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Passive: Traveler’s Call
Bard’s presence causes sacred chimes to appear on the Fields of Justice. Collecting a chime grants Bard a brief burst of movement speed, experience, and mana.
Bard’s presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing extra damage before disappearing back to the spirit world. As Bard collects more chimes, the meeps that follow him grow in both number and power
Q: Cosmic Binding
Bard fires out a burst of spirit energy in a line, damaging and slowing the first enemy struck. After Cosmic Binding hits an enemy, the burst of energy continues through, searching for secondary targets. If it hits a wall, it stuns the initial target; if it hits a second enemy, it stuns both targets.
W: Caretaker’s Shrine
Bard conjures a health pack that gains power for a few seconds. Allied champions who walk over the pack gain health and a brief burst of movement speed, while enemies can stand on the pack for a moment to destroy it.
E: Magical Journey
Bard conjures a portal on a target wall. The portal tunnels through to the far end of the wall, granting one-way passage to all champions, friend and foe, who enter it.
R: Tempered Fate
After a brief delay, Bard places all units in a targeted area - friend or foe, including champions, minions, monsters and turrets - in stasis. Frozen units are immune to all damage until the effect wears off.