11.1.1 → 11.2.1
Q
− Bard fires an energy bolt, dealing 80/125/170/215/260 (+0.65 AP) 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).
+ Bard fires an energy bolt, dealing {{ totaldamage }} magic damage to the first two enemies hit. The first target hit is Slowed by 60% for 1/1.2/1.4/1.6/1.8 second(s).If the bolt hits a second enemy or a wall, any enemies hit are Stunned for 1/1.2/1.4/1.6/1.8 second(s).
W
− Bard raises a health shrine that immediately offers 30/60/90/120/150 Active Shrines: {{ f2 }}
+ Bard creates a health shrine that grants 30% Move Speed decaying over 1.5 seconds and restores at least {{ initialheal }} Health to the first ally to enter. The shrine grows to restore {{ maxheal }} Health after existing for 10 seconds.Bard can have up to 3 shrines at once. If an enemy champion enters a shrine, it is destroyed.Current Active Shrines: {{ f1 }} / {{ f2 }}
E
− 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 33% faster than enemies.The corridor disappears after 10 seconds.
+ Bard opens a one-way portal through Terrain for 10 seconds. Any champion can enter the portal by moving onto it while near the entrance.
R
− 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.
+ Bard hurls magical protective energy to an area, placing all units and structures hit into Stasis for 2.5 seconds.
Bard