Bio
Jakiro, the Twin Head Dragon | |
Play "Two sides of the same coin." | |
Role: | Support / Nuker / Pusher / Disabler |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Jakiro, the Twin Head Dragon Even among magical beasts, a twin-headed dragon : | 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. |
Voice: | Dave Fennoy ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
Abilities
Target Point / Target Unit
Enemies

Magical



Notes:
- Targeting a unit causes the breaths to be released towards the unit`s position.
- Both the icy and fiery wave travel at a speed of 1050.
- The fiery breath is released 0.3 seconds after the icy breath is released.
- This means it is possible for enemies to be hit by only one of the breaths, by getting in or out of range of the second breath.
- The complete area of both breaths are shaped like a cone.
- Jakiro cannot move until the fiery breath is released. Be that as it may, he can cast spells, use items and turn before it`s released.
- Deals 10/20/30/40 (
27.5/37.5/47.5/57.5) damage in 0.5 second intervals, starting 0.5 second after the damaging debuff is placed, resulting in 10 instances.
- Can deal up to 100/200/300/400 (
275/375/475/575) damage to a single unit ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic
).
Target Point
Enemies

Magical


Notes:
- Despite the visual effects, the path`s effects do not have to travel, and are instantly applied after the 0.5 second delay.
- Enemy units which come within 150 radius of the path while it is up get stunned Stun is a status effect that prevents active actions like moving, turning, using spells or items, but does not prevent passive abilities, such as evasion and Damage Block. Stuns also interrupt spell casts, channeling spells
and damaged by it.
- The stun lasts as long as the remaining duration of the path itself.
- The path grants 150 range flying vision Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a
along the path for its duration.
Target Unit / Autocast
Enemies

Magical



Notes:
- Disjointing it, or becoming invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing upon impact completely nullifies the effects, including the area slow and damage.
- Casting Liquid Fire manually uses the 600 (
1000) cast range. Attacking normally with Liquid Fire on autocast Abilities are unique skills that heroes and creeps have access to on the battlefield. They range from simple passive effects, to devastating explosions of energy, to complex, terrain changing feats. All heroes have four or
uses Jakiro`s default 400 (
800) attack range.
- Successive casts of Liquid Fire do not stack, but refresh the debuff instead.
- Fully affects buildings Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire
, including the attack speed The frequency with which units attack is measured in attack speed. A unit s attack speed can be modified by items, agility, abilities, and auras. Contents 1 Base attack time 2 Attack speed representation 3 Attack
slow A Slow is a type of status effect that reduces the afflicted units Movement Speed by a percentage, and/or Attack Speed by a flat value of their current speeds. Contents 1 Mechanics 1.1 Slowing movement
. Does not affect wards This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against
.
- Deals 6/8/10/12 damage in 0.5 second intervals ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic
), starting 0.5 second after the debuff is applied, resulting in 10 damage instances.
- Can deal up to 60/80/100/120 damage to a single target ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic
).
- When off cooldown, the fire head`s mouth drools fire (visible to everyone) and Jakiro starts using his fire head for attack animations until Liquid Fire is used.
Target Point
Enemies
Notes:
- Instantly applies its effects over the whole distance. Does not have any travel speed.
- Deals 50/70/90 (
62.5/87.5/112.5) damage in 0.5 second intervals ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic
), starting 0.5 seconds after cast, resulting in 20 (
60) damage instances.
- Can deal up to 1000/1400/1800 (
3750/5250/6750) damage to a single unit ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic
).
- The path destroys trees Trees on the Radiant and Dire sides of the map. Trees are a terrain featureSpecial attraction in Dota 2. They make up a large amount of the map, and are very prominent in the forests that
within 260 range along the path upon cast.
Videos
Info
Jakiro the Twin Head Dragon is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1
hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During
who utilizes the powers of ice and fire with powerful linear area spells. He can freeze enemies in place with Ice Path, or slow them down with Dual Breath. He is capable of dealing heavy damage throughout the game by locking enemies inside his Macropyre, and provides great pushing power with Liquid Fire.
With high base attribute gain and relatively low mana costs, he requires few items to be effective. Jakiro is a support The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the who can continually turn battles in his favor with good positioning. His high strength gain makes him a bit tougher than most spellcasters and his low cooldowns ensure that his downtime is very minuscule, making him a great hero for ganks, pushes and clashes across the battlefield.
Jakiro, the Twin Head Dragon
Recommended Roles |
Support Nuker Pusher Disabler |
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 hatched 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.
Abilities
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Talent Tree
Talent Tree | ||
+1.25s Ice Path Duration | 25 | -50s Respawn Time |
+150 Gold/Min | 20 | +400 Attack Range |
+35 Dual Breath Burn Damage | 15 | +125 Cast Range |
+8% Spell Amplification | 10 | +25% XP Gain |
Recommended Items
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Starting Items | Early Game | Core Items | Situational Items | ||||||||
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