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 will struggle to escape because of his innately low mobility.


 * 's attack damage amplification can reduce the effectiveness of, and the will not weaken the magical damage output from ,  and  from , though it will still reduce their cast range.
 * 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.


 * Without, Doom's and level 25 talent   for  although Bane gets  can be used to disable Bane while he is channeling Fiend's Grip.


 * 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, although it will still reduce her cast range.
 * 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 can even discourage him from even trying to use Fiend's Grip.


 * Even with, Pudge's and  can still catch and disable Bane while he is 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 and overwhelm Bane, who has no area abilities to deal with them 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:, , , , , , ,.
 * Hex abilities can cancel the channelling of Fiend's Grip :, , from  with upgraded.
 * Heroes who commonly buy :, , , ,.

Items

 * blocks any of Bane's targeted abilities, which are all single-targeted.
 * can disable the channelling of Fiend's Grip even through spell immunity.
 * 's spell immunity protects the user from most of Bane's abilities. However, Bane can still use Fiend's Grip and Brain Sap on debuff immune heroes as they can fully pierce debuff immunity.
 * will reflect all of Bane's single-targeted abilities back at Bane and can disable him if he uses them on the hero protected by it as well.
 * weakens Bane's spell damage output from all of his abilities.

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.


 * and both allow Bane to potentially waste Pierce the Veil.
 * allows Bane to trade very effectively against Muerta's low health pool in the early game. and  can also damage and disable Muerta even through both, Pierce The Veil and.
 * reduces Muerta's attack damage and cast range, both of which she benefits greatly from.


 * greatly reduces Phantom Assassin's attack damage, and if her attack damage is weak, will also suffer from attack damage reduction as well.  also reduces cast range of Phantom Assassin's abilities, making her unable to harass with  and to use  at longer distances.
 * and can ground Phantom Assassin, who normally blinks around with, and stop her from outputting damage.
 * Phantom Assassin's low health pool early on makes her susceptible to {A|Brain Sap|Bane}} and 's heavy nuke damage, which can damage and disable Phantom Assassin even through debuff immunity from.


 * can be used to decrease Shadow Fiend's already abysmal level one damage even further, preventing him from getting farm and stacks.
 * allows Bane to heavily harass Shadow Fiend, even through debuff immunity from.
 * 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.


 * weakens Viper's attack damage, any healing he receives and his cast range, which makes him unable to harass enemy heroes with, and.
 * allows Bane to heavily harass Viper, damaging him while healing Bane, which allows Bane to fight back against Viper's damage over time output, even through debuff immunity from.
 * Viper's is useless against Bane as all of his damaging abilities deal Pure damage.
 * Viper has no solutions to cancel and in addition, he hates buying disabling items like.

Others

 * Heroes with spell immunity can still be disabled by Fiend's Grip and damaged by Brain Sap:, ,.
 * Low-health, normally mobile carries who rely entirely on raw attack 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 upgrade: . However, all of Bane's abilities deal pure damage, making such items rather ineffective against him.
 * Even though 's spell immunity will protect the user from most of Bane's abilities. Bane can still use Fiend's Grip and Brain Sap on debuff immune heroes as they can fully pierce debuff 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