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Bard Build Guide by Coraige

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.


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League of Legends Build Guide Author Coraige

[S5] (Patch 5.5) Bard - The Meep Collector

Coraige Last updated on March 17, 2015
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Ability Sequence

2
8
10
12
13
Ability Key Q
1
4
5
7
9
Ability Key W
3
14
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Wanderer
 
 

Utility: 21


Guide Top

Introduction

Hello! My name is Coraige (username is Killer Vayne), and you may know me from my Vayne Guide. I'm a Gold ranked player on the EUW servers! I've climbed my way in season 4 from the depths of Bronze 5 to Silver 3 and I am now playing against low gold-high silver MMR in ranked, and in season 5 I went 5Wins-5Losses in my provisionals, got Silver 4 and climbed up to Gold 4!


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Pros / Cons

Pros

+ Great roamer.
+ Easy to gank for/with because of his CC.
+ Excellent roamer because of meeps.
+ Heals can be left for your laner to use while you aren't there.
Cons

+ Ultimate does no damage.
+ Ultimate can lose you the game if you use it incorrectly.
+ High mana costs.
+ Difficult to roam with if behind.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18




Traveler's Call: Ancient Chimes: Bard's presence causes sacred chimes to appear on the Fields of Justice, which linger for up to 10 minutes. Collecting a chime grants Bard a brief burst of movement speed (stacks 5 times), experience, and mana. Every 5 chimes Bard collects empower his meeps.

Meeps: Bard's presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing 30 / 55 / 80 / 110 / 140 / 175 / 210 / 245 / 280 / 315 / 345 / 375 / 400 / 425 / 445 / 465 (+20 per 5 chimes collected after 150) (+30% of ability power) bonus magic damage before disappearing back to the spirit world. At 5 chimes, meeps slow damaged enemies by 25 / 45 / 60 / 70 / 75 / 80% 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.

Depending on the number of chimes collected, meeps spawn every 12 / 11 / 10 / 9 / 8 seconds and Bard can hold up to 1 / 2 / 3 / 4 of them at a time.



Cosmic Binding: Bard fires out a burst of spirit energy in a line, dealing 75 / 110 / 145 / 180 / 215 (+50% of ability power) magic damage and slowing the first enemy struck by 60% for 1 / 1.2 / 1.4 / 1.6 / 1.8 seconds. After Cosmic Binding hits an enemy, the burst of energy continues through, searching for secondary targets. If it hits a wall, it stuns the initial target; if it hits a second enemy (including minions/monsters), it stuns both targets, dealing magic damage to the second unit as well.

Tips and Tricks
  • Try engaging where there are minions to almost guarantee the stun of at least 1 target.
  • If you are being chased by more than 1 target, try to aim your Cosmic Binding in a way it would hit at least 2 targets so they can be stunned.
  • Don't spam this in lane or you'll get out of mana pretty quickly.




    Caretaker’s Shrine Caretaker’s Shrine: Bard conjures a health pack that builds up in power over 10 seconds. Allied champions who walk over the pack will consume it, gaining a minimum of 30 / 60 / 90 / 120 / 150 (+20% of ability power) and a maximum of 70 / 110 / 150 / 190 / 230 (+45% of ability power) health based on the shrine's power as well as 50% bonus movement speed which decays over 1.5 seconds. Enemies can stand on the pack for a moment to destroy it.

    Tips and Tricks
    • Put this at places where enemies can't step on them so you can get the most out of them.
    • If you want to roam, lay down a couple of these so if your ADC gets poked he can heal up.
    • If you're chasing someone, lay this in front of the damage dealer so he can catch up.
    • If you know you're stronger in lane, put this to bait enemies to step on it, then when they do engage on them and kill them.




    Magical Journey: Bard conjures a portal on a target wall. The portal tunnels through to the far end of the wall, granting one-way passage to all champions, friend and foe, who enter it.

    While inside the portal, allies travel 10 / 20 / 30 / 40 / 50% faster than enemies.

    Tips and Tricks
    • Remember, this is a one way passage. Do not use this if it means you getting to someone unsafe without your team's backup.
    • When you're escaping, try using this ability to cover the most amount of distance possible so you can stay safe from enemies.
    • Use this for unpredictable ganking pathways with your jungler so you can possibly get double kills at bottom lane, or help other lanes in general.




    Tempered Fate: After a brief delay, Bard places all units in a targeted area - friend or foe, including champions, minions, monsters and turrets - in stasis for 2.5 seconds, making them untargetable and invulnerable but also unable to perform any action.

    Tips and Tricks
    • Use this to protect a teammate from a really dangerous spell that can result in his death.
    • You can use this for chasing by casting it on the enemy team.
    • You can use this if the enemy team is doing Baron, use the ult on the tanks and let the carries take Baron damage, or to possibly buy time for your jungler to come in and steal Baron from the enemy team.


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Summoner Spells

Q: Okay so, Coraige, what summoner spells should I take on Bard? //

Flash is a must on any champion in the game to run away from those high burst annoying assassins or to get off that last auto attack needed for first blood in lane, or possibly making a play that will result in some kills. Pretty much your free "Out of Jail" card.

Normally, you should ONLY take Heal if your ADC has barrier. It also gives a bit more movement speed for a little while, helps with escaping/securing that last hit on the escaping enemy.

Nope. Just don't.

Don't you dare. It's utterly useless on Bard.

Normally your choice of summoner combined with Flash.

Unless you're in a lane you can win, you normally don't take ignite.


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Thanks!

Thank you for reading my Bard guide! I will put out more updates in the next couple of days when I discover more stuff about him!