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Guide to Meepo the Geomancer

Guide to Meepo the Geomancer by Ingolf
Using Poof

There are many examples and situations on when and how to use Poof. In general, Poof can be cut down to three devices:

  • A damaging device
  • An escape mechanism
  • A device used to transport your heroes into optimized positions on the map

Poof as a damaging device
The damage itself can be used for ganking, pushing and neutral camps farming. The Poof leaves damage in the depature and the arrival. If a Meepo teleports to himself, it leaves the depature and arrival damage in the same area, which means it deals double damage. If you do this with all four Meepos, the maximum damage will be 1280 damage. As an example, Sand King’s ultimate Epicenter can deal 1100 damage.

Range of Poof
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Notice that this range is a little opaque because I’m standing on a hill. If the surroundings had been flat it would have been a more like circle.

A table to show the differences between Poof and Epicenter
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This table is provided that Meepo is level 16 and all four Geomancers use the Poof in the same area to get the maximum damage. The mana cost on Poof would under normal circumstances be 720, but as we have four heroes it will only burn 180 mana points from each hero.
Epicenter though has a slow. Poof has no slow, but the damage comes right away instead of in waves.
This, done with permanetting can deal a tremendous amount of damage, but I don’t like to use it for ganking as you can deal nearly the same damage by hitting the enemies anyway, so I’d rather skill stats over Poof. But it isn’t said that the damage isn’t good for nothing. At level 20-22 where you will start to max Poof, you can begin to use it in neutral camps and in safe lanes. The cooldown and mana cost are rather low, so it can now be used for both farming and transporting. It takes 2 Geomancers’ Poof to clear a whole non-upgraded creepwave, so this is very effective for pushing.

Example
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Description
I see a huge creepwave coming towards me. I have level 4 Poof and two Geomancers in the lane. I wait a few seconds for the last creeps to come so I can get all of them. I make sure to isolate myself between them and start to channel Poof with both Meepos. 2 seconds later, I get every creep in the wave.
It took me 2 seconds to clear a whole creepwave and I got every kill, but this is not the end. While I did this, I had two other Geomancers farming in the forest on each of their spot. A single Poof from each Geomancer, a few hits and I earned 600 gold and nearly a whole level in just about 5 seconds.

Poof as an escape mechanism
This only works if you have your heroes split up in at least two groups.
If you have two heroes in two different places and one of them gets ambushed, you can poof this Meepo to the safe one. This gives your enemies 2 seconds to kill you and then you will be gone.

Example
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Description
Two of my Geomancers get attacked by Vol’Jin and only a few seconds later, Twin Head Dragon appears. I realize that I’m going to lose, so I poof them to the safe Geomancers and as Jakiro casts his Dual Breath, my last Geomancer gets away. I have Maledict on one of my heroes, but that doesn’t matter. I teleport to safety and to a Mekansm for heal. The Meepo squad is joined and are all safe. The only thing Jakiro and Vol’jin got was a huge disappointment.

Poof as a device used to transport your heroes into optimized positions on the map
This is generally used to move one Geomancer to another if you want to get him to a place quickly. An example is during the early game where you want to move the Geomancer at the fountain to the one in the lane. This saves you for about 30 seconds walk.
There are plenty examples and situations where you in general just want a few more Geomancers in one place and less Geomancers in another, but it can also be used to set up a gank or to attract enemies to turn a gank into a gank-the-ganker situation:

Example
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Description
Rhasta thinks I’m alone and trys to gank me by casting his wards and shackle me in front of them. Am I going to die that easy? No, this is not it. I order my two other Meepos to poof to my exposed one. The original casts a net to cancel Rhasta’s shackles and saves the wounded Meepo with Mekansm. Rhasta casts his lightning but it isn’t enough to kill me. Notice how I keep my damaged hero away and let the two green-healthed Geomancers do the netting job. From this range I can also use the damaged one’s net without getting into Rhasta’s range. Rhasta dies and Meepo survives. What should have been a gank turned out to be a suicide.
Rhasta thought that he could take the lonely Meepo, but I wasn’t alone. Too bad for Rhasta.

Controlling the midgets - Unit groups

The very basic thing you have to do and should be done for every new hero you get is to assign each Geomancer into a unit group. Unit groups are perfomed by:

  1. Shift + [number 1-0]
  2. Ctrl + [number 1-0]

Option one adds the targeted units to an alreaxy existing unit group. Option two overwrites the old unit group and adds the targeted units to the new unit group.
After assigning units to a unit group, the unit group is targeted by the matching hotkey on your keyboard such as 1. By doing this, you can speed up your micro process by targetting specific units much faster without having to find them and selecting them on the map first.

