
Jakiro
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.
Base STR
25 +2.5
Base AGI
15 +1.2
Base INT
25 +3
Move Speed
290
Attack Range
400
Base Armor
1
Attack DMG
27–35
Projectile
1100
Innate Abilities

Double Trouble
Jakiro's attacks launch an attack from each head, but deal less damage each.
ATTACK DAMAGE REDUCTION:
51%
Abilities

Dual Breath
Cooldown
12 / 11 / 10 / 9s
Mana
135 / 150 / 165 / 180
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.
START RADIUS:
150
END RADIUS:
275
BURN DAMAGE:
20 / 40 / 60 / 80
MOVE SLOW:
-25 / -30 / -35 / -40%
ATTACK SLOW:
-25 / -30 / -35 / -40
DURATION:
5
- Can hit units up to 1025 range away.
- Has a 0.2 second interval between each breath.
- Does not trigger spell block or spell reflect.
Pyrexae dragons have tremendously dangerous breath for each branch of the species; combining them is unimaginable.

Ice Path
Cooldown
20 / 17 / 14 / 11s
Mana
100
Creates a path of ice that stuns and damages enemies that touch it.
FORMATION DELAY:
0.2
MAX STUN DURATION:
1.25 / 1.5 / 1.75 / 2
PATH DURATION:
3 / 3.5 / 4 / 4.5
RADIUS:
150
DAMAGE:
50
- It takes 0.2 seconds for the path to reach its full extent.
- The stun is removed once Ice Path is destroyed.
Jakiro's cunning right head calls upon its frozen heritage, glazing the earth with blistering cold.

Liquid Fire
Cooldown
13 / 10 / 7 / 4s
Mana
20
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks. Shares a cooldown with Liquid Frost.
ATTACK SLOW:
-30 / -40 / -50 / -60
RADIUS:
300
BURN DAMAGE:
12 / 24 / 36 / 48
BUILDING DAMAGE:
75%
DURATION:
5
- Works on both units and buildings.
The left maw of Jakiro opens, laying waste to any in its path.

Liquid Frost
Cooldown
13 / 10 / 7 / 4s
Mana
20
Jakiro chill his enemies with ice added to his attack, slowing movement for 5 seconds and increasing damage taken from Jakiro's attacks and abilities. This effect does not apply to buildings. Shares a cooldown with Liquid Fire.
MOVEMENT SLOW:
15 / 20 / 25 / 30%
IMPACT DAMAGE:
8 / 16 / 24 / 32
BONUS DAMAGE:
8 / 16 / 24 / 32
DURATION:
5
The right maw of Jakiro opens, punishing all with bitter frost.

Macropyre
Cooldown
90 / 80 / 70s
Mana
250 / 350 / 450
Jakiro exhales a wide line of lasting flames, which deals damage per second to any enemy units caught in the fire.
DAMAGE PER SECOND:
100 / 150 / 200
FLAME WIDTH:
500
DURATION:
10
- Units hit by Macropyre will continue to be affected after they leave the area for 1 additional seconds.
Ice and fire combine to rip the battlefield to shreds with extreme temperatures.
Talents

Aghanim's Scepter

Macropyre
Increases Macropyre duration and causes it to deal Pure damage. Jakiro emits two walls of ice along the edges of the Macropyre that slow any enemies trying to cross them by 0%.

Aghanim's Shard

Liquid Fire
Jakiro's Liquid Fire has no mana cost and no longer shares a cooldown with Liquid Frost.

