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Traveler's Call
Traveler's Call.png

Innate - Ancient Chimes: Bard's presence causes sacred chimes to appear at random locations and linger for up to 10 minutes. Collecting a chime grants Bard Movement speed icon.png 24% bonus movement speed out of combat for 7 seconds, stacking up to 5 times, with every other chime collected beyond the first granting an additional 14% bonus movement speed, up to a total of 80% bonus movement speed, Experience icon.png 20 + (1 per minute after 5 minutes) experience, and Mana icon.png 12% maximum mana. Bard empowers his Meeps Meeps each time he collects 5 chimes.

Traveler's Call 2.png

Innate - Meeps: Bard's presence attracts small spirits known as Meeps to his side. On-attack he consumes a Meep, dealing 40 (+ 12 per 5 chimes collected) (+ 30% AP) bonus magic damage.

  • At 5 chimes, Meeps start Slow icon.png slowing damaged enemies by 25% − 75% (based on number of Chimes) for 1 second.
  • At 15 chimes, Meeps deal splash damage to enemies within 150 units of his target as well as those in a cone behind them.
  • At 35 chimes, the cone's radius increases.

Meeps spawn every 8 − 4 (based on number of Chimes) seconds and Bard can keep up to 1 − 9 (based on number of Chimes) of them at a time.

  • Primary target takes Disintegrate.png spell damage, while secondary ones take Death Lotus.png area damage.
  • Meeps grant additional stacks of Electrocute Electrocute, Phase Rush Phase Rush and Conqueror Conqueror.
  • Chime spawns are weighted towards the areas of the map that Bard is currently present in, and spawn every 50 seconds in pairs, with the only exception being the second and third spawns on Summoner's Rift icon.png Summoner's Rift, which spawn only one.
    • Chimes will not spawn in either team's base and will not spawn in the enemy team's jungle before the 5 minute mark.
  • Only Bard can see a chime that is in the fog of war. All other players must have Sight icon.png sight of a chime for it to be visible to them.
    • Only Bard can see a minimap icon for uncollected chimes, regardless of whether other players have vision on it or not. The minimap icon will turn red when the chime is one minute away from expiration.
    • Bard cannot see chimes while Nearsight icon.png nearsighted.
  • Only Meep cone attacks are absorbed by Spell Shield.png spell shields. Those that deal damage together with the basic attack don't.
  • PENDING FOR TEST: On-attack interaction with parrying effects (Counter Strike.png dodge, Spirit's Refuge.png block, Blind icon.png blind).
Minimum Time Chimes Effects Base Damage
3:20 5 New Meeps now Slow icon.png Slow by 25%. 52
5:00 10 Meep limit increased to 2. 64
7:30 15 New Meeps now deal splash damage. 76
9:10 20 Recharge time reduced to 7 seconds. 88
11:40 25 Slow icon.png Slow increased to 35%. 100
13:20 30 Meep limit increased to 3. 112
15:50 35 Splash damage area increased. 124
17:30 40 Recharge time reduced to 6 seconds. 136
20:00 45 Slow icon.png Slow increased to 45%. 148
21:40 50 Meep limit increased to 4. 160
24:10 55 Recharge time reduced to 5 seconds. 172
25:50 60 Slow icon.png Slow increased to 55%. 184
28:20 65 Meep limit increased to 5. 196
30:00 70 Recharge time reduced to 4 seconds. 208
32:30 75 Slow icon.png Slow increased to 65%. 220
34:10 80 Meep limit increased to 6. 232
36:40 85 Slow icon.png Slow increased to 75%. 244
38:20 90 Meep limit increased to 7. 256
40:50 95 Meep limit increased to 8. 268
42:30 100 Meep limit increased to 9. 280
Every 5 thereafter only grants 12 bonus damage.

Map-Specific Differences
Howling Abyss icon.png Howling Abyss differences
  • Chime spawn rate changed to every 40 seconds instead of 50 seconds (initial spawn unchanged).
Nexus Blitz icon.png Nexus Blitz differences
  • Increased chime spawn rate.
The Thinking Manatee profileicon.png Ultra Rapid Fire differences
  • Meeps thresholds reduced to one each 2 Chimes from each 5 Chimes.
  • Meep respawn time set to 6 seconds.


Cosmic Binding
SPEED: 1500
COST: 60 Mana
COOLDOWN: 11 / 10 / 9 / 8 / 7
Cosmic Binding.png

Active: Bard fires a burst of spirit energy in the target direction, dealing magic damage to the first enemy struck and Slow icon.png slowing them by 60% for a duration.

