- Tittle: Be your enemy's worst Nightmare!
- Author: UnsereRettung
Pros:
- A great support hero that all the teammates love
- A great disabler hero that all the opponents hate
- Strong early and mid game, (especially early-mid game)
- A strong ganker from level 6 on (and probably the best ganking partner in game)
- Not item-dependable
- Good Strength grow and starting Strength (for an Intelligence hero)
- Has a pure-damage nuke, which is a heal at the same time (Brain Sap)
- Has one of the best anti-carry spells in the game (Enfeeble)
- Ranged
- Cool backstory
Cons:
- Like most intelligence heroes, not that powerful in late game
- No AOE spells, thus sucks at pushing and at clearing creepwaves
- Relatively weak in large teamfights
- Mana problems early game
- Silencers are a pain in the ass
- Team-dependent
It's not a good idea to pick Bane if
- -Enemy team has a lot of silencers
- -Enemy team has a lot of aoe/long range/spammable stuns
- -Enemy team has a lot of heroes with magic immunity or magic resistance
- -Your team lacks aoe/teamfight presence
- -Your team lacks pushing/counter-pushing potential (compared to the enemy team)
Feel free to pick Bane if most of the stuff mentioned above isn't true
Skills
- Greatly reduces an enemy unit's ability to participate in combat by reducing its attack damage. Lasts 20 seconds.
- 1. Mana 95 / Cooldown / Duration 20 seconds / Reduces attack damage by 30
- 2. Mana 105 / Cooldown / Duration 20 seconds / Reduces attack damage by 60
- 3. Mana 115 / Cooldown / Duration 20 seconds / Reduces attack damage by 90
- 4. Mana 125 / Cooldown / Duration 20 seconds / Reduces attack damage by 120
- Undispellable.
Feasts on the vital energies of an enemy unit, absorbing some of its hit points.
- 1. Mana 125 / Cooldown 14 / Absorbs 90 HP
- 2. Mana 150 / Cooldown 14 / Absorbs 160 HP
- 3. Mana 175 / Cooldown 14 / Absorbs 230 HP
- 4. Mana 200 / Cooldown 14 / Absorbs 300 HP
- Damage type: pure
- Gives the full hp amount to Atropos, regardless of the amount of hp the target lost.
Puts another unit into a fitful slumber, filled with horrifying nightmares. It takes 20 damage per second. If that unit is attacked while it slumbers, the attacking unit comes under the effect of Nightmare.
- 1. Mana 165 / Cooldown 15 / Duration 4 seconds / Sleeps the target and takes 20 HP per second from it
- 2. Mana 165 / Cooldown 15550 / Duration 5 seconds / Sleeps the target and takes 20 HP per second from it
- 3. Mana 165 / Cooldown 15600 / Duration 6 seconds / Sleeps the target and takes 20 HP per second from it
- 4. Mana 165 / Cooldown 15650 / Duration 7 seconds / Sleeps the target and takes 20 HP per second from it
- Damage type: HP removal
- Nightmare can damage allies (and Atropos), and can thus be used to deny hero kills.
- If the target recieves any type of damage except Nightmare, then it will wake up.
- The use of spells on the affected units can wake the target up without the caster falling asleep.
- In the first second of Nightmare the target will be invulnerable.
- The -disablehelp command will prevent an allied Bane Elemental from casting this spell on you.
- If Atropos is under the effect of Nightmare, he can wake himself up.
Uses dark magic to grip a target enemy unit and damage it heavily. It cannot move or attack. Transfers 5% of the target's max mana per second. Lasts 5 seconds.
- 1. Mana 200 / Cooldown 100 / Duration 5 (7*) seconds / Deals 100 (155*) damage and transfers 5% (10%*) of the max mana of the target per second. Target is disabled for the duration of the spell
- 2. Mana 300 / Cooldown 100 / Duration 5 (7*) seconds / Deals 155 (215*) damage and transfers 5% (10%*) of the max mana of the target per second. Target is disabled for the duration of the spell
- 3. Mana 400 / Cooldown 100 / Duration 5 (7*) seconds / Deals 215 (270*) damage and transfers 5% (10%*) of the max mana of the target per second. Target is disabled for the duration of the spell
- Damage type: magical
- Using Fiend's Grip on a magic immune unit will still disable and drain mana, but no damage will be dealt to the targeted unit.
