Animal Courier
Animal Courier
Magic Wand
Arcane Boots
Mekansm
Observer Ward
Eul's Scepter of Divinity
Veil of Discord
								Iron Branch
							
								Iron Branch
							
								Iron Branch
							
								Animal Courier
							
								Ring of Protection
							
								Tango
							
								Magic Wand
							
								Ring of Basilius
							
								Buckler
							
								Arcane Boots
							
								Mekansm
							
								Ring of Aquila
							
								Observer Ward
							
								Sentry Ward
							
								Eul's Scepter of Divinity
							
								Scythe of Vyse
							
								Aghanim's Scepter
							
								Veil of Discord
							
								Shiva's Guard
							
								 
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Valve just introduced the In-Game Guide system. Subscribe to these guides for IN-GAME tips on items and abilities...
06.02.2013
Nothing has changed. This guide is just as viable as ever, but now we have to update this **** every 3 weeks to stay 'fresh'. Stupid ****.
However, I did update the builds section to try and feature an overall 'realistic build' on the search results... and I've also removed 
 Force Staff because I never build it anymore.
18.12.2012
Updated 6.77 parity changes. These changes feel like they will significantly nerf the Utility build (Build 3), as Ice Path now takes 4 points to deal 100 damage. It's still a great spell, and the build is still viable, but the damage is reduced when it's needed most.
Because of this change, Dual Breath is now recommended at Level 1.
30.10.2012
Updated 6.76 parity changes. Creation delay and mana increase on 
 Ice Path as well as the changed components of 
 Force Staff
11.10.2012
Guide released! Still missing some staples that I put in all my guides, but they're coming soon. Wanted to release this before the post-6.75 bandwagon starts.
Starting Items
3x 
 Iron Branch - Cheap stats, ensures a GG and all that. Great for your 
 Magic Wand
1x 
 Tango - Cheap healing that doesn't cost mana
1x 
 Ring of Protection - Builds into your early 
 Ring of Basilius
1x 
 Animal Courier - You're a good Hero to purchase the courier.
1x Observer Wards - Wards win matches. If you don't buy the courier, early lane wards can save your *** from aggressive mids, roamers and trilanes.
OR
1x 
 Healing Salve - If you don't wanna ward, get a Salve if the courier is bought.
Core
 Boots of Speed
 Ring of Basilius - You'll only have one spell to cast for the majority of the laning phase. Ring of Basilius boosts your natural tankiness and gives the Armor aura to help with early pushes. This is great because with 
 Dual Breath and 
 Liquid Fire you're a great early pusher.
 Buckler - Buckler is excellent on 
 Jakiro and his first high priority item because the armor increase ability helps push the lane in combination with your 
 Ring of Basilius. This gives your creeps great survivability against the tower, which has reduced attack speed from your 
 Liquid Fire
 Arcane Boots - I don't find any other boots as useful as Arcane Boots on Jakiro. The burst regen is nice, since your spells have short cooldowns and cost a ton of mana. I usually pick this up before 
 Mekansm because it helps push the lane.
 Mekansm - Mek is excellent on Jakiro. His natural tankiness synergizes brilliantly with the Armor stats, and he's just difficult to bring down so he's a reliable carrier that will always manage to use it when he needs to. It also assists with any push attempts. No creeps will die when you cast 
 Mekansm and Liquid Breath on the tower.
Extensions
Jakiro's core is pretty much non-negotiable. The only thing that could possibly be replaced is the 
 Mekansm if you have another support Hero buying it. In that case, you should probably be buying Observer Wards to make up for the money you save. After this though, the following items are excellent in any game.
 Ring of Aquila - You've got Basilius already, why not? If you've got some spare cash then you might as well buy it. Gives you some extra stats for no inventory space.
Luxury
After your core and extension the game is likely going to be over... but if you are burning serious *** then you might be able to afford one of these. Your luxury items are all 100% situational, there's never one that's better than another.
 Eul's Scepter of Divinity - Add Wind to your Fire & Ice. This is the cheapest luxury item and often the most picked up. When it comes to late game, you've got a lot more survivability than most support Heroes. You'll be surviving most fights (unless you get wiped) and your spells all have large mana costs and low cooldowns. Mana Regen quickly becomes an issue if you aren't dying, so a 
 Void Stone is a highly recommended pickup. Once you have that, you might as well go whole hog and pickup the Eul's Scepter. Not only does it solve all your mana problems, it also gives you another escape/survival tool. Probably the only luxury you'll afford, but a good one!
