Hero
Bane | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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This article is about the hero. For other uses, see Bane (Disambiguation)
Puts his enemies to sleep, incapacitating them. | |
Formed from the ichor of Nyctasha, Atropos is the vaporous embodiment of pure fear. Sheer terror Enfeebles his enemies, diminishing their efficiency on the battlefield. The Bane Elemental puts heroes to sleep, sending them into a restless and contagious Nightmare as he feeds on their vital energies by Sapping their Brains. Some will never wake. Caught in the Fiend's Grip, Bane's victims can only swing at imagined phantoms as fear chokes the life from their bodies. | |
Roles: | Support Disabler Nuker Durable |
Complexity: | |
Adjectives: | BadTeeth, Flying Legs ( 4 )
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Bio[]
▶️ "I dreamt a field of war…and woke to find myself upon it."
Lore:
When the gods have nightmares, it is Bane Elemental who brings them. Also known as Atropos, Bane was born from the midnight terrors of the goddess Nyctasha. A force of terror too powerful to be contained by sleep, he surfaced from her slumbers, fed upon her immortality, and stole his vaporous form from her inky blood. He is the essence of fear. Mortals who hear his voice hear their darkest secrets whispered in their ear. He calls to the hidden fear in every Hero's heart. Wakefulness is no protection, for Bane's black blood, continuously dripping, is a tar that traps his enemies in nightmare. In the presence of Bane, every Hero remembers to fear the dark.
Voice:
Abilities[]
Enfeeble
Deals damage every second and lowers the enemy's total attack damage and cast range.
Attack Damage Reduction: 55%/60%/65%/70%
Duration: 9
Each tendril of fear that Atropos weaves increases the vulnerability of his victims to arcane and unknown arts.
- Reduces the target's main and bonus attack damage.
- Does not reduce conditional attack damage bonuses (e.g. Pierce or Shadow Walk).
- Stacks additively with other total attack damage reduction sources.
- Stacks additively with other percentage-based cast range reduction sources, and is calculated after all flat cast range bonuses.
- Does not reduce any ability's cast range beyond the 150 minimum cast range.
- The debuff of successive casts on the same target does not stack but refreshes the ability values and duration.
- Deals damage in 1-second intervals, starting when cast, resulting in up to 10 instances.
- Can deal up to 120/180/240/300 damage.
Brain Sap
Feasts on the vital energies of an enemy unit, healing Bane and dealing damage.
Damage as Heal: 100%
Reduces cooldown by 3. Causes Brain Sap to become a 550 AoE spell. Secondary targets only heal for 30%.
Atropos finds no greater pleasure than to harvest the fear he creates.
- Despite the visual effects, the healing happens instantly after the damage is dealt, there is no travel time.
- The healing value is based on the damage dealt, damage manipulation sources fully affects the healing value.
- The healing value itself can still be subjected to heal manipulation.
- Adds a 550 radius to this ability. The ability must be centered over a unit still.
- Can target secondary invisible units and secondary units inside the Fog of War.
- From secondary targets, it can only heal for 27/48/69/90 ( 102/123/144/165) health.
Nightmare
Ability
Target Unit
Target Unit
Affects
Enemies / Allies
Enemies / Allies
Puts the target enemy or friendly Hero to sleep. Sleeping units are awakened when damaged. If the target was directly attacked, the Nightmare passes to the attacking unit. Bane can attack nightmared targets freely.
Set Vision Range: 200
Self Attack Speed Bonus: 15/25/35/45
Sleep Duration: 3.5/4.5/5.5/6.5
Invulnerability Duration: 1
Spell Block / Reflection Notes:
Blocked upon cast.
Blocked upon attacking a unit affected by an enemy Nightmare.
Illusion Notes:
The innate component fully benefits illusions.
Does not grant attack speed bonus to illusions.
Modifiers [?]
Bane keeps his innate ability to attack Nightmared units.
The drafting hero and their illusions can attack Nightmared units as well.
The drafting hero and their illusions can attack Nightmared units as well.
A stolen prowess from the goddess Nyctasha is to put his prey into forever sleep.
- ↓↓ Double-tapping automatically targets self.
- Cannot be cast on allies who have ☐ Disabled Help from Bane.
- Applies the following effects on the affected unit:
- Sleep and the affected target is prevented from acting.
- Grants a 1-second Invulnerability.
- Sets the affected target's base vision to 200.
- Nightmare has the second highest priority in the group of base vision setting effects, lower than Tree Dance.
- Since Consume increases the base nighttime vision, therefore, it is reduced by Nightmare.
- However, other vision bonus sources (e.g. Shade Sight) are applied after the vision reduction.
- The Nightmared target wakes up in the following conditions:
- When a unit other than the Nightmare caster starts attacking it, including from manually casting active attack modifiers.
