warlock amplifies the damage with fatal bonds, stun them all with his ultimate and slow everyone down after that.

Support
Counter Pusher
Team Fight
Ganker
He jumps in the middle of the teamfight and stuns in a area. The stun lasts time enough for you to kill anyone inside that blackhole. If someone survive they will be close enough to be all locked by the same net, his midnight pulse can do a little counterpushing and his stun is really good to land easy nets.

Support
Harasser
Counter Pusher
Team Fight
Ganker
Really good team-fight hero, he can use his orb to damage creeps from a safe distance and have a really good interaction with Meepo. He usually jumps in the middle of the enemies silencing them and trapping them in place, all you have to do is walk in the middle of them and rampage, it is a really easy and powerful combo. Puck is the master in providing everything you need to kill the enemies, he silences, damages, stuns the enemies making them easy targets for you to kill.

Harasser
Counter Pusher
Ganker
Team Fight
This hero have lots of good interactions with Meepo, his march of the machine makes it impossible to push against, and it is specially good since Tinker is such a global hero. Tinker and Meepo can teleport anywhere they want any time they want, and that presence is really strong. Enemies will be less likely to push and gank while you 2 are alive. But Tinker will have to adapt his play-style a little, Tinker usually go from lane to lane farming the creeps, don't let him do that, it will cripple your farm. On pub games a Tinker on your team will usually be more harm than good.

Natural Aura
Support
Harasser
Counter Pusher
Team Fight
His aura is only active while he is ultying. His aura affects the enemies reducing their movement speed while increasing their damage taken. The tombstone also helps a lot slowing the enemies allowing you to land easy nets and poofs. He can heal you, and make the enemies weaker. Really good ally to have at your side, awesome combination.

Natural Aura
Harasser
Ganker
Team Fight
He is a good ganker that you can help out with tp support, he gives you some extra gold after you kill his targets. His ulty helps you a lot making you and your clones run really fast, on a team fight this is massive, just make sure he is not trying to hard carry.







Friends and Foes - Foes - Part 1
Foes

Foes of Meepo are heroes that can take advantage from the fact that Meepo is more than 1 hero. Pushing heroes can force you to defend towers preventing you from free farming. Gankers can also disrupt your farm with constant ganks. High burst damage heroes can be really annoying since you can't make BKB or magic resistance Items. Aoe disables may force you to change your item build to adapt to the situation, Agility is good against silence, Strength is good against stuns. Beefy high damage carriers can be a pain since they can kill you really fast and they don't die just from Poof damage, forcing you to make agility items. Ranged high damage carries can be dangerous if they can kill you before you even reach them. Most of the things mentioned above are Hard carry counters and not just Meepo counters, so don't be disencouraged to pick Meepo if there are some counters on opponent team. (Ps: this section is divided in 2 parts because this website limits the number of characters per section)

Aoe Stun
Burst Damage
Unfair Advantage
Never underestimate a Earthshaker, his ultimate when used on Meepo does a lot of bonus damage, and never ending stuns are really annoying. If you see him on the opponent team start stacking strength items, you will need them. Once he finishes his combo, if you survive, he is a easy pray.

Aoe Disable
Burst Damage
Pusher
Axe benefits a lot from lots of people hitting him at the same time, his Call prevents you from poofing and his counter helix hurts a lot. He can harass you a lot in the early game with his Battle hunger. Also axe loves keeping the pressure up in the early game, pushing down towers and stuff like that. To deal with Axe you need good counter pushing allies and stacks strength items. Once he finishes his call you can easily poof him down.

Aoe Stun
Burst Damage
Ganker
This guy do a scary amount of damage, and Meepo is a easy target for his combo. His stun is not that long but can be really annoying. He can be a pain in the early mid game since he will keep trying to kill you again and again. Ask your allies to keep everything warded and safe for you so you can farm, if you stack strength items he will be no problem on the late game.

