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    CHEAT SHEET

     

    MAIN BARD BUILDS

     

     

    CHAMPION MATCHUPS

    Standard Aggro BardBARD BUILD

     COMMUNITY CUPS

    VIEW ALL  TOURNAMENTS ON MOBAFIRE

    BARD BUILD GUIDE BY WILLOWRAN

    S+ S- FAV   REPORT

    Bard: Playmaker of the Century

    Willowran   Last updated on Today @ 08:57am

     

    BUILD GUIDE DISCUSSION (2) MORE BARD GUIDES

    Mark of ScalingHealth

    9x

    Glyph of ScalingHealth

    9x

    Quint of HealthRegen

    3x

    Seal of HealthRegen

    9x

    Bard

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    The lack of defensive runes is concerning.

    A safer alternative if armor red + quints, health

    seals, and MR quints. Until you defend your

    runes better on this cheat sheet, i'm still obliged

    to think that that rune loadout is better.

    -3

    2/50

    http://www.mobafire.com/league-of-legends/streamshttp://www.mobafire.com/http://www.mobafire.com/http://www.mobafire.com/league-of-legends/summoner-spell/ignite-11http://www.elophant.com/league-of-legends/champion/bard/statshttp://www.mobafire.com/league-of-legends/rune/greater-mark-of-scaling-health-317http://www.mobafire.com/league-of-legends/rune/greater-glyph-of-scaling-health-265http://www.mobafire.com/league-of-legends/rune/greater-quintessence-of-health-regeneration-299http://www.mobafire.com/league-of-legends/rune/greater-seal-of-health-regeneration-281http://www.mobafire.com/league-of-legends/rune/greater-seal-of-health-regeneration-281http://www.elophant.com/league-of-legends/champion/bard/statshttp://www.mobafire.com/primehttp://www.mobafire.com/http://www.mobafire.com/profile/utopus-158299http://www.mobafire.com/profile/utopus-158299/subscriptionshttp://www.mobafire.com/pmhttp://www.mobafire.com/commendationshttp://www.owfire.com/http://www.vaingloryfire.com/http://www.mobafire.com/https://twitter.com/mobafirehttps://www.facebook.com/MOBAFirehttp://www.mobafire.com/league-of-legends/streamshttp://www.mobafire.com/league-of-legends/forumhttp://www.mobafire.com/league-of-legends/tournamentshttp://www.mobafire.com/league-of-legends/championshttp://www.mobafire.com/league-of-legends/browsehttp://www.mobafire.com/edit/guidehttp://www.mobafire.com/league-of-legends/tournament/mobafire-community-cup-euw-mar-168http://www.mobafire.com/league-of-legends/tournament/mobafire-community-cup-na-mar-169http://www.mobafire.com/league-of-legends/rune/greater-seal-of-health-regeneration-281http://www.mobafire.com/league-of-legends/rune/greater-quintessence-of-health-regeneration-299http://www.mobafire.com/league-of-legends/rune/greater-glyph-of-scaling-health-265http://www.mobafire.com/league-of-legends/rune/greater-mark-of-scaling-health-317http://www.mobafire.com/league-of-legends/champion/bard-124http://www.mobafire.com/league-of-legends/build/bard-playmaker-of-the-century-450559/discussionhttp://www.mobafire.com/league-of-legends/build/bard-playmaker-of-the-century-450559http://www.mobafire.com/profile/willowran-375861http://www.mobafire.com/report?relation_type=Build&relation_id=450559http://www.mobafire.com/league-of-legends/build/bard-playmaker-of-the-century-450559?subscribehttp://www.mobafire.com/league-of-legends/build/bard-playmaker-of-the-century-450559?scout=-1http://www.mobafire.com/league-of-legends/build/bard-playmaker-of-the-century-450559?scout=1http://www.mobafire.com/league-of-legends/tournamentshttp://www.mobafire.com/primehttp://www.elophant.com/league-of-legends/champion/bard/statshttp://www.mobafire.com/league-of-legends/summoner-spell/ignite-11http://www.mobafire.com/league-of-legends/summoner-spell/flash-14

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    WardingTotem

    Spellthief'sEdge

    Health Potion Vision Ward

    FIRST BUY

    S ig ht st one I ce bornGauntlet

    RapidFirecannon

    Dead Man'sPlate

    FarsightAlteration

    CORE ITEMS

    Dead Man's

    Plate

    Guardian

    Angel

    Iceborn

    Gauntlet

    Eye of the

    Watchers

    Liandry's

    Torment

    Locket of the

    Iron Solari

    Spirit Visage Warmog's

    Armor

    Boots of 

    Swiftness

    Enchantment:

    Alacrity

    Enchantment:

    Captain

    Farsight

    Alteration

    Elixir of Iron Boots of 

    Mobility

    STANDARD ITEMS

    Eye of theWatchers

    RapidFirecannon

    IcebornGauntlet

    Boots of Swiftness -

    Captain

    Dead Man'sPlate

    Locket of theIron Solari

    EXAMPLE (STANDARD) FULL BUILD

    1 3 5 7 9

    2 8 10 12 13

    4 14 15 17 18

    ABILITY SEQUENCE

    Hide item names MORE GUIDES

    TOP BARD GUIDES

    [6.4]Time to Chime -Journey to High ELO [BY QEEKNIQUE

    [S6]Bard: The Fattest

    Supp of Summoner'sBY KIKOHYUUGA

    [S6] (Patch 5.22) Bar  Support /  Pseudo-JunglBY AQUALADGCAL

    [S6][5.22] In-Depth g  BardBY LANEXIA

    WEEKLY FREE CHAMPI

     

    MORE GUIDES

    Early vision ward usually isn't needed. It can easily

    be cleared by your opponents by simply pushing in

    to your tower.

    Additionally, you're sacrificing around 300 health

    worth of combat stats, that will make trading almost

    unconditionally favor your opponents.

    -2

    So the only thing i really agree with for core items are

    Sighstone and DMP.

    I don't see any reason why Froozen fist or RFC should

    be listed under core, especially on a champion that

    isn't known for exceptionally strong poking like say,

    karma. Also, the lack of vision denial really rubs me

    the wrong way. -5

    This is your guide,

    you need to give yourreaders guidance as

    to how to itemize,

    and simply adding 14

    items as possible

    choices and saying pick from these

    isn't really helping your readers as much as it should. Be

    opinionated, and really try to also show an order of

    preference for your other items. Also, some of the items

    (Liandry's???? GA???) I really disagree with, and you

    haven't defended them well. -4

    http://www.mobafire.com/league-of-legends/item/eye-of-the-watchers-300http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150http://www.mobafire.com/league-of-legends/item/eye-of-the-watchers-300http://www.mobafire.com/league-of-legends/item/eye-of-the-watchers-300http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/item/eye-of-the-watchers-300http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150http://www.mobafire.com/league-of-legends/item/boots-of-swiftness-38http://www.mobafire.com/league-of-legends/item/enchantment-alacrity-173http://www.mobafire.com/league-of-legends/item/enchantment-captain-174http://www.mobafire.com/league-of-legends/item/boots-of-swiftness-38http://www.mobafire.com/league-of-legends/item/enchantment-alacrity-173http://www.mobafire.com/league-of-legends/item/enchantment-captain-174http://www.mobafire.com/league-of-legends/item/boots-of-swiftness-38http://www.mobafire.com/league-of-legends/item/boots-of-swiftness-38http://www.mobafire.com/league-of-legends/item/enchantment-alacrity-173http://www.mobafire.com/league-of-legends/item/dead-mans-plate-287http://www.mobafire.com/league-of-legends/item/guardian-angel-43http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150http://www.mobafire.com/league-of-legends/item/eye-of-the-watchers-300http://www.mobafire.com/league-of-legends/item/dead-mans-plate-287http://www.mobafire.com/league-of-legends/item/dead-mans-plate-287http://www.mobafire.com/league-of-legends/item/dead-mans-plate-287http://www.mobafire.com/league-of-legends/browsehttp://www.mobafire.com/league-of-legends/champion/nidalee-42http://www.mobafire.com/league-of-legends/champion/nautilus-93http://www.mobafire.com/league-of-legends/champion/lee-sin-73http://www.mobafire.com/league-of-legends/champion/katarina-36http://www.mobafire.com/league-of-legends/champion/heimerdinger-40http://www.mobafire.com/league-of-legends/champion/garen-51http://www.mobafire.com/league-of-legends/champion/caitlyn-67http://www.mobafire.com/league-of-legends/champion/braum-119http://www.mobafire.com/league-of-legends/champion/bard-124http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/ability/caretakers-shrine-708http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/ability/travelers-call-706http://www.mobafire.com/league-of-legends/item/locket-of-the-iron-solari-135http://www.mobafire.com/league-of-legends/item/dead-mans-plate-287http://www.mobafire.com/league-of-legends/item/boots-of-swiftness-captain-229http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/item/eye-of-the-watchers-300http://www.mobafire.com/league-of-legends/item/boots-of-mobility-86http://www.mobafire.com/league-of-legends/item/elixir-of-iron-254http://www.mobafire.com/league-of-legends/item/farsight-alteration-312http://www.mobafire.com/league-of-legends/item/enchantment-captain-174http://www.mobafire.com/league-of-legends/item/enchantment-alacrity-173http://www.mobafire.com/league-of-legends/item/boots-of-swiftness-38http://www.mobafire.com/league-of-legends/item/warmogs-armor-65http://www.mobafire.com/league-of-legends/item/spirit-visage-56http://www.mobafire.com/league-of-legends/item/locket-of-the-iron-solari-135http://www.mobafire.com/league-of-legends/item/liandrys-torment-153http://www.mobafire.com/league-of-legends/item/eye-of-the-watchers-300http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150http://www.mobafire.com/league-of-legends/item/guardian-angel-43http://www.mobafire.com/league-of-legends/item/dead-mans-plate-287http://www.mobafire.com/league-of-legends/item/farsight-alteration-312http://www.mobafire.com/league-of-legends/item/dead-mans-plate-287http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150http://www.mobafire.com/league-of-legends/item/sightstone-164http://www.mobafire.com/league-of-legends/item/vision-ward-33http://www.mobafire.com/league-of-legends/item/health-potion-27http://www.mobafire.com/league-of-legends/item/spellthiefs-edge-183http://www.mobafire.com/league-of-legends/item/warding-totem-188

