This guide was written by an 18-year old Filipino whose native language is not English.
For anything, I know you'd like to see Meepo in action. Go here: "MeePwn's Meepo"
Back? That was sick, wasn't it? This guide can't say enough words to teach you that, but this will get you started.
So, now that you've learned a little about Geomancer, let's learn a little about history, if you like. This is my third guide, and I felt like introducing newer players to "distasteful" Heroes such as Meepo. You misunderstand this Hero!
Enjoy reading this guide to Geomancer! This is aimed at newer and experienced players alike!
History: This is Meepo's history in a table starting from 6.70.
6.70
Poof cooldown decreased from 16/14/12/10 to 14/12/10/8.
6.70b-6.70c
No changes.
6.71
He can now use cyclone on his other clones. Fixed Geomancer clones sometimes getting the wrong initial boots before pickup/drop.
6.71b
No changes.
6.72
Added an Aghanim's Scepter upgrade, which adds an extra clone and makes the item undroppable. Attack range from 100 to 128.
6.72b-6.72c
No changes.
6.72d
Fixed Meepo buyback not fully restoring the mana of his other clones.
6.72e-6.72f
No changes.
6.73
Poof damage rescaled from 50/80/110/140 to 80/100/120/140.
6.73b
Fixed Meepo clones not respawning with full mana. Fixed Meepo's interaction with Tranquility Boots.
6.73c
Fixed a bug with Tranquility Boots and Aghanim's Scepter on Meepo.
Here we explain my perspective about Geomancer. I find that most people think it's irrelevant to have history sneaked into my Foreword, and redundant to have a Foreword AND an Introduction, but that's how I like it! What we have here is the proper introduction.
Micromanagement:Meepo is highly misunderstood. Why? Well, first, he splits into four using Divided We Stand. This means some micromanagement is involved in controlling the units and using their skills (from here on, micro, which means multitasking at the simplest).
Map Awareness:Micro is not limited to only multiple-unit control, however, but map awareness, which is a key that most new players lack. Meepo is a frequent target of ganks due to being extremely fragile early, where most ganks begin and continue from. Knowing exactly when ganks will occur is a prerequisite to playing Meepo (sort of).
Attributes: For his stats, he is Melee (128), has an average movement speed (305), has below average base damage for a melee Hero (making last hitting a pain), good starting attributes with high Armor (5.3), and below average attribute gains. As you can see, almost all are somewhat pessimistic. Something unique about dear Geomancer is that his vision is 1800/1800. This means he has full vision during the night, too! Most Heroes have 800.
Items:For something more optimistic, Meepo is fairly item independent. All he needs is his core and he's good to go. Still, the item build is restrictive, and these are the items you'll petty much be getting every game.
Gold and EXP:He can farm extremely well. He also levels up faster than any other Hero in the game because each Meepo clone soaks EXP like a sponge, taking in EXP as if it was another different player.
Skills:He has a long-ranged hold (a term I use for skills that restrict movement but allows enemies to act), which can bring down units permanently. However, it is hard to aim properly. He has large concentrated AoE damage, making him a good neutral farmer and nuker. Still, these nukes take 1.5 seconds to cast, making him a sitting duck during that time.
The biggest downside of all is that if one Meepo dies, every Geomancer dies. Still, I search for Heroes that make all the difference without playing too long, and I've been using Meepo longer than anyone I personally know. You will rarely find me playing him, though, but I still do, to play some good, distinct games.
Here are a few reasons why to pick Geomancer for those games:
Player Skill:You like Heroes that take skill to use. Geomancer is not that difficult, compared to other dynamic Heroes I would rather not mention due to subjectivity. However, he needs some amount of player skill to use correctly. Earthbind takes some aiming and Poof needs some positioning, among others.
Item Independence:You like Heroes that are item independent. As I said, the core is all he really needs to end the game with, but with his farming arsenal, it's not uncommon to see big items on him.
Gamebreaking:You like Heroes that make a difference. A flurry of Earthbinds can permanently hold an entire enemy team for your allies. A Poof barrage can bring potentially every Hero standing to half health, or less! A Geostrike combo can pin down a vital enemy target. These are skills that make a big difference.
