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 or disabling items as necessary, to help compensate these difficulties.
 * Most of the time, a value point into early game is enough for disabling channeling spells, stopping movement and stacking camps.
 * In certain cases, however, such as a team composition relying on burst damage, you may wish to max first to set up kills or keep enemies at bay.
 * If you intend to max out first on the other hand, you may want to opt for different boots, as you may not be consuming enough mana for  to be useful instead of stacking up  potions. Instead, purchase  for health regeneration and mobility, possibly buying  later on to solve mana problems. Alternatively, you can even keep your  to upgrade into, giving you split-pushing potential, a way of gaining resources without taking from allies, and ensuring your presence in teamfights with a 40 second cooldown TP across the map.
 * 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 right after the first wave of  could make the difference between a enemy hero's death, and letting them escape.
 * Whenever possible, always try to stack camps with auto attacks and to allow for you and your allies to reap extra farm. Jakiro in particular benefits from stacking due to the nature of his spells being AOE and having attack speed slows.


 * Jakiro usually wants to max Dual Breath first as it offers high damage increase for minor mana cost increase. Even in another build that relies on a different spell being maxed out first, it's advised to at least have 2 points in Dual Breath.
 * Dual Breath has an enormous cast backswing, so you should cancel it by hitting the "stop" key or casting another spell 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, helping Jakiro harass and gank the enemies.
 * Therefore, avoid spamming this ability at level 1 as its damage at that time is still low. Save your mana and start harassing with Dual Breath once it's level 2.
 * The damage is dealt over time 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 over time debuff. Along with its long casting animation, quick-fingered opponents may be able to evade the damage over time debuff.
 * When chasing opponents alone, use the 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 teammates that can take advantage of it.
 * Enemies can use Force Staff or some other forced movement to expel themselves out of reach of the flame debuff.
 * Use Dual Breath along with to wear down creep waves and medium or large jungle camps, giving Jakiro quick farm;  by itself is usually enough to clean up small camps.
 * While the Level 10 talent allows for slightly improved slowing potential, it's usually recommended to skip it in favor of the Attack Range talent, due to having both and  benefiting from it.


 * 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. Be wary of those keen at dodging the spell.
 * Due to the duration of the path lasting longer than the disable, you may wish to use leverage Ice Path to force enemies to travel a certain direction.
 * 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.
 * The low damage is still enough to score last hits in situations where Jakiro is at low health, is too far away to use an attack, or there are multiple low health creeps.
 * 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 night's fog of war, higher ground, tree lines, or from invisibility effects like.
 * 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 radius of Ice Path may stun to enemies who were getting too close to Jakiro before, although melee heroes may still be able to attack you if they keep their distance.
 * Ice Path grants flying vision in its area, so use it to check Roshan's pit, deward or scout ahead.
 * Due to the properties of Ice Path, combined with debuff immunity applying any disables immediately after the duration ending, an early Ice Path may force enemies to disengage, or risk the immediate disable.
 * Because of Ice Path's formation delay, it allows for just enough time to channel } immediately upon cast, allowing for significantly more damage from a combo due to both extra damage over time and slow.
 * Be careful, while allows you to have a guaranteed combo, it will still be easy for them to break out of Ice Path if they have any instant cast ability or item, as there is a short period of time where they can act before the stun.
 * Whether you are intending to clear stacks yourself or simply wish to help out a teammate that can clear them instead, Ice Path also allows you to stack effectively due its long range, low mana cost and short stun time. With proper timing, roughly 2-3 seconds before the usual camp timing based on the current stun duration, it's relatively easy to stack without even being inside the jungle proper, allowing Jakiro to multitask while pushing out a lane or even stacking additional camps with ease. Consider doing this during down time, or when your build mainly focuses on maxing out first, due to spare mana.


