* Rage grants Lifestealer immunity to all of Jakiro's spells. Note: magic resistance will not dispel the attack speed slow effects from Dual Breath and Liquid Fire.
* Fate's Edict allows Oracle to make allies spell immune, allowing him to save allies from Jakiro's spells.
* Fate's Edict can be cast onto Jakiro to disarm him and prevent him from pushing with his Liquid Fire.
* False Promise allows Oracle to free allies from Jakiro's Ice Path.
* Astral Imprisonment can be used to protect allies from Jakiro's various abilities, It can also be cast on Jakiro to break his combos (Macropyre into Ice path into Dual Breath), while at the same time, stealing his much needed mana.
* Aghanim's Shard upgraded
Astral Imprisonment allows Outworld Destroyer and his allies to move while imprisoned, which allows them to leave the area of Jakiro's abilities.
* As Outworld Destroyer is prone to buying Meteor Hammer, he can combine it with
Astral Imprisonment and
Arcane Orb's high pure damage that can quickly decimate Jakiro, And unlike most heroes, Outworld doesn't particularly care who he targets.
* Outworld is also a common Black King's Bar carrier, and Jakiro's only tool to counter it is the Aghanim's Scepter upgraded
Macropyre
* If Rupture is used on Abaddon, Abaddon can use Borrowed Time and easily heal for the duration of Borrowed Time by simply moving.
Additional:
* Borrowed Time makes Abaddon nearly impossible to gank.
* Aphotic Shield and
Mist Coil prevents Bloodseeker from gaining his Thirst bonuses.
* Mana Shield makes it very difficult for Bloodseeker to gain his Thirst bonuses.
* Rupture rarely kills Medusa through Mana Shield.
* Kraken Shell dispels Dual Breath,
Ice Path,
Liquid Frost,
Liquid Fire and even
Macropyre's Burn.
* It also completely negates the damage from Liquid Fire and Ice path, while heavily reducing the damage from all of his other abilities
* Jakiro is a naturally slow hero, Gush will allow you to easily catch him, while also reducing his Armor
* Ancient Seal can silence Jakiro and make him vulnerable to magical spells up to 6 seconds.
* Skywrath Mage can usually burst down Jakiro with his high damage magical spells.
* 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 farm.
Additional:
* One of Jakiro's weakness is his long cast animation, which gives enemy team extra time window to react. Rubick uses his fixed 0.15 second cast time for all Jakiro's stolen abilities, making the spells much easier to target.
* Dual Breath is a solid damage-over-time that is good for farming and helps with ganking.
* Ice Path is the go-to spell for Rubick to steal in teamfights - a sudden long range 2.5 second area stun is of no joke, especially if being casted out of vision. The control time is extended combined with
Telekinesis.
* Macropyre is a solid damage source (an area to avoid at least) for Rubick's side, and the damage benefits from
Arcane Supremacy, even further with
Aghanim's Scepter.
* It is not uncommon that the enemy team mistakenly treated the Macropyre ground effect as that of Jakiro's, and has already taken a lot of damage before they noticed their significant HP loss.
* Combined with Rubick's Level 15 talent (-25% Stolen Spells Cooldown, as of 7.31c), Macropyre can be used to clear creep waves and camps with ease, increasing his farming progress if a fight is not imminent.
* Snowball negates Rupture and protects Tusk allies when Ruptured.
* Storm Spirit is invulnerable during Ball Lightning, allowing him to zip away from any ganking attempts with Rupture.
* Ball Lightning also prevents Bloodseeker from chasing down an injured Storm Spirit, or catching him in Blood Rite.
Additional:
* Storm Spirit is invulnerable during Ball Lightning, rendering
Rupture ineffective against him.
* Arena Of Blood prevents Bloodseeker from attacking a Ruptured target.
* Bulwark helps Mars survive Rupture ganks simply by turning towards Bloodseeker without moving.
* Spear of Mars and God's Rebuke can push Bloodseeker from Ruptured targets.
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower: Bloodseeker,
Ember Spirit,
Juggernaut,
Phantom Assassin,
Weaver.
* Heroes with long cast animations can be continuously interrupted by Battery Assault: Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
Additional:
* 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, respectively.
* Laser blinds Bloodseeker, preventing him from getting last hits and denies during the laning stage and preventing him from finishing off enemies.
* Tinker always buys Boots of Travel, helping him escape Bloodseeker's early ganks.
* Tinker's heavy magical damage will burst down Bloodseeker during the early to mid game, as he has little health.
Additional:
* Laser can be very effective against Bloodrage as the damage will be amplified while the blind prevents Bloodseeker from landing hits.
* Keen Conveyance guarantees him escape from Rupture.
* Heroes with good counter-push abilities to clear creep waves can hinder Jakiro's early pushing ability: Death Prophet,
Sniper,
Tinker,
Windranger.
* Tinker's Laser has very little effect on Jakiro.
* Tinker has to sit still for a short period of time due to Rearm, not only making it easy to catch him with Ice Path, but also by stunning him while he is Rearming, Jakiro generally spell Tinker's doom.
* With s high area-of-effect and strong damage-over-time capabilties, Jakiro can quickly burn through his Defense Matrix, and at the same time lock down his Blink Dagger. Both of which he relies heavily to survive on.
* Heroes with high armor and durability can be exceptionally hard for Bloodseeker to bring down: Dragon Knight,
Axe
Additional:
* Bloodseeker's physical damage is unlikely to kill Dragon Knight, and therefore rarely get a chance to recover the large amount of HP from Bloodrage.
* Heroes with area heals prevents Bloodseeker from bringing enemies low, and therefore deny him his Thirst bonuses and health return: Necrophos,
Dazzle
* Heroes with good counter-push abilities to clear creep waves can hinder Jakiro's early pushing ability: Death Prophet,
Sniper,
Tinker,
Windranger.
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights: Phantom Lancer,
Chaos Knight,
Arc Warden
* Heroes with no mobility will take some good damage from Sand King's spells: Dragon Knight,
Jakiro,
Pugna,
Earthshaker.
* Heroes that rely on right-clicks will find themselves unable to damage opponents seriously after being affected by Static Link, like Sven,
Bloodseeker, and
Juggernaut.
* Heroes with disables that go through spell immunity can end Bloodseeker before he has the chance to do anything: Batrider,
Beastmaster
* Reincarnation makes Wraith King nearly impossible to gank with Rupture.
