Hello everyone and welcome to my Bard guide - Juan Buard. You may be asking yourselves "Why should I use this build?". In all these years of playing League of Legends, I learned that if an item does the same thing as one of your abilities that item is good.
Here are some of my games with bard:
Pros and Cons:
-Great sustain in lane
-Can harass easily
-The best part is when you are going in a magical adventures to collect your chimes
-Has only good skins
-Lacks CC before collecting a lot of chimes
-Sustain is delayed
-Not really an engager
-If you use Snow Day Bard, you kill innocent pinguins
Face of the Mountain: You are the support so you must take a gold generating item. I think FotM is superior to the other two support items, because that shield is going to do much more than some speed or a slow.
Ruby Sightstone: If you noticed, all the items in this build are activables(except the boots)and Ruby Sightstone reduces those cooldowns. Pure value.
Ohmwrecker: Here comes the interesting part. No one uses Ohmwrecker, but it is actually a really good item. Imagine the enemy team standing next to their turret. You ult the turret and 2 or 3 enemies and kill the others and then use ohmwrecker and finish the rest of the team. Plus, the bonus movement speed helps roaming.
Locket of the Iron Solari: You need magic resist from somewhere and this item is basically a must for every tanky support. The active is very good in teamfights.
Zhonya's Hourglass: The AP(for better heals and steals) and armor may be nice, but the true power stays in the active. This and your ult and your team has plenty of time to come help you.
Boots of Mobility: Standard roaming boots. Those chimes will not colect themselves.
Frozen Heart: The armor this item provides is huge and the support always needs mana and CDR. Take this instead of Ohmwrecker if you find yourself mana hungry.
Dead Man's Plate: Personally, I don't like this item on ranged champions, because you waste the slow. Better than Ohmwrecker for roaming, take it instead.
Mikael's Crucible: Well, Mercurial Scimitar is a very good item so your ADC can take it, but you are the support, other CC needs to mitigated too. The mana regen is very nice too. Take it instead of Locket of the Iron Solari.
Zeke's Harbringer: Another standard support item for utility support. Not that good on Bard, but you can give it a try with a crit based ADC. Take it instead of Zhonya's Hourglass.
Iceborn Gauntlet: There is no doubt that Bard is the king of escaping. This item can help you with that and provides some extra peeling. Take it instead of Zhonya's Hourglass.
Boots of Swiftness: Boots of Mobility won't help you against a good chaser, but these boots may help. They are still good for roaming.
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.
5 CHIMES: Meeps now apply a 25% Slow icon slow for 1 sec
10 CHIMES: Meeps now deal 25 more damage on-hit. (55)
15 CHIMES: Meeps stock limit is increased to 2.
20 CHIMES: Meeps now deal 25 more damage on-hit. (80)
25 CHIMES: Meeps now Strike through target in a cone.
30 CHIMES: Meeps now deal 30 more damage on-hit. (110)
35 CHIMES: Meeps recharge time is reduced to 9 seconds.
40 CHIMES: Meeps now deal 30 more damage on-hit. (140)
45 CHIMES: Meeps Slow icon slow increased to 45%.
50 CHIMES: Meeps now deal 35 more damage on-hit. (175)
55 CHIMES: Meeps stock limit is increased to 3.
60 CHIMES: Meeps now deal 35 more damage on-hit. (210)
65 CHIMES: Meeps strike through cone size increased.
70 CHIMES: Meeps now deal 35 more damage on-hit. (245)
75 CHIMES: Meeps recharge time is reduced to 8 seconds.
80 CHIMES: Meeps now deal 35 more damage on-hit. (280)
85 CHIMES: Meeps Slow icon slow increased to 60%.
90 CHIMES: Meeps now deal 35 more damage on-hit. (315)
95 CHIMES: Meeps stock limit is increased to 4.
100 CHIMES: Meeps now deal 30 more damage on-hit. (345)
105 CHIMES: Meeps recharge time is reduced to 7seconds.
110 CHIMES: Meeps now deal 30 more damage on-hit. (375)
115 CHIMES: Meeps Slow icon slow increased to 70%
120 CHIMES: Meeps now deal 25 more damage on-hit. (400)
125 CHIMES: Meeps recharge time is reduced to 6 seconds.
130 CHIMES: Meeps now deal 25 more damage on-hit. (425)
135 CHIMES: Meeps Slow icon slow increased to 75%.
140 CHIMES: Meeps now deal 20 more damage on-hit. (445)
145 CHIMES: Meeps Slow icon slow increased to 80%.
150 CHIMES: Meeps now deal 20 more damage on-hit. (465)
EVERY 5 ADDITIONAL CHIMES: Meeps now deal 20 more damage on-hit.
