Jakiro

Jakiro the Twin Head Dragon is a ranged intelligence hero who utilizes the powers of ice and fire with powerful linear area spells. He can freeze enemies in place with Ice Path, or slow them down with Dual Breath. He is capable of dealing heavy damage throughout the game by locking enemies inside his Macropyre, and provides great pushing power with Liquid Fire.

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 minuscule, making him a great hero for ganks, pushes and clashes across the battlefield.

Recommended items
Starting Items:
 * and offer a cheap way to regenerate health during the laning phase, allowing Jakiro to stay in lane longer and get the experience he needs.
 * allows Jakiro to replenish his mana over time, allowing him to use his spells to harass enemies with less worry of running low on mana.
 * increase Jakiro's overall survivability by providing additional attribute bonuses for a very cheap price.
 * is a good item for a support to purchase. Because of Jakiro's little need for gold in the early game, it is advised that he help the team by purchasing team related items, such as the Animal Courier or Observer Ward.

Early-game Items:
 * provide a large bonus to Jakiro's movement speed and is essential to help catch up to fleeing heroes or escape from danger himself. They can later be upgraded into Arcane Boots to help with Jakiro's mana.
 * is a useful item to have when the enemy team has many spell casters in the early game. Because of its active ability Energy Charge, enemies who cast many spells will quickly fill the wand with charges, offering great bursts of health and mana.
 * is useful for intelligence heroes casters such as Jakiro because of its cheap attributes and a great increase in his mana pool in the early game. This allows for Jakiro to use more spells before needing to return to the fountain.

Core Items:
 * is a good upgrade from the Magic Stick by both increasing the health and mana gained from Energy Charge and well as providing additional attribute bonuses.
 * is a good item on Jakiro as its active ability, Magic Weakness, weakens the enemy's magic resistance, causing spells from Jakiro and his entire team to deal more damage. It also gives a good attribute bonus, costs less than Aghanim's Scepter, and benefits all of his abilities.
 * are essential for Jakiro as the additional mana pool allows him to cast his spells more frequently. The active ability Replenish Mana is also helpful to sustain Jakiro's spell usage, as well as help nearby teammates.
 * are useful to the team by providing sight to key areas around the map. As a support hero requiring less money to be successful, Jakiro is a prime choice to purchase them.
 * is extremely useful for transportation across the map. After death, it can be used 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.

Situational Items:
 * provides a massive increase to Jakiro's mana pool, as well as providing a large amount of armor to help survive against physical attacks. The active ability Arctic Blast provides additional damage in a team fight, while the Freezing Aura helps reduce damage from enemy carries by slowing their attack speed.
 * provides a great disable with its active ability, Hex. It also provides a great increase in Jakiro's mana and mana regeneration, as well as all around attributes to help with his survivability.
 * is an excellent item for Jakiro to carry in order to help the team. Because of his little need for gold, Jakiro is a good choice to hold the Mekansm. It will provide a good bonus to Jakiro's attributes, while providing healing to nearby team members, boosting their armor, and increasing passive health regeneration. It is advised to only carry one per team, as the healing effects do not stack.
 * is another great item to buy as a support. If the enemy has a large amount of spell casters, it is advised that Jakiro or another allied support buy one to increase the team's overall survivability. It also provides Jakiro with a large amount of passive health regeneration, meaning he can return to base less frequently and earn more experience on the battlefield. It is advised to only carry one per team, as the damage block effects do not stack.
 * is helpful when setting up a gank, or to help allied heroes escape by imprisoning an enemy hero. This synergizes well with his, almost guaranteeing that an enemy hero will be trapped by Ice Path when they fall from the cyclone. The additional mana regeneration is very helpful, allowing Jakiro to cast his spell more frequently with less worry about mana. The bonus movement speed also gives him an edge against fast carries such as or.
 * is another helpful item for setting up ganks. The long ranged slow allows for a higher chance of to hit enemies. The bonus mana and health also help Jakiro's survivability.
 * is a useful item to have for teamfight purposes. While the Veil of Discord provides identical bonus 25% damage to, the increased range and duration greatly increase Jakiro's presence in a fight. Its bonus attributes are also helpful in terms of increasing both his health and mana pool.
 * allows Jakiro to initiate team fights much easier, along with the added ability to travel the map quicker and offers quick escape from incoming enemies. However it is not a guaranteed escape item, as taking damage will remove the ability to blink for 3 seconds.
 * acts more as an escape item than the Blink Dagger as it can be used while taking damage. It can also be used on allies if they need to chase after a kill or escape from danger themselves.
 * Octarine Core is a nice addition to Jakiro as most of his damage output will be from his spells, which means that he will be healed for 25% of all spell and item damage that he inflicts. The lower cooldown of his ultimate and items he may have will have a better effect. His DPS in teamfights will also raise dramatically, as the lower cooldown on his nukes allow him to have a better crowd control.
 * Aether Lens makes you use all you skills and items from a secure distance, and increases your spell damage.

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 far less efficient for its mana cost.
 * Leveling Ice Path over Liquid Fire and Dual Breath is not advisable as each level of Ice Path only adds 0.4 seconds of duration and 1 second of cooldown and no additional damage. Leveling Ice Path past level 1 does not provide much additional impact in the early game.
 * 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 and attack speed, Tranquil Boots for HP regen and mobility, 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 Ice Path. So your choice is between a 5 second 28% ms/28 as slow from Dual Breath or a 1 second stun from Ice Path.
 * The huge range and lasting area effect of Ice Path 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 magical damage, but your teammates' as well.
 * 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 area.
 * 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 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 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.

Trivia

 * Jakiro's fun/alternate name was Double Dragon, referring to the video game franchise developed by Technos Japan.

Gameplay
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Audio
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History
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