Hero
Jakiro | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Freezes and burns enemies with magic. | |
Most Pyrexae Dragons are hatched with one head, attuned to either ice or fire. Then there was Jakiro, an accident of nature. Possessing the might of both elements, the twin-headed dragon's Dual Breath freezes and burns simultaneously. Gobs of Liquid Frost or Liquid Fire adhere to armor and walls, melting down steel and stone alike. Retreating foes are blocked off with Ice Path, giving Jakiro ample time to roast them on his Macropyre. | |
Roles: | Support Nuker Pusher Disabler |
Complexity: | |
Adjectives: | Blue, Fiery, Flying, Icy, Red, Wings, Nose Legs ( 2 )
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Bio[]
▶️ "Two sides of the same coin."
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.
Aliases:
THD, Twin Head Dragon
Voice:
Abilities[]
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.
Duration: 5
Modifiers [?]
Pyrexae dragons have tremendously dangerous breath for each branch of the species; combining them is unimaginable.
- Targeting a unit causes the breaths to be released toward the unit's position.
- Both the icy and fiery wave travel at a speed of 1050, taking 0.71 ( 1.43) seconds to travel the full distance.
- With the travel distance and end radius, Dual Breath can hit units up to 1025 ( 1775) range away.
- The complete area of both breaths is shaped like a cone.
- The icy breath first deals 0 damage to affected units, then applies its movement speed and attack speed slow.
- Successive casts reapplies the icy breath and update the slow values based on its current values.
- The fiery breath is released 0.2 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.
- Jakiro cannot move until both waves are released but can use items and abilities, and turn a little bit between the first and the second breath.
- The first damage instance of the fiery breath deals 0 damage.
- Deals 10/20/30/40 ( 20/40/60/80) damage in 0.5-second intervals, starting immediately after the fire debuff is placed, the second interval is 0.1 seconds, the rest are 0.5 seconds, resulting in 11 instances.
- Can deal up to 100/200/300/400 ( 200/400/600/800) damage (before reductions) to a single unit.
- Successive casts neither stack nor update the damage values of the current instance but refreshes its duration. It also continues ticking with the same intervals as the first cast.
- The 0-damage instance from both the icy and the fiery breath fully proc on-damage effects, such as Corrosive Skin, except those which have a minimum damage threshold (e.g. Gravekeeper's Cloak).
Ice Path
Creates a path of ice that stuns and damages enemies that touch it.
Effect Delay: 0.5
Damage: 50
Jakiro's cunning right head calls upon its frozen heritage, glazing the earth with blistering cold.
- Despite the visual effects, Ice Path's effects 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.
- With the starting distance, path length, and path radius, Ice Patch can hit units up to 1362 range away.
- It can also hit units 138 range behind Jakiro, due to its radius and starting position.
- Enemy units that come within 150 radius of the path while it is up get stunned and damaged by it.
- The stun duration is independent of the path duration. However, the stun duration expires as soon as the path disappears.
- The path grants 150 range flying vision along the path based on the path duration.
- Enemies may only be stunned once per cast, so if dispelled, they cannot get stunned by it again.
- Ice Path first applies the debuff, then the damage.
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
Damage per Second: 20/30/40/50
Building Damage Multiplier: 0.75
Duration: 5
Ability Disjoint Notes:
The area effects are instantly applied at the target's current location upon disjointing projectile.
Uses the caster's current attack range when Autocast.
Manually casting it uses the cast range.
Manually casting it uses the cast range.
The left maw of Jakiro opens, laying waste to any in its path.
- Liquid Fire's cast range can only be further increased by attack range bonuses of the same range as the caster. However, it is not affected by cast range bonus.
- Uses Jakiro's 400 ( 600) attack range when Autocast is active. Manually casting it uses the 600 ( 800) cast range.
- Applies Liquid Fire around and on the target regardless of whether the attack missed or is disjointed.
- However, when the target turns invisible, invulnerable, or hidden before impact, Liquid Fire is not applied at all.