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    6 11 16

     

     

     

    MASTERIES

    TABLE OF CONTENTS

    Introduction

    Pros / Cons

    Runes

    Masteries

    Summoner Spells

     5/5

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    5/5

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    1/1

    5/5

    1/1

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    1/1

    You're being inconsistent here. If you want to sell bard as

    being a high poke champion, I see no reason to put more

    emphasis on health regen (12 in resolve) as opposed to

    the bonus combat stats that you'd get from ferocity

    (expose weakness) -3

    http://www.mobafire.com/league-of-legends/mastery/bond-of-stone-246http://www.mobafire.com/league-of-legends/mastery/strength-of-the-ages-245http://www.mobafire.com/league-of-legends/mastery/grasp-of-the-undying-244http://www.mobafire.com/league-of-legends/mastery/legendary-guardian-243http://www.mobafire.com/league-of-legends/mastery/swiftness-242http://www.mobafire.com/league-of-legends/mastery/perseverance-241http://www.mobafire.com/league-of-legends/mastery/insight-240http://www.mobafire.com/league-of-legends/mastery/veterans-scars-239http://www.mobafire.com/league-of-legends/mastery/runic-armor-238http://www.mobafire.com/league-of-legends/mastery/tough-skin-237http://www.mobafire.com/league-of-legends/mastery/explorer-236http://www.mobafire.com/league-of-legends/mastery/unyielding-235http://www.mobafire.com/league-of-legends/mastery/recovery-234http://www.mobafire.com/league-of-legends/mastery/windspeakers-blessing-233http://www.mobafire.com/league-of-legends/mastery/thunderlords-decree-232http://www.mobafire.com/league-of-legends/mastery/stormraiders-surge-231http://www.mobafire.com/league-of-legends/mastery/intelligence-230http://www.mobafire.com/league-of-legends/mastery/precision-229http://www.mobafire.com/league-of-legends/mastery/dangerous-game-228http://www.mobafire.com/league-of-legends/mastery/bandit-227http://www.mobafire.com/league-of-legends/mastery/meditation-226http://www.mobafire.com/league-of-legends/mastery/merciless-225http://www.mobafire.com/league-of-legends/mastery/assassin-247http://www.mobafire.com/league-of-legends/mastery/secret-stash-224http://www.mobafire.com/league-of-legends/mastery/runic-affinity-223http://www.mobafire.com/league-of-legends/mastery/savagery-222http://www.mobafire.com/league-of-legends/mastery/wanderer-221http://www.mobafire.com/league-of-legends/mastery/deathfire-touch-220http://www.mobafire.com/league-of-legends/mastery/fervor-of-battle-219http://www.mobafire.com/league-of-legends/mastery/warlords-bloodlust-218http://www.mobafire.com/league-of-legends/mastery/piercing-thoughts-217http://www.mobafire.com/league-of-legends/mastery/battering-blows-216http://www.mobafire.com/league-of-legends/mastery/oppressor-215http://www.mobafire.com/league-of-legends/mastery/bounty-hunter-214http://www.mobafire.com/league-of-legends/mastery/natural-talent-213http://www.mobafire.com/league-of-legends/mastery/vampirism-212http://www.mobafire.com/league-of-legends/mastery/expose-weakness-248http://www.mobafire.com/league-of-legends/mastery/feast-211http://www.mobafire.com/league-of-legends/mastery/double-edged-sword-210http://www.mobafire.com/league-of-legends/mastery/sorcery-209http://www.mobafire.com/league-of-legends/mastery/fury-208http://www.mobafire.com/league-of-legends/ability/tempered-fate-710

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    Skills

    Items

    Rapid Firecannon vs Frost Queen's Claim

    Early Game: Dominating the Laning Phase

    (Or Just Surviving It)

    Meep Collection, and Bard's Gameplay Focus

    Teamfights: To Peel, or to Lock Down?

    If you fall behind...

    AP Bard

    The Proof's in the Pudding

    Changelog

    Introduction

    I'm Willowran. Was G3 last season, working my way back up now, and Bard is my main. A mid/late-game champ

    that only gets better the longer the game goes on, his high levels of harass in-lane let him dominate there, too. His

    kit is one of the best for peeling, as well as initiating fights, and he's one of the best champions for chasing AND

    escaping as well. Bard is a support that can seriously be the  carry in a game.

    Pros / Cons

    Pros:

    One of the (if not the) highest

    damage among all utility

    supports

    Strong CC

    High mobility leads to very

    high map presence

    Strong initiation with

    Tempered Fate  and/or

    Magical Journey.

    One of the best chasers in the

    game, with Magical Journey

    Cons:

    Can have a high learning curve...

    Especially in the early game, where

    he is weakest.

    Delay after cast of Tempered

    Fate  before its actual impact can

    cause some serious trouble for your

    team in unlucky circumstances.

    Additionally, poorly aimed

    Tempered Fates can also severely

    damage your team.

    If you cannot roam safely (i.e. if the

    In my opinion, bard also as a really strong early game

    powerspikes, which can really be exploited against low

    range supports like braum or alistar. -2

    http://www.mobafire.com/league-of-legends/ability/tempered-fate-710http://www.mobafire.com/league-of-legends/ability/tempered-fate-710http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/ability/tempered-fate-710

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    One of the best escaper-s in

    the game, with Magical

    Journey  and Cosmic Binding

    As a support, he feels

    especially impactful once

    you've gotten used to him.

    enemy team snowballs) then Bard

    cannot collect his chimes, making it

    more difficult for him to scale into

    the late game.

      LeBlanc  and Blitzcrank  will

    make you cry.

    Runes

    RUNES

     

    Greater Glyph of Scaling

    Health

    9

     

    Greater Mark of Scaling

    Health

    9

     

    Greater Quintessence of 

    Health Regeneration

    3

     

    Greater Seal of Health

    Regeneration

    9

    I run these runes pretty much regardless as to the Bard build. The scaling HP runes both provide +9.72 HP per

    levelup (which increases lane sustain), but also provide almost 200 HP at level 18, which helps you get the passive

    of Warmog's Armor earlier, while also increasing your general tankiness.

    The HP regen runes are what gets Bard through the early game, and enables him to play so aggressively. These

    runes, plus his base HP regeneration, plus mastery bonuses allow Bard to start the game restoring 5 HP per

    second. This is half the HP regen that a potion grants you, meaning that Bard is effectively drinking a free HP

    potion every 30 seconds. Especially early game, before people do too much damage, this is some serious sustain.

    Even after a bad trade, you can wait a minute and be nearly full health, whereas your opponents will not be as

    lucky. With this passive regeneration I can outsustain most enemy laners, even when they come to lane with

    three health cookies, and even if you take some serious beatings.

    Masteries

    There are two mastery buildpaths I use on Bard, depending on whether I am playing aggressively, or playing for

    Tank, and they're very similar.