Semi-Carry: Geomancer's role is somewhat debatable. He's fairly versatile. Usually, he's played as a team's carry, if none are available, or just a semi-carry. He is capable of dealing large amounts of damage to a single target with just simple attacks (assuming all of them attack the same target) combined with Geostrike.
Nuker/Ganker:Before that point, however, he's played as a nuker/ganker. Earthbind from afar is a skill to be followed-up by other disables to kill enemies. After some delay, Poof! The enemy is blasted with whatever the Geomancers conjure and dies easily due to massive AoE damage.
Support:He can also be played sparingly as a support Hero. With his core items, it's no doubt he can assist his allies without farming extremely powerful ones. Mekansm, Vladimir's Offering, Ancient Janggo of Endurance, etc., all benefit allies in some way. All Meepo players can support their teammates while still aiming for a different role.
So there are three main roles that a single Geomancer in a single game can be. It's simply sequential, because each role dies down at some part of the game and it's Geomancer's job to go with the flow. Pretty unique, eh?
Background Story: Originally worshipped by the pagan tribes 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.
Rains earthen spikes across a target area, pinning down all enemy units for 2 seconds. This skill does not affect magic immune units. Range improves per level.
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____.
________.
_______.
___.
_______.
__________________________.
Mana
Cooldown
C. Range
AoE
Duration
Effects
1
100
20
500
220
2
Ensnares enemy units.
2
100
16
770
220
2
Ensnares enemy units.
3
100
12
1000
220
2
Ensnares enemy units.
4
100
8
1250
220
2
Ensnares enemy units.
Notes:
This skill prevent enemies from using Blink skills, an effective counter to Anti-Mage and Queen of Pain.
You can't hit invisible units, but units cannot be invisible while ensnared.
This skill can interrupt channeling spells if it isn't affected by this skill already. That means a fleeing enemy using TP can be interrupted by waiting for it to wear off and then using it again.
This skill does not work on magic immune units nor Roshan.
Poof - (Active, Point, Enemies)
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Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 1.5 seconds, Meepo instantly teleports to nearest target Geomancer, dealing damage in 400 AOE in the departure and arrival locations.
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____.
________.
_______.
___.
_______.
__________________________.
Mana
Cooldown
C. Range
AoE
Duration
Effects
1
80
14
Global
375
N/A
80 damage.
2
80
12
Global
375
N/A
100 damage.
3
80
10
Global
375
N/A
120 damage.
4
80
8
Global
375
N/A
140 damage.
Notes:
This skill deals Magical damage.
When targeted, Meepo will teleport to the Geomancer closest to the target point (can be self).
If Meepo teleports to himself, the departure and arrival damage is dealt inside the same area.
Geostrike - (Passive, Enemies)
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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 damage per second. These effects are additive with other Geomancers. Lasts 2 seconds.
__
____.
________.
_______.
___.
_______.
__________________________.
Mana
Cooldown
C. Range
AoE
Duration
Effects
1
N/A
N/A
N/A
N/A
2
5% slow, 5 damage per second.
2
N/A
N/A
N/A
N/A
2
10% slow, 10 damage per second.
3
N/A
N/A
N/A
N/A
2
15% slow, 15 damage per second.
4
N/A
N/A
N/A
N/A
2
20% slow, 20 damage per second.
Notes:
This skill deals Enhanced damage, AT: Spell. For more info, visit my guide.
This skill does not stack with other buff placers.
Geostrike's slow of every Meepo stacks directly because they come from different sources.
Divided We Stand - (Passive, Self)
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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 clones die, they all die.
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____.
________.
_______.
___.
_______.
__________________________.
Mana
Cooldown
C. Range
AoE
Duration
Effects
1
N/A
N/A
N/A
N/A
N/A
1 (2*) Geomancer.
2
N/A
N/A
N/A
N/A
N/A
2 (3*) Geomancers.
3
N/A
N/A
N/A
N/A
N/A
3 (4*) Geomancers.
Notes:
The only item that transfers to the clones is one pair of boots (any type).
Meepo clones can use active abilities from Boots of Travel and Phase Boots (it is to be noted that Arcane Boot's active does not have any effect).
Meepo clones gain 25% of any extra attributes the primary Meepo has.
Aghanim's upgrade adds an extra clone. * shows improved values.
If Aghanim's Scepter is being held by Meepo, it is undroppable.
