[Divine] How to play Jakiro
Hades4u
March 24, 2021
Introduction
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.
Hey everyone!
This is the sixth guide I've ever created and I wanted to start with a short introduction about myself and the hero featured in this guide,
Jakiro himself.
I've been the Community Manager of DOTAFire since March 4th 2014 and I've started playing Warcraft III's DotA map back in 2007. In 2012 I've joined DOTAFire and a month later I've received a Steam invitation to play DotA 2 BETA, at the time you needed an invitation to play so I had to wait for a while to get one. :D
Right now I have over 3.700 hours played and I'm trying my best to climb up my MMR, currently sitting at about 5.000 MMR. I've used to play competitively years ago in some amateur 6.000 - 7.000 MMR teams and didn't focus too much on ranked matchmaking at the time, so hopefully whenever I have the chance to play I'll be able to improve more!
Alright, let's go back to
Jakiro, one of my favorite supports.
Jakiro is one of the most durable support heroes thanks to his high base strength and strength gain (25 base strength + 2.6 strength gain per level). His abilities enable him to be a great team fighter and pusher, since he's all about area damage and disable. In combination with other abilities such as
Chronosphere and
Black Hole,
Jakiro's abilities can prove to be the last nail in the enemy team's coffin.
Usually we see
Jakiro picked against heroes that are weak against AoE abilities (
Meepo,
Chaos Knight,
Phantom Lancer) and whenever the team's composition boosts
Jakiro's strength (
Faceless Void,
Enigma,
Dark Seer). In addition, thanks to
Jakiro's ability to push and long range abilities, he's also picked whenever the team lacks pushing power and whenever the team needs a safe support to help from a distance.
Pros & Cons
Pros
- Durable support
- Great pushing power
- Strong area damage over time and disable
- Can fight safely due to long range abilities
- Strong at every stage of the game
- Great against multiple targets
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Cons
- Abilities can be dodged
- Low movement speed
- No burst damage
- Ultimate requires setup
- Relatively long cast animations
- Countered by spell immunity
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When to pick Jakiro?
Taking all of the above into consideration, you should pick
Jakiro whenever your team needs a durable support that can disable and damage multiple enemy heroes in fights from a distance. Remember that
Jakiro is great against heroes like
Chaos Knight,
Meepo and
Phantom Lancer! Heroes that heavily depend on illusions or sticking together tend to be weak against
Jakiro's crowd control. Another popular combination that struggles against
Jakiro is
Io and
Tiny, keep that in mind and pick accordingly!
Since
Jakiro needs to support his team at all times, think well about the early game especially.
Jakiro doesn't have the strongest kill potential, but he's great at harassing the enemy heroes thanks to
Liquid Fire and
Dual Breath. If the lane is not going too well,
Jakiro can drive the enemies away to save the carry and secure its farm since he's durable and his abilities slow and damage the enemies in such a way that they can't fight efficiently.
Think well about your strategy starting with the picking phase! The right pick can decide the outcome of the match!
Skill & Item Build
Skill Build
Let's talk about the skill build displayed above, which is the most popular skill build used in ranked matches. We're going to focus firstly on
Dual Breath and
Liquid Fire which will be our main sources of damage, harassment and pushing. Only two early points in
Dual Breath should be enough to get the most use of it, the rest of the points will go into
Liquid Fire and
Ice Path, the abilities that make
Jakiro a great team fighter and pusher. The first ability we're going to max out is
Liquid Fire, since it's a great ability for harassment and for taking down enemy structures. Since
Liquid Fire reduces the attack speed of the targets hit, you should use it at all times in fights to reduce the physical damage output of your enemies and also whenever you're pushing, since the slow also applies to towers (really strong). Moving on, we're going to focus our skill points on
Ice Path, the ability that enables
Jakiro to disable his foes from a great distance. It might seem odd that we're not placing a point into our ultimate at level 6, but that's a well thought decision and it's worth more using that point into
Ice Path instead and delaying the ultimate.
