This is my first guide I decided to write it because Atropos is one of my favourite heroes in DotA and the only guide about him on this website is badly outdated. I hope you have fun reading it and that it will help you improve your skills. Please feel free to comment, rate, criticize and what not on this guide
Atropos the Bane Elemental is a disabler, whose role in team is centralized on ganking and supporting. Although being a powerful hero, he is unfortunately not very popular in neither public, nor competitive games. I'm not a competitive player myself, but I think there are three main reasons why Bane is seldom picked on tournaments: Firstly, bane sucks terrebly at pushing. No AOE skill, no physical damage output - nothing that will help clear a creepwave. Secondly, Radiance, a very popular item in competitive play, doesn't combine well with Nightmare. Finally, Atropos isn't very usefull in teamfights as all of his spells are single-target and ult tends to get interrupted fast when there are a lot of enemies around...
Anyway, Bane is really a very poferfull hero and in the right hands can do a lot of damage and contribute greatly to the team's success.
So, let's get started then!
Atropos is an elemental force personifying the nightmares and fear of this world. He manifests where there is promise of inflicting horror and feeding off dread. Sapping his foes' psyche heals him. Manifesting his enemies' fears, he greatly enfeebles their
ability to fight. He revels in disabling foes by sending them into dread slumber. When need be he can rip his soul and force it into his foes,
effectively immobilizing them with despair and pain. Atropos is, in one word, Fear.
Pros:
[+] A great support hero that all the teammates love
[+] A great disabler hero that all the opponents hate
[+] Strong early and mid game, (especially early-mid game)
[+] A strong ganker from level 6 on (and probably the best ganking partner in game)
[+] Not item-dependable
[+] Good Strength grow and starting Strength (for an Intelligence hero)
[+] Has a pure-damage nuke, which is a heal at the same time
[+] Ranged
[+] Cool backstory
Cons:
[-] Like most intelligence heroes, not that powerful in late game
[-] No AOE spells, thus sucks at pushing and at clearing creepwaves
[-] Relatively weak in large teamfights
[-] Mana problems early game
[-] Silencers are a pain in the ass
[-] Team-dependent
When to pick/not to pick Bane:
It's not a good idea to pick Bane if
-Enemy team has a lot of silencers
-Enemy team has a lot of aoe/long range/spammable stuns
-Enemy team has a lot of heroes with magic immunity or magic resistance
-Your team lacks aoe/teamfight presence
-Your team lacks pushing/counter-pushing potential (compared to the enemy team)
Feel free to pick Bane if most of the stuff mentioned above isn't true
Find all the information about Bane Elemental and his skills here.
Enfeeble Description: This is a rather powerful skill. It has a long range of 1000, which is very nice, and it's duration (20) is longer than it's cooldown (12), so two enemies can Enfeebled at a time. If cast at a right time, it renders one of the enemy heroes absolutely useless. However, it doesn't scale too well into lategame, so don't overestimate it: a lvl 25 Drow Ranger with MKB, Buriza, Butterfly and some other nice items will still rape your team, even if Enfeebled. Good targets of this spell are: and other damage-dealing carrys/DPSer's, I'm not gonna name them all. Be careful when casting Enfeeble on heroes like as they can debuff themselves.
Brain Sap Description: I dare to say, this is one of the best (if not the best) non-ultimate spells in the game.. but only at early levels. It simply works wonders: it heals you, it damages enemies. This spell often turns 'you die, enemy survives' situation into 'you survive, enemy dies' situation. You know Sunder? Terrorblade's ultimate? This is our mini-Sunder. It's simply priceless.
The damage type is pure, so no matter how much magic resistance the enemy has, 300 hp (at lvl 4) will be removed from him.
There are two problems with this spell though: first, it's high mana cost which is, coupled with Atropos' low INT gain, the main cause of our mana problems in early game. Second, it doesn't scale into late game, coz when both you and your opponent have 2500 hp, you will hardly notice a difference after casting Brain Sap.
