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prime

Bard Build Guide by MRmilki

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 MRmilki

[S5] (Patch 5.5) Roam Bard roam ! [support]

MRmilki Last updated on March 18, 2015
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Ability Sequence

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



Threats to Bard with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Miss Fortune Easy to get, he has no escape. A well timed ult into a well timed Q can kill him easily.
2
Kog'Maw Easy to get, he has no escape. A well timed ult into a well timed Q can kill him easily.
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Early Game

Before your game even starts you need to be ready to set up health packs. Take Caretaker's Shrine should be used to help your Jungler if he is starting near you.
Put 2 down and 1 in your lane. 2 Caretaker's Shrine will equal more then 1 Health Pot. Then recall asap and come back to lane with full mana and put down 1 more Caretaker's Shrine and leash your Jungler. Then collect the 2 chimes near you to restore mana from using Caretaker's Shrine. Traveler's Call should always spawn 2 chimes near you at around 1:30. Already you have set your jungle up for a healthy clear and your lane with Sustain. Make sure your jungler has used the 2 Caretaker's Shrine before you put down a 2nd for your laner because you can only have 3 down at once.


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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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Summoner speels

Flash
Just gonna get this one out of the way, yes Flash is a good spell choice. It can be used offensively, defensively and for anything in between.

Exhaust
The typical support spell, this ability offers significant dueling power as well as letting you effectively "shut down" any carries damage potential in teamfights.

Ignite
The classic spell for duels, having it on supports isn't unheard of, though it feels somewhat suboptimal on Bard. That being said it does make up for his lack of early game damage, so it could be good with an adc that has strong early pressure.

Heal
Has a move speed buff on use, also the heal scales better than Barrier. Is good for sustain, escapes and chasing, but has less kill potential than Exhaust or Ignite. Only worth taking if the adc hasn't picked it up for some reason, and even then Exhaust is probably better.