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Tips to Use Meepo (Dota2)
- Meepo's gold is best spent on items which benefit all Meepos. This means aura items and stats.
- Meepo has huge damage potential in the mid-game. Four
successful poofs in the middle of a team fight equates to over 1,000 AoE
damage. Especially in the 10-25 minute mark when Meepo can really kick
into gear, this is well over half the HP pool of most heroes, and may in
fact just one-shot squishier heroes. Similarly, four (five with
Aghanim's) Meepos hitting a single target provides nearly unparalleled
DPS (especially combined with Geostrike). Unlike other carries, he is
not reliant on DPS items to reach this damage potential.
- That being said, his greatest weakness is his survivability.
With a measly 1.6 Strength gain, clones are very squishy targets. The
most reliable way to increase clone durability is by getting Strength
items. To this end, Aghanim's Scepter can give clones a massive boost.
If you're not off to a great start, Mekansm is a cheaper alternative
that gives more immediate bonuses. This weakness is very apparent early
game, since he's not a fantastic laner and before level 4 doesn't have
much of an escape. This makes you quite vulnerable to early game
aggression.
- Meepo can level up much, much faster than other heroes, thanks
to his clones; Dota counts each clone as a separate hero for experience
mechanics. This means you can get two lanes, or lane and jungle
experience, the same time. It also means you get a more significant
chunk of experience for hero kills in team fights. If you are behind in
levels, make sure to farm as much as you can (even if it means farming
on the opposing team's jungle) to catch up to your opponents. One or two
Meepos can farm in the lanes, while the rest can farm the jungle. Three
clones can easily take out the whole jungle in less than a minute. This
accelerated farm and experience is what gives Meepo his midgame
dominance.
- In order to maximize the effectiveness of his clones, don't
always group them up in one; you can split them up to groups (preferably
in two). In ganks, this can mean that one group of Meepos can initiate a
fight, while the other can wait and ambush. Also, splitting them up to
groups can make Poof an effective escape mechanism, so long as your
secondary group is safe from harm.
- Keep in mind that casting Earthbind has a delay in deploying,
so predict your target's path and throw accordingly. Earthbind's
area-of-effect ensnare can be deadly to multiple heroes if used
effectively. Also, Earthbind stops channeling abilities and prevents
invisibility during its duration. Earthbind is also very effective for
scaring opponents - even if they have the upper hand, two or three
consecutive Earthbinds on enemy heroes (even without any followup) is
enough to scare many people into turning around.
- Meepo has great split-pushing power. His clones can quickly
take down a tower while the opposing team is engaged in a team fight.
This works especially well when you see your opponents grouping up for a
push - send your clones into an uncontested lane and push it. When the
team fight begins, you can Poof all of them in (alternatively your
counterpushing may just force them to back off). If the enemy engages on
your clones, you can Poof them back to the main Meepo.
- A large part of playing a good Meepo is effectively and quickly
controlling all the clones. To this end, finding a good set of control
groups and item/ability hotkeys can greatly improve gameplay. Ingraining
various muscle memory patterns can help a lot to, say, select a dying
Meepo and move him to safety in the middle of battle.
- From level 1 to 6, you should play super safe and last hit and
deny only. Don't try to go for kills. This is because Meepo is very
squishy and is quite easy to shut down at early levels. It is never a
bad idea to just stand back and take exp without putting yourself in
harms way. When at level 6, you can go farm at the jungle with the clone
Meepo as a source of gold.
source:
http://dota2.gamepedia.com/Meepo
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