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Bard Build Guide by Bardjo

[11.23] Bardjo's sus builds for Top, Mid, ADC and Support

[11.23] Bardjo's sus builds for Top, Mid, ADC and Support

Updated on December 3, 2021
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League of Legends Build Guide Author Bardjo Build Guide By Bardjo 32 3 28,912 Views 2 Comments
32 3 28,912 Views 2 Comments League of Legends Build Guide Author Bardjo Bard Build Guide By Bardjo Updated on December 3, 2021
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Choose Champion Build:

  • LoL Champion: Bard
    On-Hit Marksman
  • LoL Champion: Bard
    Crit Marksman
  • LoL Champion: Bard
    Burst Mage
  • LoL Champion: Bard
    AD Assassin
  • LoL Champion: Bard
    Tank
  • LoL Champion: Bard
    AD Bruiser
  • LoL Champion: Bard
    183AH Support
  • LoL Champion: Bard
    Perpetual Movement Speed

Runes: On-Hit Marksman (10/10)

Precision
Lethal Tempo
Overheal
Legend: Alacrity
Coup de Grace

Domination
Cheap Shot
Ravenous Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4 5
Top
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

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Support Role
Ranked #11 in
Support Role
Win 51%
Get More Stats
Support Role Ranked #11 in
Support Role
Win 51%
More Bard Runes
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Threats & Synergies

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Champion Build Guide

[11.23] Bardjo's sus builds for Top, Mid, ADC and Support

By Bardjo
1. Intro
Hello everyone, I'm Bardjo.
I started playing LoL in the second half of S6 and my peak has been D2 90LP in the middle of S11.
In real life I'm an Italian jazz trumpeter that loves anime, so it's not hard to understand why I OTP Bard with 1.5M of points.
I started getting interested in Bard a couple of months after my landing on Summoner's Rift and I immediately fell in love with him. I've climbed from S2 to D2 one tricking the Wandering Caretaker and I'm still ranking only with him. Playing Bard, you understand that he is extremely versatile and has a unique impact on the game. This guide was not created to help you improve your Bard but to have fun with him once you are confident with the champion. As you can see from the rune and item sections, I’ve rated all the builds of this guide to help you understand the level of troll of each one of them. I also put in the rune and build sections a standard set-up that is good in most cases, read notes to understand how to build properly in every situation.
2.1 Solo & Duo Lane
Playing in lane with Bard is like playing Kayle: in most of the cases you just have to ignore the early game trading to wait for your items and your Meeps to come out.
In top lane you can abuse of range vs melee matchup, especially if you are playing with Hail of Blades, Electrocute and Grasp of the Undying but remember to not extend trades: make the most of your runes and back to farm safely. The same concept should be applied to mid lane but be aware of your positioning: in side lanes you have a lot of good walls to escape with Magical Journey if you are in danger, while mid lane walls are pretty useless for Bard. Bot lane is really variable, your goal remains farming up for the mid and late game but, with a good support, you’ll be able to get kills in early game and start stomping even in the weakest part of the game for Bard (the laning phase). Support is obviously the main role for Bard, easier because you don’t have to farm, harder because you don’t earn much gold (worth for cheap builds, worthlessness for expensive builds); build a poke support item (AP or AD based on the kind of build you’ve chosen) and perma roam once you have boots to help your team get fed and to take objectives. The mid and late game playstyle is dependent on the current state of the game, the type of build you are doing and the kind of team you are playing with and facing; it’s difficult to give advice on such a situational thing but remember to:
  • never stop farming and collecting chimes
  • avoid useless fights if you are building for late game
  • play around objectives if you are not getting hard stomped by the enemy team
If you are going mid or top lane, remember that, if you don’t move from base in the first 35 seconds, the first group of chimes will automatically spawn bot lane and the third one will spawn in an uncomfortable position too.
2.2 Jungle
After several tests in the jungle, I have understood that you lose too much resources in the first 10 minutes to make it worth it: you take too long clearing camps and some camps must be ignored for many clears, so after 10 minutes you’ll inevitably be 2 levels below your opponent; he’ll have more gold than you and you’ll have to put yours on farming items like Noonquiver, if you are going for Kraken Slayer, or AS / AP stats, if you are going AP (I don’t wanna talk about Tank and Bruiser Bard jungle XD). The only way for Bard jungle to work is by perma ganking, taking XP from kills and a couple of minions in lane but it’s a coinflip: counter jungling you is easy, counter ganking you is easy and if you don’t gank perfectly you won’t kill the enemies and you’ll fall behind. Even if you find a kill, you’ll probably get assists because you prefer to gank early game champions and winning matchups that have more damage than you during the early game and although you got kills and got fed, you don’t have the same impact of a laning Bard with the same score.
3. Summoner Spells
Essentials
Always pick Flash, it’s the most OP Summoner Spell. If you don’t pick it, you are trolling. You can pick Ghost in every lane to have fun and Mark/Dash if you are playing ARAM.


