Dota 2/Atropos the Bane Elemental

Bane is a ranged intelligence hero who is usually played as a ganker, though becomes a major disabler during teamfights. He is notable not just for his unique stat growth, but his ability to take up to 3 heroes out of the fight at one time. His Enfeeble will weaken even the strongest carries, nullifying the threat of deadly physical damage-dealers for a few crucial seconds. He can keep his health high while damaging enemies with Brain Sap. His Nightmare is another strong ability that can completely disable an important enemy hero or even save an allied one, though its tricky properties can backfire for his team. His ultimate, Fiend's Grip, is his most potent disable, locking an enemy down while draining a large portion of their health and mana. With so many disables, a Bane in good hands will become his opponent's worst nightmare.

Enfeeble
Enfeeble reduces the physical damage of the target for 20 seconds. It is a very strong disable that can cripple heroes that rely on their normal attacks, especially carries. The damage reduction is high enough to nullify a hero's damage for most parts of the game unless they have damage increasing items. The duration is annoyingly long for such a good disable, so it's a good idea to use it on a non-spellcaster during a teamfight to make it a non-factor as your team takes down the other heroes.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Damage Reduction: 30 / 60 / 90 / 120
 * Mana Cost: 95 / 105 / 115 / 125
 * Cooldown: 10

Brain Sap
Brain Sap damages the target and heals yourself based on the damage dealt. Since it does pure damage, you will always damage and heal the exact amount for yourself. It is a great damage nuke, letting you drain the enemy's health in conjunction with your regular attacks to take the enemy down. If you ever need health, you can always drain the health of an enemy creep to heal yourself back up.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Damage Type: Pure
 * Damage: 90 / 160 / 230 / 300
 * Mana Cost: 125 / 150 / 175 / 200
 * Cooldown: 14

Nightmare
Nightmare makes the target fall asleep, completely disabling them and dealing damage over time. Any attack will wake the target up, though the Nightmare will be transferred to the attacker. Abilities can also be used to wake the target but will not carry the effects to the caster. It is an easy way to keep a hero out of the fight for a few seconds while you concentrate on other enemies. You can still use Brain Sap on Nightmared enemies without worrying about getting Nightmared back. It can also be used to save yourself or an ally in an emergency, as enemies trying to attack you may accidentally get Nightmare transferred to them. As you can also damage your allies with it, you can use it to deny allied heroes that are close to death. If you end up being Nightmared and need to wake up instantly, Nightmare End has you covered.
 * Ability: Target Unit
 * Affects: Heroes
 * Damage Type: HP Removal
 * Damage: 20
 * Duration: 4 / 5 / 6 / 7
 * Mana Cost: 165
 * Cooldown: 15

Nightmare End
Wakes you up from Nightmare.
 * Ability: No Target, Toggle

Fiend's Grip

 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Damage Type: Magical
 * Mana Drain: 5%
 * Duration: 5
 * Damage: 100 / 155 / 215
 * Mana Cost: 200 / 300 / 400
 * Cooldown: 100
 * Scepter Mana Drain: 10%
 * Scepter Duration: 7
 * Scepter Damage: 155 / 215 / 270

Aghanim's Scepter can be bought by Bane and will increase the mana drain, duration and damage of Fiend's Grip.