Bio
Atropos, the Bane | |
Play "I dreamt a field of war⃢₀⅚and woke to find myself upon it." | |
Role: | Support / Disabler / Nuker / Durable |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Atropos, the Bane When the gods have nightmares, it : | 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 Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage ) |
Abilities
Target Unit
Enemies
Notes:
- Successive casts of Enfeeble on the same target do not stack, only the debuff gets refreshed and updated to the current level.
- Cannot be cast on ancient creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps
, Roshan For Roshan as he appears in holiday events, see Roshan (Diretide 2012) and Roshan (Diretide 2013) Roshan Ancient Jungle Creep Level 30 Health 5500 Health regeneration 20 Armor 15 Magic resistance 55% Attack damage 65
and creep-heroes.
- Choosing the damage reduction upgrading talent does not upgrade any of Bane`s currently active Enfeeble debuffs.
Target Unit
Enemies / Self

Pure


Notes:
- 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.
Target Unit
Enemies / Allies

Pure


Notes:
- Applies a sleep Sleep is a rare status effect that completely disables those affected for the entire duration. Be that as it may, Sleep can be broken by dealing damage to the affected unit. Sleeping units cannot be woken up while they on affected units, preventing them from acting.
- Nightmare turns affected targets invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing for 1 second, preventing affected units from waking up.
- Nightmare reduces affected enemy unit`s vision Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a
to 0. Only their model remains visible.
- The target wakes up when a unit starts attacking it (including manual casting of active attack modifiers Attack modifiers are modifiers which apply an effect to a unit s basic attacks. These effects can widely vary, from healing, to damaging or even disabling effects. Most of these modifiers have their own rules. For
), 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 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 Lane creeps are a form of creep that automatically move down the three lanes towards the enemy faction s base. Each and every 30 seconds a new group (the creep wave) spawns for each faction at
, neutral creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps
, towers Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire
and fountains Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire
.
- 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.
Notes:
- 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.
- Cannot be used while silenced, hexed or prevented from acting. Cannot be shift-queued.
Target Unit / Channeled
Enemies / Self

Magical

Notes:
- 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.
Videos
Info

Atropos the Bane Elemental, also known simply as Bane, is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1
Hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During
, possessing dark and nightmarish abilities that give him strong disabling The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the
, ganking The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the
, and nuking The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the
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). At long last, 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.
Talents
Hero Talents | ||
+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.
Recommended items
Starting items:
- Tango allows Bane to maintain his HPTechnology company 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.
Atropos, the Bane Elemental
Recommended Roles |
Support Disabler Nuker Durable |
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.
Abilities
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Talent Tree
Talent Tree | ||
+200 Brain Sap Damage/Heal | 25 | +100 Movement Speed |
+175 Cast Range | 20 | +75 Enfeeble Damage Reduction |
+25% XP Gain | 15 | +250 Health |
+200 Mana | 10 | +6 Armor |
Recommended Items
Standard Build | ||||||||||||||
Starting Items | Early Game | Mid Game | Late Game | |||||||||||