- Successive casts do not stack but refresh its debuff duration. It also continues ticking with the same intervals as the first cast.
- However, the attack speed slow values are updated upon successive casts, but not the damage values.
- The attack first applies the debuff, then its own attack damage.
- Deals 10/15/20/25 ( 7.5/11.25/15/18.75) damage in 0.5-second intervals, starting 0.5 seconds after the debuff is applied, resulting in 10 damage instances.
- Can deal up to 100/150/200/250 ( 75/112.5/150/187.5) damage (before reductions) to a single target.
- When off cooldown, the fire head's mouth drools fire, visible to everyone.
- Liquid Frost has a higher priority than Liquid Fire in the group of active attack modifiers, and it will be cast instead of Liquid Fire in the following situations:
- With both Autocast on, Jakiro's auto-attack applies Liquid Frost.
- Manual cast with Autocast on.
- Jakiro may cast both Liquid Fire and Liquid Frost when fulfilling the following conditions:
Jakiro adds a frost effect to his attack. Enemies hit are slowed and receive a percent their max health per second plus a base amount as damage every 1 second for 4 seconds.
Move Speed Slow: 20%
Base Damage per Second: 20
Max Health as Damage per Second: 2%
Debuff Duration: 4
Ability Disjoint Notes:
The area effects are instantly applied at the target's current location upon disjointing projectile.
Modifiers [?]
Requires drafting Liquid Fire to be unlocked.
Uses the caster's current attack range when Autocast.
Manually casting it uses the cast range.
Uses the caster's current attack range when Autocast.
Manually casting it uses the cast range.
- Requires Aghanim's Shard to be unlocked.
- Liquid Frost's cast range can only be further increased by attack range bonuses of the same range as the caster. However, it is not affected by cast range bonus.
- Uses Jakiro's 400 ( 600) attack range when Autocast is active. Manually casting it uses the 600 ( 800) cast range.
- Applies Liquid Frost around and on the target regardless of whether the attack misses or is disjointed or not.
- However, when the target turns spell immune or invulnerable before impact, Liquid Frost is not applied at all.
- Successive casts do not stack but refresh the debuff.
- The attack first applies the debuff, then its own attack damage.
- Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 4 damage instances.
- Can deal up to 80 + 8% of max health as damage to a single target (before reductions).
- When off cooldown, the ice head's mouth glows and releases light blue smoke, visible to everyone.
- Has a higher priority than Liquid Fire in the group of active attack modifiers, and it will be cast instead of Liquid Fire in the following situations:
- With both Autocast on, Jakiro's auto-attack applies Liquid Frost.
- Manual cast with Autocast on.
- Jakiro may cast both Liquid Fire and Liquid Frost when fulfilling the following conditions:
Jakiro exhales a wide line of lasting flames, which deals damage per second to any enemy units caught in the fire.
Damage Linger Duration: 2
Increases Macropyre duration, width and causes it to deal Pure damage. Jakiro emits two walls of ice along the edges of the Macropyre that slow any enemies trying to cross them by 60%.
Grants the Liquid Frost ability.
Modifiers [?]
Ice and fire combine to rip the battlefield to shreds with extreme temperatures.
- Macropyre instantly applies a debuff on enemies within the area and over the whole distance in 0.5-second intervals immediately upon cast.
- Successive debuffs do not stack but refresh its debuff duration and continue damaging with the same intervals and damage values as the first cast.
- TALENTTherefore, the damage increasing talent does not update the current active instance.
- The debuff deals 50/75/100 ( 62.5/87.5/112.5) damage in 0.5-second intervals, starting immediately upon cast, resulting in 5 damage instances.
- This results in a maximum of 24 ( 34) damage instances when standing within the area the full duration.
- One instance of the debuff can deal up to 200/300/400 ( 250/350/450) damage (before reductions).
- Both the damage per second and movement speed slow components are provided by two independent auras.
