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Bard
the Wandering Caretaker

Bard

Passiva · Traveler's Call

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

DanoDurabilidadeMagiaDificuldadeMobilidadeCC
Perfil do campeão (Riot)
  • Dano4
  • Durabilidade4
  • Magia5
  • Dificuldade9
  • Mobilidade3
  • CC8
Counters por laneCada lane tem counters + dicas
Top

Como jogar de Bard

Top: segura o CS, leva TP ou Ghost dependendo do matchup.

Como vencer Bard

Top: pune wave-states e warda river/jungle pra desviar de ganks.

Forte contra

Sem dados ainda

Fraco contra

Sem dados ainda

Selva

Como jogar de Bard

Jungle: trackeia o Scuttle, ganka lanes fracas e escala pros objectives.

Como vencer Bard

Jungle: warda objectives e nunca entra no mato sem visão.

Forte contra

Sem dados ainda

Fraco contra

Sem dados ainda

Meio

Como jogar de Bard

Mid: empurra a wave rápido e roma pras side lanes.

Como vencer Bard

Mid: fica de olho nos roams e guarda Flash pro próximo gank.

ADC

Como jogar de Bard

ADC: kita a frontline, bate no tank mais perto e depois nas carries.

Como vencer Bard

ADC: fica atrás dos minions e foca no ADC inimigo nas team fights.

Forte contra

Sem dados ainda

Fraco contra

Sem dados ainda

Suporte
Principal

Como jogar de Bard

Support: mantém visão + peel pro ADC, sobe Locket Enchant + Knight's Vow.

Como vencer Bard

Support: desvia de hooks/engages e compra Mikael's contra muito CC.

Habilidades

Traveler's Call

PC
Passiva

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.

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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.

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Tempered Fate

PC
Ulti

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.

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