get
prime

Bard Build Guide by BeastlyBogan

480
Views
1
Comments
0
Votes
League of Legends Build Guide Author BeastlyBogan

Breaking Bard || Top lanes worst nightmare

BeastlyBogan Last updated on February 21, 2016
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

1
3
5
7
9
Ability Key Q
2
14
15
17
18
Ability Key W
4
8
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
1/
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Bard with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Garen Quite heavy poke will ensure Garen asking for ganks, there's nothing he can do to you.
1
Nasus Your ability to outrange him is handy. Give him constant poke throughout laning, and deny him stacks. Once it gets to 6, you may want to ask for the junglers aid, but you should be okay to just stun him and poke.
Guide Top

Welcome

Hey Fam, Welcome to my first guide. So, You're here because you're getting tired of league and looking for some absolutely shocking gameplay, right? Well Bard is the perfect champ. He's got everything you need; Two Stuns (Q,R), a heal (W) and of course mobility (E). If you want to piss your team off by making them think you're a troll, or if you're just intelligent enough to play this meta anyways, continue reading.


Guide Top

Background INFO:

Bard's passive, 'Travellers Call', is split into two parts:
1. Chimes
2. Meeps

CHIMES: Bard's presence causes sacred chimes to appear at random locations and linger for up to 10 minutes. Collecting a chime grants Bard bonus movement speed out of combat for 7 seconds, stacking up to 5 times, 20 + (1 per minute after 5 minutes) experience, and 12% maximum mana. Every 5 chimes Bard collects empower his .


MEEPS: Bard's presence attracts small spirits known as meeps to his side. Each of his basic attacks consumes a meep, dealing 30 - 465 (based on Chimes) ( + 20 per 5 chimes collected after 150) (+ 30% AP) bonus magic damage. At 5 Chimes, meeps slow damaged enemies by 25% - 80% (based on Chimes) for 1 second, and at 25 Chimes they splash the damage around the main target and in a cone behind them, with the cone's size increasing at 65 chimes. Meeps spawn every 8 / 7 / 6 / 5 / 4 seconds and Bard can hold up to 1 / 2 / 3 / 4 of them at a time.

COSMIC BINDING (Q)

ACTIVE: Bard fires a burst of spirit energy in the target direction, dealing magic damage to the first enemy struck and briefly slowing them by 60%.
MAGIC DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 65% AP)
DISABLE DURATION: 1 / 1.2 / 1.4 / 1.6 / 1.8
After Cosmic Binding hits an enemy, the burst of energy passes through them and searches for secondary targets. If it hits a wall or a second enemy, it stuns both targets for the same duration, dealing the same magic damage to the second target as well.

CARETAKER'S SHRINE (W)

ACTIVE: Bard conjures a shrine at the target location that builds up in power over 10 seconds, up to 3 shrines active at once, which remain until consumed when a champion steps on them.
If the champion was an ally or Bard himself, they are healed for an amount based on the shrine's power and gain 50% bonus movement speed that decays over 1.5 seconds.
「 MINIMUM HEAL: 30 / 60 / 90 / 120 / 150 (+ 30% AP) 」

MAGICAL JOURNEY (E)

ACTIVE: Bard opens a one-way magical corridor through a piece of terrain in the target direction. Magical Journey will not cast unless it can open a corridor.
Both allies and enemies can pass through the corridor by right-clicking on it or its exit, with allies and Bard traveling at increased speed.
ALLY BONUS SPEED: 10 / 20 / 30 / 40 / 50%

TEMPERED FATE (R)

ACTIVE: Bard sends magical energy arcing to the target location, putting all units and structures in the target area into stasis for 2.5 seconds upon impact.
Epic monsters and turrets (excluding Dominion turrets and the Nexus Obelisk) are also put in stasis, despite normally being immune to crowd control.



Guide Top

The game

Start the game with Dorans, warding totem and some health pots before heading into lane.

Spend the first 10 minutes farming, and poking while you farm. If need be, get assistance from the jungle, but otherwise maintain the farming. Following the build above, focus on pushing lane before roaming. DONT FORGET to chime here and there, but never go to other lanes while in this time period.

If, at around the 15 minute mark, you feel comfortable with where you are, start roaming.

Bards Ult can be extremely useful, if utilised properly. Remember, it gives the zhonya's effect to all things except the nexus, so if aimed properly, you can dive turrets without taking hits.


I dont really want to type more, so just be careful and dont be scared of initiating, just remember: YOU ARE BARD, YOU CAN DO ANYTHING


Guide Top

Pros / Cons

Pros:
Extreme mobility late game
Extreme Damage late game (one shotting adcs)
Great Poke early game
Self healing
Stun
Low mana usage
Short cd on q

Cons:
Fairly small q range
Auto Attack range isnt too big
Fairly long cooldown on e