Use this spell to lasthit an enemy hero, to heal yourself (feel free to cast it on a creep if your hp are low and no enemy heroes are in range) or just as a nuke. I wouldn't advice to use it during early game to harass, because it will eat your mana very fast.
The cooldown is relatively long (14), so keep an eye out on it!
Nightmare Description: Another very useful spell. Simply put, it completely disables an enemy hero for 4-7 seconds. Don't be deceived by it's damage - it's symbolic (unless the hero level is very low).
The Nightmared hero generally shouldn't be attacked, because if he takes damage, he wakes up. This actually can be a problem, coz if you teammates are morons, they will often wake up a Nightmared enemy hero. Here I just wish you luck with your teammates.
About denying with Nightmare. It's very hard (as it requires perfect timing) and you have to be very lucky. Still it's worth a try, especially at early levels. Try to cast Nightmare on yourself(ally) when you(he) has below 20 hp. Otherwise it gives opponents time to react and to finish you(ally) off (and they will no doubt do so, unless they are complete idiots). Lasthitting with Nightmare is similar, but a bit easier. If there are no better options, cast Nightmare on a dying enemy hero. If possible, reposition so that if he wakes up alive you can finish him off with your basic attack (obvious things are obvious, lol). Be careful when using Nightmare with guys like these on your team: as their AOE skills are likely to wake up the Nightmared hero. Radiance is especially annoying *sigh*. Please note that I put Necrolyte on this list because of his Death Pulse. Heartstopper Aura does NOT remove Nightmare.
Fiend's Grip Description: Ah, the lovley Fiend's Grip, Bane Elemental's signature skill. This it what makes him such a wonderful disabler. Nobody likes to be standing still for 5 (6 with Aghanim's Scepter) seconds, being raped by the spell itself and Atropos' teammates. And as if that is not enough - it also drains mana! Wonderful spell.
But then again, it has two drawbacks: first, the manacost is rather high, but that is compensated to some extent thanks to the mana drain. And the biggest, the most annoying drawback: Fiend's Grip is a chanelling spell. That means that you can do nothing while Fiend's Gripping, but the worst part is actually the fact that it can be interrupted via stuns and ministuns (and other stuff that interrupts channeling spells like silences and some spells like Vengeful Spirit's Nether Swap).
Before casting Fiend's Grip, if possible, try to make sure no one's gonna interrupt it. Because if you don't - well, have fun seeing how you held someone in Fiends Grip for one or two seconds. That means Fiend's Grip isn't as useful in teamfights as in ganks and other situations where you don't have to deal with an entire enemy team.
The cooldown is, I would say, not too long and not too short: 100 seconds. Don't be afraid to use the spell, but keep an eye out on the cooldown!
Skill Build Justification:
As you can see, there is no fixed skill build for Bane.
We always take Nightmare at level 1, because aside from the obvious first blood prevention, it is a nice skill to have. It doesn't benefit very much from leveling, but extra duration is quite useful in teamfights. Stats can be taken insted of Nightmare at levels 8-10 if no teamfight occur.
Brain Sap is maximized as fast as possible (at lvl 2,3,5,7) because it works wonders early and mid game.
Enfeeble can be taken as early as level 8 if there are a lot of DPS'ers in enemy team, but generally enemy dps starts to get dangerous around level 12. In an unlikely situation, it is possible not to skill Enfeeble until level 22 if there are no dps'ers at all in the enemy team (unlucky '-ar' for them, for example).
Fiend's Grip is taken whenever possible for obvious reasons.
x2 this one is my personal favourite. x2 if no one gets a chicken, guess what? You get it. x3x3 if you're in the mood to buy some wards.
Your starting build should look something like the above.
Make sure you get at least 2 of , don't forget to buy some or . The rest you can spend on circletes, mantles, gauntlets, branches, it's up to you really.
Circlet and Mantle/Gauntlet can be later transformed into a Null Talisman/Bracer.
Don't forget that every team needs a . You starting stats are quite high so you should really consider buying it!
Starting optional items are: (get the last two if you are planning on getting a Soul Ring or buy a Soul Ring Recipe).