    The Cunning Tree

    or   Savagery

    What's to prevent your opponents from simply CCing

    you and focusing you down in 2 seconds. A thresh canvery easily abuse your lack of early defensive stats. -2

    I'm unhappy with the way you've formatted these

    masteries. Take a look as some popular guides, and

    change this section around based on some of the other

    guides you've read.

    http://www.mobafire.com/league-of-legends/mastery/savagery-222http://www.mobafire.com/league-of-legends/mastery/wanderer-221http://www.mobafire.com/league-of-legends/item/warmogs-armor-65http://www.mobafire.com/league-of-legends/rune/greater-seal-of-health-regeneration-281http://www.mobafire.com/league-of-legends/rune/greater-quintessence-of-health-regeneration-299http://www.mobafire.com/league-of-legends/rune/greater-mark-of-scaling-health-317http://www.mobafire.com/league-of-legends/rune/greater-glyph-of-scaling-health-265http://www.mobafire.com/league-of-legends/champion/blitzcrank-34http://www.mobafire.com/league-of-legends/champion/leblanc-63http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/ability/magical-journey-709

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    This one is obvious: Bard roams a lot, and movement speed helps one do this faster, thus losing out on xp and

    money less.

    or

    Another obvious one. Bard is a support, and will not be assassinating people or getting buffs, usually. The HP potion

    buff boosts our sustain.

    or

    Bard wants the mana, in order to better spam spells across all stages of the game. Bard is not a damage carry: his

    damage is fantastic, but secondary in focus to the utility Bard provides (which needs spells).

    or

    Early game, one of the most important goals Bard has is money generation, to better scale. Bandit offers money

    generation. Therefore, Bandit. Bard has enough mana and HP sustain.

    or

    The faster Bard can cast spells, the more utility he can provide his team. Bard doesn't build damage, and so the

    penetration would be largely useless.

    or or

    While Bard could easily chunk a squishy carry late game, that would only ever happen late game, making

    Stormraider's Surge useless until then. Windspeaker's Blessing COULD work, but Bard's heal is mediocre aross most

    stages of the game, and that would be the only proc for Windspeaker's. By comparison, since a single meep-buffedAutoattack counts as two hits for Thunderlord's Decree, proccing the damage is easy for Bard (and late game, this

    damage is rather significant). Couple that with his typically aggressive lane, Thunderlord's is the way to go.

    The Resolve Tree

    or

    We maximize as much HP regeneration as possible, as all together that is our early game sustain.

    http://www.mobafire.com/league-of-legends/mastery/unyielding-235http://www.mobafire.com/league-of-legends/mastery/recovery-234http://www.mobafire.com/league-of-legends/mastery/thunderlords-decree-232http://www.mobafire.com/league-of-legends/mastery/windspeakers-blessing-233http://www.mobafire.com/league-of-legends/mastery/stormraiders-surge-231http://www.mobafire.com/league-of-legends/mastery/intelligence-230http://www.mobafire.com/league-of-legends/mastery/precision-229http://www.mobafire.com/league-of-legends/mastery/dangerous-game-228http://www.mobafire.com/league-of-legends/mastery/bandit-227http://www.mobafire.com/league-of-legends/mastery/meditation-226http://www.mobafire.com/league-of-legends/mastery/merciless-225http://www.mobafire.com/league-of-legends/mastery/assassin-247http://www.mobafire.com/league-of-legends/mastery/secret-stash-224http://www.mobafire.com/league-of-legends/mastery/runic-affinity-223

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    Tough Skin provides a minor defensive bonus, but with the health and regen Bard will start the game with (per

    these runes/masteries), the 2 damage defense is not needed. Comparatively, Bard's movement speed is one of his

    primary statistics, and so Explorer is where we go here.

    or

    Again, we want to stack as much HP regeneration as possible for our lane sustain: restoring 5 HP per second goes

    much further for our sustain than an extra 45 health.

    or

    This one is a very tough choice. Summoner spells are never not useful. However, as sustain is what minimizes

    Bard's otherwise lackluster lane, I tend to go for Perseverance. That said, either can work.

    or

    An extra potential 15 armor/magic resist is decent, however I'd much rather shrug off enemy CC so that I can go

    where I need to, when I need to, whether it be peeling or chasing or escaping. Of course, 15% isn't exactly

    "shrugging off" cc, but it's better than 0%.

    or or

    I could easily see a good argument for all three of these. I choose Grasp of the Undying because whenever

    possible, I play Bard aggressively. While Bond of Stone and Strength of the Ages both in crease survivability,

    they do so in a more passive role. While Grasp of the Undying arguably doesn't increase survivability as much, itis the only one of the three that actively increases Bard's aggressive capability, and so this is the keystone that I

    prefer when building TankBard.

    Summoner Spells

    Flash is a default spell in almost 100% of LoL games. Used for escaping or chasing. Coupled

    with Magical Journey  it can lead to some pretty neat jukes when your Cosmic Binding  is

    on cooldown- you can journey over a gap, and if they follow you can flash back   over the gap

    and make good your escape.

    http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/summoner-spell/flash-14http://www.mobafire.com/league-of-legends/mastery/grasp-of-the-undying-244http://www.mobafire.com/league-of-legends/mastery/strength-of-the-ages-245http://www.mobafire.com/league-of-legends/mastery/bond-of-stone-246http://www.mobafire.com/league-of-legends/mastery/grasp-of-the-undying-244http://www.mobafire.com/league-of-legends/mastery/bond-of-stone-246http://www.mobafire.com/league-of-legends/mastery/strength-of-the-ages-245http://www.mobafire.com/league-of-legends/mastery/grasp-of-the-undying-244http://www.mobafire.com/league-of-legends/mastery/legendary-guardian-243http://www.mobafire.com/league-of-legends/mastery/swiftness-242http://www.mobafire.com/league-of-legends/ability/perseverance-254http://www.mobafire.com/league-of-legends/ability/perseverance-254http://www.mobafire.com/league-of-legends/mastery/insight-240http://www.mobafire.com/league-of-legends/mastery/veterans-scars-239http://www.mobafire.com/league-of-legends/mastery/runic-armor-238http://www.mobafire.com/league-of-legends/mastery/tough-skin-237http://www.mobafire.com/league-of-legends/mastery/explorer-236

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    Why take Ignite  over Exhaust, though? Exhaust  is a staple spell for nearly every

    support, after all: it peels and might save your ally. However, Bard's entire kit is good for

    peeling: you have two slows, two (potential) stuns, a speedbuff, and Magical Journey: there

    is so much peel potential in Bard's kit that Exhaust is almost redundant. Ignite  on the

    other hand synchronizes extremely well with Bard's aggressive lane gameplay. Most of Bard's

    laning revolves around your harassment, and with Ignite  you have rather decent kill-

    pressure in-lane. Late game Bard does pretty reasonable damage, and with Ignite  you even

    have the potential to solo many of their carries.

    Skills

      Traveler's Call  is Bard's passive, and it largely defines his gameplay. Chimes provide utility,

    restoring your mana and providing a speed buff, while increasing the AoE, damage, and slow of 

    your meeps.

    Early game it is important that you DO NOT ABANDON YOUR ADC IN LANE. Chimes spawn in

    pairs every 50 seconds, but leaving your adc for one or two meeps is not worth it- especially

    not if your ADC dies. Early game Bard is slow- so only leave lane to collect chimes when there

    are several grouped together, for the combined speedbuff that get you back to lane faster.

    A great thing about meeps is that a meep-based AA counts as both spell damage and two hits:

    so a meep will proc two hits towards Thunderlords, two hits for Spellthief's edge, and it will proc

    Luden's Echo if you're building AP.

    Mid-game meep collection is one of your priorities. Once you have boots you can start roaming

    around, collecting meeps as you pass to speed up your roaming supportnature.

      Cosmic Binding  is a pretty decent spell- though it is much MUCH stronger mid/late game,

    once you leave the lane. This is because during the laning phase, erratic minion movement (or

    merely their existence) can make it difficult to land the stun, and the early CD of the spell is

    very long. After the laning phase, higher concentrations of enemy champs + minions being

    melted by everyone's higher-damage makes it much easier to land the stun. Jungle fights

    especially are great for Bard. No minion blockage + plentiful walls for tunnels and stuns make

    the jungle Bard's best friend.

    The spell does fairly decent damage if maxed first, and the mana cost is low enough that you

    can spam it fairly reasonably without running out of Mana too soon. With max CDR you can be

    pumping out 2 second stuns ever 3 seconds.

