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EGamersWorld/Блог/Guide for Jakiro 7.31. A hero for any position

Guide for Jakiro 7.31. A hero for any position

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Guide for Jakiro 7.31. A hero for any position

Most of the changes in 7.31 that affected Jakiro weakened him, but now he is stronger in the offlane and mid positions. The hero has not gained much popularity yet, so the enemies often do not understand what to do against him in the lane. If you learn how to play it, you can win any lane in matchmaking.

pros and cons of a hero

pros

  • Good harassment of lane enemies
  • Lots of magic damage
  • Versatile and can go to any line
  • Weakly dependent on artifacts

Minuses

  • No spells that pierce BKB
  • slow hero
  • Not mobile

Change in 7.31

  • Base strength reduced from 27 to 25
Ice Path:
  • Cooldown increased from 12/11/10/9 to 21/17/13/9
  • Stun duration increased from 1/1.5/2/2.5 to 1.6/1.9/2.2/2.5 seconds
Dual Breath:
  • Now deals 10 damage instead of 11 (duration remains the same)
Liquid Fire:
  • Cooldown reduced from 20/15/10/4 to 16/12/8/4
macropyre:
  • Cast delay reduced from 0.55 to 0.4 seconds
  • Aghanim's Scepter duration reduced from 30 to 25 seconds

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Description of abilities

dual breath

Guide for Jakiro 7.31. A hero for any position. Photo 1
A stream of ice followed by a wave of fire. Ice slows down enemies, while fire deals damage over time.
Cast Animation: 0.35+1.4
Cast Range: 750
Start radius: 225
Wave Range: 750
End Radius: 275
Movement Slow: 28%/32%/36%/40%
Attack Speed Slow: 28/32/36/40
Damage per second: 20/40/60/80
Duration: 5
  • Selecting a creature as a target will direct the breath towards that creature.
  • The ice and fire wave moves at a speed of 1050 units, taking 0.71 (1.43) seconds to travel the entire path.
  • Fire Breath expires after 0.2 seconds. after the release of ice
  • It is possible that enemies will receive damage from only one wave if they leave the affected area in the interval between the first and second waves.
  • Jakiro can't move until he releases waves, but in between, he can use items, abilities, and turn around a bit
  • Hits creatures up to 1025 (1775) range away (wave range plus end radius).
  • The zone of general defeat looks like a cone.
  • Deals 10/20/30/40 (20/40/60/80) damage in 0.5 second intervals, starting to deal damage immediately after the debuff is applied, resulting in 11 instances.
  • Can deal up to 110/220/330/440 (220/440/660/880) damage (before reductions).

Ice Path

Guide for Jakiro 7.31. A hero for any position. Photo 2
Creates a streak of ice that stuns and damages enemies that touch it.
Cast animation: 0.65+0.8
Cast Range: 1200
Track length: 1200
Track Radius: 150
Delay: 0.5
Damage: 50
Track length: 1/1.5/2/2.5
  • Despite the visual effect, the track itself does not move, and the effect of it is triggered after 0.5 seconds.
  • Ice Path starts 12 range from Jakiro and is 1200 range long. Can hit creatures 1362 range away (start distance from Jakiro, path length, and width).
  • It can also hit creatures 138 range behind Jakiro due to his radius and the starting point of the ability.
  • Enemy creatures within 150 radius of the track are stunned and damaged.
  • The stun lasts as long as the path exists. The path provides a 150 radius flying vision along its entire length for the duration.
  • Enemies can only be stunned once, meaning if the effect is dispelled they will not be stunned again.
  • Ice Path first applies a debuff, then deals damage.

