← Champions
Bard

Bard

Traveler's Call P

Traveler's Call

Innate - Ancient Chimes: Bard's presence causes sacred Chimes to appear at random locations on the map, 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, 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 35 (+ 10 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.
Cosmic Binding Q

Cosmic Binding

Cooldown: 11/10/9/8/7

Cost: 60 Mana

Range: 25000

Bard fires a missile which will slow the first enemy struck, and continue onward. If it strikes a wall, it will stun the initial target; if it strikes another enemy, it will stun them both.

Magic Damage: 80 / 120 / 160 / 200 / 240 (+ 80% AP)

Disable Duration: 1 / 1 / 1 / 2 / 2 seconds

Caretaker's Shrine W

Caretaker's Shrine

Cost: 70 Mana

Range: 800

Reveals a Health shrine which powers up over a short time, disappearing after healing and speeding up the first ally that touches it.

Minimum Heal: 25 / 50 / 75 / 100 / 125 (+ 30% AP)

Maximum Heal: 50 / 88 / 125 / 163 / 200 (+ 60% AP)

Bonus Movement Speed: 20 / 23 / 25 / 28 / 30% (+ 5% per 100 AP)

Magical Journey E

Magical Journey

Cooldown: 22/20.5/19/17.5/16

Cost: 30 Mana

Range: 900

Bard opens a portal in nearby terrain. Allies and enemies alike can take a one-way trip through that terrain by moving into the portal.
Tempered Fate R

Tempered Fate

Cooldown: 110/95/80

Cost: 100 Mana

Range: 3400

Bard sends spirit energy arcing to a location, putting all champions, minions, monsters, and turrets hit into stasis for a brief time.
Tier
Win Rate
Rank
Pick Rate
Ban Rate
Matches

Playing the matchup

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!

Lore

A traveler from beyond the stars, Bard is an agent of serendipity who fights to maintain a balance where life can endure the indifference of chaos. Many Runeterrans sing songs that ponder his extraordinary nature, yet they all agree that the cosmic vagabond is drawn to artifacts of great magical power. Surrounded by a jubilant choir of helpful spirit meeps, it is impossible to mistake his actions as malevolent, as Bard always serves the greater good... in his own odd way.