Aoe Stun
Burst Damage
Ganker
His ultimate just do so much damage, he have aoe stun and aoe slow making pretty scary team fights. He can be really annoying trying to kill you all the time. Your net will not do much to reveal him, but it can prevent him from going invisible. If you are lucky you can interrupt his ulty with your net. Stack a lot of strength items, make sure your team has Pipe and Mechanism before going on a team fight against him.

Aoe Stun
Beefy Hard Carry
Magnus is a scary hero to go against, his stun is really long and his damage is pretty high, he usually makes bkb making him even more hard to kill. To kill him you usually need a combination of strength to survive his stun time, and agility to give you armor and the ability to bring him down fast even with BKB. Make sure you don't get initiated to improve your chances of surviving.

Aoe Stun
Beefy Hard Carry
One of the longest aoe stuns you will ever face, void is one of the few hard carries that can outcarry you. Because of his backtrack he reduces a lot of damage from the puff, and since he usually makes BKB you will have to bring him down manually. A combination of strength and agility will be the way to go, also keep away from him while his ultimate is off CD.

Ganker
Unfair Advantage
His constant ganks are a pain to deal with, but that is not the main reason he is on the Foes list. He is able to use his ultimate more than one time on you, and if you die under the effects of it you will give him a lot of gold multiplied by the number of tracks he placed on you. But there is a simple way to counter this, play really safe, ask your team to buy loads of sentries to protect you, if you catch him off guard he is dead.

Ganker
Burst Damage
Aoe Stun
It is really hard to survive this guy, his ganks are constant and painful and if you not deal with it you will be crippled the rest of the game. His damage is really high and scary, he can stun you in area and if you try to attack him after that he can stun you again. To deal with him you need to ask your team to keep wards and sentries up, you need to be protected. This guy is dangerous and should not be underestimated.
Friends and Foes - Foes - Part 2
Burst Damage
This guy is the definition of burst damage, he can take advantage from Meepo's low intelligence to do an insane damage to you. His attacks hurt like hell and if he gets fed it is almost impossible to deal with him. Against this guy you need to increase your intelligence, make Eyes of Skadi to do so, a Sheep Stick might be viable as well. You need to thrust your allies to not feed him. Bring him down before he kills you, he is usually really squishy. Really dangerous guy to face.

Aoe Silence
This hero forces you to build agility items, for the duration of his ulti you will not be able to poof, therefore you need an alternative way to do damage. On the early game he is a really good harasser, sometimes forcing you to leave the lane. He is really easy to deal with, but he sure make teamfights more annoying.

Burst damage
Unfair Advantage
Unfair Advantage
Position Switching
You have no idea how easy is to hook Meepo, when you get hooked you have to think fast or you are going to die. Pudge's damage is pretty high and since he will usually have allies with him this situation is pretty scary. If you get hooked poof everyone to the hooked Meepo and try to land a fast net, if you do it fast enough you might reduce the duration of the Dismamber. Try to get the low Hp Meepo to safety and use the others to bring Pudge down as fast as you can. To deal with him you need skill, but it is still really dangerous.

Aoe Stun
Really long and painful stun, the big challenge is to survive until the end of it. Stack strength items and hope for the best. Avoid getting initiated to improve your chances by a lot. Tp support the allies that are getting ultied. You can use your net to interrupt it.

Burst Damage
One of the few hard carries that can outcarry you. Meepo is usually a little vulnerable to ranged carries, but sniper's range is just too big. The problem is when he is able to kill you before you get near him. To deal with him Ethereal Blade is the answer, use EB on him to get near him, while getting the injured Meepo away from him, and land a net, try to kill him before he kills you. Sniper is only a problem if he gets really fed. Watch out for his ultimate, don't let a Meepo get too low.

Aoe Stun
Pusher
Lesh can put a lot of pressure on the towers, he have lots of Aoe abilities and a Aoe stun. Meepo is almost immune to Edict since the damage gets spread out. You need good counter pushers to deal with him. He is not much of a trouble late game, specially since you can bring him down really fast.

