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Not to be confused with Banehallow.
22 + 2.1
22 + 2.1
22 + 2.1
Level 1 16 25
Hit Points 568 1195 1898
Mana 286 715 1196
Damage 55‒61 88‒94 125‒131
Armor 4.08 8.77 13.94
Attacks / Second 0.71 0.91 1.12
Movement Speed 315
Turn Rate 0.6
Sight Range 1800/800
Attack Range 400
Missile Speed 900
Attack Duration 0.3+0.7
Cast Duration 0.5+0.51
Base Attack Time 1.7

Atropos the Bane Elemental, also known simply as Bane, is a ranged intelligence Hero, possessing dark and nightmarish abilities that give him strong disabling, ganking, and nuking prowess. Mostly played as a support, he has some of the highest starting stats of any hero, yet is unique in the sense that all his attributes and stat growths are equivalent. In addition, he possesses four highly potent single-target spells, which if used properly can more than make up for his complete lack of area of effect presence and pushing power. Enfeeble reduces the target's attack damage by a tremendous amount, which can highly reduce an attack-reliant enemy hero's effectiveness from as early as the laning stage all the way to the endgame. Brain Sap is a nuke that deals hefty pure damage to the target, healing himself for the same amount as well. Nightmare puts a unit to sleep, completely disabling for several seconds and dealing minor damage per second. If the slept target is physically attacked, it wakes up and the spell transfers to the attacker (spells will also wake the target up, but will not transfer the effect to the caster). Finally, Bane's Fiend's Grip is a channeling spell that completely disables the target for several seconds, dealing heavy damage per second and giving Bane some mana back as well. Bane's debilitating lockdown abilities are what make him an invaluable support to allies, and a feared one for enemies.


[edit] Bio

Bane Atropos, the Bane Elemental
Play "I dreamt a field of war...and woke to find myself upon it."
Role: Pip disabler.png Disabler / Pip ganker.png Nuker / Pip roamer.png Support
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: David Scully (Responses)

[edit] Abilities

Blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Enfeeble icon.png
Ability Affects
Target Unit Enemies
Weakens an enemy unit, reducing its physical damage. Lasts 20 seconds.
Range: 1000
Duration: 20
Attack Damage Reduction: 30/60/90/120
Cooldown 10 Mana 95/105/115/125
Blocked by Magic Immunity. Blocked by magic immunity, but can't be dispelled by it.
Even the mightiest of warriors crumble before the terror of Atropos.


  • Unable to target Ancients
  • Even though Black King Bar can block it, this spell can't be dispelled by anything.

Brain Sap
Blocked by Magic Immunity. Blocked by Linken's Sphere. Play
Brain Sap icon.png
Ability Affects Damage
Target Unit Enemies Pure
Feasts on the vital energies of an enemy unit, dealing damage and gaining health equal to the damage dealt.
Range: 600
Health Absorbed: 90/160/230/300
Cooldown 14 Mana 125/150/175/200
Atropos finds no greater pleasure than to harvest the fear he creates.


  • Bane always receives the full amount of health, regardless of the amount of damage dealt.
  • Deals damage before heal.

Blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Nightmare icon.png
Ability Affects Damage
Target Unit Units HP Removal
Puts the target enemy or friendly Hero to sleep and deals damage per second. Sleeping units are awakened when attacked, but the Nightmare passes to the attacking unit.
Range: 500/550/600/650
Duration: 4/5/6/7
Health Drain per Second: 20
Cooldown 15 Mana 165
A stolen prowess from the goddess Nyctasha is to put his prey into forever sleep.


  • The target will wake up on receiving any type of damage other than HP Removal.
  • Nightmare deals damage to allies and himself, so it can be used to deny heroes or himself.
  • Any source of damage except Nightmare will awaken the unit, but only physical attacks cause the Nightmare to be transferred.
  • In the first second of Nightmare, the unit is invulnerable.
  • Bane can wake himself up from Nightmare.
  • Deal a total of 80/100/120/140 damage.

Nightmare End
Nightmare End icon.png
Ability Affects
No Target Self
Wakes Bane up from Nightmare

Fiend's Grip
Partially blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Fiend's Grip icon.png
Ability Affects Damage
Channeled Enemies Magical
CHANNELED - Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every second based on the unit's maximum mana.
Range: 625
Duration: 5 (7*)
Damage per Second: 100/155/215 (155/215/270*)
Mana Transfer per second: 5% (10%*) of target's max mana
Cooldown 100 Mana 200/300/400
Partially blocked by Magic Immunity. Will deal no damage.
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases damage per second, mana drain, and duration.
Victims of Atropos are frequently torn apart by vivid conjurations of their own nightmares.


