Jakiro the Twin Head Dragon is a ranged intelligence hero who utilizes the powers of ice and fire with powerful linear area spells. He can freeze enemies in place with Ice Path, or slow them down with Dual Breath. He is capable of dealing heavy damage throughout the game by locking enemies inside his Macropyre, and provides great pushing power with Liquid Fire.
With high base attribute gain and relatively low mana costs, he requires few items to be effective. Jakiro is a support who can continually turn battles in his favor with good positioning. His high strength gain makes him a bit tougher than most spellcasters and his low cooldowns ensure that his downtime is very minuscule, making him a great hero for ganks, pushes and clashes across the battlefield.
Bio[edit | edit source]
Abilities[edit | edit source]
- Targeting a unit causes the breaths to be released towards the unit's position.
- Both the icy and fiery wave travel at a speed of 1050.
- The fiery breath is released 0.3 seconds after the icy breath is released.
- This means it is possible for enemies to be hit by only one of the breaths, by getting in or out of range of the second breath.
- The complete area of both breaths are shaped like a cone.
- Jakiro cannot move until the fiery breath is released. However, he can cast spells, use items and turn before it's released.
- Deals 10/20/30/40 damage in 0.5 second intervals, starting 0.5 second after the damaging debuff is placed, resulting in 10 instances.
- Can deal up to 100/200/300/400 ( 225/325/425/525) damage to a single unit (before reductions).
- Despite the visual effects, the path's effects do not have to travel, and are instantly applied after the 0.5 second delay.
- The Ice Path starts 12 range in front of Jakiro and has a length of 1200 ( 1325).
- Enemy units which come within 150 radius of the path while it is up get stunned and damaged by it.
- The stun lasts as long as the remaining duration of the path itself.
- The path grants 150 range flying vision along the path for its duration.
- Liquid Fire can be disjointed.
- Disjointing it, or becoming invulnerable upon impact completely nullifies the effects, including the area slow and damage.
- Casting Liquid Fire manually uses the 600 ( 1000) cast range. Attacking normally with Liquid Fire on autocast uses Jakiro's default 400 ( 800) attack range.
- Successive casts of Liquid Fire do not stack, but refresh the debuff instead.
- Deals 6/8/10/12 damage in 0.5 second intervals (before reductions), starting 0.5 second after the debuff is applied, resulting in 10 damage instances.
- Can deal up to 60/80/100/120 damage to a single target (before reductions).
- When off cooldown, the fire head's mouth drools fire (visible to everyone) and Jakiro starts using his fire head for attack animations until Liquid Fire is used.
- Instantly applies its effects over the whole distance. Does not have any travel speed.
- The fire starts 234 range in front of Jakiro and has a length of 1166 ( 1291) ( 1566, 1691).
- Deals 50/70/90 ( 62.5/87.5/112.5) damage in 0.5 second intervals (before reductions), starting 0.5 seconds after cast, resulting in 20 ( 60) damage instances.
- Can deal up to 1000/1400/1800 ( 3750/5250/6750) damage to a single unit (before reductions).
- The path destroys trees within 260 range along the path upon cast.
Talents[edit | edit source]
|+1.25s Ice Path Duration||25||-50s Respawn Time|
|+150 Gold/Min||20||+400 Attack Range|
|+25 Dual Breath Burn Damage||15||+125 Cast Range|
|+8% Spell Amplification||10||+20% XP Gain|
- The cast range increase also affects the effect ranges of Dual Breath, Ice Path and Macropyre.
- The cast range increase does not affect Liquid Fire.
- Gold granted from the talent is unreliable gold.
- The attack range talent also affects the cast range of Liquid Fire.
- Respawn reductions cannot reduce respawn time below 1 second.
Recommended items[edit | edit source]
- Tango and Healing Salve offer a cheap way to regenerate health during the laning phase, allowing Jakiro to stay in lane longer and get the experience he needs.
