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Hello all! Welcome to my humble Jakiro guide. Jakiro is a very versatile support, with abilities that can be useful in ganks, pushes, and teamfights. He is not reliant on items, and thus is well suited for the support role.
Pros
+ Not made of paper
+ Powerful Nukes
+ Not item dependant
+ Spammy stun that can be used for both ganks and initiation
Cons
- Long Animaions
- Not super tanky either
- Low physical defense
Dual Breath This ability is great for starting ganks, it both slows and deals damage per second, softening enemies with DoT, and slowing, making Ice Path easier to land.
Ice Path This is Jakiro's bread and butter ability, it is a large AoE stun with a small mana cost, and short 9 second cooldown, making it useful in both teamfights and ganks. If landed correctly it could potentially stun an entire team. It also combos well with Macropyre, his ultimate. It has a fairly long delay, so enemies must be led. Be patient, a good Ice Path can turn a teamfight.
Liquid Fire A powerful ability for both pushing, and can also lower enemy's DPS to avert a potential gank. It has no mana cost, and can be directly cast, allowing it to be used for harass without having their creeps aggro on you.
Macropyre is Jakiro's ultimate, it is a powerful nuke that can be used either in initiation, or area denial. It deals huge damage over time in a large AoE, but enemies must be kept in it's area in order for full damage to be dealt. Ice Path can keep enemies in it's AoE for 2 seconds, but it must be combo-ed with another hero's abilities in order for it's full potential to be obtained.
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