Meepo/Guide

Carry

 * Early points in Poof maximize Meepo's farming potential, nuking power, and mobility, with value points in Earthbind and Ransack to aid in ganking.
 * Hold onto a skill point at level 3, then you can apply it on Earthbind at any moment to surprise-root an enemy or you can apply it on Ransack if you decide you cannot kill your opponent for now, and wish to farm jungle more effectively.
 * At level 10 choose a talent that will most benefit you in the long run: if you cannot fight at all, and you need to farm until level 15 and blink dagger + an item for attributes, pick the +15 damage one. Otherwise, +6 strength is very powerful and will save you from a lot of early-game nukes.
 * Meepo is a hero that benefits the most from attributes because of Divided We Stand, so it is never a bad decision to buy an extra dragon lance or an ethereal blade, as they are one of the cheapest items for raw stats.
 * Due to Divided We Stand Meepo can easily stack neutral camps, and can easily farm them at any time using Poof on different Meepo clones. Keep in mind that you cannot effectively farm a stacked ancient neutral camp untill at least level 11 when you get a third clone.

General

 * With his ultimate, Meepo is the fastest farmer in the game. Played correctly, Meepo should have a large level advantage compared all other players in the game.
 * Meepo's clones have higher pitched voice responses compared to the original Meepo. Use this as an audio cue to determine which Meepo is selected.
 * You can bind a shortcut to each Meepo by doing Ctrl + a number. Attach the number 2 to 5 to the clones and 1 for the main Meepo, the shortcut will be saved for every game. This allows you to control individual clones with greater ease.
 * Playing Meepo well demands strong micromanagement skills, as well as a powerful sense of map awareness. As each individual clone must be managed and moved around the map, Meepo can be present everywhere on the map and congregate to focus their power when needed. However, at the same time this means that the death of one clone will mean the death of them all. So, keep them out of harm's way and know where is safe to send the clones.
 * Meepo is vulnerable to area disables that can disable multiple clones at a time, as well as area abilities that deal more damage to grouped up targets. As well, powerful single-target nukes and pure damage can make Meepo easy prey against heroes that are able to single out a single clone and burst it down.
 * Generally, Meepo is played as a mid hero due to his unique ultimate. By getting an early level 3, Meepo can use the clone to help with last-hitting, scout out runes, stack camps, look for ganks, and relay back to base to regenerate by using Poof. The clone augments Meepo's lane presence, and can serve to provide extra nuking and disable power if a support rotates mid to help you gank.
 * Meepo can also be played as a safe-lane carry, as his low base damage and dependence on levels and farm in order to be effective means that he must be protected by his team. The objective of a safe-lane Meepo is to get level 4 as early as possible, then shuttle the clone to stack and farm jungle camps or serve as a base relay when needed.


 * Earthbind is an area-targeted root that allows Meepo and his clones to pin down multiple enemies at a time.
 * While weak by itself, Earthbind increases linearly in duration with the number of clones available. Since each clone has its own mana and cooldowns, each clone can increase the disable duration by two seconds. With four or more clones, you can keep an enemy permanently rooted to the ground if they do not have spell immunity.
 * In general, only one level in Earthbind is needed in the early game, as Meepo's skill points are better spent on his nukes and damage output.
 * The only things that scale as Earthbind is leveled up are the cooldown and cast range; decreasing the cooldown does not matter much in the early game since each clone has its own cooldown, and the cast range usually does not matter during early game ganks with assisting disables from allies. The ability only truly becomes powerful when Meepo has enough clones and damage output to make the most of the disable.
 * While Earthbind has a slow cast animation and travel speed, it is nonetheless a strong disable since it cannot be blocked by, and its low cooldown and long cast range at maximum level allows Meepo to hold down all enemies in its radius indefinitely if he has the level 20 -3s Cooldown talent and three clones, or the level 25 +1  Clone talent for a total of 5 clones.
 * Earthbind can hit and reveal invisible enemies to counter abilities like, , and.
 * In order to reduce the liability of Earthbind's slow windup time, try to get as close to an enemy as possible before casting Earthbind. When cast at point-blank range; the only delay then will be Meepo's cast animation, as the travel time of the net will not factor in.
 * Conversely, Earthbind's long cast range makes it a powerful disable even at long range. Used properly, Earthbind can catch enemies that are out of range of other disables, even if Meepo does not directly engage the enemy.
 * The root will disable certain movement abilities like and . This makes Earthbind strong to use against heroes that rely on those abilities for survivability, such as, , or.