The basic unit group
First of all, your four heroes can be targeted by using F1, F2, F3 and F4 by default, so there is no need to assign these into individually unit groups. What is smart to do though, is to assign all four into unit group 1. We can now target all of them no matter where they are on the map. This step is the first thing that should be done after getting a new Geomancer.

The farming unit groups
In most of the game, you will have at least two Geomancer squads when you farm. We will have two Geomancers in two unit groups so they can be in at least two places at the same time. There is no reason to make it more complicated than it is, so we will add Meepo 1 and 2 into unit group 2 and Meepo 3 and 4 into unit group 3.

The units-in-action unit group
This unit group is mostly perfomed later in the game and you have to change it almost every time (ctrl + 4). For instance, if Meepo 3 heals, Meepo 1, 2 and 4 should be assigned into this unit group (unit group 4). There is no need to perform this unit group if for instance Meepo 3 and 4 heal because you can target Meepo 1 and 2 in unit group 2.
Take a note on that you only need to add the remainings to this unit group if they need to work together. If one farms in the forest and another farms in a lane, you don’t need this unit group as they work individually.

The clones’ unit group (optional)
As a last note, you can add all the clones to unit group 5. It is not necessary to add them into a higher unit group of priority, such as unit group 2, because you don’t use only your clones for something that often.

We now have the following unit groups:

F1 - Meepo 1 (original)
F2 - Meepo 2 (clone)
F3 - Meepo 3 (clone)
F4 - Meepo 4 (clone)
1 - Meepo 1, Meepo 2, Meepo 3, Meepo 4
2 - Meepo 1, Meepo 2
3 - Meepo 3, Meepo 4
4 - Meepos in action
5 (optional) - Meepo 2, Meepo 3, Meepo 4

Controlling the midgets - Micro

Micro is when you force the enemy to switch target from one unit to another. This makes you able to take a lot more damage, because it is shared over many units. Taking 500 damage on 4 units is much more effective than taking 2000 damage on a single unit.

How to micro the basic unit group
Controlling all four Geomancers at the same time is almost always provided that you are either killing Roshan, ganking or assisting in a team battle. Join all the Geomancers in one party and have your original targetted. This makes the net much easier to control.
When you can remember these things, you are now ready to rumble your enemies. When you find your target (excl. Roshan), there are two things you have to consider:

  1. Can I kill my target if I play my cards well?
  2. Am I going to die if I stay and fight?

In both situations, you will have to micro your units.
If you consider the first opportunity to be correct, the easiest and fastest thing to do is to order all Geomancers to attack the enemy. When one of your Geomancers get badly wounded, pick him with the matching F-key and order him to run to hell, just anywhere outside your enemy’s range. This actions should be ordered within a half second. After you did this, choose the rest of your Geomancers and keep perma-netting the foe with a slight more delay between every net. If another of your Geomancers get badly wounded, then use his matching F-key and send him away. By this time, your opponent will most likely be dead.
If you consider the second opportunity to be correct, you have to micro in a different way. Again, order all your Geomancers to attack the target, order the damaged one away and throw 1 net with one of the attacking Geomancers. After you threw it you should start to run with all your Geomancers in the same direction. If you order them to different directions, you have a higher risk to be ganked and this is anyway much harder to control. Your most damaged one should now have a short lead and will most likely not be targeted. If your opponent have more movement speed than you some kind of disable, you should be ready to throw a new net with one of the well Geomancers and then continue running. You should always have at least two Geomancers and not one closest to the threat, if one of them should be ambushed, overhauled, slowed or disabled.
Here is a table to show you in which order you should command your Geomancers to optimize the micro process:

1 damaged hero: Order all Geomancers to attack and then order the damaged one to retreat.
2 damaged heroes: Order all Geomancers to attack and then order the damaged ones to retreat.
3 damaged heroes: Order all Geomancers to retreat and then order the healthy one to attack.
4 damaged heroes: Order all Geomancers to retreat and then pick the least damaged one to attack.

By “attack” I also include to net at flee. You should hardly ever order all the Geomancers to retreat with no following actions. This only gives your enemy free shot to track you down and target whatever Geomancer he wants. You should always try to have a healthy Geomancer closest to him as this will automatically get targeted instead of the damaged one.
Then how do you handle Roshan? It’s the same principle as before, however, you should micro your units a lot more. Roshan has a fetish for focusing hard wounded foes. Therefore, make a note that your Geomancers have to lose the same amount of health, with not too much health difference from each micro performance. Let him hit one clone a few times and then pull it away for about two seconds. This will make Roshan target another Geomancer instead. Repeat this action untill you lost about 50% health on all your Geomancers. Activate Mekansm and repeat the micro process untill Roshan falls. If you feel you cannot kill him yet, just run away with no further microing.
As a final note, you will also use all four Meepos most of the game to clear the toughest creep camps (excl. Roshan), but this doesn’t require further micro. Read “The art of farming”-section for a more in-depth description.

