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




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
Introduction to the Magical Bard

LoL Micro Analyst "Awkwah" here, and this is one of the guides I am putting out as


Here is a the Champion Spotlight which has a lot of the same ideas I have about


OK, I am going to set some ground rules first thing.
-Wander does not mean first thing leave your ADC alone all game. If you want to lose, that's how you lose.
-The reason to roam goes to two ideas:
-
1) You roam when your lane is winning and has an ADC that can survive on their own.
2) You roam to help the jungler with situations that are between the closest two lanes (ex. the jungle between bottom and mid lane)
-I will treat this support as a pseudo-jungler/ support as he is roaming, similar to the jungler. He will help in some ganks, but not all of them as he is still a support that needs to help the ADC
-Don't expect to do much damage at any point except for VERY late game (because of chimes collecting with the meep powers), I won't recommend any AP items on this champ as he has three moves that scale off of it with low ratios for each of them.
-You may not do much damage, you should have a HUGE impact on every team fight that happens with the kit you have. Practice with


Pros
|
+ Great Roaming Potential + Game Changing Ultimate ![]() + Nifty Escapes and Engages with ![]() + Gets stronger as the game progresses with Meeps |
![]() ![]() ![]() ![]() ![]() ![]() |
Cons
|
- VERY HIGH SKILL CAP - ![]() - ADC has to be ahead or able to survive on their own for ![]() - Very team oriented champion |
![]() ![]() ![]() |

Runes




As for runes, I have looked at different ideas. Movement speed is always nice to fulfill your role to roam and help out. With that idea I have these runes:
This is for your meeps deal that extra oomph with each hit, and your Q benefits off it too.

Gotta protect yourself from that ADC who will be poking you here and there.


The help you move super duper fast around the whole map, to gank/ apply pressure/ collect chimes

Items, this is where I have spent most of my time with

Spellthief's Edge:
The new 
Boots of Swiftness:
These boots are probably the best if you are going to roam a lot (Reminder to only roam if you and your ADC feels comfortable with it). You will get to move faster in the jungle for collecting chimes and converging onto the enemy for ganks. The Captain upgrade for your teammates to roam along side you, most notably the jungler.
Ruby Sightstone:
As most supports buy this item, I feel as if this is a EXTREMELY great item that can really be used on 
Zeke's Harbinger:





Locket of the Iron Solari:
This is one you have to watch, as your jungler may build this item too. I like the idea of the Locket on 
Mikael's Blessing:
Now so much Mana Regeneration it's nuts. But that isn't the key component of the item, it is the active. The cleanse and heal effect can save any champion that is stuck in a pickle, mostly your ADC as he will have crowd control hitting him bot lane a lot because of pesky supports and junglers.

Man, doesn't he seems like a piece of poop now? But wait, there's more! He has a great heal, a one-way portal that can be abused for some great plays, and even a BIG ZHONYAS that works on more than just champions.

Passive:
Traveler's Call
Now this passive has two things, tells you about the chimes to collect and the meeps powers. Lets talk about chimes, as these are extremely cool pickups for 

So collecting these bad boys sure helps into the late game, just don't blow off this passive. I would never use this on minions, only auto attack enemy champions and epic monsters. These meeps deal a lot of damage, and you don't really need to farm as you are support.

Q:
Cosmic Binding
Your 

W:
Caretaker's Shrine
Welcome to ARAM health shrines. You now own the power to leave a pack in a lane for another person to use. If it sits for at least 10 seconds, then the heal power is increased. Not only does it heal you, it gives a short boost of movement speed. This means two possible actions can be used for these: Drop one for quick movement speed to have you or your fellow teammate get out of a tight situation, or keep one back next to turret to have when you need a nice boost of health. Just make sure your enemies don't walk over them, as it will destroy the shrine.
E:
Magical Journey
The one way portal, seems simple enough right? But there are so many plays that can be made, from quick travel times to extreme baits. Personally, I enjoy the fact that this portal has no limit on length. There are a few noticeable portals that can be made to quickly travel the terrain really fast. Just remember that enemies can join you too in the portal, so be safe when used by enemies or use it well to bait for a kill.
R:
Tempered Fate
THE GOLD MOVE, FOR EVERYONE! This is seriously a game changer for the whole champion pool. Not only can you put champions in stasis (similar to the 

