3 | 12 | 13 | 14 |
2 | 5 | 7 | 9 |
1 | 4 | 8 | 10 |
6 | 11 | 16 |
15 | 17 | 18 |
1. | Introduction |
2. | The Basics |
3. | Pros / Cons |
4. | Jakiro's Place In The Team |
5. | Stats |
6. | Skills |
7. | Itembuild |
8. | What to do with him |
9. | Quick fight info |
10. | End |
Hi!
I have been playing DotA for almost six years, and also have been reading a lot of guides, so i thought that i should just go and try to make one myself and see what kind of response it will get, i think that with my experience i could make a good and balanced guide from my favourite hero Jakiro The Two Headed Dragon. This guide is going to consist of item suggestions, skillbuild and small gameplay tips and skill usage.
Jakiro is most likely one of the least used hero in DotA for from one week of casual playing you don't see him even once, that is disturbing from my point of view for he is a great hero with good stat gain and great AOE spells, yes his skill are bit of hard to master and yes they lose against some other spells in late game but disrecarding that they keep you and your team alive in to the fights and out.
PROS:
-Able to rush towers in early game due to Liquid Fire
-Doesn't need items to be effective in beginning
-Quite sturdy which makes him able to take hits from those nasty nukes
-As i said will be able to get your team in and out of fights
-Has a good variety of skills with good range
CONS:
-Low armor = gets pawned in straight forward combat
-Low range attack compared to other intelligence heroes
-Can be every where but can't be the main pillar.
-He is slow as a snail with his casting animations and movement speed
So what is Jakiro? What does he do in the team? Well for these questions there is no one simple answer for he can be from a hard support to a initiator. His AOE spells gives him the ability to completely crack the WHOLE enemy team, unlike most nuker's and stunner all of his abilities hit an area and not just a single target which like i said makes the whole enemy team weak and not just one of them, the slow combined from the Dual Breath and Liquid Fire makes resistance almost useless against the attack, of course these spells lack the same power that other slows like Warlock's Upheaval and Drow Ranger's Frost Arrows but the power which it gives over the whole enemy team is undeniable, and the fact that you are mobile all the time gives you the advantage towards others for not one of his skills require channeling and are almost instant.
What comes to the support type well, you can think of the ability Ice Path, it is a low cooldown and manacost owning two second stun which is almost as powerful as Earthshakers Fissure, maybe not having as much damage but giving it to the AOE and smaller cooldown and manacost, also his sturdy nature and the Ice Path make him ideal for keeping your team alive and if so also you can go and risk your own well being for the rest of the team to get away. You can as Jakiro take incredibly large amounts of damage from those nukes so making your self go between Lions Finger of Death and Drow Ranger is a decent idea, (yes i know it's not practicly possible but giving him the new target is the point). So what is the conclusion on this? BE WITH YOUR TEAM! The best thing you can do is be in the team fights and make shure the whole enemy team gets caught in your Ice Path because you missing it may actually make your whole team die and just because you wen't and missed your Ice Path, this isn't that common but when it happens you must be at the top of your game. But don't think that if you don't get the whole team in there means that you suck, for i have played Jakiro a lot and i still can't get the Ice Path hit even close to perfect, it just requires good timing and a little piece of luck.
Stats
Hitpoints: 606
Mana: 364
Strenght : 24 + 2.3
Agility: 10 + 1.2
Intelligence: 28 + 2.8
Base Damage: 46-54
Armor: 2.4
Movement speed: 290
Attack Range: 400
So what can you say about his stats... Well the strenght gain is pretty good for an intelligence hero and that's what gives him the sturdy feature which gives the so called protection against those nukes and also a good chance to survive longer in a team fight if caught up in the middle of it. His base damage isn't high but neither is it low but still it is not high enough to make him able to go on and continue a fight effectivly after manapool is empty. I also mentioned on the cons that he is slow as a snail which makes running a bit hard but to compensate that there is the slow from Dual Breath of course you are not allowed to forget his unbearable casting animations which makes the case a bit worse.
Dual Breath
Range: 500
Radius: 200 (Starting radius) / 500 (Distance) / 250 (Final radius)
Duration: 5
Total Damage 25/50/280/380
Burn damage: 5/10/56/76
Movement speed slow: 30%
Attack speed slow: 30
Cooldown: 10 Manacost:135/140/155/170
Jakiros best way of dealing damage quick and also slowing the enemies in a quite large area and dealing a decent amount of burn damage over time these on the later levels, combined to the decent cooldown and manacost make it a delight to spam.
Before when it had initial damage the damage was at total smaller, but using it frequently gave it more of a kick.
Jakiro doesn't need a ton of items to work properly and none of the items actually need to be anything that only enchanses his performance, but these are the one i use most.
Beginning
or
These are the ones i usually go with. Basillius gives small mana regen and armor boost for you and your lane partner and Tangos are for health regen obviusly.
The other one has all ingredients for Magic Wand which you can finish by bying the last part from a side shop giving you a good way to heal your self from small hits and keeping your manapool full. Also this gives you a Tango for bigger injuries and a Clarity potion for filling your manapool after a small clash, a small bonus is that your team also receives a very desirable courier.
Early-game
Most likely this is what you have gotten at this point, the Arcane Boots aren't a 100% shure but if not just Boots of Speed are okey, the Town Portal Scroll is important though for it gives you a way to go between lanes and if another lane is gettin pushed hard or just isn't doing that good you can go and support them without needing to walk forever trough the map.
