Jakiro/Counters

Bad against...

 * allows Anti-Mage to hunt down Jakiro, who has no way to escape.
 * protects Anti-Mage against all of Jakiro's magic damage.
 * is very effective against Jakiro because of his high mana.


 * prevents Jakiro from casting spells as all his spells have very long cast times.
 * Jakiro is also an easy target for Clockwerk's Hookshot + Power Cogs combo, as he has little mobility and no escape.
 * Alternatively, if the enemy Clockwerk traps one of his own allies or Jakiro's allies in the cogs, it gives Jakiro an ideal setup to punish Clockwerk and his ally or to save Jakiro's ally, respectively.


 * grants Lifestealer immunity to all of Jakiro's spells. Note: magic resistance will not dispel the attack speed slow effects from Dual Breath and Liquid Fire.


 * allows Oracle to make allies spell immune, allowing him to save allies from Jakiro's spells.
 * can be cast onto Jakiro to disarm him and prevent him from pushing with his Liquid Fire.
 * allows Oracle to free allies from Jakiro's Ice Path.


 * can hinder Jakiro's early pushing power by clearing creep waves.
 * All of Jakiro's spells are great for Rubick to.
 * Ice Path is a great spell for Rubick so steal, since Rubick has no cast time on stolen abilities, making Rubick's version of Ice Path much more reliable than Jakiro's.
 * Macropyre is a great way for Rubick to farm.


 * Silencer's and  prevents Jakiro from casting any spell.
 * A carry Silencer can easily take down a support Jakiro with his.


 * can silence Jakiro up to 6 seconds. Also, it makes Jakiro vulnerable to magical spells.
 * Skywrath Mage can burst down Jakiro with his high damage magical spells.

Others

 * Heroes with good counter-push abilities to clear creep waves can hinder Jakiro's early pushing ability:, , ,.
 * Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower:, , , ,.

Items

 * negates almost all of Jakiro's spells, except upgraded, which changes it's damage type from magical into pure and allows it to go through spell immunity.
 * can render Jakiro useless in a team fight. However, smart and skilled Jakiro can buy a dispelling item such as, or  to counter this issue.
 * greatly reduces damage from Jakiro's spells due to the extra magic resistance it provides, except upgraded, which changes it's damage type from magical into pure and allows it to go through spell immunity.

Good against...

 * neutralizes initiation attempts with Berserker's Call, and its long area of effect discourages follow-ups from Axe's teammates.
 * serves as a large obstacle to stop Axe from chasing down fleeing stragglers to kill with Culling Blade.
 * Jakiro's many damage-per-second skills prevent Axe from initiating with his Blink Dagger. And since Axe rarely buys, he's vulnerable to Jakiro's abilities and counter-initiaions.


 * Jakiro relies entirely on dealing damage through his area-of-effect abilities, making less effective against him, although it will still reduce his cast range.
 * An ill-timed can give Jakiro a good setup for all of his ablities.
 * Jakiro can easily cancel with, as Bane is very easy target while channeling it.
 * upgraded can deal pure damage-over-time and pierce spell immunity, which can discourage Bane from even trying to use Fiend's Grip.


 * Broodmother and her Spiderlings need to be very careful during the laning stage against Jakiro, as Jakiro can take down Broodmother's Spiderlings, preventing her from pushing as well as gaining a good amount of gold.


 * Jakiro's damage over time force Chen to use prematurely, potentially wasting chance to save his allies during teamfight.
 * Dual Breath and Macropyre can be used to disrupt Chen's jungling work.


 * With his damage, Jakiro can easily kill Chaos Knight's  illusions.
 * Chaos Knight usually doesn't buy a, making him vulnerable to an Ice Path into Macropyre combination.


 * allows Jakiro to easily cancel Freezing Field.
 * Freezing Field makes Crystal Maiden an easy target for all of Jakiro's abilities without a.
 * upgraded can deal pure damage-over-time and pierce spell immunity, making  nearly useless for Crystal Maiden, as its high damage over time and long duration can discourage Crystal Maiden to use Freezing Field.


 * Jakiro's area of effect abilities can hit Dark Willow even while she is hidden during the.


 * Most of the of Jakiro's damage-over-time abilities put Enigma's Blink Dagger on cooldown, potentially forcing him to prematurely activate.
 * Jakiro's, , and  from  can take out Enigma's Eidolons, reduce Enigma's attack speed and put Enigma's Blink Dagger on cooldown.
 * Jakiro can easily cancel with  as Enigma is a very easy target while channeling it.
 * upgraded can deal pure damage-over-time and pierce spell immunity, which can discourage Enigma from initiating with.