    TIP: If ever you need to escape, or even just buy time, make a tunnel: if the enemy champs

    follow you can guarantee a stun on them as they come out of the tunnel.

    uhhh... Idk about THAT

    So when IS it worth it to leave your ADC? When the

    lane's pushed? When it's frozen? Yoou've gotta be

    more specific here. Perhaps even show an example!

    You've got to expand on how to use this spell in lane. If i

    recall correctly, cosmic binding is strong to use to stun

    your opponent ADC when casted through caster

    minions - especially when your opponent ADC is looking

    to last hit one of your caster minions. -2

    http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/ability/travelers-call-706http://www.mobafire.com/league-of-legends/ability/travelers-call-706http://www.mobafire.com/league-of-legends/summoner-spell/ignite-11http://www.mobafire.com/league-of-legends/summoner-spell/ignite-11http://www.mobafire.com/league-of-legends/summoner-spell/ignite-11http://www.mobafire.com/league-of-legends/summoner-spell/exhaust-1http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/summoner-spell/exhaust-1http://www.mobafire.com/league-of-legends/summoner-spell/exhaust-1http://www.mobafire.com/league-of-legends/summoner-spell/ignite-11http://www.mobafire.com/league-of-legends/summoner-spell/ignite-11

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    TIP 2: The hitbox on Cosmic Binding  will land the stun if any part of the thing touches a

    second solid surface- it does not need to directly hit a wall, merely brushing a wall/champ with

    the second half of the spell will do enough. Unfortunately, this also can make it difficult to land

    the spell through smaller gaps in minion walls.

    TIP 3: Cosmic Binding  will stun also if it hits player-made terrain, such as Trundle's pillar,

    or Anivia's wall. The spell stuns on what you  consider to be solid terrain. The gates in the

    enemy base will count for stuns, even though to the enemy team they are not solid terrain.

    The gates in your base, however, will not.

     Caretaker's Shrine  is a bit of a mediocre spell. High mana costs and long cooldowns make it

    almost impossible to spam early game, and the heal is very low unless you max it first (though

    having two points in it early game make for an "ok" heal to keep your ADC sustain up). Early

    game it's best to set up the heals in a line behind you, so that if you're ganked your ADC can

    run across them for the speed buff in order to escape. Of course, it's best to also remind your

    ADC that the heal more than doubles when it fully charges, else they may be liable to waste

    the shrine. Also, allies often run PAST the shrines frustratingly often in-game, so there's that.

    Mid/late game toss them around your backline if it looks like a fight is setting up, to help people

    escape if need be. Most of the game, however, this heal will be directly cast on people to give

    them short-lived speedbuffs. Remember that you'll get assists for any kill if a healed ally has

    dealt damage on that kill. Tossing a heal on an ADC or APC can net you plenty of extra assists.

      Magical Journey  is a skill with immense utility- though it is limited in use during the laning

    phase. Use it to chase, escape, cut off escapes, set up ganks, or merely just traverse the map

    quickly. Remember that enemies can travel through the tunnel too- but in doing so they set

    themselves up for a perfect Cosmic Binding  stun, which can often lead to their deaths.

    A fantastic part about Magical Journey  is that while you can be hit and/or knocked out of the

    tunnel, travelling through it ignores both stuns and slows. Nasus  cast Wither  on you? Flee

    through a tunnel and you'll move just as fast as you would normally, effectively nullifying the

    slow.

    In teamfights, tunnels will usually be used to chase, escape, or cut enemies off. They flashed a

    wall? Magical Journey  through with your allies to finish the kill. You're team is winning the

    fight, but their carries are escaping? Magical Journey  to their backlines and cut them off. If 

    you're getting chunked in a fight, use this to create some distance. The longer the tunnel the

    better: it's a perfect tool for repositioning, and stalling so that you can refresh your cooldowns and

    start casting them Qs again.

    It is important to note that the cooldown on Magical Journey is pretty long early game, and

    you CAN be knocked out of the tunnel by something like Blitzcrank's pull, or a knockup effect.

    Magical journey is especially strong on the purple side,

    since it's very easy to set up a gank for your jungler by

    using magical journey while your opponents are pushed

    up to your tower. -2

    You forgot to outline an important aspect to magical

     journey, which is that it allows you to travel in ways thatcan dodge your opponents wards, and also gives you

    more safety when you're deep warding your opponents

     jungle, as you have a way to escape without getting as

    easily collapsed upon. -2

    http://www.mobafire.com/league-of-legends/champion/blitzcrank-34http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/ability/wither-184http://www.mobafire.com/league-of-legends/champion/nasus-37http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/ability/caretakers-shrine-708http://www.mobafire.com/league-of-legends/ability/caretakers-shrine-708http://www.mobafire.com/league-of-legends/champion/anivia-25http://www.mobafire.com/league-of-legends/champion/trundle-65http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707

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     Tempered Fate  is Bard's final skill, and the utility on this ult is enormous. It gives a

    Zhonya's Hourglass  active effect to everything it hits, rendering every tower, champion,

    minion, dragon, and baron invulnerable, but unable to move/attack/spellcast etc for the

    duration. Using this ability, you can

    Shut down towers to enable a towerdive.

    Catch an enemy out of position, and give your team time to set up for the kill.

    Initiate a teamfight.

    Peel enemies if you lose a teamfight.

    Buy time for your cooldowns to refresh/get somewhere/get your

    teamsomewhere.

    Cut off an enemy's escape

    Save an enemy from Zed's ult (or any other source of damage).

    Freeze a chunk of the enemy team to give your team a temporary numbers

    advantage in a fight.

    Cast Tempered Fate over a Zhonyas'd ally to freeze nearby enemies- your

    ally will de-Zhonyas first, and give them a second or two head start to flee.

    The list goes on. Usually the ult will be used to initiate a teamfight, or cut off chasing enemies

    to save an ally, but always keep an eye open for other opportunities. In both cases, you can

    use that 2.5 seconds to set yourself up for the perfect Q stun (if you're using the ult

    aggressively).

    There are three main risks to remember about this spell.

    1: Tempered Fate does not differentiate between enemies and allies: if you miss it could do

    as much damage to your team as it could've done to the enemy's team.

    2: (And most importantly) there is a travel delay on the casting of Tempered Fate, which

    gets longer the further away you are casting this spell. Generally, you want to cast your ult on

    targets that are very close, because at max range you may very rarely actually land the ult onyour targets- it could take several seconds for the spell to land. This can sometimes lead to a

    ruined engage if an ally casts a thing after you've ulted, but before the ult lands. On the other

    hand, it DOES create a space your enemies cannot enter: so it can still be useful to slow

    down/cut off/stop chasing enemies and save an ally.

    3: Spellshields will   block Tempered Fate- so be cautious when casting it against a

    Morgana, Sivir, or Nocturne.

    Items

    As a champion, Bard can be pretty versatile in buildpath, but he is always  dependant on items. Here are the items I

    http://www.mobafire.com/league-of-legends/champion/nocturne-72http://www.mobafire.com/league-of-legends/champion/sivir-7http://www.mobafire.com/league-of-legends/champion/morgana-16http://www.mobafire.com/league-of-legends/ability/tempered-fate-710http://www.mobafire.com/league-of-legends/ability/tempered-fate-710http://www.mobafire.com/league-of-legends/ability/tempered-fate-710http://www.mobafire.com/league-of-legends/ability/tempered-fate-710http://www.mobafire.com/league-of-legends/champion/zed-107http://www.mobafire.com/league-of-legends/item/zhonyas-hourglass-114http://www.mobafire.com/league-of-legends/ability/tempered-fate-710http://www.mobafire.com/league-of-legends/ability/tempered-fate-710

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    recommend building on Bard, and why.

    Main Items.

    These items you ought to build almost every single game.

    Spellthief's Edge

    This (and its upgraded lvl 2 variant) is the staple of most Bard laning phases. With your meep-enhanced

    autoattacks, this item gives you the most money out of all support gold items (by a very   significant margin), and it

    also provides you with increased damage and mana regeneration- both of which are great for laning. Even if your

    opponents are able to outsustain your poke don't stop poking! Early game, this item is your primary source of 

    income- the more you hit enemies, the more money you make. Harassment is your version of farming.

    Ancient Coin

    If your opponent gets a dangerous advantage, or you are otherwise unable to keep up a steady stream of 

    harassment, don't hesitate to sell your Spellthief's Edge  for an Ancient Coin. This increases your sustain, and

    provides the second greatest source of income out of support gold items for you. Even though this item does not

    provide extra harassment damage, you still make money by autoattacking enemies (via masteries), so keep up the

    harass if   and when you can do so safely.