 * Poof is perhaps Meepo's most powerful ability, as it provides linearly scaling nuke damage as well as global mobility on a low cooldown.
 * Due to its low mana cost and large nuking power, Poof should be maxed out as early as possible. While weak by itself, the damage increases tremendously as more clones become available, and the abilitiy allows Meepo to have a global presence with enough clones.
 * Poof's damage is dealt twice, once at Meepo's starting location and again at the destination. As well, Poof can target itself, so a Meepo can Poof in place to deal twice the listed damage around himself. The most efficient way to utilize Poof is to always ensure that there are enemies at both the jump-off and arrival locations, so that damage is dealt at both ends.
 * The key to utilizing Poof effectively is to have Meepos spread out across the map. If it is necessary to bring full force to bear at any one location, all Meepos can Poof to that location; if escape is necessary, the endangered Meepo is guaranteed to have a different Meepo to arrive at.
 * If a Meepo is in danger, usually the best way to survive is to simply Poof to another Meepo. Unless the enemy has long-duration silences, chain disables, or a tremendous amount of damage output, they will usually be unable to kill a Meepo inside of its 1.5 second cast animation.
 * Remember that the target of a Poof is chosen at the end of the cast animation. This can cause the ability to foul up when targeting moving Meepos, as moving the target Meepo too far away from where the ability was targeted can cause it to select a different Meepo to arrive at. Therefore, if your Meepos are grouped close together, try to lead Poof and target it at where you expect the destination Meepo will be after 1.5 seconds.
 * When using Poof for nuking, remember that it must be cast individually for each Meepo; selecting a group and casting Poof will only cause the first one in that group to cast the spell. Each Meepo must be cycled and individually commanded to cast Poof.
 * Activating the Quick Cast option when using Poof can make the spell easier to use, as it reduces the delay as well as the number of required key presses to command the clone army to all Poof.


 * Ransack's lifesteal increases Meepo's sustainability while farming.
 * Focus Ransack attacks on the same target so they will keep healing each other.
 * Watch the side portraits for any low HP Meepo to select it and walk it somewhere else, while the rest of the Meepos keep lifestealing with Ransack.
 * Hold Shift while clicking on any Meepo to either add it to your control or to deselect it.


 * Divided We Stand duplicates Meepo, giving him clones that have their own individual abilities, mana, and cooldowns.
 * Unlike other ultimate abilities in the game, Divided We Stand can be skilled as early as at level 4, and subsequently at 11 and 18. This means that unlike other heroes who reach their minimum effectiveness at level 6, Meepo only has to wait until 4 before he starts being active.
 * The key to playing Meepo effectively is to micromanage the clones and have them accomplish things all across the map simultaneously. For instance, the clones can be individually commanded to stack neutral camps, and then congregated to farm them, all while another Meepo is last-hitting lane creeps. As well, a pair of clones can be used to push a tower, while another pair prepares for a gank. Be creative and always active with the clones, and make sure that you are always doing something with them.
 * In order to make micromangement easier, assign command groups to the Meepos so that a group or each individual clone can be selected instantly at the press of a key. Cycle though each Meepo individualy, allowing for Blink-Poof combos in conjunction with Meepo prime. Assigning individuals to single groups allows them to be issued separate commands as needed.
 * For the purposes of experience, each Meepo clone is regarded as a hero. This allows Meepo to gain levels and farm gold extremely quickly, as each clone's experience is added to Meepo's total, allowing him to gain experience in different parts of the map all at once. While each clone is statistically weak, Meepo can offset this by exploiting these experience mechanics, giving himself more levels (and thus more attributes and stronger abilities from those levels) than heroes on the opposing team.
 * Be aware when standing next to allies who want to gain levels in lanes or jungle as the experience will be divided equally among allies, main Meepo, and Meepo's clones within range.
 * In general, Meepo's clones are best moved in groups of two or three. Two Meepos can roam and farm jungle camps fairly easily, and provide mutual support when fighting or ganking. If one group runs into an enemy, they have the option of Poofing out to the other group in case of danger, or summoning reinforcements as they engage.
 * Combined with Poof, clones can act as anchors for keeping all Meepos' health and mana full. When a Meepo is in the fountain, other weakened Meepos can be sent home as well via Poof, and then return to the battlefield just as quickly. Using Poof to reduce Meepo's turnaround time is crucial to remaining active throughout a match and accomplishing objectives.
 * Remember to abuse Meepo's global mobility as much as possible, and use that mobility to outmaneuver the enemy. If Meepo has clones in different areas of the map, he can congregate them at any of their locations to best exploit a weakness in the enemies' position. If the enemy team is grouped on or have recently teleported to one side of the map, Poofing a number of clones to the opposite side can allow them to push a lane and threaten to take one of their towers. If a clone happens upon a lone support, instant reinforcements can be summoned for an easy kill. If two of the enemy's cores are spotted attempting to gank a group of clones, the clones can be pulled to safety by Poofing to another group, wasting the enemy's time and movement.
 * When equipped with a Blink Dagger, Meepo's textbook initiation is: command all clones to Poof on Meepo prime > on Meepo prime to jump on top of target > Earthbind target > Poof on Meepo prime. If executed quickly enough, the clones will all Poof in on top of Meepo prime right after he blinks in, dealing tremendous damage to the target and putting them in perfect position to inflict the target with Ransack and further immobilizing them with follow-up Earthbinds.
 * Meepo benefits from building raw attribute items to share with his clones. Aura items also benefit all Meepos, but you usually want to tell your supports to buy those items.
 * Since enemies cannot tell what items—except boots—Meepos are carrying if they look at the inventories of Meepo clones, Meepo prime may want to avoid showing on the map from time to time to hide his item progression or newly acquired items.

