Jawhead is a pick-focused Fighter who can roam, shield himself, lock a priority target, and throw units into or out of a fight. Smart Missiles stack his passive, Ejector supplies speed and displacement, and Unstoppable Force creates the first contact.


Each time Jawhead deals damage to an enemy hero or a Creep, he inflicts a stack of Mecha Suppression on them for 3s (up to 6 stacks). Each stack of Mecha Suppression increases all damage dealt to the target by 2% (limited to 50% for Creeps).
Use: Prime the passive before committing to a priority target. Why: Repeated hits make every ally deal more damage to the marked target. Avoid: Do not split missiles and attacks across several targets when one kill matters.


Jawhead launches up to 12 missiles at random nearby enemies over 5s, each missile dealing 135 (+30% Total Physical Attack) Physical Damage to the enemy hit.
Use: Start this before or during the approach. Why: Twelve missiles stack Mecha Suppression quickly and add sustained burst. Avoid: Do not expect precise focus when several enemies or creeps are nearby.


Jawhead gains 30% Movement Speed and a 500 (+100% Total Physical Attack) shield for 5s. Use Again: Jawhead flings the nearest unit (prioritizes heroes) to the target location, dealing 300 (+80% Total Physical Attack) Physical Damage to enemies in the area and stunning them for 0.5s. Can be used on allied heroes and they will not take damage.
Use: Use for speed, shield, and the decisive throw. Why: The second cast displaces the nearest unit and stuns the landing area. Avoid: Do not throw an ally without a clear engage plan or safe landing point.


Jawhead charges into the target enemy hero, dealing 350 (+150% Total Physical Attack) Physical Damage and briefly stunning them. Enemies around the target are knocked back and dealt the same amount of damage. Jawhead is immune to control effects during the charge.
Use: Lock the backline after the approach angle is clear. Why: Control immunity during the charge makes the first contact reliable. Avoid: Do not charge through the full enemy team without follow-up or an exit.

Upgrade Smart Missiles at level 1 and prioritize it, with Ejector as the backup upgrade. Upgrade Unstoppable Force whenever available.




In teamfights, use Jawhead's 2nd Skill for the Movement Speed and start up his 1st Skill then immediately charge into a target using his Ultimate. Finally, use his 2nd Skill to toss the enemy back.




