Jakiro

Popularity: #18

Leaderboard: #109

Ban Rank: #63

KDA Rank: #121

Jakiro counter and synergy picks

Pick Jakiro with Vengeful Spirit to increase win-rate from 47.5% to 54.1% or against Beastmaster to increase win-rate to 54.1% in Patch 7.39b.

Good with...

...based on stats [7.39b]

Hero Change in Win Rate

6.6%

6.3%

5.0%

5.0%

4.9%

3.6%

3.4%

3.3%

3.0%

2.8%

2.8%

2.7%

2.7%

2.5%

2.3%

...based on gameplay [7.39b]

Vacuum is a good spell to help Jakiro to land its devastating AoE spells.

Time Dilation's slow stacks with Jakiro's Dual Breath. This enables them to chase down fleeing heroes.

Chronosphere provides a great setup for Jakiro's spells.

Skewer is also capable of bringing enemies together into a bunch, though they will only be slowed, making timing essential to ensure that Jakiro's spells land accurately.

Reverse Polarity gathers enemies into a tight cluster, making it very easy for Jakiro to unleash his full repertoire of spells onto his enemies

Black Hole plus Macropyre is one of the best AoE combos. Jakiro protects Enigma during teamfights with Ice Path and slows. Dual Breath punishes enemies trying to cancel Enigma’s cast. High synergy for team-fight focused lineups

Epicenter plus Macropyre melts teams in a vacuumed or clumped position. Sand King stuns and blinks in while Jakiro lays down Ice Path covers Sand King during his channel. Strong zone control synergy in all stages.

Earth shaker and jakiro make a good duo, earth can stun with fissure and jakiro can follow up with ice path, they both provide alot of stun,slow and high burst damage, enough to kill most hero's early to mid- game.

...core items [7.39b]

A core Boots upgrade to have some much needed mana sustain as your impact is highly reliant on your current mana pool.

A core mobility item to close the gap on enemy heroes and lock them down with Ice Path to follow up with your damage spells. Also lets you push yourself or one of your allies away from trouble.

A core item to set up your Ice Path and Macropyre on enemy heroes. Also lets you dispel yourself and buy time when in trouble.

A core item that adds to your control and damage output with Liquid Frost on attacks.

A late game pick up that allows you to dispel yourself as well as move to a safer spot through Cyclone. Can also be used to save an ally caught by enemy heroes. Also provides mana regen to spam spells.

A core item that makes you extremely potent in teamfights with double Macropyre upgraded with Aghanims Scepter. Be careful about your mana pool when you are looking to cast your ultimate twice with Refresher.

Sheepstick provides Jakiro with crowd control, significantly enhancing his ability to disrupt enemies and control the battlefield.

Good against...

...based on stats [7.39b]

Hero Change in Win Rate

6.6%

6.4%

6.1%

5.9%

5.7%

5.4%

5.2%

5.1%

5.1%

4.9%

4.1%

3.8%

3.6%

3.6%

3.4%

...based on gameplay [7.39b]

All of Jakiro's active skills can be targeted on an area, which is effective at forcing Templar Assassin to move should she Meld away.

Many of Jakiro's spells utilize damage-over-time mechanics, which makes it easy to strip away layers of Refraction.

Jakiro's spells inflict AoE damage, meaning he can take down Phantom Lancer's illusion army very quickly.

All of Jakiro's skills are Area of Effect, which can easily affect all Meepos in a targeted area.

Jakiro’s Dual Breath and Macropyre apply strong disables to both the hero and bear. Liquid Fire slows bear attacks, weakening push potential. Ice Path is effective against the large unit models. He can stall tower pushes well against Lone Druid’s early sieges.

Jakiro clears illusions with Macropyre and Dual Breath over time. His spells reduce the effectiveness of her illusion-based pushes. Ice Path can catch Naga after Song of the Siren ends. Jakiro controls areas well, which Naga needs for her team to engage.

Jakiro attacks twice, so he can right-click Supernova easily. Dual Breath and Macropyre deal sustained damage through Phoenix’s Icarus Dive and Fire Spirits. Ice Path interrupts Phoenix’s channeling spells. His area denial makes Phoenix cautious in fights.

Jakiro can push towers early and has great team fight setup, pushing against anti-mage is always necessary since you force him into bad fights jakiro is really good at fighting early since all you need is levels.

Jakiro clears Tombstone quickly with double right-clicks. Macropyre and Dual Breath damage wear Undying down during his Flesh Golem form. Undying’s low mobility makes him vulnerable to Ice Path. Jakiro counters his early push and team fight presence.

Jakiro burns through Wraith King’s first life with damage-over-time spells. He can zone Wraith King in lane using Liquid Fire and Dual Breath. Macropyre makes the area around his reincarnation dangerous. Wraith King doesn’t build BKB early, so Jakiro’s control lands.

Jakiro punishes Io’s low HP with his spells. Ice Path can interrupt Relocate channels or catch both Io and the core. Macropyre zones Io from saving teammates effectively.

Jakiro can stop Dawnbreaker’s Solar Guardian channel with Ice Path. Her low magic resistance makes her vulnerable to Dual Breath and Macropyre. His slow zoning tools disrupt her team fight entrance. She has no illusions or spell immunity early to shrug it off.

