DotA2 Jakiro Skill Build Guide

Dota2 JakiroDotA2 Jakiro (Twin Head Dragon): 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.

Jakiro Overview

Faction: The Radiant
Primary Attribute: Intelligence
Attack Type: Ranged
Role(s): Lane-Support, Disabler, Pusher

Jakiro Stats

STR: 82.5 at 25 (25 + 2.3/level)
AGI: 40 at 25 (10 + 1.2/level)
INT: 98 at 25 (28 + 2.8/level)
Health: 2031 at 25
Mana: 1495 at 25
Damage: 46 – 54
Range: 400
Armor: 2.4
Movement: 290

Jakiro Skills

Dual BreathDual Breath (Active)
Targetting Method: Unit / Point | Allowed Targets: Enemy Units
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.
Range: 550
Radius: 200 (Starting radius) / 550 (Distance) / 250 (Final radius)
Duration: 5
Damage over time: 16 / 36 / 56 / 76
Movement speed slow: 28%/32%/36%/40%
Attack speed slow: 28%/32%/36%/40%
Mana Cost: 135 / 140 / 155 / 170
Cooldown Time: 10

Notes

  • Can hit units up to 950 range away.
  • Has a 0.3 second interval between each breath.
  • Damage is dealt in 0.5 second ticks.
  • Deals total damage of {80/180/280/380}.
Ice PathIce Path (Active)
Targetting Method: Point | Allowed Targets: Enemy Units
After a short delay, a thin path of ice is created in front of Jakiro for a short period. Anyone that touches the path gets frozen until the path disappears. Deals damage to anyone it affects.
Creation Delay: 0.5
Path Duration: 1 / 1.4 / 1.8 / 2.2
Damage: 50
Radius: 150
Range: 1100
Mana Cost: 90
Cooldown Time: 12 / 11 / 10 / 9

Notes

  • Units frozen by Ice Path are completely disabled (same properties as stun).
  • Stun debuff is applied to units that touch the Ice Path, but lasts the same time as the Path’s creation, meaning if a unit touches the Path halfway it’s duration, it will only be stunned for half the maximum duration.
Liquid FireLiquid Fire (Active)
Targetting Method: Unit | Allowed Targets: Enemy Units
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
Duration: 5
Radius: 300
Damage per second: 12 / 16 / 20 / 24
Attack speed reduction: 20% / 30% / 40% / 50%
Cooldown Time: 20 / 15 / 10 / 4

Notes

  • Works on both units and buildings.
  • If used on an enemy tower, it will slow the tower’s attacks.
  • Deals total damage of {60/80/100/120}.
  • If set to auto-cast, it will be cast with Jakiro’s attack range of 400. However, if it is manually cast, it can be cast at a range of 600.
MacropyreMacropyre (Active)
Targetting Method: Point | Allowed Targets: Enemy Units
Jakiro lays down a line of flame in front of him, dealing damage per second to enemy units in a wide area of effect.
Cast range: 850 (1800*)
Radius: 240
Duration: 10 (20*)
Damage per second: 100 / 140 / 180 (125 /175 / 225*)
Effect distance: 900 (1800*)

Increases cast range, distance, duration, and damage.
Mana Cost: 220 / 330 / 440 Cooldown Time: 60

Notes

  • Macropyre destroys trees in its path.
  • If an enemy stays inside the Macropyre for the full duration, they will take {700/980/1260} (1750 /2450 / 3150*) damage.

Jakiro’s Pros and Cons

+ You will be effective throughout the entire game until late late game
+ Lane Farming isn’t too bad with Dual Breath
+ Amazing Range
+ Enemies may underestimate you, gaining your team easy kills
– You’ll never jungle (If you know what’s good for you!)
– Allies may underestimate you, leaving you without easy kills

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