- Fiend's Grip is a channeling spell.
- Can be improved by Aghanim's Scepter (* shows the improved values).
Hero's Skill Build
Standard build
- Level 1: Nightmare
- Level 2: Brain Sap
- Level 3: Brain Sap
- Level 4: Stats
- Level 5: Brain Sap
- Level 6: Fiend's Grip
- Level 7: Brain Sap
- Level 8: Nightmare
- Level 9: Nightmare
- Level 10: Nightmare
- Level 11: Fiend's Grip
- Level 12: Enfeeble
- Level 13: Enfeeble
- Level 14: Enfeeble
- Level 15: Enfeeble
- Level 16: Fiend's Grip
- Level 17+: Stats
Stats build
- Level 1: Nightmare
- Level 2: Brain Sap
- Level 3: Brain Sap
- Level 4: Stats
- Level 5: Brain Sap
- Level 6: Fiend's Grip
- Level 7: Brain Sap
- Level 8: Stats
- Level 9: Stats
- Level 10: Stats
- Level 11: Fiend's Grip
- Level 12: Enfeeble
- Level 13: Enfeeble
- Level 14: Enfeeble
- Level 15: Enfeeble
- Level 16: Fiend's Grip
- Level 17: Nightmare
- Level 18: Nightmare
- Level 19: Nightmare
- Level 20+: Stats
Enfeebling build
- Level 1: Nightmare
- Level 2: Brain Sap
- Level 3: Brain Sap
- Level 4: Stats
- Level 5: Brain Sap
- Level 6: Fiend's Grip
- Level 7: Brain Sap
- Level 8: Enfeeble
- Level 9: Enfeeble
- Level 10: Enfeeble
- Level 11: Fiend's Grip
- Level 12: Enfeeble
- Level 13: Stats
- Level 14: Stats
- Level 15: Stats
- Level 16: Fiend's Grip
- Level 17: Nightmare
- Level 18: Nightmare
- Level 19: Nightmare
- Level 20+: Stats
Nightmare - Efeebling build
- Level 1: Nightmare
- Level 2: Brain Sap
- Level 3: Brain Sap
- Level 4: Stats
- Level 5: Brain Sap
- Level 6: Fiend's Grip
- Level 7: Brain Sap
- Level 8: Enfeeble
- Level 9: Enfeeble
- Level 10: Enfeeble
- Level 11: Fiend's Grip
- Level 12: Enfeeble
- Level 13: Nightmare
- Level 14: Nightmare
- Level 15: Nightmare
- Level 16: Fiend's Grip
- Level 17+: Stats
Justification:
- As you can see, there is no fixed skill build for Bane.
- We always take Nightmare at level 1, because aside from the obvious first blood prevention, it is a nice skill to have. It doesn't benefit very much from leveling, but extra duration is quite useful in teamfights. Stats can be taken insted of Nightmare at levels 8-10 if no teamfight occur.
- Brain Sap is maximized as fast as possible (at lvl 2,3,5,7) because it works wonders early and mid game.
- Enfeeble can be taken as early as level 8 if there are a lot of DPS'ers in enemy team, but generally enemy dps starts to get dangerous around level 12. In an unlikely situation, it is possible not to skill Enfeeble until level 22 if there are no dps'ers at all in the enemy team (unlucky '-ar' for them, for example).
- Fiend's Grip is taken whenever possible for obvious reasons.
Hero's Item Build
Starting items
This one is my personal pub favorite.
If no one gets a chicken, guess what? You get it (or get some wards instead).
The ultimate ward-bitch support. I mostly use this one when I'm playing with friends or competitive.
Make sure you get at least 2 of
, don't forget to buy some
or
. The rest you can spend on circletes, mantles, gauntlets, branches, it's up to you really: there are to many good starting builds for me to name them all. Circlet and Mantle/Gauntlet can be later transformed into a Null Talisman/Bracer.
