Bard Build Guide by SirZeros
Bard is the Word - Best Carry Bard Guide! [+Video] AD/AP/JglBy SirZeros | Updated on November 7, 2019
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Choose Champion Build:
Crit the Shit away!
Magic Damage, fresh out of his trumpet!
The jungle keeps it's music...
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Threats & Synergies
Please don't ever choose yourself, to pick Bard against Fizz if you aren't too sure about your skills! An average Fizz player can dodge every single one of your Qs and Ults! If you manage to get to really late game, without giving him too many kills/cs, you could have a good chance to kill him, so just farm farm farm and possibly avoid any fights early! If you have an amazing reaction, you should be able to ult yourself while being ulted by him. But most of the time, your Ult will come too late.
Ahri is pretty ok to lane against, you just have to dodge her skillshots by staying behind your minions and sidestepping a lot. If she pokes you down with her Q, you can heal yourself up a bit. Don't try to play too aggressively. Stay back a bit and try to punish her, if she's staying in a bad position.
Akali is honestly really painful! One good thing is, that she cannot easily stop you farming, at least if you are being at a safe spot. Another bad thing is, that she can just use her W to negate your main damage source: Basic Attacks. It's not impossible against her, but pretty damn hard.
Is pretty strong against you, because you have a big hitbox and have not the greatest range and you are pretty slow early. Because of that, she can land her Q+E-Combo pretty easly. Concentrate on farming and dodging her Q.
Keep in mind, you do NOT outrange her abilities. I highly recommend you to get Quicksilver Sash early. If she Ults you with her stun up, use QSS and try to stun her, which could be pretty easy, if she positions herself near the cute little bear ;)
You can't really do anything but farming against Azir, don't stay close to him and his soldiers and wait for your team helping you. Try punishing his mistakes as he is, after all, still pretty squishy. He is not necessarily stronger in a 1v1. Later in the game, try to ult him, stun him and then burst him down, but be aware of his Ultimate!
Well it's Bard, what do I have to say? :D (The better player wins ^^)
Brand shouldn't be thaaat much of a threat, due to him having no mobility and beeing a shortranged mage. Try to stun + basic attack him as much as possible, eventually he's gonna get pretty low, since he's pretty squishy, especially before he can buy Rylai's. But keep in mind that he could always stun you too! His burst is really high, so be careful.
Cassiopeia is pretty hard for you, due to her dealing so much consistent dmg. But if you hit your stun in the late game, she shouldn't be a problem anymore.
If you can farm without getting hit by her Q, it's fine, if not, well you'll have a hard time against her.
He has too much outplay potential for you, but he can't really deny you from farming if you won't get poked down, so just farm safely, and it'll be pretty easy to get to late game.
He is strong, but if you focus on dodging his skillshots it won't be such a problem anymore. Buy boots earlier, so it'll be slightly more easy.
So the reworked Galio is a bit stronger against you, due to him beeing kind of tanky. The good thing about him, is that it's predictable when he wants to engage on you, so abuse this to land a stun if possible. Otherwhise just try to poke him with your Meeps and try to dodge his E at all costs.
Do not play aggressive, it will cost your life! Just farm, until you get to mid-late-game, which shouldn't be much of a problem against Heimerdinger. If he hugs a turret or a minion, just stun him, but watch out for his turret's empowered shot.
Karthus is pretty special. It's hard to win against him the first games. You just have to get sure, your team knows, that Karthus is in the game! If you see him going back, watch if one of your teammates is lowlife. If yes: Follow him and Stun or Ult him. I recommend you to not save your Ult for later, if you can't stun him. It's just not worth! If he wants to harass you with his Q, farm under tower and call your jungler to gank. Since he hasn't got any mobility or hard cc, it should be easy to shut him up/down ;)
He can assassinate you easily, if you play badly. Watch out for his E stacks. After some minutes into the game, push his wave in, so he has to use his E or ultimate. Punish him for doing that. Overall you won't use that many abilities yourself, so that's a bad point for him, because he has to stack up his E stacks mostly by himself.
Nope, not funny, Kata is like Fizz, not funny at all. Get some Magic Resist, to survive a bit longer, so you could stun her, when she's ulting in a bad position. Whenever she Q's you, walk to the side not to the back in order to negate some damage.
If she ults herself (or anyone else) just ult them. When they're unzhoniassed (is this a word?), they won't have the ult anymore. You generally should to burst her down mid-late but don't be too sure of that.
Don't let him get you! Stay behind your minions, to avoid his Q. If he wants to engage you with his E, stun him with his minions or a wall. Call your jungler, before he gets to Lvl 6. If he ults you (or your team) don't hesitate to use your ult on yourself to deny his damage and his stun.