Boots of Speed
Boots are an obvious choice, no comments.
Null Talisman
Null Talisman can be crafted from Circlets/Mantels that we got earlier. Null Talisman gives us some viable stats and is a good cheap all-round item.
Bottle
Bottle is a good item on Bane. It helps us deal with our mana problems, makes us more durable and you can always share it with teammates. I prefer it over Soul Ring because it's more reliable, shareable and has more uses (healing). If you get it, don't forget about runescouting and that you can use a to refill the bottle. Here's a good guide on how to use the courier btw.
Necronomicon
Bane Elemental is THE best Necronomicon carrier in the game. It's like it was created specially for him. Those two little dudes can pwn so much shit out of enemies, they are just so bad-ass. Use it before Fiendsgripping someone, and let the dudes help you take the target down. So I'd say 9 times out of 10 the Necrobook should be your first big item (the only exepton is when you're playing 100% support).
Note that Necronomicon received a considerable buff in 6.73, so now it's even more viable!
If your not familiar with Necronomicon, feel free to check this or this guide out.
Don't forget to keep a TP scroll and to ward . How the hell do I ward? Warding guide will help.
Get or if there are invis heroes in enemy team, don't be greedy, you're no carry, you can afford to spend your money on stuff like this. It's better you spend 180 gold on Dust rather then an opponent Riki has a wonderful mid game thanks to no anti-invis in your team. Remember that lvl3 Necronomicon dude has true sight btw.
Magic Stick/Wand
The famous Magic Stick. An obvious must-have against spell-spamers like Bristelback or Zeus. It can save your ass, it helps with mana problems. I think that Bottle is enough though. Get this instead of Bottle or in addition to it if you want.
Arcane Boots
What can I say.. Get this if you are laning with some always-out-of-mana dude like King Leoric, Dragon Knight, Necrolyte, Zeus etc. I wouldn't advice to get it solely for yourself because it will delay your precious Necrobook and you are not likely to have mana problems in late game, so it's kind of a waste then... Get Arcane boots only if your team needs it, it's not a must-have.
Soul Ring
A nice item on Bane: sacrifice 150 hp, get 150 mp, use Brain Sap, regenerate hp, damage the enemy... Gives nice lane control. Needless to mention that if you're going for Soul Ring, you need to rush it fast, like when you reach level 3 or faster. As I said, I like Bottle more because it's more reliable and you don't have to make sacrifices. Besides, Soul Ring is truly useful only in early game (during laning). Still a great item though, get it if it suits your playstyle.
Void Stone
This item deserves a mention here. You can get it prior to Necronomicon to help you with mana problems. Buy if you are planning on getting Guinsoo's or Eul's after the necrobook. (Note that Void Stone is sharable).
Tranquil Boots
Ah, the new 6.73 boots. Cheap and efficient. Looks like a very nice upgrade to the normal boots, but I haven't tested them out enough yet.
On the first glance it may seem like 'Why on earth would I need those when I can regen my HP by using Brain Sap'? The fact is, often you might simply not have enough mana for Brain Sap. So this additional source of HP regen can be quite useful. Besides, Tranquil Boots offer a very nice MS boost of 80! So this item is definitely worth a consideration.
If you get those, I think it might be a good idea to get a Ring of Protection as a starting item so that the Tranquil boots can easily be assembled using the side shops.
Urn of Shadows
A viable alternative to bottle, suits a ganker like Bane perfectly. Extra strength and mp are very useful. Feel free to get it if nobody else already got it on your team.
Note that a nightmared target will still get healed by Urn.
Aghanim's Scepter
Does someone survive your ulti? Feel like you will benefit from an extra second of Fiend's Grip? Want to drain even more mana? Then Aghnim's Scepter is for you! The stats bonus is nice as well. Great item to get, especially if there are tough bitches in enemy team whom you want to make sure are dead after Fiend's Grip.
