The damage type that Bard deals is mostly Magic Damage.
Bard's damage type breakdowns as follows:
Bard's presence causes magical chimes to appear, which grant Bard 20 + (1 per minute after 5 minutes) experience, 12% maximum mana, and a burst of 24% movement speed out of combat for 7 seconds. Any chime collected after the first grants 14% bonus movement speed instead, up to a total of 80%. Additionally, lesser spirits follow Bard and aid in his attacks dealing 35 (+ 14 per 5 chimes collected)(+30% bonus Ability Power) - collecting chimes causes these meeps to gain power over the course of the game.
Bard fires an energy bolt, dealing 80/125/170/215/260 (+65% bonus Ability Power) 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 raises a health shrine that immediately offers 25/50/75/100/125 (+30% bonus Ability Power) health, but restores up to 50/87.5/125/162.5/200 (+60% bonus Ability Power) health as it gathers power for 10 seconds. The shrine's effect also grants 30% decaying movement speed for 1.5 seconds. Bard can have up to 3 shrines active at once, which remain until visited by an ally champion or crushed by an enemy champion.
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 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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