Early Game


Mid Game







Late Game
Alright this is 5v5 time,



I plan to keep a section stating the buffs and nerfs over every patch for
Bard.
Q -
DAMAGE 75/100/145/180/215 magic damage ⇒ 80/120/160/200/240 magic damage
REMOVEDCOSMIC COINCENDENCE Cosmic Binding can no longer tether to unusual units such as
Jarvan IV's
Demacian Standard,
Syndra's
Dark Sphere,
Jayce's
Acceleration Gate, and
Wards
E -
COOLDOWN 26/24/22/20/18 seconds ⇒ 20/19/18/17/16 seconds
SPIRITED AWAY Clicking on a
Magical Journey portal is now more forgiving
TRAVEL GUIDE Allies that go on a
Magical Journey will grant
Bard an assist on their kills for a short time afterwards
MAGICAL EQUALITY Clones (such as those created by
Shaco,
LeBlanc,
Mordekaiser and
Yorick) can now be commanded to take a
Magical Journey
R -
TEMPERED MONSTERS Neutral Monsters will no longer have their health reset while under stasis
BASE ATTACK DAMAGE 46 ⇒ 52
BASE ARMOR 21 ⇒ 25
Passive -
MEEP RESPAWN TIME 12/11/10/9/8 seconds (with chimes) ⇒ 10/9/8/7/6 seconds (with chimes)
CHIME MANA RESTORE 15 + 8% missing mana ⇒ 12% of Bard's maximum mana
Q -
BASE DAMAGE 80/120/160/200/240 (+0.5 ability power) ⇒ 80/125/170/215/260 (+0.65 ability power)
Passive -
SAFE AND SOUND Chimes will avoid spawning in the enemy jungle before 5 minutes
EXPERIENCE PER CHIME 20 flat XP ⇒ 20 + 1 XP per minute (after 5 minutes)
W -
COST 100/105/110/115/120 mana ⇒ 90 mana at all ranks
E -
COOLDOWN 20/19/18/17/16 seconds ⇒ 18/17/16/15/14 seconds
Passive -
CHIME SPAWN: Chimes now begin spawning at the 50 second mark ⇒ 35 second mark
Passive -
BASE MEEP RECHARGE RATE 10 seconds ⇒ 8 seconds
W -
MINIMUM RATIO 0.2 ability power ⇒ 0.3 ability power
MAXIMUM RATIO 0.45 ability power ⇒ 0.6 ability power
Passive -
AREA-OF-MEEP Meeps now additionally hit in a 150 radius around the primary target (in addition to the cone damage) once Bard unlocks the cone attack Meep upgrade

5.6
Q -
Cosmic Binding
DAMAGE 75/100/145/180/215 magic damage ⇒ 80/120/160/200/240 magic damage
REMOVEDCOSMIC COINCENDENCE Cosmic Binding can no longer tether to unusual units such as







E -
Magical Journey
COOLDOWN 26/24/22/20/18 seconds ⇒ 20/19/18/17/16 seconds
SPIRITED AWAY Clicking on a

TRAVEL GUIDE Allies that go on a


MAGICAL EQUALITY Clones (such as those created by





R -
Tempered Fate
TEMPERED MONSTERS Neutral Monsters will no longer have their health reset while under stasis
5.7
General
BASE ATTACK DAMAGE 46 ⇒ 52
BASE ARMOR 21 ⇒ 25
Passive -
Traveler's Call
MEEP RESPAWN TIME 12/11/10/9/8 seconds (with chimes) ⇒ 10/9/8/7/6 seconds (with chimes)
CHIME MANA RESTORE 15 + 8% missing mana ⇒ 12% of Bard's maximum mana
Q -
Cosmic Binding
BASE DAMAGE 80/120/160/200/240 (+0.5 ability power) ⇒ 80/125/170/215/260 (+0.65 ability power)
5.8
Passive -
Traveler's Call
SAFE AND SOUND Chimes will avoid spawning in the enemy jungle before 5 minutes
EXPERIENCE PER CHIME 20 flat XP ⇒ 20 + 1 XP per minute (after 5 minutes)
5.17
W -
Caretaker's Shrine
COST 100/105/110/115/120 mana ⇒ 90 mana at all ranks
E -
Magical Journey
COOLDOWN 20/19/18/17/16 seconds ⇒ 18/17/16/15/14 seconds
5.23
Passive -
Traveler's Call
CHIME SPAWN: Chimes now begin spawning at the 50 second mark ⇒ 35 second mark
5.24
Passive -
Traveler's Call
BASE MEEP RECHARGE RATE 10 seconds ⇒ 8 seconds
W -
Caretaker's Shrine
MINIMUM RATIO 0.2 ability power ⇒ 0.3 ability power
MAXIMUM RATIO 0.45 ability power ⇒ 0.6 ability power
6.1
Passive -
Traveler's Call
AREA-OF-MEEP Meeps now additionally hit in a 150 radius around the primary target (in addition to the cone damage) once Bard unlocks the cone attack Meep upgrade
As
Bard you are meant to set up plays, control objectives with your ultimate, and sustain your teammates. This is a very high skill cap champion, as he has some great skills to master. I hope your time on the rift with
Bard, with or against, is enjoyable. Just try not to troll too hard you fellow
Bard mains in the rising
Awkwah



Awkwah
You must be logged in to comment. Please login or register.