Bard Abilities

the Wandering Caretaker

SupportMage
975 6300

Bard Tips

Playing as Bard

  • It's important to collect chimes to improve your meep's attacks, but don't neglect your lane partner! Try to make a big entrance by bringing an ally into the lane with you with Magical Journey.
  • Let your Caretaker's Shrines charge up - they heal for a lot more when at full power.
  • Don't forget that enemies can also use your Magical Journey doorways, and that your ultimate can also hit your allies!

Playing against Bard

  • Bard's opponents can also travel through his Magical Journey doorways. You can follow him, if you think it's safe.
  • You can crush Bard's healing shrines just by walking over them. Don't let his allies take them without a fight.
  • Bard's ultimate, Tempered Fate, affects allies, enemies, monsters, and turrets alike. Sometimes it can be to your advantage to jump into it!

Bard Base Stats

  • Health: 560 (+89 per level)
  • Health Regen: 5.5 (+0.55 per level)
  • Mana: 350 (+50 per level)
  • Mana Regen: 6 (+0.45 per level)
  • Damage: 52 (+3 per level)
  • Attack Speed: 0.63 (+2% per level)
  • Armor: 34 (+4 per level)
  • Magic Resist: 30 (+0.5 per level)
  • Movement Speed: 330

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Bard Recommended Items

Bard Abilities - Patch 11.12

Bard Traveler's Call
P

Traveler's Call

Bard Passive

Bard's presence causes magical chimes to appear, which grant Bard 20 + (1 per minute after 5 minutes) experience, 12% maximum mana, and a burst of 24% movement speed out of combat for 7 seconds. Any chime collected after the first grants 14% bonus movement speed instead, up to a total of 80%.

Additionally, lesser spirits follow Bard and aid in his attacks dealing 30 (+ 12 per 5 chimes collected)(+30% bonus Ability Power) - collecting chimes causes these meeps to gain power over the course of the game.

Bard Cosmic Binding
Q

Cosmic Binding

Cooldown: 11/10/9/8/7Cost: 60 manaRange: 25000

Bard Q

Bard fires an energy bolt, dealing 80/125/170/215/260 (+65% bonus Ability Power) magic damage to one or two enemies. The first target hit will be slowed by 60% for 1/1.2/1.4/1.6/1.8 second(s).

If the bolt hits another enemy or a wall, any enemies hit are stunned for 1/1.2/1.4/1.6/1.8 second(s).

Bard Caretaker's Shrine
W

Caretaker's Shrine

Cooldown: 14Cost: 70 manaRange: 800

Bard W

Bard raises a health shrine that immediately offers 30/60/90/120/150 (+30% bonus Ability Power) health, but restores up to 55/95/135/175/215 (+60% bonus Ability Power) health as it gathers power for 10 seconds. The shrine's effect also grants 30% decaying movement speed for 1.5 seconds.

Bard can have up to 3 shrines active at once, which remain until visited by an ally champion or crushed by an enemy champion.

Bard Magical Journey
E

Magical Journey

Cooldown: 22/20.5/19/17.5/16Cost: 30 manaRange: 900

Bard E

Bard opens a one-way corridor through nearby terrain. Both allies and enemies can use the corridor by right-clicking on any part of it while near its entrance, with allies travelling 33% faster than enemies.

The corridor disappears after 10 seconds.

Bard Tempered Fate
R

Tempered Fate

Cooldown: 110/95/80Cost: 100 manaRange: 3400

Bard R

Bard sends magical energy arcing to a target location. On impact, all champions, minions, monsters, and turrets in the target area are put in stasis, becoming invincible, untargetable, and unable to act for 2.5 seconds.

Epic monsters are also put into stasis, despite normally being immune to disables.

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