Jakiro

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 is capable of dealing heavy damage throughout the game by locking enemies inside his Macropyre.

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.

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 guarantee 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.