- When affected by Fiend's Grip or with the Nightmare End sub-ability.
- The target does not wake up when taking damage from certain sources and under a few rare circumstances:
- From the following instant attack sources: Sleight of Fist, Side Gunner and Stifling Dagger.
- Any damage instance from the Nightmare caster, including attack and spell damage, except Fiend's Grip.
- Any damage from active attack modifiers, be it a debuff (e.g. Burning Spear), or direct damage (e.g. Tidebringer).
- Any damage flagged as HP Removal.
- Any self-damaging sources (e.g. Rot).
- Any damage from already launched ranged attacks if the projectiles hit after the invulnerability period.
- When waking up with an attack, the Nightmare is transferred to the attacking unit at the start of an attack point, not when the attack hits.
- When Nightmare is transferred by attack the Nightmared unit or from Spell Reflection sources, its duration is refreshed, including the 1-second invulnerability.
- The nightmare duration transferred is based on the duration of the first affected target.
- Therefore, status resistance sources on the first affected target affects the following transferred Nightmare durations.
- Nightmare cannot be transferred to spell immune units, or to wards and buildings. So their attacks only wake up Nightmared units.
- Sleeping units are never automatically attacked, regardless of auto-attack settings.
- This means that sleeping units are never attacked by lane creeps, neutral creeps, towers and fountains.
- They are also not considered targets for secondary attacks (e.g. Moon Glaives).
- Player-controlled units can still force an attack order on the target ( Right Click or A) to transfer the Nightmare to themselves.
- As long as a unit is affected by Nightmare from Bane, Nightmare is replaced by the Nightmare End sub-ability which allows Bane to wake the unit up.
- Grants flat attack speed bonus only to the caster, during its attack point against the Nightmared unit, as long as the caster is attacking the Nightmared unit.
- The attack speed is no longer granted upon the Nightmared unit waking up.
- Nightmare's invulnerability status effect uses the default invulnerability icon, instead of its own ability icon.
- Replaces Nightmare until there is no Nightmare debuff from Bane active.
- Does not interrupt Bane's channeling abilities upon cast.
- Can wake a unit up at any time during a Nightmare, even during the 3.5/4.5/5.5/6.5-second invulnerability.
- Wakes up all units that were put asleep by Nightmare, no matter who put them asleep.
- Cannot be used while silenced, hexed or prevented from acting.
- Bane is unable to ⇧ Shift-queue this ability.
- Does not grant Nightmare if this sub-ability is the last cast ability.
Fiend's Grip
Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every 0.5 second based on the unit's maximum mana.
Damage per Second: 70/110/150
Reduces Fiend's Grip cooldown by 45 seconds. Fiend's Grip now creates two uncontrollable illusions that are also channeling Fiend's Grip on the target. Illusions takes incoming damage and immediately die if they are interrupted. Damage does not stack.
Spell Block / Reflection Notes:
Blocked upon cast.
If the affected target has both Spell Block and Spell Reflection, it is reflected instead.
Modifiers [?]
Victims of Atropos are frequently torn apart by vivid conjurations of their own nightmares.
- Fiend's Grip fully disables and provides True Sight over the target until the channeling ends.
- If the target turns invulnerable or hidden, the channeling stops instantly.
- Deals 35/55/75 damage and drains 2.5% ( 5%) mana in 0.5-second intervals, starting immediately as the channeling begins, resulting in up to 9.5/10.5/11.5 ( 15.5/16.5/17.5) instances.
- Can deal up to 332.5/577.5/862.5 damage (before reductions).
- Can drain up to 23.75%/26.25%/28.75% ( 47.5%/52.5%/57.5%) of the target's max mana.
- TALENT
- With the duration increasing talent, it can deal up to 542.5/907.5/1312.5 damage and drain up to 38.75%/41.25%/43.75% of the target's max mana.
- With both talents, it can drain up to 77.5%/82.5%/87.5% of the target's mana for its full duration.
- Fiend's Grip first applies the damage on each interval, the self mana restore, then the mana loss.
- Unlike other targeted abilities, the caster vision of Fiend's Grip lasts for the entire channel duration, even when it gets canceled, instead of just 2 seconds.
- Casting Fiend's Grip on Nightmared units automatically wake them up.
- Can be cast on Couriers.
- Fiend's Grip now spawn 2 illusions 400 range towards Bane's right and left side, facing towards the target whenever casting Fiend's Grip.
- The illusions are able to cast abilities and are automatically ordered to cast an instance of Fiend's Grip based on the current level onto the same target, with an instant cast time.
- Items' passive abilities (e.g. Empower Spell) fully work on the spawned illusions.
- The illusions can be given any order normally, except for item cast orders. Doing so interrupts the channeling and kills the illusion.
- The illusions' Fiend's Grip places a different modifier than the real hero does. This modifier only stuns the target if the real hero's modifier is present.