Pusher
Beefy Carry
Lycan has lots of ways to deal with Meepo. He can push like crazy on the early game, his ulti makes him immune to geostrike's slow, he can buy BKB to be immune to Nets and Poofs. To deal with him you need agility items, and you need to use your skills effectively while he is not immune to it. On a late game situation you will probably outcarry him.

Burst damage
Necro is a naturally good hero to deal with Meepo, Meepo loves stacking HP and Necro is a anti tank hero. His aura do a lot of damage to all Meepos, his Death Pulse also do damage to all, but the one skill that you need to be afraid of is his ultimate. If a Meepo gets to 40% hp, something that is really easy to happen, he can instantly kill you. A way to deal with him is to focus him down, and have allies with Mechanism, Vlads and Pipe.
Controlling your Meepos
The Tab Key

It will probably be the most pressed key in your keyboard when you are playing with Meepo, pressing the key have 2 effects: if you have one Meepo selected pressing tab will select the next Meepo, but if you have more than one selected it will highlight the next selected Meepo. You will use this mainly to use the skills of the next Meepo, that way you can use the same skill, multiple times, simultaneously. Since your ultimate is passive I strongly recommend you to play with your hand shifted one key to the left.


Control Groups

By default your control group keys are 1-9 keys, to assign the control groups you have to select the units you want on that groups, hold control and press the desired key. To select the units on that group you just have to press the key again. Here are some useful control groups:

All Meepos: This group is really simple and straight forward, you just have to press a key to select all the Meepos, really useful when they are scattered around the map and you want them all to do a specific thing like poofing on top of someone.

Main Meepo: The main Meepo can be used to position, scout, and initiate and there is no need for the others to follow him, this group help you with those tasks. (Not really that useful since there is the F1 key already that select your main hero)

Clones: Same thing as above, while the main Meepo is doing something else this control group select all your Meepos with the exception of the main one so you can easily select the clones without affection your main Meepo's tasks.

2 Groups of 2 Clones: Since there is only need for 2 Meepos to clear creep waves and camps you can create 2 groups of 2 clones so they can double your jungling speed, push 2 lanes at the same time and stuff like that.

Shift Key

If you hold the shift key and click on a deselected unit it will add it to your selected units, and if you click on a selected unit it will deselect it. Really useful when you are trying to take one Meepo away from the fight, when one of my Meepos is low I right click far away on the minimap, shift click the injured units and try to snare the chasers. This is usually my main tool when controlling my Meepos (I don't like control groups very much).

F1-F5 keys

Each one of them selects a individual Meepo, F1 is the main one, it is a little hard to know which key represents which Meepo but when you start getting used to it it can be really useful (never got used to it).

Quick Cast

When playing Meepo it is a good thing to enable the quick cast. If you don't know how to enable it to the options>controls>abilities and place your normal keys on the quick cast version of the skills, you can do that with items as well. What quick cast does is clicking with the mouse after each skill or item usage, allowing you to cast most of the Meepo combos way faster than before.
Meepo Combos
All combos shown bellow will take in consideration that you are using dota 2 hotkeys. These combos have no need of control groups. The quick cast version of the combo will be mentioned after each normal combo.

Mass Poof


The most basic technique of Meepo. It need to be done as fast as possible. If done correctly you will do 1400 magical damage to an area if done with all 5 Meepos. The combo for 5 Meepos is:

W-Click-Tab-W-Click-Tab-W-Click-Tab-W-Click-Tab-W-Click
or
W-Tab-W-Tab-W-Tab-W-Tab-W


The clicks are always on the enemy target. Always make sure your enemy will still be in range 1.5 seconds after you start casting.

