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Bard Build Guide by devanj4

Support Bard, The Real Carry. (Diamond)

Support Bard, The Real Carry. (Diamond)

Updated on January 19, 2019
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League of Legends Build Guide Author devanj4 Build Guide By devanj4 17 7 361,641 Views 16 Comments
17 7 361,641 Views 16 Comments League of Legends Build Guide Author devanj4 Bard Build Guide By devanj4 Updated on January 19, 2019
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Runes:

Domination
Electrocute
Cheap Shot
Zombie Ward
Relentless Hunter

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
+15-140 HP (lvls 1-18)

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction



Trumpet Noise
Greetings Travelers,

I like Bard and support is my favorite role, I typically play thresh in ranked but Bard is my favorite champion to play in any other situation and this build does work for ranked, however Bard's usually best played with known teammates in skype or discord or whatever voice chat system you use.

Basically this build focuses on utility while staying in the backlines and peeling your for carries/squishies. He scales well with AP and his meeps can output a ton of harass in lane when played correctly.
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Runes




Domination



I take Domination because Electrocute is the best keystone for Bard it offers great value on Bard. Sorcery is a close second but I find the options in sorcery fit my play style better.

Keystone:
Electrocute
I like to take Electrocute as my keystone because Cosmic Binding + a meep can really chunk the ADC or support.

Runes:
Cheap Shot
This ability will increase your damage after you land a Cosmic Binding and will further increase your Electrocute damage.

Zombie Ward

Zombie ward is nice because you should be roaming and clearing wards, this rune will help you trade with anyone you happen across while clearing wards.

Relentless Hunter

With Mobility Boots this will make Bard able to collect his chimes much faster and give him a higher roaming potential.

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Inspiration



I take Inspiration as my second path because it allows for that extra CDR on all things including the cap which is a great asset on Bard

Magical Footwear

I LOVE FREE STUFF. Boots are an essential on Bard because he has to go to collect chimes often and this allows for an earlier start on Mobility Boots without having to invest the gold.

Cosmic Insight

This rune is the reason I take the Inspiration tree. having that extra CDR with all your tools like Redemption, Locket of the Iron Solari and even Flash are great and are super helpful when playing Bard.
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Summoner Spells



Exhaust:
- Most people take exhaust because it can be great peel or it can lockdown an escaping target I prefer to take it especially if it's in a blind game because I don't know my matchup yet.

Ignite:
- I like to take ignite on Bard if I know for sure I am going to have lots of early game kill potential and my ADC doesn't mind me taking kills.

Flash:
- Nearly everyone takes flash because it helps in like every situation, Flash Cosmic Binding meep is op.
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Skills



Passive - Traveler's Call





This is probably my favorite passive in the game, passively Bard will generate meeps that will attack the target he auto attacks. These meeps are one of Bards primary damage outputs and the second part of his passive improves their functionality. The second half of his passive is that "chimes" will spawn all throughout the map periodically. These chimes, when collected, give Bard a speed boost until hit, mana, and a small amount of experience; collecting 5 chimes upgrades Bards meeps which is a huge advantage when used correctly.

Mainly, you want to collect your meeps when you have nothing better to do, i.e. your carry went back and the lane is frozen, you are in desperate need of mana, or you have just gotten back from going base and are en route to lane or roaming.

Q - Cosmic Binding





This is Basically Bard's best ability. Bard shoots a skillshot that collides with either the first two enemies hit, or the first enemy and a wall if the binding connects with the second enemy or wall, both the enemies are stunned. This ability is Bard's second main damage ability and will amount to most of your burst because of the scaling and CC potential.

This ability is NOT easy to master, typically you want to aim for minions in lane and bounce off of their hitbox corners, but be careful when aiming at minions because you will tend to simply stun two of them instead of the intended target. Almost every time you land a stun, combine that with a meep to ensure your full poke is used. Even if you do not stun the slow is generally sufficient to land a good meep on the enemy and do some nice damage.

W - Caretaker's Shrine





This is a very versatile and fun ability. Bard places a health pack on the ground that gains power over time eventually capping for a scaling max movement speed and heal amount. These packs can be destroyed by enemy champions by walking over them or consumed by allies similarly. Bard can have 2-6 depending on the level, health packs out at a time but can place them under champions for an instant minimum-effect heal.

The key to playing a good Bard game is being tricky. So when placing health packs to charge for later, try and put them in strategic spots where if enemies try and step on them, an easy Cosmic Binding will be in place for punishment.

E - Magical Journey





This is such a fun ability, Bard places a portal through a wall that allies and enemies can travel through, when leveled up allied movement speed is significantly faster than enemy through he portal.

This is another great tool that clever Bard players can use to get out of sticky situations or create some havoc within the enemy team. Basically whenever you use the portal for escaping enemies, they will follow. This makes it exceptionally easy to land a cosmic binding and make your escape or bait the enemy into your team. BE CAREFUL, however, when using the portal for initiation, it is telegraphed and can lead to a squishy Bards demise.