      Sighttone

    This is a mandatory item. As the team's support, you are the primary source of vision for your team, which enables

    you to see the enemy team's movement, which protects you from ganks and ambushes. Do not forget to ward ! Itis especially important to keep vision on Dragon and Baron (especially-especially on Baron).

      Iceborn Gauntlet

    If I could pick a single core item for Bard, this would be it. This item gives Bard nearly every statistic he needs:

    cooldown reduction for spell spamming, mana to better enable  spell spamming, higher damage for harass, a longer-

    lasting slow for peeling and chasing, and armour to keep you alive. This item is fantastic.

      Boots of Swiftness/Mobility

    Give examples of dangerous lanes for bard.

    It seems sort of selfish. I don't see how this beats the

    defensive utility of something like mikaels or locket, and

    you really need to sell me on precisely that. -2

    http://www.mobafire.com/league-of-legends/item/boots-of-mobility-86http://www.mobafire.com/league-of-legends/item/boots-of-swiftness-38http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150http://www.mobafire.com/league-of-legends/item/sightstone-164http://www.mobafire.com/league-of-legends/item/ancient-coin-185http://www.mobafire.com/league-of-legends/item/spellthiefs-edge-183http://www.mobafire.com/league-of-legends/item/ancient-coin-185http://www.mobafire.com/league-of-legends/item/spellthiefs-edge-183

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    These are my standard boots of choice for Bard. Both are viable. The Boots of Swiftness  is not as fast as the

    boots mobility, meaning you will lose more time as you roam about the map and collect chimes. However, unlike

    Boots of Mobility, the green boots do not lose any movement speed in combat, and provide a minor slow

    resistance, making it easier for you to chase/escape/kite.

    Comparatively, Boots of Mobility  are much  slower/more risky in combat, but give you a travel movement speed

    of more than 500 when coupled with your other items.

    Farsight Alteration

    I prefer Farsight Alteration t o Oracle Alteration  because if I had to pick between the enemy team seeing my

    team, or vice versa, I would choose seeing the enemy team. As support, you can only ever have 3 wards + 1 vision

    ward on the map at all times. Considering the mandatory nature of a ward on Baron, and the near-mandatory

    nature of a ward on Dragon, that leaves you with only one ward (maybe two, if you leave Dragon visionless) + one

    vision ward to cover the rest of the map- and that's simply not enough. Farsight Alteration  allows you to litter

    the entire map with wards, and while the vision radius is greatly reduced, they do  last forever. You can fill your

     jungle w ith this ward, and so long as the wards are u p you will know that there are no enemies on your h alf of the

    field. This, in turn, tells you where the enemy must be, and allows you to roam your jungle at all times for chimes,

    without ever fearing an ambush.

     Farsight Alteration  can also scout likely ambush points, letting you collect chimes deep in the enemy's junglesafely, knowing no one is near, or check Baron if you've no vision on it.

    Use Farsight Alteration  to ward all non-extremely-important locations, and that lets you save your

    Sightstone  wards for the front-lines whenever your team pushes, without ever losing vision in your jungle, Baron,

    or Dragon.

    I do not deny that Oracle Alteration  has a use, nor do I deny the importance of vision denial, but Farsight

    Alteration  right now is simply a better defensive item, and more gold efficient, considering that 100% of the blue

    wards you pop will give you half a vision ward, whereas you won't necessarily find enemy wards to clear 100% of 

    the times you pop a red trinket.

      Rapid Firecannon

    This item is surprisingly effective on an aggressive bard, even when you don't build damage. Coupled with

    Iceborn Gauntlet, Traveler's Call, Dead Man's Plate, and Thunderlord's Decree Bard actually ends up doing

    a very decent amount of mini-burst, that only increases the more chimes you collect (though without penetration,

    you won't be hurting tanks too much). Early-mid game this can allow you to zone some opponents rather easily,

    allowing your team some breathing room.

    Mainly, though, you would be buying this item for the increased range. Bard has a rather mediocre-ranged kit,

    which can make it hard to get close enough to trade or initiate through many parts of the game without either

    being kited, or dealt too much damage to follow through. The longer range provided by the Rapid Firecannon

    can allow you to lay down some harass without retaliation, or catch someone out of position easier: a meep/

    Which do you prefer?

    You have several allies that can use their farsight

    alteration to plant wards in your jungle. If you use frost

    queen's claim (i'm not quite sure why you don't), you can

    use it to catch opponents, or use it to scout while warding.

    Lack of vision denial makes it significantly more difficult to

    control vision over neutral objectives like baron and

    dragon, and also makes it more difficult to catch

    opponents.

    As it stands right now, I don't think your argument is

    convincing enough to sell me on blue trinket >red trinket.-2

    RFC gives you 650 range on your next empowered

    autoattack. That's the range of caitlyn's autoattack. If

    you're a caitlyn trying to autoattack the tank line before a

    team fight, at 650 range, you're going to get initiated on

    and absolutely deleted. I simply don't see how bard's fate

    can end any better when his only defensive itemization (it

    seems like you like to itemize SS -> Frozen Fist -> RFC)

    is 60 armor.

    You've done a better job convincing me of RFCcompared to frozen fist though.

    http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/mastery/thunderlords-decree-232http://www.mobafire.com/league-of-legends/item/dead-mans-plate-287http://www.mobafire.com/league-of-legends/ability/travelers-call-706http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/item/farsight-alteration-312http://www.mobafire.com/league-of-legends/item/oracle-alteration-313http://www.mobafire.com/league-of-legends/item/sightstone-164http://www.mobafire.com/league-of-legends/item/farsight-alteration-312http://www.mobafire.com/league-of-legends/item/farsight-alteration-312http://www.mobafire.com/league-of-legends/item/farsight-alteration-312http://www.mobafire.com/league-of-legends/item/oracle-alteration-313http://www.mobafire.com/league-of-legends/item/farsight-alteration-312http://www.mobafire.com/league-of-legends/item/farsight-alteration-312http://www.mobafire.com/league-of-legends/item/boots-of-mobility-86http://www.mobafire.com/league-of-legends/item/boots-of-mobility-86http://www.mobafire.com/league-of-legends/item/boots-of-swiftness-38

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    Iceborn Gauntlet  slow can enable your team to catch up/let you set up a Cosmic Binding  and allow you to start

    the cc chaining. While appearing to be counter-intuitive for a utility support, I consider the Rapid Firecannon  to

    be integral for setting up a lot of pressure in many of my games.

    Finally. Rapid Firecannon also provides you with some extra movement speed, which is an added bonus.

      Dead Man's Plate

    If I were to choose a second mandatory staple of Bard's items, this one would be it. Decent tanky statistics make

    you reasonably sturdy, but you take this item primarily for the passive. With this item, your other items, and your

    masteries, Bard's base movespeed increases to 492 while out of combat. This lets you positively fly   across the map,

    collecting chimes as fast as is possible. This item also increases your harass, chasing, and escaping potential,

    making it extremely viable on Bard.

    Situational Items

    These items fill in your remaining item slots, and are more dependent in your opponent's team composition.

      Liandry's Torment

    Nab this item mainly if the enemy team has a large number of tanks, and your allies are having a hard time

    breaking them down- as a potential last item only. If you build Liandry's early, you'll only be weakening your

    personal survive-ability, which is far more important. That said, if the enemy team is extremely tanky, and late

    game your team is having a very hard time in teamfights, Liandry's becomes a viable option. With it, you can

    personally bleed their entire team with a single AoE meep-attack (meeps count as spell damage), and soften up

    their tanks before a teamfight, making it easier for your allies to actually kill them.

    Remember, however, that you are primarily a utility support, not a damage dealer . Your job is to set up kills and

    protect your allies. If your allies are unable to crack through enemy tanks, consider picking up this mask, but do

    not do so with the intent of actually killing people, so much as better enabling your allies to kill people.

      Locket of the Iron Solari

    Build this item early if your opponents have an APC that is snowballing, otherwise this item is one of the "last-item-

    slot-variables," trading less personal tankiness for a minor defensive boost for the team. Late game the shield

    might do little more than protect against an autoattack, or mitigate a spell, but it could potentially be the difference

    between someone bleeding out to an ignite vs surviving to fight another day.

    This is weakly defended, since %current health damage

    is countered by flat resistances, and your rune loadout /

    itemization doesn't prioritize magic pen to really exploit

    the % health damage.

    I again think that you're overemphasizing bard's poking

    ability.

    http://www.mobafire.com/league-of-legends/item/locket-of-the-iron-solari-135http://www.mobafire.com/league-of-legends/item/liandrys-torment-153http://www.mobafire.com/league-of-legends/item/dead-mans-plate-287http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150

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     Spirit Visage

    Nab this  item if the enemy team has a larger amount of AP damage than AD damage, and you're finding it very

    difficult to tank it all up. This item is preferable to Banshee's Veil, because this also grants cooldown reduction,

    increasing your ability to spellspam.