Net Lock


This is another basic technique of Meepo, it consists in locking the enemy in place for a long period of time. The time between each click should be around 1.8 seconds. The idea is to constantly trow a net one at a time preventing the enemy from blinking, going invisible and moving. The combo can last as long as you want if you have 5 Meepos and it is:

Q-Click-Tab-Q-Click-Tab-Q-Click-Tab-Q-Click-Tab-Q-Click...
or
Q-Tab-Q-Tab-Q-Tab-Q-Tab-Q...


The clicks are always on the enemy target, even if you are not sure if you first net will land or not trow the second one 1.8 seconds later.

Controlled Poofing


The combination of the combos above, the point is to lock the target in place while you poof on him with one Meepo at a time. The time between each W-Click should be around 1.8 seconds, but you can speed it up if you want to finish him quickly, you can also ignore the Q-Clicks if you need to finish him off asap and get out of there. The combo will only be endless if you respect the 1.8 second rule. The combo is:

Q-Click-W-Click-Tab-Q-Click-W-Click-Tab-Q-Click-W-Click...
or
Q-W-Tab-Q-W-Tab-Q-W...


Always make sure you are auto-attacking the target while you do it.

Mass Travel


This is used to take all Meepos from one place to another asap while damaging creeps on both depart and arrival, with 5 Meepos you can clear 2 creep waves on 2 different lanes in the process. In this guide the hotkey to Boots of Travel will always be 1. The combo starts with any Meepo that have an off CD Boots of Travel and it is:

1-Click-Tab-W-Click-Tab-W-Click-Tab-W-Click-Tab-W-Click-Tab
or
1-Tab-W-Tab-W-Tab-W-Tab-W-Tab


The clicks are always on the destination. End the combo as soon as you click (Number of Meepos) times.

Blink Poof


This is one of the most basic moves using Blink Dagger. Blink Dagger will be represented by the hotkey 2. You need to do all the combo in less than 1.5 seconds in order to do it properly, if you fail some Meepos will stay behind. Make sure you are selecting the second Meepo at the start of the combo. The clicks will be always at the enemy target. This combo allows you to blink with all Meepos surprising the target enabling easy nets and getting close enough to slow the target with your orb.

W-Click-Tab-W-Click-Tab-W-Click-Tab-W-Click-Tab-2-Click-Q-Click-W-Click
or
W-Tab-W-Tab-W-Tab-W-Tab-2-Q-W


Start the combo after 5-(number of meepos) rounds of W-Click-Tab- or W-Tab.

Advanced Players Only

Mass Travel Blink Net


This is a combination of Mass Travel and Blink Poof. If done correctly you'll be able to teleport with all Meepos near the target isolated hero, blink near him and Net Lock him to the death. As soon as your Poof gets off CD you can switch to Controled Poofing. Each Meepo can be selected using F1-F5 keys, this combo will use the F1.

1-Click-Tab-W-Click-Tab-W-Click-Tab-W-Click-Tab-W-Click-Tab-F1-2-Click-Q-Click-Tab-Net Lock-Controlled Poofing
or
1-Tab-W-Tab-W-Tab-W-Tab-W-Tab-F1-2-Q-Tab-Net Lock-Controlled Poofing



The faster you do this combo, smaller is the chance of your target escape.

Advanced Players Only

Shadow Poof


This is how you use a Shadow Blade effectively, if done correctly the enemy will out of nowhere receive 840 magical damage, get rooted and beat down by 5 Geomancers. It is really easy to be done and it is almost impossible to survive this. To start the combo use the Shadow Blade to get your main Geomancer under the target. Make sure your other 4 Geomancers are in a safe place to not scare your target away.