  • 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.
  • Deal a total of 500/775/1075 (1085/1505/1890*) damage and drain a total of 25% (70%*) of the target's max mana.

[edit] Recommended items

Starting Items:

Early Game:

  • Soul Ring will provide Bane with instant mana for his mana-expensive abilities. The health loss can be mitigated with a level 2 or higher Brain Sap.
  • Null Talisman gives Bane comprehensive attribute bonuses (as well as a slight damage increase) at a reasonable price.

Core Items:

  • Arcane Boots gives Bane and nearby allies instant mana, allowing him to cast his spells more often. A great item for any Intelligence support hero.
  • Aghanim's Scepter greatly improves Fiend's Grip, improving its damage and doubling its mana steal. It's an essential item for keeping Bane in the late game, as Fiends Grip falls off later on.
  • Observer Wards, aside from providing rune vision, can also help scout lone heroes when placed on strategic areas of the map.

Situational Items:

  • Necronomicon can be used in conjunction with Fiend's Grip, as the summons can be used to attack the gripped target. In addition to this, the additional Strength buffs up health and the Intelligence further expands his mana pool.
  • Black King Bar protects against most stuns and disables. When casting Fiend's Grip with Black King Bar active, the only way for the enemy team to stop you is either to pierce the magic immunity or kill Bane outright.
  • Scythe of Vyse bestows a percentage based mana regeneration boost, as well as adding yet another disable to Bane's arsenal.
  • Shiva's Guard provides Bane with Armor, making him more durable. The added Intelligence improves his damage and expands his mana pool, and the AoE slow is highly beneficial in teamfights.
  • Boots of Travel help him travel around the map. Useful for falling in to defend or pushing unguarded lanes.
  • Ghost Scepter makes him invulnerable to auto-attacks for a short time period, which may help him survive when channeling his ultimate.
  • Blink Dagger improves his positioning for spell-casting, as well as giving a much needed escape mechanism.

[edit] Tips

  • Between levels 6-12 Bane is comparatively a very powerful hero. If you maxed Brain Sap you will be able to solo kill most heroes by means of Fiend's Grip followed by Brain Sap. It is necessary to get kills during this phase of the game; as if Bane is not well-geared and leveled up later in the game, he will be relegated to a support unit.
  • It is important for the player to judge when to change roles; as mentioned above, Bane should gank constantly in the middle of the game to gain a gold advantage and avoid getting shut down or subjugated to a conservative support role. A well-managed Bane can change the outcome of a team fight in the late game with effective use of items such as Necronomicon, Scythe of Vyse, and Aghanim's Scepter.
  • Bane is not an initiator; despite having two disables, he is far too delicate to withstand the initial retaliation. Instead, he should hide until such time as his abilities become crucial when the team fight has ensued(preventing escapes, finishing off enemy heroes with Brain Sap, etc.).
  • Avoid heroes with stuns, as they can interrupt Fiend's Grip. If you must deal with them, incapacitate them via Nightmare, a Scythe of Vyse, or Fiend's Grip itself. Picking Bane in a match against several heroes with disables is unwise. Black King Bar is typically an effective first major item to build on Bane if you need to help your team disable someone before they retaliate.
  • If the enemy team lack area-of-effect stuns or interrupts, a Shadow Blade can make your ultimate harder to stop, since your opponents must first reveal you and then interrupt you. As with all similar abilities, you can activate invisibility without breaking your channel. While Shadow Blade is also effective for ganking solo heroes and escaping, you should still get Black King Bar instead if the enemy team have ranged AoE interrupts such as those possessed by Lina, Drow, Dark Seer, or Death Prophet, for example.
  • Bane is a strong mid-lane character. Enfeeble can severely weaken heroes reliant on physical damage to last hit, while Bane's strong ultimate and nuke allow him to solo almost any hero, while ganking should be no problem. Mid-lane also allows Bane to farm up his core items.