1. Earthbind
2. Poof
3. Poof
4. Earthbind
5. Poof
6. Divided We Stand
7. Poof
8. Earthbind
9. Earthbind
10. Stats
11. Divided We Stand
12. Geostrike
13. Geostrike
14. Geostrike
15. Geostrike
16. Divided We Stand
Justification:Earthbind is skilled first at Level 1 as Poof will do nothing to help you survive those nasty first blood attempts. Despite the short range and hefty manacost, it will save you if aimed properly, or even net you a kill. Yes, the pun is quite intended.
But wait! Why is this not maxed out first? Doesn't Earthbind scale better than Poof? Well, actually, yes, leveling it first gives you less of a burden because of its longer range and shorter cooldown. But think again! By the time you max this out first, you are Level 7 or so. However, there are only two Geomancers. Whether or not the cooldown is 16 seconds or 8 seconds, you only get to really use this skill once per Meepo to obtain maximum efficiency. Second, the perma-net status you are looking for when you shorten its cooldown is possible only with Level 3 Divided We Stand, summing up to four (or five) total Geomancers.
Geomancer's main problem early game is manacost. Earthbind's manacost keeps constant at all levels and so will Poof. There is no more reason to level Earthbind over Poof since Poof gives better advantages and a much more faster farming rate.
Poof is maxed out as early as possible. Why is that? Here are Poof's justifications. Poof gives you godly farming capabilities, not that Meepo is insanely item dependent. Poof is an escape mechanism, which allows you to teleport to the safer location of another Geomancer. Poof is a nuke, and much like all nukes, they are extremely effective at the earlier stages of the game. After this, Earthbind is maxed out second to gain the full range and shortest cooldown.
Stats is taken at Level 10. Why in the world? Well, if you take Geostrike at Level 10, you have 5% slow, that's a total of 10% slow counting two Meepos. Once you reach Level 11, that's 15% slow counting three at the most. To be frank, the dps is negligible. Stats is much better than Geostrike. Not only that, the stats are distributed in a way that makes your clones stronger than the original (the 25% more thingy, explained in Miscellaneous).
Geostrike is leveled at 12-15 when you have at the most three Meepos attacking a target, slowing it to a crawl much more effectively and efficiently than with any other level.
Divided We Stand is, of course, taken whenever available for obvious reasons. For tactics, leveling it spawns a full HP/MP Geomancer at your location, which you can use to your advantage/mindgames.
Justification:Power Treads (STR) is a must on Meepo. He can get other Boots, but this is simply the best one out of all. It's cheap, gives more stats than you think (thanks to Divided We Stand), and lets Meepo survive with good attack speed and additional health. Setting it to STR is highly recommended for most of your game, almost all. No other item for the same price gives Meepo such benefits. As usual, other Boots are discussed in the "Which Boots?" tab.
Mekansm will hurt your main Geomancer's mana more than you think, but this is one of Meepo's greatest items. It heals each and every one of your Meepos for as long as they are near you. No aura provided by this item is of any waste. The only downside is that you have to communicate with your teammates that you're getting Mekansm, so that they don't waste it by getting another.
Aghanim's Scepter is the last item to get. Introduced at 6.72, it adds another clone for Meepo, which all players thought would be too imbalanced, but here it is. It is the last item to get, because you get clones at Levels 6, 11, and 16 anyway, so there's no need to rush this item. Once you have this, not only do you provide a respectable amount of stats to you and your miniature army, you also get a fifth member, making the Five Star Geo-tel a reality.
Ancient Janggo of Endurance is a relatively cheap item for Meepo, and it gives plenty of stats for use (+9 to all). Not only that, it allows you to catch up to any fleeing enemy using its active, or just a means to travel faster. If not, you can always benefit from the passive increase in movement speed. Buying the recipe to recharge it also works now.
Vladimir's Offering (not included, see Optional Items) should be Meepo's last "core" item. There are quotation marks because it's not really needed, but it's too cheap to be considered a luxury item, although it is gotten when you want to end the game. It gives a damage aura, lifesteal to melee units, and some mana regeneration. All of these can be used by Meepo very effectively during the late game phase. The damage increase will hurt even more when there are many Meepo's attacking a single target. This allows you to Roshan by yourself more easily as well.
