HERO / GET TO KNOW THEM

Bane

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
BaneHERO GAME PLAN

What I want to do in the game

I take a dangerous hero out of the fight while keeping a safe position for Fiend's Grip.

Bane brings terror to his enemies with his arsenal of disabling abilities. Whether trapping a foe within a contagious nightmare, or gripping an enemy in place, he gives allies all the time they need to slay their enemy.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

05

Hard support · position 5

Initial recommendation

Help the lane, provide vision and keep the ally alive first; expensive upgrades follow the necessary team purchases.

04

Support · position 4

I contribute through laning, control and movement. I adapt the expensive core route to my budget.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

I pick this if I need to shut down one particularly important hero temporarily and allies can damage them.

What I watch out for

Long-range channel interrupts and AoE disables hinder Grip. I check for a Rubick or another enemy response that is free to act from the second line.

What I do in combat

I keep Nightmare for a save or setup, not a random interruption of focus. I start Grip from an angle where I am hard to reach.

What I check first

Nightmare can interrupt allied focus fire: I work out in advance which target the team is attacking.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Hard support · position 5

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepTranquil Boots

    Provide speed and regeneration between engagements, fitting a support’s budget.

  2. 02 / FoundationGlimmer Cape

    Adds a protective tool and hides the chosen ally; invisibility does not replace escaping detection.

  3. 03 / FoundationAether Lens

    Lets you use targeted abilities and items from a safer distance.

  4. 04 / Next choiceBlink Dagger

    Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

  5. 05 / Next choiceAeon Disk

    Protects against sudden focus fire. I account for the cooldown and the fact that my damage is limited while it triggers.

What I change for the situation 3 options
Force Staff ↗

Moves me or an ally out of danger; direction depends on the target's facing.

Aghanim's Scepter ↗

Unlocks or upgrades Fiend's Grip. The exact effects are shown below in the abilities section.

Black King Bar ↗

Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Enfeeble

Deals damage every second and lowers the enemy's total attack damage and cast range.

↻ 22 / 17 / 12 / 7 sec.Mana 100 / 110 / 120 / 130
Ability

Brain Sap

Feasts on the vital energies of an enemy unit, healing Bane and dealing damage.

↻ 17 / 15 / 13 / 11 sec.Mana 105 / 120 / 135 / 150
Details and upgrades

Feasts on the vital energies of an enemy unit, healing Bane and dealing damage.

Aghanim’s Shard

Reduces the cooldown by 3 sec. The ability affects an area with a radius of 550. Only 30% of the damage dealt to secondary targets restores the caster’s health.

Ability

Nightmare

Puts an enemy or allied hero into a sleep that is interrupted by damage, forcing the target to walk in the chosen direction. Attacking the sleeping unit transfers the effect to the attacker.

↻ 25 / 22 / 19 / 16 sec.Mana 120 / 130 / 140 / 150
Details

Puts the target enemy or friendly Hero to sleep. Sleeping units walk in Bane's chosen direction and are awakened when damaged. If the target was directly attacked, the Nightmare passes to the attacking unit. Bane can attack and damage Nightmared targets freely. Can be put on alt-cast to have the target stand still.

Ability

Fiend's Grip

CHANNELED - Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every 0.5 seconds based on the unit's maximum mana.

↻ 120 / 110 / 100 sec.Mana 200 / 300 / 400
Details and upgrades

CHANNELED - Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every 0.5 seconds based on the unit's maximum mana.

Aghanim’s Scepter

Reduces the cooldown by 40 sec. The ability creates 2 uncontrollable illusions that channel Fiend's Grip on the same enemy. The illusions take 225% damage and die instantly if they stop channeling. Damage from multiple instances of Fiend's Grip does not stack.

Innates, upgrades and other forms1 ability +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

Innate

Ichor of Nyctasha

Enemy heroes killed by the ability’s owner or who die while affected by his debuffs gain one nightmare effect for the rest of the game.

Full description

Every time Bane kills an enemy hero or they die under the effect of Bane's debuff, they receive a Terror for the rest of the game that decreases their status resistance to Bane's subsequent debuffs.

Valve base stats +
Health · base
626
Mana · base
351
Damage · Valve field
24–30
Armour · Valve field
3.83
Movement speed
305
Attack range
425
Strength · base / gain
23 / 2.5
Agility · base / gain
23 / 2.5
Intelligence · base / gain
23 / 2.5

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

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One hero. Many decisions.

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