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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Threats & Synergies
Lux
She has long range, high damage, and a root combo could spell your death. Dodge her abilities, harass when they're on cooldown as she's squishy. All in on her generally can spell a kill.
Draven
Draven has high burst, you have high burst - making this a very scary kill lane if you hit a stun. Play aggressive, keep Draven topped up and boost his movement speed for a catch.
Draven
Draven has high burst, you have high burst - making this a very scary kill lane if you hit a stun. Play aggressive, keep Draven topped up and boost his movement speed for a catch.

A little bit about me


I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!


If you enjoy playing, or want to learn more about

/r/BardMains.


The reasoning behind







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As I've already mentioned, ![]() ![]() ![]() |
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Boots of Mobility > MOVEMENT SPEED These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. ![]() ![]() ![]() ![]() Mercury's Treads > MAGIC RESIST/TENACITY If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%. Ninja Tabi's > ARMOR If the enemy team has a lot of physical damage threats, and you need some extra survivability on top of ![]() ![]() |
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Redemption > CDR/HP+MANA REGEN/SUSTAIN![]() ![]() ![]() ![]() ![]() |
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Knight's Vow > SURVIVABILITY/SUSTAIN You gain extra HP, 40 armor and 10% CDR with this item, not including the extra 20 armor and 15% bonus movement speed when your chosen ally is nearby. If your ally is nearby, you heal for 12% of all the damage they do (increasing your tankiness), and redirecting 12% of the damage they take, to yourself (increasing their survivability]. Usually a core item to take vs physical damage. Healing and damage reduction is halved due to the fact ![]() |
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Zhonya's Hourglass > UTILITY/SURVIVABILITY/DAMAGE If the enemy team has a lot of burst damage threats, you can take ![]() ![]() ![]() ![]() |
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Mikael's Crucible > SURVIVABILITY/CDR/UTILITY A good pick when facing an enemy team with hard CC that you need to ![]() ![]() ![]() ![]() Increases your Mana and HP regeneration, while granting you 40 magic resist, and 20% healing power - good synergy with ![]() |
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Twin Shadows > UTILITY/DAMAGE A great item to help you chase down enemies faster with the slow, up to 40%, synergising with your ![]() |
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Locket of the Iron Solari > DAMAGE/UTILITY/SURVIVABILITY With ![]() ![]() ![]() |
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Athene's Unholy Grail > SUSTAIN![]() ![]() ![]() |
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Dead Man's Plate > SURVIVABILITY/UTILITY A decent pick up for extra movement speed - up to 60 at maximum stacks, which has good synergy with ![]() You also gain Crushing Blow passive - your basic attacks deal 1 magic damage per stack of Momentum, discharging all stacks. Very good synergy with all the burst damage ![]() |



MEEPS:


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Cosmic Binding (Q) RANGE: 950 EFFECT RADIUS: 950 COST: 60 mana COOLDOWN: 11 / 10 / 9 / 8 / 7 |
ACTIVE: ![]() After ![]() |
Cosmic Binding will take into account player-created terrain such as
Cataclysmand
Crystallize.
Cosmic Bindingdoes not grant vision of enemies hit, but a hit can be seen and heard to indicate that at least one enemy is there.
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Caretaker's Shrine (W) TARGET RANGE: 800 COST: 70 mana COOLDOWN: 12 |
ACTIVE: ![]() If the champion was an ally or ![]() |
- Leveling up
Caretaker's Shrine will affect the healing of existing shrines.
- If
Bard has 3 shrines on the map and creates a new that is immediately consumed, the oldest shrine will not be destroyed. This is because the Shrine is used as an actual targeted heal on himself or someone else, and not a permanent shrine, so the other 3 stay.
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Magical Journey (E) TARGET RANGE: 900 COST: 30 mana COOLDOWN: 18 / 17 / 16 / 15 / 14 |
ACTIVE: ![]() ![]() Both allies and enemies can Dash pass through the corridor by right-clicking on it or its exit, with allies and ![]() |
- There is no limit to how many times a given instance of
Magical Journey may be used.
- Units using
Magical Journey are targetable whilst en route.
- Unlike
Dark Passage,
Magical Journey can still be utilized if a champion is silenced.
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Tempered Fate (R) TARGET RANGE: 3400 EFFECT RADIUS: 350 COST: 100 mana COOLDOWN: 110 / 95 / 80 |
ACTIVE: ![]() Despite normally being immune to crowd control, epic monsters and turrets (excluding the Nexus Obelisk) also enter stasis. |
Tempered Fate has no effect on untargetable turrets (those protected by another tower or the inhibitors), untargetable units, or enemy champions that are immune to disables (such as
Olaf under the effects of
Ragnarok or an enemy with
Black Shield). Also does not cast on
Yuumi if she is attached.
Tempered Fate cannot affect the enemy team's Nexus and inhibitors. This behavior is intended, as accidentally putting it into stasis would be extremely punishing for
Bard's team.
- This ability can only be blocked by an enemy's
Spell Shield. Allies will be put in stasis no matter what they do - be careful!
At level 1, you will choose to level up your

as it's your primary poke and catch tool.

You can collect chimes from

During laning phase, you can harass with your meeps, proccing


Put your

You can use

if you decide to roam, while collecting your charms. AS OF 9.14,









You can use it to protect falling towers, giving your team a chance to defend if they're elsewhere on the map, you can protect fleeing allies by casting it on chasing enemies - or vise versa.
It can be used for peeling your ADC as an enemy assassin tries to engage, such as


Prioritize using

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.


If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as tanky engagers (


If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
Please DM Mossey#6340 for guide creations.
- 06/20/2019 - Published Guide.
- 07/17/2019 - Updated to reflect 9.14.
- 11/25/2019 - Updated for 9.23.
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