Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Leona
Vs a Leona who can jumps on a solo adc, it's not a good idea to roam.
Synergies
Ideal
Strong
Ok
Low
None
Early Game
Put 2 down and 1 in your lane. 2 Caretaker's Shrine will equal more then 1 Health Pot. Then recall asap and come back to lane with full mana and put down 1 more Caretaker's Shrine and leash your Jungler. Then collect the 2 chimes near you to restore mana from using Caretaker's Shrine. Traveler's Call should always spawn 2 chimes near you at around 1:30. Already you have set your jungle up for a healthy clear and your lane with Sustain. Make sure your jungler has used the 2 Caretaker's Shrine before you put down a 2nd for your laner because you can only have 3 down at once.
Pros
+ Great roamer.
+ Easy to gank for/with because of his CC.
+ Excellent roamer because of meeps.
+ Heals can be left for your laner to use while you aren't there.
Cons
+ Ultimate does no damage.
+ Ultimate can lose you the game if you use it incorrectly.
+ High mana costs.
+ Difficult to roam with if behind.
+ Great roamer.
+ Easy to gank for/with because of his CC.
+ Excellent roamer because of meeps.
+ Heals can be left for your laner to use while you aren't there.
Cons
+ Ultimate does no damage.
+ Ultimate can lose you the game if you use it incorrectly.
+ High mana costs.
+ Difficult to roam with if behind.
Flash
Just gonna get this one out of the way, yes Flash is a good spell choice. It can be used offensively, defensively and for anything in between.
Exhaust
The typical support spell, this ability offers significant dueling power as well as letting you effectively "shut down" any carries damage potential in teamfights.
Ignite
The classic spell for duels, having it on supports isn't unheard of, though it feels somewhat suboptimal on Bard. That being said it does make up for his lack of early game damage, so it could be good with an adc that has strong early pressure.
Heal
Has a move speed buff on use, also the heal scales better than Barrier. Is good for sustain, escapes and chasing, but has less kill potential than Exhaust or Ignite. Only worth taking if the adc hasn't picked it up for some reason, and even then Exhaust is probably better.
Just gonna get this one out of the way, yes Flash is a good spell choice. It can be used offensively, defensively and for anything in between.
Exhaust
The typical support spell, this ability offers significant dueling power as well as letting you effectively "shut down" any carries damage potential in teamfights.
Ignite
The classic spell for duels, having it on supports isn't unheard of, though it feels somewhat suboptimal on Bard. That being said it does make up for his lack of early game damage, so it could be good with an adc that has strong early pressure.
Heal
Has a move speed buff on use, also the heal scales better than Barrier. Is good for sustain, escapes and chasing, but has less kill potential than Exhaust or Ignite. Only worth taking if the adc hasn't picked it up for some reason, and even then Exhaust is probably better.
You must be logged in to comment. Please login or register.