* Vampiric Spirit restores Wraith King's health, reducing the effect of Thirst.
Additional:
* Rupture is meaningless while Reincarnation is off cooldown.
* Vampiric Spirit and Mortal Strike prevent Bloodseeker from achieving Thirst bonuses.
* Jakiro's area-of-effect abilities make him strong against heroes who rely on illusions and summons: Terrorblade,
Naga Siren
Chaos Knight,
Phantom Lancer,
Broodmother,
Nature's Prophet,
Lycan,
Wraith King,
Visage.
* Shallow Grave prevents Bloodseeker from replenishing his health by finishing off enemies.
* Bloodseeker's
Thirst,
Rupture, and huge AoE silence
Blood Rite can fare well against Dazzle.
* Waveform ignores Rupture's damage, letting Morphling escape unharmed.
* Attribute Shift (Strength Gain) makes it very hard for Bloodseeker to kill Morphling or gain his Thirst bonuses, since Morphling can use it to sustain damage while trading attacks when Ruptured.
* Morphling usually builds Linken's Sphere, which blocks Rupture.
Additional:
* Morphling can escape from Rupture using Waveform.
* Morphling is a typical Manta Style carrier, which can be used to dispel the silence from
Blood Rite.
* Jakiro's early pushing ability from Liquid Fire makes Jakiro very strong against heroes, that take a long time to get online: Morphling,
Naga Siren,
Spectre.
* Time Walk negates Rupture's damage.
* Chronosphere prevents Bloodseeker from running down and picking off weak enemies during teamfights.
Additional:
* Time Walk will not make Rupture deal damage for the distance jumped and can be used to quickly escape from
Blood Rite.
* Heroes with gap-closing abilities who attempt to use them for escaping Bloodseeker will suffer serious damage from Rupture: Phantom Assassin,
Anti-Mage,
Faceless Void,
Riki,
Slark,
Spirit Breaker.
* Berserker's Rage will repeatedly trap Bloodseeker in a one-on-one fight.
* Whirling Axes (Melee) blinds Bloodseeker, causing him to miss 60% of the time, and therefore reduces his ability to gain the upper hand in teamfights.
* Jakiro's reliance on his abilities can cause struggles for heroes who rely on evasion or blinds to get upper hand: Phantom Assassin,
Windranger,
Riki,
Troll Warlord,
Keeper of the Light.
* Rupture deals extra damage to Magnus during Skewer or
Force Staff, preventing him from escaping or counter-initiating, forcing him to invest on a
Linken's Sphere.
* Jakiro's abilities deal damage over time, which can disrupt Magnus's attempts to initiate with Blink Dagger and Reverse Polarity.
* Macropyre not only disables Blink Dagger for a considerable duration, but can also destroy Trees, revealing Magnus's cover and position.
* Thirst detects Riki whenever his health is low.
* Rupture does large damage when Riki uses Blink Strike.
* Riki can easily be caught in an Ice Path and Macropyre combo as he finishes Tricks of the Trade, Jakiro just has to be careful about Riki's
Smoke Screen when dealing with Riki.
* Blood Rite can potentially force him to activate
Black King Bar prematurely, before pulling off a Black Hole combo.
* Bloodseeker can find an Enigma out of position and Rupture him, making it difficult to initiate properly in a team fight, as it pierces through
Black King Bar.
* Most of the of Jakiro's damage-over-time abilities put Blink Dagger on cooldown, potentially forcing Enigma to prematurely activate
Black King Bar.
* Jakiro's Dual Breath,
Liquid Fire,
Macropyre and
Liquid Frost from
Aghanim's Shard can take out Enigma's Eidolons, reduce Enigma's attack speed and put Enigma's
Blink Dagger on cooldown.
* Jakiro can easily cancel Black Hole with
Ice Path as Enigma is a very easy target while channeling it.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, which can discourage Enigma from even trying to initiate with
Black Hole.
Additional:
* Most of the of Jakiro's damage-over-time abilities put Enigma's Blink Dagger on cooldown, potentially forcing him to prematurely activate Black King Bar.
* Jakiro's Dual Breath,
Liquid Fire,
Macropyre and
Liquid Frost from
Aghanim's Shard can take out Enigma's Eidolons, reduce Enigma's attack speed and put Enigma's Blink Dagger on cooldown.
* Jakiro can easily cancel Black Hole with
Ice Path as Enigma is a very easy target while channeling it.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, which can discourage Enigma from even trying to initiate with
Black Hole.
* Thirst allows Bloodseeker to see where Io relocated to, should either Io or the tethered hero have low health.
* Rupture forces Io to stay in place, preventing it from using the Tether bonus movement speed to escape.
* Jakiro's area-of-effect ability arsenal allows him to affect multiple heroes at once, giving Io difficulties in saving them as he can only heal one hero at a time with Tether.
* Ice Path can be used to cancel both, Tether and Relocate.
* Jakiro commonly buys Rod of Atos that can be used to cancel Relocate, prevent Io in escaping with Tether and make Io easy target for
Ice Path and
Macropyre.
Additional:
* Jakiro's area-of-effect ability arsenal allows him to affect multiple heroes at once, giving Io difficulties in saving them as he can only heal one hero at a time with Tether.
* Ice Path can be used to cancel both, Tether and Relocate.
* Jakiro commonly buys Rod of Atos that can be used to cancel Relocate, prevent Io in escaping with Tether and make Io easy target for
Ice Path and
Macropyre.
* Every Meepo clone adds to Thirst's bonuses.
* Bloodseeker can chase down retreating clones when Meepo tries to cycle weaker clones away from combat.
* All of Jakiro's skills are Area of Effect, which can easily affect all Meepos in a targeted area.
* Heroes with long-lasting, undispellable debuffs will pinpoint the true Naga Siren: Spirit Breaker,
Bloodseeker,
Witch Doctor.
* Jakiro's damage over time abilities can clear Naga Siren's illusions and can hurt real Naga Siren even for the duration of Song of the Siren.
* Naga Siren is not a hero that likes to go for Black King Bar, and that makes her very vulnerable to Jakiro's damage over time in every phase of the game.
Additional:
* Jakiro's damage over time abilities can clear Naga Siren's illusions and can hurt real Naga Siren even for the duration of Song of the Siren.
* Since Naga Siren is a hero who barely goes for Black King Bar, this can make her very vulnerable to Jakiro's damage over time in every phase of the game.
