1 | 8 | 9 | 11 |
2 | 5 | 6 | 7 |
4 | 12 | 13 | 14 |
3 | 10 | 17 |
15 | 16 | 18 |
14/1/13 - Started this guide unpublished.
16/1/13 - Published this game.
17/1/13 - Edited "Item Build" section and included a new list of items called "Useful Items to consider".
31/10/13 - Huge change, especially for v6.79.
12/11/13 - Added "About the Ultimate Build" under "Item Build".
29/11/13 - Added a new starting item build under "Item Build" while keeping the old build.
22/6/14 - Rewritting this guide (not entirely).
IMPORTANT NOTE: This guide is more suitable for players who can play Meepo very well. What I mean by that is you can micromanage your Meepo almost perfectly. But, if you're still learning how to use Meepo well, this guide is still going to help a lot.
To know more about Meepo, check it out here.
Double Damage provides a super significant increase in DPS when you have 5 Meepos marching. Just remember to have your Meepos together when your pick up the rune because "when activated, gives the Hero and any controlled illusions (including Meepos) within 500 AoE +100% damage for 45 seconds."
Haste has no incredible effect on Meepo since it only applies to the primary Meepo except I like to call it "the 522". Of course, you can use it to gank and escape.
Regeneration is only gonna heal your primary Meepo.
Invisibility also has no incredible effect on Meepo since it also only applies to the primary Meepo. Of course, you also can use it to gank and escape. Surprise Poof is a possibility.
Illusion has incredible ability on Meepo because illusions benefit from the 100% stats sharing from Aghanim's Scepter. Illusions of Meepo (including those from Wall of Replica) benefit from stats sharing of Aghamin's Scepter Divided We Stand but do not receive stats from Bonus Attribute. Illusions of Meepo initially have the same current HP as prime Meepo despite having more strength from Divided We Stand. This is probably a bug and if it is, I'm not sure it's fixed yet.
Before we being, I advise players to learn to use Ctrl to add skill points.
Dota 2 has a feature where with a skill point, pressing Ctrl plus clicking or pressing the hotkey of an ability allows you to level the ability. Learning this is important and it makes you more efficient, which will be explained more in this chapter.
Generally, you must add your ultimate whenever possible (at level 3, 10 and 17). At level 1, don't add any skill until necessary (this applies to all heroes, really). You don't know whether you will need an Earthbind or a Poof. Once you need any of them, use the Ctrl key to add your ability. There you go, perfect micro skill.
The general skill build is shown. However, sometimes, you need Poof instead of Earthbind at level 1 because you probably won't be ganking or get ganked yet and you need it to last hit.
The reason to get a point of Geostrike at level 4 is because that's when you have 2 Meepos to provide you with the ability to slow. However, if movement disable is not a problem, then you may add Poof at level 4. Whichever the case is, you should eventually max Poof at level 7.
After maxing Poof, it's logical to max Earthbind as soon as possible.
Since v6.80 (maybe v6.79), Meepo's ability to support has increased. That's the primary reason why I have decided to rewrite this guide. I'm now able to instantly pick Meepo without being afraid of getting countered.
Technically, any hero that has AoE movement and attack disables as well as silence counters you because your clones can't do anything about them except avoiding them. Next, carries that can do high DPS Cleave such as Sven, Kunkka and Ember Spirit and AoE ranged attack abilities such as Split Shot and Flak Cannon.
When you're dealing with the latter counters, the best you can do is to avoid them during teamfights or make them your team's first target priority. Kill them before they can even touch you. Scythe of Vyse helps with this. The problems with players who use those heroes to counter you is that they require farm. You can farm much faster than them. By the time they are fat enough to deal with you, you should have Scythe of Vyse already.
When you're dealing with the former counters,the best you can do is also to avoid them but most of these counters aren't carry which makes thing easier. Non-carry counters are generally less tanky which are easy to kill. Find the right time to jump into teamfights and you should be fine.
Here are the list of exceptionally strong counters that you should be afraid of.
Sven, Kunkka, Ember Spirit, Medusa
Disruptor, Tidehunter, Riki, Invoker.
The second row of counters are exceptionally strong because they have multiple AoE disables. I'll explain.
Disruptor's Static Storm and Kinetic Field prevents you from casting spell and attacking if your opponents kite you well.
Tidehunter's Ravage has a big AoE which guarantees to hit all your Meepos and Anchor Smash can decrease your physical DPS by about 60% given the fact that your physical damage comes from AGI, not raw damage.
Riki's Smoke Screen silences and blinds your Meepos, that's 2 counter in one spell.
Invoker's Ice Wall can kite you, Deafening Blast and disarm you, EMP is as good as silence in the early game because your mana pool is low.
Here's what your allies can do to help you against these counter. Heroes with AoE healing abilities can help you. Omniknight is one of the best. Dazzle is also another one, he is able to do AoE damage with Shadow Wave. Witch Doctor is the lesser of Dazzle, he has Maledict that combos with your Poofs.
As long as your team has heroes that can help you survive in teamfights, it's as good as countering heroes that counter you.
Please tell me what you wish to be included in this guide. I'm having trouble thinking of how to make this guide better, I need your help.
neversaynever from PlayDotA with his Meepo guide which inspired me to play Meepo.
My Meepo fans from Dota 2.
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