liquid fire

Guide for Jakiro 7.31. A hero for any position. Photo 3
The hero fills his attack with liquid flame, setting the target and all enemies around it on fire. Victims take damage over time and attack more slowly.
Cast Range: 600
Radius: 300
Attack Speed Slow: 30/40/50/60
Damage over time: 15/20/25/30
Can be cast on spell immune enemies, but the debuff does not work on them. Slow and damage dealt if the ability was cast before spell immunity and when not dispelled.
  • Casting Liquid Fire manually uses a 600 cast range. Liquid Fire's auto-cast normal attacks use Jakiro's default attack range of 400.
  • Cast range can be increased by other attack range bonuses. However, it cannot be increased by spell range bonuses.
  • If the attack misses or is dodged, it will still cast Liquid Fire on the target and nearby creatures. However, if the target is spell immune or invulnerable before the projectile hits, then Liquid Fire will not be applied.
  • Multiple casts of Liquid Fire do not stack, but refresh the debuff duration.
  • The attack first applies the debuff, then deals its own damage.
  • The ability affects buildings, slowing down their attack speed. Does not work on wards.
  • Deals 7.5/10/12.5/15 damage in 0.5 second intervals. (before reductions), starting to deal damage with a delay of 0.5 seconds. after cast, works 10 times. Can deal up to 75/100/125/150 damage to a single target (before reductions).
  • When the cooldown ends, the fire head's mouth fills with fire (visible to everyone) and Jakiro starts using the fire head for an attack animation until the next Liquid Fire is cast.
  • Liquid Fire has a lower priority than Liquid Frost. If Liquid Frost was enabled when using Liquid Fire manually, then only Liquid Frost will be applied. If both Liquid Fire and Liquid Frost have autocast enabled, only Liquid Frost will be applied.

liquid frost

Requires Aghanim's Shard to unlock

Guide for Jakiro 7.31. A hero for any position. Photo 4
Infuses your attack with a frost effect that stuns the enemy for 0.4 seconds, slows their movement by 20%, and deals damage equal to 20 + 2.5% of their maximum health every second. Duration: 4 sec.
Cast Range: 600
Radius: 300
Movement Speed Slow: 20%
Base damage per second: 20
Damage from max. health per second: 2.5%
Slow and Damage Duration: 4
Stun Duration: 0.4
Can target a spell immune target. Does not apply the effect to spell immune targets. Slows and attempts to damage if the effect was placed before spell immunity and when not dispelled.
  • Casting Liquid Frost manually uses a 600 (925) cast range. Liquid Fire's auto-cast normal attacks use Jakiro's default attack range of 400. The cast range can be increased by other attack range bonuses. However, it cannot be increased by spell range bonuses.
  • If the attack misses or is dodged, it will still apply Liquid Frost to the target and nearby creatures. However, if the target is spell immune or invulnerable before the projectile hits, then Liquid Frost will not be applied.
  • Multiple casts of Liquid Frost do not stack, but refresh the debuff duration.
  • The attack first applies the debuff, then deals its own damage.
  • The ability affects buildings, slowing down their attack speed. Does not work on wards.
  • Deals damage every second, starting one second after the debuff is applied, resulting in 4 instances.
  • Can deal up to 80 + 10% of max. health units of damage to a single target (before reductions).
  • When the cooldown ends, the ice head's mouth fills with light blue frost smoke (visible to everyone) and Jakiro starts using the ice head for an attack animation until the next Liquid Frost is cast.
  • Liquid Frost has a higher priority than Liquid Fire. If Liquid Frost was enabled when using Liquid Fire manually, then only Liquid Frost will be applied. If both Liquid Fire and Liquid Frost have autocast enabled, only Liquid Frost will be applied.

Macropyre

Guide for Jakiro 7.31. A hero for any position. Photo 5
The hero unleashes a wide stream of liquid flame that lasts for some time and deals damage to enemy creatures every second.
Cast Animation: 0.55+1.07
Cast Range: 1400
Length: 1400
Radius: 260
Damage per second: 110/155/200
Damage Delay Duration: 2
Duration: 10
Aghanim's Scepter Upgrade: Increases the length of the line of fire by 400 and its duration by 20 seconds. The damage becomes pure and pierces through spell immunity.
  • Instantly casts the ability over the entire area. Doesn't have a fade animation.
  • The fire starts 234 range ahead of Jakiro and has a length of 1166 (with Aghanim's Scepter 1566) range
  • Places a debuff on enemies in the area of effect in 0.5 second intervals, starting after 0.5 seconds. after application.
  • Debuffs do not stack. If an enemy enters the area again, its duration is refreshed
  • The debuff deals 55/77.5/100 damage in 0.5 second intervals, starting 0.5 after the debuff was applied, resulting in 4 instances.
  • Can trigger a maximum of 23 (63) times if the target was on fire for the full duration
  • One hit deals 220/310/400 damage (before reductions.
  • Multiple overlapping Macropyre do not stack. They refresh the general debuff on enemies.
  • Can deal up to 1265/1782.5/2300 damage to a single creature (before reductions.
  • When upgraded with Aghanim's Scepter, it can deal up to 3465/4882.5/6300 damage to a single unit.
  • Aghanim's Scepter changes the Macropyre sound effect. This modified sound effect can be heard through the Fog of War.

