Dota 2/Jakiro the Twin Head Dragon

Jakiro is a ranged intelligence hero who can be played as a pusher and an initiator. He possesses a bunch of large AoE abilities that can damage groups of enemies, as well as a relatively large health pool that lets him survive large skirmishes. His Dual Breath is a very versatile ability that can be used to push, harass, gank or initiate. His Ice Path is arguably one of the best stuns in the game, creating a virtually impassable strip of ice that can effectively block off entire routes. His Liquid Fire is another excellent pushing ability as well as being useful for teamfights. His Macropyre will melt away the health of his enemies, briefly turning a small portion of the map into a hostile spot. Positioning is key for Jakiro to land his abilities, and wise use of his abilities can wipe out creep waves and do huge damage in teamfights.

Dual Breath
Dual Breath makes you breathe ice and then fire, with the ice breath slowing ememies while the fire breath dealing damage over time. It is an excellent spell for pushing, being relatively spammable and able to catch creep waves with it. The slow is also useful for catching up to enemy heroes, while the damage over time can chip away an enemy's health or finish it off.
 * Ability: Target Unit, Target Point
 * Affects: Enemy Heroes
 * Damage Type: Magical
 * Damage: 35 / 70 / 105 / 140
 * Start Radius: 200
 * End Radius: 250
 * Burn Damage: 5 / 10 / 15 / 20
 * Move Slow: 30%
 * Duration: 4
 * Mana Cost: 135 / 140 / 155 / 170
 * Cooldown: 10

Ice Path
Ice Path creates a strip of ice after a short delay that stuns enemies caught in it or touching it while it is still active. It is a very strong disable, being able to catch multiple enemies with a well positioned cast. It does require some prediction and skill when targeting, since the path takes time to form. It is rather spammable with a low mana cost and short cooldown, so you have a higher chance of landing it.
 * Ability: Target Point
 * Affects: Enemy Heroes
 * Formation Delay: 0.5
 * Duration: 1 / 1.4 / 1.8 / 2.2
 * Radius: 150
 * Damage: 25 / 50 / 75 / 100
 * Mana Cost: 90
 * Cooldown: 12 / 11 / 10 / 9

Liquid Fire
Liquid Fire makes your attacks burn enemies near the unit you're attacking, dealing damage over time and slowing their movement speed, as long as the ability is off cooldown. It is obviously a very good pushing passive, weakening creep waves with your normal attacks. It is also fairly effective if you manage to afflict enemy carries with it, as the attack slow will help decrease their devastating damage output.
 * Ability: Passive
 * Damage Type: Magical
 * Attack Slow: 20% / 30% / 40% / 50%
 * Radius: 300
 * Burn Damage: 10 / 15 / 20 / 25
 * Duration: 5
 * Cooldown: 20 / 15 / 10 / 5

Macropyre
Macropyre creates a line of fire in the targeted direction, doing heavy damage to enemies that wander into it. It covers a large area, and can be quite devastating if you manage to make it block a key bottleneck or in a restricted part of the map. Do note that enemies can simply stay out of the fire path and take no damage. It can be a very powerful followup from another AoE stun like Light Strike Array to hold enemies in place while you lay down a Macropyre.
 * Ability: Target Unit, Target Point
 * Affects: Enemy Heroes
 * Damage Type: Magical
 * Damage: 100 / 140 / 180
 * Duration: 7
 * Mana Cost: 220 / 330 / 440
 * Cooldown: 60
 * Scepter Damage: 125 / 175 / 225
 * Scepter Range: 1350