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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Introduction

As
Bard, you have amazing sustain, poke, and mobility that many other champions could never beat. You're able to stay in lane for long periods of time with your
Caretaker's Shrine and
Traveler's Call, and able to stay relatively safe during turret dives and team fights. His ganking potential and ability CC for teamfights can make him an essential part of a team, and overall will be a great help with map control, mobility, and semi-global ult for those close calls and saves.








Pros
+ High sustain
+ Easy combos
+ Pretty damn fun to play
+ Nice splash damage/wave clear
+ Very helpful
+ HUGE lane bully
+ It's
Bard
Cons
- Easy to play, hard to master
- Ult is a HUGE double-edged sword
- Stun is hard to hit
- Pretty squishy early game
- Very susceptible to cc
- Hard to master escape
+ High sustain
+ Easy combos
+ Pretty damn fun to play
+ Nice splash damage/wave clear
+ Very helpful
+ HUGE lane bully
+ It's

Cons
- Easy to play, hard to master
- Ult is a HUGE double-edged sword
- Stun is hard to hit
- Pretty squishy early game
- Very susceptible to cc
- Hard to master escape
Why bring these?:
-
Teleport will help you keep control of your lane if you're kind of falling behind or if you just need general map control.
Teleport will allow you to gank with your high damage, and be anywhere you're needed.
- Grab flash for those last second saves and/or the
Flash+
Cosmic Binding combo. If you've already used your
Magical Journey when escaping, your flash will allow you to get that extra distance which could save your life.
Alternates:
- Now, I know this seems weird, but smite could be VERY viable on a top laner. With the double smite in your team composition, paired with
Bard's GREAT cross map control, objectives will be pretty hard to be taken from your team.
- Bring this only if you want that extra bit of map control/vision. Aside from that, it won't help much, but it can help you land your
Tempered Fate
- This Summoner Spell CAN be useful, considering it can help you if you get focused on your lane by removing any stuns, spell debuffs and lowers the durations of incoming disables, allowing you to take less disables under turret.
- ONLY take this if your team is filled with aggressive champions AND you're going to go full utility (Assisting your team more than focusing on kills) While it can help you secure kills in general, it's better left to the support, as better sustain spells will keep you in lane longer.
- Only bring this if you're sure you have enough sustain in top lane against your lane match-up, and you're willing to give up
Flash
What NOT to bring.
- Ghost on
Bard isn't very useful, as he has high enough mobility with his
Magical Journey and
Caretaker's Shrine. Sure, he could catch up for kills, but being able to
Flash for a kill is much more practical due to you being able to flash over walls for that extra bit of escape potential.
- This is practically useless on
Bard considering his Chimes give him 14% of his mana on collection, rendering clarity pointless.
- As this is honestly a weaker
Cleanse, it's honestly not worth dropping
Flash for it.







Alternates:








What NOT to bring.
















Alternates:



Passive:
Traveler's Call
Ancient Chimes: Bard's presence causes sacred chimes to appear on the Fields of Justice, which linger for up to 10 minutes. Collecting a chime grants Bard a brief burst of movement speed (stacks 5 times), experience, and 12 % of his maximum mana. Every 5 chimes Bard collects empower his meeps.
Meeps: Bard's presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing 30 / 55 / 80 / 110 / 140 / 175 / 210 / 245 / 280 / 315 / 345 / 375 / 400 / 425 / 445 / 465 (+20 per 5 chimes collected after 150) (+30% of ability power) bonus magic damage before disappearing back to the spirit world. At 5 chimes, meeps slow damaged enemies by 25 / 45 / 60 / 70 / 75 / 80% for 1 second, and at 25 chimes they deal area of effect damage in a cone behind the main target, with the cone's size increasing at 65 chimes.
Depending on the number of chimes collected, meeps spawn every 10 / 9 / 8 / 7 / 6 seconds and Bard can hold up to 1 / 2 / 3 / 4 of them at a time.
When your lane is pushed up to the enemy tower, or you just secured a kill on the enemy top laner, or even if you're just on your way back to lane, make sure to collect chimes. Bard is one of the few champs that can continue scaling after full build, as your meeps' magic damage will scale with the amount of chimes you collect. Along with this, your chimes you collect give you mana , so those paired with your
Caretaker's Shrine will allow you to sustain in lane for quite the amount of time. Your extra meep damage will help you harass the enemy laner once you stun them with your
Cosmic Binding and once upgraded enough, the splash damage from the meeps will help clear waves like they're nothing.
Q:
Cosmic Binding
Bard fires out a burst of spirit energy in a line, dealing 80 / 125 / 170 / 215 / 260 (+65% of ability power) magic damage and slowing the first enemy struck by 60% for 1 / 1.2 / 1.4 / 1.6 / 1.8 seconds. After Cosmic Binding hits an enemy, the burst of energy continues through, searching for secondary targets. If it hits a wall, it stuns the initial target; if it hits a second enemy, it stuns both targets, dealing magic damage to the second unit as well.
Use your
Cosmic Binding to stun the enemy laner so you can harass them with your auto attacks plus meeps. If you get good at hitting it, you'll save many lives and probably will win lane easily if you don't overextend. If you get turret dived, let him hit you once so the turret targets them, then stun them against the turret targets them, then stun them against the turret or wall or minion so he eats a few turret shots, then unload on him with your basic attacks. For team fights, you can save lives or engage with a well placed stun.
W:
Caretaker's Shrine
Bard conjures a health pack that builds up in power over 10 seconds. Allied champions who walk over the pack will consume it, gaining a minimum of 30 / 60 / 90 / 120 / 150 (+20% of ability power) and a maximum of 70 / 110 / 150 / 190 / 230 (+45% of ability power) health based on the shrine's power as well as 50% bonus movement speed which decays over 1.5 seconds. Enemies can stand on the pack for a moment to destroy it.
Place these behind your turret for sustain in lane, and when you're roaming for chimes, place them behind your teammates' turrets to help them out. In teamfights, use them to speed up your primary engager, or on yourself if you're going to be engaging with the stun from your
Cosmic Binding. Place them on your lowest health teammate if you're backing off, and if you combo your
Cosmic Binding and
Caretaker's Shrine, escapes should be easy by stunning/slowing them then placing a shrine on yourself to speed away.
E:
Magical Journey
Bard conjures a portal on a target wall. The portal tunnels through to the far end of the wall, granting one-way passage to all champions, friend and foe, who enter it.
While inside the portal, allies travel 10 / 20 / 30 / 40 / 50% faster than enemies.
Use your
Magical Journey for ganks, escapes, and general mobility and map control for your team. You can even use it to bait the enemy to go into it just to end up in the middle of your entire team. Most people will go through your
Magical Journey when you place it, so you can even place it through a wall and not go through it, in hopes the enemy will think you went through it instantly as most bards do, and go through it, giving you time to escape. You can also place your
Magical Journey then when the enemy follows you through, land a nice
Cosmic Binding to stun the enemies chasing you , and place a
Caretaker's Shrine on your feet for speed and proceed to escape.
R:
Tempered Fate
After a brief delay, Bard places all units in a targeted area - friend or foe, including champions, minions, monsters and turrets - in stasis for 2.5 seconds, making them untargetable and invulnerable but also unable to perform any action.
Your R. The ultimate "Heh, f*** you, enemy." Your ult has about the range of 2/3 of a
Twisted Fate ultimate. Use
Tempered Fate to freeze your enemies so your teammates can escape, or you can even catch people running away with it, save the dragon by freezing it then making a
Magical Journey so you and your teammates can go in to take the dragon and possibly win the teamfight. Try to combo your ult with a Q stun RIGHT when they come out of stasis. Use it only when needed or when your team asks/pings for it, as your ult can GREATLY assist the enemy team if used wrongly, so in that way it's a bit of a double edged sword.

