Jakiro/Counters

Bad against...

 * allows Anti-Mage to hunt down Jakiro, who has no way to escape without items.
 * protects Anti-Mage against Jakiro's mostly-magical damage.
 * Both and  is very hazardous for 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 without items.
 * 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 be used to protect allies from Jakiro's various abilities, It can also be cast on Jakiro to break his combos (Macropyre into Ice path into Dual Breath), while at the same time, stealing his much needed mana.
 * upgraded allows Outworld Destroyer and his allies to move while imprisoned, which allows them to leave the area of Jakiro's abilities.
 * As Outworld Destroyer is prone to buying, he can combine it with and 's high pure damage that can quickly decimate Jakiro, And unlike most heroes, Outworld doesn't particularly care who he targets.
 * Outworld is also a common Black King's Bar carrier, and Jakiro's only tool to counter it is the upgraded


 * 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.


 * can silence Jakiro and make him vulnerable to magical spells up to 6 seconds.
 * Skywrath Mage can usually 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 debuff immunity.
 * can reflect Jakiro's damage over time back at him, particularly if Jakiro overextends himself by using all of his abilities on the hero who wields it until Jakiro buys.
 * can render Jakiro useless in a teamfight. However, smart and skilled Jakiro can buy a dispelling item such as, or  to counter this issue.
 * and 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 until Axe buys.
 * serves as a large obstacle to stop Axe from chasing down fleeing stragglers to kill with Culling Blade until Axe buys.
 * Jakiro's many damage-per-second skills prevent Axe from initiating with his Blink Dagger. Forcing Axe to buy prematurely to protect himself against 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.


 * Batrider has poor survivablilty, relying on his mobility from to survive. Stunning him with Ice Path of Liquid Frost can easily spell his doom.
 * Batrider tends to cast on the squishest or the tankiest hero. Which Jakiro is not squishy, nor his generally the tank of the team, Due to this, Jakiro can usually save allies with Ice Path and Liquid Frost, while also potentially removing an entire hero from play for a short period of time.
 * Even if Batrider does cast Flaming Lasso on Jakiro, Batrider will generally drag Jakiro into a great setup for Ice Path and Macropyre.


 * While Jakiro's damage is going to be little more then average against him due to his . His large quantity of stuns can prevent Bristleback from getting his much needed stacks, while also giving his allies a chance to counter his high defense.
 * Dual Breath and Liquid Frost both reduce Movement Speed, removing one of Bristlebacks greatest strengths.
 * Liquid Fire reduces Bristlebacks Attack Speed, making it harder for him to burst down a hero with Warpath.
 * However Bristleback can generally catch and kill a lone Jakiro. And Jakiro is only effective in a group.


 * 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 AoE 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. Remember, however, that Crystal Maiden can partially solve this issue by buying, which will allow her to simply walk out of Macropyre.


 * Jakiro's area of effect abilities can hit Dark Willow even while she is hidden during the.
 * Waiting about 2 seconds after Dark Willow casts Shadow Realm to cast Ice Path will stun her while her Shadow Realm is at it's maximum damage.
 * Jakiro can stun Dark Willow when there is about 1 second left on, Jakiro's Ice Path stun lasts slightly longer then Cursed Crown.


 * 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 even trying to initiate 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.


 * can be easily canceled with Ice Path. However, Lion can counter this by buying his though, that is no longer possible, but Jakiro can counter this too with  upgraded  will deal pure damage through the debuff immunity forcing Lion to cancel it or die.
 * Lion has very strong single target capabilities, but usually struggles against multiple heroes, while Jakiro has good multi-target capabilities, His abilities also have a much shorter cast range then Jakiro's, allowing Jakiro to cast his abilities before he can get off his or.
 * Jakiro can also save an ally who Lion is attempting to by casting Ice Path on Lion.


 * 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 is a common wielder, which allows him to escape 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 he 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.


 * Both Jakiro's Ice Path and Liquid Frost can be used to cancel from either Jakiro or an ally.
 * only makes Pugna even more vulnerable to Jakiro's magical damage, And it has no adverse effects on Jakiro himself.
 * upgraded can deal pure damage-over-time and pierce debuff immunity, which can discourage Pugna from even trying to use.
 * Bear in mind, however, that can do some considerable damage to Jakiro due to high mana costs on his abilities.


 * 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.