Top Lane
My advice for top lane is to play with Teleport; you can use it to gank a lane, to back top after a gank, to split push safely if your team is going to fight an Epic Monster soon and to look for some unexpected side map plays. Ignite is good if you want to secure some kills in early game, if you are perma fighting and if you are laning against a champion with a lot of sustain like Vladimir or Fiora, but this way you lose map presence.
Mid Lane
In mid lane you are free to choose between Ignite and Barrier; unlike top lane you have good map presence thanks to your Magical Journey. Pick Ignite if you want to secure some kills in early game, if you are perma fighting and if you are laning against a champion with a lot of sustain like Yasuo or Yone. Pick Barrier if you are sure that your laner is going to pick Ignite and to play passively.
Bot Lane
If you are playing ADC, I advise you to take Heal; go for Exhaust if the enemy team has assassins and your support picked Ignite.
Support
As a support you can play with Ignite against team compositions full of sustain or if you want extra damage and Grievous Wounds. Go for Exhaust if you want more utility against team compositions with assassins.


4. Abilities
Start almost every game with a point on Cosmic Binding: it’s the only ability you have to deal damage and set-up CC in early game; go for Magical Journey if you are going to invade with a good CC set-up. If you are in duo lane and you want to force level 2 trade, it’s better for you to walk close to a wall, unlock Magical Journey and use it to reach the enemy duo from the side; this should also be applied if you are in a solo side lane with a jungler that is going to gank you early. In all other situations, go for Caretaker's Shrine and begin to place altars. If you are positioned in the middle of the lane, most of the times you can choose whether or not to be aggressive or passive and at level 3 you should have all of your abilities unlocked; if you are under their turret you need to have 2 points on your Cosmic Binding for extra damage and 1 on your Magical Journey that's going to be used to disengage; if that's not the case and you're forced under your turret you don’t need Magical Journey and you should level up your Cosmic Binding and Caretaker's Shrine according to the situation. in these extreme situations you'll end up levelling up the last ability at level 4.
The first ability you have to max is always Cosmic Binding, while the second one is dependent on the kind of Bard you are playing: with support and AP Bard you have to max Caretaker's Shrine because the heal scales with AP; if you are not building AP, max Magical Journey like second ability. Obviously put points in Tempered Fate at level 6, 11 and 16.
5.1 On-Hit Marksman
Introduction
On-Hit Marksman is my favorite build on Bard. Once you get 1-2 items, you can win 1 vs 1 against most solo laners and you obtain huge amounts of DPS (that synergizes extremely well with your Traveler's Call). You are good in every situation of the game: farming, split pushing, fighting and taking objectives. You can play it mindlessly in top, mid and bot; just patiently wait for your 2 items’ power spike and it’s GG. I rated it 10/10 because you don’t suffer too much in the early game, your carry potential is incredibly high and you deal huge amounts of damage to all kinds of champions.

