Jakiro/Old Abilities

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Old Abilities

Ice Path (Pre 6.75)
Ice Path icon.png
Creates a path of ice that bursts in front of Jakiro, freezing and stunning nearby enemy units.
Cast Animation: 0.65+0.8
Cast Range: 1100
Path Distance: 1100
Path Radius: 150
Effect Delay: 0.5
Stun Duration: 1/1.33/1.66/2
Cooldown: 12/11/10/9
Mana: 75
Debuff Stun: Dispellable with strong dispels.
Jakiro's cunning right head calls upon its frozen heritage, glazing the earth with blistering cold.


  • This ability got reworked into the current Ice Path in the 6.75 gameplay patch.
  • The path extends at a speed of 2200, taking 0.5 seconds to reach max distance. Each segment of the path explodes 0.5 seconds after cast.
  • This means that the start of the path starts exploding just as the path reached its full length.
  • Can hit units up to 1250 range away (1100 path distance + 150 radius).
  • Enemy units have to be within 150 radius of an exploding part of the path to get frozen.

Auto Fire
Does not pierce spell immunity.
Liquid Fire icon.png
While one of Jakiro's heads attacks enemies, his other head occasionally spits a fireball at a nearby enemy in front of him, causing fire damage per second in the target area.
Proc Chance: 25%/30%/35%/40%
Radius: 175
Damage per Second: 10/20/30/40
Duration: 8
Cooldown: 1


  • This ability got replaced by Liquid Fire in the 6.60 gameplay patch.
  • Every time Jakiro starts an attack, this ability has a chance to proc.
  • This means it does not rely on the attack to be actually done. It launches the projectile upon attack start, so canceling the attack does not cancel Auto Fire.
  • The projectile is launched towards a random enemy's position within a small area in front of Jakiro. It does not necessarily target his attack target.
  • The projectile travels at a speed of 1100. Upon reaching the target's location, it sets the ground on fire, dealing damage to enemies standing inside it.
  • Deals damage in 1 second intervals, starting 1 second after the setting the area on fire, resulting in 8 possible damage instances.
  • Can deal up to 80/160/240/320 damage (before reductions), considering enemies stay within range for the full duration.