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Jakiro
Jakiro icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
25 + 2.8
15 + 1.2
26 + 3
Level 0 1 15 25 30
Health 200 700 1480 2280 2600
+0.25 +2.75 +6.67 +10.67 +12.27
Mana 75 387 891 1395 1599
+0 +1.3 +3.4 +5.5 +6.35
Armor 1 3.5 6.3 10.3 11.63
Damage Block -
Magic Resistance 25%
Status Resistance 0%
Damage 27‒35 53‒61 95‒103 137‒145 154‒162
Attack Rate 0.59/s 0.68/s 0.78/s 0.92/s 0.96/s
Attack Range Ranged 400 (950)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.4+0.3
Projectile Speed 1100
Movement Speed ▶️ 290
Turn Rate Takes 0.175s to turn 180°. 0.6
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Default
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.
Macropyre
Liquid Frost
Freezes and burns enemies with magic.
Most Pyrexae Dragons are hatched with one head, attuned to either ice or fire. Then there was Jakiro, an accident of nature. Possessing the might of both elements, the twin-headed dragon's Dual Breath freezes and burns simultaneously. Gobs of Liquid Frost or Liquid Fire adhere to armor and walls, melting down steel and stone alike. Retreating foes are blocked off with Ice Path, giving Jakiro ample time to roast them on his Macropyre.
Dual Breath
Ice Path
Liquid Fire
Liquid Frost
Liquid Frost
Macropyre
Macropyre
Roles: Support Support Nuker Nuker Pusher Pusher Disabler Disabler
Complexity: ★☆☆


Bio[]

Jakiro minimap icon.pngJakiro, the Twin Head Dragon
▶️ "Two sides of the same coin."
Even among magical beasts, a twin-headed dragon is a freak. Equal parts ice and fire, cunning and rage, the creature known as Jakiro glides over charred and ice-bound battlefields, laying waste to any who would bear arms against it. Pyrexae dragon clutches always contain two fledglings. Famous for their viciousness even from the first moments of life, newly hatched dragons of this species will try to kill their sibling while still in the nest. Only the strongest survive. In this way is the strength of the Pyrexae line ensured. By some accident of nature, the freak Jakiro hatches from a single egg, combining in a single individual the full range of abilities found within the diverse Pyrexae species. Trapped within the armature of its monstrous body, the powers of ice and fire combine, and now no enemy is safe.

Abilities[]

Dual Breath
Dual Breath icon.png
Affects
Enemies
Damage
Magical
An icy blast followed by a wave of fire launches out in a path in front of Jakiro. The ice slows enemies, while the fire delivers damage over time.
Cast Animation: 0.35+1.4
Cast Range: 750 (Talent 1500)
Starting Radius: 225
Travel Distance: 750 (Talent 1500)
End Radius: 275
Move Speed Slow: 28%/32%/36%/40%
Attack Speed Slow: 28/32/36/40
Damage per Second: 20/40/60/80 (Talent 40/80/120/160)
Duration: 5
Cooldown: 10
Mana: 140/150/160/170
Does not pierce spell immunity.
The slow persists and attempts to deal damage if debuffs were placed before spell immunity and when not dispelled.
Buff/Debuff
Modifiers [?]
modifier_jakiro_dual_breath
Undispellable
modifier_jakiro_dual_breath_slow
modifier_jakiro_dual_breath_burn
Pyrexae dragons have tremendously dangerous breath for each branch of the species; combining them is unimaginable.

Notes:

  • Targeting a unit causes the breaths to be released towards the unit's position.
  • Both the icy and fiery wave travel at a speed of 1050, taking 0.71 (Talent 1.43) seconds to travel the full distance.
  • The fiery breath is released 0.2 seconds after the icy breath is released.
    • This means it is possible for enemies to be hit by only one of the breaths, by getting in or out of range of the second breath.
    • Jakiro cannot move until both waves are released, but can use items and abilities, and turn a little bit between the first and the second breath.
  • With the travel distance and end radius, Dual Breath can hit units up to 1025 (Talent 1775) range away.
    • The complete area of both breaths is shaped like a cone.
  • Deals 10/20/30/40 (Talent 20/40/60/80) damage in 0.5-second intervals, starting 0.1 seconds after the fire debuff is placed, resulting in 10 instances.
    • Can deal up to 100/200/300/400 (Talent 200/400/600/800) damage to a single unit (before reductions).


