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Recommended Items
Runes: Hail of Bards
1
2
3
Domination
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Standard
Flash
Ignite
Items
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Champion Build Guide
About Me
FYI, this build isn't the most viable way to play bard right now, but it's still the most fun! ;). Guardian is the better consistent build, but Hail of Blades still rips!
I've been playing league for about 3.5 years now and I love




FYI I am a mid Gold ranked player, so this is not a guide by some Challenger god. If you like this build and tips I would 100% check out some of the other top guides on here written by more skilled players (Mr Buckets/Flayless/Lathyrus, Bizzleberry and Sh00zyz's). They are written very well and I learned a lot of what I know about

I learned about going



Hail of Bards - Sling Your Meeps!!
After trying a lot of different builds, I found this to be best for my play-style and Bard's passive/Meeps.
Electrocute can be great, but I think
Hail of Blades is more impactful over the course of the game.
Electrocute falls off fairly hard.
Hail of Blades allows you to unleash your Meeps in rapid succession, slowing and dealing much more damage than just an auto, Q
Electrocute proc.
For items I find the Deadman/Rapidfire rush to be just too good to go anything else. Deadman helps with roams, a bit of burst and tankyness while Rapidfire gives you much needed range, damage and attack speed. After those two, you can pretty much build what you'd like, but I find Athene's to be great for the utility and Liandries for the extra damage on your autos and Qs.
I will continue to add to this guide as I improve with Bard and refine this build!





For items I find the Deadman/Rapidfire rush to be just too good to go anything else. Deadman helps with roams, a bit of burst and tankyness while Rapidfire gives you much needed range, damage and attack speed. After those two, you can pretty much build what you'd like, but I find Athene's to be great for the utility and Liandries for the extra damage on your autos and Qs.
I will continue to add to this guide as I improve with Bard and refine this build!
Summoners
Runes
Hail of Blades![]() ![]() ![]() ![]() |
Cheap Shot![]() |
Zombie Ward![]() ![]() ![]() ![]() |
Relentless Hunter![]() ![]() ![]() ![]() |
Celerity![]() ![]() |
Scorch![]() |
Abilities
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Traveler's Call Ancient Chimes: Bard's presence causes sacred chimes to appear at random locations, and linger for up to 10 minutes. Collecting a chime grants Bard 24% bonus movement speed out of combat for 7 seconds, stacking up to 5 times, with every other chime collected beyond the first, granting an additional 14% bonus movement speed, up to a total of 80% bonus movement speed, 20 + (1 per minute after 5 minutes) experience, and 12% maximum mana. Bard empowers his meeps each time he collects 5 chimes. Meeps: Bard's presence attracts small spirits - known as Meeps - to his side. Each of his basic attacks consumes a Meep, dealing 40 (+ 15 per 5 chimes collected) (+ 30% AP) bonus magic damage. At 5 chimes, Meeps start slowing damaged enemies by 25% − 75% (based on number of Chimes) for 1 second, and at 15 chimes they deal splash damage to enemies within 150 units of his target as well as those in a cone behind them, with the cone's size increasing at 35 chimes. Meeps spawn every 8 − 4 (based on number of Chimes) seconds and Bard can keep up to 1 − 9 (based on number of Chimes) of them at a time. TIPS:You want to collect your chimes when you roam. Don't die in the enemy jungle for them either, they last 10 minutes so you have plenty of time to collect them. You also want to try to save the ones close to lane for when you need mana in lane. They are a great way to sustain in lane when you'd normally have to back because you are out of mana.![]() |
Cosmic Binding ACTIVE: Bard fires a burst of spirit energy in the target direction, dealing magic damage to the first enemy struck and briefly slowing them by 60%. After Cosmic Binding hits an enemy, the burst of energy passes through them and searches for secondary targets. If it hits a wall or a second enemy, it stuns both targets for the same duration, dealing the same magic damage to the second target as well. TIPS:Check out the tips section for some help on landing Qs and using them most effectively |
Caretaker's Shrine ACTIVE: Bard conjures a shrine at the target location that builds up in power over 10 seconds, which remain until consumed when a champion steps on them. You may only have up to 3 active shrines at one time. If the champion was an ally or Bard himself, they are healed for an amount based on the shrine's power (150 ( + 30% AP) minimum at max rank) and gain 50% bonus movement speed that decays over 1.5 seconds. TIPS:Make sure to remember to place these in a safe spot in lane and let them charge up. You can have 3 out at a time, so you usually want to have 1 or 2 up at any given time in lane. Also, don't be afraid to use them as a normal point and click heal! They do the majority of their healing immediately. Waiting for charge is good if you can, but the instant heal and speed boost from them is also very helpful for yourself and adc in fights. |
Magical Journey ACTIVE: Bard opens a one-way magical corridor through a piece of terrain, in the target direction for 10 seconds. Magical Journey will not cast unless it can open a corridor. Both allies and enemies can Dash pass through the corridor by right-clicking on it or its exit, with allies and Bard travelling at increased speed - 900 travel speed as of 9.14, up to 50% at max rank. 9.14 changed this to be 33% at all ranks. TIPS:You go faster than enemies, making this a great escape tool. Another good reason to hold your Q is, if the fight goes south you can use your![]() When you are in base, if you stand back enough you can put in on the wall towards your tower and get from base/shop all the way to inhib tower. It take some practice, so go into practice mode and work on where you need to stand and the angle to place it. You want to be able to do it quickly, otherwise the time saved using it is lost if you take too long to place a good tunnel. |
Tempered Fate ACTIVE: Bard sends magical energy arcing to the target location, putting all units and structures in the target area into stasis for 2.5 seconds upon impact. Despite normally being immune to crowd control, epic monsters and turrets (excluding the Nexus Obelisk) also enter stasis. TIPS:Check out the Tips section for a few tips and tricks when using![]() |
Tips!
I'll put usueful gameplay tips here as I find time and learn more. Feel free to suggest any tips/tricks for
Bard!!
Tip for landing Q's
HOLD YOUR Q. This sounds simple but will improve your play dramatically. And it's easier said then done. It is so tempting to just immediately throw your Q when you have any opportunity to land it on someone. Sometimes it's ok to go for it, but if you expect the fight to last longer than just in and out, hold onto your Q for the most opportune time. Sometimes just walking up and autoing will be enough to win the fight with your Meep damage and slow. That will at least make your enemy panic. Then you can throw your Q at a good opportunity to secure the fight. People will try to dodge when you first walk up. Don't throw it, let them juke themselves out while you auto them and eventually they will stop dodging to auto, use an ability or something. That's when you smack em with the
Bard BAZOOKA!
Tip for Landing R
R is hard to land from far away due to its travel time. It immediately shows where it's going to land, but the further you are the longer it takes to get there. It's super easy to dodge unless someone accidentally messes up pathing or you catch them really off guard. You want to try to get as close as possible without endangering yourself or giving yourself away. That way your ult lands quickly. And you usually don't want to place people directly in the center unless they are hard cced or not moving. Otherwise, put them a bit closer to the edge of the direction they are running away from (lead them). That way by the time they react they have already walked a few steps further in and are closer to the the center when it shows/lands.
R
Use your ult creatively. You can use it like an Ohmwrecker to shut down enemy towers for a dive. You can use it to freeze minions under your own tower and make diving/pushing enemies take tower aggro. You can use it to save your own tower from death or
rift herald hits. You can use it to freeze enemies who are doing drag/baron/buffs or to freeze the dragon/baron/buff to allow your team to collapse and steal. You can use it on yourself like a
Zhonya's Hourglass or you can use it on yourself/enemies and then flash out at the last second to lock them down while you escape.
R
The bread and butter ult combo for catching people/engaging is to 1. Ult the target. As soon as the ult lands (not when you click it, but when it lands) start counting in your head, one one thousand - two one thousand - three. And on three you send your q. The ult will come up right as your q lands (2.5 seconds). While counting/waiting for it to come up you need to position yourself for the best Q possible. Ideally you can get a stun by hitting two enemies or one enemy into a wall. Even a non stun Q is good and can secure kills with the damage and slow.