Guinsoo's Scythe of Vyse
I am yet to see an Intelligence hero who wouldn't benefit a lot from Guinsoo. It's like Butterfly for agility heroes or HoT for Strength. The only drawback is of course it's high cost, but hey, it's worth it's money as the ability of turning enemy heroes into sheeps can't be overestimated. The mana regen and stats bonus are nice as well.
Eul's Scepter of Divinity
Much like Guinsoo, it's a very nice item to have and it is a lot cheaper. Sure, being invulnerable and disabled for 2.5 seconds isn't as annoying for your enemies as being disabled and vulnerable for 3.5, but Eul is an acceptable alternative to Guinsoo. In fact, if you buy both those items, you can actually get the entire enemy team! Cyclone on one, Hex on the other, Enfeeble the dps'er, Nightmare someone, Fiend's Grip and tah-dah! All five disabled.
Force Staff
A very underestimated item in pubs. If you watch a pro game, I can guarantee that you'll see at least 2 Force Staffs in almost any game. It's useful as shit, seriously. Cheap also. By all means consider getting it especially if things aren't going to well for you.
Boots of Travel
The best boots out there. Expensive as shit for a hero with no farming mechanism, but invaluable, especially in late game, when mobility is very important. It might be sensible to rush BoT straight after your core items if you fell that mobility is needed and you haven't upgraded your boots.
Shiva's Guard
A good survivability booster, a nice item for any mage to have. It's active (Arctic Blast) can be used during a Fiend's Grip without interrupting it. Also it compensates our lack of AOE skills (clearing creepwaves with Shivas? Drastic times call for drastic measures!). Anyway, get it if there are a lot of physical dps'ers in enemy team.
Heart of Tarrasque
Pure healthpoints, a luxury item for any hero. No comments.
Linken's Sphere
A nice item against heroes like Lina or Doombringer. Stats and regen are good too. Basically another survivability booster. Good but situational. Btw, if your interested in Linken, check this article out.
Heaven's Halberd
"A dps item on bane? WTF have u been smokin, dude?" A dps item? Not so much if you take a closer look. It's true that the maim as well as damage are kinda wasted, but additional strength and evasion boost Bane's survivability quite a lot (evasion can be really effective against enemy dps'ers). And it's active 'Disarm'!.. laugh in the face of this Faceless Void when he uses his ultimate and then just helplessly wonders across his bluish sphere! Get this if you feel that your team may use another anti-carry instrument aside from Enfeeble, or hell, get it simply for survivability or to disarm Roshan
Black King Bar
Tiered of your ult being interrupted? This thingy will help. Activate it prior to Fiend's Gripping and don't worry about you ult being interrupted (well, actually do worry because there are some skills that go trough magic immunity). +10 STR is nice, the damage from Mithril Hammer is kinda wasted, overall a good item.
The reason why I decided to move BKB to the luxury section is because by the time you can afford it you usually already won or already lost. In both those cases a BKB won't do much difference as in late game you will be unfortunately sorta useless (if your losing, BKB or no BKB, you won't make a difference; if you're winning, your carries shine in late game, not Bane).
Lotar's Edge
Tiered of your ult being interrupted? This thingy will help. Activate it... wait a minute, I heard that already. But seriously, if you active Lotar's Edge while channeling Fiend's Grip you will get invisible without your ult being interrupted (ninja-style ). Not to mention that you can use Lotar's to escape ganks and to do other stuff (initiator Bane ftw). Watch out for dust/wards/gem and AOE stuns like Ravage though. Lotar is a bit cheaper than BKB, but the damage and attack speed are wasted. Take your pick between those two items depending on the situation.
Ethereal Blade
Extra agility is wasted (aside from armor). Using Ether Blast to amplify Fiend's Grip damage is totally wasted, as your little Necronomicon-dudes won't be able to attack your target. Paying 3300 for Eaglehorn when you don't need the attack speed? Just no.
Manta Style
So you use Manta, then cast Fiend's Grip and your illusions kick the shit out of your target? Not really. Much like Ethereal Blade, Manta offers a lot of unnecessary agility, and your images won't do much damage as Bane is no dps'er. There are much better items to get for the same price.