Tab-W-Click-Tab-W-Click-Tab-W-Click-Tab-W-Click-Tab-Q-Click-W-Click-Net Lock-Controlled Poofing
or
Tab-W-Tab-W-Tab-W-Tab-W-Tab-Q-W-Net Lock-Controlled Poofing
Ganking
First of all, Geomancer is not the best ganker, you can play him as a ganker and you can do ganks pretty well, but he is not designed for ganks. The reason I say his is because gankers usually farm heroes instead of creeps, and while doing that he gives his entire team a lot of xp and bonus gold. The thing is that Meepo can farm creeps better than any other hero, and wasting his farming potential is not that good, you will also get levels faster but after lv 4 gold is way more important then xp. You should play as a ganker if you are going as a mid hero or if there are other carries on your team.

Also there is nothing wrong in ganking once in a while, specially when you don't have to stop farming to do so. In order to gank effectively you have to be unexpected, keep farming in one lane with a Geomancer and position yourself to gank with the other one, when the time comes poof the farming one to the positioned one and do your gank.

This changes a lot depending on the number of Meepos, the situation and if you have any ganking items. If your allies don't have a set up stun or slow, iniciate with your net from behind the trees, aim for heroes that are not moving a lot. If they do wait for their set up and then throw your net. Try to get all the enemies in the same net, depending on the situation it is impossible. After they are snared, go for the dangerous one first. Get near them and poof with all your Meepos, make sure the snare will last long enough for the Poof to land. If all your poofs hit, your enemy is probably dead. Sometimes the other hero manages to escape, so try landing a long net, these nets are pretty easy to dodge, but it is worth trying.

If you have 3 or more levels on Geostrike and more than 3 Meepos you can also snare one with the net, while auto attacking the other one to apply the slow. The Geostrike lasts for 2 seconds, your Poof charges in 1.5 seconds, so if he is slow enough you can easily land poofs on him without the net.

If you see an ally already iniciated a gank, use your Mass Travel on a nearby creep, try to stay on top of the enemy when the other Meepos arrive. Try landing a net and hit the target, it is usually pretty easy to do.

After the gank you will get a lot of xp, and some gold (equivalent to a entire creep wave), use the Experience section to learn more about how the Xp is shared. After the gank, go back to farm or back to the fountain to regen.
Roshing
Soloing Roshan is not as easy as it was before 6.76, Roshan didn't changed, but the best items for Meepo changed, and right now the best items for Meepo to make does not help him to solo Roshan. But here is the deal, soloing Roshan with Meepo is overrated. Usually a hero wants to solo because he wants to get all the xp for himself and because if all team mates vanish from the map all of the sudden the enemy might get suspicious. But the reasons above means nothing to Meepo.

Meepo will get the majority of the Roshan xp, so having allies nearby doesn't change your xp gain much. About creating a suspicious situation, you just have to do one simple thing before roshing and it will never happen. First of all push all 3 lanes, leave all 3 on the enemy side, something that a Boots of Travel Meepo can do in seconds. Since the lanes are pushed the enemies will be distracted with killing the creeps and less concentrated on "Where the ♥♥♥♥ are they?". Also, make sure you and your team use smoke to get to Roshan, you don't want to get spotted by some wards.

With the help of your allies Roshan with fall in seconds, you will get aegis, a really good xp, and your entire team will get gold. You can also solo him after lv 11 and Aghanim's. To kill it even faster get some extra agility. Just tank Roshan with your highest hp Meepo and he will fall eventually.
Where to Farm
When playing as a Meepo you will soon realize that you can farm everywhere, you can clear out creep waves, you can farm on the jungle, you can kill ancients, there are just too many options. Here I'm going to try to help you choosing the most optimal farming path.

When playing as a Meepo your main objective is to earn gold. Experience can be easily obtained by other methods like participating on teamfights and things like that and shouldn't be the main focus of your farm.

A creep wave can be cleared in 2-3 poofs and provide fast gold and exp without spending much time at it. You will be exposed and therefore it is usually not a good thing to farm on the same lane for a long time. When farming on a lane you will usually push it and it will eventually become to dangerous for you to farm there, unless the enemy players are distracted with something else, if that is the case just destroy their tower. Most of the time all you have to do is abandon the lane and go to another one that is closer to your tower or go to the jungle.

