Bard travels through realms beyond the imagination of mortal beings. Some of Valoran's greatest scholars have spent their lives trying to understand the mysteries he embodies. This enigmatic spirit has been given many names throughout the history of Valoran, but titles such as Cosmic Vagabond and Great Caretaker only capture a fleeting aspect of his true purpose. When the unknowable structure of the universe is threatened, Bard steers all existence away from utter annihilation.
Ancient Chimes: Bard's presence causes sacred chimes to appear at a random location on the field, which linger for up to 10 minutes. Collecting a chime grants Bard a brief burst of movement speed out of combat for 7 seconds (stacking up to 5 times), 20 (+1 XP per munite), and restores (12% of missing Mana). Every 5 chimes Bard collects empower his Meeps.
5 Chimes: Meeps slow damaged enemies
25 Chimes: Meeps deal AOE damage around and in a cone behind the main target
65 Chimes: AOE Cone size increased
Meeps: Bard’s presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing extra damage before disappearing back to the spirit world. As Bard collects more chimes, the meeps that follow him grow in both number and power.
Magic Damage on Hit: 30-465 (+30% of Ability Power)
Slow: 25 / 45 / 60 / 70 / 75 / 80%
Spawn Rate: 10 / 9 / 8 / 7 / 6
Max Capacity: 1 / 2 / 3 / 4
(Active) Bard fires out a burst of spirit energy in a line, dealing magic damage and briefly slowing the first enemy struck by 60%. After Cosmic Binding hits an enemy, the burst of energy continues through, searching for secondary targets. If it hits a wall or a second enemy, it stuns the affected units, dealing magic damage to the second unit as well.
(Active) Bard conjures a health shrine at the target location that builds up in power over 10 seconds. Bard can have up to 3 shrines active at once, which remain until visited by an ally or crushed by an enemy.
Allied champions who step over the shrine will consume it, healing for an amount based on the shrine's power and gaining 50% bonus movement speed which decays over 1.5 seconds. Enemy champions who step on the shrines will destroy it.
Maximum Heal: 70 / 110 / 150 / 190 / 230 (+60% of Ability Power)
(Active) Bard opens a magical corridor through the first piece of terrain in front of him through to the other side. Both allies and enemies can use the corridor by right-clicking on its entrance, with allies traveling faster than enemies. There is no limit to the length of the corridor.
Cost: 30 Mana
Cooldown: 18 / 17 / 16 / 15 / 14 seconds
Ally Movement Bonus: 10 / 20 / 30 / 40 / 50%
(Active) Bard sends magical energy arcing to a target location. On impact, all units — allied, enemy and neutral — in the target 175-radius area are put in stasis for 2.5 seconds, becoming untargetable and invulnerable but also unable to perform any action.
Bard’s the caretaker to call when you need to protect a dimension (or listen to some sweet tunes), but his early game struggles keep him from realising his destiny. Pretty straightforward buffs to access that early game fantasy.
Passive - Traveler's Call
BASE MEEP RECHARGE rate : 10 seconds⇒ 8 seconds
W - Caretaker's Shrine
MINIMUM ratio : 0.2 ability power⇒ 0.3 ability power
MAXIMUM ratio : 0.45 ability power⇒ 0.6 ability power
It’s in Bard’s nature to roam the cosmos, but for such a unique champion it feels like he’s wandered a little too far from viability for the depth of utility he brings to the table. We’re lifting his spirits and enabling his map-wide support abilities to better reward proactive playmaking with friends. ootay~~
W - Caretaker's Shrine
COST : 100/105/110/115/120 mana⇒ 90 mana at all ranks
v5.16 All of the following champions have had their armor or health per level increased.
As part of patch 5.16's item changes, the efficiency of some popular defensive items have been decreased. However, many 'low-income' tanks and team-disruptors relied pretty heavily on the strength of these items to maintain the right level of bulk for their gold stream - you can read more on the why further down, but each of the below champions are picking up some stat adjustments so they'll hit similar breakpoints when it comes to being unbreakable.
v5.8 Chimes spawn in safer locations early-game and grant more experience over game-time.
"Patch 5.7 saw Bard's mellifluous meandering trending in a positive direction, so we're adding a few last tune-ups to his passive before we feel comfortable allowing players to embark on the magical journey of learning Bard rather than over-buffing him. "
Passive - Traveler's Call
SAFE AND SOUND : Chimes will avoid spawning in the enemy jungle before 5 minutes
EXPERIENCE PER CHIME : 20 flat XP⇒ 20 + 1 XP per minute (after 5 minutes)
v5.7 Base AD and Armor up. Chimes grant more mana, and meeps respawn faster. Q damage up.
"Bard's laning relies heavily on two core patterns to function: playing meep-away with basic attacks and lay on the harrassment, which then opens him up to fulfil his cosmic duties by roaming and powering up through the collection of chimes. This patch we're targeting both of these with changes to his passive and base stats, focused at fine-tuning his flute-smacking in lane and making his roams more rewarding when you're all out of cosmic energies. "
CHIME MANA RESTORE : 15 + 8% missing mana⇒ 12% of Bard's maximum mana
Q - Cosmic Binding
BASE DAMAGE : 80/120/160/200/240⇒ 80/125/170/215/260
v5.6 Q damage up. E cooldown down, plus some bugfixes/improvements.
"Bard's been out for less than a patch, and while we're already seeing the growing pains of players and teammates alike coordinating around his unique abilities, it's clear he released on the wrong note. We're taking it slow for now, but some more power on Q and some improvements to his signature E means that you'll have a better time on your Magical Journeys this patch...assuming bard isn't too busy collecting chimes to open one for you."
NO MORE LICHBANE : Bard's recommended items have been updates to reflect a more supportive playstyle