Ice Path
Ice Path icon.png
Affects
Enemies
Damage
Magical
Creates a path of ice that stuns and damages enemies that touch it.
Cast Animation: 0.65+0.8
Cast Range: 1200
Path Distance: 1200
Path Radius: 150
Effect Delay: 0.5
Damage: 50
Path Duration: 1.6/1.9/2.2/2.5 (Talent 2.1/2.4/2.7/3)
Cooldown: 21/17/13/9 (Talent 18.5/14.5/10.5/6.5)
Mana: 100
Buff/Debuff
Modifiers [?]
modifier_jakiro_ice_path
Undispellable
modifier_jakiro_ice_path_stun
Jakiro's cunning right head calls upon its frozen heritage, glazing the earth with blistering cold.

Notes:

  • Despite the visual effects, Ice Path's effects do not have to travel, and are instantly applied after the 0.5-second delay.
  • The Ice Path starts 12 range in front of Jakiro and has a length of 1200.
    • With the starting distance, path length and path radius, Ice Patch can hit units up to 1362 range away.
    • It can also hit units 138 range behind Jakiro, due to its radius and starting position.
  • Enemy units which come within 150 radius of the path while it is up get stunned and damaged by it.
  • The stun lasts as long as the remaining duration of the path itself.
    • The path grants 150 range flying vision along the path for its duration.
  • Enemies may only be stunned once per cast, so if dispeled, they cannot get stunned by it again.
  • Ice Path first applies the debuff, then the damage.


Liquid Fire
Liquid Fire icon.png
Affects
Enemies
Damage
Magical
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks. Deals 75% damage to buildings.
Cast Range: 600 (Talent 925)
Radius: 300
Attack Speed Slow: 30/40/50/60 (Talent 80/90/100/110)
Damage per Second: 15/20/25/30
Duration: 5
Cooldown: 16/12/8/4
Mana: 0
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Grants the Liquid Frost ability.
Partially pierces spell immunity.
Can target spell immune enemies.
Does not place debuff on spell immune enemies.
Slows and attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Can be disjointed.
Ability effects are instantly applied at the target's current location upon disjointing projectile.
Cannot be used by illusions.
Illusion Notes:
Has fiery particles when ability is learned before the illusions are created.
Buff/Debuff
Modifiers [?]
modifier_jakiro_liquidfire
Undispellable
modifier_jakiro_liquid_fire_burn
The left maw of Jakiro opens, laying waste to any in its path.

Notes:

  • Uses Jakiro's 400 (Talent 725) attack range when using Autocast. Manually casting it uses the 600 (Talent 925) cast range.
    • The cast range can be further increased by other attack range bonuses. However, it is not affected by cast range bonuses.
  • Applies Liquid Fire around and on the target regardless of whether the attack misses or is disjointed or not.
  • Successive casts of Liquid Fire do not stack, but refresh the debuff instead.
  • The attack first applies the debuff, then its own damage.
  • Deals 7.5/10/12.5/15 damage in 0.5-second intervals (before reductions), starting 0.5 seconds after the debuff is applied, resulting in 10 damage instances.
    • Can deal up to 75/100/125/150 damage to a single target.
    • Despite the tooltip, Liquid Fire deals full damage to buildings.
  • When off cooldown, the fire head's mouth drools fire, visible to everyone.
  • If Liquid Fire is cast while Liquid Frost is on Autocast, only Liquid Frost will be used.
    • If Liquid Fire and Liquid Frost are both on autocast attacks, only Liquid Frost will be used.