You are lucky that LeBlanc got reworked in Preseason 7. Now she needs at least 1.5 seconds to kill you. That should be enough for you to kill her late game, but keep in mind that her early game is stronger. Just try to get a stun on her from time to time. And if she got you kind of low with all her spells don't be scared too much if you could kill her, since she most likely needs to wait some seconds until she gets her abilities back. Try to balance yourself what is smart to do.
Lux is strong because of her big range and damage output, call your jungler if she overextends or stun her if she hasn't got good positioning.
Malzahar is not picked that often, but can definetly burst you down pretty quickly. You have to tell your jungler to babysitt a bit in the earlygame, because if he gets ahead it's not funny. Some Magic Resist helps anyway.
She isn't that strong against you, so she won't be a big problem, since she doesn't scale as good as you do. Punish her for farming in cougar form and do not let you get hit by her spear! I'm serious, it's not that hard to avoid it.
Try to avoid her ball. The strong part about Orianna is that she can position herself how she pleases it, so if she doesn't stand away from her minions, it's her fault she's feeding, not yours ;) Keep in mind that her damage output can be really high if she's good and she hasn't high cooldowns on her spells. Don't hesitate to flash out of her ult if possible, since that could be your death sentence.
Syndra is pretty much the same as Orianna, but she is harder to lane against, since she has a much tougher early-mid-game than Ori. Don't try to fight her too many times, unless you're ahead. Against Syndra, don't try to counter her ult by ulting yourself, since your ult is way slower than hers, but keep in mind that Barrier can be very to counter her ult!
Talon is really strong against you. If he leaps over a wall, try to react as quickly as possible and stun him at that wall. If you see him ulting, try to estimate where he's gonna be at that time and ult him. If you ult yourself, his ult is easily countered, but his shortranged Q and his W are enough to kill you instantly, so it possibly isn't the best thing to do anymore.
If you lane against a Swain, the only way to get ahead is to roam often, since you won't get many kills from him usually. He doesn't have much wave clear, so he won't push your tower that fast. He also doesn't have much ganking power. So use all this to your advantage! Don't start trades against him, unless you know, that you can beat him. Pay attention: He can outplay you pretty hard, if he gets Zhonia's! But don't forget, that there is also some farm waiting for you on the midlane ;) Also: Executioner's Calling/Mortal Reminder is a thing against him!
Try to get help from your jungler, he hasn't really got an escape, so you could kill him in the early game. He can definetly outplay you in the late game, so take care! Also he's way better and quicker at roaming than you, so tell your teammates to be careful when he's missing or you see him ulting and push the lane as much as you can, if you can't follow.
Well, it's Urgot. He's always known for his insane damage, if he manages to stick to you. Try just poking him safely and try not to get hit by his Q. As for his ultimate, you can try to ult yourself, if he does in fact hit you with it. It could save you, but it's not guaranteed at all. Overall just don't fight him too much, as he most likely is too tanky to burst down.
This Champion is special, since he scales pretty much as good as you do. The only advantage you have is your Ult -> Q-Stun. If you can manage to hit this Combo, you should win against him.
If he Ults you, stun him (if you can manage to hit it) or either ult yourself or ult him, just keep in mind, that if you ult him, you will get a little more damage (since your ult has to travel longer), but you can follow up to him, if you survive. Don't forget to dodge his skillshots.
Viktor is like Veigar. He scales into late-game pretty much as good as you do. Use your Ult -> Q-Stun on him to possibly win the trade.
Against Xerath it should be pretty easy to lane. Do your best at dodging everything he has. Buy boots early. If he ults, look at the radius that pops up, from that indicator you can guess where he's standing and ult him, to not get more Ulti hits. Since he can't move while ulting, it shouldn't be that easy to miss your Ult.
This is pretty much a skill match up. A big downside for you is his windwall and his great mobility. But he is meleeranged, what makes it easier for you to farm and/or stun him. He most likely will be way stronger than you late game however... Especially in 1v1 scenario's, so try to teamfight against him or splitpush until he could come to you, then you just need to go away. He can counter your E into Q pretty hard with his wind wall and so does he counter your first and most powerful auto attack if he wind walls or just by having his massive passive shield.
Try to play pretty safe against him. Focus on dodging everything he throws out. Abuse his lack of energy. If he ults you, just throw out your ulti or go through a tunnel immediately (if you're near a wall, the 2nd choice should be the better ^^'
His laning phase is really strong, after some lvls he can shove you out of lane really easily! His damage is really high, so be extremely careful. He will push you in all the time, so call the jungler to gank your lane as often as possible, since he's pretty vulnerable to them. You are gonna have a hard time against him on lane, but late game you can kill him, if you get in range.
The bad thing about Zyra: It's hard to dodge her Abilities with your hitbox. The good thing about her: She'll give you some more opportunities to stun her, if she hugs her plants. It's not a bad thing to call your jungler to help you!