- Macropyre now creates 2 ice walls on both sides of the Macropyre parallel to each other with the flames in between. The distance between two parellel ice walls are 490.
- Each ice wall has a total length of 1450.
- The ice walls are always created in the same formation, on top of the increased path width, and applies movement speed slow to affected units.
- The ice wall consists of 28 wall segments based on the total length.
- Each wall segment affects a 50 radius around itself.
- The movement speed slow lingers for 0.4 seconds.
- The piercing debuff immunity upgrade is determined if Jakiro has Aghanim's Scepter equipped, and not upon cast. Therefore, it instantly updates the current damage instances' damage type.
- Fully affect Couriers.
- The ability upgrade also changes Macropyre's sound effect and it is now audible through the Fog of War.
- Can deal up to 1700/2550/3400 ( 2125/2975/3825) damage to a single unit for the entire duration.
Talents[]
Hero Talents | ||
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-2.5s Ice Path Cooldown | 25 | +100% Dual Breath Damage and Range |
+25 Macropyre Damage | 20 | +0.4s/+0.5s Ice Path Duration/Stun Duration |
+325 Health | 15 | 50 Liquid Fire Attack Speed |
-10%/10 Dual Breath Attack/Movement Speed Slow | 10 | +200 Attack Range |
Notes:
- The attack range talent also affects the cast range of Liquid Fire and Liquid Frost.
- The health talent increases the max health capacity and keeps the current health percentage.
Recent Changes[]
Version
Description
- Dual Breath
- Reduced starting radius from 225 to 150.
- Reduced movement speed slow from 28%/32%/36%/40% to 25%/30%/35%/40%.
- Reduced attack speed slow from 28/32/36/40 to 25/30/35/40.
- Talents:
- LVL 10+275 attack range reduced to +200.
- Reduced Dual Breath mana cost from 140/150/160/170 to 125/140/155/170.
- Increased Liquid Fire damage per second from 15/25/35/45 to 20/30/40/50.
- Aghanim's Scepter upgrade:
- Reduced Macropyre Ice Wall edge movement speed slow from 70% to 60%.
- Talents:
- LVL 10+275 attack range reduced to +250.LVL 20+30 Macropyre damage per second reduced to +25.
Recommended Items[]
Starting items:
- Tango offers cheap health regeneration during the laning phase, allowing Jakiro to stay longer in lane and get the experience he needs.
- Healing Salve also restores health to Jakiro and allies.
- Clarity replenishes Jakiro's mana over time, allowing him to keep harassing enemies using Dual Breath.
- Iron Branch increases Jakiro's overall survivability by providing additional attribute bonuses for cheap; Jakiro can use it to get more heal out of Tango, or save up to build Magic Wand.
- Observer Ward grants vision of the enemies so Jakiro and allies can better plan ganks and pushes.
- Blood Grenade combined with Dual Breath early on can signifcantly increase Jakiro's chances to obtain First Blood advantage. Later on, this may be purchased to enhance Macropyre's deadliness.
Early game:
- Boots of Speed provide a significant bonus to Jakiro's movement speed, which help catch up to fleeing heroes or escape from danger himself.
- Arcane Boots expands Jakiro's mana pool so he can use abilities more. The active ability sustains Jakiro's and nearby teammates' ability usage. In the late game, Jakiro has the option to either upgrade Arcane Boots to Guardian Greaves to better support his team, or Boots of Travel to increase pushing prowess.
- Tranquil Boots is a sidegrade option to Arcane Boots providing high HP regen and movement speed instead of mana. May be combined with Soul Ring to solve any mana issues.
- Magic Stick and Magic Wand grant charges as enemy heroes use abilities, which exchange for a burst of health and mana restoration.
- Wind Lace adds a little bit to Jakiro's low movement speed, and builds into Eul's Scepter of Divinity. Also advisable to purchase another for extra speed once built.
- Urn of Shadows allows Jakiro to carry on demand healing, as well as boister his impressive damage over time combined with Dual Breath and Liquid Fire.
