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