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Atropos, the Bane Elemental (or simply Bane), is a ranged intelligence hero whose dark and nightmarish abilities give him prowess as a disabler, ganker, and nuker. Mostly played as a support, his high starting stats make him a menace in lane. Bane possesses one passive spell and three potent single-target spells, which must be used well to make up for his lack of pushing power or area of effect presence. Bane's passive spell, Enfeeble, reduces the target's status resistance and magic resistance. Brain Sap deals hefty damage to the target and heals Atropos for the same amount. Nightmare puts a unit to sleep, completely disabling it for several seconds. The unit awakes when it is attacked or takes damage, though Bane can freely attack nightmared targets without waking them. Finally, Bane's Fiend's Grip is a channeled spell that completely disables the target, drains its mana and deals high damage over time. Bane's aptitude for incapacitating and debilitating enemies make him an invaluable support to allies—and a nightmare for enemies.
Bio
Abilities
Target Unit
Enemies / Allies
- 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 all illusions of Bane can attack nightmared units without waking the target up, and without the Nightmare transfering to them.
- 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.
- As long as a unit is affected by Nightmare from Bane, Nightmare is replaced by a sub-ability which allows Bane to wake the unit 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 Nightmare, no matter who put them asleep.
- Cannot be used while silenced, hexed or prevented from acting. Cannot be shift-queued.
- Despite the visual effects, the heal happens instantly after the damage is dealt, there is no travel time.
- The heal amount is based on how much damage the target took from Brain Sap.
- This means amplifying or reducing the damage affects the heal value.
- The heal value itself is still subject to heal manipulation.
Passive
Enemies
- Enfeeble does not trigger upon using items. Triggers only on single-targeted hero abilities (compatible with Ability Draft).
- Enfeeble's debuff is placed before the triggering ability applies any of its effects.
- This means it fully affects the spell triggering it as well, and not only following spells.
- Successive spell casts on the same target do not stack the debuff, only the duration and level get updated.
- Due to the status resistance reduction effect, refreshing the debuff will result in a longer duration of the debuff than usual.
- Reduces most heroes' total magic resistance to 22%/19%/16%/13%, assuming basic 25% magic resistance and no other sources of magic resistance.
- Provides True Sight over the target until the channeling ends.
- If the target turns invulnerable or hidden, the channeling stops instantly.
- 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 12 ( 18) instances.
- Can deal up to 600/930/1290 ( 900/1395/1935) damage (before reductions).
- Can drain up to 30% ( 45%) of the target's maximum mana.
- Applies the damage first on each tick, and then the mana loss.
- Choosing the duration increasing talent does not affect Bane's currently active Fiend's Grip instance.
- Unlike other targeted spells, the caster vision of Fiend's Grip lasts for the entire channel duration (even if it gets canceled), instead of just 2 seconds.
Talents
Hero Talents | ||
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+3s Fiend's Grip Duration | 25 | +250 Brain Sap Damage/Heal |
+30 Movement Speed | 20 | -3s Nightmare Cooldown |
+5% Fiend's Grip Max Mana Drain | 15 | +13 Enfeeble Damage Per Second |
+20% Enfeeble Cast Range Reduction | 10 | -3s Brain Sap Cooldown |
Recent Changes
- Brain Sap
- Increased damage from 75/150/225/300 to 90/160/230/300.
- Rescaled mana cost from 100/120/140/160 to 120/130/140/150.
- Increased Nightmare cast range from 425/500/575/650 to 500/550/600/650.
- Aghanim's Shard upgrade:
- Now also reduces Brain Sap cooldown by 3.
- Increased base attack damage from (-3)‒3 to (-1)‒5.
- Reduced Enfeeble mana cost from 120/135/150/165 to 120 on each level.
- Brain Sap now pierces debuff immunity.
- Nightmare
- Fiend's Grip now removes Nightmare debuff from the targeted enemy.
Recommended items
Gameplay
Formed from the ichor of Nyctasha, Atropos is the vaporous embodiment of pure fear. Sheer terror Enfeebles his enemies, diminishing their attacks. The Bane Elemental puts heroes to sleep, sending them into a restless Nightmare as he feeds on their vital energies through Brain Sap. Some will never wake. Caught in the Fiend's Grip, Bane's victims can only swing at imagined phantoms as fear chokes the life from their bodies. | |
Roles: | Support Disabler Nuker Durable |
Complexity: | |
Adjectives: | Legs ( 2 )
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Audio
History
Equipment
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Trivia
- 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 ▶️ "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 ▶️ "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 ("▶️ The bane of your existence").
- Bane's Last hit Response "▶️ The wages of fear" is a reference to the film of the same name.
- Bane is the only hero in Dota that has both the same base value as well as the same growth value on all 3 attributes. Even when general attribute value adjustments have been made on other heroes through different versions, Bane has still kept this peculiarity in every version, intentionally.
Gallery
Low Violence model