Okay, this is most likely not gonna be a midlane matchup, but here's a great way to counter his burst. If you see him ulting hug a wall and prepare you tunnel, as soon as you see him jumping at you, use the tunnel. You ARE most likely get a some damage from his Q but usually not more. If he goes through the tunnel too, just Q him into the wall. He usually shouldn't have four stacks already, so he can't cancel the stun.
Same as Rengar, when you see him ulting, go near a wall and tunnel through him, when you see that he's ulting to you. BUT be careful about his spellshield, he can use it after going through the tunnel, so use your Q sooner, or first auto him with a meep and then stun him.
This dragon does have an advantage in being able to hit you easier than other champs. The problem with him is, that his positioning is very important for his success and often he will just walk into a good spot for you to Q him.
You can outrange her. Most importantly you need to get used to go away from your minions not standing behind them as her Root is more powerful after hitting one of your allied minions(/champions).
Dodge Q, stand behind minions, don't be too aggressive. You should outscale him easily.
Qiwhat? Okay, that burst is high. Don't let her get too close. Also a nearby tank with some cc should do the trick. She's still pretty squish. If she cannot kill you, you can.
F*ck that champ, she's dumb... And legal, sooo... Just dodge her stuff, she's not worth it.
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Champion Build Guide
Hello curious summoners!
First of all I want to introduce myself and this build.
My name is SirZeros
I started playing league of legends in spring 2014 and I like the game a lot!
In Ranked I went up and down a lot and sometime I just stopped playing ranked because I wasn't having fun anymore.
After some time I started playing ranked again but while I was playing almost only normal games I started trying out everything ^^
Well I played so many games of League now and I really like to break the meta sometimes.
Most of the times it wasn't viable or it wasn't really fun to play after 1 or 2 games. Until I discovered this champion with this build.
I started to play AD Bard constantly and tried out many builds and many strategies.
I had so much fun with this little champion and I really never wanted to share this build, since I wanted to have a unique kind of champion playstile for me.
After many more games, I now decided to finally share this detailed Guide with all of you.
I hope you like it, and one more thing: Don't give up that fast, it is really hard to play him in this way ;)
However it is really fun and deals tons of damage ^^
(In my experience it is best played on mid lane, but it definetly can be played as a top laner or as an adc on botlane, too. But as we all know, Bard definetly doesn't work as a support, that is obviously just a troll pick ;D )
- It's just Bard ;)
- No one will ever expect this.
- So much utility! SO MUCH!
- Good teamfighting potential if played correctly.
- Mixed damage (AP and AD).
- Enormeous Burst and good consistant damage.
- Can prepare ganks on his lane really good with his Q/R.
- Can get to another lane pretty fast with E and chimes.
- Can gank pretty good with Q/R/E.
- Has good sustain on lane due to his chimes and his heals.
- Has an OP Late-Game! Can oneshot a squishy enemy.
- It's Bard... Your hitbox is fat D:
- You could get flamed in champion select ^^
- Is really hard to play!
- It's hard to get the last hit on kills.
- Does have to leave lane for chimes, which can be really dangerous.
- Is really squishy.
- Has a bad early game.
- Needs to farm CS and Chimes and has less time for objectives in the early game.
- Is mainly based on AD, which means that you need some more AP in your team.
Now you know, what is coming towards you.
Note that it is spoken in german and the actual video is mainly made for untertaining purposes. But if you only want to see how much damage it does and how it's played you still can just click through a little bit ^^
However I took some time and created English subtitles for you :3
Make sure you turn them on, if you need them ^^
(Have fun ^^)
Follow these steps:
- Be prepared in the loading screen, you need to be ready when the game starts!!!
- As soon as you get out of loading screen, buy Doran's Blade, a Health Potion and a Ward.
- Get on your lane immediately!
- Put a point on your W.
- Place one Heal behind your tower.
- Go take the 2 chimes spawned in. (if they are split in both parts of the jungle, place a second heal while going back through midlane)
- Go back to lane and place the 2nd and 3rd behind your tower.
- Press B to go back.
- Go back to lane. If the last spawned chime is anywhere near you (About the area from red buff to blue buff) go and take it and then walk/fly back to lane and start farming.
If it's not near you, just let the last chime where it is ^^
(I suggest you try this out one or two times in a custom game to get the hang out of it)
If you follow these steps, you're gonna have:
1. 3 Healing stations
2. Full Mana
3. You're gonna hit Lvl 2 a bit earlier than your opponent because of the xp of the collected chimes.
What are the Pros/Contras of this strategy?
- Way better sustain, so you can farm on your lane a bit longer.
- Slightly better early game power.
- You can help your jungler with 1 or 2 heals. DON'T FORGET TO PLACE THEM AGAIN, AFTER THEY TAKE THEM!
- If you get low in a fight and get ignited (or DoT'ed), you can often prevent yourself from dying with your heals.
- When your lane opponent pokes you, heal yourself with the heals at your tower and place new ones, this is the most efficient way to get health for mana :)
- You have no Q on Lvl 1, which shouldn't be a problem, since you wouldn't get much out of hitting it anyway at the start of the game.