R - Tempered Fate





This ability is a long range lobbed skillshot similar to Corki's Phosphorus Bomb that will put everyone within its range in stasis, making them invulnerable for its duration. This ability also works on towers and epic monsters like Baron and Dragon.

This ability is a huge asset to Bard's kit but be careful not to mess up your team indirectly. I tend to use this ability to either engage or disengage, aiming to put distance in between the enemy and my team or vice versa. However, abilities like Hemoplague from Vladimir and Death Mark from Zed can seriously be ruined by a poorly or nicely timed Bard ult.
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Items


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Early Game:



Spellthief's Edge
I typically start with with this item as it works will with my play style on Bard, poking with AP damage. Ancient Coin isn't a bad second choice but it isn't what I personally prefer.

Boots of Mobility
These boots are so good on Bard because of the movement speed gained when collecting chimes from Traveler's Call it makes ganking, collecting more chimes, and escaping much easier as Tempered Fate doesn't remove your mobility buff.

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Mid-Game:



Ardent Censer
The famous Ardent Censer This item is a little underwhelming on Bard it makes your heals stronger and gives them and gives your heals an on hit butt, I would build Redemption or Locket of the Iron Solari before I would build this.


Redemption
This is an interesting item. As Bard you have the ability to prolong, start and stop fights but doing so isn't that easy. Redemption can help you smooth out bad plays or make good plays great. You just need to remember how long it takes to go off and that you can use it while dead and at long range. The stats and CDR are great.


Locket of the Iron Solari
This is an amazing support item for the tanky Bard player, it has great stats and a nice aoe sheild active super good after Sightstone/ Redemption and can help people stay alive until your Redemption heal kicks in.


Eye of the Watchers
MUST HAVE FOR SUPPORT --- What are you doing if you don't build this?


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Late-Game/Situational:



Banner of Command
This is an item in place of Locket of the Iron Solari. This item will give split pushing capabilities but you won't be as tanky as if you had built Locket of the Iron Solari.


Lich Bane
This item is one of my favorites on Bard late game. CDR, damage, and an on hit that lets you chunk their squishies for half their health. If you are done with Redemption, Eye of the Watchers, Locket of the Iron Solari, and Ardent Censer give this item some consideration.


Luden's Echo
THIS IS ONLY IF YOU'RE WAY AHEAD AND CAN DO DAMAGE WITHOUT DYING
If you are looking for a fun time.


Liandry's Torment
THIS IS ONLY IF YOU'RE WAY AHEAD AND CAN DO DAMAGE WITHOUT DYING
Good for health and a % current health debuff as well as some nice AP.


Zhonya's Hourglass
THIS IS ONLY IF YOU'RE WAY AHEAD AND CAN DO DAMAGE WITHOUT DYING
If you are rolling in money and in small amounts of danger this item can be worthwhile on Bard, I typically go for a tanky item to round my builds but a full damage AP item with small defensive stats can work just as well.


Banshee's Veil
This item is great for Bard as it will typically aid with his worst enemies, displacement CC and mages. The added shield and magic resist can save Bard when in pursuit by the APC of the other team (it happens a lot more than you'd think, trust me)


Randuin's Omen
On the other hand, if the other team is all AD and has no threatening shillshots/abilities for Bard, Randuin's Omen can be a great rounding item for survivability and stats.


Mikael's Crucible
If the enemy team has very hard and reliable CC ( Warwick, Malzahar, Leona) this is a must for supports. That active can save your team fights and prevent bas mistakes from losing games.


Zeke's Convergence
The jury is still out on this item. It is pretty good if you use your Tempered Fate to initiate a lot or if you still have someone to attack after using it. Overall I would take it if I was not confident in my Lich Bane pick.


Zz'Rot Portal
This is a great late game item because it has armor magic resist and a sweet active for defending or shoving.

Frozen Frozen Heart
This is good if you need more CDR and if their AD champs are fed. typically attack speed based champions.

Morellonomicon
This is a good item if you are ahead early game and if they have a highly heal dependent champion like Vladimir or Soraka.
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Potions


I usually go for Elixir of Sorcery for the AP and true damage, but Elixir of Iron can be great for high cc games or when you need to be tanky.
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Pros / Cons



Pros:



1. Great Disengage
2. Great Engage
3. Utility
4. Fun Gameplay
5. Trumpet Noises
6. Roaming Potential
7. Early Jungle Advancement
8. Good Skins

Cons:



1. High Mana Costs
2. Hard-to-Aim Skill Shots
3. Can Take Time to Master
4. Ult Can Mess Up Teammates
5. Big Hit Box
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All Done



I hope this guide was helpful this is the first guide I have ever made so please leave suggestions my summoner name is HandfulofGranola send me a message if you want questions or comment here. Like I said I haven't really played much Bard in ranked but I love him in normals. You can tell your teammates to thank me later. ;^0
League of Legends Build Guide Author devanj4
devanj4 Bard Guide
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Bard, The Real Carry. (Diamond)

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