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Spells:
Flash
Exhaust
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
Fast Introduction
This fast guide will teach you how to use Bard's abilities properly.But dont forget,guides cant make you play better at the champ,you have to get some experience with it.
Passive:
At the start of the game,most of the time 1 chime will spawn close to bot lane.Dont pick it up before you helped your jungle get the first camp.It will give you slightly more mana at laning.
DONT LEAVE YOUR LANE PARTNER!
Only leave your lane if you got the enemy's tower,or your adc went back to base.During this time collect a few chimes and roam mid if possible.
Cosmic Binding (Q) :
This ability can make bard very strong among supports.Its the best ability to max first,because it gives longer stuns,which gives you bigger opportunity to kill your enemies (even at LvL 1/LvL 2!),and less chance for your enemies to catch up to you.
Caretaker's Shrine (W) :
You have to max it second.It doesnt give too much for maxing,but what it gives is more than enough.This ability can save lives even if you use it on a friendly.Using this will save you and your allies many times.(Not as much as "Q")
Magical Journey (E) :
This ability is not that important to max even second in my opinion,because it only gives 1 sec less cd and 10% more ms,but it can be a very good tool for baiting or just escaping.Still you will use Q,W more to escape/attack.
Tempered fate (R) :
This ability can be game changing.
Try to use this on the enemy carries so you can shut the enemy bruisers down first to make killing the carries easier,but only if they game is two sided.
If the enemy team is ahead of you,try to use your ultimate either on the chasers of your dying teammates or on the enemy team's tanks.
Using it on objectives:
When you see an opportunity for your jungler to steal a dragon or even a baron but he is a bit far,use your ult on the enemy team+objective so he can get there in time.
Its not always a good choice,it depends on your jungler's mobility/movementspeed/summoner spells.
At the start of the game,most of the time 1 chime will spawn close to bot lane.Dont pick it up before you helped your jungle get the first camp.It will give you slightly more mana at laning.
DONT LEAVE YOUR LANE PARTNER!
Only leave your lane if you got the enemy's tower,or your adc went back to base.During this time collect a few chimes and roam mid if possible.
Cosmic Binding (Q) :
This ability can make bard very strong among supports.Its the best ability to max first,because it gives longer stuns,which gives you bigger opportunity to kill your enemies (even at LvL 1/LvL 2!),and less chance for your enemies to catch up to you.
Caretaker's Shrine (W) :
You have to max it second.It doesnt give too much for maxing,but what it gives is more than enough.This ability can save lives even if you use it on a friendly.Using this will save you and your allies many times.(Not as much as "Q")
Magical Journey (E) :
This ability is not that important to max even second in my opinion,because it only gives 1 sec less cd and 10% more ms,but it can be a very good tool for baiting or just escaping.Still you will use Q,W more to escape/attack.
Tempered fate (R) :
This ability can be game changing.
Try to use this on the enemy carries so you can shut the enemy bruisers down first to make killing the carries easier,but only if they game is two sided.
If the enemy team is ahead of you,try to use your ultimate either on the chasers of your dying teammates or on the enemy team's tanks.
Using it on objectives:
When you see an opportunity for your jungler to steal a dragon or even a baron but he is a bit far,use your ult on the enemy team+objective so he can get there in time.
Its not always a good choice,it depends on your jungler's mobility/movementspeed/summoner spells.
Seals: It will give you some survivability on lane.Switch it to HP/lvl if you have late game enemies.
Marks: This will make you deal some dmg at mid/late game with your passive/Q.
Glyphs: Some defense against magic dmg later on,and cdr for spamming Q,W.
Quints: These will make you more mobile with Boots of mobility.
Marks: This will make you deal some dmg at mid/late game with your passive/Q.
Glyphs: Some defense against magic dmg later on,and cdr for spamming Q,W.
Quints: These will make you more mobile with Boots of mobility.
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