Build Progression
TO
TO
TO (keep the Ring of Basilius or not)
TO
Which Boots?
VS
Boots is a highly discussed issue on Meepo as it's the only item he can share with his clones. Here we see how I justify Power Treads over the other types.
Boots of Travel is gotten on games that favor your side. It's expensive, delays Meepo's core, and is mostly just used for pushing or turtling strategies if your enemies are beating down on your teammates. Turtling is a strategy used to delay enemy pushes by switching from lane to lane and keeping nothing from pushing it to your side. This gives ample time to farm the items needed to win the game. Boots of Travel gives full map control to Meepo (this and Poof makes WTF teleporting possible).
Phase Boots won't let you have time to activate Phase every single moment to make use of it. That's it.
Arcane Boots, amplifies your farming time. This isn't as good as it seems as Poof costs only 80 mana now and fixed mana regeneration is the way to go, which is already given by Ring of Basilius and Vladimir's Offering. Your clones cannot use the active of this item, too.
Extensions
Justification:Kelen's Dagger gives Meepo some presence, and an advanced escape mechanism for all your Meepos. Gives Meepo more ganking and initiating power against a maximum of three Heroes. Any more than that, and he'll be toast, because Meepo is never known for initiating. However, having enough clones to come by and bring your target down by surprise is not bad at all.
Step-by-step process: Get Kelen's Dagger. Gather your Meepos. Blink nearest to the enemy. Cast Earthbind on target. If you're too far, issue an attack command. Poof all remaining clones to you quickly and attack. Earthbind again if necessary, and remember, your main Meepo can still Poof.
Keep in mind that you can also use this to escape. Just be sure that the 1.5-second delay still lets you survive.
Justification:Lothar's Edge is a lulz (i.e. unorganized pub) item on Meepo that is quite expensive for what you're going to use it for. Make invisible the main Meepo and have your clones Poof there out of nowhere! I don't really recommend this item, but it is there.
Step-by-step process: Get Lothar's Edge. Gather your Meepos. WW nearest to the enemy. Decide on a normal approach or a ninja approach.
Normal: Break invisibility by attacking the target. Cast Earthbind on target. Poof all remaining clones to you quickly and attack. Earthbind again if necessary.
Ninja: Just Poof all your other clones near you without breaking invisibility first. Then commence attack!
Justification:Khadgar's Pipe of Insight is essential for facing those nasty counters to Meepo (discussed soon below). It makes you more confident and risky, I'd suggest getting it if facing nukers is a problem Mekansm cannot handle.
Justification:Eul's Scepter of Divinity is the extension item for the support-type Meepo. Not only does it make landing Earthbinds that much easier, it also allows for some clever turn-overs by using Cyclone on a single injured Meepo to save him and buy some time.
Vladimir's Offering (a repetition from the Five Star Geo-tel build) should be Meepo's optional item. It gives a damage aura, lifesteal to melee units, and some mana regeneration. All of these can be used by Meepo very effectively during the late game phase. The damage increase will hurt even more when there are many Meepo's attacking a single target. This allows you to Roshan by yourself more easily as well.
The Utility Items
Justification: Geomancer can always sponsor Gem of True Sight. What, with his farming capabilities and inexpensive core, it's a cinch. He can also hold it with Aegis of the Immortal.
Justification:Observer Wards and Sentry Wards are essential when playing Meepo. 200 gold worth of espionage is nothing compared to the kills you might net in the ganking stages.
The Luxury Items
There is not much to list here because when Meepo gets an item, he usually only shares a third or half of it to his clones. Here are the most beneficial:
Justification:Guinsoo's Scythe of Vyse is one of my favorites. When I have my core, this item is relatively easy to farm. It gives plenty of stats for all your Meepos, enough mana regeneration to spam Mekansm, and an effective disable that will be the end of any lone Hero.
Justification:Shiva's Guard gives some Armor to the main Geomancer, some INT for spamming Mekansm, and an AoE slow which only adds to his arsenal of Poofs. Great if you're missing something in a clash. However, your clone friends don't benefit much from it.
Justification:Assault Cuirass gives your Meepos more Armor and attack speed, and the main one the best increases. I don't get this item much, because my Meepos really do not benefit as much as you think from it. Anyway, it's still a luxury, and somehow worth getting if you like it.