Liquid Frost
Jakiro's Liquid Frost has no mana cost and no longer shares a cooldown with Liquid Fire.
Hero Performance
Median across all public matches · OpenDotaForm
47%
Win rate in recent matches
Performance
48%
KDA ratio (kills + assists / deaths)
Laning
16%
Last hits per minute over full game
Farm
43%
Average gold per minute
Fighting
15%
Average kills + assists per match
Experience
58%
Average XP per minute
Strategy
When to Pick Jakiro?
Let me tell you something that should surprise absolutely nobody—Jakiro has been S-tier in the hard support role for months now, and the current meta has done nothing to change that. Multiple sources, multiple tier lists, and multiple pro analyses all say the same thing: Jakiro and Shadow Shaman have been dominating position five for a long time, and they are STILL doing it right now. You know why? Because this hero is just fundamentally broken in the right hands.
He has a long range. AoE slow, one of the best point-and-click stuns in the game with Ice Path, a burn that strips attack speed from enemy carries through Liquid Fire, and a Macropyre ultimate that turns any choke point or grouped fight into a literal hellfire that the enemy team cannot stand inside without losing a horrifying amount of HP every single second it is active. What is there NOT to like? And the best part?
The new patch nerfed him slightly—he lost some base damage at level one so he can't trade as aggressively in the very early laning phase—but at higher play levels this barely matters because Jakiro was never picked for his level one trading power; he was picked for his mid-game teamfight presence and his absurd AOE damage that scales beautifully without needing a single item to be relevant.
He is disgusting in lineups with strong initiation that groups the enemy team together for Macropyre—Enigma, Magnus, and Tidehunter—because landing a Macropyre on five heroes trapped in a Black Hole or a Ravage is one of the most one-sided teamfight outcomes in all of Dota 2, and the enemy team knows it, fears it, and cannot stop it once it is active.
He thrives against tanky offlane lineups that love to sit in fights and absorb damage—Bristleback, Doom, and Tidehunter—because Liquid Fire strips their attack speed and burns them continuously while your cores right-click them from behind, and suddenly the hero that was supposed to be unkillable is melting faster than he has any right to.
He pairs beautifully with Leshrac specifically right now—both heroes deal massive sustained magical AOE damage, and together they create a damage-over-time combination that the enemy team simply cannot outlast in extended fights without dying one by one to the accumulated burn stacking on every single hero simultaneously.
Avoid picking him into lineups that completely disperse and never group up—Clinkz, Nature's Prophet, Tinker—heroes that make Macropyre completely irrelevant by always being in five different locations simultaneously, because a Macropyre cast on a single isolated hero is the saddest waste of a strong ultimate in Dota 2.
Also feels genuinely terrible in lineups with a lot of magic resistance—Huskar specifically laughs at everything Jakiro does, and it is embarrassing to watch—and if the enemy team goes heavy on BKB purchases, your window to deal meaningful damage through Macropyre gets cut in half the moment they activate it and walk through your ultimate like it is not even there.
Tips & common mistakes
- Ice Path is your most important spell, and most Jakiro players are terrible at landing it consistently. Stop aiming it directly at the hero's current position—Ice Path has a travel time, and the path forms slightly after the cast. Lead the target, aim where they are GOING, and practice the muscle memory until you can land it on a moving hero from maximum range without thinking about it. A missed ice path in a crucial teamfight is a missed kill, and there is no excuse for it at any skill level.
- Liquid Fire is not just an attack speed slow—it is also a tower-destroying tool that people massively underuse. Walk up to an enemy tower, apply Liquid Fire, and watch it melt at a dramatically increased rate because the attack speed slow on the tower itself combined with the burn makes it one of the fastest objective-taking abilities any support has in their kit. Use it on towers every single time you are near one and it is off cooldown.
- Macropyre lasts twelve seconds and does its best work when heroes are STANDING in it continuously. This means placement is everything—put it in the path where the enemy team HAS to walk through, in the chokepoint they need to cross to escape, or directly on top of heroes trapped by a Black Hole or Ravage so they physically cannot leave the burn zone. A Macropyre cast in an open field where the enemy can just walk out of instantly is twelve seconds of your most important cooldown, achieving nothing.
- Dual Breath hits in a cone in front of Jakiro—it is not a point target spell. People constantly misuse it by trying to hit a single hero who is standing at the wrong angle and end up hitting nothing. Always position yourself so the cone faces where most of the enemy heroes are gathered, use it to clear creep waves efficiently in the laning phase, and never spam it into empty space just because it is off cooldown.
- Stop standing in the front line of every fight like you are a strength hero. Jakiro is a ranged support with mediocre HP who deals most of his damage from the backline—Ice Path from maximum range, Liquid Fire from a safe distance, Dual Breath from behind your cores, and Macropyre placed preemptively before you are already dead. If you are dying every fight in the first two seconds, you are standing too close to five people who want to kill you.
- The current meta nerfs to Jakiro's level one damage mean you need to be slightly more careful about early lane trading than before. Do NOT try to win lane through raw harassment at level one—focus on denying creeps, placing vision, and using Dual Breath to clear the wave safely until you hit level three, where Ice Path plus Dual Breath creates your first real kill opportunity. Respect the slight early game weakness and make up for it with better positioning.
- Aghanim's Scepter on Jakiro is one of the most underrated support item purchases in the game—it causes Jakiro to breathe fire and ice simultaneously in both directions at once, turning Dual Breath into an absolute AOE nightmare that hits heroes behind him as well. In the late game, when every teamfight is a chaotic scramble of heroes from multiple directions, a Scepter Jakiro who is spinning in the middle of the fight is dealing damage to literally every direction simultaneously, and most players never build it and never experience how disgusting it actually is.
Summary
Jakiro has been dominating the hard support role for months, and the current meta is giving him absolutely zero reasons to stop.
He is independently strong without needing specific carry partners; his kit provides harassment in the lane, kill setup with Ice Path, tower destruction with Liquid Fire, and one of the best teamfight ultimates in the entire game with Macropyre—all on a hero who costs almost nothing to be relevant and starts contributing from the first minute of the game.
Pick him into lineups that have strong initiation that groups the enemy together, land your Ice Paths cleanly, use Liquid Fire on every tower you see, and make the enemy team feel like every single fight is happening inside a burning blizzard that never stops dealing damage no matter how many times they try to walk out of it. He took a small early-game nerf, but let's be honest—nobody was picking Jakiro for his level one trading.
They were picking him because a twelve-second AoE burn on five grouped heroes with zero counterplay is, and always will be, a genuinely unfair ability to play against.
Strong Against











