    You will probably usually rather build Locket of the Iron Solari  over Spirit Visage, because the former providesmore support to your team as a whole, but if you need more personal surviveability/if your team does not need the

    Locket, then consider this for your final item slot.

      Warmog's Armor

    If there is no seriously severe AP threat that is constantly killing you, Warmong's is another option for your last

    item slot. The health makes you tanky (and synergizes well with Grasp of the Undying if you're going tankbard).

    Mostly, though, you'll want this item for the passive, which lets you fully restore HP extremely quickly in between

    fights, letting you stay out longer without having to go back, which in turn allows you to collect more meeps, or

    push with your allies after a teamfight instead of backing to restore health.

    Generally, you don't want to back without a reason: wards, picking up items, or restoring health being most

    common. Each time you back, you're then forced to lose time travelling back to relevant parts of the map. With

    Warmog's, you will only need to B for ward-refills or item buys, saving you time and making you more relevant

    across the rest of the game.

    Rapid Firecannon vs Frost Queen's Claim

     &  

    VS

     &  

    I was trying to figure out at one point why I use the Rapid Firecannon  after someone pointed out it was rather

    atypical for a support. The item is a damage item, providing increased attack speed and critical chance- things that

    Bard  will never use much in a support capacity. By comparison, I never liked using the Frost Queen's Claim

    item, but didn't look at why .

    Why is ruby sightstone and Eye of the watchers being

    brought into this argument? There's literally no reason to

    include sightstone purchases in this argument when

    you're comparing RFC to FQC.Based on that precedent, I'm refraining from arguing this

    comparison further - That said, i'm still very happy that

    you've included this little paragraph in your guide.

    Regardless of whether or not i agree with it, it shows the

    reader that you've really put thought into your guide. -0

    http://www.mobafire.com/league-of-legends/item/frost-queens-claim-152http://www.mobafire.com/league-of-legends/champion/bard-124http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/item/eye-of-the-watchers-300http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/item/ruby-sightstone-160http://www.mobafire.com/league-of-legends/item/frost-queens-claim-152http://www.mobafire.com/league-of-legends/mastery/grasp-of-the-undying-244http://www.mobafire.com/league-of-legends/item/warmogs-armor-65http://www.mobafire.com/league-of-legends/item/spirit-visage-56http://www.mobafire.com/league-of-legends/item/locket-of-the-iron-solari-135http://www.mobafire.com/league-of-legends/item/banshees-veil-76http://www.mobafire.com/league-of-legends/item/spirit-visage-56

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    I ran some tests, comparing the two across a number of games. I compare the two based on three criterion. First,

    the usefulness of the stats provided. Second, the gold efficiency, and third, the actual game-impact of the item.

    Stats Provided

    SPOILER: CLICK TO VIEW

    Next, lets look at the items in terms of gold efficiency.

    SPOILER: CLICK TO VIEW

    Finally, the in-game use of the items- mainly a comparison of the active and triggered abilities.

    SPOILER: CLICK TO VIEW

    TLDR: The Rapid Firecannon  provides a delivery system for CC more than 10 times as regularly as the active of

    Frost Queen's Claim. The crits of the cannon provide higher damage output than the +25 AP provided by the

    Frost queen. The Attack Speed provides comparable utility (faster meeps/   Iceborn Gauntlet  procs) to the 10%item cooldown reduction, considering my build barely runs any active-effect items. The movement speed is

    comparable (though I lean towards better than) the +300 HP. Finally, the Rapid Firecannon  is almost 300%

    gold efficient over the time it would take the Frost Queen's Claim  to be 114% gold efficient. Therefore, while the

     Frost Queen's Claim  and the Ruby Sightstone  provides a better single-cast active effect, and are a more

    traditional support item combination, with Bard's Traveler's Call  and my suggested buildpath, Rapid

    Firecannon  and Eye of the Watchers is my preferred item combination.

    Early Game: Dominating the Laning Phase (Or Just Surviving It)

    Early game is Bard's weakest point of the game. His Q can be difficult to land due to minion blockage, and his spellsall start out with very high cooldowns- Caretaker's Shrine  especially starts off with a very high mana cost.

    However, against most supports, Bard can play extremely aggressively. Between thunderlords, meeps, regular

    autos, Cosmic Binding, and the damage buff by Spellthief's Edge, Bard has one of the strongest harassments

    from a utility support. You won't have the same burst as Sona, but you can not-so-slowly wither away at your lane

    opponent's HP.

    Your primary goals early game are to "stay alive," "keep your ADC alive," and "make money." Your HP regen ought

    to keep you alive, nullifying your opponent's return harassment. If you can keep your opponents on the defensive,

    they won't have the opportunity to kill your ADC or farm as well, and you can make the most possible money by

    harassing, speeding up your core-item-aquisition: so playing extremely aggressively is usually the best thing to do.

    Remember to keep your lane warded at all times.  I usually start a game with a vision ward, because againstmost opponents my harassing will cause my opponents to lose out on farm and that ends up pushing my lane. You

    If that's the case, then why does he have a weak early

    game? It seems like this section was very half-heartedly

    written. Look to put more work into it, and really show

    how to exert pressure. See the CLG vs C9 W7D2

    NALCS game if you really want to see an example of

    pressure.

    http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/ability/caretakers-shrine-708http://www.mobafire.com/league-of-legends/item/eye-of-the-watchers-300http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/ability/travelers-call-706http://www.mobafire.com/league-of-legends/champion/bard-124http://www.mobafire.com/league-of-legends/item/ruby-sightstone-160http://www.mobafire.com/league-of-legends/item/frost-queens-claim-152http://www.mobafire.com/league-of-legends/item/frost-queens-claim-152http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294http://www.mobafire.com/league-of-legends/item/iceborn-gauntlet-150http://www.mobafire.com/league-of-legends/item/frost-queens-claim-152http://www.mobafire.com/league-of-legends/item/rapid-firecannon-294

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    want to keep ward coverage out at all   times. If you or your adc dies to a gank, that is almost always 100% your

    fault as the support for not preventing that with vision. If you do not have any vision on you, communicate with

    your ADC: tell them to back up, not to push, and play more passively until the lane shifts closer to your tower.

    It may also be beneficial to specifically tell your ADC to focus on farming- not harass. You can tank the return

    trade, thanks to your HP regeneration, but your allied ADC cannot, and you are not Soraka. I've had a number

    of ADCs get baited by low enemies, and commit suicide trying to finish off the kill. Unless they can do so safely,

    your ADC ought to focus on their CS while you harass, in order to maximize your lane gold lead.

    If you start losing lane, do not continue playing aggressively!  If your lane opponents gain a dangerousadvantage over you and your opponent, do not foolishly continue to expose yourself for poke. Your regen keeps you

    alive only if you survive their return harassment, and with a shorter-than-average range Bard often has to put

    himself into danger in order to get his poke off. It is far better to not make as much money than it is to feed your

    opponent's lane.

    Meep Collection, and Bard's Gameplay Focus

    Bard's first primary statistic is his Cooldown Reduction, because while Bard's Cooldowns are fairly long, the utility

    they provide jumps massively the more often you're able to cast your spells- for example, at max rank, Cosmic

    Binding  will stun for 1.8 seconds, and the cooldown would be 3.2 seconds (@45% CDR). That's essentially a 2second stun every 3 seconds, and that can massively   impact teamfights.

    Bard's second main stat is his movement speed, and here's where meep collection comes in. Early game, before

    you have the chance to buy boots (with mastery bonus), Bard's movement speed is 340. This is rather slow. While

    Bard is the "roaming support" of LoL, you also have to remember that the longer it takes to roam somewhere, the

    less money you will be making: you can't farm (because you're the support), can't harass if you're travelling

    between lanes (where there aren't enemy champs), and you won't be getting as much experience as in lane,

    either. This is why movement speed is so important for Bard: the faster you can traverse the map to collect

    chimes, the faster you'll scale, and you'll lose out on less money and experience (because you'll be spending less

    time away from the action).

    Early game, you should not roam at all (or to collect meeps) unless

    There are several chimes close together

    Your ADC is not in lane

    Your opponents are not in lane

    You desperately need mana, and there are chimes very close to your lane, and/or

    You are heading back to lane, and there are chimes not too far out of your path.

    If your ADC dies because you are collecting meeps, then you are not doing your job properly. If you fall behind on

    items and levels because you spent too much time trying to collect meeps before you became fast, then you are

    not doing your job properly.

