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Bard
the Wandering Caretaker

Bard

Passive · Traveler's Call

Bard collects chimes that spawn on the map, gaining a bouncing magic auto-attack and permanent move speed.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage4
  • Durability4
  • Magic5
  • Difficulty9
  • Mobility3
  • CC8
Counters by laneEach lane has counters + tips
Top

How to play as Bard

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Bard

Top: punish wave-states and ward river/jungle to dodge ganks.

Strong against

No data yet

Weak against

No data yet

Jungle

How to play as Bard

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Bard

Jungle: ward objectives, never walk blind into brush.

Strong against

No data yet

Weak against

No data yet

Mid

How to play as Bard

Mid: shove wave fast and roam to side lanes.

How to beat Bard

Mid: watch for roams and save Flash for the next gank.

ADC

How to play as Bard

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Bard

ADC: stay behind minions and focus the enemy ADC in fights.

Strong against

No data yet

Weak against

No data yet

Support
Primary

How to play as Bard

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Bard

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Abilities

Traveler's Call

PC
Passive

Innate - Ancient Chimes: Bard's presence causes sacred 16px|link= Chimes to appear at random locations on the map, lingering for up to 10 minutes. Collecting a Chime restores 12% maximum mana and grants Bard 20 + (1 per minute after 5 minutes) experience, as well as 24% bonus movement speed out of combat for 20 seconds, which stacks up to 10 times. Each Chime collected beyond the first instead grants an additional 14% bonus movement speed, up to a total of 150% bonus movement speed. Bard empowers his Meeps each time he collects 5 Chimes.

Innate - Meeps: Bard's presence attracts Meeps, which are small spirits that come to his side. While he has Meeps, his basic attacks are empowered to each consume a Meep on-attack to deal 35 (+ 10 per 5 Chimes collected) (+ 40% AP) bonus magic damage. * At 5 Chimes, Meeps slow damaged enemies by type = number of Chimes% for 1 second. * At 15 Chimes, Meeps deal the damage to enemies within 150 units of the primary target as well as those in a cone behind them. * At 35 Chimes, the cone's radius increases.

Meeps spawn every changedisplay=true% seconds and Bard can have up to type = number of Chimes% of them at a time.

Cosmic Binding

PC
Q

Active: Bard fires an energy bolt in the target direction that deals magic damage to the first enemy hit and slow them by 60% for a duration.

After Cosmic Binding hits an enemy, the bolt continues behind them for 300 units. If the bolt hits terrain or a second enemy, it stun both targets for the same duration, dealing the same damage to the secondary target.

Cooldown11 to 7

Caretaker's Shrine

PC
W

Active: Bard conjures a shrine at the target location that gathers power over 5 seconds, granting sight of its surroundings for 1.8 seconds. Shrines last until they are consumed by champions moving over them. Up to 3 shrines may be active at a time.

If the champion was an ally or Bard himself, they are heal for an amount based on the shrine's power and gain bonus movement speed that decays over 1.5 seconds.

Bard periodically stocks a Caretaker's Shrine charge, up to a maximum of 2.

Magical Journey

PC
E

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

A champion can dash through the corridor by selecting it, becoming standard sight during the travel. Bard and allies travel through the portal at 33% increased speed.

A nearby valid piece of terrain is required to cast this ability. Magical Journey cannot be taken while immobilize or ground.

Cooldown22 to 16

Tempered Fate

PC
Ultimate

Active: Bard sends magical energy arcing to the target location, granting sight of the area during travel. Upon impact, it puts all units within into stasis for 2.5 seconds, as well as stun all enemy champions, minions, and turret struck for the same duration. Enemies hit are standard sight for the duration.

Epic monsters and turrets are affected by Tempered Fate despite being cc-immune.

Cooldown110