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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Threats & Synergies
Leona
Leona makes it extremely difficult to leave lane and roam. Try to poke down her or her ADC before she reaches lv 3 so that they are less likely to engage before their first back.
Part I: Introduction
So how about normals? Bard still isn't a very strong champion. But the key is that he is fun to play. You will need to play a few games as Bard in order to see what I mean. There is something satisfying about having half the enemy team stunned and the other half in stasis while your teammates close in for the Ace.
Still, Bard is very different from other champions, so you will need to think out of the box when playing as him.
I'll say it again: You must have a different mindset when playing as Bard.
Utility is the name of Bard's game. This primarily includes speed to collect chimes and roam the Rift. Bard's kit has three forms of crowd control, a heal, and a unique portal that can be used for both engage and disengage. The items considered in this build guide will further improve Bard's utility with meaningful active and passive effects.
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Pros
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Cons
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+ Relevant at all stages of the game + Supports all teammates + Provides high amounts of cc + Great teamfight presence + Excellent at chasing down champions + High skill cap + Fun to play |
- Reliant on teammates for damage - ADC is vulnerable when out of lane - Countered by early game lane bullies - Currently low viability - High skill floor |


This strategy allows you to give your other allies a slight advantage while you are on bot helping your ADC.


Wait until the shrines in the other lanes are used before placing some on bot lane. It is also useful to know that you can place a shrine directly on an ally without eliminating one of your three shrines.
Your goal at this stage should be to use your Meeps to slowly poke down the enemy Hp. once you get

Don't be afraid to trade damage with the enemy champions. You can use your shrine and place another for your ADC to fall back on when needed. As long as the enemy is low on health and your ADC is close to full, you can safely begin to recall or roam as needed.
Ideally you can leave when the enemy bot lane champions are low on HP, forced to back, or dead. In these cases, leave your ADC to farm up, but be sure to ward and leave shrines so the lone marksman can escape a gank.
If you have pushed your lane and your marksman is backing, there is no reason to stay in lane, so go help someone else. Just be sure to be back when your ADC returns, especially if the enemy duo bot is beginning to push your turret.
If you ever run out of mana, you must leave lane to collect chimes, even if you only do so briefly. Your absence in lane may even encourage the enemy to turret dive. With chime enhanced movement speed, your unexpected return may catch them off guard. Use a shrine to heal your ADC and provide the movement speed to juke attacks, and use

If things go exceptionally well during the early game, you can begin to roam to whichever lane is most in need of your presence.
Yes, you read correctly; as a support you can gank mid. Head through the brush and use

Also, be aware of what your jungler is doing. If you are nearby, help out with a


Unfortunately, top lane is still an island, even when it comes to Bard's roaming. Only go to top if your ADC is doing exceptionally well in the solo lane, and plan on recalling afterward, as there isn't much else you can do on that side of the map.
Once you have your sight stone, warding is another good reason to roam. Try to ward the buff camp in the bot lane side of the enemy's jungle. This will help you notify your team of the enemy jungler's position. Your teammates can then either anticipate a gank or know that they are safe for the time being.
Of course, the best reason for Bard to roam is chime collection.


When you begin to roam, collect chimes along the path toward your objective. The movement speed boost is especially useful when ganking mid. However, be sure to leave some chimes for your journey back to bot lane.
By looking at the mini map, you can actually see where chimes will appear as they are doing their spawning animation. Just be aware that champion icons will cover up the chime icons on the mini map. Red chimes will disappear soon. Collect those if you are nearby, but don't go too far out of your way. Missing a few chimes won't make too much of a difference in the long run.
It may even be strategic to leave some chimes nearby for an escape, or to chase fleeing enemies, especially when your team is attempting to take the neutral objectives.