Tips: Try to reach 45 chimes as fast as possible for the slow.
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 icon slow damaged enemies by 25% - 80% (based on Chimes) for 1 second, and at 25 Chimes they deal area of effect damage in a cone behind the main target, with the cone's size increasing at 65 chimes. Meeps spawn every 10 / 9 / 8 / 7 / 6 seconds and Bard can hold up to 1 / 2 / 3 / 4 of them at a time.
Tips: They are a very good harassing tool. Don't be afraid to take a basic attack from the enemy ADC, you will outdamage him in early game.
Cosmic Binding RANGE: 950 / 450 SPEED: 1500 COST: 60 MANA COOLDOWN: 11 / 10 / 9 / 8 / 7
ACTIVE: Bard fires a burst of spirit energy in the target direction, dealing magic damage to the first enemy struck and briefly Slow icon 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 Stun icon stuns both targets for the same duration, dealing the same magic damage to the second target as well.
Tips: You can deny the enemy's engage very easily, becaus the stun chains to minions.
Caretaker's Shrine RANGE: 1000 COST: 90 MANA COOLDOWN: 12
ACTIVE: Bard conjures a shrine at the target location that builds up in power over 10 seconds. Bard can have up to 3 shrines active at once, which remain until consumed.
If a champion steps on a shrine, they consume it instantly. 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 (+ 20% AP)
MAXIMUM HEAL: 70 / 110 / 150 / 190 / 230 (+ 45% AP)
Tips: Put one or two of these for your jungler. It will help them a lot.
If you already have 3 shrines, casting one on top of an ally will not destroy the oldest one.
Magical Journey RANGE: 900 COST: 30 MANA COOLDOWN: 18 / 17 / 16 / 15 / 14
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%
Tips: Stun the enemy as soon as they exit the portal.
You can do a fancy combo and ult yourself while you are in the portal.
Don't forget to make a 'Wheeeeeeeeeeeeeeeeeeee' sound while traveling.
Tempered Fate RANGE: 3400 / 350 COST: 100 MANA COOLDOWN: 130 / 115 / 90
ACTIVE: Bard sends magical energy arcing to the target location, putting all units and structures in the target area into Stasis icon stasis for 2.5 seconds upon impact.
Epic monsters and turrets (excluding Dominion turrets and the Nexus Obelisk) are also put in Stasis icon stasis, despite normally being immune to crowd control.
Tips: In a teamfight try to ult only two or three enemy champions to ensure a won teamfight.
Flash: Mandatory on almost every champion. Very good to close the gap between you and a fleeing ally.
Ghost: It is good for roaming, but chimes give you movement speed too, so it is not that great. Think twice before getting it.
Cleanse: You are pretty tanky. Some CC won't bother you. Plus, what did I say about Mikael's Crucible?
Smite: Lane smite META is old. Get used to it.
Exhaust: I don't really need to explain this. You are the support. Use it on the damage dealer if you want to survive.
Ignite: A little bit of extra kill presure never killed somebody(it did, but enemies don't count in). Take it if you are against a slippery ADC. Or against Swain, that sh*t is OP.
Heal: It is good if your ADC has Barrier. You can't lose 2v2s.
Barrier: You are not the ADC, not by using this guide anyways.
Teleport: What's better than a support who is almost always in lane. A support that is always in lane.
Garrison: "Wong Phuc In Map"-old chinese name
Clairvoyance and Clarity: Thank Riot for taking these two out of Summoner's Rift
The 18 points in Cunning are enough to provide you mana regen and the bonus armor and magic resist will help your trades. I put 12 points in resolve for extra movement speed and tankiness.
Magic resist marks to counter the enemy support's harass.
Armor seals to deny a part of the ADC's damage. You will be trading with him.
CDR and mana regen glyphs to ensure total lane sustain.
Health quintessence for more tankiness.
Gold per 10 quintessences to compensate for the lack of CS or kills.