|Hero||Strategy||Counters||Equipment||Gear||Responses||Sounds||Lore||Old Abilities||Changelogs||Known Bugs|
|Bane is a very powerful single-target disabler who possesses reasonable nuking power. His strongest suit is setting up kills for teammates with high damage output or unreliable stuns, making him a powerful roamer and ganker who can assist teammates in getting kills throughout a match. This can allow him to regularly obtain reliable gold through kills and assists, which in turn allows him to build items to suit his needs.|
Bane is a strong laner, thanks to the damage output and heal of Brain Sap, and the safety of Nightmare. An early Soul Ring also lets you repeatedly Enfeeble enemies to make their last-hitting difficult. Being an intelligence Hero with great damage, Bane spends his gold with survivability and/or mobility items to cast a safe Fiend's Grip without risk of interruptions (items such as Glimmer Cape, Force Staff or Blink Dagger). Level 6 unlocks Fiend's Grip, a very powerful single-target disable, which makes ganking relatively easy. Keep in mind that Bane's single-target nature means he has difficulty pushing.
In teamfights, Bane has 3 single-target abilities that can diminish an enemy's ability to fight. Nightmare puts the target to sleep for 7 seconds, Enfeeble weakens one's attack damage, useful for heroes that depends on auto attacks and Fiend's Grip disables the target for 5 seconds, while dealing huge damage and draining his mana. You can either cast it all on one Hero and ensure his ultimate destruction or you can also cast them on 3 different Heroes: use Enfeeble against their physical damage Hero, Nightmare against the Hero who can cause you trouble in fight (like supports who can heal or disable Bane himself) and finally cast Fiend's Grip on the target you and your team is aiming to kill. Seeing that Fiend's Grip pierces spell immunity, you're likely to target a target who possesses such buffs, like Sven (via item), a Hero with Repel, Lifestealer (via Rage) and others.
|+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.
Tips & Tactics
- While Bane possesses strong disables, he suffers from a poor mana pool and no escape spells, meaning that he can run out of mana quite often while casting his high-cost low-cooldown spells, and can be easily killed if caught out of position. As such, Bane should focus on building items to increase the size of his mana pool and give himself mana regen, as well as mobility items to give him initiation and escape ability.
- All of Bane's spells are single-target, which makes him quite easy to be countered by items such as Linken's Sphere and Lotus Orb. His single-target nature means that he is unable to disable more than two enemies in an engagement unless additional disables can be obtained through farming items. Be sure to factor this into each game, as the enemy team's lineup as well as that of your own can vary, and as a result drastically affect Bane's effectiveness in that match.
- Bane can be played effectively as a side lane support due to his combination of disabling and nuking power. Nightmare can be used to set up kills against lane opponents or hinder them from pursuing in the event of rotations and ganks from either side, while Enfeeble provides a safe way to harass the enemy and prevent them from getting last-hits. Also, Brain Sap can be a strong damage nuke to cast in the event of ganking targets as it deals pure damage to the enemy while also healing Bane.
- Bane's high base movement speed and disabling potential also allows him to be played as a roamer, especially if combined with a teammate with an unreliable but strong disable. His movement speed allows him to quickly get within range to cast Nightmare on a gank target, holding them in position for up to four seconds and making them easy targets for a follow-up disable.
- Beware that while Bane is a strong disabler, he is also quite frail and easy to kill if focused by enemies; as such, he is not a very strong first initiator in teamfights, but can be a strong second-wave disabler who casts his disables once the enemy's attention is not focused on him. Also, he has slightly longer cast animation on his abilities, so it is necessary to plan ahead when casting spells.
- Enfeeble can reduce its target's attack damage by a tremendous amount, making their physical attacks much less effective. Its long cast range also allows the debuff to be placed on targets from long range and complete safety.
- Enfeeble has low cooldown, allowing it to be simultaneously active on two enemies at a time, making it a powerful laning spell for preventing the enemy from farming or trading attacks. However, keep in mind Bane's small base mana pool, and be conservative with its casting as spamming the spell can render Bane unable to use his other spells if they are needed.
