Jakiro
Jakiro | ||||||||||||||||||||||||||||||||||||||||||||||||
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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.
Contents
Bio[edit]
Abilities[edit]

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 (
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 (
1775) range away.
- The complete area of both breaths is shaped like a cone.
- Deals 10/20/30/40 (
20/40/60/80) damage in 0.5-second intervals, starting immediately as the damaging debuff is placed, resulting in 11 instances.
- Can deal up to 110/220/330/440 (
220/440/660/880) damage to a single unit (before reductions).
- Can deal up to 110/220/330/440 (
Notes:
- Despite the visual effects, the 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 dispelled, they cannot get stunned by it again.
- Ice Path first applies the debuff, then the damage.



Notes:
- Uses Jakiro's 400 (
725) attack range when using Autocast. Manually casting it uses the 600 (
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 if the attack misses or is disjointed.
- However, when the target turns spell immune or invulnerable before impact, Liquid Fire is not applied at all.
- Successive casts of Liquid Fire do not stack, but refresh the debuff instead.
- The attack first applies the debuff, then its own damage.
- Deals 6/8/10/12 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 60/80/100/120 damage to a single target (before reductions).
- 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.


Notes:
- Requires Aghanim's Shard to be unlocked.
- Uses Jakiro's 400 (
725) attack range when using Autocast. Manually casting it uses the 600 (
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 if the attack misses or is disjointed.
- However, when the target turns spell immune or invulnerable before impact, Liquid Frost is not applied at all.
- Successive casts of Liquid Frost do not stack, but refresh the debuff instead.
- Liquid Frost first applies the debuff, then the stun (and then its own damage against the primary target).
- 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, only Liquid Frost will be used.
- 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.


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 (1566).
- With the starting distance, path length and path radius, Macropyre can hit units up to 1660 (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 50/70/90 (
65/85/105) 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 (63) damage instances when standing within the area the full duration.
- One instance of the debuff can deal up to 200/280/360 (
260/340/420) damage (before reductions).
- The debuff deals 50/70/90 (
- Can deal up to 1150/1610/2070 damage to a single unit (before reductions).
- With the level 20
talent, can deal up to 1495/1955/2415 damage to a single unit (before reductions).
- With the level 20
- Multiple overlapping Macropyres do not stack. They refresh the same debuff on enemies.
- With Aghanim's Scepter, Macropyre can deal up to 3150/4410/5670 (
4095/5355/6615) damage to a single unit (before reductions).
- It also changes Macropyre's sound effect, and it is now audible through the Fog of War.
Talents[edit]
Hero Talents | ||
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-2.5s Ice Path Cooldown | 25 | 2x Dual Breath Damage and Range |
+30 Macropyre Damage | 20 | +0.5s Ice Path Duration |
+325 Health | 15 | -50 Liquid Fire Attack Speed |
+6% Spell Amplification | 10 | +325 Attack Range |
- The attack range talent also affects the cast range of Liquid Fire and Liquid Frost.
- The health talent increases maximum health capacity, and keeps the current health percentage.
Recent Changes[edit]
- Increased turn rate from 0.5 to 0.6.
- Increased base agility from 10 to 15.
- Reduced Dual Breath delay between breaths from 0.3 to 0.2.
- Macropyre no longer destroys trees within its area upon cast.
- Aghanim's Scepter upgrade:
- Macropyre
- No longer increases damage per second from 100/140/180 to 125/175/225.
- Now changes its damage type from magical to pure and makes it pierce spell immunity.
- Macropyre
- Aghanim's Shard upgrade:
- Liquid Frost
- Now also stuns the all targets within the area for 0.4 seconds.
- Reduced movement speed slow from 30% to 20%.
- Liquid Frost
- Talents:
- Level 15 left talent changed: +25 Dual Breath damage per second ➜ +325 health.
- Level 15 right talent changed: -1.5s Ice Path cooldown ➜ +50 Liquid Fire attack speed slow.
- Level 20 left talent changed: +325 Dual Breath cast range/distance ➜ +30 Macropyre damage per second.
- Level 20 right talent changed: +50 Liquid Fire attack speed slow ➜ +0.5s Ice Path duration.
- Level 25 left talent changed: +1s Ice Path duration ➜ -2.5s Ice Path cooldown.
- Level 25 right talent changed: Macropyre deals pure damage and pierces spell immunity ➜ 2x Dual Breath damage/cast range/distance.
- Added Aghanim's Shard upgrade for Jakiro:
- Grants Jakiro the Liquid Frost ability.
- Liquid Frost
- Jakiro's ice head releases a frost attack, that slows the movement speed and deals damage to enemies based on their max health in an area.
- Cast range: 600
- Radius: 300
- Movement speed slow: 30%
- Base damage per second: 20
- Max health as damage per second: 2.5%
- Duration: 4
- Mana cost: 0
- Cooldown: 12
- Notes: Active attack modifier, uses the cast range when manually used, and Jakiro's attack range when auto-cast. Affects buildings.
- Talents:
- Level 15 right talent: -1s Ice Path cooldown increased to -1.5s.
- Increased Dual Breath mana cost from 135/140/155/170 to 140/150/160/170.
- Increased Ice Path mana cost from 90 to 100.
- Talents:
- Level 10 right talent: +275 attack range increased to +325.
- Level 15 right talent changed: +275 health ➜ -1s Ice Path cooldown.
Recommended Items[edit]
Starting items:
- Tango offers cheap health regeneration during the laning phase, allowing Jakiro to stay longer in lane and get the experience he needs.
- Healing Salve also restores health to Jakiro and allies.
- Clarity replenishes Jakiro's mana over time, allowing him to keep harassing enemies using Dual Breath.
- 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 grants vision of the enemies so Jakiro and allies can better plan ganks and pushes.
Early game:
- 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 to help with Jakiro's mana.
- Magic Stick and Magic Wand grant charges as enemy heroes use abilities, which exchange for a burst of health and mana restoration.
- 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 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 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 to better support his team.
- Tranquil Boots is a sidegrade option to Arcane Boots providing high HP regen and movement speed instead of mana. May be combined with Soul Ring to solve any mana issues.
- 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 easier. 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' 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 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 to provide cooldown reduction, but most importantly cast point reduction, something well welcomed for Jakiro's abilities.
- Force Staff acts more as an escape item compared to 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 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 and Ice Path, perfectly syncing when you channel it immediately after the cast point, similarly to 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 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's active Magic Weakness increases the magical damage enemies take from Jakiro's and his teammates' abilities.
- 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 improves damage output of Jakiro's abilities, also sparing additional mana, allowing him to use more abilities in a single fight.
- 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, 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 helps increase survivability of Jakiro and allies by granting invisibility and magic resistance.
- Mekansm supports Jakiro and team with health restoration and armor. It goes hand in hand with his natural build of Arcane Boots into Guardian Greaves.
- Pipe of Insight shields Jakiro and allies from magical damage, on top of giving passive health regeneration and magic resistance.
- 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 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 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 greatly increases Jakiro's survivability by not only giving him all round health and mana boosts, but also by allowing his abilities to lifesteal a portion of their damage. In addition, the cooldown reduction dramatically increases his damage and crowd control in teamfights.
- 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, an upgrade to 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, 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[edit]
Roles: | Support Nuker Pusher Disabler |
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Complexity: | ★☆☆ |
Playstyle: | 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 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. |
Audio[edit]
History[edit]
Equipment[edit]
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Trivia[edit]
- 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.