- However, as soon as the real hero's modifier disappears, the illusions' modifier continues dealing damage and draining mana in its place.
- In this case, the damage and mana drain is sourced to the illusion, not to Bane.
- The illusions have a maximum duration of seconds, hard-capping the maximum time they can spend channeling.
- Since the illusions are actually casting Fiend's Grip as well, this upgrade does not work for heroes who do not have Fiend's Grip (e.g. Spell Reflection).
- The Fiend's Grip Illusions neither have gold nor an experience bounty.
- Can be cast on the Fiend's Grip illusion. Spell Steal goes into cooldown and consumes mana, but does not acquire abilities.
- Prematurely ending the channeling only cancels Fiend's Grip on the originally targeted enemy and does not affect the channeling on the other target, even with the leash debuff expired.
Talents[]
Hero Talents | ||
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+3s Fiend's Grip Duration | 25 | +250 Brain Sap Damage/Heal |
+30 Movement Speed | 20 | -3s Nightmare Cooldown |
+5% Fiend's Grip Max Mana Drain | 15 | +13 Enfeeble Damage Per Second |
+20% Enfeeble Cast Range Reduction | 10 | -3s Brain Sap Cooldown |
Recent Changes[]
Version
Description
- Brain Sap
- Increased damage from 75/150/225/300 to 90/160/230/300.
- Rescaled mana cost from 100/120/140/160 to 120/130/140/150.
- Increased Nightmare cast range from 425/500/575/650 to 500/550/600/650.
- Aghanim's Shard upgrade:
- Now also reduces Brain Sap cooldown by 3.
- Increased base attack damage from (-3)‒3 to (-1)‒5.
- Reduced Enfeeble mana cost from 120/135/150/165 to 120 on each level.
- Brain Sap now pierces debuff immunity.
- Nightmare
- Fiend's Grip now removes Nightmare debuff from the targeted enemy.
Recommended Items[]
Starting items:
- Tango keeps Bane's health pool up in the early game. It also destroys trees to make chain pulling of neutral camps easier.
- Healing Salve restores health to Bane or a teammate.
- Clarity gives Bane mana replenishment, sustaining his abilities like Nightmare, allowing him to set up kills more frequently.
- Observer Ward provides vision around the map to spot enemy movements, setting up ganks or avoiding them.
- Enchanted Mango provides Bane with a small amount of passive health regeneration, allowing him to mitigate harass damage. More importantly, it gives him burst mana restoration in the early game, allowing him to get off one more ability for a key moment in ganks.
Early game:
- Arcane Boots increase the size of Bane's mana pool and gives him some additional movement speed, allowing him to get into position to use abilities more often. They also replenish mana to him and teammates.
- Magic Wand provides even more burst health and mana than Magic Stick.
- Infused Raindrops grants cheap mana regeneration and some protection against magical nukes.
- Sentry Ward allows Bane to deward or spot invisible foes, also use it to block enemy pull camps.
- Phylactery will give Bane more health, mana and attributes while also allowing all of Bane's single-targed abilities to deal bonus damage and slow down enemies by 50% for 1,5 seconds every 6 seconds.
Mid game:
- Blink Dagger boosts mobility, allowing Bane to play with perfect position.
- Aether Lens is completed from disassembling Arcane Boots, and provides mana regeneration for Bane to use abilities. It also increases Bane's cast range of his abilities and items, keeping him further away from enemy aggression.
- Blade Mail will give Bane bonus attack damage, armor and the ability to return all the damage inflicted onto him back at enemies who try to attack him for it's duration. Blade Mail can also be used while channeling Fiend's Grip, making it hard for enemies to interrupt Bane without hurting themselves in process.
- Force Staff provides intelligence and health regeneration to use abilities. The active can get Bane and allies to the right position, or break Linken's Sphere, opening up opportunities for disables.
- Aghanim's Scepter will reduce the cooldown for Fiend's Grip, allowing Bane to use it more often. And it will also allow it to spawn two uncontrollable illusions that will also channeling Fiend's Grip on the target. Allowing Bane to freely attack and damage enemy heroes affected by Fiend's Grip with his attacks, abilities and items while they are present. However, illusions from Fiend's Grip will take incoming damage and will immediately die if they are interrupted. Also, bear in mind that the damage from illusions channeling Fiend's Grip does not stack.
Late game:
- Hurricane Pike will give Bane both, escaping and chasing tool, and will also provide him with extra attack range.
- Aghanim's Shard will allow Brain Sap to deal damage in a 550 radius, giving Bane exceptionally needed multi-targeted capabilities. Secondary targets for Brain Sap will also heal Bane for 30% of it's normal power.
