Jakiro has a lot of options in the early game – he could shut down people in the lane by harassing, could push down towers quite early, could even rotate and gank. Nevertheless, you shouldn’t get carried away and take big risks with THD. He is a 5-man pusher and your main goal is to gather the XP and gold you need to get together with your team, win fights and take objectives. If you take risks and they don’t pay out, you will slow down your own development, which could cost you the game because you will miss an important timing window.
MAJOR
Pushing Power: Liquid Fire could be used to apply a DoT on enemy towers to help bring them down faster. Even more importantly, the spell reduces the AS of the tower by 50%, making it much less efficient at fighting back creeps and heroes.
Mana Independence: Jakiro has good INT gain and most of his spells are quite cheap mana-cost-wise (the most spammable – Liquid Fire, has no mana cost). This allows him to continuously use his spells during the game to harass, push or to farm-up with little mana sustain.
Control: Jakiro has two sources of AS slow, one source of MS slow and a long range AoE stun. Moreover, his spells have a relatively low CD and are fairly spammable. All of this allows him to control fights quite efficiently.
MINOR
Strong Laner: Jakiro excels at continuously harassing his lane opponents with Liquid Fire and in case he has the mana sustain – Dual Breath. Moreover, with Ice Path he could setup kill attempts from a long range. Last but not least, his tankiness makes him a hard hero to pick off. All of this makes THD a very good babysitter or solo laner.
Natural Tankiness: For a back-line spell caster Jakiro is very tanky – he has high base strength and good strength gain, which makes him hard to pick off in fights. This is important because of how spammable his spells are – the longer THD survives in a fight, the higher his impact would be. The tankiness also allows him to be a frontline pusher in certain situations.
Anti-Push: Liquid Fire, Dual Breath, Ice Path or even if needed Macro Pyre could be used to slow down enemy pushes, which could buy your team valuable time.