* Heroes with invisibility will be detected by Thirst when they have low enough health: Bounty Hunter,
Templar Assassin,
Riki,
Clinkz,
Weaver,
Treant Protector,
Nyx Assassin.
* With Dual Breath, Liquid Fire and Macropyre Jakiro can quickly remove all Living Armor from a target.
* Ice Path allows Jakiro to prevent Treant Protector from using Overgrowth while staying at a safe distance.
* Blood Rite makes Ezalor chose between getting off Illuminate or getting silenced for a while, as Illuminate is a channeled ability.
* Blood Rite's silence can completely take Ezalor out of a teamfight, as he relies on his abilities to be useful.
* Keeper of the Light's only mobility source, his high movement speed (via his high base movement speed and through spirit form), is entirely countered by Rupture.
* Jakiro's reliance on his abilities can cause struggles for heroes who rely on evasion or blinds to get upper hand: Phantom Assassin,
Windranger,
Riki,
Troll Warlord,
Keeper of the Light.
* Bloodseeker is one of the hardest counters to Slark.Thirst prevents Slark from healing in lane with Shadow Dance and may set him up for a kill while in the jungle,or retreating.
* Rupture will deal damage during Pounce.
* Dark Pact cannot dispel Rupture, preventing Slark from escaping ganks.
Additional:
* Thirst stops Shadow Dance's passive health regeneration if Slark's current health is below the Thirst's visibility threshold.
* Rupture effectively diminishes Slark's mobility in battle, leaving him susceptible to AoE stuns or forcing to teleport out of the fight.
* Heroes with AoE abilities will hit Slark in Shadow Dance: Lina,
Jakiro,
Underlord,
Leshrac,
Dark Seer,
Earthshaker,
Timbersaw,
Crystal Maiden.
* Rupture completely negates Lycan's high mobility.
* All of Lycan's summons are good sources of healing with Bloodrage.
Additional:
* Rupture completely negates Lycan's high mobility.
* All of Lycan's summons are good sources of healing with Bloodrage.
* Jakiro's area-of-effect abilities make him strong against heroes who rely on illusions and summons: Terrorblade,
Naga Siren
Chaos Knight,
Phantom Lancer,
Broodmother,
Nature's Prophet,
Lycan,
Wraith King,
Visage.
* Heroes with invisibility will be detected by Thirst when they have low enough health: Bounty Hunter,
Templar Assassin,
Riki,
Clinkz,
Weaver,
Treant Protector,
Nyx Assassin.
* 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.
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower: Bloodseeker,
Ember Spirit,
Juggernaut,
Phantom Assassin,
Weaver.
* Shukuchi will trigger extra damage from Rupture.
* Shukuchi's invisibility is detected by Thirst.
* Time Lapse cannot dispel Rupture, preventing Weaver from escaping ganks. However, smart Weaver will buy
Linken's Sphere to counter this problem for him.
Additional:
* Rupture is particularly crippling against Weaver, who relies on high movement speed from Shukuchi to fight and escape, and it cannot be dispelled by Time Lapse.
* Thirst detects Weaver through Shukuchi whenever his health is low.
* Blood Rite combined with Rupture forces Weaver to either take damage from the latter, or to get silenced for a long duration.
* Weaver has poor health, relying on Shukuchi and
Time Lapse to survive, With Jakiro's considerable arsenal of stuns, Weaver cannot initiate on Jakiro without being punished heavily or even killed in return.
* While difficult, Ice Path can catch Weaver during Shukuchi, And since Shukuchi only lasts 4 seconds while Ice Path's stun lasts 3.5, the stun from Ice Path will strip him of his escape.
* Weaver has to be very careful casting Time Lapse around Jakiro, as it could very easily put him inside of a Macropyre or Ice Path.
* Heroes with gap-closing abilities who attempt to use them for escaping Bloodseeker will suffer serious damage from Rupture: Phantom Assassin,
Anti-Mage,
Faceless Void,
Riki,
Slark,
Spirit Breaker.
* Heroes that can slow Charge of Darkness by a huge amount: Venomancer,
Viper,
Dazzle,
Arc Warden,
Lion,
Huskar,
Shadow Shaman,
Visage,
Undying,
Jakiro.
* Heroes with invisibility will be detected by Thirst when they have low enough health: Bounty Hunter,
Templar Assassin,
Riki,
Clinkz,
Weaver,
Treant Protector,
Nyx Assassin.
Additional:
* While Burrowing, Nyx is an easy target for a Blood Rite, and his only way to counter it is a well-timed
Spiked Carapace.
* Thirst is always a threat to Nyx Assassin, hindering his attempt of escape using
Vendetta and rendering him unable to surprise Bloodseeker's allies.
* Rupture also prevents Nyx Assassin from escaping with
Vendetta, as it forces him to stay still.
* Heroes who rely on damage over time as Spiked Carapace can block and reflect only one instance of damage: Jakiro,
Viper,
Venomancer,
Huskar,
Ember Spirit,
Dark Seer,
Sand King,
Doom,
Dawnbreaker. However, this also means they are easily stunned.
* Dual Breath,
Liquid Fire,
Liquid Frost from
Aghanim's Shard and
Macropyre allows Jakiro can clear Chen's creeps, and kill his allies before he uses Hand of God.
* Macropyre can quickly clear Chen's creeps and deal intense damage to his allies,
Aghanim's Scepter upgraded
Macropyre can also deal pure damage to Chen and his creeps and allies and pierce spell immunity.
Additional:
* Jakiro's damage over time force Chen to use Hand of God prematurely, potentially wasting chance to save his allies during teamfight.
* Dual Breath and Macropyre can be used to disrupt Chen's jungling work.
* Rupture ruins her only movement ability, Rebound. Combined with its high movement speed and her being unable to interrupt it once its cast, using it under the effects of Rupture will surely deal incredibly immutable damage, if not kill her.
* As a Strength hero, Marci naturally has high HP. Rupture's initial damage uses her high HP as a catalyst to deal damage depending on her current health, dealing a good amount of damage if she's full HP or forcing her to stop if she's low.
* With Aghanim's Shard,
Bloodrage will now deal pure damage and lifesteal based on the opponent's max health. Her high HP as a Strength hero ensures that Bloodseeker will always deal significant attack damage and sustain himself a lot whenever he attacks Marci.
