Developer's Blog

Remember me ?             Register


       
Most Concise Geomancer Alt-Tab Guide
The third of the longest alt-tab guides in existence.
by Melderv



Latest Changes:
  • April 22, 2012 - Updated to 6.74c.


TABLE OF CONTENTS


  1. Foreword
  2. Introduction
  3. Playstyle
  4. Geomancer's Skills
  5. Skill Build
  6. Item Builds
  7. General Strategy
  8. Counters
  9. Miscellaneous
  10. Conclusion
  11. Replays
  12. Credits
  13. Changelog


I. FOREWORD


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.

6.70Poof cooldown decreased from 16/14/12/10 to 14/12/10/8.
6.70b-6.70cNo changes.
6.71He can now use cyclone on his other clones. Fixed Geomancer clones sometimes getting the wrong initial boots before pickup/drop.
6.71bNo changes.
6.72Added an Aghanim's Scepter upgrade, which adds an extra clone and makes the item undroppable. Attack range from 100 to 128.
6.72b-6.72cNo changes.
6.72dFixed Meepo buyback not fully restoring the mana of his other clones.
6.72e-6.72fNo changes.
6.73Poof damage rescaled from 50/80/110/140 to 80/100/120/140.
6.73bFixed Meepo clones not respawning with full mana. Fixed Meepo's interaction with Tranquility Boots.
6.73cFixed a bug with Tranquility Boots and Aghanim's Scepter on Meepo.
6.74-6.74cNo changes.



▲Top


II. INTRODUCTION


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.

▲Top


III. PLAYSTYLE


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?

▲Top


IV. GEOMANCER'S SKILLS






Meepo
Geomancer





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.

Strength - 23 + [1.6]
Agility - 23 + [1.9]
Intelligence - 20 + [1.6]




Affiliation:Neutral
Damage:39-45
Armor:5.3
Movespeed:305
Attack Range:128 (Melee)

Earthbind - (Active, Area, Enemies)
____________________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.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1100205002202Ensnares enemy units.
2100167702202Ensnares enemy units.
31001210002202Ensnares enemy units.
4100812502202Ensnares 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)
____________________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.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
18014Global375N/A80 damage.
28012Global375N/A100 damage.
38010Global375N/A120 damage.
4808Global375N/A140 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)
____________________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.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/A25% slow, 5 damage per second.
2N/AN/AN/AN/A210% slow, 10 damage per second.
3N/AN/AN/AN/A215% slow, 15 damage per second.
4N/AN/AN/AN/A220% 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)
____________________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.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AN/A1 (2*) Geomancer.
2N/AN/AN/AN/AN/A2 (3*) Geomancers.
3N/AN/AN/AN/AN/A3 (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.



▲Top


V. SKILL BUILD




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.

▲Top


VI. ITEM BUILDS



Five-Star Geo-tel



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.



▲Top


VII. GENERAL STRATEGY


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.


Side Lane




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.



▲Top


VIII. COUNTERS


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.

▲Top


IX. MISCELLANEOUS



Middle Lane

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.



▲Top


X. CONCLUSION


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.

▲Top


XI. REPLAYS


No replays available at the moment for 6.74c.

▲Top


XII. CREDITS


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.

▲Top


XIII. CHANGELOG

  • November 20, 2010 - Started the guide.
  • November 27, 2010 - Updated up to Section V.
  • November 28, 2010 - Updated up to part of Section VII.
  • November 29, 2010 - Finished the guide.
  • December 18, 2010 - Added a banner I made for the guide.
  • December 19, 2010 - Guide published.
  • December 22, 2010 - Added some more info to the guide in general.
  • December 25, 2010 - Updated to 6.70, Merry Christmas! See items sections.
  • January 23, 2011 - Updated to 6.71.
  • April 10, 2011 - Fixed a few mistakes.
  • May 1, 2011 - Updated fully to 6.72.
  • May 5, 2011 - Updated fully to 6.72b.
  • June 14, 2011 - Updated fully to 6.72c.
  • April 22, 2012 - Updated to 6.74c.

▲Top







Meepo the Geomancer
Author: Melderv
Map Vers.: 6.72c

Geomancer Alt-Tab Guide

Most Concise Geomancer Guide

Date Posted: 11/20/10
Last Comment:22/04/2012
Total Votes: 81
Current Rating: 8.88
Views: 79094



Login to post a comment