Eye of Skadi
This item might look as a universal item for any hero, but considering it's high cost I think Eye is a waste on Bane. Again, you won't be having mana problems in late game (especially with the right items), so we don't benefit that much from +25 INT and +200 mana. +25 agility is also wasted, so is the cold attack. +25 strength is nice, as survivability is never redundant, but go for HoT instead! It's even cheaper and provides a better bonus.
Bloodstone
Heroes who buy Bloodstone hunger for mana constantly. That means that they have low-cd spammable spells. All Bane's spells have long (12+) cooldowns, thus we won't be able to spam them, and so we don't need the mana regen that much. There are better/more useful items (like HoT or Shiva) for survivability and (Guinsoo/Eul) for mana regen (which ain't that useful anyways).
DPS items
Please stay as far away as possible from all DPS items. Bane is no carry, and not even a semi-carry. He lacks a farming mechanism for that and his attack range is too short. Don't embarrass yourself and don't even try to make a semi-carry out of Bane.
Ok, just gonna list a bunch of situational items that you might consider getting and comment on each one briefly. 500 gold spent on Gloves of Haste is wasted, but +8 STR/INT is nice. Probably not worth 950 gold in total. Extra chasing/escape power alongside MS is quite useful but raw damage is redundant. I wouldn't advice getting those but I suppose you can if you really want to.. Get it if enemy team consists of 3+ nukers and no one is getting a Pipe on your team. Cheap and useful. Will delay core a bit though. If your playing as a pure support - by all means get a Mech. Note that you manapool will take quite a blow so usually I would be against getting it. Cheap and efficient. But Eul's and Guinsoo are superior to Rod of Atos IMO. Another support item. Get it only if you team consists of a couple nukers or mass-ulters like SK and Shake. I suppose you can try it for fun. But not a very good idea if you ask me. If you like killstealing - go for it! Besides, an extra nuke in the team would never go amiss. Another support-oriented item. I suppose you can give it a try. Expensive, especially when the DPS part is wasted. Get it only if you badly need to shut down heroes like Harbinger and Storm. F*uck you Ursa/Lycan/Naix/... Helps with ganks and is overall a very good item, but quite expensive and not as useful once you recall that all your spells have a 600+ casting range. Also, Force Staff is superior on Bane IMO. Just don't forget to activate it and it might payoff.
If things went really well for you, Bane's end game items would look something like this:
Remember that you should always adjust your item build to the situation. Whom would your team benefit more from? A magical carry/offensive spellcaster (Bane with Aghanim and a Dagon) or a supporter/disabler (Bane with Guinsoo and Eul) or even a pure-support with mech and pipe?
Bane is a strong laner, thanks to his Brain Sap and Nightmare. Whatever happens, you can quickly put your opponent to sleep or heal yourself by brainsapping someone. Manage your mana carefully. Your starting INT and INT growth are rather low, while your spells cost a lot of mp to cast. Bane can go solo or dual lane, but solo is of course more preferable. Note: I'm not gonna mention triple lanes as they are very uncommon at casual level.
So, lets discuss in detail our options: 1. Solomid. Your best option if you are playing alone in a pub. Being a ganker, Bane is a very nice candidate for solomid, coz once he reaches level 6, enemy sidelaners are gonna be around lvl4, and Bane can just gank the shit out of them. So farm-farm-farm until you hit level 6. Now it's Gank time! Go gank someone, return back to mid and farm, then gank again 100 seconds later (Fiend's Grip cd) and keep the cycle running for the next few minutes until the laning stage of the game ends. 2. Solo short (easy) lane. This is your best bet if you are playing with a friend, if he is willing to take a jungling hero like Lycan or Naix. Once you hit level 6 (jungler being usually ~lvl5 at this point) you can easily kill 1 enemy, and often 2. Just call the jungler in for a gank on your lane, Nightmare one, take down via Ulti the other (often you can even do it alone). Remember to leave the lasthit to your carry if possible.