By now, full-fledged teamfights will begin to break out if they haven't already. In these cases, you should ult the enemy back line damage dealers and then use

If the teamfight ended in your favor, you can chase down any fleeing enemy champions by using your



If the teamfight did not go your way, a combination of









Greater Quintessence of Movement Speed: The extra movement speed will help any roaming support. The flat movement speed bonuses from
Mobility Boots,
Dead Man's Plate, and the
Wanderer mastery will also benefit from the percent movement speed bonus provided by these runes.
Greater Glyph of Scaling Cooldown Reduction: Bard doesn't scale very well with ability power. However, both his damage and utility are greatly improved by cooldown reduction. When 3 of these runes are combined with the
Intelligence mastery, your runes and masteries alone will provide 10% CDR at level 18. This is especially useful, as your items may not provide the full 40% CDR, but 30% is relatively easy to achieve.
Greater Glyph of Scaling Magic Resist: There are not many recommended items to boost Bard's magic resist. These runes will provide him some survivability against late game magic damage.
Greater Seal of Armor: During the early game, these runes will provide some protection for trades with the enemy ADC. As an alternative, you could take
Greater Seal of Scaling Armor Bard's roaming nature means he will not be in contact with the enemy ADC for extended periods of time during the early game. However, if the enemy ADC is particularly aggressive early game, you will run into trouble. Scaling runes are a high risk with a low reward.
Greater Seal of Scaling Health: These runes work well with the armor and magic resist runes previously mentioned.
- greater mark of Hybrid Penetration: Until Bard collects 10 chimes, the physical attack portion of his basic attacks deals more damage than his Meep magical damage. When compared to
Greater Mark of Magic Penetrationx9, by sacrificing 2.3 magic penetration, you gain 8.1 armor penetration. This will increase Bard's overall poke damage in the early game.
- Tier 1 -
Fleet of Foot is the most useful mastery here and will have an effect similar to that of the
Greater Quintessence of Movement Speed. At least one point in
Expanded Mind will help manage Bard's early game mana usage. The higher mana pool also means that Bard will receive additional mana regain when collecting chimes.
Phasewalker is another useful option, especially for your early shrine placement speed run (see the chapter on Before the Match Really Begins). If you are used to taking
Scout on your support champions, put a point into that instead. I will later explain why we put 5 points into this tier instead of only 4.
- Tier 2 - Unless you put 3 points in
Expanded Mind , your choices for this tier are made for you.
Summoner's Insight may mean that your
Exhaust will be off cooldown before the enemy support's. Plus, a lower cooldown on
Flash is always a good thing.
Alchemist will enhance the potions you buy during early game. The extended duration of elixirs will be more beneficial during late game.
- Tier 3 - Let's face it. You're a support, and you need all the gold you can get. For this reason,
Greed is good. Otherwise, there is nothing else in this tier that will benefit you. You are not a jungler, so
Runic Affinity is out. You deal little damage and will receive minimal benefits from
Vampirism , and you should only ever use
Culinary Master if you use potions a lot (or if you want to embrace Pantheon's true profession). There are only three useful points on this tier, which is why we put 5 points into Tier 1.
- Tier 4 -
Wealth is the reason why you can start with two
Health Potions and
Stealth Ward.
Meditation will help with your early mana problems, but during late game mana shouldn't be a problem.
Scavenger is less effective than on a traditional support as you miss out on the bonus gold when roaming between lanes. The extra accumulated gold will still be more beneficial come late game than an extra point in
Meditation . Do not take points in
Inspiration. You loose the bonus when you are out of lane, and the experience from your chimes should keep your level about even with your allies.
- Tier 5 - Now we're getting to the good stuff. Again, your choices are made for you, but this time they each work extremely well with Bard's play style.
Bandit (in combination with
Spellthief's Edge) provides a gold reward for poking champions with your Meep empowered auto attacks.
Intelligence gives you the 5% CDR to go with the CDR from your runes. However, more importantly, it provides 20% CDR for your item actives. And as a utility support, you will have many item actives.
- Tier 6 - Bard is "The Wandering Caretaker," so the
Wanderer mastery is right up his ally, or better said, it's right up his river between mid and bot lane. Just remember that you loose this movement speed as well as the movement speed from
Mobility Boots when entering combat. The movement speed from
Dead Man's Plate is only lost when under the effects of CC or upon basic attacking. You always keep the
Mobility Boots's lesser flat movement speed, the bonus from
Enchantment: Alacrity, and any percent movement speed.
