Bane

Atropos the Bane Elemental, also known simply as Bane, is a ranged intelligence Hero, possessing dark and nightmarish abilities that give him strong disabling, ganking, and nuking prowess. Mostly played as a support, he has some of the highest starting stats of any hero, yet is unique in the sense that all his attributes and stat growths are equivalent. In addition, he possesses four highly potent single-target spells, which if used properly can more than make up for his complete lack of area of effect presence and pushing power. Enfeeble reduces the target's attack damage by a tremendous amount, which can highly reduce an attack-reliant enemy hero's effectiveness from as early as the laning stage all the way to the endgame. Brain Sap is a nuke that deals hefty pure damage to the target, healing himself for the same amount as well. Nightmare puts a unit to sleep, completely disabling for several seconds and dealing minor damage per second. If the slept target is physically attacked, it wakes up and the spell transfers to the attacker (spells will also wake the target up, but will not transfer the effect to the caster). Finally, Bane's Fiend's Grip is a channeling spell that completely disables the target for several seconds, dealing heavy damage per second and giving Bane some mana back as well. Bane's debilitating lockdown abilities are what make him an invaluable support to allies, and a feared one for enemies.

Gameplay
Bane brings terror to his enemies with his arsenal of disabling abilities. Whether trapping a foe within a contagious nightmare, or gripping an enemy in place, he gives allies all the time they need to slay their enemy.

Equipment

 * Bane currently has no equipment.