Core
and If needed
These items plus the ones you have gotten earlier combined make your core, the essential part is Mekansm and the Scroll the ward, dust, and Bottle are sitsuational, dust for those nasty invisible guys, wards just to keep an eye on the field and bottle if you seem to be running out of mana all the time.
Luxuries after getting core
These are the first items you need to farm for or hope to get enough gold for, (there wasn't much competition but still) these will help you to stay on the field longer and be able to support your team more, the Scythe of Vyse aka chicken stick is of course for the hex, Aghanim's Scepter is just so your ultimate gets a bit more punch to it so it is still useful in late game also the stat boost isn't bad, it is expensive as hell but all items you need later on are. Shiva's Guard has a great frost aura slowing enemy teams attack by 40 points, that combined with liquid fire and dual breath sounds quite nice, also it is an another AOE nuke to your arsenal. Bloodstone works technicly as a spare mechanism when you die and with ton of charges you will lose almost no money at all on death and your respawn time is reduced a lot, the manaregen gets better with more stacks so it gets quite handy.
Optional/sitsuational
So why would you buy Vladmir's Offering for an range hero? The reason to that is to support your teams melee heroes but if your team has one there is no reason what so ever to get a double. I have only couple of times gotten it and the small defence it gives is good also you can upgrade your ring to this so it won't lose it's meaning, and the Boots of Travel are just to make you more mobile by giving a huge 100 movement speed and granting a 60 second CD teleport meaning you don't need scrolls till the next game. Pipe of Insight is one of those must have on your team when going against a team with a lot of spell damage and getting one for the team is needed, again like Vladimirs if your team has one you don't NEED to make a double and most likely you should not but it does give a good regen and magic resistance, no matter the choice is yours.
What comes to playing Jakiro, there isn't anything special to take notice of, exept his casting animations, they are slow and because of that i suppose most people might miss their Ice Path and Macropyre, both skills require a good timing to hit the right spot, but with such a huge radius they also forgive you by making the miss become a hit at some parts at least.
Most of the early-game you will just stay around your teams carry and make shure he won't be snapped in half right of the bat, babysitting a carry might seem a bit dull but it also gives you a great chance to go and get couple of kills too. As you are babysitting the carry you can still move freely between the lanes starting ganks and helping if sitsuations get too hot, just remember not to abandon him in the middle of a enemy gank or during a push, and most likely as soon as you have your core he will be able to walk on his own two feet so guarding him isn't nesessary and you can just roam your own ways. If you got a great amount farm during this time you can use it to buy team essentials like those mentioned in the item section or if there's no need for any of those you can just go and start building some luxuries.
The key sitsuation when you make the biggest difference is in the mid game because at that time your skills have the most impact and your sturdy feature just laughs at other nukes for when you can take three of those they can take only one until they need to run and go heal, later on your nukes will slowly start to lose their edge but the slow from Dual Breath and the stun from Ice Path still have an impact on the game and also Macropyre still does damage even to those thoughest tanks.
The most important thing to remember when playing him is to be in every team fight there is, for you have a great AOE stun and slows, and even if you won't be able to win the fight you can still go an help them to get back if the sitsuation gets ****py. In team fight your job is to make as many of the opposing heros to get hit by your Ice Path and Macropyre making the enemy lose a lot of health the longer they continue the fight, of course if you can land Dual Breath and Liquid Fire to the same soup, a buffet is ready to be serve for your team.
You should always start a fight with ice path, it makes it easier to hit the rest of your skills and with luck you will stop something like Ursa or Phantom Assassin from ripping apart your whole team, usually they might have a Black King Bar to prevent this but never the less starting with Ice Path is always necessary.
Next for the line should be macropyre because it is way easier to hit after the targets are stunned, giving it the most time possible to do damage.
Last on the line will be Dual Breath with its slow and DMG, why last? Because macropyre need as much time as possible on sitting ducks that are stunned, and using dual breath would reduce the time given to it by taking its place earlier on the casting list, also you won't use it first so you can use Path sooner again, as the last one on your arsenal it is less of a holdout and more of a nuke, ice path breaks combos, macropyre burns and so does Dual Breath, this rarely is enough to finish anything later on the game but through out is the best order of action.
This is a simple way that I usually follow, after the skills come the items in an order that is needed.
Mech-->Chicken stick-->Shiva
Chicken stick-->Mech-->Shiva
Shiva-->Mech--> chicken stick
Depends completely on the situation. If you have an Ursa on your hands and no one is dying yet, Chicken stick is most likely the best option at that point. Team hit by Zeus:s ulti? Mech starts and depending is there an enemy carry in the middle of you or not shiva or Stick.
These sitsuations need to be thought on the spot and me giving a MUST DO ORDER!!! is not going to help on every encounter, because I can't possibly have seen them all.
That wraps up my guide for Jakiro, i hope i said everything nesessary and i also hope you understood everything i tried to tell you, Of course all
critisism is welcome and also ideas how to improve this. Also remember that guides are only what they say they are, they won't win you the fight they only show a choice of a way and after that its no longer in anyones hands other that you and your team to choose how to use it.
The Guide can be found in game with the same name.
PS: If my english wasn't flawless sorry for that.
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