Steel Sweetheart
Updated Apr 18, 2026
Jawhead is not a fighter in the usual sense. He is a delivery service. His entire kit exists to pick one enemy out of a formation and hand them to his team with a bow on top, and every decision you make on him should answer the question "who am I about to deliver, and to whom."
Win Rate
48.35%
Pick Rate
0.45%
Ban Rate
0.4%
Sustained DPS
Emblem
Assassin Emblem
Battle Spell
Retribution
Weak Against
Strong Against
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.
Jawhead works when your team has at least two heroes who want a target delivered to their face. Paquito waiting in a side bush. A Pharsa ult ready to fall on a target that cannot move. An Aulus with sustain and basic-attack lockdown. The Ejector fling is only worth the roam slot when somebody behind you can finish what the fling starts.
He is the wrong pick when your team is three ranged pokers and nobody who wants to be in melee range. Flinging a Khufra toward your Eudora does not kill Khufra, it kills your Eudora. Flinging him away from your team wastes the stun window entirely because nobody is there to follow up. Jawhead also struggles in any draft where the enemy runs two or more hard-mobility picks. Fanny, Benedetta, Ling, Lancelot, Hayabusa: all four of these step sideways when you ult and your ultimate cooldown becomes a free minute of scaling time for them.
Specifically look at the enemy draft before locking him. If you see Diggie, reconsider. His ultimate grants full crowd-control immunity to his entire team and your whole identity is crowd control, so a decent Diggie negates both your Ejector stun and your Unstoppable Force on demand. If you cannot name which of these conditions your current team composition is in, Jawhead is the wrong pick.
Everything Jawhead does is a setup for the Ejector fling. The passive exists to make the fling target die faster. The ultimate exists to either reach the fling target or chain off the fling stun. The missiles are filler damage during the stun window. Treat him like anything else and you are playing a worse Paquito with a stun.
The non-obvious detail is that Ejector prioritizes heroes and will include allied heroes in the target pool. That sounds like a drawback. It is actually the hero's second kit. Flinging a flanking marksman back to your core is the panic button that wins fights you had already lost. Flinging a low-HP assassin out of a teamfight rescues him from the execute. An Ejector pointed the wrong way is an extraction tool, not a mistake, and the best Jawheads alternate between picking enemies and retrieving allies in the same minute.
Unstoppable Force is crowd-control immune during the charge. Every time you read an engage as "they are about to lock me down before I reach the carry," the ultimate goes first and the fling goes second. Against a Khufra or Atlas, never fling into range and hope. Charge through them with the ultimate, land on the carry, then Ejector them toward the rest of your team.
You are not in lane. You rotate.
Jawhead has two real power spikes and they point at different game plans.
The roam spike lands at Warrior Boots plus Oracle around the seven-minute mark. Oracle amplifies every received shield and heal, which means your Ejector shield now keeps you alive through the follow-up damage after a fling lands. Before this spike you fling, stun, die, and your team trades four-for-five. After it you fling, stun, tank the return poke, live, and rotate again in under fifteen seconds.
The damage spike lands at Blade of the Heptaseas plus Hunter Strike around the nine-minute mark if you are running him as a jungle flex. Heptaseas' Ambush passive triggers on the first basic attack after a five-second idle window, which means every bush engage delivers a front-loaded burst. Hunter Strike's passive gives you the speed to close after the fling, which is the window most jungle Jawheads throw away by flinging and then walking forward into return damage. Together these two items convert Jawhead from "stuns the carry" to "one-shots a squishy core from full HP after the Ejector lands."
Both spikes are real. Pick one at draft time and commit. The mistake is building the hybrid roam-damage compromise where neither spike functions and you farm to 12 minutes with nothing to show for it.
The reflex when you see an enemy Khufra engage is to fling Khufra. That reflex is wrong. Khufra is tanky, his team is expecting him to go in, and flinging him solves nothing. You want the second-line hero who thought the fight was happening too far away to threaten them.
Three positioning rules:
If your support is Estes or Rafaela, you get to play further up because your shield stacks with their heal. If your support is Diggie or Minsitthar, you get to play wider because their zoning opens fling angles on immobile mids. If you have no support, you are the support, and the fling is the only reason the carry lives.
Two locked slots, three flex slots, one boot conversation. The locked slots on roam Jawhead are always Antique Cuirass and Immortality. Cuirass' Deter passive shaves up to 18% off incoming physical damage at full stacks, which is the largest survivability line an item buys. Immortality doubles your fling timings per fight because you revive mid-skirmish and hit Ejector again before your team loses the trade.
The boot conversation is between Magic Boots and Warrior Boots. Magic Boots is correct when you need the cooldown reduction to chain Ejector twice in a fight (most drafts, most games). Warrior Boots is correct when the enemy has two physical burst heroes who all-in on you first (a Yi Sun-shin plus Lancelot draft, for example). Tough Boots only goes on if you are against three crowd-control-heavy mages and you need the CC reduction to finish a fling at all.
The three flex slots are the real decisions:
Blade of Despair is the fallback everybody builds reflexively. It only belongs on the damage-build Jawhead, and even there it is the fourth item at earliest. On roam Jawhead it is a trap: a full 3010 gold of flat physical attack on a hero whose missiles and fling both scale off a modest attack ratio. The damage gain does not justify the slot.
Flinging the carry toward their team instead of yours. This is the single most common Jawhead error. Ejector flings the target toward the cursor position, not away from it. If your cursor is on their side of the screen, you just handed them a free escape. Always click the fling toward your team's side of the fight. If you are unsure, click directly on your own gold laner's champion: worst case you deliver the target to the person most likely to secure the kill.
Ulting the tank. Khufra, Atlas, Tigreal, Minsitthar. Ulting any of these heroes burns your longest cooldown on a target that cannot be killed. The ultimate's damage is fine, but Jawhead does not duel a tank to death. Save it for the carry. If the tank is between you and the carry, Ejector the tank out of the way and ult past them.
Opening with S1 into a Helcurt ult. Smart Missiles scatter over several seconds, which means most of them fire while Helcurt's silence is active. You lose the fling, the ult, and the missiles in the same fight. When the lights go out, shield mode Ejector away, wait out the silence, then go in.
Flinging an ally when you meant to hit a carry. Ejector prioritizes heroes, including allies. If your gold laner is standing between you and the fling target, the throw will pick them up instead. Before you cast, glance at the hero positions in the tap radius. If an ally is closer than the carry, walk forward two steps so the target switches before you tap.
Building a hybrid roam-damage compromise. Magic Boots plus Blade of the Heptaseas plus Antique Cuirass is not a balanced build, it is three items doing nothing together. Pick the roam spike or pick the damage spike at the start of the game and commit.
Tip
Ejector shield mode is a free button on every rotation. Walk up to a contested bush with the shield active and you scout safely because the return damage from a counter-gank costs nothing as long as the shield is up.
Note
Unstoppable Force ignores crowd control during the charge only, not after it lands. Once you hit the target you are a normal hero who just stunned someone. Do not assume the ult makes you untouchable during the follow-up.
Tip
Focusing Mark (Support Emblem core) amplifies your team's damage on any enemy you basic-attack. Jawhead's passive Mecha Suppression does the same thing through stacks. Stacking both means your missiles during a fling tick at a meaningful amplification across the board, which is why he kills squishies cleanly even with a roam build.
Warning
Against Diggie, never commit the ultimate first. His Time Journey grants CC immunity to his whole team on demand, and a decent Diggie who sees your charge animation pops it before your stun lands. Force him to ult on someone else, then go in.
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).
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.
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.
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.
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.
These heroes have the highest win rates against Jawhead in ranked matches. Pick any of them for a statistical advantage in draft.