Caution! Be careful not to be too aggressive as laning alone versus 2 heroes can be very dangerous sometimes as early game deaths can be extremely costly on Atropos. 3. Dual lane. The least preferable scenerio, but still tolerable. If you go dual, remember that Atropos is a support hero, and thus you should focus on denying rather then lasthitting creeps, as your lane partner is likely to need gold more than you do. Try to harass enemy heroes, though Atropos' attack range is only 400, he still can do that if there are melee heroes laning against him.
Bane is a very strong ganker from level 6 thanks to Fiend's Grip, but he often requires a partner. Baisically, 2vs1 or 2vs2 you should always get a kill.
If you are ganking one person, simply cast Fiend's Grip on him and watch him go down while your ult and your partner eat his health. And I strongly recommend you taking someone with you, because Fiend's Grip+Brain Sap combination of course does deal a lot of damage, but most heroes can withstand that.
Ganking 2on2 is similar, only you have to Nightmare someone first. Then you can take down the Fiend's Gripped one, and after that, if you still have the ability, deal with the one that woke up after Nightmare.
5 steps to a successful gank: 1. Check cooldown. Fiends Grip is your main ganking tool. If it's on cooldown you can't gank anyone, obviously. If it's not, you should gank someone. A few successful ganks can be game-breaking. To reach the maximum efficiency, you should in theory gank every 100 seconds starting the moment you've got level 6. 2. Chose a target. Preferably a carry, but any hero thats not tower-hugging would do really. 3. Check mana. A really simple yet important step. You don't wanna sleep someone, summon neco-dudes and find out that you don't have mana for Fiends Grip. 4. Notify your teammates. Another simple but very important step. Pinging (alt+g+left mouse button) on the minimap or writing something (e.g. "ganking bot in 20 s") to notify your teammates about the incoming gank is crucial. Allied players often won't notice you approaching and react slowly (if at all) when you start channeling Fiends Grip, resulting in failed ganks. We don't want that to happen. 5. Do not fuck up. Just do your stuff. Do not missclick, forget to use an ability/item or accidentally cancel your channeling... and pay that your teammates aren't morons.
Numbers to remember:
Lvl 3 Brain Sap+Lvl 1 Fiend's Grip: 230+100*5*0.75=605 points of damage (magic resistance included).
Lvl 4 Brain Sap+Lvl 1 Fiend's Grip: 300+100*5*0.75=675 points of damage.
This is ypur killing potential on levels 6 and 7. If the target has less than this amount of hp, you can kill him 1 on 1. Otherwise you require your allies help.
Bane sucks sooo hard at pushing, I cant even begin to tell you. Seriously, that's just not his thing. If you need to push really badly (like whentaking down enemy barracks) - summon the Necronomicon dudes to help. And, of course, contribute with your basic attack.
Unfortunately, large teamfights isn't Bane's strong side either. Not until he collected all the right items. Small teamfights (like 3 on 3) is another pair of shoes though, but I'm not sure that it's correct to actually call a '3on3 fight' a 'teamfight' (it is often reffered to as "skirmish").
Anyway, prior to using your devastating ult in a teamfight, you should try to use all your items and abilities. Usually you would start by Enfeebling someone, as this spell has the longest range. Then you should put somebody to sleep (someone who can potentially interrupt your ult), use items like Eul's and Guinsoo, then, just before casting your ult, summon Necro-dudes and activate BKB (or activate Lotar right after casting FG).
This is the case when things go well, Bane has most of the items he needs, he doesn't get focused and taken down quickly and has the time to do all his stuff. In reality, Bane is a big target in teamfight's and often gets raped pretty fast. Even if you survive to do your stuff and start casting your ult, you are very likely to get interrupted, coz when Bane starts Fiend's Gripping, he becomes target number one. And every single bitch in the opponent team will try to end your ult as fast as he can.
Anyway, even if you got raped, you are likely to have contributed to you team because you Enfeebled someone, disabled via Nightmare somebody else and tanked the damage! You are a support hero, not a carry, your goal is to ensure that they do well, get all the kills and the gold, not you. Believe me, on Atropos it's better to have 1-10-15 stats than 13-10-3 or something, you get the point.
