Jakiro Dota Hero The Twin Head Dragon Guide & Strategy, Build Items

Many of Dota heroes but not like this one. Meet Jakiro The Twin Head Dragon, and this post is about his skills both strategy and items build for you guys. 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.

Dota Hero Jakiro The Twin Head Dragon

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.

Jakiro The Twin Head Dragon background story. Originally found gnawing at the roots of the World Tree during an excavation, this magnificent Chimaera’s age is impossible to determine. With his large snapping heads and aggressive, unpredictable behavior, Jakiro is an intimidating creature to say the least, yet is loyal to the Sentinel for reasons all his own.

Due to his mystical nature, he has a strange affinity with the elemental forces of ice and fire. This allows him to devastate all in his path, and he is more than capable of keeping his opponents in his line of fury. The Scourge would do best to be wary of this dragon, lest they all freeze and shatter as their precious Frozen Throne melts before their eyes.

Jakiro The Twin Head Dragon Advanced Statistics

Affiliation: Sentinel
Attack Animation: 0.4 / 0.5
Damage: 46 – 54
Casting Animation: 0.65 / 0.3
Armor: 2.4
Base Attack Time: 1.7
Movespeed: 290
Missile Speed: 1100
Attack Range: 400
Sight Range: 1800 / 800
Jakiro The Twin Head Dragon Abilities Build

1. Dual Breath (Hotkey: D)

Jakiro’s twin heads let loose an icy blast followed closely by a wave of fire, each dealing initial damage. Enemy units are both slowed and dealt fire damage per second for 4 seconds.
Level 1 – 35 damage per breath, 5 fire damage per second.
Level 2 – 70 damage per breath, 10 fire damage per second.
Level 3 – 105 damage per breath, 15 fire damage per second.
Level 4 – 140 damage per breath, 20 fire damage per second.
- Damage type: magical
- The slow lasts for 4 seconds and it slows for 30% movespeed and 20% IAS.
- Dual Breath has a 200 starting AoE and 250 final AoE.
- Has a 0.4 second interval between each breath.
Casting range: 500
Mana Cost: 135/140/155/170
Cooldown: 10 seconds

2. Ice Path (Hotkey: T)

Creates a path of ice in front of Jakiro, after 0.4 seconds, the path forms and freezes any enemy unit that touches it for its duration and deals 100 damage. Path lasts 1 second.
Level 1 – Freezes enemy units, lasts 1 seconds.
Level 2 – Freezes enemy units, lasts 1.33 seconds.
Level 3 – Freezes enemy units, lasts 1.66 seconds.
Level 4 – Freezes enemy units, lasts 2 seconds.
- It takes 0.5 seconds for the path to reach its full extent.
- Frozen units by Ice Path are completly disabled, same properties as Stun.
- Area of Effect: 175
Mana Cost: 75
Cooldown: 16/15/14/13 seconds

3. Liquid Fire (Hotkey: A)

Straight from the belly of the beast, Jakiro slowly harnesses Liquid Fire when he attacks to burn his victims (175 AoE), and slow their attacks.
Level 1 – 10 damage per second and 20% attack speed reduction.
Level 2 – 15 damage per second and 30% attack speed reduction.
Level 3 – 20 damage per second and 40% attack speed reduction.
Level 4 – 25 damage per second and 50% attack speed reduction.
- Damage type: magical
- This ability works on units and buildings.
- If used on an enemy tower, it will slow the tower’s attacks.
Mana Cost: N/A
Cooldown: 20/15/10/5

4. Macropyre (Hotkey: R)

Jakiro unleashes a line of pulsing flame strikes in front of him. Each flame strike deals damage per second for 7 seconds, and has a 225 AOE radius.
Level 1 – 100 (125*) damage per second.
Level 2 – 140 (175*) damage per second.
Level 3 – 180 (225*) damage per second.
Mana Cost: 220 / 330 / 440
Cooldown: 60 Seconds
- Damage type: magical
- Macropyre destroys all trees in the path of fire.
- Macropyre has a 0.2 (0.05 second with Aghanim’s Scepter) second interval between each Flame Strike.
- Casting range: 500/700/850/850
- Can be improved by Aghanim’s Scepter (* shows the improved values).
Jakiro The Twin Head Dragon Skills Build