- Veil of Discord's active Magic Weakness increases the magical damage enemies take from Jakiro's and his teammates' abilities.
Mid game:
- Eul's Scepter of Divinity provides intelligence and mana regeneration at a cost effective price, and it gives Jakiro an active ability that allows him to land his abilities more easily. After using Cyclone, Jakiro will have enough time to set up Macropyre and time Ice Path to ensure maximum stun duration on enemy target. Jakiro can also use the active on himself to dispel debuffs or silences. Upgradable to Wind Waker late game for additional defensive utility.
- Rod of Atos' long-ranged root can set up Ice Path as well as Jakiro's other abilities, being a good alternative to cyclone. The bonus stats also help Jakiro's effectiveness. Can be upgraded later to Gleipnir for additional AOE prowess.
- Force Staff acts more as an escape item compared to Blink Dagger, as Jakiro can use it while taking damage. Jakiro can also use it on allies if they want to chase after a kill or escape from danger themselves. Later it can be upgraded into Hurricane Pike, for both additional mobilty options and extra attack range.
- Aghanim's Shard will give Jakiro access to Liquid Frost that will allow his attacks to slow down movement speed and deal magical damage in an area based on enemy heroes's maximum health.
- Meteor Hammer is a very cheap and strong item for Jakiro's game plan as it works twofold: not only allowing further destruction of enemy structures in tandem with Liquid Fire and Liquid Frost, but also allowing for more advanced Macropyre combos with Ice Path, perfectly syncing when you channel it immediately after the cast point. Be wary of enemies with Status Resistance, for they will be able to escape and counter this maneuver.
Late game:
- Boots of Travel, for a support Jakiro, may be purchased in the late game to provide pressure to enemy lanes should they go undefended, or bag massive pushing advantage after winning a teamfight. For a mid Jakiro, this item may be instead be purchased in place of Arcane Boots, allowing Jakiro to maintain a global presence throughout the match by simultaneously remaining a constant threat to enemy map control as well as providing many opportunities to farm his other items quickly. The high movement speed provided also helps make up for high cast times.
- Spirit Vessel is the upgrade to Urn of Shadows, allowing for Jakiro to deal current HP% damage and reduce healing of those affected, allowing for significantly higher effective damage combined with Liquid Frost.
- Scythe of Vyse provides a great disable with its active ability, Hex. It also provides a great increase to Jakiro's mana and mana regeneration, as well as all around attributes to help with his survivability.
- Shiva's Guard provides a massive increase to Jakiro's mana pool and resistance to physical attacks. The active Arctic Blast provides additional damage in a teamfight and slows enemies' movement speed, making Jakiro's abilities easier to hit. The passive Freezing Aura helps reduce damage from enemy carries by slowing their attack speed.
- Blink Dagger allows Jakiro to initiate teamfights much easier, along with the added ability to travel the map quicker and offers quick escape from incoming enemies. However, it does not guarantee escape because taking damage will disable the ability to blink for 3 seconds. At the late game it can also be upgraded into Arcane Blink for a reduced cooldown and increased cast range.
- Black King Bar provides debuff immunity, allowing Jakiro to use his abilities with little problems of getting interrupted.
- Aghanim's Scepter will increase duration and width of Macropyre, increasing it's area of effect, and will cause Macropyre to emit two Ice Paths along the edges of Macropyre that can seriously slow down enemies by 60%. Aghanim's Scepter will also change Macropyre's damage type from magical to pure and will also allow Macropyre to pierce debuff immunity, making it very useful against heroes who rely on Black King Bar to survive in teamfights.
- Gleipnir, an upgrade for Rod of Atos will give Jakiro ability to root multiple enemies at once and make them easier targets for his abilities while also giving his normal attacks a chance to release a chain lightning that can damage and bounce between enemies.
- Hurricane Pike, an upgrade for Force Staff gives Jakiro extra mobility to use for either escaping or catching up with enemy heroes and the increased attack range that allows him to use Liquid Fire and Liquid Frost from Aghanim's Shard from safer distances.
