Statistics Lvl 1
Lvl 15
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Level 1 Bard Stats

Health 660
Health Reg. (5s) 8
Mana 380
Mana Reg. (5s) 10
Armor 40
Magic Res. 36
Move Speed 355
Attack Dmg. 54
Attack Spd. 0.75

Bard's Abilities

PTraveler's Call

Chimes: Gains bonuses from chimes he attracts and collects on the map. Automatically collets nearby chimes, gaining the following bonuses:

- 24% out-of-combat Movement Speed for 20 seconds (max 10 stacks, up to 150%)

- 400 XP

- Restores 12% max Mana

Chimes remain for 10 minutes. Starting form 5 minutes into the game, gains 20 XP every 1 minute.

Meeps: Summons a meep that follows him around every 7 seconds ( max 1 meep). Meeps empower him and grant additional effects based on the number of chimes collected:

- Consumes a meep to empower his attack, dealing 35 (+40% AP) plus 12 (for every 3 chimes he has) bonus magic damage.

- When he has 3 chimes, he slows enemies by 25% for 1 second.

- When he has 9 chimes, he strikes in an area around and behind the target.

- When he has 27 chimes, he strikes in an even larger area.

The spawn rate, slow effect, and max number of meeps following him scale with the number of chimes collected.

1Cosmic Binding
Cooldown: 10 / 9 / 8 / 7
Cost: 60 / 60 / 60 / 60

Fires an energy bolt, dealing 120 / 160 / 200 / 240 (+80% AP) magic damage to the first enemy hit and slowing by 60% for 1.1 / 1.3 / 1.5 / 1.7 seconds.

The bolt then continues onward for a short distance, If it hits a second enemy or a wall, both enemies are stunned for 1.1 / 1.3 / 1.5 / 1.7 seconds; if a second enemy is struck, the bolt also deals the same damage to them.

2Caretaker's Shrine
Cooldown: 15 / 15 / 15 / 15
Cost: 70 / 70 / 70 / 70

Creates a Health shrine that grows and powers up to max efficiency after 5 seconds, granting 22.5% / 25% / 27.5% / 30% (+0.05% AP) for 1.5 second and restoring at least 50 / 80 / 110 / 140 (+30% AP) Health to the first allied champion to enter. The shrine restores 100 / 160 / 220 / 280 (+60% AP) Health after existing for 5 seconds.

Charge: This ability has 2 charges.

Bard can have up to 3 shrines active at once. If an enemy champion enters a  shrine, it will be crushed.

3Magical Journey
Cooldown: 19 / 17 / 16 / 14
Cost: 30 / 30 / 30 / 30

Opens a one-way corridor through nearby terrain for 10 seconds. Both allied and enemy champions nearby can use the corridor by tapping the turret button.

Allies travel 50% faster than enemies.


4Tempered Fate
Cooldown: 80 / 70 / 60
Cost: 100 / 100 / 100
Hurls magical protective energy  to an area, placing all units and structures within into stasis for 2.5 seconds. While in stasis, they are invulnerable, untargetable, and unable to act.

Bard Build Guide for Wild Rift

Build Bard with confidence with the help of WildRiftFire's build guides. Whether you are completely new to Bard or looking to refine your playstyle, we will help you take your Wild Rift game to the next level. Learn Bard's abilities in detail, the best items to build, which skills to level first, and more. Bard is ranked Tier S (Support Lane) in our Champion Tier List
Bard
Bard Support
The Wandering Caretaker
Show Champ Stats
Patch 6.2e
Recommended Role Support Lane

Bard's Item Build

Starting Item
Ancient Coin
Ancient Coin
Core Items
Talisman of Ascension
Talisman of Ascension
Yordle Liandry's Torment
Yordle Liandry's Torment
Imperial Mandate
Imperial Mandate
Boots
Ionian Boots of Lucidity
Ionian Boots of Lucidity
Hextech GLP-800
Hextech GLP-800
Final Build
Talisman of Ascension
Talisman of Ascension
Yordle Liandry's Torment
Yordle Liandry's Torment
Imperial Mandate
Imperial Mandate
Oceanid's Trident
Oceanid's Trident
Crown of the Shattered Queen
Crown of the Shattered Queen
Ionian Boots of Lucidity
Ionian Boots of Lucidity
Hextech GLP-800
Hextech GLP-800

Bard's Spells & Runes

Summoner Spells
Flash
Flash
Ignite
Ignite
Runes
Electrocute
Electrocute
Scorch
Scorch
Empowered Attack
Empowered Attack
Zombie Ward
Zombie Ward
Bone Plating
Bone Plating

Bard's Skill Order

Traveler's Call Traveler's Call (Passive)
Cosmic Binding
  • Cosmic Binding
Caretaker's Shrine
  • Caretaker's Shrine
Magical Journey
  • Magical Journey
Tempered Fate
  • Tempered Fate
Quick Skill Order
Cosmic Binding
Caretaker's Shrine
Magical Journey

How to play Bard


Bard is a unique playmaking champion who can play in the Duo Lane as a support. He's one of the most versatile and powerful roaming supports. With his pick potential and utility, he has one of the highest carry potential in the game and can make a huge difference in teamfights. However, one misplaced Tempered Fate and you could lose the fight, so timing and aiming your abilities is crucial.


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Bard's Abilities


Traveler's Call
(Passive)

During the game, Chimes will spawn around the map. When Bard collects these chimes, he'll gain bonuses including: out of combat movement speed, experience and restoring some of his mana.