- You can't really help if your team wants to invade or gets invaded.
When you hit lvl 3 you might don't want to put a point into your E (Tunnel) yet, but instead put the 2nd one in your Q. This just makes you slightly stronger in lvl 3 trades. Be careful about this decision: Only do this if the enemy is pushing the lane more than you do and if you feel safe. Keep in mind that you're sacrificing your escape tool :P
- Focus on dodging enemy skillshots and farming. Your main goal is not to get kills, but to get as much farm as you can! Only go aggressive when your jungler is ganking your lane!
- Don't focus on hitting your enemy with your Q! It's better to use it to kill minions.
- Only if your enemy laner is positioning himself in a really bad spot, you're gonna use your Q to stun him. So don't try to force the stun, just wait for the right moment!
- If you get ignited use your heals to negate your death.
- If you push: Don't forget to ward at least one bush! Stay at the side of the warded bush. It is the best to stay near a wall, so if someone should gank you, you can escape through the tunnel.
- Wait for the right moment to collect chimes. (To see more about when to go for chimes, scroll down)
- It is best to always have your minions slightly out of range of your tower, so you can stay in front of it and stay pretty safe for any ganks.
- If you get low and have no more heals placed or your have to go back, be sure to place all 3 heals again, then go back, buy items and teleport/walk back to your lane.
- You should not have to go back, if you don't have tp up (unless you roamed a bit ^^)!
If you this is the case, you probably made something wrong.
- At this stage you should have your Infinity Edge and Boots.
- You are now ready to take advantage of your roaming power.
- NEVER FORGET TO GO BACK ON LANE TO GET MORE FARM!
- Help your teammates and make them know, that you probably have to get the kills, since your Items aren't cheap at all!
- You should not only gank when they need help! You still can get some money, if you get an assist or a kill!
- When should you go on another lane:
- Not only when they need help! You can get some money, if you get an assist or a kill!
1. Watch if the enemies are pushing enough for you to gank!
2. Look for chimes to collect on your way.
3. Make sure your lane is pushed a little bit, before you go.
The more of these "requirements" are the case, the more worth is the roam!
- Plan your route to the goal first!
- Try to get as near to the lane as you can and then ult the champion(s) you want to kill (if you aren't completely sure, that you will get them anyway).
- If you went near enough, you should be able to walk up to them in a way that you can get your stun on them.
- If you didn't use your ulti and they went under tower, you still can ult the tower for a pretty nice tower dive. This requires some practice however.
- On lane you can now play a bit aggressive. Still not too much! But now look for good moments to stun your enemy and if you get it on him try to make as much damage as you can without risking to lose much health yourself. Do this everytime you get the stun on your opponent, until he's low enough to get killed.
- AGAIN!!! Don't forget to still farm many creeps and chimes!
- As soon as you get one or two more Items, you should be able to 1v1 someone who is about as fed as you are (or less ^^)
- Only engage alone if you are 100% sure you can kill him!
- Try to stay with at least one team member that can probably protect you with cc or tankyness.
- If you want to engage in a teamfight, it hurts a lot, if you just ult half of their team, just before your frontline goes in! It's easier to kill less champs right?
- If you have a teammate that can hard cc a whole team (like a Sejuani or a Malphite) you can help them doing their job by throwing your ult on the biggest part of the enemy team.
- Always be kind of in the middle of your team! You still are squishy, keep that in mind!
- Always try to get a stun on someone, if you miss it, it's probably better to retreat unless you are ahead.
- You are kind of an assassin, so don't go in a 1v(more than 1) unless your are really ahead or you are 100% sure that you can beat them. Your passive cooldown is your now pretty much your only weakness!
- If you get really ahead and you have 5 dmg Items and 80> chimes, you should be able to litterally one-twoshot a squishy target.
As an AD Bard, you generally have to punish anyone, that is out of position!
This is, what Bard can do better than anyone else.
In a teamfight, you should be able to land your stun really easy, if they are clumping.
If the frontline is stunned, you're free to walk one step forward to hit a basic attack on a squishy. Make sure to get back after it.
You are basicly an adc/assassin with hard cc.
You are a squishy target, so don't get caught yourself.
Stay back a little bit.
If the enemy team plays a bit stupidly, you could be able to use your ult on all of them, making you go through them to the backliners and get your stun on them. If you can do this, the fight will be pretty easy for your team, but don't force it, just wait for the right moment.
Focus on: CCing the enemy team, heal your foes if they get low, staying in a safe spot, kill the squishy targets and punishing everyone that is out of position.
Well it's pretty much up to you! Just wait a bit for the right moment!
Here are some tips, when you SHOULD go to get chimes:
- When there are some on the same part of the map.
- When you get low on mana.
- When the enemy jungler is dead or busy.
- When your lane opponent is not on your lane and your minions are going for the tower.