Macropyre is a strong ultimate nevertheless, but it won't be of great use at level 6 since it consumes quite a lot of mana, it doesn't deal that much damage and it requires proper setup anyway for it to be effective. Using the points instead in
Ice Path will grant us more early control in fights which is essential.
The last ability we're going to max out is
Dual Breath, which has done enough for us in the early game with only two points. The level 15 damage is going to make
Dual Breath even stronger, so make sure to hit as many heroes as possible whenever casting it! And of course, starting from level 9, make sure to level up your ultimate whenever you have the chance!
Alright, let's move on to
Jakiro's talents and which options are the strongest.
At level 10 we have to choose between +6% spell amplification and +325 attack range. The attack range sounds good for safer harassing, but since by the time you reach level 10 the laning stage will already be over, I believe it's better to go for the spell amplification instead. It's going to amplify the damage of all of your spells, especially boosting your ultimate greatly in the late game. Definitely go for the spell amplification here!
At level 15 we have a choice between +25
Dual Breath burn damage and -1.5s
Ice Path cooldown. I would say it's more important to have your stun available more during fights, but go for the extra damage if you think you need it!
Moving on to level 20, we have to make a choice between -50
Liquid Fire attack speed and +325 Dual Breath Range. Both talents are really strong, but a -50 attack speed reduction is huge in fights, will greatly reduce the damage output of heroes that rely on auto attacks. Remember that the slow doesn't affect magic immune units!
And now the final pick, the level 25 talent! We have to pick between +1s
Ice Path duration and
Macropyre pure damage and pierces spell immunity. The duration on
Ice Path is good as it is and the 1s duration isn't that strong in practice since it still won't help much against spell immunity. On the other hand, the
Macropyre upgrade will greatly help especially in the late game against
Black King Bar and spell immunity overall. Enemies will tend to ignore your
Macropyre since they're going to think it's magic damage and spell immunity counters it, but this talent will take them by surprise and it will punish them. Also, don't forget that it will deal pure damage! Pure damage will ignore any kind of resistance and it will deal the full damage displayed on the tool tip. The damage will also be increased by the spell amplification gained from the level 10 talent.
Item Build
Let's begin with the starting items:
Tango
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Should be enough to provide you with early regeneration, make sure to give 2 tangos to the mid player if he needs them. |
Clarity
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Since you're going to use your abilities actively while helping your team, you're going to need some mana regeneration to avoid going back to base after using all of your mana. |
Observer Ward
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The item that can win games, the Observer Ward. Always pick it up at the beginning of the match and place it in a spot that can help your lane or your mid player. Usually I place it where it can scout one of the runes while also providing vision for my carry and mid player, it's important for them to be safe. Don't forget that wards can also be used offensively, if your teammates are safe enough and you're confident you can get something done, feel free to plant them in the enemy territory. Also, try to find spots that aren't too obvious, it's important not to get your wards removed. Besides losing vision, your enemy is also earning gold for the ward kill. |
Sentry Ward
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This item is essential against invisible enemy heroes and also for removing the enemy Observer Wards. Vision is crucial and it can decide the outcome of the match, so make sure to always have Sentry Wards on you if needed. I like to pick up one early in case I see where the enemies have placed their starting wards; they're a must against heroes like Riki in the early game. |
That's everything to say about the starting items, let's discuss further the core items:
Tranquil Boots
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The most efficient pair of boots for Jakiro! It grants health regeneration and good movement speed, sustaining you in lane and increasing your mobility, great! Feel free to pick up Arcane Boots instead if you feel like your team could use more mana. |
Magic Wand
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A wonderful item to always keep you up and running. Provides you with some extra stats and can save you in a lot of situations if you have enough charges. Great against heroes who tend to spam their abilities ( Batrider, Phantom Assassin, Bristleback). |
Eul's Scepter of Divinity
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Bonus intelligence, movement speed and mana regeneration. Useful item to catch fleeing allies, cancel teleportation, or simply avoid enemy spells or remove debuffs such as silences. Great in combination with Jakiro's skills (Cyclone, Ice Path, Macropyre combo). |
Aether Lens
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Increases your cast range, mana pool and mana regeneration. Great synergy with your abilities since they're all about range. If you've built Arcane Boots, remember that you can disassemble it to buy Aether Lens quicker. Efficiency is key! |
Force Staff