Learning abilities

Guide for Jakiro 7.31. A hero for any position. Photo 6

The strongest spell in the first minutes of the game is Dual Breath, the ability deals a lot of damage and slows down the enemy. If you play in the mid lane, then skill 3 should also be upgraded not least. The second ability is taken once and only in order to substitute the enemy.

Talents

Guide for Jakiro 7.31. A hero for any position. Photo 7

The talent build depends on your role. If you play on a classic support, then the buildup of talents will look like this: level 10 - left talent, increased spell damage is a good boost to all Jakiro's abilities. Level 15 - you can take any talent, because they are both useful, but the right one will give more impact to the game. At level 20, the hero has two strong talents, the right one will work well with the left talent at level 25.

Items

Popular Items:

Guide for Jakiro 7.31. A hero for any position. Photo 8

Build Examples

Offlane or mid:

Guide for Jakiro 7.31. A hero for any position. Photo 9
Guide for Jakiro 7.31. A hero for any position. Photo 10
Guide for Jakiro 7.31. A hero for any position. Photo 11
Guide for Jakiro 7.31. A hero for any position. Photo 12

Support:

Guide for Jakiro 7.31. A hero for any position. Photo 13
Guide for Jakiro 7.31. A hero for any position. Photo 14
Guide for Jakiro 7.31. A hero for any position. Photo 15

Eul's Scepter of Divinity - This artifact goes well with Jakiro's skills. Immediately after using the whirlwind, Dakiro can freely use a stun or other abilities that require aiming. Also, the artifact can significantly increase the hero's survival during major battles.

Veil of Discord - Given that Jakiro's abilities deal exclusively magical damage, purchasing this artifact can significantly increase your damage.

Blink Dagger - Dagger is an alternative to Force Staff and can be effectively used to quickly change position

Gameplay

Offline:

The 3rd position Jakiro is very good and can be used to increase the rating. He’s not as tight as most offlane metas, but you can’t call him flimsy either – he can quite hold the opponent’s cores on him for a while while your boys cut out enemy supports.

Jakiro is much easier to get back into the game after a failed lane than the classic heroes of this role, because, in essence, he remains a support and does not need items to reach his potential.

support

As a support, standing in lane with one ally comes down to the fact that Jakiro constantly harasses the enemies and does not allow them to get close to the creeps. Jakiro can harass, push the lane very early, gank and move between lanes. The most important thing is not to get carried away with all this, but to understand that the main advantage of Jakiro is in pushing and mass battles. It's not worth the risk early in the game. It's better to focus on getting levels and gold. Jakiro is a very good hero in terms of constantly harassing enemies in lane. This is primarily due to his Liquid Fire ability. You need to use this ability in a targeted manner and don't set it to auto-attack, as in this case you lose 200 range.

mid

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When playing in the mid lane, it is important to understand that Jakiro will be inferior to his opponent in last hitting most of the time, but he is very good for harassing. In other words, from the first seconds of the game, you need to start very aggressively and constantly press the enemy. If you manage to push the enemy back, then you can farm normally. Try to use skills exclusively for harassing the enemy hero, and finish creeps with auto-attacks. Otherwise, you will have to move further away from your own tower and put yourself at risk. Even in the mid lane, Jakiro is very vulnerable to ganks, as he doesn't have good escape mechanisms. A little later, when you decide to deliberately break the enemy tower, you can already quickly kill creeps with the help of AOE abilities. Do not try to kill the enemy in the first minutes of the game, as Jakiro simply won't have enough damage for this. Constant harassment is more than enough. You can only kill the enemy with the help of your allies.

auroralance
Yuriy Sheremet

Yuriy Sheremet – Expert in mobile gaming and esports among shooters and MOBA games.

At EGamersWorld, Yuriy, as in 2020 when he joined the portal, works with content, albeit with adjustments to his area of responsibility.

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