Bad against...

...based on stats [7.39b]

Hero Change in Win Rate

-5.1%

-5.1%

-4.5%

-3.8%

-3.7%

-3.3%

-3.0%

-2.8%

-2.6%

-2.6%

-2.4%

-2.4%

-2.3%

-2.3%

-2.2%

...based on gameplay [7.39b]

Blink allows Anti-Mage to both, escape from Jakiro and to hunt down Jakiro, who has no way to escape without items.

Counterspell protects Anti-Mage against Jakiro's mostly-magical damage.

Both Mana Void and Mana Burn is very hazardous for Jakiro because of his high mana.

Battery Assault prevents Jakiro from casting spells as all his spells have very long cast times.

Jakiro is also an easy target for Clockwerk's Hookshot + Power Cogs combo, as he has little mobility and no escape without items.

Alternatively, if the enemy Clockwerk traps one of his own allies or Jakiro's allies in the cogs, it gives Jakiro an ideal setup to punish Clockwerk and his ally or to save Jakiro's ally.

Fade Bolt can hinder Jakiro's early pushing power by clearing creep waves.

All of Jakiro's spells are great for Rubick to Spell Steal.

Ice Path is a great spell for Rubick so steal, since Rubick has no cast time on stolen abilities, making Rubick's version of Ice Path much more reliable than Jakiro's.

Macropyre is a great way for Rubick to deal immense amount of damage.

Morphling has high mobility with Waveform and can escape Macropyre and Ice Path easily. He shifts into high Strength during Jakiro’s slow damage over time from Dual Breath and Liquid Fire. He can also Morph into Jakiro and use his spells effectively. Jakiro’s lack of burst damage makes it hard to punish Morphling early.

Pangolier’s Rolling Thunder interrupts Jakiro’s long cast animations. Jakiro has no mobility and gets chain-stunned easily by Shield Crash and Rolling Thunder. Dual Breath and Ice Path are hard to land on a rolling Pangolier.

Tidehunter shrugs off Jakiro’s spell with high natural HP regen and Kraken Shell dispell. Ravage disrupts Jakiro's spell casting and team fight setup. Jakiro cannot zone Tide effectively in lane due to Anchor Smash reducing his damage. Jakiro's slow damage output can't threaten Tide post-laning phase.

Tinker rearms and keeps his distance, while Jakiro lacks gap-closing and burst. March of the Machines clears waves faster than Jakiro can push. Ice Path and Macropyre don’t reach Tinker once he starts blinking and hiding.

Batrider dominates Jakiro in lane with Sticky Napalm stacking. Jakiro’s slow cast times make him vulnerable to Lasso initiation. Flamebreak and Firefly kill him quickly as he lacks escape tools.

Legion easily duels Jakiro due to his immobility and low armor. Jakiro’s slow cast time makes it hard to react to Duel. Even if Jakiro survives, his damage-over-time spells won’t stop Legion’s single-target burst. Legion builds BKB/Scetper early, ignoring Jakiro’s control spells.

Huskar’s high magic resistance from Berserker’s Blood makes him resist all of Jakiro’s magic damage. He jumps Jakiro with Life Break and melts him in seconds. Jakiro cannot disengage once Huskar is on top of him. Ice Path is too slow to interrupt his aggressive plays.

...counter items [7.39b]

Helps you sustain HP and mana as Jakiro frequently uses his spells to harass and set up kills.

Gives you HP sustain to stay in the lane and not get zoned by Jakiro's high spell damage.

Gives HP sustain to you and your ally to stay in the lane and not get zoned by Jakiro's high spell damage.

Gives you movement speed to chase down Jakiro or walk out of Macropyre AoE. Also counters the movement slow from Dual Breath.

Gives you movement speed to chase down Jakiro or walk out of Macropyre AoE. Also counters the movement slow from Dual Breath.

Gives you magic resistance to significantly reduce the damage taken from Jakiro's magic heavy toolkit.

Gives you HP sustain to stay in the lane and not get zoned by Jakiro's high spell damage.

Gives you and your team magic resistance and barrier to significantly reduce the damage taken from Jakiro's magic heavy toolkit.

Gives you magic resistance to significantly reduce the damage taken from Jakiro's magic heavy toolkit.

Lets you reflect damage back onto Jakiro and possibly kill him particularly from the high damage of Macropyre.

Gives you debuff immunity and magic resistance to avoid the Ice Path stun as well as reduce the damage taken from Jakiro's magic heavy toolkit.

Gives you magic resistance and barrier to significantly reduce the damage taken from Jakiro's magic heavy toolkit as well as save yourself or an ally caught by Ice Path.

Gives you a repositioning tool to push yourself or an ally out of Macropyre AoE as well as save someone caught by Ice Path.

Bad with...

...based on stats [7.39b]

Hero Change in Win Rate

-7.5%

-6.4%

-6.0%

-5.2%

-5.1%

-5.0%

-4.9%

-4.6%

-4.4%

-4.2%

-4.2%

-4.1%

-3.8%

-3.6%

-3.6%

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