Bane/Counters

Bad against...

 * applies a strong dispel on the allied target and can be used to remove both Fiend's Grip & Nightmare.
 * applies a strong dispel on Abaddon and can instantly remove both Fiend's Grip & Nightmare when activated.
 * Bane, when caught by struggles to escape because of his innately low mobility.


 * Bane's single-targeted arsenal of abilities make him an easy target for Broodmother and her Spiderlings.
 * Broodmother often buys and it's upgrade, which allows her to cancel , and completely shut Bane down.


 * Jakiro relies entirely on dealing damage through his area-of-effect abilities, making less effective against him, although it will still reduce his cast range.
 * An ill-timed can give Jakiro a good setup for all of his ablities.
 * Jakiro can easily cancel with, as Bane is very easy target while channeling it.
 * upgraded can deal pure damage-over-time and pierce spell immunity, which can discourage Bane from even trying to use Fiend's Grip.


 * Though Bane's can weaken Luna's physical damage output, it still does not weaken her magical damage output.
 * Without, Luna's and 0.25 Eclipse Mini-stun talent for  can be used to disable Bane while he is channeling Fiend's Grip.
 * upgraded combined with 0.25 Eclipse Mini-stun can repetively stun Bane, and prevent him from even trying to use Fiend's Grip.


 * Even with, Pudge's can still catch Bane while channeling Fiend's Grip, breaking the channel as a result,  can also be used to save targets affected by Bane's abilities.
 * can disable Bane while channeling Fiend's Grip if Pudge is not targeted. upgraded  can also be used to save an allied hero that is targeted by Fiend's Grip.
 * Pudge's high health and health regeneration allows him to survive through most of Bane's abilities.


 * Fiend's Grip is a powerful but channeled ability, making it useful and easy to and interrupt with.
 * Stolen Fiend's Grip or Nightmare combined with allows Rubick to disable Bane's allies for a longer period of time.
 * As a natural carrier, Rubick can steal an upgraded Fiend's Grip and deal lots of damage to Bane's allies.


 * can dispel Enfeeble, as well as Nightmare and Fiend's Grip when timed correctly.
 * can protect Slark from Bane's single-target abilities.


 * dispels Fiend's Grip, wasting it easily. Additionally, in late game, it secures premature dispell of a level 4 Nightmare, in case of continuous Bane's rightclicks.
 * Enfeeble only reduces distance of, but not of or , and thanks again to , is easily dispellable for him in team fights.
 * affects large area, effectively reaching Bane's spot for applying Fiend's Grip, even with Glimmer Cape, Aether Lens and/or Aghanim's Scepter.

Others

 * Heroes with illusions and summons can swarm Bane, who has no area abilities outside from upgraded :, , , , , , , ,.
 * Heroes with strong dispels can dispel Bane's disables from their allies:, ,.
 * Heroes with hiding abilities can protect disabled allies:, , , with.
 * Abilities with disables that can cancel the channelling of Fiend's Grip:, , , ,.

Items

 * blocks any of Bane's targeted abilities, which are all single-target.
 * can disable the channelling of Fiend's Grip even through spell immunity.
 * 's spell immunity protects the user from all of Bane's abilities except Fiend's Grip.
 * reflects all of Bane's single target abilities, and can disable him instead.

Good against...

 * If Bane is outside, he can use Nightmare or Fiend's Grip to cripple Faceless Void inside.
 * Nightmare and Fiend's Grip are long duration disables and can render 's mobility very unreliable.


 * Bane has powerful single-target abilities that can help his allies win s, or at least cripple Legion Commander for the duration.
 * Nightmare can waste Duel's entire duration as the dueled units transfer the Nightmare back and forth. This may be prevented if a non-Dueling unit attacks the Nightmared Dueler.


 * Fiend's Grip provides mana drain, which can heavily damage and prevent Medusa from using.
 * Even if she does use Stone Gaze, Nightmare can buy enough time to protect allies and reset the fight.


 * Enfeeble greatly reduces Phantom Assassin's attack damage, and if her attack damage is weak, will also suffer from attack damage reduction as well. Enfeeble also reduces any healing Phantom Assassin receives, making her unable to heal herself with Phantom Strike, and it also reduces cast range of Phantom Assassin's abilities, making her unable to harass with  and to use  at longer distances.
 * Nightmare and Fiend's Grip can ground Phantom Assassin, who normally blinks around with, and stop her from outputting damage, even with Black King Bar.
 * Phantom Assassin's low health pool early on makes her susceptible to Brain Sap and Fiend's Grip's heavy nuke damage.


 * can be used to decrease Shadow Fiend's already abysmal level one damage even further, preventing him from getting farm and Necromastery stacks.
 * allows Bane to heavily harass Shadow Fiend.
 * allows Bane to set up some early ganks onto Shadow Fiend.
 * enables Bane to completely take Shadow Fiend out of a fight and potentially even kill him, even through.

Others

 * Heroes with spell immunity can still be disabled by Fiend's Grip:, ,.
 * Low-health, normally mobile carries with a lot of damage are vulnerable to Bane's nukes and disables:, , , , , , , , , , , , , , , , , , ,.
 * Heroes that depend on disrupting fights with ability combos or big ultimate abilities are vulnerable to the long stun of Fiend's Grip:, , , , , , , , , , , , , , , , , ,.
 * ,, and other mana dependent heroes will have diminished impact on a fight if they survive Fiend's Grip due to its mana steal.
 * Channelled abilities can be interrupted by Fiend's Grip even with spell immunity:, , , ,.

Items
and cannot protect user from Bane's abilities that deal pure damage.
 * Many intelligence heroes have difficulties against items that grant magic damage resistance like, and it's upgrades: , and . However, all of Bane's abilities deal pure damage, making such items rather ineffective against him.

Works well with...

 * allows Bane to use his abilities on two targets at once, doubling his nuking and disabling powers.


 * Nightmare and Fiend's Grip render targets helpless for a and  combo.


 * Nightmare into is a classic combo for near-guaranteed long stuns, allowing for easy ganks.
 * The combined nuking power of Fiend's Grip, Brain Sap and can obliterate heroes with low health pools.


 * is a pure damage nuke that can be set up using Nightmare and compounded with Brain Sap.


 * Nightmare and is a simple combo that can pick off enemy heroes, especially in the early game.
 * Enfeeble can make last longer.


 * Fiend's Grip is a perfect setup for Skywrath's and  combo for insane magic burst damage.

Others
List of heroes that counter Bane, and list of heroes that work well with Bane.
 * Heroes with disable abilities combine with Enfeeble to incapacitate targets for longer:, , ,
 * Heroes with high damage can help Bane quickly kill the target under Fiend's Grip:, , , , , , ,

Bane/Neutralizações Bane/Противостоящие