Situational items:
- Aether Lens's cast range increase helps Jakiro maintain a safe distance during fights. Because almost all of his abilities affect the whole area between him and the maximum cast range, this also increases the area in which enemies may be hit.
- Kaya will improve the damage output of Jakiro's abilities, and will also increase his mana regeneration, allowing him to use more abilities in a single fight. Later it can upgraded into Ethereal Blade to reduce enemy heroes's magic resistance and disarm them.
- Glimmer Cape helps in increasing survivability of Jakiro and allies by granting invisibility and magic resistance.
- Wind Waker, an upgrade for, provides Jakiro both the ability to move while cycloned, and the ability to use the active on allies, potentially saving them from enemy assault.
- Pipe of Insight will allow Jakiro to shield himself and his allies from magical damage, on top of giving passive health regeneration and magic resistance.
- Guardian Greaves allow Jakiro to provide a steady supply of health and mana to the team, and increases Jakiro's survivability with armor, health regeneration, and dispel.
- Witch Blade will give Jakiro extra intelligence, armor, attack speed and will also increase projectile speed for Liquid Fire and Liquid Frost from Aghanim's Shard and give them true strike every 9 seconds.
- Octarine Core greatly increases Jakiro's survivability by giving him all round health and mana boost. In addition, the cooldown reduction dramatically increases his damage and crowd control in teamfights.
- Dagon will give Jakiro spell lifesteal, which will allow him to heal himself by damaging enemies with his abilities, and will also provide Jakiro with burst damage, allowing him to finish off enemy heroes faster.
- Ethereal Blade will allow Jakiro to disarm an enemy hero and make him/her more vulnerable to his magical damage output. Ethereal Blade will also allow Jakiro to defend himself against heroes reliant on direct attacks to be effective.
- Revenant's Brooch, an upgrade for Witch Blade will give Jakiro even more intelligence, attack speed, armor while also increasing projectile speed for Liquid Fire and Liquid Frost from Aghanim's Shard and give them true strike every 9 seconds. Revenant's Brooch's active ability will allow Jakiro to use Liquid Fire and Liquid Frost from Aghanim's Shard on ethereal units and to have true strike while also weakening magic resistance of the affected targets by 20% for 3 seconds, causing them to take more damage from Jakiro's abilities that deal magical damage.
- Silver Edge will give Jakiro escape mechanism to escape from pursuing enemy heroes or to prepare a surprise ambush to unsuspecting enemies with his abilities. Silver Edge will also give Liquid Fire and Liquid Frost from Aghanim's Shard a chance to deal critical strikes and to apply break on enemy heroes, making it useful against heroes who rely on passive abilities to be effective.
- Linken's Sphere will give Jakiro bonus health and mana regeneration, nice attributes, good damage output and spellblock that can block single-targeted abilities every 12 seconds.
- Eternal Shroud will greatly increase Jakiro's magic resistance and will also allow him to convert portion of any type of spell damage into mana.
- Eye of Skadi will give a very big boost Jakiro's health and mana, allowing him to withstand more damage and to use his abilities a lot more often.
- Scythe of Vyse will greatly boost Jakiro's intelligence and will improve his mana regeneration, and will also allow him to hex an enemy hero, preventing them from attacking and using both, abilities and items, and will make it easier for Jakiro to land his abilities on the hexed enemy hero.
- Lotus Orb will give Jakiro a low cooldown dispel and spell reflection to him or any of Jakiro's allies if needed.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- Jakiro's fun/alternate name was "Double Dragon", referring to the video game franchise developed by "Technos Japan".
- ▶️ "Burninated." is a reference to Trogdor the Burninator, a character that first appeared in episode 58 of the "Strong Bad e-mail" show on the website HomestarRunner.com.
- The line "With fire and ice" is possibly a reference to a famous poem by Robert Frost, titled "Fire and Ice".