Gameplay
"I dreamt a field of war…and woke to find myself upon it."
The Bane Elemental (or Bane), also known as Atropos, is brought to life by goddess Nyctasha’s nightmare. He somehow manages to get out of her sleep, gets fed by her immortality and becomes a vaporous entity. He is the fear embodiment. Bane lulls his enemies to sleep and disables their abilities. No one can’t hide their darkest deepest fear from him as with only his voice whispering in your ear, everything will be revealed.
When they think of wakefulness as the last resort to protection, they can’t even get away from him because Bane’s black dripping blood works as a tar to keep them in the nightmares. When any heroes encounter Bane, they will remember how frightening the dark can be.
Ability Builds
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Strength: 22 + 2.6 each level;
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Agility: 22 + 2.6 each level;
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Intelligence: 22 + 2.6 each level;
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Health: 640;
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Health regeneration: + 2.2 each second;
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Mana: 339;
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Mana regeneration: + 1.1 each second;
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Damage: 57 - 63;
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Amor: 4.7;
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Magic Resistance: 25%;
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Turn Rate: 0.6;
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Attack Range: 400;
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Projectile speed: 900;
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Attack Animation: 0.3+0.7;
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Movement: 305;
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Sight Range: 1800/1200;
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Base Attack time: 1.7 seconds per attack;
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Damage Block: 0.
Talents
Notes:
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The Magic Resistance can be stacked with other sources of magic resistance.
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The amor talent does not apply to illusions.
Tips & Tactics
General
With this skill set, Bane can be a good supporter to secure the free farm for the carry. The Brain Sap needs to be maxed out first as It helps Bane to stay at the lane longer with the healing effect. Also for better roaming or securing kills, Nightmare and Enfeeble are the essential skills as you can put the enemy into sleep and wait for your allies to come and get the kill.
And remember don’t forget to add a point on Bane’s ultimate when you reach level 6 because with Fiend’s Grip, your presence at the lane can be a big threat to enemy heroes.
Abilities
Enfeeble
Enfeeble (Unit Target, Magical)
Effect: Bane instills the tendrils of fear into his victims causing the reduction in total attack damage, cast speed and generation.
Mana cost: 40/50/60/70
Cooldown: 28.0/21.0/14.0/7.0
Cast Range: 800/900/1000/1100
Attack Damage Reduction: 45%/50%/55%/60%
Health Restoration Reduction: 45%/50%/55%/60%
Cast Speed reduction: 30%
Duration: 8.0/9.0/10.0/11.0
Cast Animation: 0.2+0.57
Notes:
The attack damage reduction effect includes the raw attack damage bonuses.
Healing, health regen, lifesteal and spell lifesteal are also affected by Enfeeble.
The cast time increase affects the cast point of spells except channeling times.
The debuff does not stack when this ability is casted several times on the same target, It only refreshes the duration.
Brain Sap
Brain Sap ( Unit Target, Pure)
Effect: Bane releases a beam to harvest the fear he creates from the target to heal himself and deal damage.
Mana cost: 120/140/160/180
Cooldown: 14.0/13.0/12.0/11.0
Cast Range: 600
Damage: 45%/50%/55%/60%
Damage as Heal: 100%
Cast Animation: 0.2+0.5
Upgradable by Aghanim’s Shard:
- Radius: 550
- Secondary Damage as Heal: 25%
Note:
The heal will happen immediately after the damage is dealt without delay regardless of visual effect.
The more damage the target took from the Brain Sap the more heal amount Bane receives.
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It means if the damage changes, it also affects the heal value.
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The heal value can not exceed the heal manipulation limit.
With Aghanim’s Shard update, Brain Sap becomes a 550 AoE spell and it must be centered over a unit still.
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Even the invisible units or the units inside Fog of War can be targeted.
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The healing effect will be reduced to 18.75/37.5/56.25/75 from secondary targets.
Nightmare
Nightmare (Unit Target)
Effect: This ability puts the target into sleep mode for several seconds and it can be casted on both enemy and friendly heroes. When the sleeping units are damaged, they will awake. Besides, the sleep mode passes to the attacking units if they attack the target directly. Bane can freely attack nightmared targets without waking them.
Mana cost: 165
Cooldown: 22.0 / 19.0 / 16.0 / 13.0
Cast Range: 425 / 500 / 575 / 650
Duration: 4.0 / 5.0 / 6.0 / 7.0
Cast Animation: 0.4+0.57
Invulnerability Duration: 1
Note:
↓↓ Double-tapping automatically targets self.
Applies a sleep on affected units, preventing them from acting.
Nightmare turns affected targets invulnerable for 1 second, preventing affected units from waking up.
Nightmare reduces affected enemy unit's vision to 200.
The target wakes up when a unit starts attacking it (including manual casting of active attack modifiers), or when the target takes damage.
The target does not wake up when taking damage from certain sources and under a few rare conditions:
- Damage dealt by Sleight of Fist, Side Gunner, or Stifling Dagger.
- Any damage from active attack modifiers, be it a debuff (e.g. Burning Spear), or direct damage (e.g. Tidebringer).
- 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, not when the attack hits.
When Nightmare is transferred, its duration is refreshed, including the 1 second invulnerability.
The Nightmare cannot be transferred to spell immune units, or to wards and buildings. So their attacks only wake up nightmared units.
Bane and illusions of him (be it his own, enemy or allied illusions) can attack nightmared units without waking the target up, and without the Nightmare transfering to them.
This is innate to Bane, and does not apply to other heroes who use this ability (Rubick and Morphling).
In Ability Draft, Bane keeps this innate ability. However, the hero and illusions of the player who drafts Nightmare gain this ability as well.
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.
- Players can still force an attack order on the target (Keyboard White Mouse Right.png Right Click or A).
- Units can force an attack on an allied nightmared unit 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.
Nightmare's invulnerability status effect uses the default invulnerability icon, instead of its own ability icon.
Nightmare End
Nightmare End
Replaces Nightmare until there is no Nightmare debuff from Bane active.
Can wake a unit up at any time during a Nightmare, even during the 1 second invulnerability.
Wakes up all units which were put asleep by Nightmare, no matter who put them asleep.
Can be used while stunned, cycloned, slept, taunted, hidden, or during Forced Movement.
Cannot be used while silenced, hexed or prevented from acting.
Bane is unable to ⇧ Shift-queue this ability.
Fiend's Grip
Fiend’s Grip (Unit Target, Pure)
Effect: A channelled spell that disables and deals damage to the target for a certain period. While the ability is affecting, the enemy unit’s mana is stolen every 0.5 seconds based on the unit’s maximum mana.
Mana cost: 200/300/400
Cooldown: 120/110/100
Cast Range: 625
Duration: 6.0/6.0/6.0
Damage per Second: 80/120/160
Max Mana Drain per Second 5%
Cast Animation: 0.4+0.0
Upgradable by Aghanim’s Scepter:
- Number of Illusion: 2
- Illusion Damage Taken: 700%
- Illusion Duration: 20
- Cooldown: 75/65/55
Notes:
Fiend’s Grip will cause the damage first on each tick then drain the mana from the target unit.
With the upgrade from Aghanim’s Scepter, two uncontrollable illusions are summoned that also cast Fiend’s Grip on the target unit. Illusions take 700% incoming damage and they die instantly if the ability is interrupted.