Thursday, September 24, 2009

Twin Head Dragon


Background Story
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.

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Fan Arts
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Hero Stats
Name: Jakiro Strength: 24 + 2.3
Affiliation: Sentinel Agility: 10 + 1.2
Damage: 42 - 54 Intelligence*: 28 + 2.8
Movespeed: 290 HP: 606
Range: 400 (ranged) Mana: 364
Attack Time: 1.55 (+10%)
Armor: 0.4
Jakiro is one of the most used heroes in higher level play while still appearing in pubs. He is one of the Intelligence Heroes with the highest STR gain (only Storm Spirit surpasses him) and an very high starting INT + INT gain. THD in fact has one of the best starting stats in the game (24/10/28) and a very good stat growth considering his role (+ 2.3 for STR and + 2.8 for INT). Although he has good STR gain, his starting armor is incredibly low along with his INT gain so his EHP against physical attackers is quite low (solved easily with Shiva's Guard).

Twin Head Dragon is a primary supporter, who can potentially impact games due to his early-game lane dominance, and his powerful AOE potential in team battles. He is often used as a babysitter, due to Dual Breath, a spammable yet lethal spell that both slows and damages in a frontal AOE, which can be used for both pushing and harassing. Ice Path allows him to catch enemies with is extremely long range and AoE width, often setting up a team fight for other AoE spells. Macropyre deals huge damage when used correctly, such as during a team fight when another AoE spell has disabled the enemy team.
Dual Breath (D)
Jakiro's twin heads let loose an icy blast followed closely by a wave of fire, each dealing initial damage. Enemy units are both slowed and dealt fire damage per second for 4 seconds.
Level Duration Cooldown Mana Cost Casting Range Area of Effect Effects
1 4 seconds 10 seconds 135 500 200 35 damage per breath, 5 fire damage per second
2 4 seconds 10 seconds 140 500 200 70 damage per breath, 10 fire damage per second
3 4 seconds 10 seconds 155 500 200 105 damage per breath, 15 fire damage per second
4 4 seconds 10 seconds 170 500 200 140 damage per breath, 20 fire damage per second
  1. If you cast Dual Breath directly underneath Jakiro, one or both of his breaths will appear from his back, hitting enemy units behind him.
  2. The slow lasts for 4 seconds and it slows for 30% movespeed and 20% IAS.
  3. Dual Breath has a 200 starting AoE and 250 final AoE.
  4. Has a 0.4 second interval between each breath.
  5. Dual Breath is one of the most powerful single AoE nukes which does high AoE damage along with slow and DOT. It also has the unique ability to fully kill the ranged creeps in a lane (so you don't have to last hit them). This is his most prized ability and is one of the main reasons why he is picked so often in higher level play.
Ice Path (T)
Creates a path of ice in front of Jakiro. After 0.5 second, the path explodes and freezes nearby enemy units. Has 1100 range.
Level Duration Cooldown Mana Cost Casting Range Area of Effect Effects
1 0.5 seconds 16 seconds 75 1100 175 Freezes enemy units
2 1.0 second 16 seconds 75 1100 175 Freezes enemy units
3 1.5 seconds 16 seconds 75 1100 175 Freezes enemy units
4 2.0 seconds 16 seconds 75 1100 175 Freezes enemy units
  1. Ice Path cancels the channeling of units hit. Frozen unit can't attack or use spells.
  2. The Ice Path debuff is a modified form of Stun.
  3. Ice Path is a decently powerful linear disable, if timed well and in combination with Macropyre + Dual Breath it can do incredible damage.
Auto Fire (A)
While one of Jakiro's heads attacks enemies, his other head occasionally spits a fireball at a nearby enemy in front of him, causing fire damage per second in the target area. Can trigger a maximum of once every second.
Level Duration Cooldown Mana Cost Casting Range Area of Effect Effects
1 8 seconds N/A N/A N/A 125 25% chance to spit a fireball that deals 10 damage per second
2 8 seconds N/A N/A N/A 125 30% chance to spit a fireball that deals 20 damage per second
3 8 seconds N/A N/A N/A 125 35% chance to spit a fireball that deals 30 damage per second
4 8 seconds N/A N/A N/A 125 40% chance to spit a fireball that deals 40 damage per second
  1. Auto Fire causes Jakiro to shoot a ball of fire at a random enemy unit within 50 degrees of his front and up to 800 units away on each attack.
  2. Spamming S (the hotkey of Stop) while attacking cancels Jakiro's attack. Since Auto Fire triggers at the very start of the attack, attacking then canceling it in rapid succession will give Jakiro a chance to spit a fireball for each attack canceled.
  3. Jakiro can't spit a fireball onto spell immune units but can damage them.
  4. Recently Auto Fire received a huge buff (double duration and damage) and as a consequence it has been picked many times in pubs. However, in higher level play, many players prefer to get stats as they find the Health/Mana more valuable.
Macropyre (R)
Jakiro unleashes a line of pulsing flame strikes in front of him. Each flame strike deals damage per second for 5 seconds, and has a 200 AOE radius. Distance increases per level.
Level Duration Cooldown Mana Cost Casting Range Area of Effect Effects
1 5 seconds 60 seconds 220 550 200 75 damage per second
2 5 seconds 60 seconds 330 700 200 125 damage per second
3 5 seconds 60 seconds 440 850 200 175 damage per second
  1. Macropyre has a 0.2 second interval between each Flame Strike.
  2. Macropyre destroys all trees in the path of fire.
  3. Macropyre's distance increases per level.
    1. Level 1 = 600 - 4 Flame Strikes
    2. Level 2 = 750 - 5 Flame Strikes
    3. Level 3 = 900 - 6 Flame Strikes
  4. Enemy units can stay in the AoE for another second, taking 20% more damage, if he is in the first Flame Strike and stayed inside the AoE up to the last Flame Strike.
  5. Many regard Macropyre as one of the lower tier ultimates in the game because of how difficult it is to land and the fact that its damage is DOT. But if used in conjunction with other AoE disables (e.g. Reverse Polarity, Black Hole etc) it can do very high damage.

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