Please verify that you are not a bot to cast your vote.
Help SupportOur Growing Community
DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!
Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!
My thoughts on Gyrocopter:
–He was a good laner, now with the barrage cast point removal he is even better. With the zero cast point you will not only get more Rocket Barrage damage laid, but also you will get off an extra autoattack or two, which is actually a pretty huge deal.
–He is extremely versatile: you can play him as a position 1 farmer, support with huge zoning potential or maybe even a mid. His playstyle also has a lot of room for adjustment. You can play him greedily as he farm really efficiently and uses damage items extremely well. He can also be a early game brawler with huge nuke damage and slow and maybe a stun depending on the build. Or maybe you want to play something between the two? Or maybe go aggro dual or aggro tri? Gyro's got it all.
–He is strong in every moment of game. Minute one he has one of the best nukes in the game also with relative reliability and a really low cooldown. Early-game he has tons of damage through nukes. Mid-game his nukes will still do significant damage and with his BKB he gets quickly really tanky. He might also have gone for strong mid-game stat item or picked up a damage item with his BKB. Late-game he can shred his way through ridiculous AOE-damage with Call Down and Flak Cannon.
–Even if you manage to shut him down early, he still has a lot of comeback potential with his ability to farm stacks really fast.
–The meta shifting towards earlier aggression and fighting he just is on his home field.
–His stats are good enough. Even if they aren't the most impressive and he is rather squishy, he likely won't meet any major mana-problems. His high damage potential also makes running up close and personal to him really scary. Also he has a really good movement speed of 315 so he can run people down or even escape with relative ease.
–His Rocket Barrage is strong level one, and at level four its damage is a whopping 690 before reductions. So basically it's a value point amount of potential level one with also crazy scaling. Basically if you get caught you will likely die to it unless you have boots advantage.
–All of his spells have low cooldown so your downtime is really low.
– Rocket Barrage is good
–Pro players SEXUALLY IDENTIFY AS ATTACK HELICOPTERS oh wait
–Barrage is good
Shadow Fiend: He had a very good farming AND pushing skill with Shadowraze. He could leave the lanes pushed while getting tons of farm too. Shadowraze is very useful at pushing since he basically two shots creep waves. He could get important items quickly or even hold the highground later on.
(pls no flamerino)
Undying: Honestly im not sure. He received a nerf in 6.84 and more at the small patches that left me puzzled.
I suppose it had to do with how he is stupidly strong early and mid game (which is when most of the games now ends). Such a pain to play against this hero.
He did receive a big nerf to his respawn time, though as someone who enjoys playing Meepo I'll pick him as long as there isn't axe, earth shaker, or lich. Really if they have no massive aoe or incredibly powerful single target nukes Meepo can be played.
I don't think Meepo is a competitive hero. Not as in the sense the heroes to weak to be viable, but in the sense that his play-style doesn't mesh with competitive play?
Like, you see this with Broodmother - Brood in pubs is a very solo hero who takes over the enemy safe-lane and aims to gg push within 20-25 minutes. But that's not what the hero is there for in competitive, like sure he can still do that, but it's not the reason the hero is picked up competitively, it's picked up to apply large amounts of pressure, and to create massive amounts of space for the other 4 heroes.
Because competitive play is not about solo brilliance a lot of the time. You have competant team-mates who you can should co-ordinate with for the betterment of your team, and what you can get out of it. It's why pubstars, despite being very strong mechanically, often have trouble transitioning straight into competitive play, because they are very different expierences.
And Meepo, is greedy, and very much a hero who wants to do everything himself, and have everything for himself. And he means the rest of the team have far less gold and experience to work with. I'll address the argument about Naga Siren and Tinker being similar to this in a bit,since I have to pop out and just wanted to put some initial thoughts down. So... yeah watch this space
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Seagull
Awards Showcase
Notable (9)
Posts: 285
Steam: HAEÆ
CapnDaft
Awards Showcase
Notable (8)
Posts: 368
Steam: Captain Daft
Late credits to Janitsu for the sig
Unscathed
<Editor>
Awards Showcase
Remarkable (47)
Posts: 3432
View My Blog
Califocus
Notable (1)
Posts: 79
Steam: Rubick^3
Since you just can't have enough Chaos Breaker.
Sanvitch
Notable (18)
Posts: 1036
View My Blog
Late credits to Janitsu for the sig
Unscathed
<Editor>
Awards Showcase
Remarkable (47)
Posts: 3432
View My Blog
Califocus
Notable (1)
Posts: 79
Steam: Rubick^3
Devampi
Notable (1)
Posts: 134
Steam: Devampi
Late credits to Janitsu for the sig
Unscathed
<Editor>
Awards Showcase
Remarkable (47)
Posts: 3432
View My Blog
Devampi
Notable (1)
Posts: 134
Steam: Devampi