Level 1 – Dual Breath
Level 2 – Stats / Ice Path
Level 3 – Dual Breath
Level 4 – Stats
Level 5 – Dual Breath
Level 6 – Stats
Level 7 – Dual Breath
Level 8 – Stats
Level 9 – Ice Path
Level 10 – Macropyre
Level 11 – Macropyre
Level 12 – Ice Path
Level 13 – Ice Path
Level 14 – Ice Path
Level 15 – Stats
Level 16 – Macropyre
Level 17-21 Stats
Level 22-25 Auto Fire

Getting Ice Path or Stats depends on you lane. If you solo take Stats to help you spam Dual Breath, last hit better and endure more nukes with the HP bonus. If you share a lane with an ally , Ice Path is advisable but not obligitary since you can also do well with Stats . Dual Breath and Ice Path combined with a hero with some kind of disable really help in dominating the lane especially if you are aiming for early kills. Macropyre is left for level 10 and 11 because of its low damaging capabilities at level one and because there will be no good situations to use it early game. Stats over Auto Fire because you have Dual Breath and Macropyre to help you push and earn money. One level of Ice Path could be taken early in case you lane against a hero with a chanelling spell, for example Sand King, Witch Doctor and so on……

Jakiro The Twin Head Dragon Items Build

Mekansm – Mekansm is one of the best items for Jakiro for many reasons. It helps Twin Head Dragon with supporting allies with the AOE heal while strengthening Jakiro’s own survivability and physical protection. It is a needed buff to armour since Jakiro has low agility gain. If you have noticed Jakiro has 0 initial armour and 4 ending armour ( Ursa and Night Stalker have 5 intial, Obsidian Destroyer has 4 ^^) which makes you terribly vulnerable to physical attacks. Although the mana cost of Dual Breath has been increased supporting the mana for the AOE heal is not a problem especially when you finish Eul’s Scepter of Divinity.

Boots of Travel – Boots of Travel has many uses, you all know this – helps in farming, control over the map, support, chasing and that is why it is good on every single hero. Boots of Travel hides a very good conception. It allows a single hero to farm in an idle lane and in the same time he can always TP to help his allies. It is also really good for surprising enemies that do not expect you. Combined with Dual Breath and Macropyre you become one of the most efficent pushers/farmers and you will be even more efficient in map-wide ganging also……

Eul’s Scepter of Divinity – This item gives you mana regeneration and intelligence buff to spam your spells, support Mekansm and Boots of Travel and cyclone that can help you execute your Cyclone/Macropyre/Ice Path/Dual Breath. Charges of Cyclone are useful for ganging and can serve also as a disabling mechanism. Spamming is essential for Jakiro mid to late game – it will ensures that you have enough money to buy them items you need as soon as possible. Cyclone will help in every situation but have in mind that charges are just 6 so use them wisely.

Bracers – If you have troubles with focus fire or just need more HP get 1 or 2 of them to make up for this. They are really useful if you for some reason have troubles with other heroes ( gangs, harrass and so on…… ).

Kelen’s Dagger of Escape – If you have troubles landing Ice Path or Micropyre or if you have problems escaping battles, you may consider getting Kelen’s Dagger of Escape. This is a situational item, but it can help a lot……

Manta Style – If you play more gang orientated Manta is a good choice to replace Eul’s Scepter of Divinity with. Diffusal Blade packs 10 charges which can be really useful for chasing and landing spells. Manta style will help in team battles by providing some tanking powers and comparatively high damage output ( because Jakiro’s stats are high enough to sustain strong images ). Generally Purge is used the same way as Cyclone but much easier because you do not have to time Ice Path or Macropyre, just Purge and cast Ice Path or Macropyre on the enemy and finish off with Dual Breath.

What do you mean by “Advisable” and “Core” items?

“Advisable” items stands for items that can be changed according to you play style. For example if you prefer a more defensive way of playing you can go for Mekansm and 2 x Bracers, add Eul earlier even skip Boots of Travel in favour of Guinsoo. People who focus on getting gold and on a more aggressive play style can skip Bracers and rush for Boots of Travel. Every game is different so adapt to the changes. For example if you get ganged too much or often die in team battles do not hesistate to fill you inventory with Bracers or if you enemies are playing passively attack them more often and focus on harrassing with spell spammage ( get Eul’s Scepter of Divinity ). If you do not do well with the landing of Ice Path get Guinsoo. Boots of Travel and Mekansm are too good to be skipped and worth to try out. However if the situation force you to replace them with other more important items for that particular game you can do this, I would not mind. Jakiro is a versatile hero so you should learn to adapt – this is the way to fully utilize this hero.

