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Bard Build Guide by TheGoomyGamer

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League of Legends Build Guide Author TheGoomyGamer

It's chime time! AD bard build [6.13] [Work in Progress]

TheGoomyGamer Last updated on July 13, 2016
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Ability Sequence

1
5
7
13
14
Ability Key Q
2
4
8
9
10
Ability Key W
3
12
15
17
18
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
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 18

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

Cunning: 12

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

Resolve: 0



Threats to Bard with this build

Threat
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Threat Champion Notes
2
Illaoi Her spirit grab can be frustrating as it not only encourages you to satay within a set boundary, one which more often that not will not contain a shrine, but also means if you leave then tentacles will spawn, which can be an inconvenience.
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Introduction

This bard build began as a joke. I mean, full Ad bard? Nice one. But when I tried him out he was, surprisingly, really good!
Paying full ad bard was one of the best decisions I have ever made. Late game he is a God and his passive works SO well with it.
The only real problem is that you are quite weak early game.


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Runes

With runes, I went for attack speed and scaling attack damage, with one flat AD quint in there. The scaling AD is incredible late game and works so well with your passive. Personally I prefer the scaling AD, but if your gamess are quick feel free to swap them for flat AD


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Masteries

Fury is self-explanatory. All the attack speed you can get! Double-edged sword is quite good but if you feel you take to much damage, swap it out. Vampirism works well as you are an auto-attack oriented champion, and oppressor is a must due to your Q slowing or stunning them. More effective if your lane buddy can slow, e.g.. Ashe. Battering blows cuts through that armour, but can be switched for magic if you find you use your abilities more often. The warlord's bloodlust or the fevor masteries are the ones i usually go with, and ours really matter of preference in my opinion.


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Skill order

I take Q at level 1 and max it second. At level two I take shrines and at three, magical journey. I max W first by level 12 and Q second because, while it won't deal that much damage, it's still a viable escape option. I max E last and level up your ult whenever you can.


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Early game strategy

One you have W then set up the three shrines around your tower, our two to quickly be Able to pop one in a hurry to save you or your lane buddy. Known as the TowerShrine strategy, this safe (unless an enemy bard pops his ult which, while unlikely, is possible) and reliable heal source will save your life and also allows the shrine to grow in potency while out farming.
Chimes will appear around the map. Collecting a certain amount will give you buffs related to your meeps. If your lane is safe, don't hesitate in leaving for them, but try to get more than one. Having three 240 damage bonuses stored to boost basic attacks really help.
However, remember-you are still a support, especially in the early game. Leave a shrine or two and your ult has a long range so, when your returning, pop to save your ADC if nessecary, so you can help them escape.


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Late game strategy

Now at level 18 you may be a God, but you're far from invincible. Burst champions take you down easily, so keep your distance. Whatever you have a chance, go on massive chime-collecting sprees, collecting all the chimes in one area.
You'll thank yourself after unleashing a volley of three massively damaging auto attacks.
Don't always use your magical journey to escape unless there is an ally to help on the other side. Use your W as they give you a burst of speed or, for a larger boost, head for a chime. Remember, chime boosts stack, building up to some incredible speed.
Bear in mind to watch out for the enemy jungler.


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Tips n' Tricks

    Chimes give XP upon collection, so you won't be missing out on it
    Your chimes give you a boost that, upon collecting another chime, stacks and resets the duration as well as extending it. Lots of chimes can result in massive speed boosts!
    Your shrines provide a short burst of speed. Use then to get away!
    You can place a shrine beneath you or an ally for instant Hp/Speed
    If you are being chased, use a chime or shrine for a boost of speed, turn a corner and use your magical journey to get the jump on them!
    When using your magical journey to flee, bear in mind you and allies travel faster than enemies, so longer trips give you a bigger lead
    On the flip side, if an enemy is right behind you, short journeys through thin walls will give you almost no lead at all


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Pros / Cons

Pros

    High damage basic attacks
    Not mana dependant
    Strong late game
    Powerful AoE attacks (in case you didn't know, meep boosted attacks deal damage in a cone)
Cons
    Weak early game
    Vulnerable to burst damage
    Q isn't that strong with full AD build
    Spends lots of time looking for chimes that are often located in other lanes, hostile territory, jungle etc.