    The thing is with the new vision changes, this is simply

    impossible. Trinket wards last 60 seconds and

    recharge every 180 seconds, meaning that there will be

    some down time between your trinket wards.

    There are many times that you don't even need to ward

    your river. Often times, you can analyze the behavior of

    solo lanes and determine from their behavior whether

    or not the jungler is near that side of the map.As a support that neglects CS, you get to see things

    that your teammates don't that part of that is making an

    educated guess as to where the opponent jungler is. -3

    You also need to visually show your readers how to

    exert pressure in lane. These walls of text are getting

    excessive and boring for me as a guide reviewer to

    read - nonetheless a regular guide reader. -2

    Give your readers an idea of what a good 'meep goal' is

    at various times in the game. Of course these meep

    goals will vary depending on how bloody the game is

    and also how your laning phase is going, but doing this

    will give your reader an idea of how frequently they

    should leave lane to collect meeps.

    You may also want to give your readers some quizzes by

    taking snapshots of your bot lane + minimap and asking

    your reader "Is this an opportune time to grab meeps?"-4

    http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/champion/soraka-8

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    Don't worry about losing out on chimes- they last, remember, 10 minutes each. It is not uncommon to end the

    laning phase with only 10/15 chimes, but jumping by 10 or even more in a single sweep of your jungle.

    ----

    Mid Game

    is where Bard truly begins to thrive. After laning phase, members of both teams start to roam, looking for

    openings and advantage. Remember: time spent roaming is time not spent getting money. Take advantage

    of people roaming to do most of your own roaming: by now you ought to have boots, and so your goal is to

    collect as many meeps as you can, while looking for opportunities to lead your team ahead. Your

    Tempered Fate  and Magical Journey  can both be used extremely efficiently to catch an opponent (ormore) out of position and net your team some kills.

    DO NOT FORGET TO KEEP WARDING.  My build uses the Blue Trinket instead of the red, because I

    believe that having vision is far more important than denying your opponent vision. Vision saves lives.  If 

    you know where the enemy is, then you can collect chimes safely, the enemy cannot ambush you or your

    allies, and you will know where to go in order to catch people out. Warding is an incredibly important

     job: you ought to have more than 3 wards out at all time, and especially   make sure you have

    eyes on Baron.

    Late Game

    The longer the game goes on, the stronger Bard becomes. His meeps begin to do some serious damage (to

    non-tanks (since Bard doesn't build penetration)), and you are tanky enough that you can potentially 1 v 1

    an enemy carry. With your CDR, mobility, and CC, if you can catch an enemy for your team, they'll

    probably die. Late game, Bard's role is that of initiator, and of peeler. Use your Tempered Fate  and/or

    Cosmic Binding  to either set up fights, or peel your team out of fights. Remember that you need to protect

    your allies as much as you need to set up kills: if your AD or APC needs help because they're being dived, it

    is as much your job to save them as it is for you to lock down the opponent's carries, if not more so. Let

    your team's tank dive their backline if need be, in order to save your carry's lives.

    Late game, the best time to collect chimes is after a successful teamfight, and/or after most of each team

    has gone back. Bard does next to no damage to towers, so in many cases it would be better for you to let

    your allies push while you collect chimes, in order to continue your infinite scaling and make a larger

    impact on the next fight.

    Teamfights: To Peel, or to Lock Down?

    Bard has the ability to peel or lock down enemy carries equally efficiently. The question is, then, which takes

    priority under which circumstances?

    In order to answer that question, you must first consider these conditions.

    Where are the enemy carries?

    If your opponent's carries are not in the teamfight, where are they? You should never initiate a fight

    If this part of the game is where bard's suupposed

    power spike is, then why are there only two paragraphs

    written on this section of the guide? This should be the

    apex of your guide. -7

    Also, these blocks of text are seriously becoming really

    difficult to read. Look to experiment with images, andalso [table]s to make your points easier to read.

    You may also want to head to the artist's corner and get

    some nice dividers for yourself, since the dividers that

     jhoijhoi includes in her guide to making a guide are

    kinda shitty.

    Your build has 2 defensive items (2 armor/health, 1

    MR). That's not exactly very tanky against a carry withlifesteal and penetration.

    Show an example of yourself catching an opponent

    carry.

    Really explicitly state which of these roles take

    precedence. Does Peeling assassins from your carries

    takes higher precedence than initiating a fight?.

    .

    .

    .

    .

    .

    ..

    .

    Ah - you answer that here. So if you answer my

    question here, then what was the point of your late

    game paragraphs? I didn't really get a meaningful

    message out of that section...

    http://www.mobafire.com/league-of-legends/ability/cosmic-binding-707http://www.mobafire.com/league-of-legends/ability/tempered-fate-710http://www.mobafire.com/league-of-legends/ability/magical-journey-709http://www.mobafire.com/league-of-legends/ability/tempered-fate-710

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    without vision of surrounding bushes: else an enemy carry could jump your carries after the fight

    has started. Master Yi  especially is great at cleaning up fights.

    If the enemy carries are towards the front of their lines, then they are out of position, and you

    would do well to initiate a fight against them. If their carries are on a different part of the map, you

    could initiate to push advantage. If their carries are towards their backlines, or not visible, then it is

    better to play safer.

    Where are your carries?

    If your carries are towards your frontline, then they are out of position and you had best save them

    from their own recklessness- focus on peel. If your carries are towards the back, then they'rerelatively safe and don't need peeling. If your carries are diving in, then do what you can to keep

    them alive so that they can do what they're trying to do (or survive, if what they're trying to do is

    ill-advised).

    How far ahead is your team- is the enemy likely to try kiting you, or push against you?

    If your team has a large advantage, the enemies will most likely kite your team in a fight, in order

    to best protect their carries. In this instance, you can go aggressively ham, and lock down

    whomever you can for kills, reasonably safe in the knowledge that your opponents will fall back

    instead of reacting with damage. If your team is at the disadvantage, however, then the opponents

    will most likely be pushing against/diving your carries, in which case it would be better to save some

    of your CC for a counter-engage/peel, as YOUR team kites for survival.

    How dangerous are your carries/how important are they to the teamfight?A carry is a carry, but sometimes they're not carrying. A 0/10 ADC is not very dangerous, will

    contribute little to the fight, and give little gold when they die. If your carries are doing nothing,

    there is little point in using your CC to save them, when you could instead lock down the opposing

    carries and help your tank/bruiser kill your opponent's carries and stop the fight.

    How dangerous are the enemy carries?

    If your opponents carries are behind, then it might be better to peel off your opponents

    tanks/bruisers. If your opponent's carries are ahead, then locking them down ought to take priority:

    this would also double as peeling for your team.

    How much health/mana do you have?

    If you are low on health and/or mana, you ought to peel, every time. Initiating/diving their carries is

    a dangerous job that will take a toll on your odds of surviving. When you're low, it is better to flit

    about the edges of the fight and survive, CCing the enemies as safely as you can without dying.

    If you fall behind...

    Some opponents (   Blitzcrank, LeBlanc, Quinn, Akali, etc) have a very high snowball potential. Whether

    it is your fault or not, you won't be able to win every game, and sometimes you may find yourself on a team that is

    falling behind.

    If your opponents are dominating the game, your top priority is to deny them money. Use your CC to deny the

    opponent's money, and peel out your allies as often as you can.

    Okay first of all, you need to really clarify and

    differentiate between assassins and carries. You should

    always initiate a 5v4 fight if you know your opponent

    ADC is somewhere else on the map.

    You shouldn't necessarily initiate a 5v4 fight if you know

    that your opponent ASSASSIN cannot be seen, and

    may be in a position to easily flank your carries. Thissmall difference can SERIOUSLY mislead your readers

    -5

    Give your readers an idea of what % health threshold

    you should be at before you leave the front line and

    help your team through your continued utility?

    Also look to give your readers a tutorial on identifyingand playing around flanks in team fights.

    I don't understand the point of this section. can you

    expand on exactly how you deny your opponents

    money without getting caught? Perhaps give anexample

    http://www.mobafire.com/league-of-legends/champion/akali-50http://www.mobafire.com/league-of-legends/champion/quinn-111http://www.mobafire.com/league-of-legends/champion/leblanc-63http://www.mobafire.com/league-of-legends/champion/blitzcrank-34http://www.mobafire.com/league-of-legends/champion/master-yi-3

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    Nomatter which build you originally aimed for, if your opponents get ahead you want to start building tank  as

    soon as you can: specifically aiming for resistances that would protect you against their main carr(ies).