Runes
Lethal Tempo allows you to make the most of the build’s power -- Overheal is the best option because Triumph doesn’t help you and Presence of Mind is useless due to Traveler's Call -- Legend: Alacrity gives you a good amount of attack speed -- Coup de Grace is the best one in most cases / alternatively, against 2 or more tanks / juggernauts, you might prefer Cut Down.
Taste of Blood gives you a good amount of sustain during fights -- Ravenous Hunter has good synergy with Taste of Blood and other runes are less useful.
helps you farming during the early game -- is a standard adaptive rune for damage dealers -- because most of team compositions deal more AD damage than AP / alternatively if the enemy team has 3 or more AP scaling champions.
Build
The first thing you need is attack speed, you need it to farm and it gives you more time to react, reposition and dodge skillshots: rush Blade of the Ruined King if you need sustain to face an early game champion or if you managed to get a lot of gold; go for Berserker's Greaves if your laner is a mid/late game champion -- Blade of the Ruined King gives you good sustain for laning phase and it insanely increases your trading power -- Kraken Slayer gives you a lot damage against any kind of champion -- Wit's End is one of the best on-hit items and gives you defensive stats / alternatively Nashor's Tooth to increases damage on Traveler's Call and Cosmic Binding -- Guinsoo's Rageblade improves the effectiveness of all on-hit items and allows you to reach an absurd amount of DPS -- Rapid Firecannon has good synergy with Guinsoo's Rageblade and Traveler's Call, allowing you to proc the Meep’s slow from a longer distance.
5.2 Crit Marksman
Introduction
Crit Marksman has been my first off-meta build on Bard and one of the most common. Like most of the late game ADC ( Jinx, Twitch, etc.), you hit your power spike with the third item Infinity Edge, which allows you to one-shot almost everyone. Obviously, the best lane to play it is bot lane, but top and mid lane are fine too. I rated it 9/10 because, similar to on-hit Bard, you don’t suffer too much in early game, your carry potential is incredibly high and you deal huge amounts of damage to all kinds of champions but in the late game the on-hit build out scales the crit one.

Runes
Hail of Blades allows you to deal a huge amount of damage in a really short time -- Cheap Shot is really easy to proc because it stacks with both Traveler's Call and Cosmic Binding -- Eyeball Collection is the only rune that gives you damage in its slot -- Ravenous Hunter gives you a good amount of sustain during fights.
Legend: Alacrity gives you a good amount of attack speed -- Coup de Grace is the best one in most cases / alternatively, against 2 or more tanks / juggernauts, you might prefer Cut Down.
helps you farming during the early game -- is a standard adaptive rune for damage dealers -- because most of team compositions deal more AD damage than AP / alternatively if the enemy team has 3 or more AP scaling champions or if you are laning against an AP champion.
Build
The first thing you need is attack speed, you need it to farm and it gives you more time to react, reposition and dodge skillshots: rush Kraken Slayer if you managed to get a lot of gold; if that's not the case, go for Berserker's Greaves after building Noonquiver -- Kraken Slayer gives you a lot damage against any kind of champion -- Stormrazor has good synergy with Traveler's Call, if the situation is dramatic, switch this item with the 5th in the build path -- Infinity Edge is the essential item of every full Crit build, improves effectiveness of all crit items and allows you to proc an absurd amount of damage in a really short time -- for the last two slots, you are free to choose between Lord Dominik's Regards, Mortal Reminder, Bloodthirster and the third item you didn’t buy; generally Lord Dominik's Regards is good against tanks and juggernauts, Mortal Reminder against team compositions full of sustain, Bloodthirster to increase your survivability and Rapid Firecannon if you suffer too much from your limited auto attacks’ range.
5.3 Burst Mage
Introduction
The Burst Mage build is one of the most famous ones on Bard. Unfortunately, new AP items are not that valuable on Bard and you don’t have the one-shot potential you had in previous seasons. If you are ahead, you get good amounts of damage against squishy champions, but if you fall behind, it will be hard for you to come back. Note that the 4th, 5th and 6th build path are interchangeable. You can test this build both mid lane and support: in mid lane you can farm safely, but you have zero impact on the map because your wave clear is terrible and there’s no way to fast push early game to roam; as a support you earn less gold but you can play more around the map and you leave mid lane to another guy probably more in meta than you. I rated it 8/10 because the amount of damage you deal once you are ahead is good, but the biggest problem is your wave clear potential that blocks Bard from playing around one of his strengths: roaming.

