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 attribute 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

 * When getting to level 6, you may opt to skip your ultimate when you don't have Arcane Boots, as the crowd control it does in comparison to spamming your other abilities is lesser and much more expensive.
 * Leveling Icepath over Liquid Fire and Dual Breath is not advisable as each level of Icepath only adds 0.4 seconds of duration and 1 second of cool down and no additional damage. Leveling Icepath past level 1 does not provide much additional impact in the early game.
 * Leveling Dual Breath over Liquid Fire is also not advisable. This is because each level of Dual Breath only provides 100 additional damage for a relatively significant mana cost increase (5/15/15) while Liquid Fire provides a free spell (not an attack if cast manually, i.e., goes through evasion) that causes enemy heroes to have significant difficulty with last hitting as the increase of the attack speed slow per level of Liquid Fire is 10%/level and reduces the cool down by 5/5/5/6. This provides a consistent 30 dps/50% attack speed slow if maxed at level 7 with 0 mana cost compared to a level 4 Dual Breath that only provides 38 dps at a mana cost of 17 mana per second without increasing the movement or attack speed slow. Maxing Liquid Fire first also provides a significant boost to early damage dealt to towers if your lane is pushing. This spell also slows towers attack speed providing less damage to your team and creeps when a tower is being pushed.
 * If you are going to max out Liquid Fire at level 7, you may want to opt for different boots, since you wouldn't be consuming enough mana for Arcane Boots to be truly useful. Instead, you can go for Phase Boots for mobility and damage, Power Treads for durability, Tranquil Boots for HP regen, or even keep it as brown boots to later upgrade it to Boots of Travel, giving you the ability to push out lanes when you find it suitable, as well as surprising enemies with your presence in a teamfight.
 * On level 1 Dual Breath does similar damage to Icepath. So your choice is between a 5 second 28% ms/as slow from Dual Breath or a 1 second stun from Icepath.
 * 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 however.
 * If another hero in your team is already getting Mekansm, you can instead buy a Veil of Discord to not only boost your already high AOE damage, but your teammates' as well.
 * Though Dual Breath has the greatest damage of any of his abilities when at level 4, it should still not be prioritized over Liquid Fire because it only does 8 dps more than Liquid Fire while draining your mana. Dual Breath and Icepath should not be prioritized over Liquid Fire even if your team is focusing on ganking as it provides the biggest impact via attack speed slow and consistent dps.
 * Liquid Fire is a spell with a smaller area of effect but has the largest damage growth (the dps for all four levels roughly doubles for each level and the dps is as follows: 3.75/6.67/12.5/30), but its effect is free additional damage and provides an attack speed slow, and should be prioritized during the early game as it can be active consistently when fully leveled.
 * Hits with Liquid Fire are very useful for tower pushing as it reduces their attack speed and deals damage even if Jakiro and his lane mates are not staying in tower range to attack it. 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. Instead, they should use it in conjunction with Dual Breath and use the combined Damage over time to push the lane.
 * When you can afford it, opting for a Shiva's Guard can be used to stack with your Dual Breath and Liquid Fire's MS slows to maximize the time your enemies spend inside Macropyre's AOE.
 * Shiva's Guard also stacks with Dual Breath and Liquid Fire's attack speed slows providing even more impact.
 * 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 attacking your teammates.
 * Jakiro's fun/alternate name was Double Dragon, the first arcade and console game published by Taito.