    Be careful collecting chimes. While chimes largely define Bard's late game potential, they are not worth dying

    for when they're further ahead than you. Save chime collection for when you have eyes on the enemies

    somewhere else, collect as many as you can, and go B immediately. Do not roam without vision.

    If your team falls behind, your goal is the late game. The longer the game goes on, the more your team can catch

    up in items. Nomatter how much gold your opponents get, they cannot get more than 6 items each. It is your job

    to try to stall the game out as long as possible. Once your team gets some more items, your opponent's lead willdiminish until you are on square footing again.

    AP Bard

    AP Bard is an option, though it is a very niche pick- by which I mean that it CAN work, but you probably do not

    want to make this a regular pick in ranked. The advantage is that Bard's meeps plus Lich Bane  and Luden's

    Echo  and Nashor's Tooth  can do some serious damage late game, and few will expect it to come from the

    Support. As a downside, you will be very squishy, and you'll be relying heavily on Bard's natural utility early game.

    Your kit doesn't stop providing utility just because you do damage, and with damage added in you can be

    surprisingly dangerous.

    Don't get the wrong idea, however. Even as a support-APC, Bard is still   a utility-based champion, and your priorities

    throughout the game will not   change. The difference is that in locking down an enemy, or peeling them, you might

    chunk them at the same time.

    Don't forget, though, if your opponents draw ahead, build tank immediately . Bard has a rather mediocre range. If 

    the enemy team gets ahead, your squishiness and lack of range will probably kill you more often than not. It is far

    better to resort to non-damage and survive, peeling out your team, than it is to keep trying to chunk the enemy

    and out-damage them when they have a significant advantage.

    The Proof's in the Pudding

    Here are some example games where I show these builds. In these videos you will be able to see examples of 

    ability useage, meep collection, warding, and the lane phase (and why HP Regen runes are extremely helpful on

    that front).

    In this video, I start out planning to build the standard Agro build. However, the enemy Talon started to snowball,

    causing me to switch and start building tanky instead, until we were able to turn it around.

    Include how/where to ward where behind.

    Also, include a tutorial on how to ward when even, and

    ahead too.

    I'm of the opinion that if you don't advise a pick more

    than 5% of the time, it'll do more harm to your reader

    than it would do help them. I'd personally take this

    section out of the guide.

    I haven't watched these videos, but you should outline

    and reiterate some of the things that you find important

    in these games (WHEN, where do you ward? How do

    you know it's safe to ward there?)

    Reiterate how you position in team fights to minimize

    the threat of your ADC being assassinated. Spoon feed

    this kind of important information to your readers. Don't

     just dump a couple games in a youtube video and

    expect your readers to get all the meaningful things you

    did from watching that video.

    http://www.mobafire.com/league-of-legends/item/nashors-tooth-84http://www.mobafire.com/league-of-legends/item/ludens-echo-283http://www.mobafire.com/league-of-legends/item/lich-bane-74

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    2016 02 03 23 23 36 ses

     

    In this game, I went full ham and built AP. Unfortunately, we won lane so hard that their Graves started borderline

    feeding- and the graves was playing poorly in general. At the end of the match I had dealt the most damage to

    champions on my team.

    2016 02 04 14 13 51 ses

    Changelog

    2016-02-03: Published Guide

    2016-02-04: Added "Proof's in the Pudding" Chapter, and the APBard + Aggro/TankBard videos.

    2016-02-22: Fixed some spelling errors, minor formatting edits, minor expansions in a couple areas.

    2016-02-27: Added some clarification to the Locket of the Iron Solari, prioritizing it over

    http://www.mobafire.com/league-of-legends/item/warmogs-armor-65http://www.mobafire.com/league-of-legends/item/warmogs-armor-65http://www.mobafire.com/league-of-legends/item/warmogs-armor-65http://www.mobafire.com/league-of-legends/item/locket-of-the-iron-solari-135https://www.youtube.com/watch?v=ENAacBmXODQhttps://www.youtube.com/watch?v=aDFWCsvUKps

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    MOBAFIRE & LEAGUE OF LEGENDS

    MOBAFire is a strategy guide tool and community for League of 

    Legends, an online battle arena style game based on Defense of 

    the Ancients, a popular mod for Warcraft 3.

    LoL fans are encouraged to explore our vast library of usergenerated champion build guides to enhance their battlefield

    strategy. Learn new, effective, winning strategy from players

    dominating the field.

    League of Legends is a team based, real time strategy game set

    in a mythical world of swords & magic where epic battles decide

    the fate of mystical nations. Game players take on the role of a

    Summoner who conjures and controls champions to fight for them

    at the Institute of War. During game play champions gain

    experience and items to enhance their skills and abilities. How

    players develop and play their champions can be the difference

    between a crushing defeat or a glorious victory!

    LEAGUE OF LEGENDS CHAMPION

    Aatrox

    Ahri

    Akali

    Alistar

    Amumu

    Anivia

    AnnieAshe

    Azir

    Bard

    Blitzcrank

    Brand

    Braum

    Caitlyn

    Cassiopeia

    Cho'Gath

    Corki

    Darius

    Diana

    Dr. Mundo

    Draven

    EkkoElise

    Evelynn

    Ezreal

    Fiddlesticks

    Fiora

    Fizz

    Galio

    Gangplank

    Garen

    Gnar

    Gragas

    Graves

    Hecarim

    Heimerdinger

    Illaoi

    Irelia

    Janna

     GUIDE DISCUSSION (2)

    Warmog's Armor, and adding to some item explanations.

    2016-02-28: Fixed more typoes, added more in-depth defense of Farsight Alteration  over

    Oracle Alteration.

    2016-02-29: Added Boots of Mobility  to the items list as a viable option.

    2016-03-01: Added chapter: "Rapid Firecannon vs Frost Queen's Claim]]

    http://www.mobafire.com/league-of-legends/item/boots-of-mobility-86http://www.mobafire.com/league-of-legends/item/oracle-alteration-313http://www.mobafire.com/league-of-legends/item/farsight-alteration-312http://www.mobafire.com/league-of-legends/item/warmogs-armor-65http://www.mobafire.com/league-of-legends/build/bard-playmaker-of-the-century-450559/discussionhttp://www.mobafire.com/league-of-legends/janna-guidehttp://www.mobafire.com/league-of-legends/irelia-guidehttp://www.mobafire.com/league-of-legends/illaoi-guidehttp://www.mobafire.com/league-of-legends/heimerdinger-guidehttp://www.mobafire.com/league-of-legends/hecarim-guidehttp://www.mobafire.com/league-of-legends/graves-guidehttp://www.mobafire.com/league-of-legends/gragas-guidehttp://www.mobafire.com/league-of-legends/gnar-guidehttp://www.mobafire.com/league-of-legends/garen-guidehttp://www.mobafire.com/league-of-legends/gangplank-guidehttp://www.mobafire.com/league-of-legends/galio-guidehttp://www.mobafire.com/league-of-legends/fizz-guidehttp://www.mobafire.com/league-of-legends/fiora-guidehttp://www.mobafire.com/league-of-legends/fiddlesticks-guidehttp://www.mobafire.com/league-of-legends/ezreal-guidehttp://www.mobafire.com/league-of-legends/evelynn-guidehttp://www.mobafire.com/league-of-legends/elise-guidehttp://www.mobafire.com/league-of-legends/ekko-guidehttp://www.mobafire.com/league-of-legends/draven-guidehttp://www.mobafire.com/league-of-legends/dr-mundo-guidehttp://www.mobafire.com/league-of-legends/diana-guidehttp://www.mobafire.com/league-of-legends/darius-guidehttp://www.mobafire.com/league-of-legends/corki-guidehttp://www.mobafire.com/league-of-legends/chogath-guidehttp://www.mobafire.com/league-of-legends/cassiopeia-guidehttp://www.mobafire.com/league-of-legends/caitlyn-guidehttp://www.mobafire.com/league-of-legends/braum-guidehttp://www.mobafire.com/league-of-legends/brand-guidehttp://www.mobafire.com/league-of-legends/blitzcrank-guidehttp://www.mobafire.com/league-of-legends/bard-guidehttp://www.mobafire.com/league-of-legends/azir-guidehttp://www.mobafire.com/league-of-legends/ashe-guidehttp://www.mobafire.com/league-of-legends/annie-guidehttp://www.mobafire.com/league-of-legends/anivia-guidehttp://www.mobafire.com/league-of-legends/amumu-guidehttp://www.mobafire.com/league-of-legends/alistar-guidehttp://www.mobafire.com/league-of-legends/akali-guidehttp://www.mobafire.com/league-of-legends/ahri-guidehttp://www.mobafire.com/league-of-legends/aatrox-guide

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