On the jungle you need to spend a little more time farming since a neutral creep camp is worth less gold than a creep wave and they are harder to kill (some of them require 4 poofs). However if you or an ally manage to stack the camps they become much more cost efficient. Ancient camps are the best camps to kill, however if our dps is too low you will spend too much time killing it and it'll not be worth your time. Roshan is similar in that way, if you think you can solo it he is the biggest source of gold around (100-600 gold) and provide you with a aegis which is a pretty good item to have as a Meepo.

In the end here is how your priorities should be:

  • If you can safely kill Roshan, kill it,
  • if not and If there is an unprotected tower on a pushed lane you should destroy it,
  • If there is a big unprotected creepwave coming toward your tower you should go kill it,
  • if not, go kill the stacked camps on the jungle,
  • if there isn't any go to the safest lane and kill some creep waves there,
  • if all the lanes are pushed just farm normally on the jungle,
  • if you have a high dps you should prioritise the ancient camps,
  • If not just farm on the jungle normally.
Runes
So, lets talk about runes. Runes can be pretty useful to Meepo, but you have to remember that only the main Meepo can get them.

When you get a double damage rune and there are controlled units nearby they all get the same effect, therefore you can double the damage of all your meepos and get a free roshan, a fast tower, a kill or just increased farm speed for a while.

Make your main Meepo run fast. You can use it to initiate on someone, tell the hasted Meepo to attack the player and poof the others on top of him. Or just use it to get somewhere faster...

Create 2 illusions of the main Meepo, that will benefit from the stats share (if you have Aghanm's) and can be used to initiate on someone or just do some extra dps on towers or creeps. You can scatter your illusions around and poof on top of them if you find something interesting, you can use it to confuse your enemies (making them spend nukes on the illusion) and stuff like that. And remember that Meepo illusions have geostrike.

Makes the main Meepo invisible, you can either use this to initiate on someone or just scout. Tell the main Meepo get close to the person and use net and tell the others to poof on top of him.

Regenerate the hp and mana of the main Meepo. Rarely useful, specially after Boots of Travel. It is usually better to just leave to some ally to get.
What Luxuries to Get
As a rule of thumb strength will always be good on Meepo, give you more resistance against any kind of damage, however sometimes resistance alone is not enough for you to win the game. Without any items, Meepo's damage is insane, it can bring any normal hero down in a matter of seconds, but some times the enemy carry get too beefy and you have to kill him before he kills you. Mass Poof will not do much against a 3.5k hp hero with a insane damage. Also if Meepo is against a hero with BKB that you want to burn down as fast as possible Poof will not help. Aoe silencing abilities can be a pain since you will not be able to Poof. And if you need to push towers pretty fast, Poof will not help you. In all those cases you need to get heavy agility items, get a Reaver first and go for a Ethereal Blade.

1 Ethereal alone increase your right click damage so much that few heroes will be able to survive, keep getting more agility until you feel that he is being brought down fast enough. The Ethereal also give you the ability to disarm the target, while he takes increasing magical damage from your Poof. Just remember, a dead or disabled Geomancer can't right click anything. To get a safe combination of right click power and HP go for Skadis, it will make you survive the big nukes while giving you insane damage. If you chose to go for agility make sure your team already has a Vladmir's Offering, it will heal you a lot.

So here are the situations that you need to go for agility.

-Beefy dangerous carries
-Aoe Silencing heroes
-BKB on a dangerous enemy
-Need to push towers fast

Remember your main source of damage is Poof, go for agility when Poof is not enough to do the job. And don't underestimate Poof, a 1400 nuke with 6 seconds CD is awesome.
Experience
The math behind Meepo's experience is different than other heroes. Every time a unit dies it gives hp to every hero around them, if there is 3 heroes around each of them will earn 1/3 of the exp of that unit.

