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Bane — hero art from Mobile Legends: Bang Bang

Bane

CTier

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.

At a glance

When Bane is strong

6Early8Mid6Late

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.

Shark Bite icon
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

Crab Claw Cannon icon
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.
Ale icon
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
Deadly Catch icon
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.

Emblem

  1. Swift iconT1Swift
  2. Wilderness Blessing iconT2Wilderness Blessing
  3. Impure Rage iconT3Impure Rage

Battle spell

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 icon

    Dominance Ice Anti-heal on hit plus 40/40 Hybrid Defense against basic-attack carries or lifesteal fighters.

  • Guardian Helmet icon

    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 icon

    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.

Emblem

  1. Thrill iconT1Thrill
  2. Weapons Master iconT2Weapons Master
  3. Lethal Ignition iconT3Lethal Ignition

Battle spell

Flameshot iconFlameshot50s CD

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 icon

    Ice Queen Wand Stacking slow from skill damage locks down dashers who try to escape Deadly Catch's knock-up.

  • Winter Crown icon

    Winter Crown Survives the burst window right after landing the ultimate against dive comps.

  • Athena's Shield icon

    Athena's Shield Short-fight magic damage reduction against enemy burst mages.

Bane Magic Burst Poke build: Arcane Boots, then Holy Crystal, then Lightning Truncheon, then Divine Glaive.

Who counters Bane

The heroes that make this matchup hard, and the mechanic that does it.

Who to pair Bane with

Duo partners whose kit completes this one.

Playing Bane well

  1. 1

    Bait Ale's heal before all-in engages — enemies will burn CC or damage chasing a heal they can't punish.

  2. 2

    Land Crab Claw Cannon on the front target first so the second bounce hits a backline hero for full damage.

  3. 3

    Use Deadly Catch to zone a chokepoint rather than chase — the slow after knock-up lets your team clean up.

  4. 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.

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