Jakiro/Guide

Heavy Lane Support and Pusher
Using your low mana cost spell Dual Breath along with Liquid Fire which has no mana cost at all you will be heavily bullying heroes that depend heavily on damage block such as and  out exp range. While Dual Breath is better for killing heroes during rune fights with it's decent slow and damage, level one liquid fire gives earlier spammable harass and can easily force an early salve from enemy offlaners crippling their laning. Either spell level one is acceptable just save your skill point until lane. Once your Liquid Fire has lost some of it's potency against the enemy offlaner and your carry is farmed you should be aiming to take as many Tier 1 towers as you can, your Liquid Fire does huge amount of damage to buildings if you are ever left alone with them for a short period of time. By securing your team as many early towers as possible you open the enemy team to ganks and limit their farming. When grouping team team fight open with Liquid Fire, then catch as many in your Macropyre as you can and drop an Ice Path over them, following up with Dual Breath to slow as many targets attempting to escape your ult as you can.

Low Cooldown Teamfight
Similar to the other style of Jakiro in lane except with an extra early point in Dual Breath and stopping Liquid Fire at level 2 to put towards earlier Ice Path levels for teamfights forgoing some early push. Level 2 Dual Breath is twice the damage as level 1 for 5 extra mana. By level 8 Ice Path gives a 2 second disable on a 10 second cooldown, giving you serious disruption to enemy teams. This build is far more reliant on your teammate's pushing power and damage but is effective when combined with a team that likes to group early with powerful early spells like, , items such as or , or heroes like , , or

General

 * Jakiro has a slower turn rate than most other Heroes. Coupled with his long cast and attack animations, it makes it difficult for him to land his spells effectively when his enemies are behind him, as nimble opponents are able to see Jakiro's actions being telegraphed to them and can take the appropriate measures to either sidestep or counter them.


 * Dual Breath has an enormously long second cast backswing, so it is often worthwhile to cancel it by hitting "stop" key after Dual Breath reaches its cast point. This will allow Jakiro to cast another spell, attack, or move in rapid succession after casting Dual Breath.
 * Dual Breath deals a greater than average damage compared to other similar area of effect spells (barring ultimates), making it a very good skill for pushing lanes. Take note that the damage is dealt overtime and can be countered by high health regeneration and can be dispelled.
 * Dual Breath's casting mechanics is such that it applies a slow debuff first before the damage overtime debuff. Coupled with its long casting animation, quick-fingered opponents may be able to evade the damage overtime debuff.


 * Ice Path will stun any enemy unit that comes in contact with it for the duration it has remaining on the battlefield. meaning that in many cases, most opponents won't be stunned for the full duration of Ice Path if it doesn't land directly on them.
 * Ice Path makes for a good area denial spell, as it covers a large area, similar to 's and 's.
 * Predicting where an enemy will go and casting Ice Path at that area right before the enemy gets there, causing the enemy walk into Ice Path, is just as effective as casting the Ice Path directly on an enemy.
 * Ice Path has a fixed damage of 50, meaning that, by itself, it isn't a good source of damage. Be sure you have other spells ready to be cast right after Ice Path, or that you have other teammates to support you to maximise the effectiveness of Ice Path's utility.
 * Ice Path grants vision to the area that it is cast at, making it a good spell to check the Roshan pit.


 * Liquid Fire is a great way to harass opponents during the laning stage. If nothing else, the attack speed reduction should mess with the enemy laner's ability to last hit effectively.
 * At level 4, Liquid Fire can be applied to the same opponent continuously, as the debuff lasts for 5 seconds and spell has a cooldown of 4 seconds. It can be used to effectively keep harassers in check by hampering their attack speed almost indefinitely.
 * Liquid Fire is incredibly effective against enemies with a low natural attack speed, such as Roshan and siege creeps, as it will reduce their already slow attack rate to a crawl.
 * Liquid Fire fully affects buildings and will cause towers to suffer a reduction in their attack speed, making it a great tool for pushing.
 * Liquid Fire has a greater attack range when cast manually. Use that to your advantage when you're against Heroes with a naturally greater attack range than you, or when your opponent is just out of reach of your own natural attack range.
 * The manual cast range increase stacks with his talent and with and.
 * Liquid Fire is the only skill in Jakiro's arsenal that can bypass spell immunity. This makes it an effective spell to counter natural users of, such as and  as the attack speed reduction fully affects them.


