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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Introduction

Hello fellow League of Legends players! I am Luminosity, a random player from the SEA server. This is my first guide ever, and it will be for the Champion that I absolutely love playing the most. He is none other than

Pros
|
+ Versaatile champion + Strong utility + Great in teamfights + Great roaming thanks to ![]() + AOE ![]() + Great lane sustain + Scales well into the late game. + Super fun to play (tilting is almost close to impossible) + Awesome subreddit (BardMains) + Kawaii game strong |
Cons
|
+ High mana cost for heals + High skill cap + Short range on ![]() ![]() + Skillshot reliant + Needs team coordination |
Greater Mark of Hybrid Penetration
Greater Mark of Hybrid Penetration
Greater Mark of Hybrid Penetration
Greater Mark of Hybrid Penetration
Greater Mark of Hybrid Penetration
Precision
Press the Attack
Lethal Tempo
Phase Rush
I used to run these runes when I first started playing Bard. As time passed, the runes changed as well. Below is the rune page that I find suits this build the best.
Greater Mark of Attack Speed: Not only to land a few extra auto-attacks in and get that sweet
Thunderlord's Decree
proc, but also decreases the time spent waiting for the wind-up animation, enabling you to be mobile even when poking the opponent.
Greater Mark of Hybrid PenetrationGreater Mark of Hybrid Penetration: Helps with
Cosmic Binding and makes your meeps hit harder. Your auto-attacks on the enemy will pack a punch, especially with
Thunderlord's Decree
.
Greater Seal of Armor: Armor reduces the amount of physical damage that you take from being attacked.
Greater Glyph of Scaling Magic Resist: Picking this gives you 29.01 MR at level 18. Sure, it gives you 1.53 MR at Level 1 which is really low, but at Level 8, it would have scaled up to 12.24 MR. That is also around the time when teamfights start breaking out. Picking
Greater Glyph of Magic Resist will give you a flat amount of 10.8 MR in total.
Greater Quintessence of Attack Damage: To give your auto-attacks more damage.















Runes





I used to run these runes when I first started playing Bard. As time passed, the runes changed as well. Below is the rune page that I find suits this build the best.


Greater Mark of Hybrid PenetrationGreater Mark of Hybrid Penetration: Helps with






Ferocity Tree
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|
Cunning Tree
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|
Resolve Tree
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|
Do not take this unless you really want to. You cannot use Barrier on an ally so there is really no use for this. | Absolutely no reason for you to get this. |
I prefer picking ![]() |
This spell is a must. Flashing at the right time can get you out of trouble, reposition yourself to catch enemies for a ![]() |
You can take this as an alternative for ![]() |
You do not have to take this with ![]() ![]() ![]() ![]() |
You are going to want to be aggressive when you are in lane, and put pressure on the enemy. It reduces heals and life steal, so it can be useful if you're up against a support that has an ally healing ability | No reason for you to get this, unless you are a jungler. |
You do not need to take teleport on ![]() |


























At 25 Chimes, the meeps deal damage in a cone behind their initial target. You can use this to poke by positioning yourself properly and auto-attacking the Caster Minions.
Number of Chimes spawned
Minutes |
5
|
10
|
15
|
20
|
25
|
30
|
35
|
40
|
45
|
50
|
55
|
60
|
65
|
70
|
Chimes |
10
|
22
|
34
|
46
|
58
|
70
|
82
|
94
|
106
|
118
|
130
|
142
|
154
|
166
|

























There are two parts to this ability. The first part is the actual indicator itself. The second part is around 50% the length of the actual indicator, and only gets activated if you manage to land the projectile from the first part on any jungle monster, enemy minion or champion. If the projectile from the second part of the ability hits terrain or a second enemy, you stun both of them and deal the same amount of damage.
If the situation is not ideal for you to get a stun off, ask yourself: 'Can I try my best to re-position myself in a way that I are absolutely sure that I can get the stun as soon as possible, and not jeopardize the outcome of the fight?' If the answer is yes, then go for it. Otherwise just slow the enemy instead as it is a 60% slow and is better than anything.
You can use this ability to check bushes or for hidden teemos as well, because there is a difference in sound when you hit something or when you miss.




























This ability can be cast on the ground. Do not place your shrines in the enemy's way as they can just step on them and that's just sad. You can place 3 shrines on the ground. After which, if the spell is cast directly on an ally, the oldest shrine will not be destroyed.

If you are having troubles in laning phase, put another point into this ability before level 6.


























![]() |
![]() ![]() ![]() ![]() |
If you are getting chased by enemies, try to get the longest journey possible to put more distance between you and your pursuers. You can also use


























You can use this spell to pick off enemies, dive turrets, save allies , zone enemies and make teamfights unfair for the enemy by turning it into a 5v3 or 5v2 or.... you get the idea.



When casting, Bard's movement gets interrupted. Lets say immediately after using a


Follow up




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