Jakiro/Guide

Lane Support and Pusher
Using low mana cost Dual Breath along with no mana cost Liquid Fire, Jakiro can bully even the tankiest heroes with damage block such as and  out of experience range. While Dual Breath helps with killing heroes during rune fights with its decent slow and damage, level one liquid fire gives earlier spammable harass and may force an early Healing Salve from enemy offlaners, crippling their laning. Either ability at level one is acceptable, just save your skill point until lane. Once your Liquid Fire has lost some of its 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 to 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.

Disabler
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 abilities like and, items such as  and , or heroes like , , and.

General

 * Jakiro has a below average turn rate. Coupled with his long animations and low movement speed, Jakiro has difficulties landing his abilities when his enemies are behind him, spread out, or can react quickly, as nimble opponents are able to see Jakiro's actions being played out to them and can take the appropriate measures to either sidestep or counter them. Consider purchasing additional mobility items as necessary, to help compensate these difficulties.
 * At level 6, you may opt to skip your ultimate if you don't have yet, as the crowd control it provides compared to spamming all of your other abilities is far less efficient for its mana cost.
 * Avoid leveling Ice Path over Liquid Fire and Dual Breath, as each Ice Path only adds 0.5 seconds of duration and -1 second of cooldown, with no additional damage, hindering early game impact.
 * In certain cases, however, such as a team composition relying on burst damage, Ice Path may indeed provide just enough disable to set up kills.
 * If you intend to max out Liquid Fire by level 7, you may want to opt for different boots, as you may not be consuming enough mana for Arcane Boots to be truly useful. Instead, you can buy Tranquil Boots for health regeneration and mobility, as you can always buy later on to complement . Alternatively, you can even keep your  for upgrading to  much later, giving you split-pushing potential, and ensuring your presence in teamfights.
 * When you can afford it, the movement slow from 's active can be stacked with Dual Breath to maximize the time your enemies spend inside a Macropyre.
 * Shiva's Guard's passive also stacks with Dual Breath and Liquid Fire's attack speed slows, providing even more impact.
 * Combine Macropyre with spells that keep the enemy in place as long as possible, such as Chronosphere, Black Hole, Upheaval, or Duel. It does not guarantee damage without these effects, 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 abilities and melee heroes that require they stay in an area; throw Macropyre from outside Chronosphere, for example, to dissuade Faceless Void from attacking your teammates.
 * Because of Jakiro's slow cast points and backswings, you should aim to cancel animation as often as possible to minimize downtime.
 * For instance, applying Liquid Fire right after the first wave of Dual Breath could make the difference between a core's death, and letting your target escape.


 * This is usually the ablity you should max first. Each point in Dual Breath doubles its damage output for only 5 extra mana cost.
 * Dual Breath has an enormous cast backswing, so you should cancel it by hitting "stop" key after Dual Breath reaches its cast point, allowing Jakiro to use another ability, attack, or move quickly after.
 * Dual Breath deals a greater than average damage compared to other similar area of effect abilities.
 * However, avoid spamming this ability at level 1 as its damage at that time isn't good at all.
 * At levels 3 and 4 it's a powerful tool in ganks, capable of doing a lot of damage to heroes in early to mid game.
 * This ability is excellent for pushing lanes. At level 4 combined with Liquid Fire, it can obliterate whole creep waves on its own (except siege creeps).
 * The damage is dealt overtime and can be countered by high health regeneration and can be dispelled by heroes such as, , and.
 * Dual Breath applies a slow debuff first before the damage overtime debuff. Along with its long casting animation, quick-fingered opponents may be able to evade the damage overtime debuff.
 * When chasing opponents alone, only cast this ability when they are within about half of the cast range. Otherwise they will get the slow debuff but not the damage debuff. Although you should opt for the slow-only if you have a teammate that can take advantage of it.
 * Enemies can use Force Staff or some other forced movement to expel their allies out of reach of the flame debuff.
 * Use Dual Breath along with Liquid Fire to wear down creep waves and medium or large jungle camps, giving Jakiro quick farm; Liquid Fire by itself is usually enough to clean up small camps.


 * Ice Path will stun any enemy unit that comes in contact with it for the duration it has remaining on the battlefield, meaning that 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 deals only 50 magical damage even at the highest level. Be sure to use Jakiro's other offensive abilities to follow Ice Path, or have teammates to support you to maximize the effectiveness of Ice Path's utility.
 * Shooting Ice Path from outside enemy vision is much more advantageous than using it in front of their faces, since its linear area and animation make it easily avoidable.
 * Try to surprise enemies from the fog of war, higher ground, or from invisibility effects like Glimmer Cape.
 * When being chased, you may want to use Ice Path in the direction Jakiro is heading rather than having to turn around. The long duration and big area of Ice Path will apply stuns to enemies who were getting too close to Jakiro before.
 * The level 25 talent can increase Ice Path's stun duration to a devastating 4 seconds, which easily shut down enemy carries while allowing Jakiro and teammates to dish out free damage.
 * Take this talent against enemy teams that have a lot of damage output, since it will give your teammates some breathing space in a team fight.
 * The talent also has the niche of giving room to channel, potentially on top of Macropyre.
 * However, you should not opt for this talent if the enemy team (especially their carries) have good dispels, Black King Bar, or abilities that give spell immunity.
 * Ice Path grants flying vision in its area, so use it to check the Roshan pit or scout enemies hiding in trees when teammates are pushing.
 * Account for Ice Path's cast point when chain disabling.
 * Using it too early after for example can shorten the duration considerably, wasting a chunk of the 2.5 second stun.


