Bard
tier-4
P
Q

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W

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E

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R

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Toughest Matchups:
Xerath
34.7%
Zilean
41.8%
Senna
44.0%
Brand
44.2%
Lux
44.9%
Swain
45.5%
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11.23
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Bard's Statistics

Playing against Bard

Key Insights
Bard can roam and come back to lane without losing much XP because of
's bonus movespeed and XP upon collecting Chimes.
Champions are still targetable inside
E
's tunnel -- displacements will push them out.
R
affects every unit in the game, except Inhibitors and the Nexus.
Using
R
on a turret as Rift Herald is charging into it will prevent the turret from taking damage.
Power Spike
Excels at roaming and trading, especially with more
's.
Can guarantee
Q
's stun as
R
's effect ends.
Can set up ganks by walking out of vision and using
E
on a wall to gapclose with his ganking teammate.
His gank assist and teamfighting become even stronger after unlocking
R
.
Synergizes well with
Shurelya's Battlesong
,
Anathema's Chains
,
Redemption
,
Vigilant Wardstone
, and
Dead Man's Plate
. Can opt for
Locket of the Iron Solari
,
Evenshroud
, or
Imperial Mandate
when needed.
Vulnerable
E
has a longer cooldown of 22 seconds at rank 1. Once used, he can be punished.
A poorly timed
R
can spell disaster for his team.
Forcing Bard to use
R
defensively lowers his teamfighting potential since he'll have less playmaking capabilities.
Win Rate
49.1%
(-2.6%)
vs last patch
Pick Rate
3.7%
(-0.6%)
vs last patch
Ban Rate
0.4%
(-0.2%)
vs last patch
DMG/min
371
(+18)
vs last patch

Highest Win % Recommended Build

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Summoner Spells

Starting Items

Health Potion
Stealth Ward
Spellthief's Edge

Core Build Path: 53.41% Win Rate (440 Games)

Boots
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Mobility Boots
chevron-right
Kindlegem
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Aegis of the Legion
chevron-right
Locket of the Iron Solari
chevron-right
Winged Moonplate
chevron-right
Chain Vest
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Dead Man's Plate

Core Final Build: 50.00% Win Rate (8 Games)

Mobility Boots
Locket of the Iron Solari
Anathema's Chains
Dead Man's Plate
Redemption
Rapid Firecannon

Runes: 56.19% Win Rate (105 Games)

Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.
Cheap Shot
Deal bonus true damage to enemy champions with impaired movement or actions.
Zombie Ward
Takedowns on enemy Wards cause friendly Zombie Wards to sprout from their corpses. Gain permanent AD or AP, adaptive for each Zombie Ward spawned plus bonus upon completion.
Relentless Hunter
Unique takedowns grant permanent out of combat MS.
Sorcery
Celerity
All Move Speed bonuses are 7% more effective on you and gain 1% Move Speed.
Scorch
Your first damaging ability hit every 10s burns champions.
Adaptive Force
+6 AD or +10 AP
Armor
+5 Armor
Armor
+5 Armor
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
Q
Q
Q
Q
W
W
W
W
W
E
E
E
E
E
R
R
R

Skill Order

Q

W

E

Damage Breakdown

70% AP

21% AD

Most Frequent Recommended Build

Summoner Spells

Starting Items

Health Potion
Stealth Ward
Spellthief's Edge

Core Build Path: 49.49% Win Rate (586 Games)

Boots
chevron-right
Mobility Boots
chevron-right
Kindlegem
chevron-right
Bandleglass Mirror
chevron-right
Shurelya's Battlesong
chevron-right
Winged Moonplate
chevron-right
Chain Vest
chevron-right
Dead Man's Plate

Core Final Build: 54.55% Win Rate (22 Games)

Mobility Boots
Shurelya's Battlesong
Dead Man's Plate
Chemtech Putrifier
Redemption
Rapid Firecannon

Runes: 50.38% Win Rate (651 Games)

Resolve
Guardian
Guard allies you cast spells on and those that are very nearby. If you or a guarded ally would take damage based on level, you're both granted a shield.
Font of Life
Impairing the movement of an enemy champion marks them. Your allies heal when attacking champions you've marked.
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.


Duration: 1.5s
Cooldown: 45s
Unflinching
Gain a small amount of tenacity that increases with missing health.
Domination
Zombie Ward
Takedowns on enemy Wards cause friendly Zombie Wards to sprout from their corpses. Gain permanent AD or AP, adaptive for each Zombie Ward spawned plus bonus upon completion.
Relentless Hunter
Unique takedowns grant permanent out of combat MS.
Attack Speed
+9% Attack Speed
Adaptive Force
+6 AD or +10 AP
Armor
+5 Armor
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
Q
Q
Q
Q
W
W
W
W
W
E
E
E
E
E
R
R
R

Skill Order

Q

W

E

Damage Breakdown

70% AP

21% AD

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