Meiko is an Agility-based Tank that excels in self-sustain and absorption. Her powerful combo-based Palm, Kick, and Fist attacks will keep you buffed and topped up — but make sure you keep rhythm; otherwise, you’ll find yourself dropping like a rock.
This guide will teach you the basics of playing Meiko in Fellowship, how to use her abilities, and which talents to use for the best build. If you are looking for tank-specific advice, check out our Tanking Guide for Fellowship.
- High self-sustain that scales with damage.
- Great mobility with direction based dashes and a free-aimed leap.
- Powerful game-changing 3-minute cooldown ability which becomes shorter with talents.
- Very squishy without her main defensive cooldowns.
- No ranged attacks for aggro management or for kiting.
- Ultimate is weak offensively, particularly in AoE situations.
Meiko’s Abilities
Ability/Icon | Name | Cast / Recast | Range / Radius | Effect |
---|---|---|---|---|
![]() | Spirit Palm | GCD | ↔ 5yd | Deals 40% Agility damage to target enemy. Grants access to Palm Technique finishers. |
![]() | Wind Kick | GCD | ↔ 5yd | Deals 20% Agility damage to your target and other enemies near your target. Grants access to Kick Technique finishers. |
![]() | Earth Fist | GCD | ↔ 5yd | Deals 40% Agility damage to target enemy. Grants access to Fist Technique finishers. |
![]() | Fighting Techniques | Instant Combo | ↔ 5yd | Grants access to Finishing Moves based on Combo Builders used. For more details, see Meiko’s Combos. |
![]() | Stone Shield | Instant 30s (2) | Self ↻ 8yd | Summon 3 stones around you that deal 50% Agility damage 4 times to all nearby enemies. Each stone increases your armor by 35%, up to a maximum of 105% and while at least one stone is active, they soak 50% of all damage you take. Each stone has a health value equal to 1600% agility. Every 1% of each secondary statistic increases the final amount by 2% Haste is applied as Cooldown Recovery on Stone Shield. |
![]() | Shatter Earth | GCD 60s | ↔ 30yd ↻ 8yd | Leap and slam the ground at target location, dealing 300% Agility damage to all enemies in the area and leave an area of quaking earth that deals 55% Agility damage every 1 second to any enemy standing in the effect for 6 seconds. |
![]() | Gust | Instant 30s (2) | ↔ 10yd | Quickly travel forward a short distance. |
![]() | Taunt | Instant 8s | ↔ 30yd | Taunt the target, forcing it to attack you for 6 seconds. Taunt also sets your threat to the highest on the target. |
![]() | Stagger | Instant 12s | ↔ 5yd | Interrupt the target’s spellcasting and prevent it from casting for 4 seconds. Must interrupt a spell, or it will have no effect. |
![]() | Serenity | Instant 10s | Self | Instantly heal yourself for 240% Agility Each time you Auto Attack an enemy, Serenity gains +40% increased healing, stacking up to 50 times. |
![]() | Cyclone | Instant 60s | Self ↻ 10yd | Create a Cyclone of strong winds that instantly pulls in enemies within the radius to you. Interrupts spells. |
![]() | Stone Stomp | Instant 120s | Self ↑8y | Send a shockwave through the ground in front of you, dealing 90% Agility damage to all enemies and Stunning them for 3 seconds. |
![]() | Twin Souls: Bulwark | GCD 180s | Self | Split your soul into the Sibling of Wind and Sibling of Earth for 20 seconds. Sibling of Earth Summon the Sibling of Earth, who taunts all enemies in a 10yd radius around them every 1.5 seconds. If the Sibling of Earth is destroyed before the duration ends, Twin Souls: Bulwark ends. Sibling of Wind (YOU) As the Sibling of Wind, you take 20% of any damage dealt to Sibling of Earth. |
![]() | Twin Souls: Army of One | GCD SPIRIT ABILITY | Self | Split your soul into the Sibling of Wind and Sibling of Earth for 10 seconds. Sibling of Earth (YOU) While Twin Souls: Army of One is active, you take 40% reduced damage. Sibling of Wind Summon the Sibling of Wind, who swiftly teleports to and strikes nearby enemies up to 40 times dealing 90% Agility damage with each strike. Spirit Ability When you activate your Spirit ability you gain Spirit of Heroism, granting +30% haste for 20 seconds. |
Meiko’s Combo Finishers — Fighting Techniques
Meiko’s Combo Finishers are her unique class feature. Her Palm, Kick, and Fist are combo attacks that allow you to use various finishing moves instantly during your global cooldown. There are three types, and two finishers per type. The first attack determines which type of finisher, and the second attack chooses which of the pair to use.