 Scythe of Vyse - Best item in the game. Always a great way to fix your Mana Regen problems. Not much else to say really. 
 Mystic Staff is going to be the tough item to afford.
 Shiva's Guard - I prefer this to Scythe of Vyse because it fits nicely with your AoE slows and gives you a massive Armor boost.
 Veil of Discord - Rarely picked up on many Heroes but a very underrated item which works perfectly in wombo combo lineups. The magic amplification applies for your whole team, so it's amazing for Heroes like 
 Sand King, 
 Enigma, 
 Lina, 
 Zeus, 
 Leshrac, 
 Lion... the list goes on and on. Veil of Discord is extra good on Jakiro for the same reason many hybrid Armor items are... it boosts his survivability even more than on regular casters. This is usually my go-to item if I'm kicking *** in a game and have excess gold.
 Aghanim's Scepter - Like I said in the 
 Macropyre section, Scepter gives you 315 total damage (per Hero), 300 extra casting range and 450 longer AoE. If you're teamed with a 
 Chronosphere, 
 Kinetic Field or 
 Black Hole then I'd say that Scepter is worth it. You'll get the full 7 second duration every single time. The longer AoE is even a little bit useful for keeping enemies who are outside the 
 Chronosphere at bay (when Void is vulnerable). In all other situations though, it's probably not worth it. 
 Veil of Discord gives you more damage (which also applies to your allies) and nicer stats.
 Force Staff - I used to get this in most games. It gives you extra mana and the regen is nice (the attack speed was way better in 6.75). You don't get Force Staff for that reason though, you get it for the Push ability. For a Hero like Jakiro, who relies so much on positioning, Push is really amazing. It turns the lackluster chasing ability of 
 Ice Path into a deadly weapon to finish off enemy teams. It allows you to fly into the perfect place to cut off an enemy team's escape route with 
 Macropyre. On defense, it grants you an escape (which is doubly epic when you're already hard to kill) and it also lets you jump into your allies for important 
 Mekansm heals. All round it's a great item but the recipe is so damned expensive now that I often skip it for the more late game oriented 
 Veil of Discord
 Jakiro can play a number of roles, all of which were enabled by the 
 Ice Path buff.
Castle Crusher - Pusher
Skill 
 Ice Path at Level 1, then max 
 Dual Breath and 
 Liquid Fire before putting points into your 
 Macropyre
This build forgoes his disable in order to completely annihilate lanes in the early-mid game. Maxing 
 Dual Breath and 
 Liquid Fire makes short work of creep waves and then towers. With this build, you'll want 
 Ring of Basilius for the Armor Aura and 
 Buckler as soon as possible. This gives your creeps +4 Armor (19% extra physical damage resistance) and reduces Tower attack speed by 50% permanently. Your creeps won't die.
Meatgrinder - Teamfighter
Skill 
 Ice Path at Level 1, then alternate between 
 Dual Breath and 
 Ice Path until they are both maxed. Pick up 
 Macropyre at Level 9, then take your first point in 
 Liquid Fire at Level 10.
This build forgoes 
 Jakiro's tower pushing passive to control teamfights with disables and high damage. Interweave 
 Dual Breath and 
 Ice Path, picking whichever skill you think you need most in lane (DB for damage, IP for control). I'd even ignore 
 Liquid Fire until after your Level 2 
 Macropyre. Don't bother with a 
 Ring of Basilius, just go straight for 
 Arcane Boots because this build is more mana intensive and you will be getting your ultimate earlier.
Fire & Ice - Utility
Skill 
 Ice Path at Level 1. Max 
 Liquid Fire next, then 
 Ice Path. Take 
 Macropyre at Level 9 and then your first point in 
 Dual Breath at Level 10.
This build is all about utility. 
 Liquid Fire is a top tier pushing ability. 
 Ice Path is undoubtedly the best non-ultimate AoE stun in the game. Give up the power and pushing of 
 Dual Breath and play a more supporting role. With this build, you will be pushing towers but as a team (using your passive to speed up the process). In team fights, you will pretty much just contribute your stun until you gain your 
 Macropyre. This build is extremely cheap in mana, so you can just get your 
 Ring of Basilius and even buy Observer Wards on your way to 
 Mekansm. If another teammate has Basilius, then use that cash for more wards.
 Jakiro should be in the side lane. One problem with Jakiro, which is the same for 
 Dazzle, is that he really needs a bit of farm to get going. Jakiro is heavily level dependent (you need level 10 before you even pick up your ultimate!) so he cannot roam and rely on creep pulls to get his experience. Perhaps this is why he sees little play right now (although I'm sure 6.75 might change this). Jakiro needs a duo lane and a lane that can kill is especially welcome. He works extremely well in a multi-stun lane with other nukers (use the Utility build) or in a multi-stun lane conributing his own nuke (using the Teamfight build).