Tips

 * Bane is a very powerful single-target disabler who possesses reasonable nuking power. His strongest suit is setting up kills for teammates with high damage output or unreliable stuns, making him a powerful roamer and ganker who can assist teammates in getting kills throughout a match. This can allow him to regularly obtain reliable gold through kills and assists, which in turn allows him to build items to suit his needs.
 * While he possesses strong disables, Bane suffers from a poor mana pool and no escape spells, meaning that he can run out of mana quite often while casting his high-cost low-cooldown spells, and can be easily killed if caught out of position. As such, Bane should focus on building items to increase the size of his mana pool and give himself mana regen, as well as mobility items to give him initiation and escape ability.
 * Keep in mind, all of Bane's spells are single-target, which makes him quite easy to be countered by items such as and . As well, his single-target nature means that he is unable to disable more than two enemies in an engagement unless additional disables can be obtained through farming items. Be sure to factor this into each game, as the enemy team's lineup as well as that of your own can vary, and as a result drastically affect Bane's effectiveness in that match.
 * Bane can be played effectively as a side lane support due to his combination of disabling and nuking power. Nightmare can be used to set up kills against lane opponents or hinder them from pursuing in the event of rotations and ganks from either side, while Enfeeble provides a safe way to harass the enemy and prevent them from getting last-hits. As well, Brain Sap can be a strong damage nuke to cast in the event of ganking targets as it deals Pure damage to the enemy while also healing Bane.
 * Bane's high base movement speed and disabling potential also allows him to be played as a roamer, especially if combined with a teammate with an unreliable but strong disable. His movement speed allows him to quickly get within range to cast Nightmare on a gank target, holding them in position for up to four seconds and making them easy targets for a follow-up disable.
 * Beware that while Bane is a strong disabler, he is also quite frail and easy to kill if focused by the enemy; as such, he is not a very strong first initiator in teamfights, but can be a strong second-wave disabler who casts his disables once the enemy's attention is not focused on him. As well, he has a very long cast animation on his spells (0.5 seconds on most spells, compared to the standard 0.3 seconds on most heroes), so it is necessary to plan ahead when casting spells.
 * can reduce its target's attack damage by a tremendous amount, making their physical attacks much less effective. Its extremely long cast range also allows the debuff to be placed on targets from long range and complete safety.
 * Enfeeble has a very long cast range, and its cooldown allows it to be simultaneously active on two enemies at a time, making it a powerful laning spell for preventing the enemy from farming or trading attacks. However, keep in mind Bane's small base mana pool, and be conservative with its casting as spamming the spell can render Bane unable to use his other spells if they are needed.
 * Enfeeble generally has two uses in the laning stage: preventing the enemy carry from getting last-hits and shutting down their farming, or hindering their ability to output physical damage when harassing or attempting to gank. In both cases, only one or two points in the ability are needed, as Bane should expend skill points on other important spells.
 * One very powerful aspect of Enfeeble is that it cannot be dispelled, neither by regular dispels nor strong dispels. While it can be blocked from being cast on spell immune targets, it cannot be removed once placed, which means that heroes with spell immunity will still suffer from greatly reduced attack damage. This means that placing the debuff on the enemy's strongest physical damage carry at the start of a fight will greatly hinder their damage output. As well, the debuff will remain visible on the enemy through Mirror Image-type abilities such as and, making the real hero easy to identify among the illusions.
 * acts as both a heal and a nuke, allowing Bane to deal Pure damage to enemies and heal himself simultaneously.
 * Due to its high damage output, Brain Sap is the first ability that Bane should max out, as its nuking power gives Bane strong teamfight contribution. Its low cooldown also allows it to be used to maintain Bane's health pool once he has secured a source of mana regen.
 * While its high mana cost relative to Bane's mana pool does not allow him to spam this spell in-lane, trading HP with the enemy can allow Bane to be surprisingly resilient, which can catch the enemy off-guard. Given a source of mana regen, Bane can use the spell to harass and replenish HP, rendering the enemy's lane untenable.
 * Remember that unlike most damage nukes in the game, Brain Sap deals Pure damage rather than Magical. This can be used to your advantage to damage or even finish off enemies that have strong magic resistance, as it can cut through abilities like and.
 * If Bane is the target of a gank, it can be wise to reserve Brain Sap until the very end, when Bane is at very low HP, in order to lure the enemy into a false sense of security and bait them into committing to a gank. As Brain Sap creates an HP shift double what is listed (Bane is healed at the same time that the enemy is damaged), this can be used to turn the tables on enemy ganks if allies are already rushing to your aid.
 * is one of Bane's signature abilities, and what makes him one of the most powerful level 1 disablers in the game. With just one point in the ability, it can lock down an enemy for up to 4 seconds, rendering them helpless and giving teammates plenty of time to re-position and set up for the kill.
 * The best use of Nightmare is to hold an enemy in position and allow allies to land their unreliable stuns with ease. This is best done when combined with abilities such as, , , and so on.
 * Remember that Nightmare does not always have to be cast on the primary target. If attempting to get kills on two enemies, casting Nightmare on a secondary target can prevent them from acting, allowing your team to focus fully on the first target without interruption.
 * Nightmare can also be used in a defensive situation. If multiple enemies are attempting to gank Bane or an ally, casting Nightmare on one of them will remove them from the fight, reducing the numbers that the enemy are able to bring to bear.
 * One of Nightmare's greatest weaknesses when used offensively is that it can be transferred via physical attacks, even by other enemies. This means that enemy players can save their teammates by ordering an attack on an ally afflicted with Nightmare to remove the debuff from them and allow them to act; this can be repeated over time and even done at range with ranged heroes. As such, it is best to use Nightmare in situations where there are no other enemies who can interrupt it, such as when ganking the enemy's mid, or to use an additional disable on other nearby enemies.
 * In tandem to the above, make sure that when setting up for a kill, not to initiate it with a physical attack. This will not only wake up the target prematurely, but will also transfer the Nightmare to an ally, rendering them unable to act unless awoken.
 * Keep in mind that Nightmare will render its target invulnerable for the first second of its duration. When cast on himself or an ally, it can allow Bane to effectively dodge projectiles and spells for one second, potentially wasting enemy spells.
 * While active on an enemy, Nightmare will eliminate any vision that they might otherwise have. This can be used to mask allied movement while setting up on a lone enemy, as they and their teammates will have no information about your team's positions prior to the Nightmare being removed.
 * can allow Bane to immediately end all active instances of Nightmare. This can be useful for removing the debuff from an ally without ordering an attack on them, which requires Bane to get within attack range and take the Nightmare debuff.
 * is one of the most powerful channeled disables in the game, allowing Bane to lock down an enemy for up to 5 seconds through spell immunity.
 * Fiend's Grip is a very powerful ganking spell, as it can lock down an enemy and deal tremendous damage to them while Bane's allies also throw their damage nukes and attacks into the mix. Unlike Nightmare, the enemy can still be attacked and damaged during the disable, making it much more powerful.
 * Because it is a channeled ability, Fiend's Grip can be interrupted by disables such as stuns and silences, moreso since Bane himself is immobile for the duration of the spell and can also simply be focused down and killed by physical attacks. Be sure to position yourself prior to casting this spell such that the enemy cannot reach you, or build countermeasures to prevent disables from affecting you.
 * Remember that Fiend's Grip will drain its target's mana, not simply disable them while dealing damage. This can allow Bane to replenish a portion of his mana during the disable, enough to cast another spell at the end. As such, if you are low on mana then it can be beneficial to use Fiend's Grip first, as Bane can recover some mana during its duration, potentially enough to cast another spell that would otherwise not be possible with a different spell order.
 * Using all of Bane's spells in combination can allow him to disable and nuke down single targets, making him a very powerful ganker. He can initiate on a lone enemy using Nightmare, then re-position to set up for the kill, interrupt Nightmare by casting Fiend's Grip, then finish off the target with a Brain Sap at the end. Used to set up kills with teammates, it can provide a 7 second setup time, then 5 seconds of hard disable during which they can attack and cast damage nukes.
 * As Fiend's Grip is a channeled spell, spells and item abilities can be cast immediately afterward by shift-queueing them during the channel. This will allow Bane to immediately use those abilities once Fiend's Grip ends, preventing it from being ended prematurely.
 * Given his strong disabling abilities, Bane can greatly benefit from building a various utility items.
 * s are important to purchase regularly on supports, especially ranged heroes that can de-ward elevated ward spots.
 * is a useful laning item, as it provides Bane with a small amount of passive HP regeneration, allowing him to mitigate harass damage. More importantly, it gives him burst mana regen in the early game, allowing him to get off one more spell if he runs out of mana at an inopportune moment.
 * can be a useful roaming pickup for replenishing Bane's mana, allowing him to cast his spells more frequently. A full Bottle can restore up to 210 mana (more if attribute switching is employed), giving Bane more mana to use.
 * is best reserved for playing the roaming hard support role where gold is harder to come by. While Bane will be more mana-starved without Arcane Boots, the increased armor and HP regen helps give him more survivability, while the higher movement speed lets him roam and position for spells better. The passive HP regen also helps to offset Soul Ring's HP cost, increasing Bane's independent roaming potential.
 * gives Bane more utility while also providing useful bonuses. As he is already a strong ganker, Bane can easily get charges that can then be used to heal teammates or add additional damage to ganks. The item also provides bonus strength, giving Bane more HP, and some mana regen for casting purposes.
 * is a strong utility item that gives Bane more setup power. Casting the active on a gank target will weaken their armor, allowing allies to deal more physical damage to them, and the passive mana regen helps Bane to maintain his mana pool. As well, it can be used to help take Roshan more easily.
 * provides Bane with many useful bonuses. Its easy and cheap buildup makes it easy to obtain even as a support, and the item provides more intelligence and HP regen, giving Bane a larger mana pool and some HP sustain. The active can be used to re-position Bane for casting his spells or escaping, on allies to help them escape pursuing enemies, or on enemies with Linken's Sphere to break it prior to casting a disable.
 * is very powerful on Bane should he be able to build it up. The increased movement speed allows Bane to position for spells or chase enemies more easily, and the intelligence and strong scaling mana regen greatly help with his casting. The active provides yet another disable that Bane can use on the enemy to set up ganks or hinder them in teamfights, or can be cast on Bane himself to provide a short duration of invulnerability while also dispelling debuffs such as silences.