- When the places you want to go are safe and warded.
- When you roam to another lane.
What is your goal on the amount of chimes you collected?
Basicly every minute 2 chimes are spawned randomly on the map (normally somewhere nearby).
My goal is to get at least 2*(Minutes InGame)-5.
You are 23:11 Minutes InGame. 2*23-5 = 46-5 = 41 Chimes.
If you don't have this amount of Chimes collected you probably should go on a magical journey in the next few minutes ^^
- Basicly the more points you get on your Q, the safer and stronger you are, since every point on your Q makes the stun last longer.
- Lvl 6 really isn't a big powerspike, because it doesn't help you get more damage out of your kit. However it's great at setting up ganks and kills.
- The biggest powerspike you get is as soon as you finish Statikk Shiv (and Infinity Edge), since you can now deal so much damage with your first basic attack on an enemy champion due to Statikk's passive and your Meeps. All these and the AD + Crits from Infinity Edge make you deal enormeous damage! And it gets even better the more chimes you collect.
- Basicly every 5 Chimes you get a little powerspike due to increasing damage.
- When you have 5 Chimes collected you get a slow on attacking with your meeps.
- When you have 15 Chimes collected you get AOE dmg when attacking with your meeps. This will be enlargened as soon as you get 35 chimes.
- Every time you get less meep respawn cooldown and especially when you get an extra meep-"slot", you get a lot stronger.
My recommended Summoner Spells if you are starting to play AD-Bard are Flash and Teleport.
Flash is essencial, with it you can reposition yourself pretty immediately to f.e. get away when getting ganked or get a better position to hit your stun.
Teleport helps you out a lot! You can go back to buy Items without losing too much cs. That's nice since you don't have much time to walk around because you'll probably miss some farm for chimes anyway. It also gives you more pressure on the map.
Ignite is an aggressive Summoner Spell, with which you actually get some more lane pressure. If you are more experienced with this build I recommend you to try picking ignite over teleport, because you'll have learned how to lane against many champions and that little ignite damage can often be deciding on whether you get the kill or not. But for beginners I still recommend you to consider taking teleport because it fits really good with AD-Bard's Playstyle and it's a safer way to get to late game.
Exhaust and Barrier can really be useful if you play against an assassin. But again, in the early game you'll probably not fight at all, but only farm cs and Teleport just makes you get more cs in general.
I don't really know why you should take one of the other summoner spells, since they really aren't worth taking on Bard.
Last of all it's up to you, what Summoner Spell you take, but I definetly had the best experience with Flash and Teleport and do recommend you to take them at all costs.
1. Starting Items
Basicly these Items just help you to get through your early game safely and more easly.
Doran's Blade makes last hitting easier and gives you a little boost to your sustain.
2. Berserker's Greaves
Makes it easier for you to dodge skillshots and move around. Does give you a small amount of attack speed, which is pretty good.
3. BF Sword
Gives you your first small damage boost and makes it way easier to farm now ^^
I recommend you to buy this before Berserker's Greaves if you have enough gold.
4. Statikk Shiv
Gives you a good amount of Attack Speed and Crit Chance along with a passive that synergises perfectly with your passive. This gives you a big boost to your bursting potential and an awesome wave clear to get even more minions in a short time. Statikk Shiv's Passive + Infinity Edge deals quite some damage if it crits (which it should with all this crit chance you'll end up with).
5. Infinity Edge
Gives you a huge boost to your damage output which will make it easier for you to clear waves and hitting harder.
6. Essence Reaver
Is really nice! 20% Crit Chance, high AD and a nice "Mana Regen" Thingy is really cool.
7. Rapid Firecannon
You definetely need this item to get your crit chance to 100%.
This way you're gonna be sure, that you can kill your opponent every time and not get a clutchy situation where you just were unlucky not to crit.
I think Rapid Firecannon is great just because of how safe you can stay and still be able to half(or more)-shot someone with your longrange basic attack.
Another good thing about rapidfire is that you are more likely to actually hit your prefered targets in teamfights (generally the squishies) even when they are behind their frontline. Also with Rapid Firecannon you get your charged basic attack more often, which is also a big plus.
Also look forward to pre-season 10, as Statikk's and RFC's damage are going to stack up.
As soon as you get these Items, you should be strong enough to fight anyone that isn't too fed. Now you can decide wether you buy a last offensive or defensive item.
But I recommend you to only take a defensive item if you are getting blown up by assassins. My most recommended Offensive Items however are Youmuu's Blade, Duskblade or a Last Whisper Item.
1. Duskblade of Draktharr
This item adds up quite some damage on your first basic attack if your enemies haven't seen you in the last few seconds. It provides much damage and penetration + even a trap/ward detecting passive, so that you always know, if you are spotted or not. (Also, if your duskblade bonus damage passive suddenly disappears, while you are somewhere your enemies shouldn't see you, they probably have a ward around there, so that's another thing to keep in mind)
This item is perfect to max out your burst and to prepare a trap.
