I've played three more games as support Bard and learned a few more things:
- The chimes start appearing at the 1 minute mark and seem to spawn at a constant rate throughout the game. The chimes seem to stay up for about ten minutes. When a chime is in danger of disappearing soon, it will turn orange on the mini-map to let you know. The fact that chimes stay up so long and that their spawn rate isn't dependent on how many charms you've collected means that Bard can stay in lane a lot longer than people think. He can then go on a chime hunting binge every 5 mins or so to collect all the ones he can get (while also probably warding).
- I can definitely see some potential for using items that power up one's basic attacks. Specifically, I'm thinking that
Nashor's Tooth and
Lich Bane combined with some strong Bard meeps could hurt like heck over time.
- You get a small amount of mana restored by collecting chimes (8% of missing mana + 15). So, if you're running low on mana in lane, which can happen a lot, quickly grabbing a few nearby chimes can be very helpful.
- The biggest flaw in Bard's design imho is that he doesn't have an effective way to deal with "all in" situations and/or situations where an adc needs an effective peel. Especially in the early laning phase, he just has his Q attack, which might or might not stun for 1 second, and his W, which will act at half strength if tossed directly on a friendly champion. His E (the tunnels) is basically worthless in this situation. So, he has like one and a half spells in this situation compared to 3 spells for most other supports. This makes he and his adc partner very vulnerable.
I've played about a dozen games as Bard now and have a few last observations:
Riot beautifully established Bard's unique wandering nature with the chime mechanic and his tunneling E. However, they haven't established his role in team fights well. It seems like every role he can try to play gets superseded by other supports. Is he supposed to be a cc/protection/disengage support that protects his carry? Janna, Nami, and Lulu easily beats him in that role. Is he supposed to be a fierce damage dealer, becoming a monster late in the game once he builds up his chime collection? Zyra and Morgana completely dominates him in that regard in both cc and burst damage. (And I'm saying this is true even after I've collected 100+ chimes with Bard and have fully maxed out his items). Is he supposed to be some kind of bruiser-like character who can both take a hit and dish out some damage? He doesn't have the natural tankiness to fulfill this role, and Blitzcrank and Thresh easily dominates him in this area.
And, unfortunately, all of those supports can do their jobs better than Bard without having to leave their adc's in lane or take the risk of running through the enemy's jungle. Bard (and his meeps) needs to find a niche where he fits in with a team, and his overall strength needs to be tuned higher in order to compensate for the extra risks he and his teammates take because of his wandering. Bard's cc and damage (and healing?) abilities need to get a lot stronger as he starts collecting a large number of chimes and Riot needs to rethink his skills and abilities in order to give Bard a good role to play with his team.
Additional Observations
- Bard works well in lane when paired with
Jinx. He can ultimate the enemies,
Jinx can cast her chompers at their feet while they're frozen, and she and Bard can annihilate one of the squishies before he or she can get out of her chompers. I imagine that this trick would work with
Caitlyn, too.
- Two chimes appear at 50 seconds, a single chime appears at 1:40, and another chime appears at 2:30. I suspect that the chimes are set to appear every 50 seconds but more than one can appear at any given time. I typically got about 100 chimes by about the 40 minute mark.
Final Thoughts
Riot beautifully established Bard's unique wandering nature with the chime mechanic and his tunneling E. However, they haven't established his role in team fights well. It seems like every role he can try to play gets superseded by other supports. Is he supposed to be a cc/protection/disengage support that protects his carry? Janna, Nami, and Lulu easily beats him in that role. Is he supposed to be a fierce damage dealer, becoming a monster late in the game once he builds up his chime collection? Zyra and Morgana completely dominates him in that regard in both cc and burst damage. (And I'm saying this is true even after I've collected 100+ chimes with Bard and have fully maxed out his items). Is he supposed to be some kind of bruiser-like character who can both take a hit and dish out some damage? He doesn't have the natural tankiness to fulfill this role, and Blitzcrank and Thresh easily dominates him in this area.
And, unfortunately, all of those supports can do their jobs better than Bard without having to leave their adc's in lane or take the risk of running through the enemy's jungle. Bard (and his meeps) needs to find a niche where he fits in with a team, and his overall strength needs to be tuned higher in order to compensate for the extra risks he and his teammates take because of his wandering. Bard's cc and damage (and healing?) abilities need to get a lot stronger as he starts collecting a large number of chimes and Riot needs to rethink his skills and abilities in order to give Bard a good role to play with his team.
Postscript
I'm feeling a bit better about Bard now, even though I still don't think he'll be effective at a competitive level unless he gets something more added to his toolkit. However, there are a few more positive observations I've seen as I've become more comfortable with his gameplay:
- The mana you get back from the Chimes can be pretty significant -- and you get more benefit from them if your own mana pool is low. Because of this, I start the game with the Healing Shrine ability and put two or three out and then grab the three chimes that appear before the minions get to the lane. That way, I'm near full on mana and still have a shrine or two up already (I give at least one shrine to my jungler).