Jakiro has two goals. Pushing Towers and Wrecking Teamfights. Early game, before level 10, he should stay in his lane and apply pressure. The great thing about Jakiro is that he can nuke a creep wave and get to the base of the tower extremely quickly, forcing the enemy to deal with your push. A 
 Jakiro that isn't dealt with will take the tower at 6 minutes. Since you shouldn't be roaming, you should make your team aware that you're going to want a little assistance getting an early tower kill before you can join up for team fight goodness. Once you have 
 Buckler you should be taking your first or second tower. Unless you maxed 
 Ice Path, you contribute extremely little to a team fight until Level 9... and even then you should really be level 11 before you start focusing on Hero kills.
Once you're level 12, you suddenly become a monster. Not only do you have insane tower pushing ability, you can also push and counter push better than most Heroes in the game. It's at this point that you finish your 
 Mekansm and pick up your 
 Arcane Boots.
Jakiro is all about positioning and your team will have to position themselves correctly for sustained tower pushes. Jakiro's bread and butter is getting into tower range and forcing enemies to initiate or lose a tower. Since you've planned for it, you can prepare your abilities to make initiating on you extremely risky. 
 Ice Path almost rivals 
 Ravage as a counter initiation spell.
Your job is to apply 
 Liquid Fire to the tower every 5 seconds and then back out of range. If the enemy thinks about initiating, drop your 
 Macropyre and add in 
 Ice Path if your ultimate doesn't scare them off. If a creep wave arrives, 
 Dual Breath it and focus on the tower once more. This style of tower pushing is perfect for Heroes like 
 Dark Seer and 
 Earthshaker, who can zone enemies out of range with the threat of counter initiation. Add 
 Jakiro in there and the threat is often too high to deal with.
By late game you need to be defending all towers or sticking with your team. It's pretty simple at this point. Stay at the back of team fights and unleash hell. If you hit all your abilities in the right order, you've done your job... there's only so much one Hero can do. By late late game, you won't be melting people anymore, but 
 Ice Path and your attack & movespeed slows are still valuable. Furthermore, your natural survivability will ensure that you have more of a chance to help out than a 
 Crystal Maiden or 
 Shadow Shaman at the 45 minute mark.
Explaining positioning through text is often difficult, so here are a few situations from a single game I played with Jakiro (Match ID: 43463616). This game was a great example of the power of 
 Faceless Void and 
 Jakiro
The Early Game Counter Gank
Our team had just pushed top tower and our 
 Faceless Void was alone on bot lane. 
 Slardar and 
 Phantom Assassin were chasing him down when I start to TP.
Match ID: 43463616
Radiant
 Phantom Assassin
 Leshrac
 Nature's Prophet
 Storm Spirit
 Slardar
vs
Dire
 Faceless Void
 Jakiro
 Batrider
 Juggernaut
 Riki
Used in the Teamfighting examples above, this battle shows off the power of 
 Chronosphere and 
 Jakiro as well as the extreme area denial combination of Smoke Bomb and all things 
 Jakiro. It quickly turns into a stomp, but there are still some nice fights and examples of good positioning.
Match ID: 39551371
Radiant
 Jakiro
 Lifestealer
 Pudge
 Dragon Knight
 Nyx Assassin
vs
Dire
 Invoker
 Venomancer
 Chaos Knight
 Alchemist
 Kunkka
A shaky start against a 
 Venomancer+
 Invoker at the short lane quickly started to look terrible as the enemy team pushed towers as a unit while we were scattered across the map. Eventually we started working as a team and then it was teamfight central. Tons of great teamfights that showcase the strength of 
 Macropyre at all stages of the game. Their team had 3 melee Heroes, who were always caught with the Macropyre Lockdown combo, made especially easy with 
 Nyx Assassin's 
 Impale.
Well worth a watch for tips on using Macropyre and delaying tower pushes.
I hope this guide helped you out and that you have as much fun playing 
 Jakiro as me. I'm sure that he will see a LOT of play competitively in the next big tournament, because of his new buffs. When this happens, I will be adding a lot more content in the form of replays and analysis of pro players using 
 Jakiro. It's likely that we'll all learn a lot when the pros start picking up previously unplayed Heroes, so look out for exciting new builds and ideas on this powerful Hero.
Please vote and comment. All feedback is welcome as long as it's constructive!
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