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Traveler's Call
Traveler's Call

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 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 20 + (1 per minute after 5 minutes) experience, and Mana icon 12% maximum mana. Bard empowers his Traveler's Call 2 Meeps each time he collects 5 chimes.

Traveler's Call 2

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) Magic damage bonus magic damage.

  • At 5 chimes, Meeps start Slow icon 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 spell damage, while secondary ones take Death Lotus area damage.
  • 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 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 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 nearsighted.
  • Only Meep cone attacks are absorbed by Spell Shield spell shields. Those that deal damage together with the basic attack don't.
  • PENDING FOR TEST: On-attack interaction with parrying effects (Counter Strike dodge, Spirit's Refuge block, Blind icon blind).
Minimum Time Chimes Effects Base Damage
3:20 5 New Meeps now Slow icon 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 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 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 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 Slow increased to 65%. 220
34:10 80 Meep limit increased to 6. 232
36:40 85 Slow icon 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 Howling Abyss differences:
  • Chime spawn rate changed to every 40 seconds instead of 50 seconds (initial spawn unchanged).

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

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

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 a wall or a second enemy, it Stun icon stuns both targets for the same duration, dealing the same magic damage to the second target as well.

  • Spell Shield Spell shield blocks the damage and Slow icon slow as the first target, if there is a second target, only they are Stun icon stunned. As the second target, the stun is negated but the first target will still be affected.
    • PENDING FOR TEST: The first target can block the Stun icon stun separately. In this case, the active spell shield blocks the stun component, not the initial damage and slow.
  • Cosmic Binding will take into account player-created terrain such as Cataclysm Cataclysm and Crystallize Crystallize.
  • The stun is still applied even if the first or second target dies to the ability itself or before the projectile can bind them.
  • Base Gates may only be used as a wall if they are not for Bard's team.
  • Cosmic Binding does not grant Sight icon sight of enemies hit, but a hit can be seen and heard to indicate that at least one enemy is there.

Bard QVideo

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

Active: Bard conjures a shrine at the target location that builds up in power over 10 seconds, up to 3 shrines active at once, which remains until consumed when a champion steps on it.

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

Minimum Heal:
30 / 60 / 90 / 120 / 150 (+ 30% AP)
Maximum Heal:
70 / 110 / 150 / 190 / 230 (+ 60% AP)

  • If Bard has 3 shrines on the map and creates a new that is immediately consumed, 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 stay.
  • Leveling up Caretaker's Shrine will affect the healing of existing shrines.
  • Placing a new Caretaker's Shrine grants vision of a small area around it for ~1.8 seconds.
  • The target 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.

Bard WVideo

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

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 pass through the corridor by right-clicking on it or its exit, with allies and Bard travelling at 33.3% increased speed.

All units are Sight icon revealed while taking Magical Journey.

  • Terrain also includes structures.
  • Magical Journey's tunnel has a max range of 2600 units (about two screens long)[1].
  • Magical Journey will score assists for Bard if an ally that uses it scores a kill or assist shortly after.
  • There is no limit to how many times a given instance of Magical Journey may be used.
  • Units using Magical Journey are targetable whilst on route.
  • Allies are granted vision of enemies for the duration they use Magical Journey.
  • Magical Journey cannot interact with player-created terrain due to its short lifespan.[2]
  • Magical Journey cannot be used to exit the map.
  • Any abilities that continue during normal movement, such as point blank area of effects and various forms of Guerrilla Warfare stealth, will continue during the travel within Magical Journey.
  • Unlike Dark Passage Dark Passage, Magical Journey can still be utilized if a champion is Silence icon silenced.
  • If a champion's Dash dash is Silence icon interrupted while inside terrain using Magical Journey, they will be immediately displaced out to the nearest open space, but are not rendered Airborne icon airborne.
  • Taking Magical Journey is considered a Dash dash, and so will interact with effects such as Sudden Impact rune Sudden Impact and Knockdown icon knockdown.

Bard EVideo

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

Active: Bard sends magical energy arcing to the target location, Sight icon revealing the area before putting all units and Turret icon turrets in the target area into Stasis icon stasis for 2.5 seconds upon impact.

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

  • Tempered Fate has no effect on Playful untargetable units or enemy champions that are Unstoppable icon unstoppable or Cc-immune icon cc-immune.
    • Tempered Fate cannot put Rift HeraldSquare Rift Herald neither ally nor enemy into Stasis icon stasis while she is winding up her leap attack and during her leap.
    • Tempered Fate has special interactions with allies that are cc-immune. For example, it does not affect an allied Olaf OriginalSquare Olaf while he is in Ragnarok Ragnarok but it does to an ally with Morgana OriginalSquare Morgana's Black Shield Black Shield.
  • Tempered Fate cannot affect any other structures than turrets.
  • Tempered Fate grants standard Sight icon sight of all enemy units affected by the stasis.
  • All Champion icon champions (including allies) during the Stasis icon stasis are prohibited from activating Remove Scurvy cleansing effects for its duration.
    • It will not disable Quicksilver Sash item Quicksilver Sash and instead put it on a 3-second Cooldown reduction icon cooldown.
  • Tempered Fate triggers in-combat effects such as drawing turret aggro and monster aggression, or applying Elixir of Sorcery item Elixir of Sorcery and Sudden Impact rune Sudden Impact.
  • If Bard dies while Tempered Fate is still casting, it will go on Cooldown reduction icon cooldown and have no effect.
  • Tempered Fate has a cast time of ~0.55 seconds. Its travel time varies between ~0.65 at point blank and ~1.8 at max range, resulting in an overall delay of ~1.2-2.4 seconds depending on distance covered.

Bard RVideo


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