Frozen King
Updated Apr 13, 2026
Bane is a split-push fighter whose passive turns every skill he casts into a turret-eating empowered basic attack. He does not win games through teamfight domination. He wins by forcing the enemy to choose between defending towers and contesting objectives, then punishing whichever answer they give.
Win Rate
50.77%
Pick Rate
0.3%
Ban Rate
0.23%
Burst
Emblem
Assassin Emblem
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, use Bane's 2nd Skill to close in and catch multiple enemies with his Ultimate. Use an enhanced Basic Attack when the enemies are knocked airborne, then use his 2nd Skill and another enhanced Basic Attack. Finally, use his 1st Skill and enhanced Basic Attack to chase and finish off the enemy.
Bane is not a teamfight fighter. He is a map pressure tool that happens to carry a teamfight ultimate. Every Bane game is a bet that you can convert turret leads into win conditions faster than the enemy can convert kills.
Pick Bane when your team already has teamfight CC from the roam or jungle and needs sustained tower threat in the EXP lane. He pairs well with hard-engage supports (Atlas, Tigreal, Minotaur) who can force fights on the opposite side of the map while Bane pushes a lane in. Pick him when the enemy EXP laner is melee and immobile (Terizla, Minsitthar, Fredrinn), because his S1 bounce poke and Ale sustain win extended trades against heroes who cannot close the gap or disengage cleanly. Pick him into tank-heavy drafts: Shark Bite's percent-max-HP damage chunks Hylos, Belerick, and Grock harder than they expect from a fighter who looks like he should be doing less.
Avoid Bane when the enemy has multiple long-range burst mages. Vale and Xavier can delete him before he gets into Crab Claw Cannon range, and he has no dash to dodge their skill shots. Avoid him when the enemy has Franco (Bloody Hunt suppresses through everything and yanks him out of siege position) or mobility assassins (Lancelot, Ling, Hayabusa) who dodge Deadly Catch and burst him between skill casts. Avoid him when your team needs a frontliner who can absorb damage in prolonged teamfights, because Bane is durable for a pusher but fragile for a tank.
If your draft does not have someone else to initiate teamfights, Bane is the wrong pick. His ultimate starts fights, but he cannot survive standing at the front when they start.
Bane is a turret converter. He turns every skill he casts into a turret's worth of HP.
Every skill Bane uses charges a Shark Bite stack (up to 2). Each empowered basic attack consumes one stack to deal physical damage equal to 95% of his Total Physical Attack plus a percentage of the target's max HP as splash AoE. That percent-max-HP damage applies to turrets. Deadly Catch also deals 40% of its magic damage to turrets directly. No other fighter in the game combines percent-based passive turret damage with an ultimate that chips turret health from range.
The split-push pressure is not the passive alone. It is the passive plus Ale's sustain. Ale heals based on lost HP, which means Bane can trade tower shots for turret HP and heal back the damage before the next wave arrives. Other split-push fighters (Zilong, Sun, Masha) take turrets fast but take turret damage they cannot recover without recalling. Bane takes the turret and stays on the map.
Everything else in the kit exists to protect this loop. Crab Claw Cannon zones enemies trying to defend the turret. Deadly Catch's airborne creates a window where nobody can contest the tower hit. The movement speed boost from Ale's chug lets Bane reposition from a pushed wave to a jungle camp to a turret without wasting time walking.
Bane's EXP lane is a ranged poke game disguised as a fighter lane. The goal is to chip the enemy's HP through S1 bounces and passive stacks while staying healthy off Ale's sustain.
The spike is Endless Battle plus level 4. Before Endless Battle, Bane's empowered basics hurt but do not kill. After it, every empowered auto also procs Divine Justice for 60% of his Physical Attack as extra true damage, and Chase Fate's movement speed lets him stick to targets or reposition to the turret after a trade.