Liquid Frost
Liquid Frost icon.png
Affects
Enemies
Damage
Magical
Jakiro adds a frost effect to his attack, stunning enemies. Enemies hit are slowed and receive a percent their max health per second plus a base amount as damage every 1 second for 4 seconds.
Cast Range: 600 (Talent 925)
Radius: 300
Move Speed Slow: 20%
Base Damage per Second: 20
Max Health as Damage per Second: 2.5%
Debuff Duration: 4
Stun Duration: 0.4
Cooldown: 12
Mana: 0
Partially pierces spell immunity.
Can target spell immune enemies.
Does not place debuff on spell immune enemies.
Slows and attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Can be disjointed.
Ability effects are is instantly applied at the target's current location upon disjointing projectile.
Cannot be used by illusions.
Illusion Notes:
Has icy particles once ability is unlocked before the illusions are created.
Buff/Debuff
Modifiers [?]
modifier_jakiro_liquidice
Undispellable
modifier_jakiro_liquid_ice_debuff
modifier_stunned
Ability Draft Notes
Ability Draft Notes:
Upgradable by Aghanim's Shard.
Requires drafting Macropyre to be unlocked.

Notes:

  • Uses Jakiro's 400 (Talent 725) attack range when using Autocast. Manually casting it uses the 600 (Talent 925) cast range.
    • The cast range can be further increased by other attack range bonuses. However, it is not affected by cast range bonuses.
  • Applies Liquid Frost around and on the target regardless of whether the attack misses or is disjointed or not.
  • Successive casts of Liquid Frost do not stack, but refresh the debuff instead.
  • The attack first applies the debuff, then the stun, then its own damage.
  • Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 4 damage instances.
  • Can deal up to 80 + 10% of max health as damage to a single target (before reductions).
  • When off cooldown, the ice head's mouth glows and releases light blue smoke, visible to everyone.
  • If Liquid Frost is manually cast while Liquid Fire is on Autocast and both abilities are off cooldown, both Liquid Fire and Liquid Frost will be applied to the target.
    • If Liquid Fire is manually cast while Liquid Frost is on Autocast, only Liquid Frost will be used.
    • If Liquid Fire and Liquid Frost are both on autocast attacks, only Liquid Frost will be used.


Macropyre icon.png
Affects
Enemies
Damage
Magical
(Upgradable by Aghanim's Scepter. Pure)
Jakiro exhales a wide line of lasting flames, which deals damage per second to any enemy units caught in the fire.
Cast Animation: 0.4+0.76
Cast Range: 1400 (With Aghanim's Scepter 1800)
Path Distance: 1400 (With Aghanim's Scepter 1800)
Path Radius: 260
Damage per Second: 110/155/200 (Talent 140/185/230)
Damage Linger Duration: 2
Path Duration: 10 (With Aghanim's Scepter 25)
Cooldown: 80/70/60
Mana: 220/330/440
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Increases Macropyre distance by +400 range, duration by +15 seconds and causes it to become Pure damage and pierce Spell Immunity.
Partially pierces spell immunity.
Debuff is always placed on spell immune enemies, but the damage does not tick.
Upgradable by Aghanim's Scepter.
The damage ticks normally when upgrade is acquired.
Buff/Debuff
Modifiers [?]
modifier_jakiro_macropyre
Undispellable
modifier_jakiro_macropyre_burn
Ice and fire combine to rip the battlefield to shreds with extreme temperatures.

Notes:

  • Instantly applies its effects over the whole distance. Does not have any travel time.
  • Macropyre starts 234 range in front of Jakiro and has a length of 1166 (Upgradable by Aghanim's Scepter. 1566).
    • With the starting distance, path length and path radius, Macropyre can hit units up to 1660 (Upgradable by Aghanim's Scepter. 2060) range away.
    • It can also hit units 26 range behind Jakiro, due to its radius and starting position.
  • Places a debuff on enemies within the area in 0.5-second intervals, starting 0.5 seconds after cast.
  • The debuff does not stack. When standing inside the fire, its duration gets refreshed.
    • The debuff deals 55/77.5/100 (Talent 70/92.5/115) damage in 0.5-second intervals, starting 0.5 seconds after being placed, resulting in 4 damage instances.
    • This results in a maximum of 23 (Upgradable by Aghanim's Scepter. 53) damage instances when standing within the area the full duration.
    • One instance of the debuff can deal up to 220/310/400 (Talent 280/370/460) damage (before reductions).
  • Multiple overlapping Macropyres do not stack. They refresh the same debuff on enemies.
  • Can deal up to 1265/1782.5/2300 (Talent 1610/2127.5/2645) damage to a single unit (before reductions).
    • With Aghanim's Scepter icon.png Aghanim's Scepter, it can deal up to 2915/4107.5/5300 (Talent 3710/4902.5/6095) damage to a single unit.


Talents[]

Hero Talents
-2.5s Ice Path Cooldown252x Dual Breath Damage and Range
+30 Macropyre Damage20+0.5s Ice Path Duration
+325 Health15-50 Liquid Fire Attack Speed
+6% Spell Amplification10+325 Attack Range
Notes:
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recent Changes[]

Main Article: Jakiro/Changelogs
Version
Description
  • Reduced base Strength attribute symbol.png strength from 27 to 25.
  • Dual Breath now deals its first tick of damage 0.1 seconds after the fire debuff is placed, instead of immediately. [?]
  • Ice Path
    • Increased stun duration from 1/1.5/2/2.5 to 1.6/1.9/2.2/2.5.
    • Increased cooldown from 12/11/10/9 to 21/17/13/9.
  • Reduced Liquid Fire cooldown from 20/15/10/4 to 16/12/8/4.
  • Reduced Macropyre cast time from 0.55 to 0.4.
  • Aghanim's Scepter icon.png Aghanim's Scepter upgrade:
    • Macropyre
      • Now adds 15 seconds to the path duration, instead of setting it to 30. [?]
      • Now adds 400 range to the cast range and path distance, instead of setting them to 1800. [?]
        These changes make the upgrade dynamically adapt to future changes to the default duration, cast range, and path distance.
  • Reduced Strength attribute symbol.png strength gain from 3 to 2.8.
  • Increased Intelligence attribute symbol.png intelligence gain from 2.8 to 3.
  • Increased Macropyre damage per second from 100/140/180 to 110/155/200.

Recommended Items[]

Starting items:

  • Tango icon.png Tango offers cheap health regeneration during the laning phase, allowing Jakiro to stay longer in lane and get the experience he needs.
  • Healing Salve icon.png Healing Salve also restores health to Jakiro and allies.
  • Clarity icon.png Clarity replenishes Jakiro's mana over time, allowing him to keep harassing enemies using Dual Breath.
  • Iron Branch icon.png Iron Branch 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.
  • Observer Ward icon.png Observer Ward grants vision of the enemies so Jakiro and allies can better plan ganks and pushes.

Early game:

  • Boots of Speed icon.png Boots of Speed provide a significant bonus to Jakiro's movement speed, which help catch up to fleeing heroes or escape from danger himself. They can later upgrade into Arcane Boots icon.png Arcane Boots to help with Jakiro's mana.
  • Magic Stick icon.png Magic Stick and Magic Wand icon.png Magic Wand grant charges as enemy heroes use abilities, which exchange for a burst of health and mana restoration.
  • Wind Lace icon.png Wind Lace 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.
  • Town Portal Scroll icon.png Town Portal Scroll 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.

Mid game:

  • Arcane Boots icon.png Arcane Boots 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 an option to upgrade Arcane Boots to Guardian Greaves icon.png Guardian Greaves to better support his team.
  • Tranquil Boots (Active) icon.png Tranquil Boots is a sidegrade option to Arcane Boots icon.png Arcane Boots providing high HP regen and movement speed instead of mana. May be combined with Soul Ring icon.png Soul Ring to solve any mana issues.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity 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 Macropyre and time Ice Path to ensure maximum stun duration on enemy target. Jakiro can also use the active on himself to dispel debuffs or silences.
  • Rod of Atos icon.png Rod of Atos' long-ranged root can set up Ice Path as well as Jakiro's other abilities, being a good alternative to cyclone. The bonus stats also help Jakiro's effectiveness.