- Enfeeble generally has two uses in the laning stage: preventing the enemy carry from getting last-hits and shutting down their farming, or hindering their ability to output physical damage when harassing or attempting to gank. In both cases, only one or two points in the ability are needed, as Bane should expend skill points on other important spells.
- Although it is generally not recommended, it's part of what makes Bane such a fearsome mid-laner. You can trade hits and deny farm very effectively with Enfeeble and spam Brain Sap to heal you back up; and you can set-up any support rotation easily with Nightmare (or while you gank the side-lanes).
- However, Bane's damage scales pretty poorly and good opponents will quickly nullify your contribution by cancelling Nightmare and Fiend's Grip, therefore wasting most of the farm your team granted you in the middle lane.
- One very powerful aspect of Enfeeble is that it cannot be dispelled, neither by regular dispels nor strong dispels. While it can be blocked from being cast on spell immune targets, it cannot be removed once placed, which means that heroes with spell immunity will still suffer from greatly reduced attack damage. This means that placing the debuff on the enemy's strongest physical damage carry at the start of a fight will greatly hinder their damage output. As well, the debuff will remain visible on the enemy through Mirror Image-type abilities such as Manta Style and Doppelganger, making the real hero easy to identify among the illusions.
- Brain Sap acts as both a heal and a nuke, allowing Bane to deal Pure damage to enemies and heal himself simultaneously.
- Due to its high damage output, Brain Sap is the first ability that Bane should max out, as its nuking power gives Bane strong team-fight contribution. Its low cooldown also allows it to be used to maintain Bane's health pool once he has secured a source of mana regeneration.
- While its high mana cost relative to Bane's mana pool does not allow him to spam this spell in-lane, trading HP with the enemy can allow Bane to be surprisingly resilient, which can catch the enemy off-guard. Given a source of mana regen, Bane can use the spell to harass and replenish HP, rendering the enemy's lane untenable.
- Remember that unlike most damage nukes in the game, Brain Sap deals Pure damage rather than Magical. This can be used to your advantage to damage or even finish off enemies that have strong magic resistance, as it can cut through abilities like Berserker's Blood and Flame Guard.
- If Bane is the target of a gank, it can be wise to reserve Brain Sap until the very end, when Bane is at very low HP, in order to lure the enemy into a false sense of security and bait them into committing to a gank. As Brain Sap creates an HP shift double what is listed (Bane is healed at the same time that the enemy is damaged), this can be used to turn the tables on enemy ganks if allies are already rushing to your aid.
- Nightmare is one of Bane's signature abilities, and what makes him one of the most powerful level 1 disablers in the game. With just one point in the ability, it can lock down an enemy for up to 4 seconds, rendering them helpless and giving teammates plenty of time to re-position and set up for the kill.
- The best use of Nightmare is to hold an enemy in position and allow allies to land their unreliable stuns with ease. This is best done when combined with abilities such as Sacred Arrow, Split Earth, Torrent, and so on.
- Remember that Nightmare does not always have to be cast on the primary target. If attempting to get kills on two enemies, casting Nightmare on a secondary target can prevent them from acting, allowing your team to focus fully on the first target without interruption.
- Nightmare can also be used in a defensive situation. If multiple enemies are attempting to gank Bane or an ally, casting Nightmare on one of them will remove them from the fight, reducing the numbers that the enemy are able to bring to bear.
- One of Nightmare's greatest weaknesses when used offensively is that it can be transferred via physical attacks, even by other enemies. This means that enemy players can save their team-mates by ordering an attack on an ally afflicted with Nightmare to remove the debuff from them and allow them to act; this can be repeated over time and even done at range with ranged heroes. As such, it is best to use Nightmare in situations where there are no other enemies who can interrupt it, such as when ganking the enemy's mid, or to use an additional disable on other nearby enemies.
- In tandem to the above, make sure that when setting up for a kill, not to initiate it with a physical attack. This will not only wake up the target prematurely, but will also transfer the Nightmare to an ally, rendering them unable to act unless awoken.
- Keep in mind that Nightmare will render its target invulnerable for the first second of its duration. When cast on himself or an ally, it can allow Bane to effectively dodge projectiles and spells for one second, potentially wasting enemy spells.