 * Even though carry Silencer can easily take down a support Jakiro with his, Jakiro can also do the same to Silencer if he is not careful and if Jakiro is not played as support. As Silencer is rather squishy and lacks escape mechanisms without items, and Jakiro's damage over time abilities can take advantage of this.
 * can be used to prevent Silencer from escaping. And if Jakiro uses along with  and  in anticipation right before Silencer uses his abilities to disable Jakiro, Jakiro will be able to kill Silencer before he even gets a chance to do anything to Jakiro.
 * , and  from  can greatly reduce Silencer's attack speed.
 * upgraded can deal huge pure damage to Silencer even if Silencer is spell immune.
 * Bear in mind, however, that Jakiro should approach Silencer carefully as Silencer's, and  prevents Jakiro from casting any spell. Jakiro, however, can counter this by going for , a common item on support Jakiro, and with  and , a situational items on Jakiro.


 * 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.


 * Jakiro's wide area-of-effect abilities allow him to clear the waves of Terrorblade's illusions and to damage real Terroblade.
 * Both, and  from  deal magical damage, which can bypass Terrorblade's high armor.
 * Jakiro often buys, which combined with +275 Attack Range talent allows Jakiro to harass Terrorblade from safe distance without getting in range of and outrange Terrorblade greatly, even during.
 * upgraded can deal huge pure damage to Terrorblade and his illusions and can hurt real Terrorblade even if he is protected by  thanks to it's ability to pierce spell immunity when upgraded.
 * Just bear in mind, however, that Jakiro's abilites are all dealing damage-over-time, so a well-timed may spell a doom for Jakiro if Terrorblade can get close to him unless Jakiro builds  or  and other items that can give him a burst damage.


 * Tinker's has very little effect on Jakiro.
 * Tinker has to sit still for a short period of time due to, not only making it easy to catch him with Ice Path, but also by stunning him while he is Rearming, Jakiro generally spell Tinker's doom.
 * With s high area-of-effect and strong damage-over-time capabilties, Jakiro can quickly burn through his, and at the same time lock down his Blink Dagger. Both of which he relies heavily to survive on.


 * Dual Breath and Liquid Fire reduces Tiny's already abysmal Attack Speed.
 * If Tiny es a hero onto Jakiro, he can react with Ice Path, and potentially Macropyre.
 * Tiny's is easily countered with Ice Path.
 * As Tiny has a very high Health, Liquid Frost is particularly effective against him.


 * 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.


 * Weaver has poor health, relying on and  to survive, With Jakiro's considerable arsenal of stuns, Weaver cannot initiate on Jakiro without being punished heavily or even killed in return.
 * While difficult, Ice Path can catch Weaver during Shukuchi, And since Shukuchi only lasts 4 seconds while Ice Path's stun lasts 3.5, the stun from Ice Path will strip him of his escape.
 * Weaver has to be very careful casting Time Lapse around Jakiro, as it could very easily put him inside of a Macropyre or Ice Path.


 * can be easily canceled by Jakiro, or even turned against him with Macropyre, due to it's attack range being smaller then Jakiro's cast range. And, his Scepter does not allow him to move while using it. is even easier to land Jakiro's Macropyro/Ice Path combo. And unlike , Witch Doctor's Aghanim's Scepter upgraded Death Ward does not allow him to move while using it.
 * While can be quite effective on Jakiro, along with repetitive stuns from Paralyzing Cask, it is very difficult to get a strong Maledict on him. Although Witch Doctor's Paralizying Cask, Maledict and Death Ward combo will still quickly eliminate Jakiro.
 * On the other hand. will partly protect his allies from Jakiro spells, as it heals based on their Max Health once he gets his Talent (Level 25). Before then though, it won't make a dent in the damage Jakiro deals.

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.


 * can punish a hero who is targeting Jakiro, so long as they are not too close together
 * gives healing to Jakiro, who, when the two are together, will be taking the brunt of the damage
 * Liquid Fire makes it almost impossible to hit Enchantress through her
 * Even when she is broken, Jakiro can simple Ice Path or Liquid Frost the enemy hero


 * '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.


 * amplifies your already considerable magical damage.
 * slows enemies considerably, allowing you to land Ice Path or Liquid Frost with ease.
 * Skywrath also benefits from your considerable array of stuns, due to it allowing him to easily land a powerful


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

A more dangerous pair is hard to think of
 * combined with any of Jakiro's DoT effects can rapidly decimate enemy heroes.
 * This is particularly potent with Macropyre.
 * Ice path or Liquid Frost can protect Witch Doctor when an enemy hero tries to attack him, They also make a great setup for Maledict
 * combined with Ice Path can prevent even the most tanky of hero's from escaping.
 * It also can protect Jakiro from enemies who would use Spell Immunity, Jakiro's greatest weakness
 * keeps Jakiro's health topped off, as Jakiro will be the primary target of most heroes, due to his stuns protecting his allies
 * Both heros relies on mana granting items. As such they both will generally build which will help keep both of their pools topped off

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