Tuesday, May 11, 2010

Jakiro the Twin Head Dragon Guide & Walkthrought

Jakiro currently isn't used much, neither in competitive DotA nor in public games. That doesn't mean that he's a bad hero though. He is a fun hero to use, all his 3 active skills require some sort of aiming, positioning and timing for maximum effect. He is a very potent pusher and has loads of AoE-spells up his sleeve to create havoc in clashes. Unfortunately he has trouble with teams that focus on armor reduction, which are rather common these days... His teamfight-presence is easily countered by Blademails, Pipes and Hoods.


Skillbuild



Level 1: Dual Breath
Level 2: Ice Path
Level 3: Dual Breath
Level 4: Liquid Fire
Level 5: Dual Breath
Level 6: Liquid Fire
Level 7: Dual Breath
Level 8: Liquid Fire
Level 9: Liquid Fire
Level 10: Macropyre
Level 11: Macropyre
Level 12:Ice Path
Level 13: Ice Path
Level 14: Ice Path
Level 15: Stats
Level 16: Macropyre
Levels 17-25: Statsstatsstats...

Justification:

Dual Breath is ALWAYS maxed first. It's your best skill, its a strong AoE nuke, it slows. Nuff said.

Icepath vs. Liquid Fire: Liquid Fire is a superb pushing skill and doesn't even cost mana. If your team is running a push-strat this spell along with dual breath is gonna help a lot, the fact that it damages and slows tower attacks is invaluable. The first level of Ice Path disables a full second compared to 2 seconds with Ice Path maxed, thats why i threw a level in there. I consider this skill-build fairly balanced, you can ofc screw this proposed skill-build and do whatever the fuck you want. I'm serious, both skills have their uses, the one shines in pushing/farming, the other in ganking/clashes.

Macropyre has a pretty high manacost and little effect on lower levels, especially when you take into consideration that its best used in big clashes, which will not occurr at early stages of the game. After the buffs of 6.65, it isn't completely retarded to get it at 6, i still wouldn't advise it though. Adapt, if you somehow have too much mana (*cough* Maiden *cough*) or you can make good use of it for some reason (e.g. multiple enemies trying to get a tower early) feel free to level it earlier.

Note: Skill- or item builds are not set in stone. Except for Dual Breath. Dual Breath is ALWAYS (!!!) maxed first. Adapt to the game.


Itembuild



I already mentioned THD isn't item-dependant. Hence it doesn't really matter what you get. Get whatever your team needs. That being said, i still want to give you a general guideline, because even if you think your team needs a Battlefury, it probably doesn't. At least not on you.

Starting items:



Jakiro is most likely gonna be the designated support hero, so you will probably buy chicken or wards. the branches will be turned into wand later, and basic regen is self-explicable. In case you don't have to buy chicken or wards, just get a gauntlet for urn.

Core:

optional


Seems very cheap for a core, right? Well it is. You really dont necessarily NEED more for your hero to work. which is one of the reasons why you will most likely spend a good deal of your cash on wards. The obligatory wand for some cheap stats and its awesome active and the newly introduced Urn of Shadows. This item is the shit on pretty much every support hero, Jakiro is no exception. Manaregen, HP, and its active ability make it a worthwhile investment. Bottle is optional, only get it if you're soloing mid, ganking a lot or don't have any good bottle-carriers in your team. "Bottle-crowing" (using a crow to constantly refill your botte at the fountain) is a very cost-effective way to keep spamming Dual Breath during laning. Basilius is optional as well, get it when you really have trouble with physical damage and arent aiming for mek, or when youre aiming for vlads anyway.

Possible extensions:



Just because you don't NEED more doesn't mean you can't GET more. THD is a great farmer and will get some cash.

* Mekansm provides you with moar armor, and THDs intelligence is high enough to cope with the manacost. the most common extension for jakiro, you can't really go wrong with it. *RECOMMENDED*
* Vlads will make use of that basilius of yours, gives a little more armor, some pushing power and hopefully help some allied melee heroes.
* Pipe is gonna help Jakiro a lot against spells, he has high hp so the resistance will be more effective on him compared to most other supports, and the active is very useful against teams with lots of AoE nukes (like yourself for example)
* Blink is a great item, and nearly every hero can make good use of it. It's not crucial for Jakiro, but it certainly helps in landing his spells for maximum effect.
* Euls provides cheap manaregen, movement speed and the cyclone. not particularly great on Jakiro, but not terrible either.
* Necrobook is good to win ward wars and counter heroes that rely on invisibility, and Jakiro has no trouble rushing it.
* Arcane aids constant spamming, which can be crucial in push-strats. Only get it when your allies also benefit from it though.
* For THD himself a single voidstone should be enough regen to keep spamming very liberatly. Personal favourite. *RECOMMENDED*
* Force Staff is situationally really useful, and serves as some kind of substitute to blink. remember that you can use the force on EVERY hero, not just yourself.
* Boots of Travel are always welcome on heroes that clear creeps as fast as THD. Recommended if you plan on farming a lot or need the map-control/mobility. A must come lategame.


Note: ONE meka/vlads/pipe is really enough for a team, so ask your allies if they intend to buy one.

Possible luxuries:




So you had to steal all that farm from your carry, didn't you? Or you just killstealed like mad? Alright, no worries, still lots of items you can get.

* Shivas is great on THD. Moar armor, which makes you incredibly tanky for an intelligence hero, the -AS aura, and, last but not least, Arctic Blast synergizes so well with not only your skillset, but also your theme! Really helpful if those mean carries think they can 3-shot the lil support hero.
* Aghanims' stats are frankly not as useful on jakiro as on others because he has very good stats already, still, it improves your ult.The flamestrikes of Macropyre will be created faster, which helps in actually hurting ppl with it. After the release of DotA 6.65 however, this item isn't nearly is a good as before. I recommend to only get it when you have something like Void or Magnus in your team, which give you an easy time landing a full damage Macropyre.
* Hex is just a great item, and jakiro can farm it easily if its needed. you will never have mananeeds again. hexed targets are easy to burn! *RECOMMENDED*
* Blademail is situational, but considering you have to be rather close in clashes to cast your stuff, this might either save your life or deal significant damage when you're on the receiving end of some AoE spells. the armor helps as well.
* Ghost scepter is a good item if you are dealing with a fat carry that has either high hp or magic immunity, hence wont be affected much by a blademail. push the button and he cant touch you. careful though, dont get nuked into the ground while etheral.



Note: Even though THD is a great support hero by nature, he also happens to be a beastly farmer. This makes it perfectly viable to rush one of those luxury items on him. A fast guinsoo for example is always welcome. Just dont steal farm from heroes that need it more than you do.


Gameplay:



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.

Teamfights:

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.

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