Bard
The Wandering Caretaker
Compétences
Traveler's Call
Meeps: Bard attracts lesser spirits that assist with his basic attacks. These meeps gain new effects as Bard collects chimes. Ancient Chimes: Ancient chimes randomly appear for Bard to collect. These grant 20 EXP (+1 per minute), (+12% his missing), and 24% bonus out-of-combat Movement Speed, plus 14% for each chime beyond the first (stacking up to 10 times) for 20 seconds. Chimes remain for 10 minutes. Magic Damage on Hit: 35 (+10 per 5 chimes) (+40%) Slow: 25 / 35 / 45 / 55 / 65 / 75% for 1 second. Spawn Rate: 8 / 7 / 6 / 5 / 4 Max Capacity: 1 - 9 15 / 35 Chimes: Meeps deal AOE damage around and in a cone behind the main target, increasing in size at 35 Chimes.
Cosmic Binding
Active: Bard fires an energy bolt, dealing magic damage to one or two enemies. The first target will be slowed by 60%. If the bolt hits another enemy or a wall, any enemies hit are stunned instead. Magic Damage: 80 / 120 / 160 / 200 / 240 (+80%) Slow/Stun Duration: 1 / 1.2 / 1.4 / 1.6 / 1.8
Caretaker's Shrine
Active: Bard raises a health shrine that immediately restores health, but increases as it gathers power for 5 seconds. The shrine's effect also grants decaying Movement Speed for 1.8 seconds. Bard can store up to 2 shrines at once. Bard can have up to 3 shrines active at once, which remain until visited by an ally or crushed by an enemy. Minimum Heal: 25 / 50 / 75 / 100 / 125 (+30%) Maximum Heal: 50 / 87.5 / 125 / 162.5 / 200 (+60%) Movement Speed: 20 / 22.5 / 25 / 27.5 / 30 (+5% per 100)
Magical Journey
Active: 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 traveling 33% faster than enemies. The corridor disappears after 10 seconds.
Tempered Fate
Active: 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.