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More mobility is always welcomed! Force Staff will help you both offensively and defensively, enabling you to quickly jump into the fight or to retreat. Remember that Force Staff can be used both on your allies and on your enemies. Use this to your advantage to save your allies or to get your enemies out of position. |
Kaya
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Not very popular on Jakiro, but I really enjoy this pick. Grants intelligence, amplifies your spells and reduces abilities mana cost. Wonderful item for every dedicated spell caster, make sure to pick it up! |
That's all about the core items, let's move on to the situational picks:
Veil of Discord
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Can be considered a core item in some cases since it decreases the magic resistance of all the enemies affected thus increasing all the magical damage dealt by your team. Consider picking it up if no one else does and make sure to get it against heroes who are typically strong against magic damage. |
Ghost Scepter
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This is a good item choice against heroes that deal heavy physical damage. If you're getting targeted by heroes like Phantom Assassin for instance, make sure to pick this item up. It also provides you with some extra stats which is always welcomed. |
Glimmer Cape
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Not very costly, this item can be of great value since it enables you to save yourself or your teammates while also forcing the enemies to spend gold on true sight items. |
Mekansm
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Good item choice to sustain your team, usually great to have in every situation. Pick it up if you don't need another item urgently and if no one else is building Mekansm. Can be upgraded later on into Guardian Greaves. |
Rod of Atos
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Stats, stats, stats! Besides the great amount of stats, you get an extra 2 seconds disable at your disposal which can be very useful in various situations. Pick this up when you're looking for more mana, health and control. Works great together with Ice Path and Macropyre. |
And to sum it up, let's talk about the luxury items that are mostly bought in the late game:
Boots of Travel
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The highest movement speed you can get from any boots plus the ability to teleport to allied structures and units. This is great since you can be where and when your team needs you. Be creative and map aware, because Boots of Travel enables you to have a greater dominance and presence over the map. |
Aghanim's Scepter
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Increases the flame length, duration and damage. A pretty decent choice that can be effective with the proper setup. Get this item only if you have enough disable to keep the enemies into your Macropyre. |
Guardian Greaves
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Get this item only if you went for Arcane Boots and/or Mekansm. Great item to have for your team but it's pretty expensive. |
Shiva's Guard
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Provides a lot of armor and extra mana, an aura that greatly slows the attack speed of the enemies, and an active area ability that deals damage and applies a slow to the movement speed of the enemies hit. |
Scythe of Vyse
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Rarely seen because it's very expensive, the Scythe of Vyse is a great boost to mana and mana regen while providing a strong 3.5 seconds disable. Always great to have but takes time to save gold for. |
Game Play
Game Play
As soon as the game begins, make sure to place your
Observer Ward in a good spot where it can help your team. As I've previously mentioned, I prefer to place it in a spot where our team can see one of the runes and a path from where the enemies could gank us. You can also use the
Observer Ward on your lane to keep an eye on what your lane adversaries are up to. Remember that the enemies are also thinking where to plant their wards, try to either guess where they've placed theirs and remove them with your Observer Ward or simply check their inventories for wards and try to notice when and where they're planted them. Removing the enemy wards is as important as planting wards for your team. Don't forget, in most cases the team with the better vision wins the game!
Let's move on to the early game! Remind yourself the important duties of the support, you have to help your team at all times, especially your lane carry. Let's imagine a scenario where your carry is doing fine and he doesn't require help. This is a great scenario since your lane is already won and you can move around the map to help your other lanes win. In this case, you can gank the other lanes by yourself or together with the other support. Usually it's best to focus on the mid lane, if you can get the enemy mid hero killed it will greatly help your team. If your mid laner is a snowball hero, helping him get some kills will enable him to get out of control and become a real threat to the enemy team. If the enemy team has a hero farming the forest, make sure to put pressure on him! Steal his bounty runes, steal his experience and his neutral last hits, do anything you can to make his game harder and to reduce his farm. Don't avoid ganking the enemy safe lane even if it seems difficult. Applying pressure on the enemy carry is great in any way because you're forcing him to play defensive thus losing farm and time. Play smart, be efficient, don't waste time!
