Jakiro

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Jakiro
Jakiro icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
27 + 2.6
10 + 1.2
26 + 2.8
Level Base 1 15 25
Health 200 686 1334 1802
H. regen amp 0% 14.85% 34.87% 49.17%
Magic res. 25% 26.56% 28.91% 30.59%
Mana 75 465 1050 1470
M. regen amp 0% 58.5% 146.7% 209.7%
Spell dmg 0% 2.28% 5.71% 8.16%
Armor 1 2.6 5.29 7.21
Att/sec 0.59 0.65 0.75 0.82
Move sp amp. 0% 0.5% 1.34% 1.94%
Damage 27‒35 53‒61 92‒100 120‒128
Base health regen 1.5
Base mana regen 0.9
Movement speed 290
Turn rate 0.5
Vision range 1800/800
Attack range 400
Projectile speed 1100
Attack animation 0.4+0.3
Base attack time 1.7
Collision size 24
Legs
Gib type Default

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]

Jakiro minimap icon.png Jakiro, the Twin Head Dragon
Play "Two sides of the same coin."
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.

Abilities[edit]

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: 0.55+1.27
Cast Range: 550
Starting Radius: 225
Travel Distance: 750
End Radius: 275
Move Speed Slow: 28%/32%/36%/40%
Attack Speed Slow: 28/32/36/40
Damage per Second: 20/40/60/80 (Talent 60/80/100/120)
Duration: 5
Cooldown: 10
Mana: 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, taking 0.71 seconds to travel the full distance.
  • 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.
    • Jakiro cannot move until both waves are released, but can use items and spells and turn a little bit between the first and the second breath.
  • Can hit units up to 1025 range away (travel distance + end radius).
  • The complete area of both breaths is shaped like a cone.
  • Deals 10/20/30/40 (Talent 30/40/50/60) 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 300/400/500/600) damage to a single unit (before reductions).


Ice Path
Does not pierce spell immunity. Play
W
T
Ice Path icon.png
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
Path Distance: 1200
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: 12/11/10/9
Mana: 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.
    • It can hit units up to 1362 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 ice first applies the debuff, then the damage.
  • The path grants 150 range flying vision along the path for its duration.


Liquid Fire
Cannot be used by illusions. Can be disjointed. 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 900)
Radius: 300
Attack Speed Slow: 30/40/50/60 (Talent 90/100/110/120)
Damage per Second: 12/16/20/24
Duration: 5
Cooldown: 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 cast range. Attacking normally with Liquid Fire on autocast uses Jakiro's default 400 attack range.
  • Successive casts of Liquid Fire do not stack, but refresh the debuff instead.
  • The attack first applies the debuff, then its own damage.
  • 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
Affects
Enemies
Damage
Magical
(Talent Pure)
Jakiro exhales a wide line of lasting flames, which deals damage per second to any enemy units caught in the fire.
Cast Animation: 0.55+1.07
Cast Range: 1400 (Upgradable by Aghanim's Scepter. 1800)
Path Distance: 1400 (Upgradable by Aghanim's Scepter. 1800)
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: 60
Mana: 220/330/440
Aghanim's upgrade: Increases flame length, duration, and damage.
Partially pierces spell immunity. Does not pierce spell immunity.
Pierces spell immunity when the required talent is chosen.
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 (Upgradable by Aghanim's Scepter. 1566).
    • It can hit units up to 1660 (Upgradable by Aghanim's Scepter. 2060) 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]

Hero Talents
+1.25s Ice Path Duration25 Macropyre Pure and Pierces Immunity
+150 Gold/Min20-60 Liquid Fire Attack Speed
+40 Dual Breath Burn Damage15+300 Attack Range
+8% Spell Amplification10+30% XP Gain
Notes:

Recommended items[edit]

Starting items:

  • Tango icon.png Tango offers cheap health regeneration during the laning phase, allowing Jakiro to stay longer in lane and get the experience he needs.
  • Healing Salve icon.png Healing Salve also restores health to Jakiro and allies.
  • Clarity icon.png Clarity replenishes Jakiro's mana over time, allowing him to keep harassing enemies using Dual Breath.
  • Iron Branch icon.png 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.
  • Animal Courier (Radiant) icon.png Animal Courier ferries items to Jakiro and teammates throughout the game.
  • Observer Ward icon.png Observer Ward grants vision of the enemies so Jakiro and allies can better plan ganks and pushes.