Don't forget that every team needs a
. You starting stats are quite high so you should really consider buying it!
Starting optional items are: 


(get the last two if you are planning on getting a Soul Ring or buy a Soul Ring Recipe).
And last but not least, do consider buying
Observer Wards as a starting item as well.
Core items
Note that Necronomicon received a considerable buff in 6.73, so now it's even more viable!
Don't forget to keep a
TP scroll and to
ward .
Get 
or
if there are invis heroes in enemy team, don't be greedy, you're no carry, you can afford to spend your money on stuff like this. It's better you spend 180 gold on Dust rather then an opponent Riki has a wonderful mid game thanks to no anti-invis in your team. Remember that lvl3 Necronomicon dude has true sight btw.
Optional core
They got a bit nerfed in 6.75, think twice before getting them.
On the first glance it may seem like 'Why on earth would I need those when I can regen my HP by using Brain Sap'? The fact is, often you might simply not have enough mana for Brain Sap. So this additional source of HP regen can be quite useful. Besides, Tranquil Boots offer a very nice MS boost of 80! So this item is definitely worth a consideration.
If you get those, I think it might be a good idea to get a Ring of Protection as a starting item so that the Tranquil boots can easily be assembled using the side shops.
Note that a nightmared target will still get healed by Urn.
Post - core items
In 6.75, duration is increased to 7 seconds! Looks appealing, especially in combo with Necrobook, right?
Luxury
The reason why I decided to move BKB to the luxury section is because by the time you can afford it you usually already won or already lost. In both those cases a BKB won't do much difference as in late game you will be unfortunately sorta useless (if your losing, BKB or no BKB, you won't make a difference; if you're winning, your carries shine in late game, not Bane).
Rejected
Reworked in 6.75? Now makes more sense to get it? Still no.
Items to consider
Ok, just gonna list a bunch of situational items that you might consider getting and comment on each one briefly.
Dream item build
If things went really well for you, Bane's end game items would look something like this:
- Just kidding, lol
Here's the real deal:
- Map mobility? Check. Nobody survives our devastating ult? Check. Nobody interrupts our devastating ult? Check. An extra disable? Check. Survivability? Check.
Hero's Strategy
Laning
Bane is a strong laner, thanks to his Brain Sap and Nightmare. Whatever happens, you can quickly put your opponent to sleep or heal yourself by brainsapping someone. Manage your mana carefully. Your starting INT and INT growth are rather low, while your spells cost a lot of mp to cast. Bane can go solo or dual lane, but solo is of course more preferable.
Note: I'm not gonna mention triple lanes as they are very uncommon at casual level. So, lets discuss in detail our options:
1. Solomid. Your best option if you are playing alone in a pub. Being a ganker, Bane is a very nice candidate for solomid, coz once he reaches level 6, enemy sidelaners are gonna be around lvl4, and Bane can just gank the shit out of them. So farm-farm-farm until you hit level 6. Now it's Gank time! Go gank someone, return back to mid and farm, then gank again 100 seconds later (Fiend's Grip cd) and keep the cycle running for the next few minutes until the laning stage of the game ends.
2. Solo short (easy) lane. This is your best bet if you are playing with a friend, if he is willing to take a jungling hero like Lycan or Naix. Once you hit level 6 (jungler being usually ~lvl5 at this point) you can easily kill 1 enemy, and often 2. Just call the jungler in for a gank on your lane, Nightmare one, take down via Ulti the other (often you can even do it alone). Remember to leave the lasthit to your carry if possible.
Caution! Be careful not to be too aggressive as laning alone versus 2 heroes can be very dangerous sometimes as early game deaths can be extremely costly on Atropos.
3. Dual lane. The least preferable scenerio, but still tolerable. If you go dual, remember that Atropos is a support hero, and thus you should focus on denying rather then lasthitting creeps, as your lane partner is likely to need gold more than you do. Try to harass enemy heroes, though Atropos' attack range is only 400, he still can do that if there are melee heroes laning against him.
