Jakiro

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Jakiro
Jakiro.png
Strength
25 + 2.3
Agility
10 + 1.2
Intelligence
28 + 2.8
Level Base 1 15 25
Health 200 700 1340 1800
H. Regen 0.25 1 1.97 2.66
Mana 50 386 854 1190
M. Regen 0.01 1.13 2.7 3.82
Damage 25‒33 53‒61 92‒100 120‒128
Armor 1 2.43 4.83 6.54
Spell Dmg 0% 1.75% 4.2% 5.95%
Att / Sec 0.58 0.64 0.74 0.81
Movement Speed 290
Turn Rate 0.5
Vision Range 1800/800
Attack Range 400
Projectile Speed 1100
Attack Animation 0.4+0.5
Base Attack Time 1.7
Magic resistance 25%
Collision Size 24
Legs 2

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]

Jakiro Jakiro, the Twin Head Dragon
Play "Two sides of the same coin."
Role: Support Support / Nuker Nuker / Pusher Pusher / Disabler Disabler
Lore: Even among magical beasts, a twin-headed dragon is a freak. Equal parts ice and fire, cunning and rage, the creature known as Jakiro glides over charred and ice-bound battlefields, laying waste to any who would bear arms against it. Pyrexae dragon clutches always contain two fledglings. Famous for their viciousness even from the first moments of life, newly hatched dragons of this species will try to kill their sibling while still in the nest. Only the strongest survive. In this way is the strength of the Pyrexae line ensured. By some accident of nature, the freak Jakiro hatches from a single egg, combining in a single individual the full range of abilities found within the diverse Pyrexae species. Trapped within the armature of its monstrous body, the powers of ice and fire combine, and now no enemy is safe.
Voice: Dave Fennoy (Responses)

Abilities[edit | edit source]

Dual Breath
Not blocked by Linken's Sphere. Does not pierce spell immunity. Play
Q
D
Dual Breath icon.png
Affects
Enemies
Damage
Magical
An icy blast followed by a wave of fire launches out in a path in front of Jakiro. The ice slows enemies, while the fire delivers damage over time.
Cast Animation: 0.65+1.17
Cast Range: 550 (Talent 675)
Starting Radius: 200
Travel Distance: 750 (Talent 875)
End Radius: 250
Move Speed Slow: 28%/32%/36%/40%
Attack Speed Slow: 28/32/36/40
Damage per Second: 20/40/60/80 (Talent 45/65/85/105)
Duration: 5
Cooldown symbol.png 10
Mana symbol.png 135/140/155/170
Does not pierce spell immunity. Slow persists and attempts to deal damage if debuffs were placed before spell immunity and when not dispelled.
Modifiers
Debuff Dual Breath Slow: Dispellable with any dispel.
Debuff Dual Breath Burn: Dispellable with any dispel.
Pyrexae dragons have tremendously dangerous breath for each branch of the species; combining them is unimaginable.

Notes:

  • 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.
  • Can hit units up to 1000 (Talent 1125) range away (travel distance + end radius).
  • 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 (Talent 225/325/425/525) damage to a single unit (before reductions).


Ice Path
Does not pierce spell immunity. Play
W
T
Ice Path icon.png
Ability
Target Point
Affects
Enemies
Damage
Magical
Creates a path of ice that stuns and damages enemies that touch it.
Cast Animation: 0.65+0.8
Cast Range: 1200 (Talent 1325)
Path Distance: 1200 (Talent 1325)
Path Radius: 150
Effect Delay: 0.5
Damage: 50
Path Duration: 1/1.5/2/2.5 (Talent 2.25/2.75/3.25/3.75)
Cooldown symbol.png 12/11/10/9
Mana symbol.png 90
Modifiers
Debuff Ice Path Stun: Dispellable with strong dispels.
Jakiro's cunning right head calls upon its frozen heritage, glazing the earth with blistering cold.