2. Youmuu's Blade
I generally recommend you to always build this item, since it gives you the missing 10% CDR, much AD and a good amount of Lethality in addition to an awesome active.
Can give you quite a damage boost, especially considering it makes your energized Attack stronger.
Pre-Season Changes Incoming tho :P
4. Last Whisper Items
Gives you a little AD-Boost but is pretty strong against tanks because of the 35% Bonus Armor Penetration.
I generally recommend you to take this if you play against multiple tanks or self-healing champions like Vladimir or Swain.
5. Mercurial Scimitar
I recommend you taking this item against a heavy cc team.
If you face someone like Annie I'd even recommend you to take Quicksilver Sash pretty early because this item pretty much is the only thing that "counters" her.
6. Guardian Angel:
Well this item is pretty hard to explain. I kinda like it, but I don't think that the passive is too strong on Bard since he relies on hitting his Q and his Meeps.
In the time that you get revived, your enemies will have enough time position themselves to not get stunned by you. It can get you some time for your meep(s) to respawn however.
Well it's still up to you to decide wether you take it or not ^^
It's definetly good if need both: Attack Damage and Armor.
1. Spirit Visage/Adaptive Helm
Definetly good, if you need Magic Resist and some extra sustainability. Choose one of these depending on if they have many repetitive/DoT magic damage dealing abilities.
2. Dead Man's Plate
This is one of my favourite defensive items, since it gives you movement speed, which is never wrong (especially when playing Bard ^^), good defensive stats and a really cool passive that synergises good with Bard's bursty playstyle, giving him extra 100 Physical damage on his first autoattack after collecting 100 Stacks. Definetly recommend this item the most if you lack survivability!
3. Randuin's Omen/Thornmail
Okay, well Randuin's active is more or less useless, since you won't really get in range for it (unless your enemies engage on you ^^). But the stats on these two items are really good and their passives will help you out a lot against other ADC's or (when building Randuin's) Crit Champions like Yasuo. I still recommend you to take Dead Man's Plate over them, if you don't necessarely need them however ^^
Items I do not recommend:
1. Trinity Force:
It just doesn't help you as much as you might think it would do. There are too many better options, that fit better to AD-Bard's kit.
2. Guinsoo's Rageblade
I mean I really like the item and it WOULD give Bard good stats, but practicly it just doesn't work well with Bard. Until you've stacked up Guinsoo's Rageblade to get the Attack Speed and the extra passive you should have already killed your opponent.
After you've used your Meeps, you're not going to do a whole lot of damage anyway. Also Meeps are not considered On-Hit effects anyway, so the passive is pretty bad.
So it would make more sense to buy this against tanks, but really: If you want to deal more damage against tanks you should buy a Last Whisper Item, since it helps you out far more! ;)
3. Hextech Gunblade
I understand that it gives you AP and AD, but imo there just are some better options than this. It does give you a nice amount of AP, but your abilities really don't scale that much with ap. And the amount of AD is just poor. You also don't really need it's slow since you should already slow enough with your meeps ^^
Pls don't tell me, that you have to spam anything with Bard or that your mana costs are so high, that you're always out of mana. I won't believe you :|
If you have Blue Buff you can spam your Q and your W as many times as you want ;)
And since your chimes give you some mana too it shouldn't be much of a problem anyway.
Don't get me wrong, it would be a nice help for the laning phase, but it's just **** late.
5. Black Cleaver
First I also thought about it... I mean high Cooldown Reduction... Damage... Armor Penetration... Well the problem is, that you deal most of your damage with the first couple of Auto Attacks. So this Armor Penetration isn't this usefull as it really seems. Trust me, you will deal way more damage, when you just buy Youmuu's Blade ;)
6. Ravenous Hydra/Titanic Hydra
I'm sorry man, but you really aren't a Melee Champion... For real now...
7. Sterak's Gage
Look at 6. in this section :)
8. Edge of Night
It used to be a really good item against AP Champions, but as it is right now, I don't think it's something that is too worth to buy, unless you want to specificly counter an enemy with it.
Primary Tree: Domination
Since Dark Harvest got "reworked" quite some time ago it really doesn't make a lot of sense picking it up anymore. You aren't going to get your enemies under 50% HP very often in lane.
Electrocute is pretty good, since it just adds up to your damage. In lane it can be hard to proc if you don't get a stun on your enemy, but generally: Hitting a Q and a Meep-Empowered Auto attack will do the trick.
This one is pretty simple: You just deal more damage to the champions you've slowed with your meeps or stunned with your Q which is pretty much always after the first basic attack.
So the big question here is why I prefer to pick Ghost Poro: Simply because you get a much safer early game without you having to walk into bushes risking to get killed by a camping jungler. Also it can give you a higher total of AD than the Eyeball Collection Rune while having a lot more utility.
