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Runes:
Resolve
Domination
Spells:
Flash
Ignite
Items
Ability Order
Traveler's Call (PASSIVE)
Bard Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Zyra
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Aghatar is not a veteran invoker, he started relatively recently, however he has M7 with this character (Bard). This guide is based on 7 more and has an eye over professional players really veterans of 3 seasons ago, so you can fully trust this guide.
Bard is a really good champion with the practice, I have come to hear that the highest LOL mark it as one of the most difficult supports to master.
Let's Start!
Advantages of Bard
1.-Collecting chimes increases the damage and utility of the passive
2.-Has the same possibilities to engage and disengage
3.-Caretaker%27s Shrine can be very useful in battles for its healing
Disadvantages of Bard
1.-He wants a good shot for skill shots
2.-Poor mana regeneration
3.-Tempered Fate it can be more useful for the enemy (for example saving the enemy's life) than for yours
1.-Collecting chimes increases the damage and utility of the passive
2.-Has the same possibilities to engage and disengage
3.-Caretaker%27s Shrine can be very useful in battles for its healing
Disadvantages of Bard
1.-He wants a good shot for skill shots
2.-Poor mana regeneration
3.-Tempered Fate it can be more useful for the enemy (for example saving the enemy's life) than for yours
Traveler's Call
First we have the passive that will bring us crazy around the map joining chims, as good support you should do if it is completely safe (enough mana, enough life) and that your lane is safe and without any pressure (preferably if your enemies do not are present online and the enemy minions do not pass half of the lane), you should also be aware of your ADC
(Q)Cosmic Binding
Cosmic Binding determines if you are a good Bard or not. If they are standing close to wall or temporary terrain such as Jarvin Cataclysm or Crystallize they will also be stunned.
The best possible Cosmic Binding is landing a double stun on two champions that are fairly squishy in a teamfight. You can use Tempered Fate on two targets standing close together and if you time it right, a pre-casted Cosmic Binding will stun them both.
(W)Careraker's Shrine
Caretaker's Shrine is quite possibly one of the worst support abilities in the game. The shrine needs time to power up, its mana cost is terrible, and even then the heal is nothing to brag about. Take this level 2 and leave a couple of shrines if you extra mana in lane for a quick refreshment.
(E)Magical Journey
One of the most efficient ways to get a kill against a pushing bot lane is using Magical Journey for you and your jungle to slide through terrain and say hello at the end! Just make sure you and your jungler are healthy enough to do this is usually an all or nothing situation.
Magical Journey enables Bard and his allies, to get around the map quicker. You can use it at spawn to clip the wall and go from Fountain to your inhibitor in about 2 seconds, shaving off that precious running time!
Magical Journey can be also useful to bait enemies in to situations that they think they are at an advantage in, where in reality you are easily able to Cosmic Binding them against the wall and your allies are there to pick them off
(R)Tempered Fate
This is by far, imo, the hardest of skillshots to land, but if done correctly the most rewarding in the game. Lets go over the ideal situation:
A teamfight breaks out 5v5 and you land Tempered Fate on multiple squishy targets and your team is nearby to follow up and kill them with AoE. You basically solo engaged and won the teamfight by yourself. On the complete opposite side of that, you can accidentally troll your own teammates, by doing a really bad Tempered Fate on to your teammates before an engage, giving the enemy time to retreat or follow up and AoE your team.
Both scenarios are completely possible in the same situation, especially when team fights get messy and you hold on to your ult.
First we have the passive that will bring us crazy around the map joining chims, as good support you should do if it is completely safe (enough mana, enough life) and that your lane is safe and without any pressure (preferably if your enemies do not are present online and the enemy minions do not pass half of the lane), you should also be aware of your ADC
(Q)Cosmic Binding
Cosmic Binding determines if you are a good Bard or not. If they are standing close to wall or temporary terrain such as Jarvin Cataclysm or Crystallize they will also be stunned.
The best possible Cosmic Binding is landing a double stun on two champions that are fairly squishy in a teamfight. You can use Tempered Fate on two targets standing close together and if you time it right, a pre-casted Cosmic Binding will stun them both.
(W)Careraker's Shrine
Caretaker's Shrine is quite possibly one of the worst support abilities in the game. The shrine needs time to power up, its mana cost is terrible, and even then the heal is nothing to brag about. Take this level 2 and leave a couple of shrines if you extra mana in lane for a quick refreshment.
(E)Magical Journey
One of the most efficient ways to get a kill against a pushing bot lane is using Magical Journey for you and your jungle to slide through terrain and say hello at the end! Just make sure you and your jungler are healthy enough to do this is usually an all or nothing situation.
Magical Journey enables Bard and his allies, to get around the map quicker. You can use it at spawn to clip the wall and go from Fountain to your inhibitor in about 2 seconds, shaving off that precious running time!
Magical Journey can be also useful to bait enemies in to situations that they think they are at an advantage in, where in reality you are easily able to Cosmic Binding them against the wall and your allies are there to pick them off
(R)Tempered Fate
This is by far, imo, the hardest of skillshots to land, but if done correctly the most rewarding in the game. Lets go over the ideal situation:
A teamfight breaks out 5v5 and you land Tempered Fate on multiple squishy targets and your team is nearby to follow up and kill them with AoE. You basically solo engaged and won the teamfight by yourself. On the complete opposite side of that, you can accidentally troll your own teammates, by doing a really bad Tempered Fate on to your teammates before an engage, giving the enemy time to retreat or follow up and AoE your team.
Both scenarios are completely possible in the same situation, especially when team fights get messy and you hold on to your ult.
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