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|Hero||Strategy||Counters||Equipment||Gear||Responses||Sounds||Lore||Old Abilities||Changelogs||Known Bugs|
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.
|Atropos, the Bane|
|Play "I dreamt a field of war…and woke to find myself upon it."|
|Role:||Support / Disabler / Nuker / Durable|
|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)|
- Deals damage before it heals.
- Always heals for the full amount of health, regardless of the amount of damage dealt.
- Despite the visual effects, the heal and damage happen simultaneously.
- 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 0. Only their model remains visible.
- 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:
- Nightmare's own damage.
- Damage dealt by Sleight of Fist, Boundless Strike, upgraded Assassinate, 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.
- Nightmared units are never automatically attacked, regardless of settings. A forced attack order is required to attack them.
- This prevents enemies from accidentally afflicting themselves with Nightmare by auto-attacking a nightmared unit.
- This also means that nightmared units are never attacked by lane creeps, neutral creeps, towers and fountains.
- Units can force an attack on an allied nightmared unit to transfer the Nightmare to themselves.
- Deals damage in 1 second intervals, starting 1 second after the debuff is placed, resulting in 4/5/6/7 damage instances.
- Can deal up to 80/100/120/140 damage (before reductions). The damage of Nightmare is lethal and can deny allied units.
- Whenever units are affected Nightmare, Bane gains a sub-ability which allows him to wake the units up.
- 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 Bane.
- Provides True Sight over the target until the channeling ends.
- Deals 50/77.5/107.5 damage and drains 2.5% mana in 0.5 second intervals, starting immediately as the channeling begins, resulting in up to 10 instances.
- Can deal up to 500/775/1075 damage (before reductions).
- Can drain up to 25% of the target's maximum mana.
- Applies the damage first on each tick, and then the mana loss.
|+200 Brain Sap Damage/Heal||25||+100 Movement Speed|
|+175 Cast Range||20||+90 Enfeeble Damage Reduction|
|+30% XP Gain||15||+250 Health|
|+200 Mana||10||+6 Armor|
- The armor is added as bonus armor, and therefore does not benefit illusions.
- Upgrading health and mana increases maximum health and maximum mana capacity and keeps the current health and mana percentage.
- Upgrading Enfeeble's attack damage reduction does not update already placed Enfeeble debuffs.
- Tango keeps Bane's health pool up in the early game. It also destroys trees to make chain pulling of neutral camps easier, or instantly chops down enemy wards.
- Healing Salve restores health to Bane or an teammate.
- Clarity gives Bane mana replenishment, sustaining his spells like Nightmare, allowing him to set up kills more frequently.
- Animal Courier gives team a way to retrieve items.
- Observer Ward provides vision around the map to spot enemy team's 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.
- Boots of Speed gives movement speed for Bane to position.
- Magic Stick gives Bane burst health and mana to cast spells in fights.
- Infused Raindrop grants cheap mana regeneration and some protection against magical nukes.
- Soul Ring provides mana to cast spells. Its health cost can be offset by using Brain Sap.
- Flying Courier ferry items to teammates faster.
- Sentry Ward allows Bane to deward or spot invisible foes.
- Arcane Boots increase the size of Bane's mana pool and gives him some additional movement speed, allowing him to get into position to cast spells more often. They also replenish mana to him and teammates.
- Magic Wand provides even more burst health and mana than Magic Stick.
- Glimmer Cape brings invisibility and magic resistance to Bane and his allies, allowing them to initiate on enemies or escape from engagements. Use on Bane while channeling Fiend's Grip to conceal himself from enemies.
- Aether Lens completes 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.
- Blink Dagger boosts mobility, allowing Bane to play with perfect position.
- Force Staff provides intelligence and health regeneration to cast spells. The active can get Bane and allies to the right position, or break Linken's Sphere, opening up opportunities for disables.
- Wind Lace provides movement speed for cheap to get Bane into position.
- Tranquil Boots give movement speed for mobility. The passive health regeneration also helps to offset Soul Ring's health cost.
- Urn of Shadows 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.
- Ghost Scepter gives Bane a way to shield himself from physical attacks for a short duration, gaining him time to use his spells or to retreat. Use with Fiend's Grip to prevent the enemy from killing him with physical attacks.
- Solar Crest weakens 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.
- 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.
- Rod of Atos gives Bane more health and a larger mana pool. It also provides a root disable, giving Bane and allies time to pin down the target.
- 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.
- 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.
- 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.
- Aghanim's Scepter allows Brain Sap to pierce spell immunity and drastically reduces its cooldown to 1.5 seconds, allowing Bane to spam it constantly during teamfights. The pure damage of an upgraded Brain Sap is particularly good during the lategame, when most carries would likely have spell immunity and/or high armor values.
- 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.
- Bane's rival line towards Tinker Play "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.
- Bane's move line Play "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 Bane's lines ("Play The bane of your existence").
- Bane's Last hit Response "Play The wages of fear" is a reference to the film of the same name.
Low Violence model