This one is pretty self explanatory: Ravenous Hunter only heals you for ability damage, which you don't deal all that much. Ingenious Hunter gives you CDR on your Active Items, of which you likely won't have any anyway. And Ultimate Hunter gives you some CDR on your ult, which isn't essential. Also, bonus out of combat movement speed gives you a big boost in roaming and you will also collect chimes much quicker.
Secondary Tree: Sorcery (/Precision)
Because of the items you are going to pick up, you are most likely end up withless than 40% CDR. However 40% CDR is indeed pretty important, since you want to get your utility back as soon as possible. This rune gives you 10% CDR pretty early, which is a nice boost.
Now this rune is special. I have to say: Early game, it sucks hard, but getting bonus AD, which scales up like a beast, the longer the game goes on, is just an almost guaranteed win, if the game goes on for more and more minutes. This rune is a huge boost to your ultra late game.
As an alternative you can choose to pick precision as your secondary tree, giving you less late game OPness, but pushing your snowball, if you can manage to get ahead.
If you ask me, this rune is great, the amount of extra gold you can get out of this run is really nice, as it gives you gold for takedowns, which means kills and assists. If you get ahead with this rune, it will make your snowball even stronger. Also, the heal is really good, as you can get away from ignite deaths pretty often and the healing in teamfights is not bad at all.
I prefer this one simply because it makes your burst stronger where as others might help you from getting killed.
Primary Tree: Sorcery
Keystone: Summon Aery
I like this keystone for two reasons:
1. It might doesn't deal as much damage in one time as other spells, however when making longer trades (which you definetly do from time to time with AP Bard), it sums up to a bigger total damage dealt, since it doesn't have a long cooldown at all. Your lane dominance too is very good, since you can pretty much always just attack your enemy and the cat (or whatever this thing is) jumps at him to deal some extra damage. Additionally you can save some teammates from bad situations, as it will additionally shield a healed ally.
This just makes you harder to kill by those stupid little long ranged burst mages. It just gives you more protection against Magic Damage.
The Ultimate Hat might also be a good choice here, however you don't really want to use your ult all that often, but you should just use it in the very right situations.
It is just awesome to get some more CDR, since with this Magic Penetration Build you don't get many options to get it.
As I already said in the AD Bard Runes: Early game, Gathering Storm is pretty useless, but getting bonus AP, which scales up like a monster, the longer the game goes on, is just amazing. This rune is a huge boost to your late game. Additionally the other options don't really help you as much as this one.
Secondary Tree: Precision
(Same as I said before)
If you ask me, this rune is just OP at the moment, the amount of extra gold you can get out of this run is really obnoxious, as it gives you gold for takedowns, which means kills and assists. If you get ahead with this rune, it will make your snowball even stronger. Also, the heal is really good, as you can get away from ignite deaths pretty often and the healing in teamfights is not bad at all.
I prefer this one simply because it makes your burst stronger where as others might help you from getting killed.
There really aren't many Combos, since AD-Bard is practicly an ADC. None of the ADCs has many combos ^^
Let's Get Started!
Q-Stun -> Basic Attacks
Nothing Special :)
Basic Attack (Meep Slow) -> Q -> Basic Attacks
Helps you getting a cleaner stun, because of the slow.
R on enemy near Wall or Minions -> Position yourself in the right spot -> Q
Gives you an almost garantueed stun.
E -> Go through -> Wait for your enemy to come through it -> Q
Basicly relies on baiting your enemy to go through your tunnel, which will give you an almost garantueed stun.
E -> Not go through but walk ahead
This works good, if they don't have perfect vision of you (works really good at some spots in the jungle). Relies on the enemy thinking, that you went through the tunnel, which of course you didn't ;)
These are some little "combos", that could help you, especially if you are a beginner Bard player.
First of all: Why and how does it even work and what's better compared to AD Bard?
Well the thing is: Bard has very high Base damages on his Q and his Meeps compared to his AP ratios! And that's why we don't want to build high AP Items like Rabadon's Deathcap, but focus fully on Magic Penetration: Thus the word AP-Bard isn't all that true, we'd have to say Magic Penetration Bard, to be close to 100% correctly.
A big advantage of AP Bard over AD Bard is it's sustain. Your heals are just so much better! Also, your early game overall is slightly stronger, but you fall off quite a bit late game. Additionally we're building much more "tankyish", with this build, making you harder to kill.
When looking at the damage, AD Bard surely has way more damage overall, with having more burst and still having damage without his Meeps.
AP Bard has more AOE damage, but he lacks good consistant damage, especially when no Meeps are up (which is a bigger problem early than late game) and your Q is on cooldown, but as soon as you have Wit's End, it shouldn't be that painful with the bonus 40 on hit damage.
You are dependand on hitting your Q, otherwhise you aren't doing much in a fight!