How to micro the farming unit groups
As the title says, these are used to farm. Promise me never to gank with only 2 heroes if you have 4.
These two unit groups are much easier to micro but requires more attention to each group.
As soon as you hit level 11, you will start to have your focus in more than one place at a time, but your main focus should almost always remain on the hero(es) in a lane. This is the most exposed Geomancer and requires the most attention.
When two Geomancers in the forest are in front of a camp, then try to send the least damaged in first. Creep camps below the camps below Roshan ( huh.gif ) does only require enough micro to send the least damaged one in first, draw the creeps’ attention and then press the attack-button “A” in front of another creep camp. This makes your heroes automatically fight the creeps and when they slay them, they will run to where you clicked. In the meanwhile, move your focus to the Geomancer in the lane. Try to kill as many creeps as possible, either by last hitting or auto-attacking. Last hitting is recommended. Try not to tank too many creeps at the same time and if an enemy trys to gank you, then poof him into the forest. If your two heroes in the forest get ganked, poof them to your third one.
The principle is the same whether you have two, three or four heroes to work with. Just remember not to farm more places than you can handle. As a final note, as also mentioned earlier, remember which heroes you send where to optimize your reacting time and your survivability against ganks.

How to micro the units-in-action unit group
This is controlled like the basic unit group, however, this is for only a very short amount of time. Therefore, I wont go into further details. As soon as the remaining Geomancer had his rest, order him back to the group and then use it as the basic unit group.

How to micro the clones’ unit group (optional)
This group is hardly ever used and is controlled in the same way as the units-in-action unit group.

Runes

Your clones cannot pick up any runes, but if your original picks up a Double Damage rune, all clones near him will get the double damage buff as well. This does not work with either Illusion, Haste, Regeneration or Invisibility. For you who don’t know, the runes spawn at a random point every 2nd minute starting from 2:00. It is always worth to check for a Double Damage rune near you before you go to gank.

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What are the runes useful for?
Most of the runes are useful for some situations. Here is a short list of how to utilize them:

Double Damage
Bring all your Geomancers and surround this rune before picking it up and all your Geomancers will get the buff. It is important to stay near the rune with the clones before picking it up or they wont get the buff.
Haste
Pick it up and let your original run like blazes to a certain destination and then Poof any clones you like to it, but it is not much worth for chasing.
Illusion
Same function as haste but is less dangerous to use. Send the illusion to a certain destination and Poof any Geomancers you like to it. If it gets ambushed on the trip, your enemies will only get disappointed.
Invisibility
This rune can be used for ganking purpose. Order your invisible to run up to an enemy without attacking him. When he stands next to him, then order all your clones to poof to him. This is a very effective surprise attack as you start right next to the enemy with a fairly damage from Poof.
Regeneration
This rune is actually almost useless to you because only your original can pick it up. If this is the only damaged Geomancer, it can be rather okay, but it’s almost always better to save it for a team mate.

Heroes to watch out for

Please note that due to the Geomancer’s relatively low health pool, every hero can make a threat to you in the very late game, but I will try to pin some of the nasty ones here.

Nukers
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Ie. Zeus with a scepter and refresher orb wont take much time to take you down. Just a few Lightning Bolts and Arc Lightnings and then Thundergod’s Wrath and you will be raped in no time. The same goes for most other nukers such as Lich. Heroes like Death Prophet and Oblivion may be annoying but are not the biggest threat. Nukers are most dangerous to you during the early-middle game but lose much of their power in the late game. However, a blasting 1000 damage + different spells like Dragon Slave, Lightning Bolt, Impale and Light Strike Array can still cause a potential threat.
This includes Zeus, Lich, Tinker, Slayer, Ogre Magi and Demon Wich.

Tiny
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A good Tiny player with much attack speed can quickly stun and hit one of your heroes. When you try to pull the damaged Geomancer out of range he just tosses one of your other heroes to kill it. He is also very annoying to attack due to his Craggy Exterior.