Meeps: Bard summons a meep that follows him every few seconds. Meeps empower Bard's basic attacks and grant additional effects based on the number of Chimes collected, such as slowing enemies and dealing area of effect damage. Collecting Chimes also increases the maximum amount of meeps that follow Bard and increases the slow effect.

Traveler's Call is a core part of Bard's kit; collecting Chimes is crucial to you being able to roam and carry during the game. Missing out on collecting Chimes will mean you miss out on a lot of damage.

Cosmic Binding
(1)

Bard fires a straight line skillshot, dealing magic damage to the first enemy hit and slowing them for a second. The bolt then continues onward for a short distance. If it hits a second enemy or a wall, both enemies are stunned. If a second enemy is struck, the bolt also deals the same damage.

Cosmic Binding works on Minions, Monsters and Objectives, so you can use this to your advantage to stun enemy champions throughout the game.

Caretaker's Shrine
(2)

Bard creates a Health Shrine that grows and powers up to max efficiency after 5 seconds, granting Movement Speed and restoring Health based on how long the Shrine has been able to grow.

There are two different ways you can use Caretaker's Shrine. The first is by placing the Health Shrine behind you in a safe position, waiting for it to grow to max efficiency, then collecting for the full heal amount. This is best used during the laning phase to help you and your marksman recover to full health. Or you can place it below you or an ally for movement speed. This is super underrated and can help a lot in teamfights, especially when engaging.

Magical Journey
(3)

Bard opens a one-way corridor through nearby terrain for a few seconds. Both allied and enemy champions nearby can use the corridor. Allies will travel 50% faster than enemies.

Magical Journey is one of Bard's strongest tools. It can be used to engage and flank enemy champions or used to escape danger. When you travel through the corridor and an enemy follows you, Bard can use Cosmic Binding to stun enemies against that terrain to help when trying to escape.

Tempered Fate
(Ultimate)

Bard hurls a huge aoe projectile, placing all units and structures within into stasis for a few seconds. While in stasis, they are invulnerable, untargetable and unable to act. This affects turrets, minions, monsters, champions and even objectives.

This is Bard's make-or-break ability. You use Tempered Fate at the start of a teamfight to try to stun enemy champions. When timed correctly, as soon as enemies come out of stasis, you'll be able to use Cosmic Binding to stun enemies further, making it easier for your team to follow up and kill them. However, when missing this ultimate or using it on an allied champion by accident, you could lose the game.

Bard Build Breakdown


Talisman of Ascension
Liandry's Torment
Imperial Mandate
Oceanid's Trident
Crown of the Shattered Queen
Ionian Boots of Lucidity - Hextech GLP-800

Liandry's Torment increases Bard's damage from his auto attacks and Cosmic Binding so that you can be more of a carry in teamfights. This is especially good when vs Tanks.


Imperial Mandate synergizes well with Cosmic Binding and your auto attacks once you have collected 3 chimes (which will only take you a few minutes into the game), increasing your overall damage when you slow enemies.


Crown of the Shattered Queen provides a spell shield that will block the next enemy ability. This can be crucial when looking to engage with Tempered Fate and Magical Journey since you'll sometimes be the first champion the enemies will see.


For runes we have the following:


Electrocute

Electrocute has a unique interaction with Bard's Meeps. When auto-attacking, if Bard has a Meep following him, it will count as 2 stacks towards Electrocute, so all you'll need to do is land Cosmic Binding or another auto attack to deal additional damage.

Scorch

Scorch increases the damage from Cosmic Binding, giving Bard more power throughout the game.

Empowered Attack

Empowered Attack increases Bard's auto attack damage every few seconds, which will significantly increase your damage output, especially when you can collect some Chimes.

Zombie Ward

When playing in the Duo Lane, everyone puts wards in the lane or in the river. So you can start with Sweeper and look to clear these wards early on to gain Ability Power. You can also clear wards when you are roaming, collecting your Chimes, and helping other lanes.

Bone Plating

Since Bard is a very squishy champion that is at the forefront of engages, the enemy team will look to focus you to try and take you down. With Bone Plating, you'll take less damage to help keep you alive.

Flash
Ignite

For Summoner Spells, Flash is a must on Bard. It's a great spell to get you out of bad situations or allows you to flash to engage and follow up on your Tempered Fate to stun enemies.

Ignite is the go-to 2nd spell for Bard as you want to look to take aggressive trades in the early game, and it can help you get a huge advantage and sometimes even kill enemies early on.

Early Game


Bard is one of the strongest Level 1 champions in the game. With your auto attacks, Electrocute and Cosmic Binding, you can win any trade early on and put enemies to half health before the minions arrive.


After Level 1, you become a lot weaker when enemies have access to other abilities, since outside of Cosmic Binding, your other abilities don't help you a lot when trading early on.


Caretaker's Shrine is best used behind your tower so you or your marksman can get additional healing on top of the fruit. Be sure to roam and collect Chimes in the early game, as the extra experience and mana restore can help you out a lot.

Late Game


During the Late Game, you should always look to try to engage and pick enemies off with Bard's Tempered Fate. It's one of the strongest teamfight ultimates in the game that can win you a fight and can also be followed up with Tempered Fate to stun enemies, making it easier for your team to deal damage.


It is essential as a support that you stay with your team at all times and help them during teamfights. When you can't look for engages, peeling and keeping your carries alive is the most important task.

Conclusion


Bard is one of the most unique champions in the game. He's not a tank, he's not an enchanter, he's just a playmaking support that can make a huge difference in teamfights. Timing and laning your abilities will be the most important thing to master, and when you do, you'll be able to tell the difference and carry in your games.

Thank you for reading this guide! Feel free to follow me and ask any questions on:

Good luck on the rift summoners!

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