Bard
the Wandering Caretaker
5.7%
Pick Rate
0.3%
Ban Rate
50.9%
Win Rate
Easiest Lane Matchup
Tahm Kench
55.7% Win Rate
Hardest Lane Matchup
Annie
50.0% Win Rate
1.2%
Top
1.8%
Jungle
0.8%
Mid
0.2%
Marksman
95.9%
Support

Most Popular Build #1

1.5% Popularity

Most Popular Build #2

1.4% Popularity

Most Popular Build #3

1.3% 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

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: 70

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

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: 110/95/80

Cost: 100

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