For example, Spirit Palm followed by Wind Kick allows you to use Double Palm Strike, while Spirit Palm followed by Earth Fist allows you to use Spirited Vortex.
Meiko will always remember the last two attacks you do, so if you then pressed Wind Kick, your finishing move will become Earthfist Barrage.
Here’s an easy to read table with all of Meiko’s combos and finishers.
Finisher Ability | Name | Setup Combo | Effect |
---|---|---|---|
![]() | Double Palm Strike | Spirit Palm > Wind Kick | Strike the enemy with both palms, dealing 130% Agility damage. Grants Spirited Strikes for 15 seconds. Spirited Strikes +20% Magic Damage Reduction +5% Parry |
![]() | Spirited Vortex | Spirit Palm > Earth Fist | Meiko creates a vortex of winds around her, providing +5% Dodge Chance and dealing 21% Agility damage every 2 seconds for 18 seconds to all nearby enemies. Enemies damaged by Spirited Vortex have 35% reduced Movement Speed for 5 seconds. |
![]() | Rising Storm | Wind Kick > Spirit Palm | Perform a powerful jump kick, dealing 60% Agility damage to your target and nearby enemies. Damage is reduced beyond 3 targets. Grants you 2 charges of Stormfall. Stormfall Your next Lashing Stormkick deals 100% increased damage. |
![]() | Lashing Stormkick | Wind Kick > Earth Fist | Perform a roundhouse kick, dealing 39% Agility damage to your target and nearby enemies. Damage is reduced beyond 3 targets. Lashing Stormkick heals you for 200% of the damage it deals. |
![]() | Rising Earth | Earth Fist > Spirit Palm | Uppercut target enemy, dealing 126% Agility damage. Grants you 2 charges of Earthfall. Earthfall Your next Earthfist Barrage deals 100% increased damage. |
![]() | Earthfist Barrage | Earth Fist > Wind Kick | Pummel your target with 5 quick punches, dealing 23% Agility every 0.3 seconds, leading into a final powerful uppercut for 92% Agility damage. You can move while channeling Earthfist Barrage. Earthfist Barrage heals you for 200% of the damage it deals. |
How to Play Meiko — Basic Ability Guide
Spirited Strikes and Spirited Vortex combo finishers are both powerful defensive buffs that also assist with keeping threat, so keep them up 100% of the time.
After that, you will use the Rising Earth > Earthfist Barrage finishers against 1-2 targets and the Rising Storm > Lashing Stormkick finishers in packs of 3 or more as filler combos. These abilities will heal you, so the more consistent your rotation is, the tankier you are.
Stone Shield is your main defensive ability and has no duration, so at the start of the dungeon and in between pulls, use it freely to keep it rolling. Serenity, on the other hand, should be used sparingly. The longer you hold it, the stronger it gets, so use it to take the stress off your healer during large pulls or bursts of damage. At 50 stacks, it will heal ~25% of your health.
Meiko can use Gust to move between packs quickly, as well as Shatter Earth to jump on them. This will keep the dungeon at a rapid pace. Shatter Earth is one of your strongest damaging abilities, so it should be kept on cooldown unless you’re about to use it to jump to another pack.
Cyclone can be used as an AoE interrupt or to pull enemy ranged and casters into the group. It will then make the group ready for a Stone Stomp to do an AoE stun. Both of these abilities can interrupt not only spells but also non-kickable abilities as well, if the target can be CC’d.
Twin Souls: Bulwark will effectively stop you from taking almost all damage from enemies for a short period of time. When Bulwark is off cooldown, prepare to do a large pull to get the most value out of it.
Finally, Twin Souls: Army of One will do a large burst of damage but also make you take significantly less damage for 40 seconds. Never use Bulwark and Army of One at the same time, as their effects do not stack.
To effectively tank as Meiko, you want to spread your defensive abilities out as much as possible from pull to pull. Earlier in the game, you will be able to tank large packs easily but in later dungeons your Stone Shield will break much faster. You will need to use Spirited Vortex‘s slow to kite enemies more frequently and let the pressure off your healer.
