The Geomancer
Created by Les_Punk on 2007-01-22
Last modified: -
Viewed 52220 times

Rains earthen spikes across a target area, pinning down all enemy units in the 220 AOE. Lasts for 2 seconds.
Level 1 - Ensares enemy units.
Level 2 - Ensares enemy units.
Level 3 - Ensares enemy units.
Level 4 - Ensares enemy units.
Prevents enemies from using blink skills.
Does not hit invisible units, but ensnared units won't be able to become invisible.
Interrupts channeling spells if the target isn't affected by this ability already.
Does not work on magic immune units.
Does not work on Roshan.
Casting range: 500/750/1000/1250
Mana Cost: 100
Cooldown: 20/16/12/8 seconds
Comment: The main ability of Meepo. Use this to keep your enemy's from running or catching you, and also to scout your surroundings. Very useful.

Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 1.5 seconds, Meepo instantly teleports to nearest target Geomancer, dealing damage in 400 AOE in the departure and arrival locations.
Level 1 - 50 damage.
Level 2 - 80 damage.
Level 3 - 110 damage.
Level 4 - 140 damage.
When targeted, Meepo will teleport to the Meepo closest to the target point (can be the same Meepo as casts it).
If Meepo teleports to himself, both departure and arrival damage will be dealt in the same area.
Casting range: Global
Area of Effect: 400
Mana Cost: 80
Cooldown: 14/12/10/8 Seconds
Comment: The damage on this ability is very low, use it as a means to keep your clones together. NOTE: You can use this on your main hero on himself if you do not have a clone.

The Geomancer enchants his weapon with the essence of the earth, crushing the life from his enemies and numbing their legs. Slows target movement speed and deals damage per second. The effects are additive with other geomancers. Lasts 2 seconds.
Level 1 - 5% slow, 5 damage per second.
Level 2 - 10% slow, 10 damage per second.
Level 3 - 15% slow, 15 damage per second.
Level 4 - 20% slow, 20 damage per second.
Does not stack with buff placers.
Geostrike's slow of every Meepo stacks directly.
Mana Cost: N/A
Cooldown: N/A
Comment: A very nice spell for a slow and a nice little boost in damage.

Meepo summons an imperfect, semi-autonomous duplicate of himself, which can gain gold and experience as he does and shares his experience and abilities. However, the clones cannot wield any items but the boots that Meepo himself wears. If any of the clones die, they all die.
Level 1 - 1 Geomancer.
Level 2 - 2 Geomancers.
Level 3 - 3 Geomancers.
The only item that transfers to the clones is one pair of boots (any type).
Meepo clones can use active abilities from Boots of Travel and Phase Boots.
Meepo clones gain 25% of any extra attributes the primary Meepo has.
Can be upgraded by Aghanim's Scepter: adds an extra clone. Note that the Scepter is undroppable once acquired.
Mana Cost: N/A
Cooldown: N/A
Comment: The driving force of Meepo. There is so much you can do with your extra clones that those who know how to use him can literally be unstoppable. Use your clones to creep for you, use them to feed you by sending them in separate lanes, or just use them to kill enemy heroes. However, The only item they can have are the boots you are wearing (Boots of Travel, Power Treads, or Boots of Speed. You only need one pair for your main hero, the clones get a free version of it in their inventory). This is Meepo's weakness. More on this later. Also, clones get 25% of the attribute bonus that your main Meepo gets.

Skill Build:
1. Geostrike2. Earthbind
3. Earthbind
4. Geostrike
5. Earthbind
6. Divided We Stand
7. Earthbind
8. Geostrike
9. Geostrike
10. Stats
11. Divided We Stand
12. Stats
13. Stats
14. Stats
15. Poof
16. Divided We Stand
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Poof
24. Poof
25. Poof

Item Build:
1.
Ring of Regeneration (350)
2 HP Regeneration
2.

Ironwood Branch (53)
1 All Attributes
3.

Ironwood Branch (53)
1 All Attributes
4.

Headdress of Rejuvenation (603)
2 All Attributes
Passive: Regeneration Aura
3 HP regeneration. 500 AoE.
Ring of Regeneration + Ironwood Branch + Headdress of Rejuvenation Recipe Scroll
5.

Ring of Basilius (500)
6 Damage
1 armor
Passive: Mana Aura
0.65 Mana Regeneration. 900 AoE
Passive: Armor Aura
2 armor. 900 AoE. Doesn't stack with armor auras from Assault Cuirass, Ring of Basilius, or Vladmir's Offering.
Note: Clicking the item will toggle whether Armor Aura affects heroes and units, or just heroes. Can be disassembled.
Ring of Protection + Sobi Mask
Swap Ring of Basilius for Boots of Speed if the situation favors it.
6.

