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

 * ,, , , , , are good examples of heroes that can ruin your , purging the disable or cancelling your channeling.  should play cautiously against Disablers.
 * has no means to deal with more than one Hero/Unit. Group of Heroes like, , and others will not care that much if they're disabled.
 * 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

 * blocks one single target ability, so be careful, as all 's abilities are target.
 * returns all skill to himself.
 * can't remove your ultimate, but still it can remove . It might not be the best of all counters, but it can mess up your sleep.

Good against...

 * Upgraded mana drain will greatly weaken the tankiness  has during late game, as well as provide a strong disable for your team to safely attack her.
 * reduces the damage of 's auto attacks, which also reduces the effectiveness of.
 * normally builds, not . Bane can use any spell to break Linken's, and then 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.


 * 's high critical strike multiplier increases the effectiveness of.
 * When both spells are maxed, it reduces her critical strike by 120*450%=540 damage.
 * also weakens her
 * 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 can use  to cancel,  can be very painful for  since it prevents him from escaping with  and drains his mana away to.


 * 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.


 * You can either put him to sleep when he casts, nearly wasting it, due to long duration, or cast it on yourself/ally he has targeted.
 * You can also use 's first second (which makes the target invulnerable) to prevent being silenced and damage by, as the latter has a huge prepare time, and you can predict when it is nearly finished.

Others

 * is a single target destroyer, and you do well against nearly all Heroes, with the exception of those with strong dispels or long range disables, as these might diminish or cancel entirely your abilities
 * is undispellable, and reduces the target's auto attack damage. Carriers are the Heroes with most dependancy on auto attacks.
 * ,, , and other mana dependent Heroes will have diminished impact on a fight if they survived a , due to the ultimate's mana drain.

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.