taznkid Posted April 1, 2015 Report Share Posted April 1, 2015 (edited) Jakk.Summers Table of Contents Prologue Talents Skills Item Choice Playstyle What does Jakk offer? Laning Hero Engagements Miscellaneous Dedication Prologue Jakk tends to be one of my favorite pub heroes, due to the fact that he can carry a game, but is not overly easy or boring to play like the typical Agility Ranged Hard Carries. This guide will go in-depth to the play styles of the current meta. Talents (^ My personal talents) Required Talents: Might Fitness Swiftness These talents are generally used on basically every hero in the game (except for Might on Narud I suppose), due to how useful they are. This leaves you with 4 more Talents to choose. At this point, it depends on playstyle and preference, but here are what I recommend: Fury - If you plan on doing any sort of sustained auto attacking with Jakk, you should be getting this talent Haste - For the more skilled, aggressive players Youth - Laying down that minefield every single wave is quite energy intensive. Prodigy - Cooldown Reduction is considered one of the best talents right now Integrity - If you are like me and can't play like a total pro, then grab some defensive talents. They save your life. Discipline - If you are like me and can't play like a total pro, then grab some defensive talents. They save your life. Skills Heroic Active (Q) Assessment: During the early stages of the game, you will generally be using the Energy Rifle to sustain your energy use, and Grenades to harass. Ability 1: Passive-Field Engineer Assessment: Just a hands down good passive in general. If your opponent decides to stick with you and fight it out, that Weapon Speed gives you an edge, while that Movement Speed allows you to either kite/escape or chase down escaping opponents. Ability 2: Spyder Ward Assessment: It's a free ward. Wards = map vision = map control = good. Nuff Said. Ability 3: Mine Field/Force Beam Assessment (Mine Field): Although it only deals half damage against non-heroic units, it still clears creep waves stupidly fast. The ability works well for zoning; use it in choke points to slow enemies that are pursuing or escaping, as the ability does slow them down, not to mention deals a large amount of damage to anyone stupid enough to walk through them. Works particularly well if you are attacked by someone with only melee range. Assessment (Force Beam): Can be used frequently in lane as an effective harass/poke. It has a relatively large range, so you can use it to stun enemies chasing your allies, finish off those at long range, or simply stun them at closer range and then finish them off with one or two auto-attacks. Ability 4: Remote Mine Assessment: Jakk's most trollish and satisfying skill to get kills with. The manner in which they are used also separates a good Jakk player from others. Some general tips on their use: Stack them together relatively close, so that the damage is not dispersed Lure your enemies to your mines. When they think that they have you, you can instantly get a kill instead Select the mines for detonation either by grouping them in hotkeys, or drag selecting them Watch the other team and the lanes. Where do they position themselves when attacking lane creeps? Where do they position themselves when attacking towers? Place your mines there to give them a nice surprise. Maintain multiple mine spots. A single True Sight Ward or Boundary Scanner can make them go to waste, so keeping multiple spots at a distance from each other keeps you one step ahead of that detection. Good locations to place mines: At your tower base. Again, keep in mind your opponents' patterns in their positioning, and place your mines to punish them for it. The blast radius is relatively large considering the damage it does, so you have some leeway. In lane, you can place them in a forward position to either blast away that unsuspecting enemy who is farming in lane, or use them while retreating to either heavily damage or kill your opponent. Top and Bottom Lane jungle bushes are nice spots. Think they can gank you from the bush? Your Remote Mines say otherwise. Top and Bottom Lane River exits/entrances (near towers) work well, since opponents will generally travel through them for a gank. Between Mid-Thor Neutral Camp and Tier 2 Tower is a nice choke point. The are on which there is flat ground in lane and the blast radius of your Remote Mines is about equal. Add together the fact that it's a path that is frequently traveled for better positioning, it's a great place to mine up. The Mid-Area of the Middle Lane is a nice spot if your opponent is not expecting it. A Melee hero coming into lane to push or gank? Give them a present. Skill order [table] [td]1. Force Beam/Mine Field[/td][td] 7. Force Beam/Mine Field[/td][td] 13. Spyder Ward[/td] [td]2. Field Engineer[/td][td] 8. Field Engineer[/td][td] 14. Spyder Ward[/td] [td]3. Force Beam/Mine Field[/td][td] 9. Field Engineer[/td][td] 15. Stats[/td] [td]4. Spyder Ward[/td][td] 10. Field Engineer[/td][td] 