
Princess Bari
The Divine Mudang

Type | Default |
---|---|
Collection | Default |
Cost | Unknown |
Voice Pack | Click to Listen |
Stat Name | Stat Value |
---|---|
Max Health | 591.4 |
Max Mana | 0 |
Health Per Time | 1.7 |
Mana Per Time | 0 |
Physical Protection | 18.1 |
Magical Protection | 26.1 |
Movement Speed | 375 |
Base Attack Speed | 1 |
Attack Speed Percent | 1.46 |
Inhand Power | 48 |
XP Requirement | 0 |
PRINCESS BARI COMMUNITY GUIDES
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View allPRINCESS BARI COMMON ELITE BUILDS
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Princess Bari Basic Attack
BASIC
Fire a projectile that deals 0 Magical Damage to the first enemy hit. • Mystic Surge: Deals 50% Damage to enemies within 2.4m of where the projectile stops
NOTE 1: Projectile stops on first target hit, and does not pass through walls.
- Damage Scaling: 100% Strength or Inhand Power and 20% Intelligence
- Range: 8.8m
- Radius: 0.48m
- Cooldown: 0s
- Cost: 0

Mystic Surge
PASSIVE
Accumulate Spirit by dealing damage to enemies. Upon reaching 100 Spirit you enter Mystic Surge for 5s and can use any of your first 3 abilities with no cooldown. Abilities used this way have a bonus effect. • Gain bonus Strength, Intelligence, and Attack Speed while in your Mystic Surge based on the rank of Spirit's Cadance
- Strength: 7/14/21/28/35/49
- Intelligence: 10/20/30/40/50/70
- Attack Speed: 15/20/25/30/35/45%
- Minion Hit: 2 Spirit
- God Hit: 5 Spirit
- Cooldown: 0s
- Cost: 0

Sacred Bell
ABILITY 1
Lob a bell, dealing 65 [80% Strength and 65% Intelligence] Magical Damage to enemies where it lands. Warding Gusts or Reverent Steps push the Bell, dealing 45 [80% Strength and 65% Intelligence] Magical Damage and Slowing enemies hit. • Mystic Surge: +20% Lob Damage and now applies a Slow. +20% Rolling Damage and now applies a Stun. The Bell itself is 1.67x the size
NOTE 1: Warding Gusts will pull the Bell towards you if it is within Basic Attack range and has landed before casting Warding Gusts
NOTE 2: You can only have 3 Bells deployed
- Lob Damage: 65/105/145/185/225
- Lob Scaling: 80% Strength and 65% Intelligence
- Roll Damage: 45/75/105/135/165
- Roll Scaling: 80% Strength and 65% Intelligence
- Slow: 20%
- Slow Duration: 1.5s
- Cooldown: 15/14.5/14/13.5/13s
- Range: 8.8m
- Radius: 2.4m
- Cost: 0
Lob a bell, dealing 65 [80% Strength and 65% Intelligence] Magical Damage to enemies where it lands. Warding Gusts or Reverent Steps push the Bell, dealing 45 [80% Strength and 65% Intelligence] Magical Damage and Slowing enemies hit. • Mystic Surge: +20% Lob Damage and now applies a Slow. +20% Rolling Damage and now applies a Stun. The Bell itself is 1.67x the size
NOTE 1: Warding Gusts will pull the Bell towards you if it is within Basic Attack range and has landed before casting Warding Gusts
NOTE 2: You can only have 3 Bells deployed
- Lob Damage: 65/105/145/185/225
- Lob Scaling: 80% Strength and 65% Intelligence
- Roll Damage: 45/75/105/135/165
- Roll Scaling: 80% Strength and 65% Intelligence
- Slow: 20%
- Slow Duration: 1.5s
- Cooldown: 15/14.5/14/13.5/13s
- Range: 8.8m
- Radius: 2.4m
- Cost: 0

Warding Gust
ABILITY 2
Swipe your fan dealing 65 [55% Strength and 45% Intelligence] Magical Damage to enemies and Knockback enemies who are close. • -30% Damage to enemies further away • Mystic Surge: +20% Damage and Knockback. Bells pushed are treated as Mystic Surge Bells
- Damage: 65/110/155/200/245
- Damage Scaling: 55% Strength and 45% Intelligence
- Cooldown: 14s
- Radius: 4.4/8.8m
- Cone Angle: 70 degrees
- Cost: 0
Swipe your fan dealing 65 [55% Strength and 45% Intelligence] Magical Damage to enemies and Knockback enemies who are close. • -30% Damage to enemies further away • Mystic Surge: +20% Damage and Knockback. Bells pushed are treated as Mystic Surge Bells
- Damage: 65/110/155/200/245
- Damage Scaling: 55% Strength and 45% Intelligence
- Cooldown: 14s
- Radius: 4.4/8.8m
- Cone Angle: 70 degrees
- Cost: 0

Reverent Steps
ABILITY 3
Dance for a short burst of speed in any direction, then fire a projectile dealing 30 [130% Strength and 60% Intelligence and 100% InhandPower] Magical Damage when it ends. • Hitting a god grants 50 Spirit and reduces this ability’s Cooldown by 25% • Mystic Surge: +20% Damage, dealt instantly in a line. Bells pushed are treated as Mystic Surge Bells
NOTE 1: You have no strafing or backpedal penalty while firing
- Damage: 30/60/90/120/150
- Damage Scaling: 130% Strength and 60% Intelligence and 100% Inhand Power
- Cooldown: 15s
- Range: 8.8m
- Radius: 0.64m
- Cost: 0
Dance for a short burst of speed in any direction, then fire a projectile dealing 30 [130% Strength and 60% Intelligence and 100% InhandPower] Magical Damage when it ends. • Hitting a god grants 50 Spirit and reduces this ability’s Cooldown by 25% • Mystic Surge: +20% Damage, dealt instantly in a line. Bells pushed are treated as Mystic Surge Bells
NOTE 1: You have no strafing or backpedal penalty while firing
- Damage: 30/60/90/120/150
- Damage Scaling: 130% Strength and 60% Intelligence and 100% Inhand Power
- Cooldown: 15s
- Range: 8.8m
- Radius: 0.64m
- Cost: 0

Spirit's Cadence
ABILITY 4
Conjure a spiritual dance that pulses three times. The first two pulses deal 50 [30% Strength and 25% Intelligence] Magical Damage. The last pulse deals 100 [60% Strength and 70% Intelligence] Magical Damage. Pulses apply a stacking Slow. • You and allies in the area gain Guarding Spirits for 4s. When taking lethal damage become Immune, Silenced, and Disarmed for 1.5s • Casting this ability immediately places you in Mystic Surge for 10s
NOTE 1: Slow stacks three times
NOTE 2: Gods can receive Guarding Spirits only once per Spirit Cadance use
- Pulse Damage: 50/70/90/110/130
- Pulse Scaling: 30% Strength and 25% Intelligence
- Final Damage: 100/140/180/220/260
- Final Scaling: 60% Strength and 70% Intelligence
- Slow: 15%
- Slow Duration: 2s
- Cooldown: 100s
- Range: 8.8m
- Radius: 5.6m
- Cost: 0