- Clarity allows Jakiro to replenish his mana over time, allowing him to use his spells to harass enemies with less worry of running low on mana.
- Iron Branch increase Jakiro's overall survivability by providing additional attribute bonuses for a very cheap price.
- Animal Courier is a good item for a support to purchase. Because of Jakiro's little need for gold in the early game, it is advised that he help the team by purchasing team related items, such as the Animal Courier or Observer Ward.
- Boots of Speed provide a large bonus to Jakiro's movement speed and is essential to help catch up to fleeing heroes or escape from danger himself. They can later be upgraded into Arcane Boots to help with Jakiro's mana.
- Magic Stick is a useful item to have when the enemy team has many spell casters in the early game. Because of its active ability Energy Charge, enemies who cast many spells will quickly fill the wand with charges, offering great bursts of health and mana.
- Null Talisman is useful for intelligence heroes casters such as Jakiro because of its cheap attributes and a great increase in his mana pool in the early game. This allows for Jakiro to use more spells before needing to return to the fountain.
- Magic Wand is a good upgrade from the Magic Stick by both increasing the health and mana gained from Energy Charge and well as providing additional attribute bonuses.
- Veil of Discord is a good item on Jakiro as its active ability, Magic Weakness, weakens the enemy's magic resistance, causing spells from Jakiro and his entire team to deal more damage. It also gives a good attribute bonus, costs less than Aghanim's Scepter, and benefits all of his abilities.
- Arcane Boots are essential for Jakiro as the additional mana pool allows him to cast his spells more frequently. The active ability Replenish Mana is also helpful to sustain Jakiro's spell usage, as well as help nearby teammates.
- Observer Ward are useful to the team by providing sight to key areas around the map. As a support hero requiring less gold to be successful, Jakiro is a prime choice to purchase them.
- Town Portal Scroll is extremely useful for transportation across the map. After death, it can be used to quickly return to lane and not miss out on creep experience. After the laning phase, carrying one can prove helpful as both an escape mechanism and a quick way to help allied heroes across the map.
- Shiva's Guard provides a massive increase to Jakiro's mana pool, as well as providing a large amount of armor to help survive against physical attacks. The active ability Arctic Blast provides additional damage in a team fight, while the Freezing Aura helps reduce damage from enemy carries by slowing their attack speed.
- Scythe of Vyse provides a great disable with its active ability, Hex. It also provides a great increase in Jakiro's mana and mana regeneration, as well as all around attributes to help with his survivability.
- Mekansm is an excellent item for Jakiro to carry in order to help the team. Because of his little need for gold, Jakiro is a good choice to hold the Mekansm. It will provide a good bonus to Jakiro's attributes, while providing healing to nearby team members, boosting their armor, and increasing passive health regeneration. It is advised to only carry one per team, as the healing effects do not stack.
- Pipe of Insight is another great item to buy as a support. If the enemy has a large amount of spell casters, it is advised that Jakiro or another allied support buy one to increase the team's overall survivability. It also provides Jakiro with a large amount of passive health regeneration, meaning he can return to base less frequently and earn more experience on the battlefield. It is advised to only carry one per team, as the damage block effects do not stack.
- Eul's Scepter of Divinity is helpful when setting up a gank, or to help allied heroes escape by imprisoning an enemy hero. This synergizes well with his Ice Path, almost guaranteeing that an enemy hero will be trapped by Ice Path when they fall from the cyclone. The additional mana regeneration is very helpful, allowing Jakiro to cast his spell more frequently with less worry about mana. The bonus movement speed also gives him an edge against fast carries such as Chaos Knight or Luna.
- Rod of Atos is another helpful item for setting up ganks. The long ranged slow allows for a higher chance of Ice Path to hit enemies. The bonus mana and health also help Jakiro's survivability.