Runes
Your Meeps count like singular spells so 1 auto attack gives you 2 stacks of Electrocute and, if you hit Cosmic Binding, it’s impossible to miss -- Cheap Shot is really easy to proc because it stacks with both Traveler's Call and Cosmic Binding -- Eyeball Collection is the only rune that gives you damage in this slot -- Ravenous Hunter gives you a good amount of sustain during fights.
Transcendence is the most unbalanced Sorcery rune giving you free ability haste -- since AP Bard is a late game scaling champions, Gathering Storm is the best option.
helps you farming during the early game -- is a standard adaptive rune for damage dealers -- if you are laning against an AP champion or if the enemy team has 3 or more AP scaling champions / alternatively if you need to face an AD champion or team compositions with 3 or more AD dealers.
Build
Nashor's Tooth is the first item you need; like in AD builds, you need help farming to have more time to react, reposition and dodge skillshots; take only Recurve Bow if you need to rush boots -- Sorcerer's Shoes gives you magic penetration and helps you taking chimes, counter roam your laner and dodge skillshots -- Luden's Tempest increases your Traveler's Call and Cosmic Binding’s damage and it gives you more magic penetration -- for the 4th item you are free to choose between an offensive item (like Cosmic Drive for in-fight movement speed and ability haste and Mejai's Soulstealer if you are ahead) or a defensive item (like Rylai's Crystal Scepter for the synergy with Traveler's Call and Zhonya's Hourglass to face AD dealers) -- 5th item must give you a lot of stats: Rabadon's Deathcap gives huge amounts of damage and Shadowflame gives damage, health and magic penetration -- Void Staff to complete your build with magic penetration.
5.4 AD Assassin
Introduction
AD Assassin is a really strange build on Bard. Your main goal is to rush boots and Duskblade of Draktharr as soon as possible to be able to instantly reposition your squishy beard after a kill. Hail of Blades helps you in the early game with small trades and it’s fundamental for this lethality build since your main source of damage comes from auto attacks. Your late game is not that good, but with Duskblade of Draktharr, you may be able to make some good plays. My advice is to go for it in top and mid lane if you are last pick, if you see 4-5 squishy champions in the enemy team and if you want to test something new on Bard (Crit Marksman and Burst Mage builds are better in this situation). I rated it 7/10 because you have good amounts of damage but you are squishy and it’s a really situational build (applied to every single game, I would rate it 4/10).