Late game:

  • Blink Dagger icon.png Blink Dagger 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 Arcane Blink icon.png Arcane Blink to provide cooldown reduction, but most importantly cast point reduction, something well welcomed for Jakiro's abilities.
  • Force Staff icon.png Force Staff acts more as an escape item compared to Blink Dagger icon.png Blink Dagger, 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.
  • Meteor Hammer icon.png Meteor Hammer 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 Liquid Fire, but also allowing for more advanced Macropyre combos with Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity and Ice Path, perfectly syncing when you channel it immediately after the cast point, similarly to Nyx Assassin minimap icon.png Nyx Assassin's combo. Be wary of enemies with Status Resistance, for they will be able to escape and counter this maneuver.
  • Aghanim's Shard icon.png Aghanim's Shard provides Jakiro a new ability, Liquid Frost, that may be used to slow enemies, siege towers, and deal Max HP damage at no mana cost and a low cooldown.

Situational items:

  • Veil of Discord icon.png Veil of Discord's active Magic Weakness increases the magical damage enemies take from Jakiro's and his teammates' abilities.
  • Aether Lens icon.png Aether Lens' 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 greatly increases the area in which enemies may be hit.
  • Kaya icon.png Kaya improves damage output of Jakiro's abilities, also sparing additional mana, allowing him to use more abilities in a single fight.
  • Boots of Travel 1 icon.png Boots of Travel, for a support Jakiro, may be purchased in the late game to provide pressure to enemy lanes should they go undefended. For a mid Jakiro, this item may be instead be purchased in place of Arcane Boots icon.png Arcane Boots, 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.
  • Glimmer Cape icon.png Glimmer Cape helps increase survivability of Jakiro and allies by granting invisibility and magic resistance.
  • Mekansm icon.png Mekansm supports Jakiro and team with health restoration and armor. It goes hand in hand with his natural build of Arcane Boots icon.png Arcane Boots into Guardian Greaves icon.png Guardian Greaves.
  • Pipe of Insight icon.png Pipe of Insight shields Jakiro and allies from magical damage, on top of giving passive health regeneration and magic resistance.
  • Aghanim's Scepter icon.png Aghanim's Scepter increases the effectiveness of Macropyre by prolonging the duration and increasing the damage, as well as giving Jakiro attributes to remedy his health and mana pools.
  • Guardian Greaves icon.png Guardian Greaves provide a steady supply of health and mana to the team, and increases Jakiro's survivability with armor, health regeneration, and dispel.
  • Scythe of Vyse icon.png Scythe of Vyse 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.
  • Octarine Core icon.png Octarine Core 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.
  • Shiva's Guard icon.png Shiva's Guard 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 speeds, making Jakiro's abilities easier to hit. The passive Freezing Aura helps reduce damage from enemy carries by slowing their attack speed.
  • Gleipnir icon.png Gleipnir, an upgrade to Rod of Atos icon.png Rod of Atos, turns the root into an AoE ability, being able to catch multiple enemies for Jakiro's AoE toolkit. The passive lightning also provides extra area of effect damage.
  • Wind Waker icon.png Wind Waker, a luxury item mainly used in the late game, provides Jakiro both more speed and the ability to use the active on allies, potentially saving them from enemy assault.

Gameplay[]

Audio[]

History[]

Equipment[]

Trivia[]

  • Jakiro's fun/alternate name was Double Dragon, referring to the video game franchise developed by Technos Japan.
  • This line ▶️ "Burninated." is a reference to Trogdor the Burninator, a character that first appeared in episode 58 of the "Strong Bad e-mail" show on the website HomestarRunner.com.
  • The line "With fire and ice" is possibly a reference to a famous poem by Robert Frost, titled "Fire and Ice".

Gallery[]

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