* If Marci doesn't build Black King Bar, Bloodseeker's
Blood Rite will prevent her from using all of her spells which she relies quite heavily on. Her only dispel is tied to Sidekick with level 25 left talent.
* Rupture works through Rolling Thunder and
Swashbuckle, greatly reducing Pangolier's mobility.
Additional:
* Thirst provides constant sight and speed to Bloodseeker, allows him to catch up a fleeing Pangolier through all of his mobility.
* Rupture is a great threat to Pangolier, causing him to take heavy damage if he uses Swashbuckle and especially Rolling Thunder, forcing him to stop his ultimate prematurely, or keep rolling to his death.
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights: Phantom Lancer,
Chaos Knight,
Arc Warden
* Bloodseeker's
Rupture shows a clear red trail effect on the real Phantom Lancer.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
* Doom's
Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Bloodseeker's
Rupture shows a clear red trail effect on the real Phantom Lancer.
* Ancient Apparition's
Ice Blast will only debuff Phantom Lancer and not his illusions.
* Grimstroke's
Soulbind is undispellable.
* Shadow Demon's
Demonic Purge is undispellable.
* Monkey King's
Jingu Mastery is undispellable and puts a big yellow Mark over his head.
* Jakiro's spells inflict AoE damage, meaning he can take down Phantom Lancer's illusion army very quickly.
* Bear in mind, however, that once Phantom Lancer buys Diffusal Blade which can burn Jakiro's mana, Jakiro will be vulnerable to Phantom Lancer 's counter-attacks if he runs out of mana.
Additional:
* Jakiro's AoE abilities are great against Phantom Lancer:
* Dual Breath slows down and damages Phantom Lancer and his illusions.
* Liquid Fire will not only deal AoE damage but also lowers Phantom Lancer's attack speed.
* Ice Path and
Macropyre combo can easily clear all of Phantom Lancer's illusions.
* Jakiro can predict Doppelganger and Ice Path on top.
* Rupture and Blood Rite locks down Timbersaw, preventing him from escaping with Timber Chain. However, Timbersaw may reflect a good deal of damage with
Blade Mail.
* Heroes with good counter-push abilities to clear creep waves can hinder Jakiro's early pushing ability: Death Prophet,
Sniper,
Tinker,
Windranger.
* Windrun triggers the damage from Rupture.
Additional:
* Rupture turns Windranger's mobility against her.
* Blood Rite's silence makes Windranger totally useless, since she's extremely reliant on abilities.
* Jakiro's reliance on his abilities can cause struggles for heroes who rely on evasion or blinds to get upper hand: Phantom Assassin,
Windranger,
Riki,
Troll Warlord,
Keeper of the Light.
* Dual Breath and Liquid Fire reduces Tiny's already abysmal Attack Speed.
* If Tiny Tosses a hero onto Jakiro, he can react with Ice Path, and potentially Macropyre.
* Tiny's Avalanche is easily countered with Ice Path.
* As Tiny has a very high Health, Liquid Frost is particularly effective against him.
* Even though Luna can easily kill Jakiro in few strikes, he can also do the same to her is she is not careful.
* Dual Breath and
Liquid Fire allow Jakiro to harass Luna more efficiently than she can harass Jakiro with her
Lucent Beam.
* Jakiro can save his allies from Luna during her attempts to use Eclipse by casting
Ice Path on Luna.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, which can make it very hard for Luna to be in teamfights without suffering too many damage.
* For the same reasons, Jakiro makes a very powerful ally for Luna when they are in the same team.
Additional:
* Even though Luna can easily kill Jakiro in few strikes, he can also do the same to her is she is not careful.
* Dual Breath and
Liquid Fire allow Jakiro to harass Luna more efficiently than she can harass Jakiro with her
Lucent Beam.
* Jakiro can save his allies from Luna during her attempts to use Eclipse by casting
Ice Path on Luna.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, which can make it very hard for Luna to be in teamfights without suffering too many damage.
* For the same reasons, Jakiro makes a very powerful ally for Luna when they are in the same team.
* Jakiro's abilities all deal magical damage over time, which allows him to attack Muerta even through Pierce the Veil.
* Dual Breath and
Liquid Fire can be used to harass Muerta on lane.
* Ice Path can be used to stun Muerta when she uses
Pierce the Veil, giving his allies time to escape or counter-initiate against Muerta.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage and pierce debuff immunity, rendering both,
Pierce the Veil and
Black King Bar useless.
* However, Jakiro is vulnerable to Muerta's The Calling as it can easily silence him due to his low mobility. In addition,
Liquid Fire and
Liquid Frost from
Aghanim's Shard will not be able to be used on Muerta while
Pierce the Veil is active unless she is near the enemy hero Jakiro targets with
Liquid Fire and
Liquid Frost or until Jakiro buys
Revenant's Brooch.
* Jakiro's skill arsenal can ruin Nature's Prophet's gameplay: Dual Breath and Liquid Fire can clear treants from Nature's Call while simultaneously slowing Nature's Prophet, Ice Path can disrupt Nature's Prophet's escaping attempt with
Teleportation, and Macropyre can easily clear treants from
Nature's Call.
* Jakiro is a common Hurricane Pike wielder, which allows him to escape from
Sprout.
Additional:
* Jakiro's Macropyre can help him to escape from Sprout and quickly clears Treants.
* Jakiro can disrupt Nature's Prophet's escape attempt with Sprout and Teleportation by using Ice Path.
* Despite Jakiro's fragileness, he can easily harass Shadow Fiend with Dual Breath and
Liquid Fire than Shadow Fiend can harass Jakiro with
Shadowraze.
* Jakiro can easily cancel Requiem of Souls with
Ice Path as Shadow Fiend is a very easy target while channeling it.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, which can discourage Shadow Fiend from even trying to initiate with
Requiem of Souls.
Additional:
* Despite Jakiro's fragileness, he can easily harass Shadow Fiend with Dual Breath and
Liquid Fire than Shadow Fiend can harass Jakiro with
Shadowraze.
* Jakiro can easily cancel Requiem of Souls with
Ice Path as Shadow Fiend is a very easy target while channeling it.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, which can discourage Shadow Fiend from even trying to initiate with
Requiem of Souls.
* Blood Rite prevents Queen of Pain from escaping with Blink.
* Blink will trigger the extra damage from Rupture.
Additional:
* Blood Rite silences her, preventing her from initiating or escaping.
