Jakiro/Old Abilities

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Old Abilities
 
 
 

Ice Path (Pre 6.75)
Ice Path icon.png
Affects
Enemies
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
Modifiers
Debuff Stun: Dispellable with strong dispels.
Jakiro's cunning right head calls upon its frozen heritage, glazing the earth with blistering cold.

Notes:

  • 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 second 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.
E
A
Liquid Fire icon.png
Ability
Passive
Affects
Enemies
Damage
Magical
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

Notes:

  • 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.