|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.
- The toggling of Nightmare End is not registered as a spell cast and thus does not proc any on-cast effects.
- 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 allows Bane to maintain his HP pool in-lane to avoid being harassed away. As well, it can be used to destroy trees to create pathing for support functions such as chain-pulling jungle camps, revealing blocking wards, or instantly destroying enemy wards from a distance.
- Two Clarity give Bane the ability to replenish his mediocre mana pool, allowing him to sustain casting his spells in the lane. Nightmare costs more than half of his early mana pool, so having the ability to cast it more than once in the early game allows Bane to set up ganks and kills more frequently.
- Mantle of Intelligence increases Bane's intelligence, reducing the strain that his costly spells put on his mana pool. The increased base damage also helps him to deny allied creeps more easily and apply more harass damage to the enemy with his physical attacks.
- Animal Courier should be purchased on Bane, as his laning phase does not rely heavily on needing items to be effective.
- Boots of Speed is crucial to get on Bane, as he must get within range of enemies to cast Nightmare on them. As well, the increased movement speed allows him to escape ganks by the enemy more easily.
- Magic Stick is crucial to get on Bane in order to give him burst HP and mana regen. This can tremendously increase his effectiveness as a fully-charged Magic Stick can give him enough mana to cast his high-impact spells in a fight if he runs out.
- Soul Ring is extremely important to get early on Bane in order to give him the mana to cast his spells more often, offsetting his abysmal intelligence growth. Its HP cost can be offset by casting Brain Sap.
- Null Talisman can be upgraded from a Mantle of Intelligence for a relatively cheap price. It gives Bane useful stats, particularly to his intelligence, giving him more mana and attack damage.
- Arcane Boots increases the size of Bane's mana pool and gives him some additional movement speed, allowing him to cast spells more often and get into position for casting those spells more easily. As he otherwise has problems casting spells on his small mana pool, Arcane Boots can allow him to be more effective in any engagement. It also allows him to replenish his mana and that of his allies, important for supports.
- Aghanim's Scepter is expensive but can be a very powerful tool in Bane's hands. It 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 Aghanim's upgraded Brain Sap is particularly good during the lategame, when most carries would likely have spell immunity and/or high armor values.
- Observer Ward are important to regularly purchase on support heroes. Aside from providing rune vision in the laning stage, it provides intelligence on the enemy team's movements and helps spot potential gank targets.
- Town Portal Scroll is crucial to always carry on high-impact supports. By being able to re-position around the map, Bane can save allies from ganks by disabling the opponent and even turn them completely around, or can position to gank an important enemy hero when the opportunity presents itself.
- Force Staff provides Bane with many useful bonuses. Its easy and cheap buildup makes it easy to obtain even as a support, and the item provides more intelligence and HP regen, giving Bane a larger mana pool and some HP sustain. The active can be used to re-position Bane for casting his spells or escaping, on allies to help them escape pursuing enemies, or on enemies with Linken's Sphere to break it prior to casting a disable.
- Necronomicon can be used in conjunction with Fiend's Grip, as the summons can be used to attack the gripped target. In addition, it provides Bane with increased survivability through bonus strength and a bigger mana pool through bonus intelligence.
- 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 interrupt it is either with spell immunity-piercing disables or to attempt to focus Bane down with physical attacks.
- Scythe of Vyse is extremely powerful in Bane's hands and should be built in the late game if possible. The item provides a large intelligence bonus and scaling mana regen that alleviates Bane's casting problems, while also providing all-around stats to increase survivability. The active adds yet another disable to Bane's arsenal, giving him a ranged instant hard disable to use.
- Shiva's Guard provides Bane with armor, increasing his resistance to physical damage. The added intelligence improves his damage and expands his mana pool, and the active slow can be used to add more damage in teamfights or to slow fleeing enemies to catch up to them for casting disables.
- Rod of Atos gives Bane more HP and a larger mana pool, both useful on casting-focused low-HP supports. The active lets Bane drastically slow enemies from an extremely long range, allowing him to quickly get within range to cast a harder disable.
- Boots of Travel is an expensive investment, but it gives Bane increased positioning and ganking capability. The increased movement speed allows Bane to get within range for casting his disables on targets, while the ability to teleport allows
- Ghost Scepter gives Bane a way to shield himself from physical damage for a short duration, giving him time to cast his disables if the enemy attempts to focus him down. It can also be used while channeling Fiend's Grip to prevent the enemy from killing him with physical attacks.
- Blink Dagger is extremely powerful, and should be considered a core item for Bane. It drastically increases his initiation power by allowing him to instantly get within range to cast his disables, crucial for getting ganks off or disabling the right targets in teamfights.
- Flying Courier should be purchased as early as possible as a support, in order to ferry items to teammates faster. This is particularly important for your mid player, who may need to use it for Bottle crowing.
- Glimmer Cape is a cheap utility item that increases Bane's overall effectiveness. It can be cast on allies to save them from enemy initiations, it can be cast on Bane himself to allow him to invisibly initiate on an enemy with his disables, or it can be used while channeling Fiend's Grip to cloak him from enemy vision, preventing them from hitting him with targeted disables.
- Sentry Wards are important to purchase regularly on supports, especially ranged heroes that can de-ward elevated ward spots.
- Enchanted Mango is a useful laning item, as it provides Bane with a small amount of passive HP regeneration, allowing him to mitigate harass damage. More importantly, it gives him burst mana regen in the early game, allowing him to get off one more spell if he runs out of mana at an inopportune moment.
- Bottle can be a useful roaming pickup for replenishing Bane's mana, allowing him to cast his spells more frequently. A full Bottle can restore up to 210 mana (more if attribute switching is employed), giving Bane more mana to use.
- Tranquil Boots is best reserved for playing the roaming hard support role where gold is harder to come by. While Bane will be more mana-starved without Arcane Boots, the increased armor and HP regen helps give him more survivability, while the higher movement speed lets him roam and position for spells better. The passive HP regen also helps to offset Soul Ring's HP cost, increasing Bane's independent roaming potential.
- 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. The item also provides bonus strength, giving Bane more HP, and some mana regen for casting purposes.
- Medallion of Courage is a strong utility item that gives Bane more setup power. Casting the active on a gank target will weaken their armor, allowing allies to deal more physical damage to them, and the passive mana regen helps Bane to maintain his mana pool. As well, it can be used to help take Roshan more easily.
- Aether Lens greatly increases Bane's overall effectiveness, as all of his spells are single-target. It can be easily completed from disassembling Arcane Boots, and provides a boost to HP regen, allowing Bane to roam more effectively due to the reduced need to return to base. Increasing the cast range of all of Bane's spells allows him to disable enemies from much longer ranges with Nightmare, inflict enemy carries with Enfeeble well before they enter combat range, and channel Fiend's Grip from behind allies so that it cannot be easily interrupted.
- Eul's Scepter of Divinity is very powerful on Bane should he be able to build it up. The increased movement speed allows Bane to position for spells or chase enemies more easily, and the intelligence and strong scaling mana regen 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 can be cast on Bane himself to provide a short duration of invulnerability while also dispelling debuffs such as silences.
- 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