BARD STATS
Attack
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Attack Damage52 ( + 3 )
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Attack SpeedNaN ( +0%)
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Attack Range500
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Critical Hit Chance0 ( + 0 )
Defense
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HP560 ( + 89 )
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HP Regeneration5.5 ( + 0.55 )
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Armor34 ( + 4 )
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Magic Resistance30 ( + 0.5 )
Other
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Mana350 ( + 50 )
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Mana Regenration6 ( + 0.45 )
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Move Speed330
BARD SPELLS
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Traveler's Call
<font color='#FF9900'>Meeps:</font> Bard attracts lesser spirits that assist with his basic attacks to deal extra magic damage. When Bard has collected enough <font color='#cccc00'>Chimes</font>, his meeps will also deal damage in an area and slow enemies hit.<br><br><font color='#FF9900'>Chimes:</font> Ancient <font color='#cccc00'>chimes</font> randomly appear for Bard to collect. These grant experience, maximum mana, and out-of-combat movement speed stacks.<br>
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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).
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Caretaker's Shrine
- Cost: 70 {{ abilityresourcename }}
- Range: 800
Reveals a healing shrine which powers up over a short time, disappearing after healing and speeding up 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 55/95/135/175/215 (+60% Ability Power) health as it gathers power for 10 seconds. The shrine's effect also grants 30% 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
- 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 33% faster than enemies.The corridor disappears after 10 seconds.
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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 {{ rstasisduration }} seconds.Epic monsters are also put into stasis, despite normally being immune to disables.
BARD COUNTER/TIPS
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!
BARD Build
BARD SUMMONER SPELLS


BARD REFORGED RUNES
Domination




Sorcery


BARD ABILITY ORDER
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1 | 4 | 5 | 7 | 9 | |||||||||||||
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2 | 8 | 10 | 12 | 13 | |||||||||||||
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3 | 14 | 15 | 17 | 18 | |||||||||||||
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6 | 11 | 16 |
BARD ITEMS
Electrocute
Guardian
Prototype: Omnistone
Hail of Blades
Phase Rush
BARD SUMMONER SPELLS


BARD REFORGED RUNES
Domination




Sorcery


BARD ABILITY ORDER
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1 | 4 | 5 | 7 | 9 | |||||||||||||
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2 | 8 | 10 | 12 | 13 | |||||||||||||
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3 | 14 | 15 | 17 | 18 | |||||||||||||
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6 | 11 | 16 |
BARD ITEMS
CORE
If you're losing, get Hourglass
NEVER BUILD THESE
BARD SUMMONER SPELLS


BARD REFORGED RUNES
Domination




Sorcery


BARD ABILITY ORDER
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1 | 4 | 5 | 7 | 9 | |||||||||||||
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2 | 8 | 10 | 13 | 14 | |||||||||||||
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3 | 12 | 15 | 17 | 18 | |||||||||||||
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6 | 11 | 16 |
BARD ITEMS
Starters
First back
First item (best to worst in general)
Boots choice
Good second items
Bard may love these items
Standard for beginners
Experienced standard build
Against heavy ad
Against heavy ap
BARD SKINS