The synergy is specific: Shark Bite deals 95% Total Physical Attack plus percent-max-HP. Divine Justice adds 60% Physical Attack as true damage on the next basic after a skill. Because Bane's entire combo is skill-basic-skill-basic, every empowered auto naturally triggers Divine Justice. The two passives stack on the same hit. Against a squishy at the 6-to-8 minute mark, one Ale chug into empowered basic with the Endless Battle proc takes a visible chunk of their HP before you even use S1 or ult.
Hunter Strike goes second for the +80 Physical Attack, 10% CDR, and 15 Physical Penetration that makes the percent-based passive hit harder. The CDR matters because of Crab Claw Cannon's unique scaling: every 100 Physical Attack reduces its cooldown by an additional 8%. With Endless Battle plus Hunter Strike, S1 approaches a 4-second effective cooldown, which turns the bounce from a laning tool into a constant harassment tool.
After two items, Bane starts actively splitting. Before two items, he farms and pokes.
The instinct is to open with Deadly Catch into the largest group of enemies. That instinct is correct in exactly one scenario: when your team is already collapsing and needs the airborne to chain CC. In every other situation, it wastes the ultimate on targets who scatter after the airborne ends, and you have nothing left for 30 seconds.
Three positioning rules:
If your roam is Tigreal or Atlas and they land a multi-man CC, that is when you fire Deadly Catch. If your roam is Estes or Rafaela with no hard engage, hold the ult for counterengage when the enemy dives in.
The build has two locked slots and four situational choices.
Endless Battle is non-negotiable. Divine Justice procs on every empowered basic, and the passive synergy with Shark Bite is the reason Bane's damage spikes at one item. Every game, first item.
Hunter Strike second. The combination of +80 Physical Attack, 15 Physical Penetration, 10% CDR, and the Retribution movement speed passive makes it the most efficient second item. The Physical Attack also reduces S1's cooldown through the CDR scaling mechanic.
Boots are matchup-dependent. Warrior Boots into physical EXP laners (Chou, Thamuz, Yu Zhong). Tough Boots against magic damage or heavy CC compositions. Magic Shoes if the game is going long and you need CDR for ult cycling in late splits.
Third slot is the first real conversation:
Fifth and sixth slots:
Aiming Crab Claw Cannon directly at the enemy hero. The bounce deals more damage than the direct hit at higher skill levels (150-200% of direct damage). Hitting a minion in front of the hero guarantees the hero takes the bounce for full damage. Aiming at the hero means the bounce hits whatever is behind them, usually empty space or a minion worth less damage. This is the single most common Bane mechanical error and it costs roughly 40% of S1's total output every time.
Releasing Ale venom at zero charge. The venom spit scales up to 200% damage with charging time. Tapping S2 twice for an instant spit deals the minimum. Holding until the charge indicator fills (roughly 1 second) nearly doubles the output. In a poke trade, the difference between zero-charge and full-charge venom is the difference between scratching them and forcing a recall.
Casting two skills back-to-back without auto-attacking between them. Shark Bite caps at 2 stacks. If you press S1 and then immediately press S2 without auto-attacking, you load 2 stacks but waste the first. The correct sequence is skill, empowered basic, skill, empowered basic. Three skill casts (S1 plus both parts of S2), three empowered basics. Stacking without consuming throws away a third of your combo damage.
Using Deadly Catch to clear waves. The ult has a 30-to-40 second cooldown depending on level. Spending it on minions means you have no teamfight contribution and no turret siege pressure for half a minute. Use S1 and empowered basics for wave clear. Save Deadly Catch for objectives, dives, or counterengage. The only exception is when you are pushing into an inhibitor and need the 40% turret damage to close the game.
Teamfighting when you should be splitting. Bane's win condition in most games is not killing heroes. It is taking turrets while the enemy fights your team elsewhere. If your team has enough waveclear and CC to stall without you, be in a side lane pushing with passive stacks. The worst Bane games are the ones where he groups for every fight and never touches a turret after the 8-minute mark.
Tip
Shark Bite's percent-max-HP damage works on turrets. After clearing a wave, cast any skill (even Ale chug for the heal) to load a stack, then hit the turret with the empowered basic. Two skills into two empowered basics on a turret does more damage than ten normal attacks.