* With Thirst, even if she Blinks away, Bloodseeker can catch right up to her.
* Rupture will heavily damage Queen of Pain if she tries to Blink away.
* She is, however, one of the few heroes who can avoid the damage from Rupture if she successfully blink-walks.
* Ice Path allows Jakiro to easily cancel Freezing Field.
* Freezing Field makes Crystal Maiden an easy target for all of his abilities without a Black King Bar.
* With the Aghanim's Scepter upgraded Macropyre,
Black King Bar becomes nearly useless for Crystal Maiden, as its high pure damage over time, long duration and ability to pierce spell immunity will either force Crystal Maiden to forcefully cancel Freezing Field or even discourage her from using it at all.
Additional:
* Ice Path allows Jakiro to easily cancel Freezing Field.
* Freezing Field makes Crystal Maiden an easy target for all of Jakiro's abilities without a Black King Bar.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, making
Black King Bar nearly useless for Crystal Maiden, as its high damage over time and long duration can discourage Crystal Maiden to use Freezing Field. Remember, however, that Crystal Maiden can partially solve this issue by buying
Aghanim's Shard, which will allow her to simply walk out of Macropyre.
* Jakiro's wide area-of-effect abilities allow him to clear the waves of Terrorblade's illusions and to damage real Terroblade.
* Both, Liquid Fire and
Liquid Frost from
Aghanim's Shard deal magical damage, which can bypass Terrorblade's high armor.
* Jakiro often buys Hurricane Pike, which combined with +275 Attack Range talent allows Jakiro to harass Terrorblade from safe distance without getting in range of
Sunder and outrange Terrorblade greatly, even during
Metamorphosis.
* Aghanim's Scepter upgraded
Macropyre can deal huge pure damage to Terrorblade and his illusions and can hurt real Terrorblade even if he is protected by
Black King Bar thanks to it's ability to pierce spell immunity when upgraded.
* Just bear in mind, however, that Jakiro's abilites are all dealing damage-over-time, so a well-timed Sunder may spell a doom for Jakiro if Terrorblade can get close to him unless Jakiro builds
Black King Bar or
Linken's Sphere and other items that can give him a burst damage.
Additional:
* Jakiro's wide area-of-effect abilities allow him to clear the waves of Terrorblade's illusions and to damage real Terroblade.
* Both, Liquid Fire and
Liquid Frost from
Aghanim's Shard deal magical damage, which can bypass Terrorblade's high armor.
* Jakiro often buys Hurricane Pike, which combined with +275 Attack Range talent allows Jakiro to harass Terrorblade from safe distance without getting in range of
Sunder and outrange Terrorblade greatly, even during
Metamorphosis.
* Aghanim's Scepter upgraded
Macropyre can deal huge pure damage to Terrorblade and his illusions and can hurt real Terrorblade even if he is protected by
Black King Bar thanks to it's ability to pierce spell immunity when upgraded.
* Just bear in mind, however, that Jakiro's abilites are all dealing damage-over-time, so a well-timed Sunder may spell a doom for Jakiro if Terrorblade can get close to him unless Jakiro builds
Black King Bar or
Linken's Sphere and other items that can give him a burst damage.
* Rupture will fully damage Void Spirit during his ultimate, removing his main escape mechanic during fights and his way to disrupt them heavily.
* Blood Rite will force Void Spirit to use Dissimilate or Astral Step or be silenced. In the latter's case, it can be dangerous when combined with Rupture.
* Bloodseeker is not affected by slows when he is affected by Thirst.
* If he sees Chain Frost is targeting him, he can easily isolate himself with the movement speed buff from Thirst so that it stops bouncing around.
* Lich heavily relies on his abilities to contribute to team fights, making Blood Rite effective against him.
* Mana Drain can be easily canceled with Ice Path. However, Lion can counter this by buying his
Aghanim's Shard though, that is no longer possible, but Jakiro can counter this too with
Aghanim's Scepter upgraded
Macropyre will deal pure damage through the debuff immunity forcing Lion to cancel it or die.
* Lion has very strong single target capabilities, but usually struggles against multiple heroes, while Jakiro has good multi-target capabilities, His abilities also have a much shorter cast range then Jakiro's, allowing Jakiro to cast his abilities before he can get off his Hex or
Earth Spike.
* Jakiro can also save an ally who Lion is attempting to Finger of Death by casting
Ice Path on Lion.
* Both Jakiro's Ice Path and Liquid Frost can be used to cancel Life Drain from either Jakiro or an ally.
* Decrepify only makes Pugna even more vulnerable to Jakiro's magical damage, And it has no adverse effects on Jakiro himself.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce debuff immunity, which can discourage Pugna from even trying to use
Life Drain.
* Bear in mind, however, that Nether Ward can do some considerable damage to Jakiro due to high mana costs on his abilities.
* Skeleton Walk is not enough to outrun Bloodseeker, and is detected by Thirst.
* Because of his low health and high damage output, Clinkz will get obliterated by Blade Mail
Additional:
* Thirst reveals Clinkz if he tries to escape with Skeleton Walk with low health. It also allows Bloodseeker to match or exceed Clinkz's speed.
* Rupture negates the mobility provided by Skeleton Walk in any attempt to escape or reposition in fights.
* Bloodseeker can easily build items to counter Clinkz, including Talisman of Evasion upgrades,
Blade Mail, and armor items.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain,
Storm Spirit,
Ember Spirit,
Lycan,
Bloodseeker,
Anti-Mage,
Timbersaw.
* Heroes who are strong against mobile heroes: Disruptor,
Bloodseeker,
Kunkka,
Keeper of the Light.
* Jakiro has 3 damage over time spells, 2 of which are from debuffs on Puck (Dual Breath and
Liquid Fire) and 1 affecting an entire area (
Macropyre), making it easy for him to disable the Blink Dagger.
* Ice Path is also strong against Puck, as he can cast it towards Puck during Phase Shift, who then gets instantly stunned once Phase Shift ends.
Additional:
* Jakiro has 3 damage over time spells, 3 of which are from debuffs on Puck: Dual Breath,
Liquid Fire and
Liquid Frost from
Aghanim's Shard from and 1 affecting an entire area (
Macropyre), making it easy for him to disable the blink dagger.
* Ice Path is also strong against Puck, as he can cast it towards Puck during Phase Shift, who then gets instantly stunned once Phase Shift ends.