Lightning Revenant
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Can you say “annoying”? A Razor, and especially with Radiance, can make you cry when you net him and run, in thinking that you are going to pew-pew him. Then, a few seconds later, you can watch him rumble down all your clones with his stupid thunderbolts, immolate and chain lightning. In a few seconds he can bring all your heroes down to “Oh Crap!/1400 hp”. Say goodbye to Hollywood. In the very late game, his damage output is also something that makes you want to cry of anger and helplessness.

Faceless Void
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Probably the most annoying hero. You simply cannot do anything against this midget. As soon as he gets strong, he can capture just one of you in his Chronosphere and there is nothing you can do about it.

Earthshaker
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For some, this might be pretty obvious, but I’ll explain it anyway. First of all he can be lucky to land a fissure on all of your four heroes, which can’t be done with Storm Bolt or Magic Missile for instance. Second of all, his passive Aftershock can be a really annoying trigger when you close him up, especially combined with Echo Slam. Earthshaker is in most situations not an opponent you would like to outnumber, especially not when he is near too many of your friends. The more you are, the stronger he hits with his Echo Slam. A single hero can be threatened by him in a creep wave, but you have four times the danger on your shoulders. However, if you catch him in the forest or away from your creeps, it shouldn’t be an impossible situation.

Axe and Bristleback
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You will experience that you really hate these tanks as probably the only ones. They are both extremely hard to kill once farmed. Bristleback has his… Bristleback… that not only reduces damage but pierces you with Quill Spray. You don’t have much life so you will find that you take more damage from Quill Spray only that you actual though was possible. Axe is a pain to fight as one hero because of his Counter Helix. You are fightning with four against him. That makes him swing four times as much. Let the rape party begin!

Meepo’s best friends

Witch Doctor
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Vol’Jin benefits so much from Meepo. As soon as the target is locked it allows the doctor free scope for his Maledict and Death Ward. It’s even better if you have caught two enemies. This allows Paralyzing Cask to rebounce between the two heroes, repeatedly stunning them. All this omfgwtf1337pwned damage added to Meepo’s own damage means Chuck Norris dies. Witch Doctor is prolly the hero that benefits most from the Geomancer.

Twin Head Dragon
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His Macropyre fries the enemy completely. When they cannot move, 5 seconds in Jakiro’s firehell may seem to be 5 hours.

Healers
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Every hero that can help you through your early game is a really good ally, and healers are some of the best. Meepo has a really low health pool, but with a heal from time to time, everything seems much more brighten. Heroes like Chen with his creeps and Penetration and Omniknight with his Guardian Angel and Repel are also really neat to play with.
This includes Necrolyte, Shadow Priest, Omniknight, Chen, Enchantress, Juggernaut, Lord of Avernus and Keeper of the Light.

Heroes with auras
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Auras work really good with your Geomancers independed of whatever they do. Auras are always good. This is really too obvious to describe. Crystal Maiden’s Brilliance Aura is excluded though.

Epilogue

We have reached the end. I hope you are still awake after reading my minor novel. Hopefully, you enjoyed reading it as much as I enjoyed writing it. Feel free to ask of what your heart desires and I will try to answer your questions as good as possible.

Again, thanks a lot for reading this.

Ingolf

Replays

Meepowning (download from this link)
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Number of downloads: 1445

FAQ

Q: I still don’t believe why you spend so many money on Ogre Axes and Messerschmidt’s Reavers when they give you nearly no health and you could buy better items like Vladmir’s Offering instead.
A: Let me put it like this; Meepo has everything. His damage is nearly 4 times as high compared to any other heroes without any items. He doesn’t need intilligence because he will never run low on mana later in the game. He doesn’t need agility because his damage is tremendous already. This also means he doesn’t need damage items. He can permanet multiple units for as long as he wants and this also interrupts channelings like town portals and ultimates, so he doesn’t need more disables. He has a passive 80% slow effect that pins even heroes with 512 movement speed down to nearly nothing so he doesn’t need another slow. He can clear an entire creepwave in 2 seconds by the click of two buttons, and he is such an incredible farmer so he doesn’t need additional farming items like Hand of Midas. The only flaw he has is his incredible low health. The only way we boost this effectively is to add direct strength items to the clones. Now, with Meepo’s extreme leveling which means quickly maxed Attribute Bonuses added to the ~300 health on your clones that you get from the strength items, this means you will have just as much (if not more) health than rest of the heroes in the game untill they begin to buy Heart of Tarrasques/gain high level etc.
If you think Vladmir’s is better early game because you gain about 10 health per hit and 10-15 seconds of constant hitting will give you just as much health as you would have gotten from the Ogre Axes, I’m sad to tell you that you won’t survive 10-15 seconds with 900 health. You will have no chance of getting proper use of the Vladmir’s Offering if you get blasted away in 3 shots. The 300 extra health you gain + the strength from the stats means you will end with approx. ~1700 health on your clones. If you add your armor and your Mekansm to the poll, you will realize that you can take a lot more damage than if you just went straight Vladmir’s and Treads or whatever you like to buy. 300 health might be a little cheap for 5000 gold, but if it makes the difference between being alive or death, the money is good spent.