Runes
Hail of Blades allows you to deal a huge amount of damage in a really short time -- Cheap Shot is really easy to proc because it stacks with both Traveler's Call and Cosmic Binding -- Eyeball Collection is the only rune that gives you damage in this slot -- Ravenous Hunter gives you a good amount of sustain during fights.
Legend: Alacrity gives you a good amount of attack speed / alternatively Legend: Bloodline if you don’t need attack speed.
helps you farming during the early game -- is a standard adaptive rune for damage dealers -- because most of team compositions deal more AD damage than AP / alternatively if the enemy team has 3 or more AP scaling champions or if you are laning against an AP champion. Coup de Grace is the best one in most cases / alternatively, against 2 or more tanks / juggernauts, you might prefer Cut Down.
Build
Rush Berserker's Greaves as soon as possible, you need to farm and they give you more time to react, reposition and dodge skillshots -- Duskblade of Draktharr is the best lethality mythic item because it allows you to reposition once you kill an enemy -- Umbral Glaive is a cheap item with a really useful passive for roaming champions like Bard -- to fill the 4th and the 5th slot you can choose between Youmuu's Ghostblade, if you want more damage and mobility; Edge of Night, if you need HP and a spell shield; Serpent's Fang, if you need anti-shield and Chempunk Chainsword, if you need anti-heal and Serylda's Grudge has good synergy with Traveler's Call.
5.5 Tank
Introduction
Tank is one of the most useless builds on Bard. It’s like the most common utility-tank build, but you have less utility and you are less tanky than a tank. The main problem of this build is that you don’t have a power spike: you are just a useless cannon minion with a ranged stun. I advise you to play it in top lane because in mid you meet lots of ranged champions and you don’t have enough damage or utility for a duo lane. I rated it 6/10 because you are useless for the whole game but you build a fun mythic.
Runes
Grasp of the Undying is extremely easy to stack in a solo lane during the early game, it gives you sustain and passive health -- Demolish is a fun rune and the most useful of its group -- take Second Wind if you are facing a ranged champion and Bone Plating if you are facing a melee champion -- Overgrowth is the most useful rune in most cases, go for Unflinching against a team full of CCs (excluding knock ups).
Legend: Tenacity is a standard secondary rune for tanks: tenacy is one of the most important stats for tanks and there are only a few ways to have it -- Last Stand is another common rune for tanks that can exploit it thanks to their strength.
helps you farming during the early game and to take Grasp of the Undying stacks -- / / depends on the enemy team composition and on the laner you are facing.
Build
Build Plated Steelcaps if you are laning against an AD scaling champion or Mercury's Treads against an AP scaling champion or a team full of CCs (excluding knock ups) -- Frostfire Gauntlet has good synergy with Traveler's Call / alternatively you can go for Turbo Chemtank if you want to have fun -- Dead Man's Plate’s passive has an obvious synergy with Traveler's Call and it’s been a standard item for the support build for many years, it also has good synergy with Frostfire Gauntlet and Turbo Chemtank -- the fourth item must give you a huge amount of HP, if the enemy team has got one fed guy or a hyper late game carry, go for Anathema's Chains / alternatively you might prefer Warmog's Armor -- last two slots must be filled with situational items, depending on enemy team composition; Titanic Hydra gives you offensive stats by stacking health, Frozen Heart gives you armor and has an useful aura effect, Force of Nature gives you mobility and MR and Gargoyle Stoneplate if you are the only frontline of the team and you are perma fighting.
5.6 AD Bruiser
Introduction
Bruiser AD is the most useless build I’ve ever played on Bard. It’s like the tank build but you are less tanky. I don’t know how to win a lane or how to carry a game with this build but send me your videos if you do that. You can play it in top lane because in mid you meet lots of ranged champions, you have problems clearing waves and you don’t have enough damage or utility for a duo lane. I rated it 5.5/10 because you are useless for the whole game.
Runes
Conqueror is an amazing rune key for Bard because your Meeps count like singular spells: 1 auto attack gives you 3 stacks of passive and in late game when you have 4-9 Meeps you just need to auto attack 4 times to reach max efficiency on the rune -- Triumph helps you surviving in trades -- Legend: Bloodline gives you free life steal -- Last Stand is another good item for a bruiser build.
Bone Plating gives you good defensive stats for extended trades -- Unflinching is a good way to get tenacity due to the fact that you don’t take Legend: Tenacity because you need life steal.
helps you farming during the early game -- is a standard adaptive rune for damage dealers -- because most of team compositions deal more AD damage than AP / alternatively if the enemy team has 3 or more AP scaling champions.
Build
Build Plated Steelcaps if you are laning against an AD scaling champion or Mercury's Treads against an AP scaling champion or a team full of CCs (excluding knock ups) -- Divine Sunderer is good for sustain and tanky teams / alternatively you might prefer Trinity Force for attack speed and its passive -- Sterak's Gage is the standard third item for bruisers, significantly increases your survivability and gives you damage -- Blade of the Ruined King has good sustain and it insanely increases your trading power -- Wit's End is a defensive item that gives you good offensive stats -- Black Cleaver, similar to Wit's End, is a complete item that gives you both defensive and offensive stats.