Justification:Radiance is a great item to increase Meepo's AoE dps output by just being there. However, he might draw some focus fire, so it's up to you to decide. The clones do not benefit from this item by way of attributes.
Justification:Necronomicon grants Meepo and company much needed True Sight and movement speed! Not only that, you'll have fun microing 6 (or 7) units at once. I like getting this item for the lulz.
Note that this only talks about General Strategy. If you can control 4 (or even 5) Meepos all around the map individually and pwn Heroes with them, then good for you. This doesn't talk about that. Instead, it talks about the basics and some intermediate techniques on playing Meepo. Just tips and tricks.
Starting Items: You get Ring of Protection first so that you will only need the remaining Sobi Mask on the side shops to make a Ring of Basilius. Then, buy a Ring of Regeneration to keep you laning. Finally, rush Power Treads (STR) to ensure your early game.
Goals: Here's a quick tip; Never, ever risk yourself getting killed. What you need to do is get to Level 6 as fast as you can. Don't worry too much about the last hits, just keep yourself safe. You can use Poof if you're sure you're getting at least two creeps.
Farming: Last hitting should be varied depending on your opponents. You may last hit with ease due to your recent increase in damage, but you can always use Poof if you're having a hard time (but only due to opponent skill).
Pulling: Geomancer is quite the fast puller. Use Poof to hasten the pull (but be sure to last hit) and get back to your tower immediately.
Sent-Top/Scourge-Bottom: Ahh, this here is different. Just remember your goals (reach Level 6) and do nothing to risk your life. Keep within EXP range and be wary of ganks. Just keep safe until the goals have been reached.
Neutrals: You can effectively farm neutrals at Level 6. However, you might want to reach Level 7 first to max out Poof for faster farming. Getting Power Treads (or at least Boots of Speed) before neutrals is recommended because you're walking a lot and you need the mobility. Not only that, any high level creeps you didn't kill with dual-Poofs would be finished off easier with the higher attack speed.
Wrap Up: Get your core items and start killing people with your teammates. Any non-Centaur, non-counter Hero within this time frame would be shredded with proper Poof combos. Still, you can help kill as early as you can if your allies are good enough and if your Earthbinds are helping.
Neutrals
These are the most efficient methods to conserve your mana and health while neutraling at early levels. These will also be the most recommended ways to clear camps. Enjoy.
Small: Single Poof, attack the rest. Examples are the Ghost/Fel Hound, Kobold, Gnoll, Troll High Priest, and Harpy camps.
Medium: Dual Poof, attack the rest. Examples are Satyr Trickster, Wolf, and Ogre camps.
Large: Triple Poof. They should be dead. Four will be overkill. Examples are Centaur, Furbolg, Wildkin, Dark Troll, and Satyr Hellcaller camps. Careful, the Centaur, Furbolg, and Satyr Hellcaller camps will use their active skills when three units are around.
A minor trick for the Dark Troll camps is killing the smaller units first, then waiting for the Dark Troll to use Raise Dead to earn more money. However, if you're in a hurry, proceed as usual.
You can approach this camp even with only two Meepos. Just keep at least Power Treads, Headress of Rejuvenation, and Ring of Basilius (sell it later or keep it, up to you) within reach.
Mud Golems: Attack them since Poof doesn't damage them. This is preferable to clear with Power Treads. The two attack slowly and deal average damage.
Ancients: Some Ancients are magic immune, it's just best to clear these camps with normal attacks using Vladimir's Offering. Only one ancient camp can be cleared with Poof (the Dragonspawns). The rest only affect the minor units, except the Granite Golems.
Creep Stacking: This is attracting the attention of the creeps by attacking them and leading them away from the rectangular spawn area so that new ones will spawn and you clear two camps at once! Usually done at the 53 second mark, though you may experiment on this if you like.
Clashes
Clashes are the biggest fear of any Meepo. You're not exactly sure what you're going to do, unlike a Sand King or Magnataur, which just goes in and sets it up, or a Phantom Assassin or Morphling, which just dishes out damage in the quickest and most decisive manner possible. Job done.
Meepo? Well, you're going to have to be very dynamic and flexible. You must use your analysis of your enemies to see which targets you'll be taking, and the strength of your own teammates to decide on whether or not it would be good to trust in your potential power.