Since
Jakiro is more durable in comparison to other support heroes, you're able to trade hits and harass the enemies way better than the squishier supports. Take advantage of
Jakiro's health and be as threatening to your enemies as much as possible. You have two abilities that are great for this task,
Liquid Fire and
Dual Breath. Use
Liquid Fire every time it's available either on the enemy heroes or on the enemy tower. Make sure to avoid hitting the creeps in the early game if your carry doesn't want to push and prefers to farm safely. In case the lane's going well and the carry is confident, you can push in this scenario and take down the tower easily and quickly using your
Liquid Fire. Don't forget what I've previously mentioned,
Liquid Fire slows the attack speed of the towers too, greatly reducing their capability to defend themselves. Use this to your advantage and empower all your team's sieges! If you want to leave the lane to leave your carry get as much experience as possible, you can use your abilities to harass other lanes or your
Ice Path to set up kills for your team. Even if the early disable isn't that long, the long range enables you to initiate from great distances and to take enemies by surprise. Remember that
Ice Path and
Macropyre can also be used to block pathways, try to anticipate the escape routes and possibilities of your enemies and reduce or even block them as best as you can using your skill set.
Make sure to always carry a Teleport Scroll in case your allies need help. It's very important to be map aware and to react to the enemy movements. If you see the enemies moving in to attempt to kill one of your allies, make sure to teleport in the vicinity and help! In many cases you can save your allies and get a kill. This will greatly increase the team morale as well, as not many people react with Teleport Scrolls. Whenever the enemies are trying to initiate a fight or a gank, you must position yourself in a such a way that you can use all of your abilities in fight, this way you'll have the chance to counter initiate and disrupt the enemies as much as possible. Remember that
Jakiro's abilities are wide and can be casted from quite a long distance, keep this in mind and use it to your advantage!
As the game progresses, you'll want to always be in the proximity of your teammates for two reasons: you can quickly help them if they need you and in the same time they can quickly come to your rescue in case the enemies will try to get you killed. At this pint you should have either
Eul's Scepter of Divinity or
Glimmer Cape. These two items will help you retreat or save your teammates whenever needed.
As I've mentioned before, I want to emphasize the importance of vision and wards. It's crucial at EVERY stage of the game to always have vision and to reduce the vision of the enemies as much as possible. Purchase
Observer Wards and
Sentry Wards and make this happen! If you don't have gold for them, don't feel bad to ask your teammates nicely to buy them for you, in most cases they will help as long as you place them. Remember to place your wards in places where the enemies don't expect it. They will be way harder to be found while they'll provide vision of areas where the enemies won't expect to be seen. I always carry on me at least one
Sentry Ward just in case I notice an area is warded or if I spot an enemy hero that has just placed a ward. Let's not forget that it's also useful against invisible heroes and surprise Shadow Blades.
Let's imagine a scenario where the enemy team initiates and the fight begins. You must position yourself at the edge of the fight and try to hit as many heroes as possible with your abilities. Always try to hit the most threatening targets and to interrupt your enemies from casting their abilities (channeled abilities especially). Use your
Ice Path to disable them and block their paths, cast Dual Breath and [[Macropyre to greatly damage them and slow them, and don't forget about
Liquid Fire, which is going to greatly reduce their attack speed thus weakening their damage output.
Always play with your team and for your team! Maintain map vision and control, only fight when the odds are in your favor, get objectives and don't waste time, sacrifice yourself for your cores and for the better outcome of the fights, play smart and have fun!
Thank you for reading!
Thank you for reading my guide!
Thanks you for reading and please let me know what if you have any question or suggestion!
I hope you've enjoyed my sixth guide and I'll make sure to keep this guide updated as soon as the patches are released.
Good luck and have fun playing the twin headed dragon!
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