 * Liquid Fire is an amazing pushing skill due to being manaless area damage that can affect towers. Over time, even hit-and-runs with Liquid Fire chip away tower health significantly.
 * With high magical damage combined with attack speed slow, Liquid Fire is particularly good at killing creeps, especially combined with, making Jakiro great at pushing lanes and clearing any nearby camps.
 * 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 or deny effectively.
 * At level 4, Liquid Fire can be applied to the same opponent continuously, as the debuff lasts for 5 seconds, dealing 45 magical damage per second while the ability has a cooldown of 4 seconds.
 * Liquid Fire can keep enemies in check by hampering their attack speed almost indefinitely should Jakiro be in range and able to attack.
 * Liquid Fire naturally counters enemies with low attack speed, such as, Roshan, and siege creeps Be sure to apply it onto them when possible. In turn this effect is minuscule against enemies with fast attack speed such as or , and as such the attack slow should not be the primary usage of this spell on those enemies.
 * Liquid Fire has 200 bonus attack range when cast manually. Keep this in mind whenever when you're against enemies with a naturally greater attack range than you or when your target is just out of reach of your own natural attack range.
 * The damage over time may be enough to kill opponents, with similar effect to or . Combine both to finish off enemies even after they use their mobility or invisiblity.
 * Like all active attack modifiers, a manual cast of Liquid Fire does not draw lane creep aggro, but autocast does.
 * Also like other modifiers, the bonus range stacks with other attack range bonuses, particularly with the Level 10 Attack Range talent.
 * The placement of the middle filler building in front of the enemy team's tier 4 towers allow for the AoE of Liquid Fire to apply to both. If this building is still alive, target it instead of the tower directly for bonus siege damage.


 * Unlocked with, Liquid Frost, like , is a manaless autocast attack modifier that can be manually casted to increase Jakiro's effective range and to siege.
 * This attack orb may be used in conjunction with when set to autocast, and vice versa.
 * Compared to, Liquid Frost has a longer cooldown, but considerably higher damage potential with it being based on the maximum health of the of the target, as well as providing a movement slow rather than attack speed slow.
 * Due to these properties, this makes Liquid Frost a very versatile option for its cost, especially for a mid Jakiro: being usable in tandem with to make enemies stay in  for far longer, slowing enemies to land easier s, siege extremely quickly in tandem with  and, and even simply covering bases which Jakiro would otherwise lack: an innate way of dealing with high health targets effectively.
 * Tips that would apply to apply here as well.


 * Like, 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.
 * If the enemy is preoccupied with chasing down or attack an ally for example, you may be able to get away with a fast Macropyre into combo if you are out of focus.
 * Macropyre lasts for a long duration and has a relatively short cooldown, making it good at area-denial.
 * Use this whenever the creep wave arrives to score free gold and experience while damaging and potentially scoring a kill on heroes.
 * While you should use Macropyre to damage the enemy directly, you should also try to position it to block off or protect strategically important areas e.g. allied/enemy towers, treelines, escape routes, or Roshan's Pit.
 * In addition 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. You may also wish to use it on stacked camps should you lack points into, preferably multiple camps at once.
 * If the situation isn't to your advantage, have you and your allies retreat towards Macropyre, damaging any enemy that dares chase you.
 * Macropyre has potential for huge damage output; considering the situation you can use it to bump off any low health enemy, preferably after slowing or stunning them first. Merely touching the large AOE guarantees 2 seconds of damage, with potential for even more the longer they stay.
 * Combine with spells that keep the enemy in place as long as possible, such as, , , or . 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 from outside, for example, to dissuade  from attacking your teammates.
 * 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.
 * also changes Macropyre's damage to pure and allows it to pierce debuff immunity, dealing significantly more damage to enemies under this effect.
 * Purchase Scepter mainly if the enemy team has tanky heroes, debuff immunity, or a significant map advantage over your team, otherwise it may be worth ignoring this upgrade early on in favor of more versatile yet equally expensive options such as, , or your shard upgrade, as the impact may be minor at best.

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.
 * 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.
 * grants vision of the enemies so Jakiro and allies can better plan ganks and pushes.
 * combined with early on can signifcantly increase Jakiro's chances to obtain First Blood advantage. Later on, this may be purchased to enhance 's deadliness.
 * 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.

Early game:
 * provide a significant bonus to Jakiro's movement speed, which help catch up to fleeing heroes or escape from danger himself.
 * 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 the option to either upgrade Arcane Boots to to better support his team, or  to increase pushing prowess.
 * is a sidegrade option to providing high HP regen and movement speed instead of mana. May be combined with  to solve any mana issues.
 * and 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. Also advisable to purchase another for extra speed once built.
 * allows Jakiro to carry on demand healing, as well as boister his impressive damage over time combined with and.
 * 's active Magic Weakness increases the magical damage enemies take from Jakiro's and his teammates' abilities.

