Hybrid jungler splitting damage between basic attacks and a magic burst ultimate
FighterMageJungleEXP LaneDeals hybrid
Bane is a hybrid Fighter-Mage who splits his damage between physical basic attacks and a magic-scaling ultimate, making him equally comfortable clearing jungle camps or bursting an isolated target from range. His signature move, Deadly Catch, is a wide magic-damage line that knocks enemies airborne and slows them for three seconds, while Ale gives him a free heal and repositioning tool mid-fight.
Difficulty
Moderate
Specialities
PushBurst
Landing Crab Claw Cannon's chain-hit angle and timing Deadly Catch's airborne window takes practice, but the core combo is straightforward.
Beaten by
95 hard
Strong into
0
Best duos
10
Builds
2
At a glance
Damage
7 of 10
Durability
5 of 10
Crowd Control
6 of 10
Mobility
5 of 10
Utility
5 of 10
Rated against the whole roster, not against their own class.
When Bane is strong
Attributes
Damage
7
Durability
5
Crowd Control
6
Mobility
5
Utility
5
Strengths
Deadly Catch deals massive AoE magic damage and slows for 3 seconds after the knock-up.
Ale gives him a free heal and mobility burst mid-fight, letting him disengage skirmishes.
Shark Bite passive punches through squishy backlines using flat basic-attack procs.
Strong jungle clear and objective control thanks to Crab Claw Cannon's chain damage.
Weaknesses
No dash or blink — he relies purely on Movement Speed steroids to close distance.
Falls off against full 6-item carries since his damage scales off mid-game item spikes.
Deadly Catch is a long, telegraphed line skill that whiffs against mobile heroes.
Squishy for a Fighter if caught without Ale's heal available on cooldown.
Skills
Max Crab Claw Cannon first for waveclear and poke damage, level Ale second for sustain, take the ultimate at 4, 8, 12.
Passive
Shark Bite
Burst
Bane infuses his weapon with a stack of Tidal Energy each time he uses a skill (up to 2 stacks). Each of his subsequent Basic Attacks consumes a stack to deal Physical Damage equal to (+100% Total Physical Attack) plus 3.5 (+0.3 × Hero Level) of the target's Max HP to nearby enemies.(Percent damage dealt based on Max HP Damage Cap against Creeps: 200 (+20 × Hero Level).
Our source cuts this description off mid-sentence — the rest is not shown.
Always active — no cooldown
Skill 1
Crab Claw Cannon
Damage
Bane fires his Crab Claw Cannon in the target direction, dealing 150–350 (+160% Total Physical Attack) Physical Damage to the first enemy hit and then 150%–200% damage to a random enemy behind them (prioritizes enemy heroes). Enemies hit are slowed by 10 (+10% Total Magic Power)% for 1 second. Every 100 Physical Attack that Bane possesses reduces this skill's cooldown by an additional 8%.
Cooldown
8s
Mana
40
What the terms mean(1)
Physical Damage Skill
Deal Physical DMG to enemies. Triggers Spell Vamp.
Skill 2
Ale
HealAOE
Bane chugs his ale, recovering 200 (+150% Total Magic Power) plus 5–10 (+1.5% Total Magic Power)% of his lost HP and gaining 50% extra Movement Speed that decays over 2.5 seconds. Use Again: Bane spits venom in the target direction, dealing 250–450 (+180% Total Magic Power) Magic Damage (scales up to 150% with charging time) to enemies in a fan-shaped area. Every 100 Magic Power Bane possesses additionally reduces this skill's cooldown by 7%.
Cooldown
7.5s
Mana
60 → 110
Ultimate
Deadly Catch
AOECC
Bane summons a school of sharks to charge in a target direction, dealing 600–1000 (+100% Total Physical Attack) (+170% Total Magic Power) Magic Damage, knocking them airborne for 0.8 seconds, and slowing them by 65% (decays over 3 seconds). This skill deals 40% of damage to turrets.
Cooldown
40s
Mana
120 → 160
What the terms mean(1)
Airborne
High level Crowd Control: Prevents a target from moving, and using Basic Attacks and skills. Can interrupt a large number of skills, and Blink/Charge effects.
Signature combo
Crab Claw Cannon → Ale (venom spit) → Deadly Catch for the airborne knock-up, then finish with Shark Bite-empowered basic attacks.
Bane builds
Core items in buy order, with the emblem, talents and battle spell that go with them.
Hybrid Jungler
7,960g total
Default jungle pick when you need both waveclear damage and mid-fight burst.
A well-timed Retribution on a low-HP objective — a 'smite steal' — can snatch Turtle or Lord away from a team that appeared to be securing it, often the single biggest swing play of the early-to-mid game.
Swap in when needed
Dominance Ice — Anti-heal on hit plus 40/40 Hybrid Defense against basic-attack carries or lifesteal fighters.
Guardian Helmet — 1820 flat HP, and Defender heals back a share of any single hit over 500 — which is exactly what a burst assassin's opener is.
Blade Armor — Flat crit-damage reduction and reflect against crit-reliant marksmen picking you off.
Bane Hybrid Jungler build: Tough Boots, then Endless Battle, then Winter Crown, then Holy Crystal.
Magic Burst Poke
7,940g total
Exp lane or when the draft wants a ranged magic burst instead of a melee brawler.
The short cooldown makes Flameshot the best spell for poke comps that want to repeatedly punish approaches over a long lane phase rather than save a single-use cooldown for one fight.
Swap in when needed
Ice Queen Wand — Stacking slow from skill damage locks down dashers who try to escape Deadly Catch's knock-up.
Winter Crown — Survives the burst window right after landing the ultimate against dive comps.
Bait Ale's heal before all-in engages — enemies will burn CC or damage chasing a heal they can't punish.
2
Land Crab Claw Cannon on the front target first so the second bounce hits a backline hero for full damage.
3
Use Deadly Catch to zone a chokepoint rather than chase — the slow after knock-up lets your team clean up.
4
Stack Shark Bite before engaging so your first two basic attacks after a skill delete HP bars fast.
Bane — common questions
Is Bane a good hero for beginners?
Bane is moderate difficulty — his combo of Crab Claw Cannon into Deadly Catch is simple to execute, but positioning the ultimate's line and managing Shark Bite stacks takes practice. He's forgiving in the jungle because his clear is strong even when the combo misses.
What is the best build for Bane?
The Hybrid Jungler build (Tough Boots, Endless Battle, Winter Crown, Holy Crystal) covers both his physical basic-attack passive and his magic-scaling ultimate. Swap into the Magic Burst Poke build if you're playing exp lane instead of jungle.
Is Bane physical or magic damage?
Bane is a hybrid — Shark Bite and Crab Claw Cannon scale off Physical Attack, while Ale and Deadly Catch scale mostly off Magic Power, so his build should invest in both stats rather than committing fully to one.
Which heroes counter Bane?
Lolita, Atlas, and Hanzo are the hardest counters — Guardian's Reflection sends Crab Claw Cannon back at him, Atlas can pull him out of position before he engages, and Hanzo fights through Hanekage while his real body sits invincible outside Deadly Catch's line.