Bane/Counters

Bad against...

 * His Pit of Malice stop even he has Black King Bar or Glimmer Cape.


 * Bane has only single target skill and natural softly. Phantom Lancer with Diffusal Blade can kill Bane before he deny himself with Nightmare.


 * Purges all your disables except using his, if he's lucky.
 * Can avoid being targeted at all with, making Bane almost useless.
 * Does not necessarily care about being d, since he can steal attributes with.


 * Even Chaos Knight haven't call his Phantasm, he still kill Bane 1v1.
 * Enfeeble is effect only one form so he can use Reality Rift to hit Bane in a hit.


 * Similar to Slark, he does not necessarily care about, since he can steal damage with.
 * Bane will never be able to use his combo on Razor without triggering.


 * Not only that Pudge can interrupt with his, but he can also use  to save an disabled ally.
 * Even if Bane has Black King Bar or Glimmer Cape, and  still can cancel.

Others

 * ,, , , , , Underlord , Earthshaker, Sven, Earth Spirit are good examples of heroes that can ruin your , purging the disable or cancelling your channeling.
 * Anti-Mage
 * Meepo
 * Lone Druid
 * Arc Warden
 * Riki
 * Generally, taking bane's away from the initial target and on to yourself will ruin enemy initiations and help your core heroes to escape or finish off their kills.

Items

 * Linken's Sphere prevents all Bane's skill.
 * Lotus Orb returns all skill to himself. Especially Fiend's Grip can returns at full time if you don't move.
 * Dagon
 * Ethereal Blade
 * Diffusal Blade
 * Manta Style

Good against...

 * Upgraded Fiend's Grip mana drain will greatly weaken the tankiness Medusa has during late game, as well as provide a strong disable for your team to safely attack her.
 * Enfeeble reduces the damage of Medusa's auto attacks, which also reduces the effectiveness of.
 * Medusa normally builds, not . Bane can use any spell to break Linken's, and then Fiend's Grip Medusa. The correct spell to waste depends on the game, but has a sufficiently short cooldown and long cast range that you can Enfeeble to break Linken's, , , and then Enfeeble again to apply the damage reduction, all within one Linken's cooldown.


 * Phantom Assassin's high critical strike multiplier increases the effectiveness of Enfeeble. When both spells are maxed, it reduces her critical strike by 120*450%=540 damage.
 * Enfeeble also weakens her
 * Phantom Assassin has poor strength gain and doesn't usually build strength items. and  can remove over 50% of her health, and the disable allows your teammates to attack her safely.


 * Bane's along with his combo can be used to waste 's duration.
 * cannot negate damage output from Bane's spells.


 * Similar to Dazzle, Bane's along with his combo can be used to waste 's duration.
 * drastically reduces Dark Seer's already weak direct attack damage.
 * Although Dark seer can use to cancel,  can be very painful for Dark Seer since it prevents him from escaping with   and drains his mana away to Bane.


 * Cannot break with any spells, making it possible for Bane to waste his.
 * Bane has a 5 second, making unreliable and forcing an otherwise brave and unkillable void to play safer and less aggressive.


 * Reason

Others

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Works well with...

 * With a starting point in and in, it can impossible (quite literally) for an enemy core to get any last hit in lane.
 * Since your enemy's damage is so reduced, becomes comparitively more effective.
 * is the perfect disable to keep someone inside.
 * It's especially nice since Fiend's Grip deals a high flat damage whereas Firestorm deals a percentage-based damage; the combo should allow you to take down even the tankiest enemies (provided they don't have additional sources of magic resistance... but you also have Brain Sap for that).
 * can allow Bane to catch-up and can allow Underlord to catch-up (or runaway, as needed). Overall, both should be able to cast their spells more than once in an engagement when they work together. The only thing you must be careful of is to not unintentionally cancel Nightmare with Firestorm.


 * Nightmare is a perfect setup for and Brain Sap. Both being pure damage is an added bonus for serious damage output, especially in the early game.


 * An enemy that's sitting still is a very easy target for Timbersaw, making Fiend's Grip and Nightmare perfect synergistic tools to aid Timbersaw with a pickoff.


 * Nightmare into is a classic combo for Bane. Good for early game ganks and setups in the mid lane.


 * Nightmare into is another good combo for Bane. Good for early game ganks and setups.


 * Nightmare works very well with since he can then freely steal damage from its target.

Others

 * Any heroes that further reduce the opponents' damage: 's, 's , etc. Combined with , it can seriously cripple an enemy right-clicker.
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List of heroes that counter Bane, and list of heroes that work well with Bane.