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.


 * Even with, Pudge's can still catch Bane while channeling Fiend's Grip, as a result, breaking the channel,  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.
 * Pudge's high health and health regeneration allows him to survive through most of Bane's abilities.


 * 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.


 * 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 if timed correctly.
 * protects Slark from Bane's single-target abilities.

Others

 * Heroes with illusions and summons can swarm Bane, who has no area abilities:, , , ,.
 * 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 and Brain Sap with.
 * 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 burst damage.
 * 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 are interrupted by Fiend's Grip even with spell immunity:, , , ,.

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