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Spells:
Flash
Ignite
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Aatrox
Aatrox Absolutely Demolishes You. You need to poke him constantly. If you go without a gank, he wins.
Synergies
Ideal
Strong
Ok
Low
None
Welcome
Bard's passive, 'Travellers Call', is split into two parts:
1. Chimes
2. Meeps
CHIMES: Bard's presence causes sacred chimes to appear at random locations and linger for up to 10 minutes. Collecting a chime grants Bard bonus movement speed out of combat for 7 seconds, stacking up to 5 times, 20 + (1 per minute after 5 minutes) experience, and 12% maximum mana. Every 5 chimes Bard collects empower his .
MEEPS: Bard's presence attracts small spirits known as meeps to his side. Each of his basic attacks consumes a meep, dealing 30 - 465 (based on Chimes) ( + 20 per 5 chimes collected after 150) (+ 30% AP) bonus magic damage. At 5 Chimes, meeps slow damaged enemies by 25% - 80% (based on Chimes) for 1 second, and at 25 Chimes they splash the damage around the main target and in a cone behind them, with the cone's size increasing at 65 chimes. Meeps spawn every 8 / 7 / 6 / 5 / 4 seconds and Bard can hold up to 1 / 2 / 3 / 4 of them at a time.
COSMIC BINDING (Q)
ACTIVE: Bard fires a burst of spirit energy in the target direction, dealing magic damage to the first enemy struck and briefly 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 burst of energy passes through them and searches for secondary targets. If it hits a wall or a second enemy, it stuns both targets for the same duration, dealing the same magic damage to the second target as well.
CARETAKER'S SHRINE (W)
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 remain until consumed when a champion steps on them.
If the champion was an ally or Bard himself, they are healed for an amount based on the shrine's power and gain 50% bonus movement speed that decays over 1.5 seconds.
「 MINIMUM HEAL: 30 / 60 / 90 / 120 / 150 (+ 30% AP) 」
MAGICAL JOURNEY (E)
ACTIVE: Bard opens a one-way magical corridor through a piece of terrain in the target direction. Magical Journey will not cast unless it can open a corridor.
Both allies and enemies can pass through the corridor by right-clicking on it or its exit, with allies and Bard traveling at increased speed.
ALLY BONUS SPEED: 10 / 20 / 30 / 40 / 50%
TEMPERED FATE (R)
ACTIVE: Bard sends magical energy arcing to the target location, putting all units and structures in the target area into stasis for 2.5 seconds upon impact.
Epic monsters and turrets (excluding Dominion turrets and the Nexus Obelisk) are also put in stasis, despite normally being immune to crowd control.
1. Chimes
2. Meeps
CHIMES: Bard's presence causes sacred chimes to appear at random locations and linger for up to 10 minutes. Collecting a chime grants Bard bonus movement speed out of combat for 7 seconds, stacking up to 5 times, 20 + (1 per minute after 5 minutes) experience, and 12% maximum mana. Every 5 chimes Bard collects empower his .
MEEPS: Bard's presence attracts small spirits known as meeps to his side. Each of his basic attacks consumes a meep, dealing 30 - 465 (based on Chimes) ( + 20 per 5 chimes collected after 150) (+ 30% AP) bonus magic damage. At 5 Chimes, meeps slow damaged enemies by 25% - 80% (based on Chimes) for 1 second, and at 25 Chimes they splash the damage around the main target and in a cone behind them, with the cone's size increasing at 65 chimes. Meeps spawn every 8 / 7 / 6 / 5 / 4 seconds and Bard can hold up to 1 / 2 / 3 / 4 of them at a time.
COSMIC BINDING (Q)
ACTIVE: Bard fires a burst of spirit energy in the target direction, dealing magic damage to the first enemy struck and briefly 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 burst of energy passes through them and searches for secondary targets. If it hits a wall or a second enemy, it stuns both targets for the same duration, dealing the same magic damage to the second target as well.
CARETAKER'S SHRINE (W)
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 remain until consumed when a champion steps on them.
If the champion was an ally or Bard himself, they are healed for an amount based on the shrine's power and gain 50% bonus movement speed that decays over 1.5 seconds.
「 MINIMUM HEAL: 30 / 60 / 90 / 120 / 150 (+ 30% AP) 」
MAGICAL JOURNEY (E)
ACTIVE: Bard opens a one-way magical corridor through a piece of terrain in the target direction. Magical Journey will not cast unless it can open a corridor.
Both allies and enemies can pass through the corridor by right-clicking on it or its exit, with allies and Bard traveling at increased speed.
ALLY BONUS SPEED: 10 / 20 / 30 / 40 / 50%
TEMPERED FATE (R)
ACTIVE: Bard sends magical energy arcing to the target location, putting all units and structures in the target area into stasis for 2.5 seconds upon impact.
Epic monsters and turrets (excluding Dominion turrets and the Nexus Obelisk) are also put in stasis, despite normally being immune to crowd control.
Start the game with Dorans, warding totem and some health pots before heading into lane.
Spend the first 10 minutes farming, and poking while you farm. If need be, get assistance from the jungle, but otherwise maintain the farming. Following the build above, focus on pushing lane before roaming. DONT FORGET to chime here and there, but never go to other lanes while in this time period.
If, at around the 15 minute mark, you feel comfortable with where you are, start roaming.
Bards Ult can be extremely useful, if utilised properly. Remember, it gives the zhonya's effect to all things except the nexus, so if aimed properly, you can dive turrets without taking hits.
I dont really want to type more, so just be careful and dont be scared of initiating, just remember: YOU ARE BARD, YOU CAN DO ANYTHING
Spend the first 10 minutes farming, and poking while you farm. If need be, get assistance from the jungle, but otherwise maintain the farming. Following the build above, focus on pushing lane before roaming. DONT FORGET to chime here and there, but never go to other lanes while in this time period.
If, at around the 15 minute mark, you feel comfortable with where you are, start roaming.
Bards Ult can be extremely useful, if utilised properly. Remember, it gives the zhonya's effect to all things except the nexus, so if aimed properly, you can dive turrets without taking hits.
I dont really want to type more, so just be careful and dont be scared of initiating, just remember: YOU ARE BARD, YOU CAN DO ANYTHING
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