Sunday, January 16, 2011
[Guide] Meepo Geomancer
Posted on 6:16 PM by Levy
Strength - 23 + [1.6]
Agility - 23 + [1.9]
Intelligence - 20 + [1.6]
Affiliation: | Neutral |
Damage: | 39-45 |
Armor: | 5.3 |
Movespeed: | 305 |
Attack Range: | 100 (Melee) |
Earthbind - (Active, Area, Enemies)
____________________ | Rains earthen spikes across a target area, pinning down all enemy units for 2 seconds. This skill does not affect magic immune units. Range improves per level. |
__ | ____. | ________. | _______. | ___. | _______. | __________________________. |
Mana | Cooldown | C. Range | AoE | Duration | Effects | |
1 | 100 | 20 | 500 | 220 | 2 | Ensnares enemy units. |
2 | 100 | 16 | 770 | 220 | 2 | Ensnares enemy units. |
3 | 100 | 12 | 1000 | 220 | 2 | Ensnares enemy units. |
4 | 100 | 8 | 1250 | 220 | 2 | Ensnares enemy units. |
Notes:
- This skill prevent enemies from using Blink skills, an effective counter to Anti-Mage and Queen of Pain.
- You can't hit invisible units, but units cannot be invisible while ensnared.
- This skill can interrupt channeling spells if it isn't affected by this skill already. That means a fleeing enemy using TP can be interrupted by waiting for it to wear off and then using it again.
- This skill does not work on magic immune units nor Roshan.
____________________ | 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. |
__ | ____. | ________. | _______. | ___. | _______. | __________________________. |
Mana | Cooldown | C. Range | AoE | Duration | Effects | |
1 | 80 | 14 | Global | 375 | N/A | 50 damage. |
2 | 80 | 12 | Global | 375 | N/A | 80 damage. |
3 | 80 | 10 | Global | 375 | N/A | 110 damage. |
4 | 80 | 8 | Global | 375 | N/A | 140 damage. |
Notes:
- This skill deals Magical damage.
- When targeted, Meepo will teleport to the Geomancer closest to the target point (can be self).
- If Meepo teleports to himself, the departure and arrival damage is dealt inside the same area.
____________________ | 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. These effects are additive with other Geomancers. Lasts 2 seconds. |
__ | ____. | ________. | _______. | ___. | _______. | __________________________. |
Mana | Cooldown | C. Range | AoE | Duration | Effects | |
1 | N/A | N/A | N/A | N/A | 2 | 5% slow, 5 damage per second. |
2 | N/A | N/A | N/A | N/A | 2 | 10% slow, 10 damage per second. |
3 | N/A | N/A | N/A | N/A | 2 | 15% slow, 15 damage per second. |
4 | N/A | N/A | N/A | N/A | 2 | 20% slow, 20 damage per second. |
Notes:
- This skill deals Enhanced damage, AT: Spell. For more info, visit my guide.
- This skill does not stack with other buff placers.
- Geostrike's slow of every Meepo stacks directly because they come from different sources.
____________________ | 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. |
__ | ____. | ________. | _______. | ___. | _______. | __________________________. |
Mana | Cooldown | C. Range | AoE | Duration | Effects | |
1 | N/A | N/A | N/A | N/A | N/A | 1 Geomancer. |
2 | N/A | N/A | 160 | N/A | N/A | 2 Geomancers. |
3 | N/A | N/A | 160 | N/A | N/A | 3 Geomancers. |
Notes:
- 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 (is it to be noted that Arcane Boot's active is not usable).
- Meepo clones gain 25% of any extra attributes the primary Meepo has.
Geo-Core
Justification: Power Treads (STR) is a must on Meepo. He can get other Boots, but this is simply the best one out of all. It's cheap, gives more stats than you think (thanks to Divided We Stand), and lets Meepo survive with good attack speed and health. Setting it to STR is highly recommended for most of your game, almost all. No other item for the same price gives Meepo such benefits. As usual, other Boots are discussed in the "Which Boots?" tab.
Mekansm will hurt your main Geomancer's mana more than you think, but this is one of Meepo's greatest items. It heals each and every one of your Meepos for as long as they are near you. No aura provided by this item is of any waste. The only downside is that you have to communicate with your teammates that you're getting Mekansm, so that they don't waste it by getting another.
Vladimir's Offering should be Meepo's last core item. It gives a damage aura, lifesteal to melee units, and some mana regeneration. All of these can be used by Meepo effectively. The damage increase will hurt a lot when there are many Meepo's attacking a single target. This allows you to Roshan by yourself, too.
Medallion of Courage becomes a great item for Meepo, but only when he is more than one, so this is why we build it last. This is basically a free Stygian Desolator without the expensive recipe. It gives every Meepo a big boost to damage when fighting small battles or just neutrals. Not only that, it lasts as long as its cooldown
Source www.w3xmap.com
Related Posts by Categories
Subscribe to:
Post Comments (Atom)
No Response to "[Guide] Meepo Geomancer"
Leave A Reply