Positioning:Meepo must not be the first to enter the battle. Why? Unless you're uber fed, well, you simply can be taken down by a bunch of disables, ending your life prematurely. Only one of you needs to be dead in order for you to be dead, and face it, your Earthbinds don't stop them from casting spells and you can only counter with another offensive. Stay behind, and come second or third, or even last as a special weapon.
Targets:Your targets are the most threatening targets. Doesn't matter whether he's a support or a carry, just focus every Meepo on him, slowing him down and preventing him from being very motile. If BKB is an issue, just attack the unit. Use proper discretion (a Shadow Fiend with a Requiem of Souls will use this to his advantage so keep that in mind).
Breakdown: First, you cast Earthbind from afar. One for the units initially targeted, another for any incoming enemies. If you decide to use all four Earthbinds, you may do so. But never do so in quick succession, or at least aim at different people. Also, you may want to just use Earthbind to scout if somebody like Tidehunter already set it up for you and some Heroes aren't there.
Your next step would be to squeeze yourself near the enemies, either by attacking or just moving, and start a Poof Barrage (discussed later). Be careful not to make any mistakes while doing this, as you'll waste valuable time to see who's already Poofed and who's not.
Finally, catch any remaining survivors if you won the clash, or net any chasers if you lost and try to stay alive, which is coincidentally the next topic.
Staying Alive
Neutral Clash: If the small clash went out as a draw, you can either decide to fight back if you have back-up coming or decide to retreat if they have back-up coming. It depends on your health, because your skills cool down fast enough for you to use them again, so if you have somewhat unscathed health, you will outnumber one or two remaining Heroes and keep the pressure on them by pushing.
Failed Clash:You will likely die to the person who won your enemy's clash. This person only needs to focus down on one Meepo and make sure it doesn't Poof away to already-escaping Meepos. Your only method would be to pin down melee chasing Heroes using Earthbind.
Sudden Ganks: Use Earthbind smartly and run away. The thrill here is that if one of your clones are stunned and focused on. Poof if out if you can by sending a Meepo father away and designating that as your target. If you're clearly sure you're not going to live, fight back and give them a hard time. This will be common as enemies know very well the only way they can stop a Meepo from farming is to continuously gank him.
Roshan
The point here is that you outnumber Roshan, not overpower him. He is going to beat up on one of your clones very badly. The earlier, the more worse. General Meepo manipulation is key.
This is also a solo Roshan attempt. If you have Vladimir's Offering before Level 11, you can take him with another ally. Otherwise, it is recommended not to because you will take too much time in doing so, and the enemy will know of your location.
Use the F-keys. F1-F2-F3-F4-F5. Look at the upper-left of your screen to see which Meepo is being pummeled. If you don't plan on going back to base, at 2/3 health, activate Mekansm. At 2/3 health once more, move the Meepo using the F-keys and make him retreat so that Roshan issues an attack command to another clone and attack him again.
Earliest: Three Meepos with Vladimir's Offering and Mekansm. This is Level 11.
Safest: Four Meepos with Vladimir's Offering and Mekansm. This is Level 16.
Using Earthbind
First, I have to tell you: Earthbinds do not stack duration. They only reset the duration back to 2 seconds if the unit is already affected. Next, Earthbind only stops channeling if the previous one has already worn off. That's pretty much it. Remember that the hotkey is E.
You will find similar words when describing my Pudge guide as they use the same basic concepts for aiming.
Stationary:Stationary targets are targets who are still for more than a second, due to last hitting or denying, casting animation and backswing, channeling, hiding, and fighting. But since they are stationary, Earthbind will likely be of no use since they can still attack and cast spells. A good idea would be to cast Earthbind so that it catches them when they are only about to move (like in response to seeing you or so).
Moving:Moving units are units that are moving in a straight path, or a path defined by Warcraft due to terrain. You must be aware of the latter parts, and you will only be after more DotA. Estimate the travel time for Earthbind (which is a lot), your target's movement speed, whether the unit is under the effect of a movement increasing spell (Spectral Dagger, Surge, Leap, Warcry, etc.), and surrounding units. Never target the unit itself, target the ground where the Earthbind will go through in a straight line in front of your intended target.
