Now for the meat of the guide. Every summoner can be useful depending on the situation, so knowing how to use them is incredibly important for this build to succeed. Firstly, some general rules for
Unsealed Spellbook. Spellbook has a 300 second cooldown, and an additional 60 seconds at the start of the game, so your first swap is at 6 minutes. Each time you select a unique summoner spell, it decreases the cooldown by 25 seconds, up to 6 times(150 seconds). After you swap to a different summoner, it announces this fact to everyone in the game in the chat. You also can't use a new summoner for 5 seconds after you swap to it(excluding smite), and you have to be outside of combat for 5 seconds to swap, so you can't just pop a new spell in the middle of a teamfight. There is also a 10 second cooldown after you use a swapped spell to cast your original spell. You have to swap 3 more times in order to choose the same spell again. In general, until you get all 6 stacks, you should swap spells whenever possible to get the cooldown low as fast as possible.
Barrier - Barrier is pretty self explanatory. It is really good early game if you need to peel for your adc, or just find that the opponent hits pretty hard. This becomes a lot less effective late game as you will have
Locket of the Iron Solari already, but if you need the survivability, then it can definitely still be viable.
Cleanse - Only take this into a heavy CC matchup. Apart from that this is a pretty useless summ early game, and most of the time even in a CC matchup something like barrier or heal is probably better early game. Late game however, this can be super helpful in avoiding getting bursted down if you don't have
Mikael's Blessing.
Ignite - You should probably already have this summ, but it is good to keep in mind that most of the time you want to take up your flash slot for swapping unless this is already on cooldown or you really need survivability. This summ is really useful for applying grievous wounds, and it can also be used with exhaust to hyper focus somebody.
Exhaust - This summ is SUPER useful. It slows, as well as reduces damage output, so it is really good for focusing down a carry or just disabling them in a teamfight. This is especially true if you also ignite them. It is also helpful if you are trying to escape from someone because of both of the debuffs. In lane, you want to use this on the adc and focus them down, as they provide most of the damage and typically don't have great mobility so it should be easy to pin them down with the slow.
Flash - This is the main slot that you will be swapping spells with, as you already have a lot of escape with your kit, and it is better to have 2 summs that impact the fight rather than one. The only reason why this wouldn't apply is either if you are getting absolutely destroyed by an assassin and need 2 defensive summs like flash and barrier, or your ignite is on cooldown.
Ghost - Ghost is actually very good on Bard, as it is very versatile. The first and obvious reason is if you just need the movement speed, whether you are running or chasing. Ghost also helps you position yourself for a Q stun, but this can be strange to swap to if you don't know if a fight will happen soon. If there is nothing else you really need, and exhaust is down, then this is a good summ to hold, both offensively and defensively.
Heal - If you need to keep you or your adc alive, then heal is super useful for this. It also grant a short speed boost, whether you are chasing or running. If you don't have a specific spell you want to swap to, but you or someone needs healing while out of combat you can quickly swap to this and pop it. Most of the time however, this summ is only really helpful early in lane because late game your W heals plenty.
Teleport - If you ever see an opportunity to teleport, just go for it. This summ helps Bard roam even more, and makes top lane much more accessible early game, so make sure to pay attention to every lane. You also might want to set up wards in good tp positions, especially if someone else on your team is running tp.
Smite - This is the only summoner that doesn't have a 5 seconds cooldown after swapping to it. After 2 swaps, this summ gets upgraded to do 900 damage instead of 450, so it can be super useful after your first 2 swaps for stealing objectives, or just helping secure them. It can also give you a quick heal if you're in the jungle, by just using it on a monster.
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