Items
Starting items:
 * provides basic health sustain, allowing Meepo to weather harass damage from his lane opponents.
 * restores large amount of health in the laning stage.
 * gives Meepo cheap attributes; you can use it with Tango to get more healing.
 * grants bonus damage against creeps for easy last hits.
 * gives cheap agility and build into Wraith Band later on.

Early game:
 * increase Meepo mobility in the early game to navigate to lanes and jungle.
 * gives all Meepos attributes, especially agility, at a cheap price.
 * is an alternative stat item to Wraith Band for when Meepo and his clones need survivability over damage.
 * gives sustain and stores runes for opportune moments. You can always Poof to fountain and back to refill Bottle.
 * , combined with Poof, gives Meepo strong global presence since he can spread his clones all around the map and Poof them to each other as needed.

Mid game:
 * provide attack speed and attributes to all Meepos, increasing Meepo's damage output and allowing him to attribute switch as needed to give his clones more health, mana, or damage. Because Meepo clones benefit fully from bonus attributes on Meepo prime, they effectively get twice the attribute boost from Power Treads (from both the shared attributes and the Power Treads they carry).
 * gives all Meepos a good amount of bonus agility, but not Manabreak. Use the active Inhibit with Earthbind to make netting a lot easier to execute.
 * is a strong initiation item that greatly augments Meepo's mobility and lethality. By combining the Blink with a Poof from all clones, Meepo can offensively cast Poof in order to deal nuke damage and jump himself and his clones on top of an enemy.

Late game:
 * combines extremely well with Poof to give Meepo enormous global mobility, as each clone has its own cooldown.
 * gives 40 agility and 10 strength to each clone, greatly increasing their damage output and granting them more health. The active can be used to save a clone from being focused down by physical attacks or to add on damage to an enemy.
 * provides attributes that benefit all Meepos, and the active gives Meepo an instant hard-disable to use against targets who are too slippery to catch with Earthbind.

Situational items:
 * gives strength and agility so Meepo and clones can tank up as well as deal more damage.
 * gives Meepo bonus attributes, giving each clone more damage, attack speed, health, and mana, while letting the main Meepo slow enemies on hit.
 * , when purchased on Meepo, it greatly increases the survivability of all of Meepo's clones, as all of them will benefit from the item's strength attribute. This makes each clone much more resilient, allowing Meepo to survive for much longer in fights.
 * grants extra attributes and gives an extra saving ability to Meepo and each of his clones, that increases their effective health in a fight and allows to dodge nukes and disables when used properly.
 * grants attributes, especially Agility, to all Meepo clones. The illusions can be used as extra damage, decoys, or Poof targets, and will benefit from Divided We Stand's attribute sharing.

Meepo/Guia Meepo/Руководство