- You can also grab chimes near the lane to refill your mana bar without having to recall to base. I was actually surprised how long I was able to sustain myself this way before having to finally recall.
- Riot decreased the cooldown on Q so that with 40% CDR at maximum rank, you can cast it every just over 4 seconds. If you're positioned right, that means you could potentially cast a 1.8 second stun every 4 seconds. However, the "if you're positioned right" part of the sentence is important. Still, in a team fight, if the enemies are grouped tightly, you can potentially stun two enemies at once, which can be devastating.
- As I got more comfortable with Bard, I found myself better able to support my teammate in lane. Some well placed stuns, slows from my meeps, and the occasional
Exhaust and ultimate did a pretty good job of hurting and backing enemies off. Also, I got better about placing my shrines closer to my adc. Originally, I would place all the shrines next to our turret, where we could defend them. However placing a shrine behind the adc in lane let the adc get a quick heal during an exchange and gave the adc a small speed boost to run back toward the tower, if he or she needed to run.
- So far, I have found Bard to be better on offense rather than defense. The slows from his meeps and Q along with the E tunnels makes it very hard for any enemy to get away. Bard's ability to defend, though, is really dependent on whether he can get that Q stun off or not. The meep slows aren't especially helpful on defense, because Bard has to get into basic attack range to use them and characters have so many gap closers, hooks, stuns, etc.
- Going through a tunnel and then turning around to shoot a Q at a chasing enemy just coming out of a tunnel is effective, though.
Here's a table showing how the power and effects of meeps change as Bard collects chimes. The approximate game time shown in the last column is for Summoner's Rift. I noticed that on Twisted Treeline, the chimes dropped a little bit faster, but the chimes affected the meeps in the same way.
#Chimes | Change |
Base Damage (+30% AP) | Slow | #Meeps | Meeps/sec | Effect | Game Time |
---|---|---|---|---|---|---|---|
0 | 30 | 0% | 1 | 12 | 0 | ||
5 | slow | 25% | |||||
10 | 25 damage | 55 | |||||
15 | #meeps | 2 | |||||
20 | 25 damage | 80 | |||||
25 | effect | small cone | |||||
30 | 30 damage | 110 | |||||
35 | meeps/sec | 11 | |||||
40 | 30 damage | 140 | ~18 mins | ||||
45 | slow | 45% | |||||
50 | 35 damage | 175 | |||||
55 | #meeps | 3 | |||||
60 | 35 damage | 210 | |||||
65 | effect | large cone | ~30 mins | ||||
70 | 35 damage | 245 | |||||
75 | meeps/sec | 10 | |||||
80 | 35 damage | 280 | |||||
85 | slow | 60% | ~37 mins | ||||
90 | 30 damage | 310 | |||||
95 | #meeps | 4 | |||||
100 | 30 damage | 340 | 42:40 | ||||
105 | meeps/sec | 9 | |||||
110 | 30 damage | 370 | |||||
115 | slow | 70% | |||||
120 | 25 damage | 395 | |||||
125 | meeps/sec | 8 | |||||
130 | 25 damage | 420 | |||||
135 | slow | 75% | |||||
140 | 20 damage | 440 | |||||
145 | slow | 80% | 61:50 | ||||
150 | 20 damage | 460 | |||||
155 | 20 damage | 480 | |||||
160 | 20 damage | 500 | |||||
... | ... |
I don't want to break the fourth and fifth Commandments of Writing a Guide, so I'm just going to briefly summarize here a build that I found useful with Bard so that if you want to try him out when he's released, you might have a leg up.
Bard's general strength comes from his meeps, which power up his basic attacks, and his Q, which if aimed well can stun. Think of Bard as a basic attack - Q - basic attack burst damage dealer who takes advantage of the Q stun and his speed to back off and wait for things to come off cooldown. So, this build is all based around powering up the burst damage of those basic attacks.
Frost Queen's Claim
Boots of Mobility - Alacrity
Ruby Sightstone
Lich Bane
Luden's Tempest
Rabadon's Deathcap
Start with
Spellthief's Edge instead of
Ancient Coin. Not only will you make more money with this line, but when you basic attack someone,
Spellthief's Edge's passive will proc twice -- once for the basic attack and once for the meep. So right off the bat, you're adding 20 damage to your harassment basic attacks and collecting some good cash. When it's upgraded, you'll deal 30 extra damage from the passive.
Boots of Mobility - Alacrity -- This one's kind of obvious as you'll be running around the jungle a lot. Also, when you collect chimes, you'll get a speed boost, which will multiply the effect of the
Mobility Boots. I recommend getting the alacrity enchantment fairly early -- before starting to build your
Lich Bane. Speed is so important for Bard and you still want to be able to move well in combat.
Sightstone - Self explanatory. When you upgrade to a
Ruby Sightstone is up to you.
Lich Bane - Incredibly important. Gives you that good burst damage with your basic attacks. Plus, the 5% movement speed bonus is very nice.
Luden's Tempest - The 120 AP and 7% movement speed are great. In addition, it comes with a
Statikk Shiv-like passive that lets you deal a burst of damage with your first spell. Again, this let's you deal a sudden burst of damage and then back off to recharge.
Rabadon's Deathcap - Obvious AP increase
Other useful items:
Nashor's Tooth - Again, this upgrades your basic attacks and gives some cooldown reduction. If you go this route, you can change your runes to have less CDR. The reason I stopped getting it, though, is because it's more about sustained damage than burst damage.
Precision
Fleet Footwork
Dark Harvest
Phase Rush
21 Utility, 9 Offense
Bard's general strength comes from his meeps, which power up his basic attacks, and his Q, which if aimed well can stun. Think of Bard as a basic attack - Q - basic attack burst damage dealer who takes advantage of the Q stun and his speed to back off and wait for things to come off cooldown. So, this build is all based around powering up the burst damage of those basic attacks.