In the laning phase, use Jawhead's 2nd Skill to get close to the enemy, then follow up with his 1st Skill and Basic Attacks to deal continuous damage. When the enemy tries to run, use his 2nd Skill again to toss them back.
Scout with Smart Missiles, protect your first rotation with Ejector, and threaten a throw whenever an enemy steps past the wave.
Approach from fog, activate both basic skills, then use the Ultimate to reach the carry before their frontline can react.
Do not trade your life for a low-value target. Save Ejector to peel a diver or isolate the hero whose death opens Lord.
Use Tank Emblem with Rupture, Pull Yourself Together, and Concussive Blast for a durable roam route. Flicker is the default spell because it improves angle control and throw setups; Vengeance is the alternative when Jawhead must absorb sustained damage after engaging.
The first three rows are durable roam variants. Build 4 is a burst route, while Build 5 combines penetration with sustain and a late shield.
These five current in-game builds were observed on August 11, 2026. Compare the six-item order and adjust utility or defensive slots for the match.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Dominance Ice | Athena's Shield | Chastise Pauldron | Antique Cuirass | Immortality |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Dominance Ice | Athena's Shield | Chastise Pauldron | Antique Cuirass | Immortality |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Dominance Ice | Athena's Shield | Chastise Pauldron | Antique Cuirass | Immortality |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Blade of the Heptaseas | Sea Halberd | Hunter Strike | Malefic Roar | Sky Piercer |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Tough Boots | Blade of the Heptaseas | Hunter Strike | Malefic Roar | Queen's Wings | Rose Gold Meteor |
Use the item notes below to decide what each slot contributes. The table describes each item independently of the numbered builds.
| Item | What it adds | When to consider it |
|---|---|---|
Rapid Boots | +55 Movement Speed +35% Slow Reduction +12 HP Regen | Use for faster rotations and stronger slow resistance. |
Dominance Ice | +40 Physical Defense +40 Magic Defense +5% Movement Speed Unique Passive - Fortress Shield: For each enemy hero within 5 units, Hybrid Defense is increased by 8, up to 40. Unique Passive - Lifebane: Reduces Shield and HP Regen effects of nearby enemies within 5 units to 60% of normal for 1 second. | Buy into healing, shields, and attack-speed carries. |
Athena's Shield | +900 HP +48 Magic Defense +2 HP Regen Unique Passive - Shield: Upon taking Magic Damage from enemy hero skills or Basic Attacks, reduces Magic Damage taken by 25% for 3 seconds (including the damage that triggers the effect)s. Regains this effect 5 seconds after leaving combat. | Buy against repeatable magic burst. |
Chastise Pauldron | +900 HP +40 Physical Defense Unique Passive - Chastise: Taking damage will reduce the Attack Speed and Attack Speed cap of the attacker to 75% of normal for 2 seconds. Unique Passive - Redemption: When incoming damage reduces HP below 30%, recover 20% Max HP over the next 2 seconds. This effect has a 60 seconds cooldown. | Use to reduce sustained attack-speed pressure and gain a low-HP recovery window. |
Antique Cuirass | +920 HP +40 Physical Defense +4 HP Regen Unique Passive - Deter: When hit by a skill, reduces the attacker's Physical Damage by 6% for 2 seconds (this effect stacks up to 3 times). | Buy against physical skill damage that can trigger Deter repeatedly. |
Immortality | +850 HP +15 Physical Defense Unique Passive - Immortal: Resurrect 2.5 seconds upon death and gets 16% Max HP and a shield that can absorb 150(+70*Hero Level)damage. Shield lasts 3 seconds. This effect has a 210 seconds cooldown. | Use when one late death would decide the objective. |
Blade of the Heptaseas | +70 Physical Attack +250 HP Unique Attribute: +15 Physical Penetration Unique Passive - Ambush: If no damage is taken or dealt within 5 seconds (excluding from Minions or Creeps), the next Basic Attack will deal an additional 160 (+40% Total Physical Attack) Physical Damage and slow the target by 40% for 1.5 seconds. | Choose on a damage route for the first Basic Attack after a clean approach. |
Sea Halberd | +80 Physical Attack +20% Attack Speed Unique Passive - Lifebane: Dealing damage to a target will reduce the Shield and HP Regen effects on them to 60% of normal for 3 seconds. Unique Passive - Punish: Increase damage by 8% against enemy heroes with higher extra HP. | Use when a damage route still needs healing reduction. |
Hunter Strike | +80 Physical Attack +10% Cooldown Reduction Unique Attribute: +15 Physical Penetration Unique Passive - Retribution: Dealing damage to the same enemy hero or creep 5 times in a row grants 50% extra Movement Speed that decays over 3 seconds (8 seconds cooldown). | Buy for penetration and post-burst movement speed. |
Malefic Roar | +60 Physical Attack Unique Passive - Armor Buster: Increase Physical Penetration by 30%. Unique Passive - Breaker: When attacking an enemy, gains 0.1% extra Physical Penetration for each point of the enemy's Physical Defense, capped at 30%. | Add against high Physical Defense. |
Sky Piercer | +60 Adaptive Attack +15 Movement Speed Unique Passive - Lethality: After dealing damage to an enemy hero, executes the hero if their HP is lower than 4%. Gains 10 stack(s) of Lethality for each kill and loses 30% current stack(s) for each death. Each stack of Lethality increases the HP threshold of the execute effect by 0.1%, stacking up 80 times. | Use only when repeated low-HP finishes are realistic. |
Tough Boots | +40 Movement Speed +18 Magic Defense Unique Passive - Fortitude: CC and Slow Duration reduced by 25%. | Choose into magic damage and control. |
Queen's Wings | +750 HP +30 Adaptive Attack +10% Cooldown Reduction +10% Spell Vamp Unique Passive - Demonize: When HP drops below 40%, gains 30% Damage Reduction for 3 seconds and reduces skill cooldowns by 2 seconds. This effect has a 60 seconds cooldown. Unique Passive - Defiance: For every 1% HP lost, damage is increased by 0.25%, up to 15%. | Buy when you need damage reduction and sustain after diving. |
Rose Gold Meteor | +30 Physical Attack +20% Attack Speed +10% Lifesteal Unique Passive - Dragon Scale: Every 4 extra Physical Attack increases Hybrid Defense by 1, up to 50 (effect is halved if Main Role is not Fighter). Unique Passive - Lifeline: When taking damage that reduces HP below 30%, gains a (120*Hero Level) shield (increases with level) and 50% Movement Speed that rapidly decays over 3 seconds. This effect has a 60 seconds cooldown. | Choose for a low-HP shield against mixed or magic burst. |
They can convert Jawhead’s throw or charge into immediate area control.
They survive the first burst and punish a prolonged fight; isolate someone else or disengage.
Squishy targets without a defensive answer can fall to the complete charge-and-throw sequence.
His team-revival plan can erase the value of a single-target pick, so track the ultimate before committing.
| HP | 2778 | HP Regen | 8.2 | Mana | 430 | Mana Regen | 4 | Physical Attack | 117 | Physical Defense | 24 | Magic Defense | 15 | Attack Speed | 1.04 | Movement Speed | 255 |
|---|
Level-one values exclude equipment, Emblem, skin, and match modifiers.
Steel Sweetheart is the base appearance. Direct Diamond prices appear only where Purchase was visible; tournament, Starlight, season, and limited-event labels are availability notes.
| Preview | Skin | Observed availability |
|---|---|---|
![]() | Cyber Ranger | 749 Diamonds |
![]() | The Nutcracker | 749 Diamonds |
![]() | Girl Scout | 269 Diamonds |
![]() | Space Explorer | MSC Tournament |
![]() | Foo Quarterback | Limited-time Event |
![]() | Samurai Mech | Limited-time Event |
![]() | Candy Bear | 06/2021 Starlight Member |
![]() | Victory Loader | S33 |
![]() | Proto Guardian | Limited-time Event |
Ailee traveled with the robot Jawhead while searching for her missing parents. Built by Professor Henry as a powerful research weapon, Jawhead gradually became Ailee’s loyal protector, carrying the child safely through danger while preserving the mystery of Lab 1718.
Yes. Ejector can throw an allied hero without damaging them, but the landing point still needs coordination.
Roam is the safer default when the team needs initiation. Damage works when another frontliner already covers first contact.
High-survivability fighters and heroes with strong sustained damage can live through his first combo and win the extended fight.
Activate Ejector and Smart Missiles, charge with Unstoppable Force, then throw the target toward allies or away from safety.
Pick Jawhead when one clean displacement can decide a fight. His value comes from angle, timing, and target choice more than raw combo speed.
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