So what do we put points in next? There isn't much else we can get from the Utility Tree. Also, Bard doesn't deal much damage, so the Offense Tree doesn't provide much. While Bard will not become a dedicated tank, by putting the remaining 9 points into the Defense Tree, Bard will have some extra survivability, especially during early game.
- Tier 1 -
Block will help you to take less damage during trades in the early game, and
Recovery will help you save your shrines and mana for healing your ADC. It isn't much, but early on it can make a difference.
Swiftness is an appropriate alternative if the enemy has some annoying slows (read
Ashe).
- Tier 2 -
Unyielding provides additional protection during early game trades, and
Veteran Scars gives you some extra health to trade.
- Tier 3 -
Juggernaut will actually enhance your late game survivability, especially with two of your main items (
Dead Man's Plate and
Ruby Sightstone) providing a combined total of 1000 health.
Tenacious is a suitable alternative for when the enemy has many crowd control effects.
- Passive -
Traveler's Call: Meeps play an important role in the very early stages of the game for poking at enemy champions. They are less effective in the early-mid stage of the game. At 65 chimes, the damaging cone receives a greatly increased size. It can now affect multiple enemy champions in a teamfight and even clear minion waves. Also see the chapter on Chime Collection.
- Q -
Cosmic Binding: This ability is your main crowd control effect. Bot lane players are used to hiding behind minions in order to avoid damaging and crowd control skill shots. Because Cosmic Binding passes through the first target, it is more difficult for enemies to hide. If you land the stun on a champion, don't forget to use your free Meep empowered auto attack.
Unfortunately, this ability has a low range when compared to other skill shot abilities. You gain a little extra range after hitting the first target, but you still need to get close. The build in this guide provides the movement speed and a slight amount of tankiness to get close to an enemy champion, land the ability, and back off without taking too much retaliation damage.
Take this ability second, and update it second. It's upgrades provide a longer stun and more damage.
- W -
Caretaker's Shrine: Take this first in order to provide heals to all your teammates (see the chapter on Before the Match Really Begins). In lanes, shrines should be placed in a path toward the allied tower so that the bonus movement speed can be used to evade a gank. If your tower is pushed, you should place multiple shrines behind your tower. When your team is preparing to take neutral objectives, place shrines nearby so that low health allies can quickly use them and rejoin the fight. Before a teamfight breaks out, place shrines behind your team. Try to have this ability off cooldown during the teamfight so that you can place your shrine directly on a low health ally. In addition, the speed boost can be used to help allies escape or reach a high priority target.
Caretaker's Shrine is also a useful ability when your team is chasing low health enemies. Place a shrine on your high damage dealers to speed them up so that they can secure the kill. This is a great way to gain assists when you show up too late to actually attack the enemy.
The heal from this ability tends to fall off into mid and late game, when allies have large amounts of life steal or tankiness. Therefore, additional levels in this ability will only have a significant effect on the early game, meaning that this ability should be leveled first. If you fall behind but your teammates are ahead, put points into your other abilities first.
- E -
Magical Journey: You may be wondering why I postpone taking this ability until lv 5. The simple reason is that it provides no benefit while in lane, which is where you will spend the very early stages of the game. When you do begin to roam, it can be helpful for collecting chimes, but the portal usually doesn't make your route much shorter. I also discourage using Magical Journey to gank before lv 6, even if you are with your jungle. Doing so provides a big sign saying "Caution, enemies will appear here!" Of course, you can always mess with enemies by creating a portal without actually intending to use it. If you plan to do this, be sure to ping your allies to not take to portal.
One useful aspect of the Magical Journey's mechanics is that you can create a portal while you are still a certain distance away from the wall. This is especially beneficial when Bard is chasing down an enemy champion with the help of an ally. By creating the portal from a distance, your ally will have more time to see and take the portal. Otherwise, it is likely that the teammate will pass the portal and waste some valuable time doubling back. When using this method, also be aware that a skilled enemy can momentarily juke you by turning around after you have entered the portal. If this seems likely, let your ally take the portal while you continue to follow the enemy. This way, the enemy champion will be caught on both sides.
