Hero Discussion of this Day: Jakiro (26 March 2014)
Jakiro, the Twin-Head Dragon
One place you don't want to be when fighting this beast is in front of him. He has three spells which target an area of effect in front of him, and getting caught in his barrage can cause a lot of pain. Dual Breath is his primary ability, burning and freezing all enemies in a large cone in front of him. In addition to the slow from Dual Breath, he can also completely disable multiple enemies with Ice Path. With two movement disable spells, Jakiro is a good supporter for his allies. In addition, Liquid Fire makes him effective at reducing the effectiveness of enemy physical attack heroes, as well as making towers easier to attack by slowing their retaliation. Macropyre can do a lot of damage if the enemy stays in its path, but it is often more effective as a deterrent rather than a source of damage. Couple with a well-timed Ice Path it can cause significant burning damage, however. Due to his naturally high life and mana, Jakiro doesn't need many items to be effective. This makes him great at supporting heroes who need to get a lot of gold.
Lore
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.
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Roles: Support, Lane Support, Pusher, Disabler, Nuker
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Strength: 24 + 2.3
Agility: 10 + 1.2
Intelligence: 28 + 2.8
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Damage: 46-54
Armour: 2.4
Movement Speed: 290
Attack Range: 400
Missile Speed: 1100
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.5
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Spells
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Dual Breath
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.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 135 | 10 | 500 | 200 (Starting area)/500 (Distance)/250 (Final area) | 5 | Fires out two breath of ice and fire. Frost breath slows move speed by 30% and attack speed by 30 while the fire breath deals 16 damage per second |
| 2 | 140 | 10 | 500 | 200 (Starting area)/500 (Distance)/250 (Final area) | 5 | Fires out two breath of ice and fire. Frost breath slows move speed by 30% and attack speed by 30 while the fire breath deals 36 damage per second |
| 3 | 155 | 10 | 500 | 200 (Starting area)/500 (Distance)/250 (Final area) | 5 | Fires out two breath of ice and fire. Frost breath slows move speed by 30% and attack speed by 30 while the fire breath deals 56 damage per second |
| 4 | 170 | 10 | 500 | 200 (Starting area)/500 (Distance)/250 (Final area) | 5 | Fires out two breath of ice and fire. Frost breath slows move speed by 30% and attack speed by 30 while the fire breath deals 76 damage per second |
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Magical damage
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Has a 0.3 second interval between each breath
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Can hit units up to 950 range away
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Damage is dealt in 0.5 second ticks
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Deals total damage of 80/180/280/380
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Ice Path
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.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 90 | 12 | 1100 | 1100 (line), 150 (area) | 1 second | Anyone that comes in contact with the wall is damaged for 50 and stunned until the wall disappears |
| 2 | 90 | 11 | 1100 | 1100 (line), 150 (area) | 1.4 seconds | Anyone that comes in contact with the wall is damaged for 50 and stunned until the wall disappears |
| 3 | 90 | 10 | 1100 | 1100 (line), 150 (area) | 1.8 seconds | Anyone that comes in contact with the wall is damaged for 50 and stunned until the wall disappears |
| 4 | 90 | 9 | 1100 | 1100 (line), 150 (area) | 2.2 seconds | Anyone that comes in contact with the wall is damaged for 50 and stunned until the wall disappears |
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Magical damage
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Has a 0.5 second formation delay
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The 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
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Frozen units by Ice Path are completely disabled (same properties as stun)
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Liquid Fire
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 0 | 20 | 400 | 300 | 5 | On cast, places a unique attack modifier on Jakiro causing his next attack to also deal 15 damage per second and slow attack speeds to targets hit by 20% |
| 2 | 0 | 15 | 400 | 300 | 5 | On cast, places a unique attack modifier on Jakiro causing his next attack to also deal 20 damage per second and slow attack speeds to targets hit by 30% |
| 3 | 0 | 10 | 400 | 300 | 5 | On cast, places a unique attack modifier on Jakiro causing his next attack to also deal 25 damage per second and slow attack speeds to targets hit by 40% |
| 4 | 0 | 5 | 400 | 300 | 5 | On cast, places a unique attack modifier on Jakiro causing his next attack to also deal 30 damage per second and slow attack speeds to targets hit by 50% |
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Magical Damage
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This ability works on units and buildings (but only deals half damages on buildings)
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If used on an enemy tower, it will slow the tower's attacks
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Deals total damage of 75/100/125/150
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Macropyre
Ultimate
Jakiro lays down a line of flame in front of him, dealing damage per second to enemy units in a wide area of effect.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 220 | 60 | 850 (1150*) | 900 line distance (1350*), 225 width | 7 | Deals 100 (125*) damage per second |
| 2 | 330 | 60 | 850 (1150*) | 900 line distance (1350*), 225 width | 7 | Deals 140 (175*) damage per second |
| 3 | 440 | 60 | 850 (1150*) | 900 line distance (1350*), 225 width | 7 | Deals 180 (225*) damage per second |
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Can be upgraded by sceptre, * indicates sceptre upgrades
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Magical damage
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Macropyre destroys all trees in the path of fire
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Total damage is 700/980/1260 (875/1225/1575*)
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Recent Changes from 6.80
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Ice Path damage rescaled from 25/50/75/100 to 50
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Liquid Fire DPS increased from 10/15/20/25 to 15/20/25/30
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Dual Breath burn and slow duration increased from 4 to 5 seconds
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Dual Breath DPS increased from 5/10/15/20 to 16/36/56/76
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Dual Breath damage interval improved from every 1 second to every 0.5 seconds
-Dual Breath Attack Speed slow increased from -20 to -30
- Removed initial impact damage from Dual Breath
Recent Changes from 6.79
- Liquid Fire is now a castable Attack Orb (same cooldown, no mana cost)
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Tips:
Use Macropyre in the middle of teamfights where it's hard to avoid, or in on the majority of enemies that are disabled from a crowd control spell.
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The previous Jakiro discussion (6.77).
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Good Brewmaster tip from last thread by wildtarget13:
Remember that you should cyclone enemy heroes you need to catch up to first, not stun them first. Stun them once you are on top of them. Use your storm panda windwalk to deal the damage. Clap or blink out after your ultimate against Rubick, or just to escape.
Posted Mar 26, 2014, 3:58 PM UTC