Mid game:
 * provides intelligence and mana regeneration at a cost effective price, and it gives Jakiro an active ability that allows him to land his abilities more easily. After using Cyclone, Jakiro will have enough time to set up and time  to ensure maximum stun duration on enemy target. Jakiro can also use the active on himself to dispel debuffs or silences. Upgradable to  late game for additional defensive utility.
 * ' long-ranged root can set up as well as Jakiro's other abilities, being a good alternative to cyclone. The bonus stats also help Jakiro's effectiveness. Can be upgraded later to  for additional AOE prowess.
 * 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. Later it can be upgraded into , for both additional mobilty options and extra attack range.
 * increases the effectiveness of by prolonging the duration and increasing the damage, as well as giving Jakiro attributes to remedy his health and mana pools. It also changes 's damage type from magical into pure, and allows it to pierce debuff immunity for significantly more damage.
 * gives Jakiro access to a new ability,, that can be used to slow enemies, siege towers, and deal Max HP damage at no mana cost and a low cooldown.
 * is a very cheap and strong item for Jakiro's game plan as it works twofold: not only allowing further destruction of enemy structures in tandem with and, but also allowing for more advanced  combos with , perfectly syncing when you channel it immediately after the cast point. Be wary of enemies with Status Resistance, for they will be able to escape and counter this maneuver.

Late game:
 * , for a support Jakiro, may be purchased in the late game to provide pressure to enemy lanes should they go undefended, or bag massive pushing advantage after winning a teamfight. For a mid Jakiro, this item may be instead be purchased in place of, allowing Jakiro to maintain a global presence throughout the match by simultaneously remaining a constant threat to enemy map control as well as providing many opportunities to farm his other items quickly. The high movement speed provided also helps make up for high cast times.
 * is the upgrade to, allowing for Jakiro to deal current HP% damage and reduce healing of those affected, allowing for significantly higher effective damage combined with.
 * 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.
 * 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 speed, 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 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 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.
 * helps increase survivability of Jakiro and allies by granting invisibility and magic resistance.
 * , an upgrade for gives Jakiro extra mobility to use for either escaping or catching up with enemy heroes and the increased attack range that allows him to use  from safer distances.
 * , an upgrade to, turns the root into an AoE ability, being able to catch multiple enemies for Jakiro's AoE toolkit. The passive chain lightning also provides extra area of effect damage.
 * , a luxury item mainly used in the late game, provides Jakiro both the ability to move while cycloned, and the ability to use the active on allies, potentially saving them from enemy assault.
 * shields Jakiro and allies from magical damage, on top of giving passive health regeneration and magic resistance.
 * allow Jakiro to provide a steady supply of health and mana to the team, and increases Jakiro's survivability with armor, health regeneration, and dispel.
 * greatly increases Jakiro's survivability by giving him all round health and mana boost. In addition, the cooldown reduction dramatically increases his damage and crowd control in teamfights.
 * will give Jakiro spell lifesteal with which he will be able to heal himself using his abilities and a magical burst damage, allowing him to finish off enemy heroes faster.
 * will give Jakiro great amount of intelligence, attack speed, armor, true strike every 9 seconds and will increase the traveling speed of his attack projectiles. In addition, Liquid Fire and Liquid Frost from will travel faster and will have true strike every 9 seconds, they will also be able to be used on ethereal units when activated.
 * and both allow Jakiro to disarm an enemy hero. Ethereal Blade is recommend should the enemy lack dispels, while Heaven's Halberd is a more general solution.
 * 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. At the late game it can also be upgraded into for a reduced cooldown and increased cast range.
 * will provide Jakiro with magic resistance, and will allow him to convert a proportion of spell damage taken into mana.
 * allows for a low cooldown dispel and reflection to any of Jakiro's allies as needed.
 * provides debuff immunity, allowing Jakiro to use his abilities with little problems of getting interrupted.
 * will give Jakiro a big boost for his health pool and mana pool and will also give him a very good amount of attribute points. Furthermore, Jakiro's normal attacks will allow him to slow down movement and attack speed and to reduce enemy heals, health regerenation and lifesteal.

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