* Phoenix expends health to use its abilities, making it a good target for Thirst.
* Rupture deals heavy damage against Icarus Dive.
Additional:
* Although Blood Rite can be easily avoided, if it does hit, its lengthy silence and pure damage can be a severe punishment for a slow, unobservant, or simply unfortunate Phoenix.
* His Rupture can turn
Icarus Dive into a suicide option, and it cannot be dispelled, meaning even if Phoenix completes a
Supernova, choosing to Dive may just cut its health back down.
* And finally, due to Phoenix's health costs, too much careless ability spamming may just put Phoenix into Bloodseeker's vision through Thirst, making it a very tempting ganking target.
* Jakiro relies entirely on dealing damage through his area-of-effect abilities, making Enfeeble less effective against him, although it will still reduce his cast range.
* An ill-timed Nightmare can give Jakiro a good setup for all of his ablities.
* Jakiro can easily cancel Fiend's Grip with
Ice Path, as Bane is very easy target while channeling it.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, which can discourage Bane from even trying to use Fiend's Grip.
Additional:
* Jakiro relies entirely on dealing damage through his area-of-effect abilities, making Enfeeble less effective against him, although it will still reduce his cast range.
* An ill-timed Nightmare can give Jakiro a good setup for all of his ablities.
* Jakiro can easily cancel Fiend's Grip with
Ice Path, as Bane is very easy target while channeling it.
* Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, which can discourage Bane from even trying to use Fiend's Grip.
* Thirst detects Mirana or her ally at low health during Moonlight Shadow.
* Rupture deals high damage when Mirana uses Leap.
Additional:
* Rupture can quickly kill Mirana if she tries to Leap away.
* Thirst detects Mirana and her allies during Moonlight Shadow.
* Even though carry Silencer can easily take down a support Jakiro with his Glaives of Wisdom, Jakiro can also do the same to Silencer if he is not careful and if Jakiro is not played as support. As Silencer is rather squishy and lacks escape mechanisms without items, and Jakiro's damage over time abilities can take advantage of this.
* Ice Path can be used to prevent Silencer from escaping. And if Jakiro uses
Ice Path along with
Macropyre and
Dual Breath in anticipation right before Silencer uses his abilities to disable Jakiro, Jakiro will be able to kill Silencer before he even gets a chance to do anything to Jakiro.
* Dual Breath,
Liquid Fire and
Liquid Frost from
Aghanim's Shard can greatly reduce Silencer's attack speed.
* Aghanim's Scepter upgraded
Macropyre can deal huge pure damage to Silencer even if Silencer is spell immune.
* Bear in mind, however, that Jakiro should approach Silencer carefully as Silencer's Arcane Curse,
Last Word and
Global Silence prevents Jakiro from casting any spell. Jakiro, however, can counter this by going for
Guardian Greaves, a common item on support Jakiro, and with
Black King Bar and
Manta Style, a situational items on Jakiro.
Additional:
* Even though carry Silencer can easily take down a support Jakiro with his Glaives of Wisdom, Jakiro can also do the same to Silencer if he is not careful and if Jakiro is not played as support. As Silencer is rather squishy and lacks escape mechanisms without items, and Jakiro's damage over time abilities can take advantage of this.
* Ice Path can be used to prevent Silencer from escaping. And if Jakiro uses
Ice Path along with
Macropyre and
Dual Breath in anticipation right before Silencer uses his abilities to disable Jakiro, Jakiro will be able to kill SIlencer before he even gets a chance to do anything to Jakiro.
* Dual Breath,
Liquid Fire and
Liquid Frost from
Aghanim's Shard can greatly reduce Silencer's attack speed.
* Aghanim's Scepter upgraded
Macropyre can deal huge pure damage to Silencer even if Silencer is spell immune.
* Bear in mind, however, that Jakiro should approach Silencer carefully as Silencer's Arcane Curse,
Last Word and
Global Silence prevents Jakiro from casting any spell. Jakiro, however, can counter this by going for
Guardian Greaves, a common item on support Jakiro, and with
Black King Bar and
Manta Style, a situational items on Jakiro.
* Broodmother and her Spiderlings need to be very careful during the laning stage against Jakiro, as Jakiro can take down Broodmother's Spiderlings, preventing her from pushing as well as gaining a good amount of gold.
* Both Ice Path and
Macropyre are the good setup against Earthshaker after he jumps in with
Blink Dagger, and stay out of Echo Slam initiation radius.
* Jakiro's damage over time abilities can potentially disable Earthshaker's Blink Dagger.
* Nether Swap triggers extra damage from Rupture.
* Blood Rite sets up while Vengeful Spirit using her Nether Swap within a timed correctly.
* Huskar is often at low health, providing large Thirst bonuses.
* Life Break triggers Rupture's damage.
Additional:
* Huskar is often at low health, providing large Thirst bonuses to Bloodseeker.
* Life Break can trigger Rupture's damage.
* A self applied Bloodrage together with Blademail means it's almost suicidal for Huskar to jump on Bloodseeker with Life Break
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower: Bloodseeker,
Ember Spirit,
Juggernaut,
Phantom Assassin,
Weaver.
* Heroes with gap-closing abilities who attempt to use them for escaping Bloodseeker will suffer serious damage from Rupture: Phantom Assassin,
Anti-Mage,
Faceless Void,
Riki,
Slark,
Spirit Breaker.
* Jakiro's reliance on his abilities can cause struggles for heroes who rely on evasion or blinds to get upper hand: Phantom Assassin,
Windranger,
Riki,
Troll Warlord,
Keeper of the Light.
* Heroes that can maintain vision on Monkey King can see when he uses Tree Dance: Bloodseeker,
Treant Protector with Eyes In The Forest,
Sniper,
Weaver
* Heroes with channeling spells are very easy targets for Jakiro's abilities: Crystal Maiden,
Dawnbreaker,
Enigma,
Pudge,
Shadow Fiend,
Shadow Shaman,
Warlock.
* As a spellcaster, silences will nullify him entirely. Some notable examples are Death Prophet,
Drow Ranger,
Bloodseeker,
Disruptor and many others.
* Doom, as usual, fits this description nicely.
* Jakiro's early pushing ability from Liquid Fire makes Jakiro very strong against heroes, that take a long time to get online: Morphling,
Naga Siren,
Spectre.