 * Like, Macropyre has a long cast backswing animation. Hitting the "stop" key during Macropyre's backswing animation after the cast point is reached will allow Jakiro to queue up other actions. As in the case of Dual Breath, mastering this can slightly increase Jakiro's DPS or effectiveness.
 * Macropyre has lasts for a long duration and has a relatively short cooldown, making a very good spell for area-denial.
 * With 's upgrade, Macropyre lasts for 30 seconds. When cast at the right intervals, it can effectively clear 2 waves of creeps and give your team a huge advantage in terms of pushing.
 * Macropyre's huge coverage means that it can clear vast areas of forest very easily. Bear this in mind if you have allies or enemies that utilise trees for their abilities.

Items
Starting items:
 * and offer cheap health regeneration during the laning phase, allowing Jakiro to stay longer in lane and get the experience he needs.
 * allows Jakiro to replenish his mana over time, allowing him to harass enemies using his spells more, with less worry of running low on mana.
 * es increase Jakiro's overall survivability by providing additional attribute bonuses for a very cheap price.
 * is a good item for a support to purchase. Because of Jakiro's relatively small need for gold in the early game, he can help the team by purchasing team-related items, such as the Animal Courier or s.

Early game:
 * provide a significant bonus to Jakiro's movement speed, which is essential to help catch up to fleeing heroes or escape from danger himself. They can later be upgraded into to help with Jakiro's mana.
 * is a useful item to have when the enemy team has many spell casters in the early game. Because of its active ability Energy Charge, enemies who cast many spells will quickly fill the wand with charges, offering a later burst of health and mana.
 * gives mana regeneration and armor to Jakiro, bolstering his high mana usage and low base armor.
 * allows Jakiro to cast freely at the cost of health.

Core items:
 * is a cost effective upgrade from by both increasing the maximum amount of charges from Energy Charge, as well as providing additional attribute bonuses.
 * 's active ability Magic Weakness increases the damage enemies take from spells cast by Jakiro and his team. It also gives good attribute bonuses, costs less than, and benefits all of his abilities.
 * are essential for Jakiro, as the additional mana pool allows him to cast his spells more frequently. The active ability Replenish Mana is also helpful to sustain Jakiro's spell usage, as well as help nearby teammates. is a natural path to upgrade to since Jakiro is commonly played as a support hero.
 * s are useful for the team, providing sight to key areas around the map. As a support hero requiring less gold to be successful, Jakiro is a prime choice to purchase them.
 * is extremely useful for transportation across the map. After death, it can be used 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.

Situational items:
 * is highly recommended, as Jakiro is commonly played as a support hero, and it goes hand in hand with his natural build of into.
 * is another great item to buy as a support. If the enemy has a large amount of spell casters, it is advised that Jakiro or another allied support buy one to increase the team's overall survivability. It also provides Jakiro with a large amount of passive health regeneration, meaning he can return to base less frequently and earn more experience on the battlefield. It is advised to only carry one per team, as the damage block effects do not stack.
 * provides intelligence and mana regeneration at a cost effective price, and it gives Jakiro an active ability that allows him to land his spells easier. A well-timed to follow up will guarantee the target is stunned as they fall from the cyclone. The active can also be used on himself to dispel any debuffs or silences that happen to be placed on him.
 * ' long-ranged root can set up as well as Jakiro's other abilities. The bonus mana and health also help Jakiro's survivability.
 * 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 is not a guaranteed escape item, as taking damage will disable the ability to blink for 3 seconds.
 * acts more as an escape item compared to, as it can be used while taking damage. It can also be used on allies if they need to chase after a kill or escape from danger themselves.
 * ' 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.
 * greatly increases the effectiveness of Jakiro's by prolonging the duration and increasing the damage of his ultimate, as well as much needed stats to remedy his health and mana pools.
 * allows a slot to be freed, provides a steady supply of health and mana regeneration to the team, and increases Jakiro's survivability.
 * provides a massive increase to Jakiro's mana pool and resistance to physical attacks. The active ability Arctic Blast provides additional damage in a teamfight and slows enemies, making Jakiro's abilities easier to hit. Freezing Aura helps reduce damage from enemy carries by slowing their attack speed.
 * provides a great disable with its active ability, Hex. It also provides a great increase in Jakiro's mana and mana regeneration, as well as all around attributes to help with his survivability.
 * greatly increases Jakiro's survivability by not only giving him all round health and mana boosts, but also by allowing his spells to lifesteal a portion of their damage. In addition, the cooldown reduction dramatically increases his damage and crowd control in teamfights.