Ganking
- Bane is a very strong ganker from level 6 thanks to Fiend's Grip, but he often requires a partner. Baisically, 2vs1 or 2vs2 you should always get a kill.
- If you are ganking one person, simply cast Fiend's Grip on him and watch him go down while your ult and your partner eat his health. And I strongly recommend you taking someone with you, because Fiend's Grip+Brain Sap combination of course does deal a lot of damage, but most heroes can withstand that.
- Ganking 2on2 is similar, only you have to Nightmare someone first. Then you can take down the Fiend's Gripped one, and after that, if you still have the ability, deal with the one that woke up after Nightmare.
5 steps to a successful gank:
- 1. Check cooldown. Fiends Grip is your main ganking tool. If it's on cooldown you can't gank anyone, obviously. If it's not, you should gank someone. A few successful ganks can be game-breaking. To reach the maximum efficiency, you should in theory gank every 100 seconds starting the moment you've got level 6.
- 2. Chose a target. Preferably a carry, but any hero thats not tower-hugging would do really.
- 3. Check mana. A really simple yet important step. You don't wanna sleep someone, summon neco-dudes and find out that you don't have mana for Fiends Grip.
- 4. Notify your teammates. Another simple but very important step. Pinging (alt+g+left mouse button) on the minimap or writing something (e.g. "ganking bot in 20 s") to notify your teammates about the incoming gank is crucial. Allied players often won't notice you approaching and react slowly (if at all) when you start channeling Fiends Grip, resulting in failed ganks. We don't want that to happen.
- 5. Do not fuck up. Just do your stuff. Do not missclick, forget to use an ability/item or accidentally cancel your channeling... and pay that your teammates aren't morons.
Numbers to remember:
- Lvl 3 Brain Sap+Lvl 1 Fiend's Grip: 230+100*5*0.75=605 points of damage (magic resistance included).
- Lvl 4 Brain Sap+Lvl 1 Fiend's Grip: 300+100*5*0.75=675 points of damage.
- This is ypur killing potential on levels 6 and 7. If the target has less than this amount of hp, you can kill him 1 on 1. Otherwise you require your allies help.
Pushing
Bane sucks sooo hard at pushing, I cant even begin to tell you. Seriously, that's just not his thing. If you need to push really badly (like whentaking down enemy barracks) - summon the Necronomicon dudes to help. And, of course, contribute with your basic attack.
Teamfights
Unfortunately, large teamfights isn't Bane's strong side either. Not until he collected all the right items. Small teamfights (like 3 on 3) is another pair of shoes though, but I'm not sure that it's correct to actually call a '3on3 fight' a 'teamfight' (it is often reffered to as "skirmish").
Anyway, prior to using your devastating ult in a teamfight, you should try to use all your items and abilities. Usually you would start by Enfeebling someone, as this spell has the longest range. Then you should put somebody to sleep (someone who can potentially interrupt your ult), use items like Eul's and Guinsoo, then, just before casting your ult, summon Necro-dudes and activate BKB (or activate Lotar right after casting FG).
This is the case when things go well, Bane has most of the items he needs, he doesn't get focused and taken down quickly and has the time to do all his stuff. In reality, Bane is a big target in teamfight's and often gets raped pretty fast. Even if you survive to do your stuff and start casting your ult, you are very likely to get interrupted, coz when Bane starts Fiend's Gripping, he becomes target number one. And every single bitch in the opponent team will try to end your ult as fast as he can.
Anyway, even if you got raped, you are likely to have contributed to you team because you Enfeebled someone, disabled via Nightmare somebody else and tanked the damage! You are a support hero, not a carry, your goal is to ensure that they do well, get all the kills and the gold, not you. Believe me, on Atropos it's better to have 1-10-15 stats than 13-10-3 or something, you get the point.
Additional Strategy
- 1. Cast Fiend's Grip (F+left click on your target)
- 2. Hold Shift. Press B (Brain Sap hotkey) and left-click on the Fiend's Gripped target.
- 3. Release Shift. Now Atropos will cast his Brain Sap right after he finishes casting Fiend' Grip.
- It's an easy technique that I'm sure most of you know, but still it's better to make sure.