 * Use Liquid Fire to push as it reduces the tower's attack speed. It also does enough damage to towers that even hit-and-runs with Liquid Fire can reduce tower's health significantly.
 * Use Liquid Fire to kill lane creeps, especially with Dual Breath, making Jakiro great at pushing lanes.
 * Use Liquid Fire to harass opponents during the laning stage. On top of the damage, the attack speed reduction should mess with the enemy laner's ability to last hit effectively.
 * Manual cast of Liquid Fire does not draw lane creep aggro, but autocast does.
 * At level 4, Liquid Fire can be applied to the same opponent continuously, as the debuff lasts for 5 seconds while the ability has a cooldown of 4 seconds.
 * Liquid Fire keeps enemies in check by hampering their attack speed almost indefinitely.
 * Liquid Fire counters enemies with low natural attack speed, such as, Roshan, and siege creeps, as it will reduce their already slow attack rate to a crawl.
 * Liquid Fire has a greater attack range when cast manually. Use manual cast when you're against enemies with a naturally greater attack range than you, e.g. towers, 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.


 * Like Dual Breath, Macropyre has a long cast backswing animation. Hitting the "stop" key during Macropyre's backswing animation after the cast point will make Jakiro ready for other actions. As in the case of Dual Breath, mastering this mechanic increases Jakiro's damage output and effectiveness.
 * Macropyre lasts for a long duration and has a relatively short cooldown, making it good at area-denial.
 * Rather than using Macropyre to damage the enemy directly, try to position it so as to block strategically important areas e.g. allied/enemy towers and escape routes.
 * Macropyre can also create an arena for teammates to fight in, since enemies inside the area takes great damage over time.
 * Use Macropyre right after a teamfight has begun, and tell teammates to avoid straying away from Macropyre's area.
 * Macropyre has potential for huge damage output; considering the situation you can use it to bump off stray enemy supports, preferably after trapping them in Ice Path first.
 * With 's upgrade, Macropyre lasts for 30 seconds. When cast at the right intervals, it can clear 2 waves of creeps and give your team a huge advantage in terms of pushing.
 * Macropyre can clear vast areas of trees. Bear this in mind if you have allies or enemies who utilize trees for their abilities or for juking.
 * The level 25 talent changes Macropyre's damage to pure and allows it to pierce spell immunity.
 * Opt for this talent if the enemy team has tanky heroes, spell immunity, or a significant gold advantage over your team.
 * Choose this talent if your team has a low damage output.
 * Choose this talent if you have an Aghanim's Sceptre. If your farming didn't go well you may choose the Ice Path talent.
 * Due to low reliability of Macropyre against heroes but relatively short cooldown, Jakiro can opt to use Macropyre on creep waves, helping with pushing or defending buildings, and even shutting down 5 man pushes before they can break backdoor.

Items
Starting items:
 * offers cheap health regeneration during the laning phase, allowing Jakiro to stay longer in lane and get the experience he needs.
 * also restores health to Jakiro and allies.
 * replenishes Jakiro's mana over time, allowing him to keep harassing enemies using Dual Breath.
 * 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.
 * ferries items to Jakiro and teammates throughout the game.
 * grants vision of the enemies so Jakiro and allies can better plan ganks and pushes.

Early game:
 * 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 to help with Jakiro's mana.
 * grant charges as enemy heroes use abilities, which exchange for a burst of health and mana restoration.
 * adds a little bit to Jakiro's low movement speed, and builds into Eul's Scepter of Divinity.
 * 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:
 * , a cost effective upgrade of, increases the maximum amount of charges, as well as providing additional attribute bonuses.
 * 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 to better support his team.
 * 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:
 * 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.
 * acts more as an escape item compared to, 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.
 * 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:
 * '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, and benefits all of his abilities.
 * ' 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.
 * ' 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.
 * 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.
 * helps increase survivability of Jakiro and allies by granting invisibility and magic resistance.
 * supports Jakiro and team with health restoration and armor. It goes hand in hand with his natural build of into.
 * shields Jakiro and allies from magical damage, on top of giving passive health regeneration and magic resistance.
 * 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.
 * provide a steady supply of health and mana to the team, and increases Jakiro's survivability with armor, health regeneration, and dispel.
 * 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.
 * 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.

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