Trivia

 * The origin of the name "Atropos" comes from Greek mythology. One of the Moirai Sisters (commonly referred to as the Sisters of Fate), Atropos was the sister in charge of cutting the "Life Thread" of those who were going to die. Her name literally means 'the no-Turning One' (> α 'no, without' + τρέπειν 'to turn'), referring to the irriversible and inevitable destiny of death.
 * Bane's riva line towards Bane rival 16.mp3 "Do Tinkers dream of electric sheepsticks?" is a reference to Philip K. Dick's book Do Androids Dream of Electric Sheep? . "Sheepstick" is also a commonly used fun-name for the.
 * The theme and abilities of Bane are based off the game Tactics Ogre: The Knight of Lodis. In this game, there is a Bane "element" which provides spells that are named Enfeeble, Brain Sap, Nightmare and Fiend's Grip, with a similar theme of Bane in Dota 2.
 * Bane's move line Bane move 17.mp3 "Sleep no more!" is a reference to Shakespeare's play Macbeth. The ghost of Banquo haunts Macbeth constantly saying "Sleep no more"
 * Fiend's Grip sound effect makes use of one of Bane's lines (" Bane ability fiendsgrip 05.mp3 The bane of your existence").
 * Bane's Last hit Response " bane lasthit 12.mp3 The wages of fear" is a reference to the film of the same name.