- Note! Fiend's Grip range is 625, while Brain Sap's is 600. That means that you have to get closer to your target before casting your ult to make sure that it has no time to escape before you finish him off with Brain Sap.
- Reminder! You shouldn't killsteal. If after your Fiend's Grip the enemy can be quickly finished by one of your more item-dependable teammate (a carry), then it's better not to use Brain Sap and let your carry get the kill.
- 1. Position yourself carefully: get close (200-500 units) to an enemy hero
- 2. Activate Necronomicon.
- 3. Cast Fiend's Grip (F+left click on your target).
- 4. Select your Necronomicon-dudes and order them to attack your target (it is possible to select all 3 of you (including Atropos) and order to attack. That way the necro-dudes will attack the target and Bane will still be Fiendsgripping).
- 5. Order Necro-dude (the red one) to manaburn your target. You can do it right after you ordered the necro-dudes to attack your target by R+left click on the target. (If you have Atropos and the 2 dudes selected you should press Tab to switch to the ranged necro-dude and then press R+left click on the target).
- 6. Finish off the target using Brain Sap if necessary.
- In the first second of Nightmare the target will be invulnerable - says the spell note. This is as good as it sounds: you can use the spell to make yourself/your ally invulnerable for a full 1 second, and then easily wake yourself up thanks to the new sub-ability! This technique is very useful when dodging slow projectiles or delayed delayed spells, such as Sniper's Assassinate, Gyrocopter's Homing Missile or Dragonus' Arcane Bolt. With good timing and a bit of luck, you will save many lives of your allies and yourself.
- Keep in mind that it is true for opponents too, though, so be always careful with who and when you Nightmare!
Warning! Do not overestimate this technique: Bane's 0.5 second cast time+your ping limit the use of it badly. It's not Puck's Phase Shift nor Shadow Demon's Disruption. Don't try to use it as such, or you will very often end up wasting invaluable 165 mana and a cooldown.
About your casting animation and why is this important
- If your not too experienced with dota, you probably never payed attention to a very important number: Bane's Casting Animation: 0.5 / 0.51.
- 0.5 seconds is the time between you issue to cast a spell and the moment when Bane actually lifts his hand and casts it. Bane animation is longer than on most heroes, and this can be quite a big disadvantage.
- Okay, why is this so goddamn important? Say you are killing a Harbinger who has 600 hp. You should be able to kill him via Fiends Grip+Brain Sap combo. You start channeling FG, shift-que Brain Sap, everything should be fine. But right after you stop channeling, before Bane casts Brain Sap, Harby uses his Astral Imprisonment on you and safely escapes. Why was he able to cast his spell faster? Because his casting animation is 0.25 which is less than Bane's 0.5. Same is true for almost all heroes with escape mechanisms (like blink or windwalk).
- Things aren't that bad for you of course. What saves you? First of all, mana drain, so your target might not have enough mana to escape. Secondly, noobs, who might not be fast enough or smart enough to escape from you in this manner.
- Keep your casting animation in mind when trying to kill somebody.
Support Bane mini-guide
This guide has been more sololane-ganking Bane oriented. Often, especially in the pro scene, Bane is played as a pure support. If you are playing as pure-support your main goals:
- Roam and gank as much as possible, without spending much time on lanes killing creeps (that's you carry's mission). Try to find as much kills as possible, or at least put preassure on opponent heroes. Use your Nightmare to set up kills in the early game; once you get Fiends Grip - use it instead.
- Ward (and probably counter-ward) a lot. Every support loves to ward, no?
- Aim for cheap (supporting) items like Arcane Boots, Magic Stick/Wand, Force Staff, Bracers and Drums. Getting cost-efficient items is crucial.
- If things are going relatively well for you and you can afford a more expensive item, going for something defensive like a Ghost Scepter or a BKB is your best bet as a support. Supports are a somewhat easy target in teamfights, and opponents will usually try to focus you rather then anyone else. So make it hard for them to kill you! Get a Ghost Scepter if you fear scary right-clickers such as Naix or Sven or a Black King Bar against casters-stunners.
Edited by basicdotaguide.blogspot.com