Early game:

  • Boots of Speed icon.png Boots of Speed provide a significant bonus to Jakiro's movement speed, which help catch up to fleeing heroes or escape from danger himself. They can later upgrade into Arcane Boots icon.png Arcane Boots to help with Jakiro's mana.
  • Magic Stick icon.png Magic Stick grant charges as enemy heroes use abilities, which exchange for a burst of health and mana restoration.
  • Wind Lace icon.png Wind Lace adds a little bit to Jakiro's low movement speed, and builds into Eul's Scepter of Divinity.
  • Town Portal Scroll icon.png Town Portal Scroll transports Jakiro across the map. After death, use it 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.

Mid game:

  • Magic Wand icon.png Magic Wand, a cost effective upgrade of Magic Stick icon.png Magic Stick, increases the maximum amount of charges, as well as providing additional attribute bonuses.
  • Arcane Boots icon.png 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 an option to upgrade Arcane Boots to Guardian Greaves icon.png Guardian Greaves to better support his team.
  • Eul's Scepter of Divinity icon.png 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 easier. 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.

Late game:

  • Blink Dagger icon.png 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.
  • Force Staff icon.png Force Staff acts more as an escape item compared to Blink Dagger icon.png 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.
  • Shiva's Guard icon.png 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 speeds, making Jakiro's abilities easier to hit. The passive Freezing Aura helps reduce damage from enemy carries by slowing their attack speed.

Situational items:

  • Veil of Discord icon.png Veil of Discord's active Magic Weakness increases the magical damage enemies take from Jakiro's and his teammates' abilities. It also gives good attribute bonuses, costs less than Aghanim's Scepter icon.png Aghanim's Scepter, and benefits all of his abilities.
  • Rod of Atos icon.png Rod of Atos' long-ranged root can set up Ice Path as well as Jakiro's other abilities. The bonus mana and health also help Jakiro's survivability.
  • Aether Lens icon.png Aether Lens' 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 greatly increases the area in which enemies may be hit.
  • Kaya icon.png Kaya improves damage output of Jakiro's abilities, also sparing additional mana, allowing him to use more abilities in a single fight. When used in conjunction with Veil of Discord, Jakiro's abilities will inflict serious magical damage.
  • Glimmer Cape icon.png Glimmer Cape helps increase survivability of Jakiro and allies by granting invisibility and magic resistance.
  • Mekansm icon.png Mekansm supports Jakiro and team with health restoration and armor. It goes hand in hand with his natural build of Arcane Boots icon.png Arcane Boots into Guardian Greaves icon.png Guardian Greaves.
  • Pipe of Insight icon.png Pipe of Insight shields Jakiro and allies from magical damage, on top of giving passive health regeneration and magic resistance.
  • Aghanim's Scepter icon.png Aghanim's Scepter increases the effectiveness of Macropyre by prolonging the duration and increasing the damage, as well as giving Jakiro attributes to remedy his health and mana pools.
  • Guardian Greaves icon.png Guardian Greaves provide a steady supply of health and mana to the team, and increases Jakiro's survivability with armor, health regeneration, and dispel.
  • Scythe of Vyse icon.png 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.
  • Octarine Core icon.png Octarine Core greatly increases Jakiro's survivability by not only giving him all round health and mana boosts, but also by allowing his abilities to lifesteal a portion of their damage. In addition, the cooldown reduction dramatically increases his damage and crowd control in teamfights.

Gameplay[edit]

Roles: Support Support Nuker Nuker Pusher Pusher Disabler Disabler
Complexity: ★☆☆
Playstyle: 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 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.


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • Jakiro's fun/alternate name was Double Dragon, referring to the video game franchise developed by Technos Japan.
  • This line Play "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.

Gallery[edit]

Promotional Content