One place you don't want to be when fighting this beast is in front of him. 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. 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.
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.
- Damage type: magical
- Can hit units up to 950 range away.
- The slow lasts for 4 seconds and it slows for 30% movespeed and 20% IAS.
- Has a 0.4 second interval between each breath.
Ice Path
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
75
16 seconds
1100
150
1 seconds
Enemy Unit
Freezes enemy units
2
75
15 seconds
1100
150
1.33 seconds
Enemy Unit
Freezes enemy units
3
75
14 seconds
1100
150
1.66 seconds
Enemy Unit
Freezes enemy units
4
75
13 seconds
1100
150
2 seconds
Enemy Unit
Freezes enemy units
- 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.
Liquid Fire
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
N/A
20 seconds
N/A
175
5 seconds
Enemy Unit
10 damage per second and 20% attack speed reduction
2
N/A
15 seconds
N/A
175
5 seconds
Enemy Unit
15 damage per second and 30% attack speed reduction
3
N/A
10 seconds
N/A
175
5 seconds
Enemy Unit
20 damage per second and 40% attack speed reduction
4
N/A
5 seconds
N/A
175
5 seconds
Enemy Unit
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.
Macropyre
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
220
60 seconds
850 (1150*)
200
5 seconds
Enemy unit
75 (125*) damage per second, 6 (9*) flame strikes, 900 (1350*) range
2
330
60 seconds
850 (1150*)
200
5 seconds
Enemy unit
125 (175*) damage per second, 6 (9*)flame strikes, 900 (1350*) range
3
440
60 seconds
850 (1150*)
200
5 seconds
Enemy unit
175 (225*)damage per second, 6 (9*) flame strikes, 900 (1350*) range
- Damage type: magical
- Macropyre destroys all trees in the path of fire.
- Macropyre has a 0.1 (0.05*) second interval between each Flame Strike.
- Can be improved by Aghanim's Scepter (* shows the improved values).