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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None

ANCIENT CHIMES: Bard's presence causes sacred chimes to appear at random locations and linger for up to 10 minutes. Collecting a chime grants Bard 24% bonus movement speed out of combat for 7 seconds, stacking up to 5 times, with every other chime collected beyond the first granting an additional 14% bonus movement speed, up to a total of 80% bonus movement speed, 20 + (1 per minute after 5 minutes) experience, and 12% maximum mana.


MEEPS: Bard's presence attracts small spirits known as Meeps to his side. Each of his basic attacks consumes a Meep, dealing 30 (+ 15 per 5 chimes collected) (+ 30% AP) bonus magic damage. At 5 chimes, Meeps slow damaged enemies by 25 - 75 (based on Chimes)% for 1 second, and at 15 chimes deal splash damage to enemies within 150 units of his target as well as those in a cone behind them, with the cone's size increasing at 35 chimes.
Meeps spawn every 8 / 7 / 6 / 5 / 4 seconds and

I honestly find



ACTIVE: Bard fires a burst of spirit energy in the target direction, dealing magic damage to the first enemy struck and briefly slowing them by 60%.
MAGIC DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 65% AP)
DISABLE DURATION: 1 / 1.2 / 1.4 / 1.6 / 1.8
After

This is



ACTIVE:

If the champion was an ally or

MINIMUM HEAL: 30 / 60 / 90 / 120 / 150 (+ 30% AP)
I normally stack a couple of these in bushes before I roam or fight. They aren't very useful (even at max rank), so I always max them last.

ACTIVE:


Both allies and enemies can pass through the corridor by right-clicking on it or its exit, with allies and Bard travelling at increased speed.
ALLY BONUS SPEED: 10 / 20 / 30 / 40 / 50%
This ability is extremely fun to use to set up ganks and rotations. I max this second due to it's roaming possibilities.

ACTIVE:

Despite normally being immune to crowd control, epic monsters and turrets (excluding the Nexus Obelisk) also enter Stasis icon stasis.
This ultimate is extremely versatile. It allows



























In lane, your primary objective is to deny and poke the enemy ADC. Having presence in the lane is the number one way to win. Try to harass your opponents any time
Fresh Blood
,
Greenfather's Gift
, or
Thunderlord's Decree
is up.



Possibly one of the most important parts of Bard's kit is his ability to roam. Now, you may ask, when should you roam? With
Bard, there is almost never a time when you can't. The most optimal time to roam is when your lane is severely pushed to the enemy turret, but it is possible to roam when you are pushed in as well (though you may lose xp, and your ADC is prone to being dove). My favorite time to roam is when I have my ultimate and my lane is pushed to the enemy turret. I normally go through the bot river and gank midlane.
While ganking, you might not always need to go in with your E. The problem with always engaging with your E is that it gives the enemy more time to react (since they can see the portal even in the fog of war). I like to simply walk into lane, Q and/or R and simply bop them to death with my midlaner (or jungler). If they try to run, then use your portal after them.

While ganking, you might not always need to go in with your E. The problem with always engaging with your E is that it gives the enemy more time to react (since they can see the portal even in the fog of war). I like to simply walk into lane, Q and/or R and simply bop them to death with my midlaner (or jungler). If they try to run, then use your portal after them.
Possibly the most fun ability in
Bard's kit,
Magical Journey sets up ganks that many wouldn't even dream of being possible. Since I do not have a good diagram, here are some links of others explaining the best portal locations.
This video shows portal locations for ganks.
I thought this was funny, but it is quite useful when pushing through the enemy's base,


This video shows portal locations for ganks.
I thought this was funny, but it is quite useful when pushing through the enemy's base,
The best time to ult is normally once a fight has already started.
Bard's ult is quite easy to dodge (the farther away the target is), so starting a fight with your Q is normally the easiest way. Prioritizing enemy carries is the best way to minimize enemy damage output, but if your carries are stronger, use your ult to peel. When tower diving, just simply ult the turret or an ally who is tanking for a prolonged amount of time.

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