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% bonusmovement 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 Meeps each time he collects 5 chimes.
Meeps:Bard's presence attracts small spirits known as Meeps to his side. Each of his basic attacks consumes a Meep, dealing 40 (+ 15 per 5 chimes collected) (+ 30% AP)bonusmagic damage. At 5 chimes, Meepsslowdamaged enemies by 25 / 35 / 45 / 55 / 65 / 75% for 1 second, and at 15 chimes deal splash damage to enemies within 150 units of his target as well as those 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.
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.
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%.
80 / 125 / 170 / 215 / 260 (+ 65% AP)
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.
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.
Spell shield will destroy the missile if it succesfully blocks the ability.
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.
30 / 60 / 90 / 120 / 150 (+ 30% AP)
70 / 110 / 150 / 190 / 230 (+ 60% AP)
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.
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 ~0.55 seconds. It's travel time varies between ~0.65 at point blank and ~1.8 at max range, resulting in an overall delay of ~1.2-2.4 seconds depending on distance covered.
This ability can only be blocked by an enemy's spell shield. Allies will be put in stasis no matter what they do.