Sun outscales Jawhead in the late game, turning team fights in your favor as the match progresses.
46.6%

Gloo dominates Jawhead in the early game. Apply pressure before Jawhead can scale and become a threat.
44.3%
Jawhead performs well against these heroes. Consider picking Jawhead when you see them on the enemy team.
Jawhead's counters are most effective during the mid game, averaging 47.3% win rate in that phase. Early game (42.5%) and late game (46.9%) are closer matchups. Look for mid game team fights and objective contests to press your advantage.
Jawhead is strong here
Jawhead is strong here
Jawhead is strong here
Assassin Emblem
Retribution
Assassin Emblem
Retribution
Assassin Emblem
Retribution
Heroes that synergize well with Jawhead in team compositions.




Jawhead is an Eruditio combat robot originally designed as a children's companion, whose programming was corrupted during a freak energy surge. Now a pint-sized mechanical terror, Jawhead can hurl enemies (and allies) across the battlefield with his hydraulic arms. Despite his corrupted code, he retains a childlike attachment to his original owner, a young girl named Alice, and fights to protect her above all else. His unpredictable behavior makes him as dangerous to his allies as to his enemies, but his raw mechanical strength is undeniable.
Famous quotes from Jawhead
“PROTECT ALICE! THROW BAD GUYS!”
- Jawhead
“Jawhead STRONG! Jawhead SMASH!”
- Jawhead
“You hurt Alice? JAWHEAD ANGRY!”
- Jawhead
“Bad guy go FLYING!”
- Jawhead
“Ejector - LAUNCH!”
- Jawhead