Q: Why don’t you add another headress to your build? It gives you further regen.
A: This is only good for farming/stand against harassers, but as soon as you get into more killing focused combats, there is no way a further +2 HP regen is going to help you.

Q: Is Poof a channeling spell? Will a stun stop Meepo from poofing?
A: In the same way as Prophet’s Teleportation, getting stunned while poofing will not interrupt the channeling. As soon as the stun periode is over, the Geomancer will continue the channel and then poof away.

Q: Why didn’t you add Pudge to the bad enemies section? He can hook, rot and dismember one of the Geomancers.
A: Pudge’s hook isn’t more dangerous to you than to any other heroes. Of course you always have to watch out for it, but after all, Meepo has a minor counter to Pudge because Earthbind stops the Dismember effects and prevents him from chasing you.

Q: Why do you buy Ring of Basilius and later Vladmir’s Offering? The aura animation points the odd Meepo out.
A: This is such a silly arguement. If your heroes all look alike, your enemy will still have 75% chance to randomly pick a clone. Skipping a +5 armor aura (survival), +12 damage aura (dps), a life steal aura (HP regen) and a mana regen aura (net and poof spam) which doesn’t only help you but also your team is just too unreliable.

Q: Why didn’t you add Priestess of the Moon to the bad enemies section? She can snipe one of your heroes and her Starfall will hit all of them. In addition, she can leap out of your net or turn invisible.
A: Maybe she can tear you apart in the late game with high damage items, but for most of the game, she is rather weak. She can Leap away from your nets, yes, but this doesn’t make her a threat. Her invisibility is easy to counter because the duration is so low. You only need to speed up the net process for a few seconds to lock and reveal the target. Starfall hits all your Meepos and Elune’s Arrow can be annoying, but after all, single target spells are a bigger threat to you than AoE spells and the Arrow isn’t more dangerous to you than for anyone else.

Q: Why didn’t you add Bloodseeker to the bad enemies section? He can Rupture and silence one of your Geomancers.
A: Look at it like this: Your four full healthed Geomancers meet a full healthed Bloodseeker. Both heroes are doing decent. Bloodseeker casts Rupture on one of the Geomancers and starts to chase it. All you have to do is to throw a net and step aside with the ruptured Meepo and from hereby start the permalock. You don’t have to move the ruptured Geomancer any further before it’s over and the Bloodseeker cannot get to you to deal further damage. Of course it’s bad if you meet him with a low healthed Meepo in the squad, but in the same way, it is bad for him to meet you if he has low health and you have full. The starting point must be when both heroes are full healed, right? Anyway, of course it’s bad for you if he catches a lonely Geomancer in the forest, but if you Poof it long enough to another Meepo, the Rupture doesn’t deal any damage and you will be in safety.

Q: Why didn’t you add Leshrac to the bad enemies section? All his spells are AoEs and therefore hit all your heroes.
A: Leshrac has really good AoE damage with all his abilities yes, however, Meepo is most vulnerable to direct nukes. There is really no point of dealing for instance 500 damage to each Meepo instead of dealing 2000 damage to one. After what I have experienced, Meepo can bring down Leshrac faster than Leshrac can bring down Meepo.

Q: Why don’t you get items that improve your armor like Vladmir’s Offering and Assault Cuirass before the Messerschmidt’s Reavers?
A: Because after version 6.43 the aura effects from the armor increasing items don’t stack anymore. You will only gain +5 armor from the Vladmir’s Offering’s aura. Besides, health is worth more in the early game where armor is more reliable in the late game, so there is no need to get armor in the early game and health in the late game.

Q: How is the experience divided through the heroes?
A: If a hero goes alone in a lane, he gets full experience for creeps. If two heroes go together, they share the experience by getting 50% each. If three heroes go together, they share the experience by getting 33% each. It’s the same principle with the Geomancer. If two Geomancers farm alone, they get 50% each, which is 100% combined. If two Geomancers go with an ally, they get 33% each, which is 66% combined. There is no way you can get 200%, 300% or 400% experience for killing creeps or heroes, but by farming more places in the same time, you gain experience for more places which is all added to the total “experience pool”. The more you split up, the more experience/gold you get.

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