But buying Hextech Protobelt helps a lot with that and it adds up quite some bonus damage.
Also, AP Bard is much tankier with all the health and magic resist you're building.
The thing is, AD Bard is an Assassin-ADC, something like Quinn, you just try to kill the priority targets from a certain range and you still deal some damage even if your abilities are on cooldown.
AP Bard is like a Mage like Karma, you hit everything you can, if your enemy did die, good for you, if not, you have to "run" and wait for your abilities to come back up to start all over again. Bard is pretty good at doing that last part since he has his tunnel, his ultimate his heal and a big chunk of cc, to help him with all that.
AD Bard is more risky in my opinion, if you get caught, you die pretty quickly, but you deal some more damage overall. Also, if you get behind, you struggle at coming back in game, but you can still splitpush pretty good.
AP Bard however is more safe, having some good resistances while still beeing able to dish out some pretty good damage. If you get behind, you're still pretty useful and it can't be punished that hard, since your items are really cheap, so you don't necessarely need to be doing great, to get some items.
To sum up: AD Bard has more burst but is squishier. So you probably will kill more, but also die more. AP Bard is quite resistant, but doesn't deal as much damage as the AD one. So you will probably die less but also get less kills.
AP Bard is slightly stronger and safer early game.
And while late game an AD Bard can pretty much 1v1 everyone except some tanky high damage dealers like Xin Zhao or Shyvana or some late game carries like Yasuo or Master Yi, AP Bard struggles at doing that but feels very nice when fighting in a group of 2 or 3.
Overall I find both variants very fun and strong if played correctly, so find out for yourself, which one is more appealing for you.
Overall, what you wanna do is try to hit everything on your target and estimate your damage output, trying to calculate if you can kill him or you need to retreat/recover. If so you wanna search for a wall you can tunnel through or use your ultimate on your opponent. When running away, look for nearby chimes to get a little speed up. Just buy some time until you get your Meeps and your Q back to continue fighting.
That's pretty much what you'd do with Bard anyway (even with AD Bard), but with AP Bard it is much more important since you really lack damage without Meeps or Qs.
When fighting someone knowing that you can kill your opponent, you wanna start throwing out your Q, if you can hit him. If you know you can't hit him at that moment or you know you could stun him afterwards, if you don't "waste" your Q, you can also just save it for some seconds. The important thing is to at least hit it on your target, since you depend on its damage, being the biggest part of your burst. You want to always attack your opponent with basic attacks, when you can in order to max out your damage and steal Magic Resist from him. Also to finish your enemy or to get closer to him in order to hit him with your other spells, you can use your Protobelt active, however it is more effective to actually hit your opponent with it instead of only gapclosing to him.
AP Bard is much more of a strategic play preparation, so you always want to check your surroundings and plan your actions.
So here's what you should do when jungling. First of all, start like on a lane, with your heals. Place them along the way of your jungling path, NOT all on the same spot!
The only thing that's different is that you don't need to collect the chimes yet, they can help you with getting some mana back. Just collect the ones, that are off the road you were planning to go.
Kite all the way around the jungle monsters to kill them.
The most effective way to jungle is to take a good spot for your Q to connect, so you get the stun off the big monster. Then you first basic attack the creature and them immediately Q them, so you still stun him, while you won't have to wait as long for your next basic attack, since your Q has a breef casting time anyway.
Then you just kite and try to land the Q-Stuns all the time.
As soon as you take a heal and you have your W back up, place a new one and if possible wait for it to charge.
Plan your path! Try to take all your chimes on the way to the next camp.
You just want to farm down all your jungle first.
If you want, you can lvl up your Q a second time, before lvling up your E, so you will have some better jungle clearing. Just be careful, if you get counterjungled, you won't have ANY escape and you will most likely just die.
Be aware of that risk!
On top or bot lane, you can use your tunnel (E) to make a very effective gank, since you can just go behind your enemies. Be careful (especially on bot) though, since you will place yourself in a very dangerous spot and if your teammates won't follow up you're pretty much screwed!
Also be careful about knockbacks (like Alistar's Headbutt)! They can just knock you into their tower, if you go behind them.
On mid lane, you better not "waste" your E, since you won't benefit as much from going through it anyway if your enemy is not in a risky spot. And if he is, he can still escape through other ways, so it's better to save it in case he manages to get away or if you have to disengage (for example in case of a countergank).
Also, your enemy can see (and even hear) your tunnel, as soon as you place it and can react really fast and just go back so that he will already be almost safe, when you arrive on the lane.
You could just run in behind him from the river or from the enemy jungle. But if you think you have to gank by tunneling, just do it! :)
I hope you liked my little guide and would be really happy if you vote it.
I'm really interested in how well you did, if you tried it ^^
If you want to tell me anything, you're totally free to do it! :3
And if you should have any questions, I'd be happy to answer them.
I hope you all have a wonderful day and wish you all good luck for your next games of League of Legends.