Ancient Chimes:Bard's presence causes sacred chimes to appear at random locations and linger for up to 10 minutes. Collecting a chime grants Bard 15% bonusmovement 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.
Meeps:Bard's presence attracts small spirits known as Meeps to his side. Each of his basic attacks consumes a Meep, dealing 30 - 460 (based on Chimes) (+ 20 per 5 chimes collected after 150) (+ 30% AP)bonusmagic damage. At 5 Chimes, Meeps slowdamaged 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 keep up to 1 / 2 / 3 / 4 of them at a time.
Chime spawns are weighted towards the areas of the map that Bard is currently present in, and spawn every 50 seconds in pairs, with the only exception being the second and third spawns on Summoner's Rift, which spawn only one.
Chimes cannot spawn in either team's base or in the enemy team's jungle before the 5 minute mark.
Only Bard can see a chime that is in the fog of war. All other players must have sight of a chime for it to be visible to them.
Only Bard can see a minimap icon for uncollected chimes, regardless of whether other players have vision on it or not. The minimap icon will turn red when the chime is one minute away from expiration.
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.
Cosmic Binding is a linear, pass-through skillshot.
The stun is still applied even if the first or second target dies to the ability itself or before the projectile can bind them.
Base Gates may only be used as a wall if they are not for Bard's team.
Cosmic Binding does not grant vision of enemies hit, but the sound changes depending on if targets were hit: hitting one target will play a faint cymbal sound, and stunning target(s) will result in a distinct lower note being played.
If Bard has 3 shrines on the map and creates a new that is immediately consumed, the oldest shrine will not be destroyed. This is because the Shrine is used as an actual targeted heal on himself or someone else, and not a permanent shrine, so the other 3 stay.
Leveling up Caretaker's Shrine will affect the healing of existing shrines.
Placing a new Caretaker's Shrine grants vision of a small area around it for ~1.8 seconds.
The target indicator of Caretaker's Shrine shows the area in which it can be used as a targeted heal. After a shrine has been placed on the ground its activation area becomes smaller: allies or enemies have to step directly on the shrine to use it or destroy it.
Spell shields will block the ability from an enemy, but not from an ally.
Tempered Fate has no effect on untargetable turrets (those protected by another tower or the inhibitors) untargetable units, or enemy champions that are immune to disables (such as Olaf under the effects of Ragnarok or a Black Shielded) enemy.
If Bard dies while Tempered Fate is casting, it will go on cooldown but will have no effect.
Tempered Fate cannot affect the enemy team's Nexus and inhibitors. This behavior is intended, as accidentally putting it into stasis would be extremely punishing for Bard's team.
Tempered Fate has a cast time of ~0.7 seconds. It's travel time varies between ~0.3 at point blank and ~1.3 at max range, resulting in an overall delay of ~1-2 seconds depending on distance covered (PENDING FOR TEST)