But Meepo sometimes ignore this rule, each clone is able to earn experience, and every experience earned by the clones is instantly given to the main Meepo. if there is Meepo, a clone and another ally near the unit that is giving exp Meepo will earn 1/3, the clone 1/3 and the ally 1/3. Since the clone transfer all his exp to the main Meepo he will earn 2/3. Lets put another situation, if someone die and 5 heroes are there to earn the exp each of them will earn 1/5, but if one of those heroes was a Meepo and he had 4 clones with him, Meepo will earn 5/9 of the exp and every ally will earn 1/9. Meepo literally leaches exp from his team, making it normal to see a lv 25 Meepo surrounded by lv 11 allies.

All you have to do is to count the clones as normal heroes and give all the exp the clones earn to the main Meepo.

For every extra Meepo he will get a lot extra exp.
Clone's Stats
Each clone is the exact copy of the original Meepo in every term. The only difference is that you can't buy items for them. To compensate for that the clones will make a copy of your boot, the clone boot is exactly like the original one, and it doesn't share active ability cooldowns. That is why Boots of Travel is so strong on Meepo.

In addition if you get an Aghanim's Scepter the clones will get the extra Stat from the items in the main Meepo's inventory. So if I get a Ultimate orb for my Meepo, every clone will earn get 10 points in each stat.

Lets just do a comparison, Pipe is an item that is really common to see on a Meepo, it costs 3628 gold and it's only benefit is to create a shield that absorbs 400 magical damage that lasts 10 seconds. Reaver is a 3200 gold item that permanently increase the HP of all clones my 475. Even knowing that Pipe can help the rest of the team to survive, it changes nothing if you buy this item or another hero on your team, you receive the same benefits of spending your gold on it or letting you ally do that for you.

Lets say you have Scepter and you want to buy a Ultimate Orb, since the item only gives stats, if you have 4 clones every clone will also get the same effects as the main one, so is almost the same thing as buying 5 Ultimate Orbs. This sounds better than it is on reality because of the death rule: If one dies every single one of them dies as well.
Thoughts on the Last Patch (6.80)
Last patch changed a few things that affect Meepo directly or indirectly, here is a list of changes that fit on this category.

Roshan is now stronger - Roshan is now a bit harder to kill but it is still fairly easy for Meepo to kill him. I consider this change a minor buff to Meepo since this is a nerf to most heroes and he is not one of those heroes.

Divided We Stand level requirement reduced from 4/11/18 to 3/10/17 - Big buff to Meepo. Having extra clones earlier can make a big difference.

Divided We Stand now passively reduces your revive timer by 10%/20%/30% - This buff is just too big. Long respawn time was always a big problem to Meepo, and this wont happen anymore. Dying as a Meepo is less problematic and purchasing items like Bloodstone is even more absurd than before.

Number of charges of Drums increased from 4 to 5 - This is a small buff to Meepo. Charges are useful to do some extra dps on towers and to run chase a bit faster. It is a shame this buff came with a nerf

Drum's recipe cost increased from 800 to 875 - This is a small nerf to Meepo since this is a useful item to him.

Force travel speed is reduced - Small buff to Meepo since Forcestaff is useful to counter his disables. It will now be a little easier to disable the hero again after the Forcestaff is used.

Ring of Aquila agility bonus increased from 6 to 9 - Small buff to Meepo.

Scroll of town portal stacking delay decreased from 3/5/6/7/8 to 3/5/5.5/6/6.5 - This is a nerf to Meepo since this is a buff to everyone else but Meepo. It also makes more difficult to split-push since they can come to the tower's defense more quickly.

Veil of Discord Strength/Agility/Damage bonus increased from 3 to 6 - This makes this item more viable on Meepo, but it is still better to let an ally build it for you. This is a buff since sometimes you are forced to do it and since it is viable in some situations.
Replays
Here I will post some interesting replays to show you the gameplay, most of them will be played by me. If you find some interesting replay post it on the comments below so I can watch them and post it on the guide.

