Hero Discussion of this Day: Bane Elemental, Atropos (26 October 2013)
Atropos, the Bane Elemental
By the Black Blood of Nyctasha, whose heart burst with fear of me, all shall drown in darkness!
Atropos the Bane Elemental has some of the most powerful disabling spells in the game. However, his spells are all single target, so deciding which heroes to cast his spells on in the thick of battle is a crucial skill for Atropos. Nightmare completely disables a target for a long time and deals minor damage, but comes with a drawback. The target can be woken at any time by either an allied or enemy attack, which transfers the Nightmare effect to the attacker. However, attacking a sleeping unit with spells will not transfer the Nightmare effect, making this a fantastic spell for setting up other allies' abilities that are difficult to hit. Brain Sap is a extremely deadly direct damage spell which is unreduced by magic resistance and heals the Bane Elemental with every cast. Enfeeble allows Atropos to render a physical attack hero practically useless for a long duration, and should not be underestimated. Fiend's Grip is the Bane Elemental's most feared ability. This spell deals huge amounts of damage, drains a lot of mana from the target, and completely disables them as long as Atropos is channeling, allowing allies to move in for the kill. With the ability to effectively disable three heroes at once, the Bane Elemental is a great hero for manipulating battles and ambushing enemies.
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.
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Roles: Disabler, Nuker, Support
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Strength: 22 + 2.1
Agility: 22 + 2.1
Intelligence: 22 + 2.1
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Damage: 55-61
Armour: 4.08
Movement Speed: 315
Attack Range: 400
Missile Speed: 900
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.6
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Enfeeble
Weakens an enemy unit, reducing its physical damage. Lasts 20 seconds.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 95 | 10 | 1000 | N/A | 20 | Reduces the target's attack damage by 30 |
| 2 | 105 | 10 | 1000 | N/A | 20 | Reduces the target's attack damage by 60 |
| 3 | 115 | 10 | 1000 | N/A | 20 | Reduces the target's attack damage by 90 |
| 4 | 125 | 10 | 1000 | N/A | 20 | Reduces the target's attack damage by 120 |
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Unable to target Ancients
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Even if Black King Bar can block it, this spell can't be dispelled
Even the mightiest of warriors crumble before the terror of Atropos.
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Brain Sap
Feasts on the vital energies of an enemy unit, dealing damage and gaining health equal to the damage dealt.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 125 | 14 | 600 | N/A | N/A | Deals 90 damage to the opponent and heals 90 health |
| 2 | 150 | 14 | 600 | N/A | N/A | Deals 160 damage to the opponent and heals 160 health |
| 3 | 175 | 14 | 600 | N/A | N/A | Deals 230 damage to the opponent and heals 230 health |
| 4 | 200 | 14 | 600 | N/A | N/A | Deals 300 damage to the opponent and heals 300 health |
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Pure Damage
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Gives the full hp amount to Atropos, regardless of the amount of hp the target lost
Atropos finds no greater pleasure than to harvest the fear he creates.
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Nightmare
Puts the target enemy or friendly Hero to sleep and deals damage per second. Sleeping units are awakened when attacked, but the Nightmare passes to the attacking unit.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 165 | 15 | 500 | N/A | 4 | Puts the target into a sleep which deals 20 damage per second. If the slept unit is attacked the sleep is transferred to the attacking unit |
| 2 | 165 | 15 | 550 | N/A | 5 | Puts the target into a sleep which deals 20 damage per second. If the slept unit is attacked the sleep is transferred to the attacking unit |
| 3 | 165 | 15 | 600 | N/A | 6 | Puts the target into a sleep which deals 20 damage per second. If the slept unit is attacked the sleep is transferred to the attacking unit |
| 4 | 165 | 15 | 650 | N/A | 7 | Puts the target into a sleep which deals 20 damage per second. If the slept unit is attacked the sleep is transferred to the attacking unit |
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HP Removal damage
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The target will wake up on receiving any type of damage other than HP Removal
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Abilities will wake up the affected unit, but will not transfer the nightmare to the caster
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Can be used to deny allied heroes
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In the first second of Nightmare the target will be invulnerable (this can be used to dodge certain projectiles and spells)
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You can click disable help to stop Bane from sleeping you
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Bane has a subablity when this is cast on himself to allow him to wake up on command
A stolen prowess from the goddess Nyctasha is to put his prey into forever sleep
==
Fiend's Grip
Ultimate
Channelled
Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every second based on the unit's maximum mana.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 200 | 100 | 625 | N/A | 5 (7*) | Stops and disables the target. During this the target is dealt 100 (155*) damage per second and drained 5% (10%*) of their Max Mana (which is transferred to bane) |
| 2 | 300 | 100 | 625 | N/A | 5 (7*) | Stops and disables the target. During this the target is dealt 155 (215*) damage per second and drained 5% (10%*) of their Max Mana (which is transferred to bane) |
| 3 | 400 | 100 | 625 | N/A | 5 (7*) | Stops and disables the target. During this the target is dealt 215 (270*) damage per second and drained 5% (10%*) of their Max Mana (which is transferred to bane) |
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Magical Damage
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This ultimate can be upgraded by Sceptre, * shows the Sceptre upgraded effects
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Using Fiend's Grip on a magic immune unit will still disable and drain mana, but no damage will be dealt to the targeted unit
Victims of Atropos are frequently torn apart by vivid conjurations of their own nightmares.
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Recent Changes from 6.79
- None
Recent Changes from 6.78/6.78b/6.78c
- None
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Tips:
Nightmare can be used to dodge spells, double press the hotkey to sleep yourself. The first second of sleep makes the target invulnerable, use this second to dodge incoming spells. After you've dodged the spell, press the hotkey again to wake up from sleep.
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This thread talks about countering bane in a 1v1 solo situations (such as mid lane). Keke_kekobe and MisguidedWizard have the right idea there though.
Shred_Kid has a right idea about Bane here, which still is the same now.
Purge plays Bane here but it's 50 minutes long and I'd recommend you play Bane to get the experience you need.
This thread and also this thread talk about Bane in the competitive scene, though the competitive scene has changed alot since then, this still gives the pros and cons of Bane.
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If you guys want a specific hero to be discussed next, please feel free to post or message me. Request list
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Posts are every two days now, again.
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Important Phantom Lancer tip of last thread by ael1985:
"[When you're jungling] and when you finish a camp, you should have some illusions created there, send them to the lane to farm and keep jungling. Do the reverse of this (you in the lane, sending illusions to the jungle) if you see the enemies mid. Always be aware of where they are so don't put yourself at risk."
Posted Oct 26, 2013, 6:19 PM UTC · edited