- Aghanim's Scepter is a useful item to have for teamfight purposes. While the Veil of Discord provides identical bonus 25% damage to Macropyre, the increased range and duration greatly increase Jakiro's presence in a fight. Its bonus attributes are also helpful in terms of increasing both his health and mana pool.
- Blink Dagger allows Jakiro to initiate team fights much easier, along with the added ability to travel the map quicker and offers quick escape from incoming enemies. However it is not a guaranteed escape item, as taking damage will remove the ability to blink for 3 seconds.
- Force Staff acts more as an escape item than the Blink Dagger as it can be used while taking damage. It can also be used on allies if they need to chase after a kill or escape from danger themselves.
- Octarine Core Octarine Core is a nice addition to Jakiro as most of his damage output will be from his spells, which means that he will be healed for 25% of all spell and item damage that he inflicts. The lower cooldown of his ultimate and items he may have will have a better effect. His DPS in teamfights will also raise dramatically, as the lower cooldown on his nukes allow him to have a better crowd control.
- Aether Lens Aether Lens makes you use all you skills and items from a secure distance, and increases your spell damage.
Tips[edit | edit source]
- When getting to level 6, you may opt to skip your ultimate when you don't have Arcane Boots, as the crowd control it does in comparison to spamming your other abilities is far less efficient for its mana cost.
- Leveling Ice Path over Liquid Fire and Dual Breath is not advisable as each level of Ice Path only adds 0.4 seconds of duration and 1 second of cooldown and no additional damage. Leveling Ice Path past level 1 does not provide much additional impact in the early game.
- If you are going to max out Liquid Fire at level 7, you may want to opt for different boots, since you wouldn't be consuming enough mana for Arcane Boots to be truly useful. Instead, you can go for Phase Boots for mobility and damage, Power Treads for durability and attack speed, Tranquil Boots for HP regen and mobility, or even keep it as brown boots to later upgrade it to Boots of Travel, giving you the ability to push out lanes when you find it suitable, as well as surprising enemies with your presence in a teamfight.
- The huge range and lasting area effect of Ice Path make it roughly analogous to Earthshaker's Fissure. It is an amazing spell for opening up opportunities to fight or to shut down aggression. It doesn't do much damage, however.
- If another hero in your team is already getting Mekansm, you can instead buy a Veil of Discord to not only boost your already high magical damage, but your teammates' as well.
- Liquid Fire is a spell with a smaller area of effect but has the largest damage growth (the DPS for all four levels roughly doubles for each level and the DPS is as follows: 3.75/6.67/12.5/30), but its effect is free additional damage and provides an attack speed slow, and should be prioritized during the early game as it can be active consistently when fully leveled.
- Hits with Liquid Fire are very useful for tower pushing as it reduces their attack speed and deals damage even if Jakiro and his lane mates are not staying in tower range to attack it. Hit-and-runs with Liquid Fire can reduce tower health significantly.
- It is also suitable for pushing lane creeps in the same way, although players should not expect to push down waves in the same way as other, more powerful lane control spells. Instead, they should use it in conjunction with Dual Breath and use the combined Damage over time to push the lane.
- When you can afford it, opting for a Shiva's Guard can be used to stack with your Dual Breath MS slow to maximize the time your enemies spend inside Macropyre's area.
- Combine Macropyre with spells that keep the enemy in place as long as possible, such as Chronosphere, Black Hole or Upheaval. It does not guarantee damage without these effects and is a fairly low damage spell, so chaining it with other spells is necessary for any real effect.
- This also works to counter enemy spells and melee heroes that require they stay in an area; throw Macropyre from outside Chronosphere, for example, to dissuade Void from attacking your teammates.
Gameplay[edit | edit source]
Audio[edit | edit source]
History[edit | edit source]
Equipment[edit | edit source]
- Jakiro currently has no equipment.
Trivia[edit | edit source]
- Jakiro's fun/alternate name was Double Dragon, referring to the video game franchise developed by Technos Japan.