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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
Zyra
The CC and poke queen. Only counter I find effective is to always ward the bushes so you know about her plants and make sure to punish her if she becomes aggro in lane. Relatively squishy
Synergies
Ideal
Strong
Ok
Low
None
Introduction -
The celestial vagabond known only as Bard dwells beyond the physical universe in realms unknown to man. Manifesting when others threaten the cosmic equilibrium, the ancient caretaker acts with speed and intent, only returning to his endless watch once he has steered Runeterra from catastrophe.
Bard has a few unique qualities that make him a great support to snowball the game into a win, he also has great potential to help the other team win as well. That is the beauty of Bard. Great potential, great demise.
For a little more information and some little visuals of Bard, here is his Champion Spotlight:
Even if he is a wandering spirit, Bard first has to identify the best windows of opportunity to roam before he runs off - he can't just abandon his marksman whenever he pleases. By making runs when his lane’s pushed or when his marksman has recalled, Bard can successfully roam without placing his teammate in imminent danger, then return to lane by the time he’s needed.
And while Bard roams around collecting his chimes, he has plenty of tools to support his allies. Laying down a Caretaker’s Shrine or two near friendly turrets gives Bard’s teammates the sustain to recover lanes that are losing, or overwhelm ones that are winning, and all without the Wandering Caretaker staying in lane. Bard’s Magical Journeys cover long distances in specific locations, too, gifting friendly fighters and tanks quick access to the enemy team’s jungle, and mages easy access to their own blue buff. The portals needn’t propel just Bard and his pals through the jungle, though - coordinating them with allied movement means Bard can quickly move his damage-dealing allies into lane ganks and toward objective control. That said, Magical Journey is best used when his enemies are both seen and distant - they serve little use when enemy assassins simply follow Bard through the portal before claiming lives.
Bard offers more than pure sustain and mobility, though, and fires out solid poke whenever he’s in lane thanks to Cosmic Binding. Though it deals meaningful damage on its own, the slow (and if procced, stun) give Bard surprising ganking potential, particularly when used in conjunction with Magical Journey. Enemies will have to think twice about escaping through the bottom and top lane brush when Bard can pin them to the nearby wall with a well-placed Q.
Once Bard hits six, he gains countless opportunities to secure and protect objectives across Summoner’s Rift thanks to the incredible versatility of Tempered Fate. If the enemy team’s tower diving a stranded ally, casting the ability over them grants them a few precious seconds of invulnerability while Bard’s team comes to the rescue. The ability has offensive uses, too, like freezing a lone enemy while Bard’s team closes in for the kill, or freezing an enemy turret while Bard and his allies get to work on diving their suddenly unprotected targets.
And while Bard roams around collecting his chimes, he has plenty of tools to support his allies. Laying down a Caretaker’s Shrine or two near friendly turrets gives Bard’s teammates the sustain to recover lanes that are losing, or overwhelm ones that are winning, and all without the Wandering Caretaker staying in lane. Bard’s Magical Journeys cover long distances in specific locations, too, gifting friendly fighters and tanks quick access to the enemy team’s jungle, and mages easy access to their own blue buff. The portals needn’t propel just Bard and his pals through the jungle, though - coordinating them with allied movement means Bard can quickly move his damage-dealing allies into lane ganks and toward objective control. That said, Magical Journey is best used when his enemies are both seen and distant - they serve little use when enemy assassins simply follow Bard through the portal before claiming lives.
Bard offers more than pure sustain and mobility, though, and fires out solid poke whenever he’s in lane thanks to Cosmic Binding. Though it deals meaningful damage on its own, the slow (and if procced, stun) give Bard surprising ganking potential, particularly when used in conjunction with Magical Journey. Enemies will have to think twice about escaping through the bottom and top lane brush when Bard can pin them to the nearby wall with a well-placed Q.
Once Bard hits six, he gains countless opportunities to secure and protect objectives across Summoner’s Rift thanks to the incredible versatility of Tempered Fate. If the enemy team’s tower diving a stranded ally, casting the ability over them grants them a few precious seconds of invulnerability while Bard’s team comes to the rescue. The ability has offensive uses, too, like freezing a lone enemy while Bard’s team closes in for the kill, or freezing an enemy turret while Bard and his allies get to work on diving their suddenly unprotected targets.
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