- Gleipnir will give Bane more health, intelligence, attack damage, passive chain lightning that will allow Bane's attacks to damage multiple enemies at once and the active root in an area that will allow Bane to root multiple enemies at once. Gleipnir is a very important item for a hero with no AoE capabilities like Bane.
- Scythe of Vyse provides a large intelligence bonus and mana regeneration that alleviates Bane's casting problems, while also providing all-around attributes to increase survivability. The active allows him to utilize an instant hex.
Situational items:
- Urn of Shadows and its upgrade Spirit Vessel gives Bane more utility while also providing useful bonuses. As he is already a strong ganker, Bane can easily get charges that can then be used to heal teammates or add additional damage to ganks. Additionally, it stacks with Enfeeble's heal reduction.
- Ghost Scepter gives Bane a way to shield himself from physical attacks for a short duration, gaining him time to use his abilities or to retreat. Use with Fiend's Grip to prevent the enemy from killing him with physical attacks. Ghost Scepter can later be upgraded into Ethereal Blade for additional mana regeneration, spell amplification and disarm.
- Glimmer Cape brings invisibility and magic resistance to Bane and his allies, allowing them to initiate on enemies or escape from engagements. Glimmer Cape can be used while channeling Fiend's Grip to conceal Bane from enemies.
- Solar Crest weakens the armor of target, including Roshan, allowing allies to deal more physical damage to them, and the passive mana regeneration helps Bane to maintain his mana pool.
- Meteor Hammer grants strength, intelligence, and regeneration. The item's channel time benefits from Nightmare's long duration disable, ensuring the stun on targets. The item also applies damage to enemy buildings and creeps, helping Bane push and clear waves.
- Eul's Scepter of Divinity gives increased movement speed, allowing Bane to position for abilities, and the intelligence and strong scaling mana regeneration greatly help with his casting. The active provides yet another disable that Bane can use on the enemy to set up ganks or hinder them in teamfights, or use on Bane himself to provide a short duration of invulnerability while also dispelling debuffs such as silences.
- Lotus Orb grants armor, regeneration, and Echo Shell that can be used on Bane or allies to remove debuffs and reflect targeted abilities.
- Shiva's Guard provides Bane with armor and attack speed slow aura, increasing his resilience against physical attacks. The added intelligence improves his damage and expands his mana pool; the active adds more damage in teamfights and slow movement speed of enemies.
- Ethereal Blade will give Bane bonus mana regeneration, spell amplification, and the ability to disarm enemy heroes and defend himself against heroes reliant on direct attacks to be effective. Bear in mind, however, that the pure damage output from Enfeeble, Brain Sap and Fiend's Grip used on units affected by Ethereal Blade will remain same as Ethereal Blade only amplifies magical damage output.
- Revenant's Brooch can give Bane bonus intellgence, attack speed, armor, bonus attack projectile speed and true strike every 9 seconds. And it's active ability will allow Bane to have his next five attacks have true strike, deal magic damage, weaken magic resistance by 20% for 3 seconds and to attack ethereal units if they are also disabled with Nightmare or with Aghanim's Scepter upgraded Fiend's Grip.
- Guardian Greaves restores mana and health to team while removing debuffs from Bane. The armor and health regenerating aura works better on heroes at low HP, potentially saving them from deaths.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- The origin of the name "Atropos" comes from Greek mythology. One of the Moirai Sisters (commonly referred to as the Sisters of Fate), Atropos was the sister in charge of cutting the "Life Thread" of those who were going to die. Her name literally means 'the no-Turning One' (> α 'no, without' + τρέπειν 'to turn'), referring to the irreversible and inevitable destiny of death.
- His rival line towards Tinker ▶️ "Do Tinkers dream of electric sheepsticks?" is a reference to the book "Do Androids Dream of Electric Sheep?". "Sheepstick" is also a commonly used name for the Scythe of Vyse.
- The theme and abilities of Bane are based on the game Tactics Ogre: The Knight of Lodis. In this game, there is a Bane "element" which provides spells that are named Enfeeble, Brain Sap, Nightmare and Fiend's Grip, with a similar theme of Bane in Dota 2.
- His move line ▶️ "Sleep no more!" is a reference to Shakespeare's play Hamlet, in particular, his famous "To be or not to be" soliloquy. Hamlet reasons over whether to take his own life or carry on: "To die, to sleep-. No more-and by a sleep we say to end..."
- Fiend's Grip sound effect makes use of one of His lines "▶️ The bane of your existence".
- His Last hit Response "▶️ "The wages of fear" is a reference to the film of the same name.
- Bane is the only hero in Dota that has both the same base value as well as the same growth value on all 3 attributes. Even when general attribute value adjustments have been made on other heroes through different versions, Bane has still kept this peculiarity in every version, intentionally.
Gallery[]
Low Violence model
Bane on the Spring Cleaning 2014 splash art on the update page.