Bard
the Wandering Caretaker
5.8%
Pick Rate
0.7%
Ban Rate
48.8%
Win Rate
Easiest Lane Matchup
Zilean
54.6% Win Rate
Hardest Lane Matchup
Galio
50.7% Win Rate
0.9%
Top
1.8%
Jungle
0.6%
Mid
0.2%
Marksman
96.5%
Support

Most Popular Build #1

2.8% Popularity

Most Popular Build #2

2.4% Popularity

Most Popular Build #3

1.5% Popularity

Traveler's Call (Passive)

Bard's presence causes magical chimes to appear, which grant Bard experience, mana, and a burst of speed. Additionally, lesser spirits follow Bard and aid in his attacks - collecting chimes causes these meeps to gain power over the course of the game.

Cosmic Binding (Q)

Cooldown: 11/10/9/8/7

Cost: 60 Mana

Range: Global

Bard fires an energy bolt, dealing 80/125/170/215/260 (+0.65) magic damage to one or two enemies. The first target hit will be slowed by 60% for 1/1.2/1.4/1.6/1.8 second(s).

If the bolt hits another enemy or a wall, any enemies hit are stunned for 1/1.2/1.4/1.6/1.8 second(s).

Caretaker's Shrine (W)

Cooldown: 12

Cost: 90 Mana

Range: 800

Bard raises a health shrine that immediately offers 30/60/90/120/150 (+0.3) health, but restores up to 70/110/150/190/230 (+0.6) health as it gathers power for 10 seconds. The shrine's effect also grants 50% decaying movement speed for 1.5 seconds.

Bard can have up to 3 shrines active at once, which remain until visited by an ally champion or crushed by an enemy champion.

Active Shrines: f 1 / f 2

Magical Journey (E)

Cooldown: 18/17/16/15/14

Cost: 30 Mana

Range: 900

Bard opens a one-way corridor through nearby terrain. Both allies and enemies can use the corridor by right-clicking on any part of it while near its entrance, with allies travelling 10/20/30/40/50% faster than enemies.

The corridor disappears after 10 seconds.

Tempered Fate (R)

Cooldown: 130/115/90

Cost: 100 Mana

Range: 3400

Bard sends magical energy arcing to a target location. On impact, all champions, minions, monsters, and turrets in the target area are put in stasis, becoming invincible, untargetable, and unable to act for 2.5 seconds.

Epic monsters are also put into stasis, despite normally being immune to disables.