Bane is everyone's good ally. That's really it. Every hero benefits a lot from him. But let's try to name some of the most notable Bane's allies:
Mana batteries
As I've mentioned before, Atropos has got mana problems in early game. If someone helps him to deal with it - it's very nice.
Fellow disablers/Semi-disablers
Even more disables=even less problem to deal with for the rest of your team! And it also reduces the chances of your Fiend's Grip being interrupted by some motherfuckin stunner.
Babysitters
Who doesn't love them?.. Omniknight is especially usefull as he provides us with free BKB. But generally these heroes should focus on babysitting the carries, not Bane.
Special mention
Those guys have one thing in common: some of their skills are hard to place well. Nightmare and/or Fiend's Grip will help them a lot!
Silencers
Silenced Bane=usless Bane. Without your spells you are just a wierd looking creep. So anyone who might silence you poses a threat. Rikimaru is especially annoying as he tends to rape you real fast under his damn smoke screen. Nortom also deserves a special mention as his Curse of the Silent is just horrible (swap lines ASAP if your laning against him), and so is the Last Word (waiting 3 secs between casting your spells is very gay) not to mention the Global Silence.
How to deal with: Try to get them before they get you, that's really it. Another option is a BKB of course.
Magic resistance/Magic Immunity
Your ultimate deals magic damage, so it's not nice when it's reduced, let alone completely discarded by magic immunity. Rubick is particularly annoying as not only he has the resistance, but so do his allies around him. Watch out for Linken's Sphere! You don't want to waste your ult on it...
How to deal with: Be very careful when casting your ult on Naix, Yurunero and BKB holders: it might be better to wait till their magic immunity wares off just to make sure that they don't activate it a moment before you cast FG on them. Don't hope to take guys with Magic Resistance 1 on 1: when you gank them, bring someone with you to ensure a kill.
Stunners
You're gonna hate you ult being interrupted. And of course most heroes have some stuns/ministuns/aoe stuns etc to do it, the ones mentioned above are especially annoying: their stuns have a long range. It's really disturbing when your ult gets interrupted by someone from the other end of the screen, you know...
How to deal with: BKB, Lotar. And please, do remember to cast Nightmare on a stunner if you can.
Him
Err.. no comments.
How to deal with: Offer an opponent player who is playing as Doombringer money/possessions/blowjob so he stops casting Doom on you. Or get a Linken's Sphere and pray that he is stupid enough not to notice it.
Using Brain Sap after Fiend's Grip +
1. Cast Fiend's Grip (F+left click on your target)
2. Hold Shift. Press B (Brain Sap hotkey) and left-click on the Fiend's Gripped target.
3. Release Shift. Now Atropos will cast his Brain Sap right after he finishes casting Fiend' Grip.
It's an easy technique that I'm sure most of you know, but still it's better to make sure. Note! Fiend's Grip range is 625, while Brain Sap's is 600. That means that you have to get closer to your target before casting your ult to make sure that it has no time to escape before you finish him off with Brain Sap. Reminder! You shouldn't killsteal. If after your Fiend's Grip the enemy can be quickly finished by one of your more item-dependable teammate (a carry), then it's better not to use Brain Sap and let your carry get the kill. Some numbers:
Lvl 3 Brain Sap+Lvl 1 Fiend's Grip: 230+100*5*0.75=605 points of damage (magic resistance included).
Lvl 4 Brain Sap+Lvl 1 Fiend's Grip: 300+100*5*0.75=675 points of damage.
Lvl 4 Brain Sap+Lvl 2 Fiend's Grip: 300+155*5*0.75=881 points of damage.
Lvl 4 Brain Sap+Lvl 3 Fiend's Grip: 300+215*5*0.75=1106 points of damage.
Lvl 4 Brain Sap+Lvl 3 Fiend's Grip with Aghanim: 300+270*6*0.75=1515 points of damage.