* Heroes with channeling spells are very easy targets for Jakiro's abilities: Crystal Maiden,
Dawnbreaker,
Enigma,
Pudge,
Shadow Fiend,
Shadow Shaman,
Warlock.
* Heroes with invisibility will be detected by Thirst when they have low enough health: Bounty Hunter,
Templar Assassin,
Riki,
Clinkz,
Weaver,
Treant Protector,
Nyx Assassin.
Additional:
* Rupture can turn Bounty Hunter's mobility against him, and prevents him from escaping with Shadow Walk due to the potentially heavy damage.
* Thirst can prevent Bounty Hunter from escaping with Shadow Walk should Bounty Hunter's health become low enough, as it provides True Sight.
* Heroes with fast movement abilities will suffer huge damage when afflicted by Rupture: Spirit Breaker,
Earth Spirit,
Dark Seer.
* Bloodseeker's
Rupture turns Night Stalker mobility against him and
Thirst grants movement speed bonus and vision prevents Night Stalker from initiating and re-initiating.
* Bloodseeker's
Rupture forces Slardar to stay still during fights, preventing Slardar from using Guardian sprint to move in and out of fights. This takes away the ability to initiate and re-initiate with Slithereen Crush's low cooldown. Due to the increased move speed from Guardian Sprint, Slardar can lose health at about 160% the rate of normal heroes while under
Rupture. Bloodseeker's
Thirst also gives him enough move speed so that he's one of the few heroes who can outrun or catch up to a Slardar during Guardian Sprint.
* Heroes with fast movement abilities will suffer huge damage when afflicted by Rupture: Spirit Breaker,
Earth Spirit,
Dark Seer.
Additional:
* Rupture can deal a lot of damage to either a surged Dark Seer or his allies and prevent the target from getting into position.
* Heroes with silences : Bloodseeker,
Riki,
Silencer.
* Heroes with channeling spells are very easy targets for Jakiro's abilities: Crystal Maiden,
Dawnbreaker,
Enigma,
Pudge,
Shadow Fiend,
Shadow Shaman,
Warlock.
* Heroes with channeling spells are very easy targets for Jakiro's abilities: Crystal Maiden,
Dawnbreaker,
Enigma,
Pudge,
Shadow Fiend,
Shadow Shaman,
Warlock.
* Jakiro's area-of-effect abilities make him strong against heroes who rely on illusions and summons: Terrorblade,
Naga Siren
Chaos Knight,
Phantom Lancer,
Broodmother,
Nature's Prophet,
Lycan,
Wraith King,
Visage.
* Heroes with disables that go through spell immunity can end Bloodseeker before he has the chance to do anything: Batrider,
Beastmaster
* Batrider has poor survivablilty, relying on his mobility from Firefly to survive. Stunning him with Ice Path of Liquid Frost can easily spell his doom.
* Batrider tends to cast Flaming Lasso on the squishest or the tankiest hero. Which Jakiro is not squishy, nor his generally the tank of the team, Due to this, Jakiro can usually save allies with Ice Path and Liquid Frost, while also potentially removing an entire hero from play for a short period of time.
* Even if Batrider does cast Flaming Lasso on Jakiro, Batrider will generally drag Jakiro into a great setup for Ice Path and Macropyre.
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights: Phantom Lancer,
Chaos Knight,
Arc Warden
* With his AoE damage, Jakiro can easily kill Chaos Knight's Phantasm illusions.
* Chaos Knight usually doesn't buy a Black King Bar, making him vulnerable to an Ice Path into Macropyre combination.
Additional:
* With his AoE damage, Jakiro can easily kill Chaos Knight's Phantasm illusions.
* Chaos Knight usually doesn't buy a Black King Bar, making him vulnerable to an Ice Path into Macropyre combination.
* Heroes with good counter-push abilities to clear creep waves can hinder Jakiro's early pushing ability: Death Prophet,
Sniper,
Tinker,
Windranger.
* Sniper's lack of mobility and escape mechanisms makes him one of the easier heroes for Bloodseeker to gank.
* Heroes with high armor and durability can be exceptionally hard for Bloodseeker to bring down: Dragon Knight,
Axe
* Ice Path is a great stun for Berserker's Call and with a
Eul's Scepter of Divinity can really catch Axe off guard.
* Dual Breath and
Liquid Fire can be a devastating combination for Axe (especially if he takes Battle Hunger at level 1) before he has any natural regeneration sustain from items.
Additional:
* Ice Path neutralizes initiation attempts with Berserker's Call, and its long area of effect discourages follow-ups from Axe's teammates until Axe buys
Black King Bar.
* Ice Path serves as a large obstacle to stop Axe from chasing down fleeing stragglers to kill with Culling Blade until Axe buys
Black King Bar.
* Jakiro's many damage-per-second skills prevent Axe from initiating with his Blink Dagger. Forcing Axe to buy Black King Bar prematurely to protect himself against Jakiro's abilities and counter-initiaions.
* Damage reduction from Atrophy Aura prevents Bloodseeker from killing targets and gaining his Thirst bonuses.
* Pit of Malice's area of effect catches Bloodseeker easily, negating his speed bonus during teamfights.
* Dark Rift allows Underlord to transport Ruptured allies to the fountain, rendering it useless.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's
Aghanim's Scepter upgraded
Eclipse,
Dawnbreaker's
Solar Guardian,
Axe's
Berserker's Call,
Mars's
Arena of Blood,
Jakiro's
Macropyre,
Dual Breath and
Ice Path,
Naga Siren's
Song of the Siren,
Razor's
Eye of the Storm and
Plasma Field,
Lina's
Light Strike Array,
Broodmother's
Spinner's Snare from
Aghanim's Scepter,
Elder Titan's
Earth Splitter and
Echo Stomp,
Alchemist's
Unstable Concoction and
Acid Spray,
Queen of Pain's
Sonic Wave,
Dark Seer's
Wall of Replica and
Vacuum,
Venomancer's
Noxious Plague and
Poison Nova from
Aghanim's Scepter,
Oracle's
Fortune's End and
Rain of Destiny from
Aghanim's Shard,
Bloodseeker's
Blood Rite,
Enigma's
Black Hole and
Midnight Pulse,
Shadow Fiend's
Requiem of Souls,
Batrider's
Aghanim's Scepter upgraded
Flaming Lasso,
Firefly,
Flamebreak and
Sticky Napalm,
Ancient Apparition's
Ice Blast,
Sand King's
Epicenter,
Sand Storm and
Burrowstrike,
Gyrocopter's
Call Down,
Ember Spirit's
Sleight of Fist,
Death Prophet's
Exorcism and
Silence,
Monkey King's
Wukong's Command,
Crystal Maiden's
Freezing Field,
Muerta's
The Calling,
Medusa's
Stone Gaze,
Zeus's
Nimbus from
Aghanim's Scepter.
