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


 * Dual Breath has an enormously long second cast backswing, so it is often worthwhile to cancel it by issuing any order after Dual Breath reaches its cast point. Instead of waiting for the animation to end after the cast, one can stop the backswing animation by ordering a move, an attack, or one of Jakiro's other abilities or items.
 * 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.
 * Ice Path makes for a good area denial spell, as it covers a last area, similar to Invoker's Ice Wall and Underlord's Pit of Malice.
 * 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.


 * 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.
 * 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.


 * Like Dual Breath, Macropyre has a long cast backswing animation. Issuing a new order to cancel 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.

Items
Starting Items: Early Game: Core Items: Situational:
 * potions early in the game help with Jakiro's high mana consumption.
 * is useful when you are out of mana and Clarities.
 * is a recommended item to get, as it allows Jakiro to recover some instant mana for his spells whenever he has charges.
 * gives mana regeneration and armor Jakiro, blostering his high mana usage and low base armor.
 * allows Jakiro to cast freely at the cost of health.
 * helps Jakiro in positioning himself, and can be built into.
 * is a cost effective upgrade from.
 * is a relatively cheap item that can be easily built to give Jakiro some health regeneration and armor. The core feature of this item is the active, that tremendously increases all the effective damage of his spells.
 * helps to alleviate Jakiro's high mana consumption by providing a boost to his maximum mana, as well as giving him an active ability to recover mana as well. is a natural path to upgrade to since Jakiro is played as a support hero.
 * is highly recommended, as Jakiro is commonly played as a support Hero, and it goes hand in hand with his natural build of into.
 * 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.
 * provides an intense increase to mana regeneration and intelligence, and gives Jakiro a solid ability to hard disable an opponent effectively.
 * is en effective item that 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. The active can also be used on himself to dispel any debuffs or silence that happen to be placed on him.
 * gives Jakiro some mana management bonuses, and its active ability synergizes well with his spells.
 * allows a slot to be freed, provides a steady supply of health and mana regeneration to the team, and increases Jakiro's survivability.