Tip for landing Q's
Cosmic Binding:
HOLD YOUR Q. This sounds simple but will improve your play dramatically. And it's easier said then done. It is so tempting to just immediately throw your Q when you have any opportunity to land it on someone. Sometimes it's ok to go for it, but if you expect the fight to last longer than just in and out, hold onto your Q for the most opportune time. Sometimes just walking up and autoing will be enough to win the fight with your Meep damage and slow. That will at least make your enemy panic. Then you can throw your Q at a good opportunity to secure the fight. People will try to dodge when you first walk up. Don't throw it, let them juke themselves out while you auto them and eventually they will stop dodging to auto, use an ability or something. That's when you smack em with the 
Tip for Landing R
Tempered Fate:
R is hard to land from far away due to its travel time. It immediately shows where it's going to land, but the further you are the longer it takes to get there. It's super easy to dodge unless someone accidentally messes up pathing or you catch them really off guard. You want to try to get as close as possible without endangering yourself or giving yourself away. That way your ult lands quickly. And you usually don't want to place people directly in the center unless they are hard cced or not moving. Otherwise, put them a bit closer to the edge of the direction they are running away from (lead them). That way by the time they react they have already walked a few steps further in and are closer to the the center when it shows/lands.R
Tempered Fate Use Tips:
Use your ult creatively. You can use it like an Ohmwrecker to shut down enemy towers for a dive. You can use it to freeze minions under your own tower and make diving/pushing enemies take tower aggro. You can use it to save your own tower from death or 

R
Tempered Fate Standard Combo:
The bread and butter ult combo for catching people/engaging is to 1. Ult the target. As soon as the ult lands (not when you click it, but when it lands) start counting in your head, one one thousand - two one thousand - three. And on three you send your q. The ult will come up right as your q lands (2.5 seconds). While counting/waiting for it to come up you need to position yourself for the best Q possible. Ideally you can get a stun by hitting two enemies or one enemy into a wall. Even a non stun Q is good and can secure kills with the damage and slow.
Gameplay
Early Game
Level 1 you'll want to start with Q most of the time. Into hard lanes and poke lanes where you want to just safely farm, you can take W first. If you do this, you can drop a heal pad for your jungle and one in lane, then collect your Meeps before leashing/going to lane and you'll be full mana with free heals.



Once you hit level 3 or so you can start looking to roam. If you are winning lane and can shove the wave, do so with your relic shield procs and then look to go up river collecting chimes towards mid lane. You should try to have a





You can then help shove mid a bit if you have

Mid Game
After the first drag, it's starting to get close to mid game. You'll want to keep shoving wave and roaming when you can to try to keep pressure and hit 6. When it's time to group with your team around 15-20mins, this is when you shine. Once you have




Late Game
In team fights you want to focus on your positioning. Stay back and try to get as many safe Meep/

Late game you are a monster. Don't underestimate your damage, you'll surprise yourself with your




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