Start with












Other useful items:

Runes





21 Utility, 9 Offense
+rep for your hard work - not even sure if what you're doing is right, but you've worked hard enough to at least earn my +rep xD
I'm a little skeptical about the runes tbh. I'm not too fond of scaling CDR. I'd prefer just flat CDR in most cases. Games have usually been decided by the time scaling CDR starts to beat out flat CDR runes
I'm a little skeptical about the runes tbh. I'm not too fond of scaling CDR. I'd prefer just flat CDR in most cases. Games have usually been decided by the time scaling CDR starts to beat out flat CDR runes
If I helped you out, be sure to throw me a +Rep!
-
My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
-
My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
I hate people that play supports in the jungle (other than my sun babe). If I could, I'd rub butter all over your body and throw you into a room with a starved Rosie O' Donnel.
You have recieved a Toshabi -rep™
You have recieved a Toshabi -rep™
Toshabi wrote:
I hate people that play supports in the jungle (other than my sun babe). If I could, I'd rub butter all over your body and throw you into a room with a starved Rosie O' Donnel.
You have recieved a Toshabi -rep™
You have recieved a Toshabi -rep™
I know you're joking, but I just want to make it clear that I don't think Bard is very good in the jungle, because his clear time is awful.

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As Support
As Jungle
I'm hardly the first person to try Bard jungle -- and reports from the PBE chat rooms are that people are having a lot of problems jungling Bard. However, most of the people I talked to just face-tanked the monsters and foolishly started the blue side instead of the red side, so I decided to try it out myself. Here's what I found:
Pros:
Cons