16. Remote Mine[/td] [td]5. Force Beam/Mine Field[/td][td] 11. Remote Mine[/td][td] 17. Stats[/td] [td]6. Remote Mine[/td][td] 12. Spyder Ward[/td][td] 18. Stats[/td] [/table] No questions asked, unless you are leveling up Remote Mines, you should be leveling up Minefield/Force Beam. Like any Ultimate ability, get Remote Mines whenever you can. Now as for the other 2 abilities: Jakk has a decent income, and can more than afford the 75 Minerals for a Sentry Ward, or even the 150 Minerals for a Truesight Ward. Consequently, I get my Spyder Mines last, and instead get Field Engineer to make me more effective in engagements. However, throw a point into Spyder Mines at level 3 or 4 if you like. Item Choices To begin the discussion, I will use my personal favorite build. First of all, in my opinion, any Jakk that does not build INT is not playing the hero properly. With starting minerals, begin with: This item, along with your Energy Rifle, will allow you to spam your E spells, making whoever is laning against you hate life. The nerf to INT Hero Weapon Damage scaling a while back somewhat requires you to grab this item to help your Weapon Damage (and therefore last hitting); previously, Duran's Machete was a popular choice for the HP sustain and Weapon Speed. Now your next item of choice will usually be Lightning Rod. This item boosts your Weapon Speed, gives you a chunk of INT, and the unique greatly boosts your DPS. Of course, by the time you port back, you most likely will not have the money for Lightning Rod right off the bat. In the meantime, you can grab consumables and... Stepping stone to Lightning Rod Jakk's ability to kill creeps quickly means much Regen and sustain through this item. Also, don't forget that Cooldown Reduction For last hitting, and that 95 HP just might save your life. I usually don't get it though, but get it if you have trouble last hitting At this point my choices probably diverge some with other competent Jakk players. I personally like to go: I've begun to get this item more and more on INT based heroes. It provides cheap HP that can carry you into the late game, and the stacks will give you an edge over anyone who did not bother to get them. The Regen Active also allows you to stay in lane for a stupidly long time, which means more Remote Mines = More Fun! If you have the skill cap to play that glass cannon, you can skip this item/get it later and instead go for the next item. After Ihan Crystal, I get a core component item for INT based heroes: Spell Armor Penetration=Good. Do realize that your Grenades deal Spell Damage as well, so Gravity Edge works quite well with them. Next I get: For Jakk, Yamato Reactor is like a Stim-Pack is to the Marines in 1v1 Ladder. Not only does it give a good chunk of INT along with other stats, the Timescale boosts your Movement Speed and Weapon Speed, and your Spell Damage is increased by 25%. That includes those Grenades you lob out. Pretty damn nice. Afterwards, I tend to get: This item gives the 3rd highest Weapon Speed in the game, along with Armor Penetration, and your Base Weapon Speed should now be around 0.6. Now you can dish out both Spell AND Armor Penetration, allowing those Grenades you lob out to be very, very effective. The Movement Speed Active is very useful for kiting, chasing, and escaping. Have you seen a Jakk with Yamato Reactor and C48 Gauss Cannon Actives both used at the same time? He is pretty damn fast. Now is the time where I get a situational item. If circumstances are not worrying to me particularly, then I prefer to get: Remember what I said about Gravity Edge? Similar deal. +20% Damage on your Grenade Spell Damage? Yes please. Of course, games are not always so kind. If that is the case, one of the below generally fits the purpose quite fine: If I'm dealing with alot of stuns, heavy slows, or such. The ability to kite and be annoying is one of Jakk's strengths, and this helps keep it alive. With C48 Gauss Cannon, this item becomes viable, since you will deal Armor Penetration. A very nice item to have against, say, Shadow. The Armor helps IMMENSELY for your survival, and you can still use additional Weapon Speed given from the Unique. Of course, the primary purpose is to counter heals/lifesteal. [image missing] 3. Kura's Deathmask: Similar situation with Cauterizer, but more to deal with Casters. 4. Asura's Guise: Gives you INT, Cooldown Reduction, and Spell Leech from your Spell Damage, including your Grenades. 