Boots of Speed (450)
50 Movement Speed
Note: Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
See: Ring of Basilius.
7. Netherezim Buckler
8.

Mekansm (2306)
5 All Attributes
5 Armor
Passive: Mekansm Aura
4 HP regeneration. 500 AoE
Active: Heal
Heals 250 HP and gives +2 armor in 750 AoE. Armor bonus lasts 25 seconds. Doesn't affect units that have been healed by any Restore in the last 25 seconds. 150 manacost. 45 seconds cooldown.
Headdress of Rejuvenation + Netherezim Buckler + Mekansm Recipe Scroll
9.

Power Treads (1400)
60 Movement Speed
30 Attack Speed
8 Selected Attribute
Active: Switch Attribute
Switches the attribute that receives a bonus. From Strength to Intelligence, Intelligence to Agility, and Agility to Strength.
Note: Can only carry one. Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
Boots of Speed + Gloves of Haste + Boots of Elvenskin or Robe of the Magi or Belt of Giant Strength
10. Messerschimidts Reaver
11. Vladmir`s Offering
12.

Stygian Desolator (4100)
60 Damage
Passive: Corruption
- Causes attacks to place a buff that reduces armor by 6 (works on buildings)
- Buff lasts 15 seconds
- Orb effect
2x Mithril Hammer + Stygian Desolator Recipe Scroll (900)
13. Messerschimidts Reaver
14.

Heart of Tarrasque (5500)
40 Strength
300 HP
Passive: Health Regeneration
Regenerates 2% of max health each second. Only regenerates health when the bearer has not taken damage from a player owned source or Roshan in the last 6 seconds (ranged) or 4 seconds (melee). Doesn't stack with itself.
Messerschmidt's Reaver + Vitality Booster + Heart of Tarrasque Recipe Scroll
If game is still going after you have bought all other items, turn your Messerschimidts Reavers into Hearts.

Early Game:
ATTENTION TO THOSE THAT DID NOT SEE ASSAULT CUIRASS AS PART OF MY ITEM GUIDE:
Assault Cuirass is horrible. The attack speed bonus that your clones get is horrible, the +5 armor aura doesn't stack with Vladmir's, and it uses up an item slot that could be used on something better (I.E. a Messers for health). The only bonus to this item-slot-wasting-6000-gold paper weight is the negative 5 armor aura. But for 6000 gold, AND an item slot, there is much better things that could be gotten.
Levels 1-~11
Start by buying a Ring of Regeneration and 2 Ironwood Branches (You'll need these to get the items needed for Mekansm).
Early game Meepo is fairly weak. Low life, low damage, and, fairly, useless spells.
I don't recommend going mid if your not very good with him. Instead, go top or bottom with a 2nd hero on your team and assist him with Earthbind to get a kill or two.
From level 1-5 try to stay back and try to deny your creeps or last hit theirs. Depending on what 2nd hero is with you and what hero(es) you are facing you should be able to stay out without having to go back to base at all.
Once you get level 6 you get your first clone. Your clones are like a second Meepo, except they can't carry items. Your clones can cast all the spells Meepo has learned allowing you to chain spells for better potential. Careful though, since your clones can't carry items their life and regeneration are going to suffer, making them easy targets for the enemy.
As soon as you get your first clone, I recommend sending your Main Meepo (MM) back to base to get supplies while your 2nd Meepo (2M) stays in your lane getting you XP and money. Careful though, as this makes your single, weak, clone an easy target for the enemy.
Hopefully you've gotten a few creep kills or maybe even a hero kill. This should net you about 800 gold (in EM) by the time your level 6. Your main priority now is to get a Mekansm.
Start by getting a Headdress of Regeneration. This is a very nice item for you because it allows your clone to regenerate health much better than before. If you have enough, get Boots of Speed or a Ring of Basilius (Ring of Basilius if you aren't having much trouble in your lane, Boots of Speed if you are, or if you need it for chasing for hero kills.) before heading out.
Head back to your lane and keep it safe. With your second clone you should be able to double your usefulness to the allied hero in your lane. Your nets will now hold enemy heroes for a total of 4 seconds and with two Meepos thats double the damage from attacks as well as double the slow from Geostrike.
Hint: With multiple Meepos selected press tab to toggle through them to easily chain spells.
Ensnare can take a bit to get used to. It isn't a targetable spell which makes it hard to hit heroes or other units if they are moving. Ensnare has a little less than a 1 second casting time and then it takes more time for the net to hit its target location. Try to compensate by aiming ahead of the fleeing hero. It'll take a bit to master but once you do, no hero will be able to escape you.
Hint: Net gives vision of where it lands. Cast Earthbind ahead of you or in the forests to see what your up against.
Hopefully by the end of early game you'll have
and
and maybe
.