Note
Crab Claw Cannon's cooldown scales with Physical Attack: every 100 Physical Attack reduces it by an additional 8%. At full physical build (300+ bonus Physical Attack), S1 approaches a 3-to-4 second effective cooldown. This turns the bounce from a laning poke into a teamfight harassment tool you can throw almost every other second.
Tip
Ale's heal recovers a percentage of lost HP. Counterintuitively, you should chug when you are hurt, not when you are healthy. A full-health Ale chug heals almost nothing. A half-health chug heals the flat amount plus 5-10% of your missing HP, which is often 300-500 HP at mid-game. Time the chug for after a trade, not before.
Note
Deadly Catch deals 40% of its magic damage to turrets and knocks minions aside. If you are sieging with a wave, fire the ult through the turret to chunk it, then follow up with two empowered basics from Shark Bite. This is how Bane takes turrets in under 5 seconds during a split-push.
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 (+95% Total Physical Attack) plus 4(+0.4*Hero Level)% of the target's Max HP to nearby enemies.
Bane fires his Crab Claw Cannon in the target direction, dealing 150 (+160% Total Physical Attack) Physical Damage to the first enemy hit and then 150% damage to a random enemy behind them (prioritizes enemy heroes). Enemies hit are slowed by 10 (+10% Total Magic Power)% for 1s. Every 100 Physical Attack Bane possesses reduces this skill's cooldown by an additional 8%.
Bane swallows a cup of sea ink, recovering 200 (+150% Total Magic Power) (+ 5 (+1.5% Total Magic Power)% his lost HP), gaining 50% Movement Speed that decays over 2.5s. Use Again: Bane spits corrosive ink in a fan-shaped area, dealing 140 (+130% Total Magic Power) Magic Damage (up to 200% with charging time). Every 100 Magic Power Bane possesses reduces this skill's cooldown by 7%.
Bane summons a school of sharks to charge in the target direction, dealing 700 (+80% Total Physical Attack) (+150% Total Magic Power) Magic Damage to enemies hit, knocking them airborne for 0.6s, and slowing them by 75% (decays over 3s). This skill deals 40% damage to turrets.
In teamfights, use Bane's 2nd Skill to close in and catch multiple enemies with his Ultimate. Use an enhanced Basic Attack when the enemies are knocked airborne, then use his 2nd Skill and another enhanced Basic Attack. Finally, use his 1st Skill and enhanced Basic Attack to chase and finish off the enemy.
In the laning phase, use Bane's 2nd Skill to get close to the enemy and hit them with an enhanced Basic Attack. Then use his 1st Skill to slow the enemy followed by another enhanced Basic Attack. And end with his 2nd Skill again with another enhanced Basic Attack.
These heroes have the highest win rates against Bane in ranked matches. Pick any of them for a statistical advantage in draft.

Yve has a statistical edge over Bane based on ranked matchup data. Pick Yve to gain an advantage in draft.
48.5%
Bane performs well against these heroes. Consider picking Bane when you see them on the enemy team.
Bane's matchups are relatively balanced across all game phases: 50.3% early, 49.7% mid, 49.1% late. There is no single phase where counters dominate, so consistent play throughout the match is key to winning against Bane.
Even matchup phase
Even matchup phase
Even matchup phase
Assassin Emblem
Killing Spree
Flicker
Assassin Emblem
Killing Spree
Flicker
Assassin Emblem
Killing Spree
Flicker
Heroes that synergize well with Bane in team compositions.




Bane is the Dread Pirate, captain of the cursed ship Leviathan and terror of the seven seas. Once a mortal pirate king, he made a pact with a sea demon that transformed him into a half-squid abomination with immortal strength. His crew of undead sailors follows him without question as he plunders coastal cities and sinks naval fleets. Bane seeks the legendary Trident of the Deep, believing it will give him dominion over all the oceans and allow him to challenge the gods themselves.
No voice lines available for Bane yet.