5. Explosive Retrofit/Naix Claw: You DO make use of Physical Damage so they are an option, but personally I prefer to go the INT route. Finally I sell my Ihan Crystal (goodbye my friend!) for: And if the game is not over at this point, you might as well finish up that Cerebro. Who needs Force of Entropy when Nitrogen's unique can do the same thing with Jakk? Example Final Item Set: Nitrogen Retrofit Gravity Edge Argus Crystal Yamato Reactor C48 Gauss Cannon Cerebros Other Viable Items: Star's Fury can be procc'ed for a large amount of damage. Frankly, I do not have the skill to proc this frequently enough for it to be worth it, and so do not get it. Force of Entropy can be used for the slows and HP instead of Nitrogen Retrofit if you prefer Physical Damage instead. Isomorphic Pyre gives the greatest amount of Weapon Speed in the game, along with Cooldown Reduction and Weapon Damage, along with a powerful unique that kills tanks. Playstyle What does Jakk offer? Jakk offers a hero composition the following things: Map Control Jakk, in my opinion, is the strongest in terms of Map Control. You might say Rancor or Grunty, but I say Jakk. His Spyder Mines provide vision, while Remote Mines control lanes. Combine that with the pushing power of his Minefields, Jakk provides immense Map Control. Spell Damage Jakk IS a INT hero after all. If you're team is a bit lacking on the Spell Damage aspect and you worry over a hard Akasha or Lord Zhyrkan counter to your Physical Damage or the like, consider Jakk as your Spell Damage source. Sustained Damage Due to his Field Engineer passive and the Spell Damage from his Grenades, Jakk is arguably the game's only Auto-Attack Spell/Caster DPS. Tanks generally have lower Spell Resistance than Physical Resistance, so this can come in handy. If your team needs some more sustained damage output, consider Jakk. Laning In terms of lane control, Jakk is one of the most powerful heroes in the game for that purpose. Assuming players are of equal skill, there are very few heroes that can out-lane Jakk. While in lane, you want to consistently spam your E ability, Minefield/Force Beam. Minefield still eats through creeps, while Force Beam's damage and range makes for powerful harass. Try to get last hits using the Energy Rifle. Doing so will allow you to sustain the spamming of your abilities, and the attack animation is much smoother in general. If you have the time to do so, harass your opponent with Grenades. Jakk has effective range for harassing, and the Damage AMP from Grenades will generally out-DPS your opponent in terms of pure Auto-Attacks at this stage of the game. Based on what lane you are on, place your Remote Mines accordingly, without your opponent noticing. Of course, if they are noobs, then feel free to just do it in plain sight. Hero Engagements First of all, unless you are a overpowered Jakk like Highdrater, Remote Mines will probably not be of help unless you set them up already. That leaves you with Minefield and Force Beam as your only offensive spells. They can be used as thus: Minefield: In a big mad scramble where the fight could go either way, throw them down in such a location such that as many of the mines hit as possible. If the engagement has gone favorably and you are in pursuit: use the mines as obstacles to slow the enemy down, provided you can get ahead of them. If you have to retreat, place them to damage and slow down your enemy. Force Beam: A well lined up Force Beam can stun lock an entire enemy team. Of course, you may not be in position to do something like that, in which case, I usually aim for the biggest threat. 1.25 Seconds is enough time to change the tide of a Team Fight. The stun can also be used to allow your allies to catch up to your opponents, or stun the enemy so your allies can escape. It generally does not work towards YOUR benefit, since the channel time is approximately about the time the stun lasts, which of course means that you will travel the same distance regardless. Finishing off retreating enemies with this ability leaves you with a warm fuzzy feeling, and the ability to spam in chat : "Snipah Stah" or "HEADSHOT" Assuming that your abilities are either on Cooldown, or you do not want to use them quite yet, Jakk has some nasty Auto-Attack power, regardless of whether you are using the Grenades or Energy Rifle. See what sort of Resistance items the enemy has. If they have either no major Physical Resistance or have some decent Spell Resistance, stick to the Weapon Speed boost from Energy Rifle. Otherwise, abuse their low Spell Resistance by lobbing those Grenades. Provided you have them, use Yamato Reactor and C48 Gauss Cannon Actives accordingly. Miscellaneous Do realize that Jakk's Remote Mines and Spyder Mines give money. Consequently, if the Remote Mines are revealed, detonate them to deny the enemy that extra money. Since all of Jakk's offensive abilities are skill shots and not targeted abilities, Jakk can be used rather effectively against cloaked units, or under the cover of Smoke Bomb. Do not be so busy mining up a spot that you miss out on farming and gaining experience. Smart teammates will lure enemies to your mines. Try to keep an eye out for them. Dedication This particular guide is dedicated to Xale, who frequently compliments me and praises me on my guides, despite the fact that I have very few of them posted on the forums in the first place. GL HF~ Edited April 8, 2015 by martY Alex, ZERATUL, Strydus and 5 others 8 Quote Link to comment Share on other sites More sharing options...
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