League of Legends OP

League of Legends OP

quarta-feira, 25 de fevereiro de 2015

All Of Bard´s Abilities And Passive !

Traveler’s Call [ Passive ]
Ancient Chimes: Bard’s presence causes sacred chimes to appear on the Fields of Justice. Collecting a chime grants Bard a brief burst of movement speed, experience, and mana. Chimes remain on the ground for 10 minutes.
Meeps: Bard’s presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing 30 (+0.3 AP) extra damage before disappearing back to the spirit world. As Bard collects more chimes, the meeps that follow him grow in both number and power.

Cosmic Binding [ Q ]
Cooldown: 10 seconds at all ranks  || Mana Cost: 60 at all ranks
Bard fires an energy bolt, dealing 85/115/145/175/205 (+ 0.5 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 instead (same duration).

Caretaker’s Shrine [ W ]
Cooldown: 12 seconds at all ranks || Mana Cost: 100/105/110/115/120
Bard raises a health shrine that immediately offers 30/60/90/120/150 (+0.2 AP) health, but restores up to 70/110/150/190/230 (+0.45 AP) health as it gathers power for 10 seconds. The shrine’s effect also grants 50% decaying movement speed for 1.5 seconds. Bard can have up to 3 shrines active at once, which remain until visited by an ally or crushed by an enemy.

Magical Journey [ E ]
Cooldown: 26/24/22/20/18 seconds || Mana Cost: 30 at all ranks
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 10/20/30/40/50% faster than enemies. The corridor disappears after 10 seconds.

Tempered Fate [ R ]
Cooldown: 130/115/90 seconds || Mana Cost: 100 at all ranks
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.

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