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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Introduction


TLDR on myself: Im a Season 4 gold player who wrote a guide on ap gangplank (FIRST RESULT ON GOOGLE, WOOOP) and am a regular mobafire user.
Remember: This guide is not the be-all end-all way to play

This Guide is consistently being updated as new patches come in :)
PROS
- High roaming mobility
- Powerful ganks/gank setup
- Low cooldown hard CC
- Helpful when chasing / disengaging
- Has an incredibly versatile ultimate
- Is just a really cool guy
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AND
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CONS
- Base stats are low
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- Can have difficulty in lane if not ganking
- Bad ults can backfire spectacularly
- Too cool to talk to anybody :/
- Still too cool to talk to anyone :(
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In the late game grouped enemies and jungle walls make landing






derp
Good Summoner Spells

Just gonna get this one out of the way, yes


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

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.

Has a move speed buff on use, also the heal scales better than




Real talk: Every other spell not mentioned is either very gimmicky or just flat out bad on Bard.
Runes




Explanation and alternatives:
* = Reccomended
*



*


*


*





The meep aspect of this ability is pretty straightforward. It simply empowers harass and chasing. To a more limited extent it can be used for peeling enemies off of your carry, but you already have another ability that's much more powerful in that regard.







In lane you can use minions to proc the effect regardless if you hit them before or after the enemy champion. Be aware though that the projectile is pretty slow, so you'll need to get some practice in before you'll be able to hit it consistently. Also if there are no walls nearby (and you're out of meeps) the slow can still be worth applying to an enemy even if you don't land the stun. In team fights you should aim to use this in enclosed spaces or if the enemy team is bunched together (or better yet, BOTH).
NOTE: This ability has 2 ranges. The first is the initial projectile range, and the second is the stun proc range. The stun proc range is roughly 400 (think just below a standard ranged auto attack). Regardless of how close or far away your target is, the stun range will always be the same, even if the target is hit at the very tip/very beginning of your skillshot.















Oh and if the enemy has a jungler that is unlikely to invade (like, I dunno,




In lane you use this to set up ganks with your jungler or just to get back to lane when stuffs getting real. In late game its useful for getting to the enemy backline so you can cc them, or just give your allies a means of diving. It's also useful for getting into dragon/baron pits from the outside as well as escaping from the enemy base without getting tower agro.
Troll tactic: You can grab this level one, and tell your team to prep for an invade in an enemy jungle bush (The one's either beside red or just outside of blue buff). You then go wherever you believe the enemy is gonna start in the jungle and go agro on them. Being bard, you'll start to lose and go low, which is when you




A safe use of this ability is to shutdown towers for dives. Yes it works on towers. Because of this you essentially have an early game ohmwrecker at the point in the game where towers are at their most potent. It can also be used as an excellent ganking/ gank setup tool. Speaking of ganks, this thing stops enemy ganks dead in their tracks, just put it where the enemy wants to go and watch as they either take it head on or are forced to back off.
When using it from a distance its important to aim it so that if the enemy dodges it, they'll be zoned into the direction you want them to go in, as they'll have ample warning beforehand. In teamfights you should ideally target the enemies tanks. By neutralizing the tanks, you remove their ability to protect their carries by disrupting the team. Alternatively if a single person is carrying the enemy team it could be better to target them so that the rest of their team can be cleaned up. This ult can alos be super helpful in dragon and baron steals.
By the way, anyone already in a zhonya's state isn't affected by the ult. In other words, their duration ends when their item wears of, not the ultimate. So casting

Early game:
For the first few levels




For the first four levels or so you'll be staying with your adc. You'll need to get to level 3 before you can roam safely with


Once you've gotten mobi boots and can start roaming, be sure to put down wards while you do so. One of the better benefits of playing bard is that he can place deep wards quickly and is less likely to be penalized for it than most supports thanks to his chimes exp and movespeed buff. But be aware of the enemy jungler when you do so, you don't wanna get caught out. If you're roaming up near mid and there isn't an opportunity to gank simply place down a caretaker's shrine for your midlaner and be on your way, it doesn't pay to loiter too much. When you can, try helping the jungler with ganks in the mid or bot lanes with your

Mid game:
You have your sightstone, mobi boots, your ult and by now towers have started falling. Its your job to roam about, keeping the ward pressure up, particularly around drake as that will be contested fairly regularly now. Use you ult to catch out enemies pushing by themselves (giving your team the time they need to jump on them), to tower dive, contest drake or to save fleeing allies.
At this stage you go from supporting your adc to supporting your whole team. By that I don't mean ignore your adc, I mean, go where you're needed. Sometimes that'll be with your adc as they're trying to get away from the enemy team or push an objective, other times it could be in mid or top lane so that you can pull of a powerful gank. Be aware of the map and go where you can be the most useful.
Late game:
Pretty similar to mid game really, only difference is that now its way less safe to roam by yourself and Baron can now be contested. Don't overextend too far into unwarded territory alone and keep the teams vision high. You'll also be grouped much more of the time.
Your ultimate in team fights is great for setting up cc chains with your allies as well as your own





Make no mistake, you are getting this solely for the gold generation. I mean, yeah the mana and ap are nice, but of all the gold generation items bard can get, this provides the most cold hard cash, especially because you don't have to be in lane to benefit from all of it. Unfortunately however, its upgrade









You're the support. Get it. Also, the upgrade isn't worth the gold. When you get this swap out




Lets you roam without loitering and can help at the start of fights with setting up




A strong all round item. Good to start after you mobi boots if your team is going even, or if the enemy has some powerful magic damage. It provides


Strong versus AD carries or team comps. It gives hefty CDR, armor and mana as well as a really good attack speed debuff. Watch that you don't go too far over the CDR cap when buying this, otherwise you'll probably be wasting gold that could better be spent on pure defensive stats.

A good pickup versus both AD and mixed comps thanks to the health it carries. The only disadvantage compared to some other defensive options is it carries no CDR, though that can be a good thing if you've already hit the 40% cap.

A strong item for chasing and finishing off your armor build versus full ad comps. The slow on-hit is nice and it provides mana + CDR. Its expensive to build early on however due to sheen not being super great statwise.

Synergizes with


Good if the enemy team has a lot of crowd control and is focusing your carry. Can also be a lifesaver in moments of need thanks to its decent heal coupled with


A powerful defence versus burst mages and hard crowd control. That's all it does, but its really good at what it does.
face of the mountainFace Of The Mountain
A lifesaver for both you or your allies. Like


talisman of ascensionTalisman Of Ascension
A lifesaver and an engage/chasing tool, this has arguably one of the most useful active's in the game. The stats other than the CDR and movespeed are really secondary to its active component. Yet again, if you plan on getting this, keep


I sincerely hope that you enjoyed reading it, and hope you see your way to trying him out in the future :D
If you have any criticisms or questions please share them and I'll do my best to reply :)
Obligatory shout-out to JHOIJHOI, Cause without her, every guide on this website would be unformatted and bland :)
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