Juking:Smart players expect an Earthbind and will try to avoid it with a zigzag pattern. Earthbinds for these units will require two seconds of studying a pattern at least. Judge an Earthbind by targeting the next location they will move to, such as when moving from left to right, and the unit has moved right, you target the center-left to compensate for unit turn rate and movement speed.
Fog:Fog Hooks are Earthbinds used on the units hidden by the Fog of War after seeing them as they go in. It is much like the moving Heroes section, except that you cannot see where the target is moving. Imagine the Hero, compensating for its movement speed and net travel time again, and launch the Earthbind somewhere in front of the intended location. Keep in mind that you may still exceed your range and waste precious time you didn't estimate in by moving.
Scout:Earthbind is an effective scouting tool. Use it when hunting for units in their forest, ahead of clashes, and within your sides to see if enemies are lurking.
Invisible:These invisible Heroes will try to juke your Earthbind if their life depended on it. Why? They won't be able to become invisible if they are affected by Earthbind. This is the only case where you would try to stack Earthbinds far from their expected end. You cannot Earthbind invisible units.
Magic Immune:Earthbind does not affect magic immune units. Okay?
Channeling:Earthbind interrupts channeling only if they aren't affected by an Earthbind already. Wait for it to wear off first, like I said.
Stacking:Earthbind does not combine durations. Estimate if 1.9 seconds have passed before launching another to make full use of it.
Meepo Selection: Of course, when chasing someone, some Meepos are ahead of each other and you're not exactly sure which one is that if they are all in full health, or if that Meepo is the original. Manually select the closest unit to the target and have that unit use Earthbind instead of cycling through the others.
Using Poof
Poof has a 1.5 second delay. It is best to use in quick succession. How much more practice do you need when you have neural camps waiting for you? Just make of use the Tab key as you would not want to keep selecting Meepos manually. Same goes for Earthbind usage.
Barrage:This aims to use Poof in the quickest manner possible. It's the only method you will prefer and it's the most effective. It's all about speed this time, but you'll still fail if you don't keep some form of accuracy on.
Map Control:Individual Meepos can walk around the map and use Poof to clear two lanes at once. After that, they can easily regroup by using Poof again.
Farming: As if I haven't discussed farming already, count how many Poofs will be needed and use them on creeps as if they were weak Heroes (as fast as possible).
Counting:As not to waste any Poofs, you need to count how many you need. At the start, creeps need only two Poofs. They then require three probably when you hit Level 11 or so. Mega creeps would only need three to be effective, but you can use four if your Meepos are spread out too much.
AoE vs Damage:Spreading out your Meepos is a good way to increase your presence, but it also spreads out your damage. Spreading them makes them easily focus fired but keeping them close will make them a funny target for an Echo Slam. However, the concentration of the Poofs are much, much stronger when keeping them close, of course.
About Geostrike
Slow:The slow stacks additively with other Meepos only. One Meepo's slow does not stack with itself. It only stacks because they come from different sources. This means the maximum slow is 80%.
Damage: Same goes here.
About Divided We Stand
Divided We Stand is Meepo's signature skill. Actually, all his skills are his signature skills. He's quite the unique Hero. No one else has these skills. This skill can be upgraded by Aghanim's Scepter, adding one more clone. This makes the item undroppable.
Boots: Gives Meepo the ability to share his shoes with other Meepos. It's the only item he can give the others.
Attributes: The clones gain 25% more from any extra attributes the original has. This makes Power Treads more viable as well as the usage of stat items.
Death: If one Meepo dies, all the others die, too. This is what deters newer players from playing Meepo, but it is simply a disadvantage that can be overcome by use of confidence and intellect.
Here I mention some obvious counters to Meepo and some not-so-obvious ones. Good luck fighting them. No, seriously, they are possible to fight against. You just have to be more cautious. Oh, and of course Doom Bringer, like he isn't a counter already to any single Hero.
Justification:Earthshaker is the most obvious one really. That's four Hero-Echo damage-types for you. But again, the only problem is Echo Slam, easily fixed by Mekansm+Pipe. Without it, Earthshaker is just another fragile STR spellcaster.
Justification:Stone Giant, what with his ready to use Ava-Toss combo is going to mean hurt for your Geomancers. However, he is much easier to expect so retaliate with Pipe and use Mekansm to fight back and take him down after his combo.
