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Geomancer

Meepo

  • Strength Meepo Strength
    23 + 1.6
  • Agility Meepo Agility
    23 + 1.9
  • Intelligence Meepo Intelligence
    20 + 1.6
  • Meepo

Earthbind

Rains earthen spikes across a target area, pinning down all enemy units.

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 the departure and arrival locations.

Geostrike

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.

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 clones die, they all die.

Innate Spell Resistance

Gives Meepo and his clones additional spell resistance.

  • Scourge
  • 0.38 / 0.6
  • 39 - 45
  • 0.3 / 0.5
  • 4.22
  • 1.7
  • 305
  • Instant
  • 128 (melee)
  • 1800 / 800

In the right hands, Meepo is a deadly weapon, with the potential to take on multiple enemies at the same time. He has the capabilities to slow his enemies to a crawl, to permanently stop an enemy from moving, and teleport across the entire map in a Poof! His main strength, and greatest weakness, is his ability to divide himself into 4 identical clones, each possessing his full skill-set, and a copy of his shoes. Geomancer players must take care, however, as the death of one clone means the death of all - Divided They Stand, but United They Fall!

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.


Earthbind

  • Active
  • Point
  • E

Rains earthen spikes across a target area, pinning down all enemy units.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 20
  • 500
  • 220
  • 2 seconds
  • Enemy Units
  • Ensnares enemy units
  • 2
  • 100
  • 16
  • 750
  • 220
  • 2 seconds
  • Enemy Units
  • Ensnares enemy units
  • 3
  • 100
  • 12
  • 1000
  • 220
  • 2 seconds
  • Enemy Units
  • Ensnares enemy units
  • 4
  • 100
  • 8
  • 1250
  • 220
  • 2 seconds
  • Enemy Units
  • Ensnares enemy units

Notes

• 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.




Poof

  • Active
  • Point
  • F

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
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 80
  • 12
  • Global
  • 375
  • N/A
  • Geomancers
  • 80 damage
  • 2
  • 80
  • 10
  • Global
  • 375
  • N/A
  • Geomancers
  • 100 damage
  • 3
  • 80
  • 8
  • Global
  • 375
  • N/A
  • Geomancers
  • 120 damage
  • 4
  • 80
  • 6
  • Global
  • 375
  • N/A
  • Geomancers
  • 140 damage

Notes

• Damage type: magical
• When targeted, Meepo will teleport to the Meepo closest to the target point (can be the same Meepo as casts it).
• If Meepo teleports to himself, both departure and arrival damage will be dealt in the same area.
• Can teleport to illusions.




Geostrike

  • Passive
  • N/A
  • G

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.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • N/A
  • N/A
  • N/A
  • N/A
  • 2 seconds
  • Enemy Units
  • 5% slow, 7 damage per second
  • 2
  • N/A
  • N/A
  • N/A
  • N/A
  • 2 seconds
  • Enemy Units
  • 10% slow, 14 damage per second
  • 3
  • N/A
  • N/A
  • N/A
  • N/A
  • 2 seconds
  • Enemy Units
  • 15% slow, 21 damage per second
  • 4
  • N/A
  • N/A
  • N/A
  • N/A
  • 2 seconds
  • Enemy Units
  • 20% slow, 28 damage per second

Notes

• Damage goes through magic immunity but is reduced by spell resistance.
• Does not stack with buff placers.
• Geostrike's slow of every Meepo stacks directly.




Divided We Stand

  • Passive
  • N/A
  • D

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.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • 1 (2*) Geomancer(s)
  • 2
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • 2 (3*) Geomancers
  • 3
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • 3 (4*) Geomancers

Notes

• Divided We Stand can be skilled at the earliest at levels 4, 11, and 18, rather than the usual 6, 11, and 16.
• 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.
• Meepo clones gain 30% (100% if you have Aghanim's Scepter) of any extra attributes the primary Meepo has.
• Can be upgraded by Aghanim's Scepter (* shows the improved values). Note that the Scepter is undroppable once acquired.
• Even if you didn't skill this ability, picking up Aghanim's Scepter will still provide you with an extra clone.




Innate Spell Resistance

  • Innate Passive
  • N/A

Gives Meepo and his clones additional spell resistance.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • 14% spell resistance

Notes

• This ability is innate and does not need to be skilled.
• Effectively increases Meepo's base spell resistance from 25% to 35.5%