Using Necronomicon to good effect +
1. Position yourself carefully: get close (200-500 units) to an enemy hero
2. Activate Necronomicon.
3. Cast Fiend's Grip (F+left click on your target).
4. Select your Necronomicon-dudes and order them to attack your target (it is possible to select all 3 of you (including Atropos) and order to attack. That way the necro-dudes will attack the target and Bane will still be Fiendsgripping).
5. Order Necro-dude (the red one) to manaburn your target. You can do it right after you ordered the necro-dudes to attack your target by R+left click on the target. (If you have Atropos and the 2 dudes selected you should press Tab to switch to the ranged necro-dude and then press R+left click on the target).
6. Finish off the target using Brain Sap if necessary. An example:
1. I go ganking Bloodseeker who just happens to leave his lane and goes in my direction.
2. Seconds later we meet. I activate Necronomicon.
3. I then cast Fiend's Grip. My necro-dudes start attacking Bloodseeker.
4. I cast Manaburn, and a second later Bloodseeker dies. An easy kill for me!
Some numbers:
Those numbers are a bit outdated, sorry guys.. In 6.73 Necronomicon got buffed so the numbers should be a bit bigger. I will try to update this sub-section soon.
Against a hero with 6 armour (25% damage reduction), Necro-dudes approxematly do the following amount of damage in 5 seconds (Fiend's Grip duration):
Lvl 1 Necronomicon: 200 dmg
Lvl 1 Necronomicon: 485 dmg
Lvl 1 Necronomicon: 685 dmg
Still not tirered of numbers? Ok, you've asked for it:
This table shows the approximate total damage of Fiends Grip+Necrobook+lvl 4 Brain Sap combination to a target with standard (25%) magic resistance and 6 armor.
Last but not least! The most important thing when using Necronomicon is...
...using Necronomicon, lol. I mean not forgetting to use it. Stupid as it may sound, it is true. So please, after you have your precious Necrobook DON'T FORGET TO USE IT.
Bane Elemental is one of the most feared enemies and one of the most valued allies in DotA for a reason. So make a good use of him and be your enemy's WORST NIGHTMARE!!!
A quite good Dota 2 videoguide by SUNSfan. Although not exactly perfect in my opinion, provides a lot of useful information and playstyle tips.
FAQ OMG I'm feeding! What do I do!?
Well, first of all, stop feeding (quite obviously). Play as careful as you can, and if it means tower-hugging and not getting exp or gold - so be it.
It's best not to go for expensive items like Necronomicon in this case - get something cheaper instead. Wards, Bracers and Null Talismans are probably your best friends at the moment as they are cheap and efficient. Force Staff and Eul's Scepter are also quite cheep and if you manage to get them and use them efficiently afterwards it will be very nice.
You are no carry, so even underleveled and without much items you should be useful. Adjust your gameplay to a supporting style and hope for the best.
Is early Enfeeble such a bad idea?Rockha
Yes, it is. The only place when you can squize a level of Enfeeble is when you hit level 4 (1 is for Nightmare, 2,3,5,7 are for Brain Sap and it is set in stone). Your Manapool in early game will take a huge blow if you cast Enfeeble every 20 seconds. Denying an opponent a few lasthits won't be worth spending all your mana and not being able to cast Nightmare/Brain Sap when you need it. Besides, -25 dmg isn't that big of a problem. While -95 mana is.
Thanks to:
IceFrog and other guys who have developed DotA for developing such a wonderful game
MP for the cool artwork
All previous guidewriters for inspiration and for helping me to learn how to play dota
The whole dota community for creating such a friendly atmosphere, especially TobiWan, SUNSfan and Purge.
You for reading
THANKS FOR READING, GOOD LUCK AND HAVE FUN!!!
Atropos the Bane Elemental Author: UnsereRettung Map Vers.: 6.74с
Bane of your existence
Be your enemy's worst Nightmare!
Date Posted: 09/30/11 Last Comment:12/04/2012 Total Votes: 35 Current Rating: 8.93 Views: 67487