Notes:

  • 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 (Talent 1325).
    • It can hit units up to 1362 (Talent 1487) range away (starting distance + path length + path radius).
    • It can also hit units 138 range behind Jakiro, due to its radius and starting position.
  • 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
Not a Unique Attack Modifier. Cannot be used by illusions. Not blocked by Linken's Sphere. Partially pierces spell immunity. Play
E
Q
Liquid Fire icon.png
Affects
Enemies
Damage
Magical
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
Cast Range: 600 (Talent 1000)
Radius: 300
Attack Speed Slow: 30/40/50/60
Damage per Second: 12/16/20/24
Duration: 5
Cooldown symbol.png 20/15/10/4
Partially pierces spell immunity. Can target spell immune enemies. Does not place debuff on spell immune enemies. Slows and attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Cannot be used by illusions. Illusions always have the fiery particles when Liquid Fire is leveled at least once before the illusions got created.
Modifiers
Debuff Liquid Fire Burn: Dispellable with any dispel.
The left maw of Jakiro opens, laying waste to any in its path.

Notes:

  • Disjointing it, or becoming invulnerable upon impact completely nullifies the effects, including the area slow and damage.
  • Casting Liquid Fire manually uses the 600 (Talent 1000) cast range. Attacking normally with Liquid Fire on autocast uses Jakiro's default 400 (Talent 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.
  • 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.


Macropyre
Macropyre icon.png
Ability
Target Point
Affects
Enemies
Damage
Magical
Jakiro exhales a wide line of lasting flames, which deals damage per second to any enemy units caught in the fire.
Cast Animation: 0.65+0.97
Cast Range: 1400 (Talent 1525) (Upgradable by Aghanim's Scepter. 1800, Talent 1925)
Path Distance: 1400 (Talent 1525) (Upgradable by Aghanim's Scepter. 1800, Talent 1925)
Path Radius: 260
Damage per Second: 100/140/180 (Upgradable by Aghanim's Scepter. 125/175/225)
Path Duration: 10 (Upgradable by Aghanim's Scepter. 30)
Cooldown symbol.png 60
Mana symbol.png 220/330/440
Upgradable by Aghanim's Scepter. Increases flame length, duration, and damage.
Ice and fire combine to rip the battlefield to shreds with extreme temperatures.

Notes:

  • 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 (Talent 1291) (Upgradable by Aghanim's Scepter. 1566, Talent 1691).
    • It can hit units up to 1660 (Talent 1785) (Upgradable by Aghanim's Scepter. 2060, Talent 2185) range away (starting distance + path length + path radius).
    • It can also hit units 26 range behind Jakiro, due to its radius and starting position.
  • Deals 50/70/90 (Upgradable by Aghanim's Scepter. 62.5/87.5/112.5) damage in 0.5 second intervals (before reductions), starting 0.5 seconds after cast, resulting in 20 (Upgradable by Aghanim's Scepter. 60) damage instances.
  • Can deal up to 1000/1400/1800 (Upgradable by Aghanim's Scepter. 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]

Hero Talents
+1.25s Ice Path icon.png Ice Path​ Duration 25 -50s Respawn Time
+150 Gold/Min 20 +400 Attack Range
+25 Dual Breath icon.png Dual Breath​ Burn Damage 15 +125 Cast Range
+8% Spell Amplification 10 +20% XP Gain
Notes:
  • The cast range increase also affects the effect ranges of Dual Breath icon.png Dual Breath​, Ice Path icon.png Ice Path​ and Macropyre icon.png Macropyre​.
  • The cast range increase does not affect Liquid Fire icon.png Liquid Fire​.
  • Gold granted from the talent is unreliable gold.
  • The attack range talent also affects the cast range of Liquid Fire icon.png Liquid Fire​.
  • Respawn reductions cannot reduce respawn time below 1 second.

Recommended items[edit | edit source]

Starting Items:

  • Tango icon.png Tango and Healing Salve icon.png 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 icon.png 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 icon.png Iron Branch increase Jakiro's overall survivability by providing additional attribute bonuses for a very cheap price.
  • Animal Courier (Radiant) icon.png 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.

Early-game Items:

  • Boots of Speed icon.png 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 icon.png 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 icon.png 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.

Core Items:

  • Magic Wand icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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.

Situational Items:

  • Shiva's Guard icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png Chaos Knight​ or Luna icon.png Luna​.
  • Rod of Atos icon.png Rod of Atos is another helpful item for setting up ganks. The long ranged slow allows for a higher chance of Ice Path icon.png Ice Path​ to hit enemies. The bonus mana and health also help Jakiro's survivability.
  • Aghanim's Scepter icon.png Aghanim's Scepter is a useful item to have for teamfight purposes. While the Veil of Discord provides identical bonus 25% damage to Macropyre icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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.

Gallery[edit | edit source]

References[edit | edit source]