Dark Willow's
Bramble Maze,
Pangolier's
Swashbuckle,
Grimstroke's
Soulbind,
Ink Swell and
Stroke of Fate,
Earthshaker's
Echo Slam and
Fissure,
Puck's
Dream Coil and
Waning Rift,
Winter Wyvern's
Winter's Curse,
Magnus's
Reverse Polarity.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's
Aghanim's Scepter upgraded
Eclipse,
Dawnbreaker's
Solar Guardian,
Axe's
Berserker's Call,
Mars's
Arena of Blood,
Jakiro's
Macropyre,
Dual Breath and
Ice Path,
Naga Siren's
Song of the Siren,
Razor's
Eye of the Storm and
Plasma Field,
Lina's
Light Strike Array,
Broodmother's
Spinner's Snare from
Aghanim's Scepter,
Elder Titan's
Earth Splitter and
Echo Stomp,
Alchemist's
Unstable Concoction and
Acid Spray,
Queen of Pain's
Sonic Wave,
Dark Seer's
Wall of Replica and
Vacuum,
Venomancer's
Noxious Plague and
Poison Nova from
Aghanim's Scepter,
Oracle's
Fortune's End and
Rain of Destiny from
Aghanim's Shard,
Bloodseeker's
Blood Rite,
Enigma's
Black Hole and
Midnight Pulse,
Shadow Fiend's
Requiem of Souls,
Batrider's
Aghanim's Scepter upgraded
Flaming Lasso,
Firefly,
Flamebreak and
Sticky Napalm,
Ancient Apparition's
Ice Blast,
Sand King's
Epicenter,
Sand Storm and
Burrowstrike,
Gyrocopter's
Call Down,
Ember Spirit's
Sleight of Fist,
Death Prophet's
Exorcism and
Silence,
Monkey King's
Wukong's Command,
Crystal Maiden's
Freezing Field,
Muerta's
The Calling,
Medusa's
Stone Gaze,
Zeus's
Nimbus from
Aghanim's Scepter.
Dark Willow's
Bramble Maze,
Pangolier's
Swashbuckle,
Grimstroke's
Soulbind,
Ink Swell and
Stroke of Fate,
Earthshaker's
Echo Slam and
Fissure,
Puck's
Dream Coil and
Waning Rift,
Winter Wyvern's
Winter's Curse,
Magnus's
Reverse Polarity.
* Macropyre's frequent damage ticks causes Bristleback to activate repeatedly, resulting in free damage as long as Bristleback faces away from Jakiro.
* While Jakiro's damage is going to be little more then average against him due to his Bristleback. His large quantity of stuns can prevent Bristleback from getting his much needed
Warpath stacks, while also giving his allies a chance to counter his high defense.
* Dual Breath and Liquid Frost both reduce Movement Speed, removing one of Bristlebacks greatest strengths.
* Liquid Fire reduces Bristlebacks Attack Speed, making it harder for him to burst down a hero with Warpath.
* However Bristleback can generally catch and kill a lone Jakiro. And Jakiro is only effective in a group.
* Bramble Maze greatly hinders Bloodseeker's ability to run around in teamfights and pick off dying allies.
* Shadow Realm prevents Bloodseeker from attacking dark Willow, allowing her to safely teleport away.
* Jakiro's area of effect abilities can hit Dark Willow even while she is hidden during the Shadow Realm.
* Waiting about 2 seconds after Dark Willow casts Shadow Realm to cast Ice Path will stun her while her Shadow Realm is at it's maximum damage.
* Jakiro can stun Dark Willow when there is about 1 second left on Cursed Crown, Jakiro's Ice Path stun lasts slightly longer then Cursed Crown.
* Voodoo Restoration heals to counter Bloodseeker's Thirst.
* Rupture is generally useless against Witch Doctor while he is staying on Death Ward.
* Although Witch Doctor needs to be careful as Blood Rite can interrupt Death Ward.
* Death Ward can be easily canceled by Jakiro, or even turned against him with Macropyre, due to it's attack range being smaller then Jakiro's cast range. And
Crystal Maiden, his Scepter does not allow him to move while using it.
Voodoo Switcheroo is even easier to land Jakiro's Macropyro/Ice Path combo. And unlike
Crystal Maiden, Witch Doctor's Aghanim's Scepter upgraded Death Ward does not allow him to move while using it.
* While Maledict can be quite effective on Jakiro, along with repetitive stuns from Paralyzing Cask, it is very difficult to get a strong Maledict on him. Although Witch Doctor's Paralizying Cask, Maledict and Death Ward combo will still quickly eliminate Jakiro.
* On the other hand. Voodoo Restoration will partly protect his allies from Jakiro spells, as it heals based on their Max Health once he gets his Talent (Level 25). Before then though, it won't make a dent in the damage Jakiro deals.
* Guardian Angel's near invulnerability denies Bloodseeker the bonuses from Thirst, preventing him from gaining the upper hand in teamfights.
* Purification's pure damage makes it hard for Bloodseeker to pursue enemies, and prevents him from replenishing his health by finishing off enemies.
* Jakiro's area-of-effect abilities that deal magical damsge make it hard for Omniknight to save multiple enemy heroes at once with Purification and
Repel, and
Guardian Angel and to harass Omniknight on lane.
* Aghanim's Scepter upgraded
Macropyre allows Jakiro to deal pure damage and slow enemy heroes which can pierce debuff immunity, rendering both
Repel and
Guardian Angel useless.
* 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.
* Blood Rite prevents Anti-Mage from escaping with Blink.
* Blink will trigger the damage from Rupture.
* Both Blood Rite & Rupture are pure damage which can bypass Counterspell.
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
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You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
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Bloodseeker
*
Fire Remnant allows Ember Spirit to escape while Ruptured.
Ruptured.
Additional:
* Fire Remnant allows Ember Spirit to escape Bloodseeker while
Jakiro
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower:
Bloodseeker,
Ember Spirit,
Juggernaut,
Phantom Assassin,
Weaver.