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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Annie
Shes too bursty for a squishy little Bard to handle. Going in for poke may result in instant death.
Ideal
Strong
Ok
Low
None
Introduction
Hello Everybody,And Welcome
To my guide on the most OP support in the game,
Bard
I'm currently at 225k mastery score, I used to say this champion was worthless and only trolls play him, but after a few games I realized how amazing this champion is.Bard is an underrated support who can use his kit for a variety of situations. I'll keep this guide as updated as I can. I'll explain each choice I've made here in the guide and if you think I missed something say something in the comments.


This passive gives you Meeps, these little beauties help you slap the bot lane a little harder. They deal 30 damage right away, but increase every 5 chimes collected. At 25 chimes your Meeps will deal AoE damage in a cone behind your target and increase in size at 65 chimes. Your Meeps also slow the target for 1 second, starting at 25% and increasing exponentially the more chimes collected.
Summary: Collect them.











Always start
Cosmic Binding first, it will give your jungle a good leash and you'll be able to apply lane pressure at level 1. Landing one stun, AA, and
Thunderlord's Decree
on the ADC can end up taking a quarter to a third of their health. The early lane pressure it helps you apply can make the opposing ADC struggle to farm, putting them behind and letting your ADC farm without harass.
Level 2 get
Caretaker's Shrine. These use up a good amount of mana and don't heal too much unless you let them charge up, but your chimes will give you mana, creating beautiful sustain. Place these near you tower so they cant be stepped on to be destroyed and they can build up in a safe location to increase the amount of HP healed.
At level 3 get your
Magical Journey and starting looking to roam to get your chimes. This ability will be the second skill you max because of the escape potential and the cooldown reduction each level.
Your ult is very unique,
Tempered Fate, it's a AoE Zhonyas...that's awesome. You'll be able to unlock this ability at level 6. This skill can be amazing if used correctly, or kill your teammates if used wrong. A good use of your ult would be tower diving. To tower dive, when you start fighting, ult only the tower, try no to get any of the enemies in your ult. Once the tower is ulted, you have around 3 seconds to fight before the tower starts firing again.


Level 2 get

At level 3 get your

Your ult is very unique,

Early game can suck with Bard, he's squishy, heals aren't strong enough to withstand heavy harass, and you don't have any chimes, BUT no other champion can offer a 2 man stun at level one. By starting
Cosmic Binding you can take out up to a third of the ADC's health by using Q, AA, and activating thunderlords. Use your Q and passive to apply lane pressure.
Be sure to be constantly moving and trying to set up a stun, the fear of being slapped by Bard should be a constant worry on their minds. Positioning also matters on who the opposing bot lane is.
Vayne? stay away from walls.
Blitzcrank or
Thresh? Stick behind minions. try to send a
Cosmic Binding at the ADC when they try to farm or throw an AA, your chimes will give you back 12% of your maximum mana.
Traveler's Call make Bard strong, but it also can leave your ADC alone. Knowing when to roam is a big part of playing Bard, supports like
Thresh and
Blitzcrank and ADCs like
Lucian or
Vayne can run down or dive your ADC if you're gone. I will go roam if I see my ADC is backing safely and possibly gank mid. I'll also go collect them on my way back to lane, since
Traveler's Call gives you movement speed that will help you get back to lane faster.
Make sure to know when to roam

Be sure to be constantly moving and trying to set up a stun, the fear of being slapped by Bard should be a constant worry on their minds. Positioning also matters on who the opposing bot lane is.