Ancient Chimes: Bard's presence causes sacred chimes to appear on the Fields of Justice, which linger for up to 10 minutes. Collecting a chime grants Bard a brief burst of movement speed (stacks 5 times), experience, and 12 % of his maximum mana. Every 5 chimes Bard collects empower his meeps.
Meeps: Bard's presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing 30 / 55 / 80 / 110 / 140 / 175 / 210 / 245 / 280 / 315 / 345 / 375 / 400 / 425 / 445 / 465 (+20 per 5 chimes collected after 150) (+30% of ability power) bonus magic damage before disappearing back to the spirit world. At 5 chimes, meeps slow damaged enemies by 25 / 45 / 60 / 70 / 75 / 80% for 1 second, and at 25 chimes they deal area of effect damage in a cone behind the main target, with the cone's size increasing at 65 chimes.
Depending on the number of chimes collected, meeps spawn every 10 / 9 / 8 / 7 / 6 seconds and Bard can hold up to 1 / 2 / 3 / 4 of them at a time.
When your lane is pushed up to the enemy tower, or you just secured a kill on the enemy top laner, or even if you're just on your way back to lane, make sure to collect chimes. Bard is one of the few champs that can continue scaling after full build, as your meeps' magic damage will scale with the amount of chimes you collect. Along with this, your chimes you collect give you mana , so those paired with your


Q:

Bard fires out a burst of spirit energy in a line, dealing 80 / 125 / 170 / 215 / 260 (+65% of ability power) magic damage and slowing the first enemy struck by 60% for 1 / 1.2 / 1.4 / 1.6 / 1.8 seconds. After Cosmic Binding hits an enemy, the burst of energy continues through, searching for secondary targets. If it hits a wall, it stuns the initial target; if it hits a second enemy, it stuns both targets, dealing magic damage to the second unit as well.
Use your

W:

Bard conjures a health pack that builds up in power over 10 seconds. Allied champions who walk over the pack will consume it, gaining a minimum of 30 / 60 / 90 / 120 / 150 (+20% of ability power) and a maximum of 70 / 110 / 150 / 190 / 230 (+45% of ability power) health based on the shrine's power as well as 50% bonus movement speed which decays over 1.5 seconds. Enemies can stand on the pack for a moment to destroy it.
Place these behind your turret for sustain in lane, and when you're roaming for chimes, place them behind your teammates' turrets to help them out. In teamfights, use them to speed up your primary engager, or on yourself if you're going to be engaging with the stun from your



E:

Bard conjures a portal on a target wall. The portal tunnels through to the far end of the wall, granting one-way passage to all champions, friend and foe, who enter it.
While inside the portal, allies travel 10 / 20 / 30 / 40 / 50% faster than enemies.
Use your





R:

After a brief delay, Bard places all units in a targeted area - friend or foe, including champions, minions, monsters and turrets - in stasis for 2.5 seconds, making them untargetable and invulnerable but also unable to perform any action.
Your R. The ultimate "Heh, f*** you, enemy." Your ult has about the range of 2/3 of a

















In conclusion,
Bard is a really nice Top pick, with his great sustain in lane, ability to almost nullify turret dives, his never ending scaling, and his combos. Played properly,
Bard can be an essential addition to your team composition, and even be a game changer with his
Tempered Fate. Along with all of this and his map control, I feel that
Bard can find a nice place at home in Top lane. Thank you for consulting my guide, and good luck out there, summoners!
[Credit to myself and DerpyPigSauce for helping me with suggestions and testing. Thank you for all your help!]




[Credit to myself and DerpyPigSauce for helping me with suggestions and testing. Thank you for all your help!]
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