Meiko Talents Build Progression
While progressing the star map, Meiko’s talents will shift around as you unlock new rows with better talents. The most game-changing talent is 1C (Will of Stone), which applies the Spirited Strikes and Spirited Vortex buffs with double duration (30s and 36s) when you use Shatter Earth. When combined with 5B (Earthbourne), Shatter Earth‘s cooldown becomes 30 seconds, giving you 100% uptime for free.

Other talents increase Meiko’s defensives, healing, or finisher damage (and thus her healing!), but 5B and 1C are effectively too good to pass up. As it stands, Serenity is the by far weakest tool in Meiko’s kit and spending upwards of 6 points to buff it isn’t worth it, so instead we’ll be focusing on her stronger Stone Shield and Bulwark defensives, alongside buffs to her finishers which increase healing and threat generation.
Here is our recommended talent progression for Meiko, with a healthy balance between offense and defense:
Talent Points Total | Talent Tree (Row + Column) |
2 Points | 1C |
3 Points | 1C, 2A |
4 Points | 1C, 2A, 2C |
5 Points | 1C, 5B (Whenever you unlock Row 5) |
6 Points | 1C, 5B, 2C |
7 Points | 1C, 5B, 2C, 6C |
8 Points | 1C, 5B, 2C, 1A |
9 Points | 1C, 5B, 2C, 1A, 6C, |
10 Points | 1C, 5B, 2C, 1A, 6C, 6B |
11 Points | 1C, 5B, 2C, 1A, 6C, 6B, 2A |
12 Points | 1C, 5B, 2C, 1A, 6C, 6B, 3B |
13 Points | 1C, 5B, 2C, 1A, 6C, 6B, 3B, 2A |
Gearing and Stat Priority
Substats have the following effect for Meiko:
- Critical Strike – Chance for damage and healing effects to crit, doubling their effect.
- Expertise – Increases all damage, healing and absorption effects triggered by Meiko.
- Haste – Increases attack speed, casting speed and the tick rate of damage and healing effects.
- Spirit – Increases the rate you charge your spirit ability. Spirit also increases the chance of refunding Earthfall and Stormfall charges spent. When a charge is refunded, Meiko gains Spirit Armor, increasing her Armor by 50% for 12 seconds.
Item level is king and will have the greatest effect on your damage and survivability. However, when choosing sub-stats, we need to consider the following.
Critical Strike increases Meiko’s damage, and in turn her healing. Later on, critical strike will have even more effect due to Meiko’s weapon traits.
Expertise also increases her damage and healing, making it another offensive stat.
Haste not only increases GCD speed, but also reduces the cooldown of Stone Shield, making it Meiko’s best defensive stat while still increasing her damage.
Spirit increases the frequency of her ultimate slightly, offers refunds on combo charges, and most importantly Spirit Armor. Meiko’s ultimate is poor compared to other Heroes, but Spirit Armor increases tankiness significantly. At around 20% Spirit, the armor buff is practically permanent. These effects are marginal compared to the above, and thus makes it her worst stat.
All substats increase the total health of Stone Shield by 2% per 1% of each stat.
Gearing Priority:
- Weapon Tree
- Legendary Item
- Item Level on pieces that give Armor
- Completed Set Bonus
- Item level on other pieces
- Spirit (To ~20%)
- Haste
- Crit
- Expertise
Extra Tips for Meiko
Here is a collection of extra tips and tricks for Meiko for specific abilities and situations.
- Wind Kick and the relevant combo finishers all do their AoE around the target you hit. As such, ignore the animation and focus on the target most central in the pack.
- The standard rotation is buff finishers followed by damage + healing finishers, but don’t be averse to using a healing finisher when the difference is between life and death.
- Finishers are off-global cooldown, and will be used ideally after every second combo. This means the best window to use other off-global cooldown abilities will be after your first combo every time, to avoid GCD clipping.
- During the damage animation, Stone Shield does provide its mitigation, but the rock shields do not take damage. When timed right, you’ll get much more out of Stone Shield through tank busters and damage bursts.
- Twin Souls: Bulwark summons a unit that takes damage, meaning you can use it to spread damage out even further with group stacking mechanics, or even solo them.
Wishlist Fellowship
If you enjoyed your time with Fellowship during the open beta, or if you’re at all interested in playing, be sure to wishlist the game on Steam. The game launches into Early Access on October 16th.