Long list

2x Ironwood Branch + RoR
Void Stone + Boots of Speed
Complete Headdress of Rejuvenation
Complete Nathrezim Buckler
Complete Mekansm
Complete Boots of Travel
Complete Eul’s Scepter of Divinity ( Staff of Wizardy + Robe of the Magi + Recipe )
Jakiro The Twin Head Dragon Strategy

Jakiro The Twin Head Dragon Strategy

Laning:

Usually you shouldn’t solo THD. he can do it np, but he doesn’t really need the money and experience. He will, however, most likely be able to push the tower in no time. Jakiro shines in offensive lanes. He can make for some nasty dual-lane with Clockwerk, Juggernaut, Sand King, Sven, stuff like that. Especially clockwerk works great, creeps die so battery is more effective, enemies get slowed so he can reach them. You should usually be the one intiating due to Dual Breaths huge range, then wait for your ally to make his move and follow with Ice Path.
Jakiro is a very strong laner, i advise you to take advantage of that and not leave your lanepartner alone to solo-gank when there is no need for it, let alone roam.

Use Dual Breath rather liberately for harrass, but save mana to go for a kill with your ally if a good situation arises. Try to get at least one creep when harrassing a hero, or even better harrass both heroes with one breath. don’t walk up to them like an idiot though, stay rather close to the creepwave and breath them when theyre moving in for a lasthit. That’s pretty easy considering its huge range. Use the slow of dual breath to get some extra attacks in for harrass. Be careful with creep aggro, you only have 400 range and mediocre animation. Due to your low armor you might end up taking more damage from creeps than you dealt to your enemy with your attack.

In case you’re trying to push towers fast there are other good lanepartners, like Pugna or Pit for example. Liquid Fire combined with creep advantage will get towers down in no time.

Ganking:

THD is a fairly decent ganker if you know how to aim your stuff. Dont forget that your spells are AoE, you can easily hit 2 targets with Dual Breath, same goes for a well aimed Ice Path.

Usually you’d want an ally to start the gank with a stun so you can chain Ice Path, if thats not possible try to start with Dual Breath so its easier to land Ice Path. Both Ice Path and Dual Breath have decent range, keep that in mind. You dont have to put yourself in too much danger to use them effectively. Use Macropyre when you’re sure the target is gonna be disabled for some time and actually takes some damage, if the enemy hero isn’t very tanky it’s usually a waste against a single target.

Pushing:

Quite simple. Use Dual Breath to clear creeps, and always try to get Liquid Fire off on the tower, ideally on both the tower and the creepwave. Pushing is one of the few things THD can do completely on his own, a bit like Brood – just be more careful, you can’t spin a web!

If the tower is going to die and your opponents are getting ready to deny, you can use Ice Path to keep them from doing so and gtfo. Alternatively you can blow out Macropyre and Dual Breath afterwards and go for a kill or two, depending on the situation.

Team fights:

Don’t initiate with Macropyre, at least not like your regular initiator (Tide/ES/SK/etc.). Try to read the battle. Do you have an allied AoE disabler? Drop Macropyre where he catched some, dual breath them and extend the disable with Ice Path. You do not have an allied AoE disabler? Well that blows. Jakiro really likes those. No worries though, you’re still far from useless. Battles usually aren’t stationary, try to foresee in which direction 2+ enemy heroes that are close to each other will move (works great if they are focusing one of your allies), and drop Macropyre there, dual breath before or after, dependant on the situation. Ice Path generally should be used after macropyre, if you cast Ice Path and Macropyre afterwards they will barely stand one second in it. Since 6.65 that isn’t such a big deal anymore though.

Another good trick is to cast macropyre from fog and/or on narrow passages. Fights at roshan for example are great, there’s little space and people have to stand in it. Same goes for fights at the base entries.
Try to get off Liquid Fire on carries to slow their attackspeed if possible, although that isn’t as important as timing/aiming your spells correctly.

Warding:

This is an essential part of playing support in an organized game. However, its basically the same for every hero, you will not need to do it when playing public games and theres a very good guide that covers all the basics about warding on PD. Hence, im just gonna give you a link to this guide: Click HERE to visit Eumellein’s Wardposition guide.

Do not worry on next post, as we try to complete all dota heroe’s post list so that you could choose one as your favorite. Thank you everyone.

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