5.7 183AH Support
Introduction
183AH Support is one of my favorite builds on Bard. The runes I’ve chosen are not the best but with a fun build you need a fun rune page; a good alternative to Unsealed Spellbook is Hail of Blades if you want to have fun with it and with Ultimate Hunter. The biggest problem of this build is that you are extremely squishy, you have to play in ultra-backline and if the enemy team has assassins… good luck. You can build it only as a support because, to build Vigilant Wardstone, you need to hit level 13 and to complete the support item’s mission; once you’ve completed your build, sell the support item to buy the last item and reach 183 ability haste. If you are lucky, you can increase this number; remember that: Ornn’s items enhance your mythic with +5AH; Crest of Insight gives you +10AH and Hextech Dragon +5AH per drake (max +20AH). I rated it 7.5/10 because despite the fact it’s extremely fun and useful, you are extremely fragile.
Runes
Unsealed Spellbook is an extremely fun and useful rune page if used properly -- Perfect Timing is a free Zhonya's Hourglass that could help you with some plays in lane and in team fights -- Future's Market is another funny rune that helps you completing the build as soon as possible -- Cosmic Insight gives you other kinds of ability haste, it has good synergy with Unsealed Spellbook and Ionian Boots of Lucidity.
Transcendence is the only rune you really need for this build -- Gathering Storm gives you good stats for a late game with a Q every 2.38 seconds.
is obviously the adaptive rune you need -- you can fill the last 2 slots with the adaptive runes you prefer, depending on team compositions and your playstyle.
Build
Start with Ionian Boots of Lucidity, you need a lot of mobility because you are a roaming champion and, after completing boots, you can start helping the team around the whole map -- Shurelya's Battlesong is the best mythic support item that gives you passive ability haste and a lot of mobility -- Anathema's Chains is a good choice because it's cheap and you get HP and ability haste -- Cosmic Drive gives you ability haste and in-fight movement speed -- Vigilant Wardstone is the Rabadon's Deathcap of ability haste -- Frozen Heart gives you defensive stats and has a useful aura effect (remember to sell the support item if you want to build the 6th item).
5.8 Perpetual Movement Speed
Introduction
This is not a build full of active effects, this is not a build that gives you a lot of mobility in team fights… this is a build created to allow random runs through the Summoner's Rift, ignoring the MOBA aspect of the game. The river and chimes are your best friends and don’t forget to sacrifice the Rift Scuttler for your purpose. Despite the fact it’s an active, we accept Ghost into our build because we use excellent out-of-combat runes and items ( Relentless Hunter and Youmuu's Ghostblade) that have a good related movement speed active effect ( Predator and Youmuu's Ghostblade). Hope for Cloud Drake that gives you +3.5% out-of-combat movement speed per drake, +10% bonus movement speed for Soul and it changes the Rift in a useful way. I advise you to play it in top lane because it’s a useless lane. I rated it 8.5/10, no explanations, have fun.
Runes
In the current state of the game, there isn’t a key rune that gives us out-of-combat passive movement speed, so we are picking Predator (I prefer to have an active effect than a fight-stacking effect like Phase Rush) -- Cheap Shot is really easy to proc because it stacks with both Traveler's Call and Cosmic Binding, more damage helps completing the build asap -- Eyeball Collection is the only rune that gives you damage in this slot, more damage helps completing the build asap -- Relentless Hunter gives out-of-combat movement speed.
Waterwalking gives free movement speed in the river -- Celerity boosts movement speed bonuses and gives percentage movement speed.
helps you farm during the early game -- you can fill the last 2 slots with the adaptive runes you prefer, depending on team compositions and your playstyle.
Build
Mobility Boots are obviously our boots choice gifting us huge amounts of out-of-combat movement speed -- Stridebreaker is the best mythic item for this build because of its passive/ alternatively Galeforce has got the same passive but offensively you earn nothing, while defensively you are much more fragile -- Dead Man's Plate grants defensive stats, percentage movement speed and a perfect unique passive giving us flat movement speed while out-of-combat -- Youmuu's Ghostblade has almost the unique passive of Dead Man's Plate and has an extra active effect similar to Predator -- since we’ve collected so much flat movement speed (from Mobility Boots, Dead Man's Plate and Youmuu's Ghostblade), we need items to maximize the build effectiveness; Mejai's Soulstealer is the best item to do this but it’s hard to keep stacks for the entire game with a troll build so you might decide to anticipate buying the 6th item as 5th -- Lich Bane is the second item with percentage speed of movement that we have left, if you have already built it as your 5th item, choose between Rapid Firecannon, if you want to boost your auto attacks’ range, and Mortal Reminder, if you need anti-heal.
6. Builds' Cemetery
In this section I want to give honour to builds that are no longer avaible on Bard due to game adjustments made by Riot patch by patch.
- Perma Meeps' Slow [RIP 11.23]
- 194AH Support [RIP 11.23]
7. Outro
My biggest thanks go to Pointless Nami for the help in English translation and in formatting this guide. I also want to thank SPITTING RANDOMS and Maartenx25 for the valuable tips and you for reading the guide. I hope you can have fun with these builds and make sure to send me your best clips. See you in the Rift!

League of Legends Champions:

Teamfight Tactics Guide