Bard The Wandering Caretaker
- Ancient Chimes: Bard's presence causes sacred chimes to appear at a random location on the field, which linger for up to 10 minutes. Collecting a chime grants Bard a brief burst of movement speed out of combat for 7 seconds (stacking up to 5 times), experience, and restores 15 + 8% missing mana. Every 5 chimes Bard collects empower his meeps. Meeps: Bard's presence attracts small spirits known as meeps to his side. Whenever Bard attacks, one of his meeps throws itself at his target, dealing 「 30 - 465 」( + 20 per 5 chimes collected after 150) (+ 30% AP) bonus magic damage before disappearing back to the spirit world. At 5 Chimes, meeps Slow damaged enemies by 25 / 45 / 60 / 70 / 75% / 80% for 1 second, and at 25 Chimes they deal area of effect damage in a cone behind the main target, with the cone's size increasing at 65 chimes. Meeps spawn every 12 / 11 / 10 / 9 / 8 seconds and Bard can hold up to 1 / 2 / 3 / 4.
- Active: Bard fires out a burst of spirit energy in a line, dealing magic damage and briefly slowing the first enemy struck by 60%. After Cosmic Binding hits an enemy, the burst of energy continues through, searching for secondary targets. If it hits a wall or a second enemy, it stuns the affected units, dealing magic damage to the second unit as well. Magic Damage: 75 / 110 / 145 / 180 / 215 (+ 50% AP) Slow/Stun Duration: 1 / 1.2 / 1.4 / 1.6 / 1.8 RANGE: 925 COST: 60 Mana COOLDOWN: 11 / 10 / 9 / 8 / 7
- Active: Bard conjures a health shrine at the target location that builds up in power over 10 seconds. Bard can have up to 3 shrines active at once, which remain until visited by an ally or crushed by an enemy. Allied champions who step over the shrine will consume it, healing for an amount based on the shrine's power and gaining 50% bonus movement speed which decays over 1.5 seconds. Enemy champions who step on the shrines will destroy it. Minimum Heal: 30 / 60 / 90 / 120 / 150 (+ 20% AP) Maximum Heal: 70 / 110 / 150 / 190 / 230 (+ 45% AP) RANGE: 1000 COST: 100 / 105 / 110 / 115 / 120 Mana COOLDOWN: 12
- Active: Bard opens a one-way magical corridor through the first piece of terrain in front of him through to the other side. Both allies and enemies can use the corridor by right-clicking on its entrance, with allies receiving bonus travel speed. Magical Journey will not cast unless it will open a corridor. Ally Bonus Movement: 10 / 20 / 30 / 40 / 50% RANGE: 900 COST: 30 Mana COOLDOWN: 26 / 24 / 22 / 20 / 18
- Active: Bard sends magical energy arcing to a target location. On impact, all units — allied, enemy and neutral — in the target 350-radius area are put in stasis for 2.5 seconds, becoming untargetable and invulnerable but also unable to perform any action. Epic monsters and turrets (excluding Dominion turrets and the Nexus Obelisk) are also put in stasis , despite normally being immune to disabling abilities. RANGE: 3400 COST: 100 Mana COOLDOWN: 130 / 115 / 90