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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
meeps
And during the wandering strip and ingathering of its bells are Bard sufficient means to support his allies. By placing one or the other "Shrine of the Protector" of its own towers Bard can give his teammates the support they need to retake Lanes, which threaten to be lost, or deliver the last boost to one lane for your own team to win - and all without changing the guardian must remain in the lane. Bards "Magic Trip" makes him even large distances in certain areas to cover, which he gives friendly fighters and tanks quick access to the jungles of the opposing team and magicians easy accessibility to own blue improvement. However, the portals not only Bard and his buddies drive through the jungle - when ye tune with the movements of your allies, Bard lane ganks and objective assessment can provide. Thus, it uses "Magical Journey" So most effective when his opponents are both visible and far away - the effect would otherwise dissipate when opposing Assassin Bard just followed through the portals.
But Bard has more to offer than "just" staying power and mobility. Thanks to "Cosmic Band" he fires out too solid damage if he's Lane. Although it caused significant damage in itself, but the slowdown (and if it works, the stun) gives Bard a surprising gank potential, especially if he can bring to this along with "Magic Trip". Teams will have to think twice about whether they want to escape through the tall grass up and down when Bard they can pin to the next wall with a well placed Q.
Once Bard level has reached 6, he gains additional countless ways to conquer objectives throughout the gulf and secure. And thanks to the incredible versatility of "pause". If the opposing team adding a stranded allies, Bard gives him a few precious seconds of invulnerability, while the team sets off to his rescue. However, the ability can also be used offensively. For example, by Bard freezes a lone opponent, while his team approaches to make the kill. Or make an enemy tower harmless during rush Bard and his allies on the objectives suddenly unprotected.
Finally offers "Magical Journey" Bard the chance to make in Summoner's Rift stir. If the enemy team is lured to follow him through the portal before it stuns with "Cosmic Band", a brutal *** is achieved or they are brought out of position while Bard sacrifices himself so that his team somewhere else out of the mist the war comes to picking apart the defense of the opponents.
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