Collect Your Chimes






Make sure to know when to roam
The reason I start
Spellthief's Edge instead of
Ancient Coin is because Frost Queens active is amazing; it helps Bard chase down and stun enemy champions and who doesn't like more cc? The
Boots of Swiftness are a must on Bard because they will help you collect chimes in the jungle and return to your ADC faster.
Sightstone is pretty self-explanatory, vision wins game. Start
Stealth Ward, constantly ward,vision control is extremely important. When you buy
Sightstone, Get the
Sweeping Lens as you buy
Sightstone to deny vision. Upgrade to
Ruby Sightstone later in the game for extra HP. This is something I recommend doing more often, since you will be roaming for chimes and warding, a few extra wards only helps your team.
Zz'Rot Portal offers both armor and magic resist plus an active to help push lanes. This item can help you control your lane when you're gone collecting chime. Later in the game if you're behind and the lanes are pushing, that's when you get this item.
Zz'Rot Portal will apply strong lane pressure along with the gold that any of voidlings collect.
Ardent Censer works decent with your W (the heal). This item makes your heal give 15% attack speed to whomever receives the heal along with 30 magic damage on hit for 6 seconds. This isn't an item I build often, if ever.
Locket of the Iron Solari is my 2nd favorite item to build on
Bard right now. This item offers a lot that works well with his kit. Locket will give a large amount of HP, cool down reduction, magic resist for you and any of you teammates near you, and an active that is an aoe shield.
Aegis of the Legion's passive is a big reason we build Locket, it will passively protect not just your ADC, but your whole team which can come in handy in teamfights.
EDIT. After the nerf of
Aegis of the Legion, removing its aura effect and CDR,
Redemption offers a decent replacement depending on the situation, but remember,
Redemption is OP.
This bring me to
Redemption. This item's a beaut, 10% CDR, 400 HP, mana and HP regen, and slightly increases your heals. The active on this item is pretty unique, it can be used even if you're dead and gone. When activated, it creates a large glowng circle that, after a short period of time, will heal you and your teammates for a pretty decent chunk of HP. If any enemies are caught in the active, they are dealt true damage based on their max HP, that's a beautiful item.
Frozen Heart. This item makes you tankier, while gaining 10% CDR. As I stated above, [Bard] needs CDR, a defensive item with a good unique passive along with cooldown reduction is strong, but not perfect.
Randuin's Omen gives 60 armor and 500 health with the same unique passive as
Frozen Heart, Cold Steel: If hit by a basic attack, you slow the attackers Attack Speed by 15% for 1 second.
Randuin's Omen or
Frozen Heart? This is situational, but for the most part, I've been building
Randuin's Omen more often. The health that Randuins gives is nice on Bard because he doesn't have a large amount of HP without items. The reason
Frozen Heart would be nice is because of the CDR it gives, 20%, and it gives 90 armor, which is 30 more than Randuins, and 400 mana. The trade off is 500 HP and the active for Randuins or 30 more armor, 400 mana, and 20% CDR. Theres also a slight difference in their passives.
Its a small but situational difference.
Frozen Heart has a passive that will reduce surrounding enemies attack speed by 15% (700 range), while Randuins is slightly different.
Randuin's Omen has a passive that reduces the attackers attack speed by 15%, not surrounding enemies, and also has an active that slows nearby enemies (500 range) by 35% for 4 seconds.
Dead Man's Plate is an item you will only need if the enemy team is more on the AD side and you want to float extremely fast. It will give you 50 armor and 500 health. The movement speed it gives you is very good for catching up to people or running away, the extra damage also is good for when you AA next, dealing meep damage and Dead Man's damage.















EDIT. After the nerf of



This bring me to








Its a small but situational difference.



Pros
- 2 Person stun
- Heal and chimes for sustain
- You can take magical journies
- Effective ult if used correctly
- You have little meeps following you
Cons
- Weakest early game
- Tanky hard engage supports beat Bard
- Roaming at the wrong time may leave ADC vulnerable bottom lane
- Ult can troll, deny teammate kill or leave teammate to die
- Not much peel
- Burst beats Bard
Top 3 Best




- Mobile with
Relentless Pursuit
- High burst damage
- Capitalizes on chances you create with
Cosmic Binding








- high range
Yordle Snap Trap sets up your
Cosmic Binding or vise versa
- Good harass during laning phase
Kalista's
Sentinel's passive, for whomever doesn't know, is when you and your ADC both attack the same minion, monster, or enemy champion you deal bonus magic damage. At level 2, if you and Kalista just AA once on the ADC, it will chunk off about a third to half of their health. Kalista's ult can be useful too; she can ult you in and knock them up, giving you time to set up quickly to get a stun off when the knock-up ends.
Kalista'sRend is also good with hard slow and stun, giving your ADC enough time to get stacks for Rend.
In this current meta,Caitlyn is my preferred ADC, she can play safe while still using her long range to harass her lane opponents. The fast damage you two can deal out if an enemy is smart enough to step on a trap could bring them low enough to back.
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