[edit] Trivia

  • The origin of the name "Atropos" comes from Greek mythology. One of the Moirai Sisters (commonly referred to as the Fates), Atropos was the sister in charge of cutting the "Life Thread" of those who were going to die. From Atropos, we also get the word "atrophy", which means "to waste away".
  • The quote "Do Tinkers dream of electric sheepsticks?" is a reference to Philip K. Dick's book Do Androids Dream of Electric Sheep?, and "sheepstick" a common nickname for Scythe of Vyse .
  • The theme and abilities of Bane Elemental are based off 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.
  • Bane's quote "Sleep no more" is a reference to Shakespeare's play Macbeth. The ghost of Banquo haunts Macbeth constantly saying "Sleep no more"

[edit] Update history

August 28, 2013 Patch

  • Fixed recasting a higher level of Enfeeble icon.png Enfeeble only refreshing the existing duration without upgrade the stats

July 18, 2013 Patch

December 19, 2012 Patch

  • Fixed base damage being too low.

June 20, 2012 Patch

  • Fixed Fiend's Grip not ending if Kraken Shell dispels it.

June 11, 2012 Patch

  • Fixed the following spells being castable on magic immune allies: Nightmare, Frost Armor, Nature's Guise, Holy Persuasion, Decrepify, Astral Imprisonment, Shadow Word and X Marks The Spot.

May 10, 2012 Patch

  • Fixed being unable to nightmare non-hero units.

April 26, 2012 Patch

  • [Undocumented] Updated the hero selection portrait.

April 19, 2012 Patch

  • Fixed Nightmare dispelling on self damage (e.g. Rot).
  • [Undocumented] Added injured idle animations.
  • [Undocumented] Added a haste rune run animation for Bane

April 12, 2012 Patch

  • Fixed Nightmare putting Juggernaut to sleep while Omnislashing.
  • Fixed Fiend's Grip doing one tick less damage than it should have.
  • Fixed cleave damage not waking up Nightmared units.

March 08, 2012 Patch

  • Fixed the attack timing on when Nightmare gets transfered.
  • Fixed Enfeeble working on Roshan.
  • Fixed being unable to attack allied Nightmared heroes to transfer the debuff.
  • Fixed Nightmare being able to transfer to towers and wards.
  • [Undocumented] Added a spawn animation.

March 01, 2012 Patch

  • Added Bane Bane.

January 26, 2012 Patch

  • Fixed players being able to play as Gyrocopter, Bane, Lanaya and Phantom Assassin.
  • Fixed bots playing as Bane.

May 05, 2011 Patch

  • Fixed Fiend's Grip not working properly on magic immune units.

[edit] Balance changelog


  • Enfeeble icon.png Enfeeble cooldown decreased from 12 to 10.
  • Bane can now wake himself up from Nightmare icon.png Nightmare with a subability.


  • Fiend's Grip icon.png Fiend's Grip Aghanim's Scepter icon.png Aghanim's duration increased from 6 to 7.
  • Enfeeble icon.png Enfeeble damage reduction increased from 25/50/75/100 to 30/60/90/120.
  • Enfeeble icon.png Enfeeble can no longer be dispelled (By Manta, BKB or any other dispel).


  • Movement speed increased from 305 to 315.
  • Base Str/Agi/Int increased from 18/18/18 to 22/22/22.


  • Enfeeble icon.png Enfeeble manacost rescaled from 125 to 95/105/115/125.


  • Brain Sap icon.png Brain Sap cooldown decreased from 16 to 14.
  • Fiend's Grip icon.png Fiend's Grip now gives vision of the target.
  • Enfeeble icon.png Enfeeble now reduces attack damage by a constant amount:
Previous: Reduces attack damage by 40/60/80/100% of base damage. 15 second cooldown.
Current: Reduces total attack damage by 25/50/75/100. 12 second cooldown.




  • Nightmare icon.png Nightmare fixed so it properly stops enemy potions.
  • Enfeeble icon.png Enfeeble damage rebalanced from 30/60/90/120% to 40/60/80/100% (above 100% didn't work properly).
  • Brain Sap icon.png Brain Sap damage rebalanced from 75/150/225/300 to 90/160/230/300.


  • Brain Sap icon.png Brain Sap cooldown from 20 to 16
  • Fiend's Grip icon.png Fiend's Grip Scepter upgrade now drains 10% mana per second instead of 5%.


  • Fiend's Grip icon.png Fiend's Grip manacost increased from 100/175/250 to 200/300/400.




[edit] Gallery

[edit] See also