Justification:Axe loves people attacking him, and he can easily disrupt your Poof Barrage with a Berserker's Call. Axe reeks of focus fire since just getting one Meepo down to orange-red means the end of you. However, have enough dps and he'll suffer when you attack him forcefully and gain back your health with Mekansm.
Justification:Sand King's Epicenter makes it quite hard for you to decide on whether to fight back or run away (which you can't). Mekansm+Pipe is still another solution to this problem, making Sand King another fragile STR spellcaster.
Justification:Silencer is the ultimate combo-breaker, and you have a combo to use. Global Silence after waltzing to your enemies is bad. It would be hard to prevent Last Word, but Geostrike would solve all your problems later on.
Justification: A Slithereen Guard careening towards you would make you panic. Slithereen Crush would disable your Meepos and disrupt a Poof Barrage effectively. Amplify Damage makes it easier to focus on one of your Geomancers. However, without the right items, Slardar is just another prey for the predator that is the Geomancer.
Justification:Vengeful Spirit's Netherswap is a pain when at Level 3. You'll suddenly find one clone missing and even if you focus on the Shendelzare next to you, you'll be dead in seconds. Aghanim's Scepter on her will make it hard for you to wait out her Ultimate. Just keep your distance, and let others fight first for you.
Justification:Butcher's Meat Hook will make it hard for you early on until you have Mekansm and possibly Pipe. The idea is to cancel Dismember with an Earthbind and Poof your others to him if he hooks one. With good items and Geostrike, you'll find it easier to take him later on in the game.
Justification:Shadow Fiend doesn't have to focus on one Meepo because he can focus on all four. It is a very, very good idea to get Pipe in this case as it can be activated before a Requiem of Souls, or just to tank the Shadowrazes. Aside from these two skills, Shadow Fiend is as easy to take down as Crystal Maiden.
Justification:Lich is one of the Heroes to pick when battling Meepo. His Frost Armor hampers his dps and Chain Frost on earlier levels will kill you instantly if you didn't anticipate it. As a known Mekansm user, he always turn the tides early on. But he can only do that early on. Late game, dedicated Meepos can tank Chain Frost for his team and recover with only a charge of Mekansm.
It's easy to get to Level 6 at middle lane, but here are his problems: No lane control and no base damage to last hit. Even Mortred has better laning prowess than Meepo (at least she has Stifling Dagger). So middle lane is certainly a no-no if your enemies are rather skilled.
Geostrike Early
This means you take Geostrike with Earthbind and skill only one level of Poof just for the teleportation, or even skip Poof in its entirety.
While this may sound good with stats, this is the first build I went for and I highly discourage it. Meepo is renowned for his AoE capabilities and fast farming rate. This gives none of that. The only benefits are tankier Meepos through Stats and chasing capabilities early.
But wait, doesn't Meepo get all that when leveling up ridiculously fast by using Poof?
No Divided We Stand
Not skilling this Ultimate will make you seem like a Dwarven Sniper with just Take Aim as a skill. Utterly useless.
Your skills are meant to be used more than once. Impossible, but made possible by creating more Geomancers. Not only that, your attributes are one of the lowest in the game, and you only compensate by being more than any other Hero in the game.
This might open up more items for him, though, as his item build is currently somewhat forced. Still, you'll lose most of your potential and the spirit of playing Meepo.
I hope you learned a new Hero. Meepo is definitely misunderstood. Despite his boring item build, he makes up for it by being extremely dynamic. It's fun to play Meepo because it takes more skill than you're used to to make full use of him. He is exceptionally unique in terms of playstyle and role progression.
Geomancer is one of my favorite Heroes, and he is my secret weapon. I hope he'll be yours, too.
Final Words: My Alt-Tab series of strategy guides are meant to display as much helpful information as possible without the unnecessary portions. They are not meant for Spotlight guides, with their fancy pictures and video tutorials. That is, in my opinion, extremely time-consuming. It deviates from my purpose, which is to have fun while writing this guide to communicate with others in the DotA community. I like to maintain clean and simple updated works which are just as rich in content as most good guides are.
Mostly the credits go for the readers' effort. The others go to the devs/beta testers and anyone who is going to help me further with this guide. Thank you all.