When being chased, if you use Magical Journey, the enemy will almost always follow you, often without even thinking about it. You can use this to your advantage. Try to make your portals long, so that the bonus movement speed while in the tunnel will lengthen your lead. If there is an ally nearby, portal to them, baiting the enemy champion to their death. On occasion, I've even lead enemies directly into an allied turret. In any case, when coming out of the portal, be ready withCosmic Binding to stun up to two enemies upon exit. If three or more enemies are pursuing you, consider using your ultimate. In late game during favorable teamfights, use magical journey to flank the enemy or chase down stragglers for an Ace.
Leveling Magical Journey will reduce the cooldown and increase allied movement speed through the portal. Level this ability last, unless some of your allies are very far ahead. Then leveling this ability early will provide more opportunity to secure kills, especially in the jungle.
- R -
Tempered Fate: This is bard's unique ultimate ability, and it has endless possibilities. Unfortunately, a poor ult can even aid the enemy team.
There are three main cases where you will get the most value from your ult. The first can be to set up for a gank. Get as close as possible to the enemy so that the ability's cast time is low. While the enemy is in stasis, try to line up a stun withCosmic Binding The enemy may try flashing to safety upon coming out, so also be ready to auto attack and apply Meep damage and slowing.
The second major use for Bard's ultimate is to stop fleeing enemies. Keep in mind that the farther away you are, the longer the cast time will be. Aim your ult just a little ahead of where the enemy champions are heading. They will either be trapped in stasis, or they will be forced to take a detour. In the latter case, a well-placedMagical Journey can be used to cut them off.
Finally, your ultimate can be used to put the enemy's damage dealing back line in timeout during a teamfight. Teamfights can be chaotic, so the ult should be easy to land. This usually takes out about two enemy champions, producing a favorable 5v3 scenario, which can turn into a 5v1 when combined withCosmic Binding. In the crucial seconds during which the enemy team is locked down, your team can overwhelm them and come out victorious. A similar strategy is useful if the enemy team attempts an early turret dive.
There are also a few cool tricks you can do with your ult, which are harder to pull off or less impactful but can still be pretty interesting:
- If you are surrounded by a group of enemy champions but you have your ultimate and
Flash off cooldown, you can ult the entire group and then flash out of it. The enemy will be frozen in menacing attack posses, while you are free to escape. This is a very costly and risky maneuver, so don't attempt it lightheartedly.
- If you are alone defending a turret being sieged by a melee enemy champion with a group of caster and cannon minions (NO melee minions) ult the ranged minions, causing the enemy champion to take damage from the turret. If you can stun the champion with
Cosmic Binding, even better. This maneuver is very situational, and if successful it probably won't secure the kill but should save the turret.
- If the enemy team is taking a neutral objective, ult as many of them as possible while leaving
Dragon or
Baron Nashor out of stasis. If all enemy champions and pets are put in stasis and no allies or other targets are nearby, the monster's health will begin to reset (I have personally tested this, and it still works with the new leashing rules introduced in Patch 5.19). If one enemy champion is left out, they will be forced to solo for a few seconds (this is most impactful for Baron). This strategy can be annoying to the enemy team, but if your team cannot follow up on it, the effort will be wasted.
- Using Tempered Fate on an enemy turret may help during an allied turret dive. Just be sure that the enemy champion isn't also put in stasis. And beware that if you are turret diving behind two turrets, the inner turret will be untragetable and therefore unaffected by your ultimate.
- If you are surrounded by a group of enemy champions but you have your ultimate and
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Before you begin building some of the higher tier items, it would be good to have one basic 10% CDR item. ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() DO NOT purchase Zz'Rot if you are behind, as your team will not be able to properly protect it, and you will only be feeding the enemy team additional gold and experience. |
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You already have more than enough personal movement speed; it's time to share some with your team. ![]() ![]() |
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The following is a list of past featured content. I have moved each to a separate build guide which I have archived but can still be accessed by using the link below. If you enjoyed the featured content when I first included it, feel free to revisit the pages.
- One For All featured game mode 2015: Bard: One For All And All For Fun
I hope that you were able to learn some tips and tricks for playing as Bard. Feedback would be greatly appreciated, as this is my first guide on Mobafire.
Have fun "Roaming the Rift!"
-SignError
-- League of Legends Wikia --
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