 * Jakiro's area-of-effect ability arsenal allows him to affect multiple heroes at once, giving Io difficulties in saving them as he can only heal one hero at a time with Tether.
 * can be used to cancel both, Tether and Relocate.
 * Jakiro commonly buys that can be used to cancel Relocate, prevent Io in escaping with Tether and make Io easy target for  and.


 * All of Jakiro's skills are Area of Effect, which can easily affect all Meepos in a targeted area.


 * Jakiro's damage over time abilities can clear Naga Siren's illusions and can hurt real Naga Siren even for the duration of.
 * Naga Siren is not a hero that likes to go for, and that makes her very vulnerable to Jakiro's damage over time in every phase of the game.


 * Jakiro's skill arsenal can ruin Nature's Prophet's gameplay: Dual Breath and Liquid Fire can clear treants from while simultaneously slowing Nature's Prophet, Ice Path can disrupt Nature's Prophet's escaping attempt with, and Macropyre can easily clear treants from.


 * Jakiro's spells inflict AoE damage, meaning he can take down Phantom Lancer's illusion army very quickly.
 * Bear in mind, however, that once Phantom Lancer buys which can burn Jakiro's mana, Jakiro will be vulnerable to Phantom Lancer 's counter-attacks if her runs out of mana.


 * Jakiro has 3 damage over time spells, 2 of which are from debuffs on Puck ( and ) and 1 affecting an entire area, making it easy for him to disable the blink dagger.
 * is also strong against Puck, as he can cast it towards Puck during Phase Shift, who then gets instantly stunned once Phase Shift ends.


 * Riki can easily be caught in an Ice Path and Macropyre combo as he finishes, Jakiro just has to be careful about Riki's when dealing with Riki.


 * All of Jakiro's active skills can be targeted on an area, which is effective at forcing Templar Assassin to move should she away.
 * Many of Jakiro's spells utilize damage-over-time mechanics, which makes it easy to strip away layers of.


 * With Dual Breath, Liquid Fire and Macropyre Jakiro can quickly remove all from a target.
 * Ice Path allows Jakiro to prevent Treant Protector from using while staying at a safe distance.

Others

 * Jakiro's early pushing ability from Liquid Fire makes Jakiro very strong against heroes, that take a long time to get online:, ,.
 * Jakiro's reliance on his abilities can cause struggles for heroes who rely on evasion or blinds to get upper hand:, , , ,.
 * Jakiro's area-of-effect abilities make him strong against heroes who rely on illusions and summons:, , , , , , ,.
 * Heroes with channeling spells are very easy targets for Jakiro's abilities:, , , , , ,.

Items

 * and are not a problem for Jakiro as he entirely deals magical (pure with  upgraded ) damage.
 * Jakiro's abilities are useful for intercepting heroes who teleport with and/or.
 * If played as carry and if he buys right-click items in combination with upgraded,  is not going to be much of a struggle for Jakiro. However, it can be seriously hard to play carry as Jakiro.
 * 's illusions can be easily cleared with Jakiro's area-of-effect's abilities.

Works well with...

 * is a good spell to help Jakiro to land its devastating AoE spells.


 * s slow stacks with Jakiro's Dual Breath. This enables them to chase down fleeing heroes.
 * provides a great setup for Jakiro's spells.


 * will stun enemies for 1.6 secs, and further slow them for an additional 1.75 to 4 seconds, allowing Jakiro to initiate any of his spells with ease.
 * makes landing an Ice Path very easy. Should Kunkka follow-up with a of his own, the enemy will be disabled for a long duration.
 * has an incredibly large stun radius and deals high damage, and is capable of gathering enemies into a cluster should Kunkka have . Used in conjunction with Macropyre, Jakiro can easily finish off weakened foes from the initial impact of.


 * is also capable of bringing enemies together into a bunch, though they will only be slowed, making timing essential to ensure that Jakiro's spells land accurately.
 * gathers enemies into a tight cluster, making it very easy for Jakiro to unleash his full repertoire of spells onto his enemies


 * and are easy ways to land your Ice Path and make successful ganks from a moderate distance.


 * is really helpful for Jakiro to land his AoE spells.

Others

 * Heroes with trap abilities can keep enemies in place for Jakiro to aim his spells:, ,.

List of heroes that counter Jakiro, and list of heroes that work well with Jakiro.

Jakiro/Противостоящие