Search This Blog

Friday, September 9, 2016

Bane Skills

Enfeeble
Blocked by Linken's Sphere. Does not pierce Spell Immunity. Play
Q
E
Enfeeble icon.png
 
Ability
Target Unit
 
Affects
Enemies
 
Weakens an enemy unit, reducing its physical damage. Lasts 20 seconds.
Cast Animation0.5+0
Cast Range: 1000
Attack Damage Reduction: 30/60/90/120
Duration: 20
Cooldown 8
 
Mana 95
Does not pierce Spell Immunity. Attack damage reduction persists if debuff was placed before spell immunity.
Modifiers
Debuff Enfeeble: Undispellable.
Even the mightiest of warriors crumble before the terror of Atropos.
Notes:
  • Successive casts of Enfeeble on the same target do not stack, only the debuff gets refreshed.

Brain Sap
Blocked by Linken's Sphere. Does not pierce Spell Immunity. Play
W
B
Brain Sap icon.png
 
Ability
Target Unit
 
Affects
Enemies / Self
 
Damage
Pure
Feasts on the vital energies of an enemy unit, healing Bane and dealing damage.
Cast Animation0.5+0.43
Cast Range: 600
Damage/Heal: 90/160/230/300
Cooldown 14/13/12/11
 
Mana 70/100/130/160
Atropos finds no greater pleasure than to harvest the fear he creates.
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.

Nightmare
Blocked by Linken's Sphere. Does not pierce Spell Immunity. Play
E
T
Nightmare icon.png
 
Ability
Target Unit
 
Affects
Enemies / Allies
 
Damage
Pure
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. The nightmared unit instantly wakes up if it takes damage.
Cast Animation0.5+0.43
Cast Range: 500/550/600/650
Damage per Second: 20
Sleep Duration: 4/5/6/7
Cooldown 22/19/16/13
 
Mana 165
Does not pierce Spell Immunity. Sleep and invulnerability persist and deals damage if debuff was placed before spell immunity and when not dispelled.
Blocked by Linken's Sphere. Blocked when primary target. Not blocked when applied by an upgraded Fiend's Grip icon.png Fiend's Grip​. Blocked upon attacking a Nightmared unit when the Nightmare was applied by an enemy.
Modifiers
Buff or Debuff Nightmare Invulnerable: Undispellable.
Debuff Nightmare Invulnerable: Undispellable.
Debuff Nightmare: Dispellable with any dispel.
A stolen prowess from the goddess Nyctasha is to put his prey into forever sleep.
Notes:
  • 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 0. Only their model remains visible.
  • The target wakes up when a unit starts attacking it, or when the target takes damage.
  • The target does not wake up when taking damage from certain sources and under a few rare conditions:
  • 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 creepsneutral creepstowers and fountains.
    • 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.
  • Nightmare's invulnerability status effect uses the default Invulnerability icon.png invulnerability icon, instead of its own ability icon.

Nightmare End
Play
E
T
Nightmare End icon.png
 
Ability
Toggle
 
 
Ends all ongoing Nightmares.
Cast Animation0+0
Cooldown 0
 
Notes:
  • Replaces Nightmare icon.png 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 secondinvulnerability.
  • Wakes up all units which were put asleep by Bane.

Fiend's Grip
Blocked by Linken's Sphere. Pierces Spell Immunity. Play
R
F
Fiend's Grip icon.png
 
 
Affects
Enemies / Self
 
Damage
Magical
Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every second based on the unit's maximum mana.
Cast Animation0.53+0
Cast Range: 625
Max Channel Time: 5 (Can be Improved by Aghanim's Scepter. 7)
Damage per Second: 100/155/215 (Can be Improved by Aghanim's Scepter. 155/215/270)
Max Mana Drain per Second: 5% (Can be Improved by Aghanim's Scepter. 10%)
Cooldown 100
 
Mana 200/300/400
Pierces Spell Immunity. Does not attempt to damage spell immune enemies. The Nightmare from the Aghanim's upgrade pierces spell immunity as well.
Can be Improved by Aghanim's Scepter. Increases damage per second, mana drain, and duration. If an enemy tries to attack Bane while he is channeling Fiend's Grip, they have Bane's current level of Nightmare instantly inflicted upon them.
Modifiers
Debuff Fiends Grip: Dispellable with strong dispels.
Victims of Atropos are frequently torn apart by vivid conjurations of their own nightmares.
Notes:
  • Provides True Sight over the target until the channeling ends.
  • When upgraded Bane is treated like a nightmared unit while channeling Fiend's Grip.
    • This means units never automatically attack Bane while channeling, regardless of settings. A forced attack order is required.
    • This prevents enemies from accidentally afflicting themselves with Nightmare icon.png Nightmare​ by auto-attacking Bane during the channel.
    • This also means that Bane is never attacked by lane creepsneutral creepstowersand fountains while channeling.
  • Deals damage and drains mana in 1 second intervals, starting immediately as the channeling begins, resulting in 5 (Can be Improved by Aghanim's Scepter. 7) instances.
  • Can drain up to 25% (Can be Improved by Aghanim's Scepter. 70%) of the target's maximum mana.
  • Applies the damage first on each tick, and then the mana loss.

No comments:

Post a Comment