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Traveler's Call
RANGE: 150
Traveler&#039;s Call

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 24% bonus movement speed out of combat for 7 seconds, stacking up to 5 times, with every other chime collected beyond the first granting an additional 14% bonus movement speed, up to a total of 80% bonus movement speed, 20 + (1 per minute after 5 minutes) experience, and 12% maximum mana. Bard empowers his Traveler&#039;s Call 2.png Meeps each time he collects 5 chimes.

Traveler&#039;s Call 2

Meeps: Bard's presence attracts small spirits known as Meeps to his side. Each of his basic attacks consumes a Meep, dealing 30 (+ 15 per 5 chimes collected) (+ 30% AP) bonus magic damage. At 5 chimes, Meeps Slow icon slow damaged enemies by 25 - 75 (based on Chimes)% for 1 second, and at 15 chimes they splash the damage around the main target and in a cone behind them, with the cone's size increasing at 35 chimes. Meeps spawn every 8 / 7 / 6 / 5 / 4 seconds and Bard can keep up to 1 - 9 (based on Chimes) of them at a time.

Ability Details
Traveler's Call is an on-action effect with a self-targeted buff component.

Additional Information:

  • 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 icon 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.
    • Bard cannot see chimes while Nearsight icon nearsighted.
  • Meeps do not interact with Runaan&#039;s Hurricane item.png Runaan's Hurricane.
Full list of bonuses
  • 5 Chimes: Meeps now apply a 25% Slow icon slow for 1 second
  • 10 Chimes: Meeps stock limit is increased to 2.
  • 15 Chimes: Meeps now deal damage in a cone behind the target.
  • 20 Chimes: Meeps recharge time is reduced to 7 seconds.
  • 25 Chimes: Meeps Slow icon slow increased to 35%.
  • 30 Chimes: Meeps stock limit is increased to 3.
  • 35 Chimes: Meeps strike through cone size increased.
  • 40 Chimes: Meeps recharge time is reduced to 6 seconds.
  • 45 Chimes: Meeps Slow icon slow increased to 45%.
  • 50 Chimes: Meeps stock limit is increased to 4.
  • 55 Chimes: Meeps recharge time is reduced to 5 seconds.
  • 60 Chimes: Meeps Slow icon slow increased to 55%.
  • 65 Chimes: Meeps stock limit is increased to 5.
  • 70 Chimes: Meeps recharge time is reduced to 4 seconds.
  • 75 Chimes: Meeps Slow icon slow increased to 65%.
  • 80 Chimes: Meeps stock limit is increased to 6.
  • 85 Chimes: Meeps Slow icon slow increased to 75%.
  • 90 Chimes: Meeps stock limit is increased to 7.
  • 95 Chimes: Meeps stock limit is increased to 8.
  • 100 Chimes: Meeps stock limit is increased to 9.
  • 105 Chimes: Meeps base damage is increased by 15.
  • Every 5 additional Chimes: Meeps now deal 15 more damage on-hit.

Cosmic Binding
RANGE: 950 / 450
SPEED: 1500
COST: 60 Mana
COOLDOWN: 11 / 10 / 9 / 8 / 7
Cosmic Binding

Active: Bard fires a burst of spirit energy in the target direction, dealing magic damage to the first enemy struck and briefly Slow icon 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 Stun icon stuns both targets for the same duration, dealing the same magic damage to the second target as well.

Ability Details
Cosmic Binding is a linear, pass-through skillshot.

Additional Information:

  • Cosmic Binding will take into account player-created terrain such as Cataclysm.png Cataclysm and Crystallize.png Crystallize.
  • 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.

Caretaker's Shrine
RANGE: 800
COST: 90 Mana
Caretaker&#039;s Shrine

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) 」「 Maximum Heal: 70 / 110 / 150 / 190 / 230 (+ 60% AP) 」
Ability Details
Caretaker's Shrine is a ground-targeted ability with a buff component.

Additional Information:

  • 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.

Magical Journey
RANGE: 900
COST: 30 Mana
COOLDOWN: 18 / 17 / 16 / 15 / 14
Magical Journey

Active: Bard opens a one-way magical corridor through a piece of terrain in the target direction for 10 seconds. 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 travelling at increased speed.

  • Ally Bonus Speed: 10 / 20 / 30 / 40 / 50%
Ability Details
Magical Journey is a direction-targeted ability.

Additional Information:

  • Magical Journey's tunnel has a max range of 2600 units (about two screens long)[1]
  • Magical Journey will score assists for Bard if an ally that uses it scores a kill or assist shortly after.
  • There is no limit to how many times a given instance of Magical Journey may be used.
  • Units using Magical Journey are targetable whilst en route.
  • Allies are granted vision of enemies for the duration they use Magical Journey.
  • Magical Journey cannot interact with player-created terrain due to its short lifespan.[2]
  • Magical Journey cannot be used to exit the map.
  • Any abilities that continue during normal movement, such as point blank area of effects and various forms of stealth, will continue during the travel within Magical Journey.
  • Unlike Dark Passage.png Dark Passage, Magical Journey can still be utilized if a champion is Silence icon silenced.

Tempered Fate
RANGE: 3400 / 350
COST: 100 Mana
COOLDOWN: 130 / 115 / 90
Tempered Fate

Active: Bard sends magical energy arcing to the target location, putting all units and structures in the target area into Stasis icon stasis for 2.5 seconds upon impact.

Despite normally being immune to crowd control, epic monsters and turrets (excluding the Nexus Obelisk) also enter Stasis icon stasis.

Ability Details
Tempered Fate is a ground-targeted area of effect.

Additional Information:

  • 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 Olaf under the effects of Ragnarok.png Ragnarok or a Black Shield.png 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 icon 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)

Map-Specific Differences

Murder Bridge
  • Traveler&#039;s Call.png Traveler's Call
    • Chime spawn rate changed to every 40 seconds instead of 50 seconds (initial spawn unchanged)


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