Jakiro

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Jakiro
Jakiro.png
Radiant icon.png The Radiant
Strength
24 + 2.3
Agility
10 + 1.2
Intelligence
28 + 2.8
Level 1 16 25
Hit Points 606 1290 2031
Mana 364 936 1495
Damage 46-54 90-98 133-141
Armor 2.4 5.2 9.12
Attacks / Second 0.64 0.76 0.92
Movement Speed 290
Turn Rate 0.5
Sight Range 1800/800
Attack Range 400
Missile Speed 1100
Attack Duration 0.4+0.5
Cast Duration 0.65+0.3
Base Attack Time 1.7

Jakiro the Twin Head Dragon is a ranged intelligence hero who utilises powers over ice and fire in powerful linear area spells. He can freeze enemies in place or slow them down, and deals heavy damage in the early game.

With high base intelligence, strength, and statistics 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 miniscule, making him a great hero for ganks, pushes and clashes across the battlefield.

Contents

[edit] Bio

Jakiro Jakiro, the Twin Head Dragon
Play "Two sides of the same coin."
Role: Pip ganker.png Nuker / Pip pusher.png Pusher / Pip babysitter.png Lane Support / Pip disabler.png 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)

[edit] Abilities

Dual Breath
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be purged.
Q
D
Dual Breath icon.png
Ability Affects Damage
Target Unit Enemies 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.
Range: 500
Radius: 200 (Starting radius) / 500 (Distance) / 250 (Final radius)
Duration: 4
Damage: 35/70/105/140 per breath
Burn damage: 5/10/15/20
Movement speed slow: 30%
Attack speed slow: 20%
Cooldown 10 Mana 135/140/155/170
Pyrexae dragons have tremendously dangerous breath for each branch of the species; combining them is unimaginable.

Notes:

  • Can hit units up to 950 range away.
  • The slow lasts for 4 seconds and it slows for 30% movement speed and 20% IAS.
  • Has a 0.3 second interval between each breath.
  • Deals total damage of 90/180/270/360

Ice Path
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged.
W
T
Ice Path icon.png
Ability Affects
Target Point Enemies
After a short delay a thin path of ice is created in front of Jakiro for a short period. Anyone that touches the path gets frozen until the path disappears. Deals damage to anyone it affects.
Creation Delay: 0.5
Path Duration: 1/1.4/1.8/2.2
Damage: 25/50/75/100
Radius: 150
Range: 1100
Cooldown 12/11/10/9 Mana 90
Not blocked by Linken's Sphere. Linken's cooldown is triggered, but the spell is not blocked.
Jakiro's cunning right head calls upon its frozen heritage, glazing the earth with blistering cold.

Notes:

  • Units frozen by Ice Path are completely disabled (same properties as stun).

Liquid Fire
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be purged.
E
Q
Liquid Fire icon.png
Ability Damage
Passive Magical
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
Duration: 5
Radius: 300
Damage per second: 10/15/20/25
Attack speed reduction: 20%/30%/40%/50%
Cooldown 20/15/10/5
The left maw of Jakiro opens, laying waste to any in its path.

Notes:

  • This ability works on units and buildings.
  • If used on an enemy tower, it will slow the tower's attacks.
  • Deals total damage of 50/75/100/125

Macropyre
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
R
R
Macropyre icon.png
Ability Affects Damage
Target Point Enemies Magical
Jakiro lays down a line of flame in front of him, dealing damage per second to enemy units in a wide area of effect.
Cast range: 850 (1150*)
Radius: 225
Duration: 7
Damage per second: 100/140/180 (125/175/225*)
Effect distance: 900 (1350*)
Cooldown 60 Mana 220/330/440
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases cast range, distance, and damage.
Ice and fire combine to rip the battlefield to shreds with extreme temperatures.

Notes:

  • Macropyre destroys all trees in the path of fire.
  • Total damage is 700/980/1260 (875/1225/1575*).

[edit] Recommended items

Explanation:
Jakiro is a hard support hero, which means he can get by with minimal items for the entire game and still contribute extremely well. Focus on items that benefit your entire team. Start out by getting an Animal Courier, or if someone else has purchased one, buy Observer Wards. Continue to purchase Observer Wards for the entire game, and if necessary, stealth detection items like Sentry Wards or Dust. Remember to always carry a Town Portal Scroll: as a support, part of your role is to watch other lanes and teleport there to help defend against pushes and tower dives.

Since Jakiro has such high natural Strength gain, he can avoid buying Bracers.

When you have money to spare, work on your Magic Wand, Arcane Boots, Ring of Basilius, and if possible, a Mekansm. If the game continues after this point, you have your choice of luxury item such as a Force Staff, Veil of Discord, Sheepstick, and so on. Eul's Scepter is not recommended since Jakiro's abilities depend on zones and DoTs.

