Bard the Wandering Caretaker

Support Mage
  • Attack Damage
    52 ( + 3 )
  • Attack Speed
    0.625 ( +0%)
  • Attack Range
  • Critical Hit Chance
    0 ( + 0 )
  • HP
    535 ( + 89 )
  • HP Regeneration
    7.5 ( + 0.55 )
  • Armor
    34 ( + 4 )
  • Magic Resistance
    30 ( + 0.5 )
  • Mana
    350 ( + 50 )
  • Mana Regenration
    6 ( + 0.45 )
  • Move Speed
  • Traveler's Call
    Traveler's Call

    Bard's presence causes magical chimes to appear, which grant Bard experience, mana, and a burst of speed. Additionally, lesser spirits follow Bard and aid in his attacks - collecting chimes causes these meeps to gain power over the course of the game.

  • Cosmic Binding
    Cosmic Binding
    • Cost: 60 {{ abilityresourcename }}
    • 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.

    Bard fires an energy bolt, dealing 80/125/170/215/260 (+65% 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).

  • Caretaker's Shrine
    Caretaker's Shrine
    • Cost: 70 {{ abilityresourcename }}
    • Range: 800

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

    Bard raises a health shrine that immediately offers 30/60/90/120/150 (+30% Ability Power) health, but restores up to 70/110/150/190/230 (+60% Ability Power) health as it gathers power for 10 seconds. The shrine's effect also grants 50% 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.
    Active Shrines: 0 / 0

  • Magical Journey
    Magical Journey
    • Cost: 30 {{ abilityresourcename }}
    • 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.

    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 10/20/30/40/50% faster than enemies.The corridor disappears after 10 seconds.

  • Tempered Fate
    Tempered Fate
    • Cost: 100 {{ abilityresourcename }}
    • Range: 3400

    Bard sends spirit energy arcing to a location, putting all champions, minions, monsters, and turrets hit into stasis for a brief time.

    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.

Bard Ally Tips
  • 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!
  • Strong against:
Bard Enemy Tips
  • 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!
  • Counter for Bard:
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.