Meepo

Meepo the Geomancer is a melee agility hero who is notorious for being one of the hardest heroes in the game to play effectively due to his heavy reliance on micromanagement. Meepo's defining ultimate, Divided We Stand, allows Meepo to create up to four additional clones of himself. The clones cannot use any items besides the boots that the main Meepo himself wears, but each clone comes with its own individual spells and spell cooldowns. As well, they all gain experience and gold additively with the original Meepo. This means that a well-played Meepo can gain experience faster than any other hero, capable of reaching maximum level extremely early into the game and overpowering his unsuspecting opponents; however, the death of any Meepo, including the clones, spells death for all Meepos. With Earthbind, enough Meepos can permanently root someone in place while the clone army pummels them. Poof allows any Meepo to globally teleport to any other Meepo, as well as deal significant area of effect damage when cast enough times. Geostrike is Meepo's passive, which causes his attacks to slow and deal damage over time, stacking with each clone. With this skill set, Meepo can be everywhere on the map at once, and can group up on an unsuspecting victim in a moment's notice. Meepo redefines the power of numbers and is played mostly as a carry.

Unlike most other heroes in Dota 2, Meepo has a base 35% magic resistance instead of 25%, causing Meepo to take 13.33% less magic damage than other heroes.

Tips

 * Meepo's gold is best spent on items which benefit all Meepos. This means aura items and attributes. Be advised however, that aura items can be bought by your allies and you will benefit from them just as well, so it's usually better idea to buy attribute-enhancers (For example, Ethereal Blade will give you so much more than Assault Cuirass in terms of damage and attack speed while giving benefit of intelligence and strength as well as ranged nuke which also amplifies Poof damage) and utility items like Blink Dagger or Scythe of Vyse, which can be very useful for ganking.


 * Meepo has huge damage potential in the mid-game. Four successful Poofs in the middle of a team fight equates to over 1,000 AoE damage. Especially in the 10-25 minute mark when Meepo can really kick into gear, this is well over half the HP pool of most heroes, and may in fact just one-shot squishier heroes. Similarly, four (five with Aghanim's) Meepos hitting a single target provides nearly unparalleled DPS (especially combined with Geostrike). Unlike other carries, he is not reliant on DPS items to reach this damage potential.


 * With a measly 1.6 Strength gain, clones are very squishy targets. However, with his ability to farm several points at the same time gives him the potential to farm XP very quickly, giving him a higher level than others. This will almost neutralize the low-str-per-lvl gain problem. Also with items that gain strength/agility meepo will be really hard to kill.


 * Meepo can level up much, much faster than other heroes, thanks to his clones; each clone counts as a separate hero for experience mechanics. This means you can get experience from two lanes, or lane and jungle experience, at the same time. It also means you get a more significant chunk of experience for hero kills in team fights. If you are behind in levels, make sure to farm as much as you can (even if it means farming on the opposing team's jungle) to catch up to your opponents. One or two Meepos can farm in the lanes, while the rest can farm the jungle. Three clones can easily take out the whole jungle in less than a minute. This accelerated farm and experience is what gives Meepo his midgame dominance.


 * In order to maximize the effectiveness of his clones, don't always group them up; you can split them up (preferably in two groups). In ganks, this can mean that one group of Meepos can initiate a fight, while the other can wait and ambush. Also, splitting them up to groups can make Poof an effective escape mechanism, so long as your secondary group is safe from harm.


 * Keep in mind that casting Earthbind has a delay in deploying, so predict your target's path and throw accordingly. Earthbind's area-of-effect ensnare can be deadly to multiple heroes if used effectively. Also, Earthbind stops channeling abilities (including Town Portal Scrolls and Boots of Travel) and prevents invisibility during its duration. Earthbind is also very effective for scaring opponents - even if they have the upper hand, two or three consecutive Earthbinds on enemy heroes (even without any followup) is enough to scare many people into turning around.


 * Meepo has great split-pushing power. His clones can quickly take down a tower while the opposing team is engaged in a team fight. This works especially well when you see your opponents grouping up for a push - send your clones into an uncontested lane and push it. When the team fight begins, you can Poof all of them in (alternatively your counterpushing may just force them to back off). If the enemy engages on your clones, you can Poof them back to the main Meepo.


 * A large part of playing a good Meepo is effectively and quickly controlling all the clones. To this end, finding a good set of control groups and item/ability hotkeys can greatly improve gameplay. Ingraining various muscle memory patterns can help a lot to, say, select a dying Meepo and move him to safety in the middle of battle.


 * Meepo is vulnerable to heroes who can single out and kill one of his clones or do AOE damage to all of them. In this aspect Meepo players should especially be wary of Vengeful Spirit's Nether Swap, Kunkka's X Marks The Spot, Faceless Void's Chronosphere, Warlock's Fatal Bonds and Chaotic Offering Combo, Tidehunter's Ravage and Lich's Chain Frost among others.


 * After level 3, you can stack jungle camps with the clone Meepo and then double poof them later for a good source of gold and xp.


 * Since Poof does half the damage when the Meepo leaves and half when it arrives ensure all Meepos are in range for both damage instances to hit when clearing creeps in the jungle.


 * 2 Level 4 Poofs is the most efficient way to clear all jungle creep camps regardless of camp size except Mud Golems since they are magic immune.


 * Buying Boots of travel on Meepo allows him to split push similar to Tinker or Nature's Prophet, as each Meepo has a different cooldown on his boots. This allows for up to a Teleport every ten seconds. Poof is his equivalent of "March Of The Machines"/"Summon Treants". At a six second cooldown, three poofs will take out a whole creep wave.


 * It's a good idea to put Poof on quick cast so that chain Poofs are faster and less prone to error, especially with Blink Dagger.

Trivia

 * Several of Meepo's lines reference the Scout from Team Fortress 2, another title by Valve.
 * Meepo's response to meeting Windranger references Joey Tribbiani's catchphrase from the television sitcom Friends.
 * Meepo is named after the first kobold players meet in The Sunless Citadel Dungeons and Dragons 3.0 adventure.