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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Threats & Synergies
Lulu
I hate this champion. I tend to always ban it, however if it does get through be weary of her damage as it could suprise you. Also, she trades better than you in 1v1 support fight with her shield up.
Quick Introduction
rip my 60% winrate :(






In my opinion Bard is one of the highest skill ceiling champions. His Kit is very unique in that no other in the champion is like him. Bard can be a very hard champion to learn at first and will take a lot of games to learn how you should be playing him. When playing Bard, you have to remember you are very vulnerable if you step out of position and even small mistakes can get you caught out and killed.


The first one is Ancient Chimes. Ancient Chimes (also known as chimes) are chimes that are randomly placed on the map (usually close to you)that give bard a boost of movement speed when he picks them up. This bonus stacks up to 5 times and grants 24% bonus move speed(on the first chime and 14% on all chimes after that). If bard enters combat when he has this move speed it will be lost. These Chimes also grant bard 12% mana back on each chime and a little bit of experience. Bard empowers his Meeps each time he collects 5 chimes on the map. One of the biggest mistakes I see made by Bard players is leaving the lane to go get Chimes at a really bad time. Try to put yourself in the ADC's shoes and think what would I think If my support left me 1v2 in a lane for 20-30 seconds. Try and go at good times and communicate with your ADC on when you are going to go get them. An example of this could be you are low on mana and you ping your mana bar for the ADC to see and tell them you are going to go get some Chimes and come back as fast as you can.
The second part of Bards passive is Meeps. Meeps are little spirts that are attracted to Bard and will sit by his side. Each time Bard uses a basic attack it will consume 1 Meep dealing bonus damage on his auto attack. After 5 Chimes have been collected by Bard, Meeps thrown will slow the enemy for 1 second. After 15 Chimes Bard will deal splash damage when using Meeps in a cone shape area. The size of this cone area will increase after 35 Chimes have been collected by Bard. Meeps spawn every 8/7/6/5/4/ seconds (depending on amount of chimes) and Bard can keep up to 1-9 Meeps at a time (based on amount of Chimes). Bard's Meeps can hurt alot during the early and even late stages of the game to squishy targets.
Cosmic Binding


Bard throws out a burst of spirit energy in the target direction dealing magic damage to the first enemy it hits. If Bards Q connects with a wall or a second enemy (




This is bards main ability and can be used in many many different ways. One of the most basic ways it can be used is to stun two champions together. This will lock both champions down for 1 / 1.2 / 1.4 / 1.6 / 1.8 depending on the level of the ability. The main way this stun should be used in lane is to either poke one of the laners with the slow and damage or stun them against there own minions to get some free damage off. Here are a few examples of stuns that can be done in the bot lane. 1,2,3,4. There are many other ones that can be done but it is hard to showcase them all here. An important part of Bards Q is knowing: 1. Can I stun this target? 2. Should I use My q to damage this target or hold it for a guaranteed stun?. These are both very important as they may decide the end result of a fight and every little bit of



So why do we max this ability first?
There are 2 main reasons:
1. The higher rank this ability is, the longer it will stun the enemy for. This also means if we hit 2 people with the bind they will be both be stunned for longer. This gives more time for our Q to come back up again so we can stun them again. Also, this is bards only damaging ability meaning that it should always be the first choice to max.
2. The cool down of the ability goes down when we put points into it.






Caretaker's Shrine


Bard's W is







Magical Journey


Bard opens a one-way magical corridor through a piece of terrain in the target direction for 10 seconds. Whats unique about Bards

Why do we max this ability Second?
There is 1 main reason you should max this ability second.
(Apart from the cooldown going down)
Its Because of the bonus movement speed you get for your allies when they go through it. ALLY BONUS SPEED: 10 / 20 / 30 / 40 / 50% This can make the difference between you getting out of a sticky situation and not. This can make the difference between you securing a kill or not. This can make the difference in letting your Jungler into the baron pit to steal the baron. Many people choose to max W second on Bard, I feel that maxing E second is always the better option. A choice you can make though is putting 2 points into W to increase the heal a slight amount.
There are some things to note about Bards





Tempered Fate


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.
In my opinion this is one of, if not the most difficult abilities to use in the game. It has so many uses it is unreal. One of the uses is to catch enemy's off guard (picking them off. This is the most basic way to use your ultimate but at times can be the most effective if that is what your team composition is best at doing. Another use can be to stop enemies from chasing you. Stopping an enemy in there tracks can be very easily done and may even force them to use a summoner spell such as




As I said before, the uses of

[*] Really Fun to play and learn.
[*] High skill cap (learning is fun?)
[*] Good amount of damage even if you don't buy damage items.
[*] Strong at all stages of the game
[*] Amazing set of skins!
Cons
[*] You Have to hit your Skillshots.
[*] Short range on Q.
[*] Harder for new players when first starting.
[*] Ult is easy to mess up and can cost games.
[*] Collecting Chimes at the wrong time can hurt your lane.
[*] Roaming at the wrong time can hurt your lane.
The only Rune Page I run:
9x

9x

6x

3x

3x

Marks: There are lots of options when it comes to what marks on bard you should take, Attack speed, Magic pen and even precision marks. I prefer the Magic pen marks overall after trying all 3. I would recommend you try all 3 (If you have the IP) and make the choice for yourself on what feels the best overall. Only you can make the choice on what feels the strongest, I would recommend

Seals: You can either take normal Health seals or scaling seals. I like to be greedy and take the scaling health seals and most of the time it pays off. If you are looking to go all in very very early I would recommend the normal


Glyphs: CDR is VERY important on bard and you always want to get 45% on Bard to make sure you have








Quints: I take 3 armor quints as you will be laning vs an ADC (99% of the time) who will be dealing in most cases physical damage. Also, good support players will always try to weave in auto attacks when trading and fighting in lane meaning you will take less damage from this. Overall I think this is the best choice for Quints.
I feel this is the best overall set of Runes to take on Bard, however some can be swapped out if you do prefer certain things over others.
Masteries
I will talk about which masteries I take and why i am taking them.
Cunning Tree


You should not be attacking minions or monsters unless you are trying to help push out the lane for your ADC meaning the obvious choice will be










First up








Resolve Tree


I always prefer








Firstly, I feel that you should never use





Even though at first





I really don't think that taking Perseverance is worth is for








Keystone Discussion
So you have 3 choices at the end of the Cunning Tree.



The only option you should ever take is




Why not

Bard can not proc this keystone very easily meaning that you will not get much use out of it. Also, even if you are able to proc the keystone bard is already a mobile champion and doesn't need more speed from this keystone. If you are comparing it to

Why not

At first glance,





At first look, this item doesn't look to bad and has many things that







Another item that looks good for



The final item to look out for is Lich Bane. Even though I have it listed as a carry item on






90% of the time I will run these two summoner spells. Flash in mandatory is my opinion for many reasons. One of the main ones is that if you make a mistake sometimes you need an instant escape to get out. Even the best players in the world make mistakes. Especially when you are learning


My second summoner spell is Ignite. I like taking ignite for the pressure you are able to bring to lane with it. It can make the difference in a close lane and make sure you get the kills that might of got away if you took a different summoner spell. Ignite also helps shut down healing targets such as


Other Choices

This is the only other option in my opinion. I will take this if I feel that there is a assassin or bruiser who may be able to kill your ADC faster than you can save them. It is also good to take if you feel you be playing very passively in lane and do not want your ADC to die. Exhaust was nerfed recently meaning its power did go down slightly and I do not take it as much.
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