(I was recently informed that Valve don't keep replays for a long time, I'll try to keep finding replays to replace the old ones)

6.79 replays (basic games played by me):

361693998

Old replays (basic games played by me):

139469034
137804599
131095777
129671477
126670833
82140998
68758081
78033286
78174671
78205892
78286336

Shadow Blade Meepo: 68763672

Really skilled player: 68991047

Here are some cool videos I bumped into:

Meepo Gameplay

n0tail Meepo

Rampage

Rampage

Another Rampage

Double Rampage
(ID: 330703214)

Collection of high level Meepo plays

Some of the videos above are really old and all of them are following item builds that are not really good on this patch, the reason I'm showing them to you guys is for you to see some really good Meepo players doing cool stuff and try to learn with their plays.
Author Notes
Hello everyone, my name is Ðireclaw and I hope you liked my guide, if you have any questions you should post them on the comments and I'll do my best to answer. If you have something to add plz explain your point of view so we can discuss about it.

I tried to make the guide useful for both new players and pro players. Meepo changed a lot in the last patch and this guide might be a little polemical.

Remember that Meepo is a tricky hero to master so don't give up if you fail one or two times.

Thanks for reading it to the end, and good luck trying this hero out.
Special Thanks
To my girlfriend Ðirefang for helping me making the Videos.
To Icefrog for creating the game.
To Valve to improve Icefrog's work.
To Lycan for reviewing the guide and giving me some tips.
To -{NOVA}- DOFR for helping me develop this guide.
To Edubs for helping me with grammar and stuff.
To Redefinder for helping me with formatting.
To Devius for helping me improve this guide.
To Rigel234 for helping me with the calculations.
To random999 for helping me with the game code.
To You for reading to the end, validating my efforts.
106 Comments
Direclaw  [author] May 6, 2015 @ 2:47pm 
I'm not playing dota anymore, so I can't update the guide since I would be talking out of ignorance. Maybe someone else could volunteer to update it, IDK.
Nazgren May 1, 2015 @ 9:29am 
Any chance of an update for new items? the 2 new boots in particular interest me in there applications for meepo.
Uh oh stinky Apr 7, 2015 @ 11:12am 
Decent guide, good job :)
NexX Feb 12, 2015 @ 8:40am 
You must add Disruptor as a Foe. I love to play Meepo but when playing against one I insta pick disruptor. A lil skilled disruptor and Meepo can never escape. 100% dead always. Disruptors bringing one Meepo back + enclose him plus Ulti,... no way not even for the best Meepo to survive. But very awesome Guide. Thanks very much for that.

One more thing I would highly recommend. Start the combos with the TAB first. Way more natural imo. Select the main Meepo and then TAB - W - Click -- TAB - W - Click ....
This is way more natural due to goin from left to right.
Nazgren Jul 8, 2014 @ 11:37am 
I would suggest adding Lich as a Foe. Since you count as multiple heroes he wont hesitate to frost orb you and if your 2-3 meepo's then your gonna die, maybe even with more.
76561198118206756 May 21, 2014 @ 10:22am 
put the main meepo at home so the bloodstone is the awesome item
Sith Mar 18, 2014 @ 9:53am 
Best guide I have ever read.
Don't pick 4 carries Feb 2, 2014 @ 11:57pm 
Thanks for the insight!
Direclaw  [author] Feb 2, 2014 @ 2:11pm 
Well, I'm not sure if he is back on competitive scene. In my opinion he was already pretty strong, but people avoided picking him because of hard counters. He was always a viable last pick, but since he is too situational we don't see him much. I'm my opinion he is starting to be a little overpowered, this buff was pretty big.

Respawn time was one of his biggest weakneses and now he is impossible to shutdown before 2 meepo.
Don't pick 4 carries Feb 2, 2014 @ 4:41am 
Can you please make thoughts on the 6.80? I'm getting feeling that meepo is back on the spotlight! :)