Magic Damage:
80 / 125 / 170 / 215 / 260 (+ 65% AP)
Disable Duration:
1 / 1.2 / 1.4 / 1.6 / 1.8

After Cosmic Binding hits an enemy, the energy continues behind them for 300 units. If the burst hits terrain or a second enemy, it Stun icon.png stuns both targets for the same duration, dealing the same magic damage to the second target as well.

  • Spell Shield.png Spell shielding the ability as the first target will still have the energy pass through them, and, upon hitting a second target, only the second target will be stunned.
    • If the ability is only spell shielded by the second target, the first target will still be stunned.
    • If the ability hit the first target and then they activate a spell shield, the stun will not be blocked.
  • The Stun icon.png stun will apply even if the first target becomes Playful.png untargetable.
  • Cosmic Binding will take into account player-created terrain such as Cataclysm Cataclysm and Crystallize Crystallize.
  • The Stun icon.png stun is still applied even if the first or second target dies to the ability itself or before the projectile can bind them.
  • In Summoner's Rift icon.png Summoner's Rift, the allied base entrance gates will not interact with Cosmic Binding as they are only considered terrain to the enemy.
  • Cosmic Binding does not grant Sight icon.png sight of enemies hit, but a hit can be seen and heard to indicate that at least one enemy is there.


Caretaker's Shrine
COST: 70 Mana
Caretaker's Shrine.png

Active: Bard conjures a shrine at the target location that builds up in power over 10 seconds, granting Sight icon.png sight of a small area around it for 1.8 seconds. Up to 3 shrines can be active at once, which last until they are consumed by champions stepping on them.

If the champion was an ally or Bard himself, they are Heal power.png healed for an amount based on the shrine's power and gain Movement speed icon.png 30% bonus movement speed that decays over 1.5 seconds.

Minimum Heal:
30 / 60 / 90 / 120 / 150 (+ 30% AP)
Maximum Heal:
55 / 95 / 135 / 175 / 215 (+ 60% AP)

If the champion was an enemy, the shrine is destroyed.

  • Caretaker's Shrine can be cast directly on an ally and it will be treated as a unit-targeted ability for effects such as Guardian Guardian.
    • If Bard has 3 shrines on the map and creates a new one that is cast directly on himself or an ally, the oldest shrine will not be destroyed. This is because the shrine is used as an actual targeted heal on himself or someone else, and not a permanent shrine, so the other 3 may stay.
    • The spell indicator of Caretaker's Shrine shows the area in which it can be used as a targeted heal. After a shrine has been placed on the ground its activation area becomes smaller: allies or enemies have to step directly on the shrine to use it or destroy it.
  • Leveling up Caretaker's Shrine will update the healing of existing shrines.


Magical Journey
SPEED: 900 / 1200
COST: 30 Mana
COOLDOWN: 22 / 20.5 / 19 / 17.5 / 16
Magical Journey.png

Active: Bard opens a one-way magical corridor through a piece of terrain in the target direction for 10 seconds. Magical Journey will not cast unless it can open a corridor.

Both allies and enemies can Dash.png pass through the corridor by clicking on it or its exit, with allies and Bard travelling at 33.3% increased speed.

All units are Sight icon.png revealed while taking Magical Journey.

  • Terrain also includes structures.
  • Magical Journey's tunnel has a max range of 2600 units (about two screens long)[2].
  • Magical Journey will score assists for Bard if an ally that uses it scores a kill or assist shortly after.
  • Magical Journey cannot be taken while Grounded icon.png grounded or Root icon.png rooted. Bard can still cast the ability.
  • There is no limit to how many times a given instance of Magical Journey may be used.
  • Magical Journey cannot interact with player-created terrain due to its short lifespan.[3]
  • Any abilities that continue during normal movement, such as point blank area of effects and various forms of Guerrilla Warfare.png stealth, will continue during the travel within Magical Journey.
  • If a champion's Dash.png dash is Silence icon.png interrupted while inside terrain using Magical Journey, they will be immediately displaced out to the nearest open space, but are not rendered Airborne icon.png airborne.
  • Taking Magical Journey is considered a Dash.png dash, and so will interact with effects such as Sudden Impact Sudden Impact and Knockdown icon.png knockdown.


Tempered Fate
COST: 100 Mana
COOLDOWN: 110 / 95 / 80
Tempered Fate.png

Active: Bard sends magical energy arcing to the target location, Sight icon.png revealing the area before putting all units inside into Stasis icon.png stasis for 2.5 seconds upon impact. Enemies hit are Sight icon.png revealed for the duration.

Despite normally being Cc-immune icon.png crowd control immune, Monster icon.png epic monsters and Turret icon.png turrets also enter Stasis icon.png stasis.




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