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Jakiro by FangzofFuzzy

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Jakiro

By: FangzofFuzzy
Last Updated: Mar 3, 2019
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Jakiro

Rework

"The freezing flame. The scalding cold."

Design

I like Jakiro’s current ability set and I don’t have many complaints. So, this rework is more of a reimagining of a Jakiro that has a clearer distinction and split between both heads. Keep all the disables to his ice head and leave all the damage to his fire head, and embrace both elemental themes. At the same time, really sell the idea that the two halves are working together and in tangent to devastate their foes, unlike Ogre Magi whose heads fight each other for control.

One thing that does irk me about the Twin Head Dragon is his ultimate thematically. I know the flavour text states it is a combination of ice and fire but anyone can tell it’s just a fire spell. With 3 fire spells to 2 ice spells in his arsenal, I feel there’s an injustice. So, while Macropyre is cool and all, I want to take this opportunity to explore an ultimate that better represents the culmination of both this Pyrexae dragon's two elements. His role and identity of being a slow but long range siege machine shouldn't go away with this rework.

As a disclaimer, this rework is not intended to balance him but as a fun experiment. Here is the current Jakiro for reference. Any unmentioned numbers are assumed to remain the same.

Stats

Strength: 27 + 3.4
Agility: 10 + 1.0
Intelligence: 27 + 3.4
Move Speed: 280

Primary Abilities

Frost Breath
Release an icy wave that slows enemies hit and increases his move speed for 3 seconds.

Ability: Target Point
Mana Cost: 60, 70, 80, 90
Cooldown: 12
Range: 600
Start Radius: 150
End Radius: 300
Slow Duration: 3, 4, 5, 6
Move Slow: 25%
Attack Slow: 50
Move Speed: 16, 19, 22, 25%

“Chill them to the bone.”

Notes
Flame Breath
Release a fiery wave that burns enemies hit and increases the radius of his next active spell cast within 3 seconds.

Ability: Target Point
Mana Cost: 60, 70, 80, 90
Cooldown: 12
Range: 600
Start Radius: 150
End Radius: 300
Damage: Magical
Burn Duration: 3, 4, 5, 6
Damage per Second: 30
Bonus Radius: 16, 19, 22, 25%

“Char them to a crisp!”

Notes
Solid Ice
Exhale to create a long path of ice that slows enemies within.

Ability: Target Point
Mana Cost: 75
Cooldown: 12, 10, 8, 6
Range: 1500
Radius: 150
Duration: 1.5, 2, 2.5, 3
Move Slow: 75%
Attack Slow: 100

Jakiro’s cunning right head releases concentrated cold to control the battlefield.

Notes
Liquid Fire
Empower his next attack to have greater range and create a patch that damages enemies within over time.

Buildings only take 50% damage.

Ability: Autocast
Mana Cost: 15
Cooldown: 3
Bonus Range: 300, 350, 400, 450
Radius: 450
Damage: Magical
Duration: 3, 4, 5, 6
Damage per Second: 60

Jakiro’s raging left head unleashes wild flames that lay waste to any in its path.

Notes

Ultimate Abilities

Pyrexae Legacy
Gain greater mastery over both his elements.

Cool Down: Every so often, his next Frost Breath or Solid Ice also stuns.

The ice melts on a target if it takes 25% of its max health to end the stun early.

Heat Up: Casting Flame Breath and Liquid Fire increases his spell damage.

Each bonus lasts for 25 seconds and stacks separately.

Ability: Passive
Damage: Magical
Stun Cooldown: 12, 9, 6
Bonus Damage per Stack: 10, 15, 20

The Twin Head Dragon is a beautiful contradiction, ice and fire combining to overwhelm any foe.

Notes

Hero Talents

+15s Heat Up Duration
25
+15% Cool Down Threshold

+1s Liquid Fire Linger
20
Solid Ice Affects Buildings

300 Attack Range
15
120 Gold/Min

10% Spell Amplification
10
30% XP Gain

Talent Notes

  • The Solid Ice talent allows it to slow and stun buildings.

  • The Liquid Fire talent causes the damage over time to linger on targets if they leave or it ends.

  • The Cool Down talent raises the threshold to 40% of their max health.

  • The Heat Up talent raises the duration of each stack to 40 seconds. This lets it effectively stack up to 16 times.

Discussion


  • To better explain the entirety of this new kit, let's first talk about his new ultimate: Pyrexae Mastery. It's a passive ultimate that enhances his spell casting on 2 fronts. Cool Down makes his ice spells act effectively like sleep similar to Echo Stomp, just without any invulnerability and scales with the targets health to ensure them to at least take sizeable damage if it does indeed end early. As the stun is applied on top of the slow, the target will remain chilled and slowed even if they manage to thaw out early. This particular mechanic synergizes well since the majority of his damage is dealt over time, thus extending the duration of the stun as long as possible. Heat Up meanwhile adds more damage to his fire spells as he uses them similar to Sticky Napalm, but targeted at his damage dealt instead of their damage taken. This makes him a force to be reckoned with as a fight goes on and turns his high Strength into an actual asset, surviving longer to stack up massive damage. Beyond this, these components also compliment each other. Freeze enemies with ice at the start of a fight as you wait for your fire to blaze up. Let your heated up spells lay waste to your foes while waiting for the stun to cool down.

  • Dual Breath has been split into Frost Breath and Flame Breath. The former still slows with a nice burst of speed while the latter still burns with a nice burst of area. Since he is slower in general now for the large dragon he is, gaining bonus movement every so often combined with the slowing frost can be devastating to deal with. Similarly, his spells are not as large as they used to as they are generally more spammable, so they can really only cover more ground if you release fire beforehand. This devastation also affects his already favored items like Shiva's Guard and Veil of Discord, but keep in mind that the radius extension only affects 1 spell at a time so choose wisely. These 2 spells can still be cast together to mimic the old ability, slowing targets to keep them in reach of the fire. Alternatively, he can now perform the combo in reverse to slow or even stun more or further away enemies.

  • Ice Path has been renamed to Solid Ice just for fun to better mirror the other spell in his arsenal. In its regular state, it controls a wider area more often but to a less potent degree since it is no longer a hard disable. Only when empowered by his Cool Down will it resemble its previous state, allowing much scarier zone control. Meanwhile, Liquid Fire has essentially been reworked into a smaller Macropyre. The array of disables he still has continues to allow him to keep enemies within range of the flames. Its low cooldown and higher range make this an excellent ability to stack up and benefit from Heat Up. In terms of it as a base spell, it is arguably weaker since its sieging potential is not as high from the missing attack slow and its damage on heroes is less reliable. All this on top of a new mana cost makes it not as incredibly powerful as it used to be since with his ultimate, this ability can deal massive damage to buildings but only after stacking up.

  • In terms of talents for this reworked Jakiro are better split down the middle. Much likes his heads are now, the right offers more options and utility to support his team while the left lets him raze his opponents to the ground. At level 20, choose between regaining his ability to cripple the attack speed of towers and even stun them or just burn them and whoever tries to defend it better with the linger that resembles the recent buff his actual ultimate got. At level 25, the choice is to empower either the icy or fiery side of this proposed ultimate. Overall, this rework should hopefully make both aforementioned sides more distinct from each other and are unique in such a way that it truly provides the gameplay experience of wielding a badass dragon with twin heads, one for each element.

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