[edit] Tips

  • The huge range and lasting area effect of Icepath 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 at early levels, however.
  • Dual Breath is his damage spell, with the greatest damage gain of any of his skills. Depending on who Jakiro lanes with, this or Icepath is his highest priority skill to level when preparing for ganks.
  • Liquid Fire is a spell with a relatively insignificant damage effect, but its effect is free additional damage and damage reduction, and can be opted for even in the early game. Otherwise, its an incredible damage reduction spell and can be kept up continually when fully leveled.
    • Hits with Liquid Fire are very useful for tower pushing as it reduces their damage output and deals damage even if Jakiro is not there to take tower hits. 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.
  • Combine Macropyre with spells that keep the enemy in place as long as possible, such as Chronosphere, Black Hole or Upheaval. It does not guaranttee damage without these effect 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 teammates.

[edit] Update history

February 14, 2013 Patch

November 08, 2012 Patch

  • [Undocumented] Fixed Jakiro Jakiro's Ice Path icon.png Ice Path being able to target heroes/units.

March 08, 2012 Patch

  • Macropyre now does the correct amount of damage with a Scepter.
  • Fixed Macropyre not hurting siege units.

December 08, 2011 Patch

  • Altered processing on Jakiro voices (in 12/1/11 update).

December 01, 2011 Patch

  • Fixed Liquid Fire working with Illusions.

November 17, 2011 Patch

November 10, 2011 Patch

  • Fixed Liquid Fire not working on Siege units.
  • Fixed Dual Breath fire interval being a little too slow.

November 03, 2011 Patch

  • Enabled Huskar, Batrider and Jakiro for Captain's Mode
  • Fixed Dual Breath not being targetable on units directly.

October 27, 2011 Patch

  • Added Batrider, Huskar, and Jakiro!


[edit] Balance changelog

6.77

  • Ice Path icon.png Ice Path damage from 100 to 25/50/75/100

6.76

  • Ice Path icon.png Ice Path creation delay increased from 0.4 to 0.5.
  • Ice Path icon.png Ice Path manacost increased from 75 to 90.

6.75

  • Liquid Fire icon.png Liquid Fire AoE increased from 175 to 300.
  • Ice Path icon.png Ice Path
    • Anyone that touches the path gets frozen until the path disappears.
    • Now deals 100 damage.
    • Stun duration increased from 1/1.33/1.66/2 to 1/1.4/1.8/2.2.
    • Has 0.4 seconds creation delay.

6.73

  • Ice Path icon.png Ice Path cooldown decreased from 16/15/14/13 to 12/11/10/9.
  • Macropyre icon.png Macropyre duration increased from 5 to 7 seconds.

6.72c

  • Macropyre icon.png Macropyre damage interval is now smoother (same overall damage, more intervals).

6.72

6.71

  • Macropyre icon.png Macropyre damage increased from 75/125/175 to 100/140/180.

6.70

  • Base damage increased from 42-54 to 46-54.

6.69

  • Aghanim's Macropyre icon.png Macropyre travel distance increased.

6.68

  • Macropyre icon.png Macropyre travel range from 600/750/900 to 900.

6.67

  • Base armor increased by 2.

6.65

  • Ice Path icon.png Ice Path stun increased from 0.8/1.2/1.6/2.0 to 1.00/1.33/1.66/2.0.
  • Ice Path icon.png Ice Path cooldown decreased from 16 to 16/15/14/13.
  • Macropyre icon.png Macropyre spawn speed improved.

6.60

  • Auto Fire replaced with a new ability Liquid Fire icon.png Liquid Fire.
  • Ice Path icon.png Ice Path stun increased from 0.5/1/1.5/2 to 0.8/1.2/1.6/2 seconds.
  • Added Twin Head Dragon to Aghanim's Scepter.

6.50

  • Macropyre icon.png Macropyre cooldown no longer increases per level.
  • Auto Fire area of effect and duration improved.


[edit] Replaced Abilities

Ice Path (Old)
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
W
T
Ice Path icon.png
Ability Affects
Target Unit Enemies
Creates a path of ice that bursts in front of Jakiro, freezing and stunning nearby enemy units.
Range: 1100
Radius: 150
Duration: 1/1.33/1.66/2
Cooldown 12/11/10/9 Mana 75
Not blocked by Linken's Sphere. Linken's cooldown is triggered, but the spell is not blocked.
Jakiro's cunning right head calls upon its frozen heritage, glazing the earth with blistering cold.

Notes:

  • It takes 0.5 seconds for the path to reach its full extent.
  • Frozen units by Ice Path are completely disabled (same properties as stun).

Auto Fire
Blocked by Magic Immunity.
E
Unknown icon.png
Ability Affects
Passive Enemies
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.
Chance: 10%/20%/30%/40%
Damage Per Second: 30/60/90/120
Duration: 5
Cooldown 1

[edit] Gallery

[edit] See also

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