- While active on an enemy, Nightmare will eliminate any vision that they might otherwise have. This can be used to mask allied movement while setting up on a lone enemy, as they and their team-mates will have no information about your team's positions prior to the Nightmare being removed.
- Nightmare End allows Bane to immediately end all active instances of Nightmare. This can be useful for removing the debuff from an ally without ordering an attack on them, which requires Bane to get within attack range and take the Nightmare debuff.
- Fiend's Grip is one of the most powerful channeled disables in the game, allowing Bane to lock down an enemy for up to 5 seconds through spell immunity.
- Fiend's Grip is a very powerful ganking spell, as it can lock down an enemy and deal tremendous damage to them while Bane's allies also throw their damage nukes and attacks into the mix. Unlike Nightmare, the enemy can still be attacked and damaged during the disable, making it much more powerful.
- Because it is a channeled ability, Fiend's Grip can be interrupted by disables such as stuns and silences, more-so since Bane himself is immobile for the duration of the spell and can also simply be focused down and killed by physical attacks. Be sure to position yourself prior to casting this spell such that the enemy cannot reach you, or build countermeasures to prevent disables from affecting you.
- Remember that Fiend's Grip will drain its target's mana, not simply disable them while dealing damage. This can allow Bane to replenish a portion of his mana during the disable, enough to cast another spell at the end. As such, if you are low on mana then it can be beneficial to use Fiend's Grip first, as Bane can recover some mana during its duration, potentially enough to cast another spell that would otherwise not be possible with a different spell order.
- Using all of Bane's spells in combination can allow him to disable and nuke down single targets, making him a very powerful ganker. He can initiate on a lone enemy using Nightmare, then re-position to set up for the kill, interrupt Nightmare by casting Fiend's Grip, then finish off the target with a Brain Sap at the end. Used to set up kills with team-mates, it can provide a 7 second setup time, then 5 seconds of hard disable during which they can attack and cast damage nukes.
- As Fiend's Grip is a channeled spell, spells and item abilities can be cast immediately afterwards by shift-queuing them during the channel. This will allow Bane to immediately use those abilities once Fiend's Grip ends, preventing it from being ended prematurely.
- With Aghanim's Scepter, Brain Sap can kill a courier in one cast.
- 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.
- 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.
- Boots of Speed gives movement speed for Bane to position.
- Magic Stick gives Bane burst health and mana to cast spells in fights.
- Soul Ring provides mana to cast spells. Its HP cost can be offset by casting Brain Sap.
- 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 his and team's mana.
- Magic Wand provides even more burst health and mana than Magic Stick.
- Glimmer Cape brings invisibility to Bane and his allies, allowing them to initiate on enemies or escape from engagements. It can be used on Bane while channeling Fiend's Grip to hide from enemies.
- Aether Lens completes from disassembling Arcane Boots, and provides mana regen 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.
- Wind Lace provides movement speed to get Bane into position.
- Force Staff provides intelligence and health regen to cast spells. The active can get Bane and allies to the right position, or break Linken's Sphere, opening up opportunities for disables.
- Tranquil Boots give movement speed for mobility. The passive health regen also helps to offset Soul Ring's health cost.
- Ghost Scepter gives Bane a way to shield himself from physical damage for a short duration, gaining him time to cast his spells or to retreat. It can also be used with Fiend's Grip to prevent the enemy from killing him with physical attacks.
- 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 Aghanim's upgraded Brain Sap is particularly good during the lategame, when most carries would likely have spell immunity and/or high armor values.
- 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.
- 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.
- 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.
- Eul's Scepter of Divinity gives increased movement speed, allowing Bane to position for abilities, 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.
- Rod of Atos gives Bane more HP and a larger mana pool. It also provides a root disable, allowing Bane and allies time to pin down the target.
- 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.
- Sentry Wards are important to purchase regularly on supports, especially ranged heroes that can de-ward elevated ward spots.
- 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 cast an instant hex.
- Shiva's Guard provides Bane with armor, increasing his resilience against physical damage. The added intelligence improves his damage and expands his mana pool, and the active adds more damage in teamfights and slow enemies.
- Necronomicon can be used in conjunction with Fiend's Grip, as the summons can 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.