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League of Legends · Summoner's Rift

Bard

The Wandering Caretaker

Range
Ranged
Damage
Magic
Resource
Mana
Released
Mar 12, 2015
Last changed
Patch 26.18
Damage
Toughness
Control
Mobility
Utility
Difficulty
Wiki
Passive

Traveler's Call

Static cooldown
50 • 8 – 4 (based on number of Chimes) s
Innate - Ancient Chimes: Bard's presence causes sacred Chimes to periodically appear at random locations on the battlefield, lingering for up to 10 minutes. Collecting a Chime restores 12% maximum mana and grants Bard 20 + (1 per minute after 5 minutes) experience, as well as 24% bonus movement speed out of combat for 20 seconds, which stacks up to 10 times. Each Chime collected beyond the first instead grants an additional 14% bonus movement speed, up to a total of 150% bonus movement speed. Bard empowers his Meeps each time he collects 5 Chimes.
Innate - Meeps: Bard's presence attracts Meeps every few seconds, which are small spirits that come to his side. While he has Meeps, his basic attacks are empowered to each consume a Meep on-attack to deal 30 (+ 6 per 5 Chimes collected) (+ 40% AP) bonus magic damage.
  • At 5 Chimes, Meeps slow damaged enemies by 25% – 75% (based on number of Chimes) for 1 second.
  • At 15 Chimes, Meeps deal the damage to enemies within 150 units of the primary target as well as those in a cone behind them.
  • At 35 Chimes, the cone's radius increases.
Bard can have up to 1 – 9 (based on number of Chimes) Meeps at a time.
Targeting
Passive
Affects
Enemies
Damage type
Magic
Spell effects
mixed
Spell shield
Special
Projectile
True
Parry
False
Q

Cosmic Binding

Cooldown
11 / 10 / 9 / 8 / 7 s
Cost
60 Mana
Target range
850
Width
◎ 120
Speed
1500
Cast time
0.25 s
Active: Bard fires an energy bolt in the target direction that deals magic damage to the first enemy hit and slows them by 60% for a duration.
Magic Damage:
80 / 120 / 160 / 200 / 240 (+ 80% AP)
Disable Duration:
1 / 1.2 / 1.4 / 1.6 / 1.8 seconds
After Cosmic Binding hits an enemy, the bolt continues behind them for 300 units. If the bolt hits terrain or a second enemy, it stuns both targets for the same duration, dealing the same damage to the secondary target.
Targeting
Direction
Affects
Enemies
Damage type
Magic
Spell effects
aoe
Spell shield
Special
Projectile
True
W

Caretaker's Shrine

Recharge
18 s
Cost
70 Mana
Target range
800
Cast time
0.25 s
Active: Bard conjures a shrine at the target location that grants sight of its surroundings for 1 second and gathers power over 5 seconds. Up to 3 shrines may be active at a time. Shrines may last indefinitely until being consumed by a champion moving over them.
If the champion is an ally or Bard himself, they are healed for an amount based on the shrine's power and gain bonus movement speed decaying over 1.5 seconds. The bonus movement speed can stack with subsequent shrines triggered. If the champion is an enemy, the shrine is destroyed.
Minimum Heal:
25 / 50 / 75 / 100 / 125 (+ 40% AP)
Maximum Heal:
50 / 87.5 / 125 / 162.5 / 200 (+ 70% AP)
Bonus Movement Speed:
20 / 22.5 / 25 / 27.5 / 30% (+ 6% per 100 AP)
Bard periodically stocks a Caretaker's Shrine charge, up to a maximum of 2.
Targeting
Location / Unit
Affects
Allies
E

Magical Journey

Cooldown
22 / 20.5 / 19 / 17.5 / 16 s
Cost
30 Mana
Target range
900
Speed
900 • 1197
Cast time
0.25 s
Active: Bard opens a one-way magical corridor through a piece of terrain in the target direction for 10 seconds.
A champion can pass through the corridor by selecting it while within proximity of it, becoming revealed during the travel. Bard and allies travel through the portal at 33% increased speed.
A valid piece of terrain within the target range is required to cast this ability. Magical Journey cannot be taken while immobilized or grounded.
Targeting
Direction
Affects
Self, Allies, Enemies
Projectile
False
Grounded
special
Knockdown
True
R

Tempered Fate

Cooldown
110 / 95 / 80 s
Cost
100 Mana
Target range
3400
Effect radius
350
Cast time
0.5 s
Active: Bard sends magical energy arcing to the target location, granting sight of the area during travel. Upon impact, it puts all units within into stasis for 2.5 seconds, as well as stunning all enemy champions, minions, and turrets struck for the same duration. Enemies hit are revealed for the duration.
Epic monsters and turrets are affected by Tempered Fate despite being immune to crowd control.
Targeting
Location
Spell shield
True
Projectile
False