Bard

Bard

Support Build, Runes, Items · Patch 26.9

S Tier Win Rate 51.7% Pick Rate 8.4% Ban Rate 22.4% Role Support Games 1278 Patch 26.9
Patch: 26.9
Tier S
Win Rate 51.7%
Pick Rate 8.4%
Ban Rate 22.4%
Matches 1278
Bard is not a support who stays with his ADC — he is a roaming force of nature who can be anywhere on the map at any moment, and enemies never know which direction the next threat will come from.
RUNES
WR 52.26% PR 93.43% Games 1194
Domination
Domination
Electrocute
Dark Harvest
Hail of Blades
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter
Inspiration
Inspiration
Hextech Flashtraption
Magical Footwear
Cash Back
Triple Tonic
Time Warp Tonic
Biscuit Delivery
Cosmic Insight
Approach Velocity
Jack Of All Trades
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
WR 42.86% PR 4.93% Games 63
Sorcery
Sorcery
Summon Aery
Arcane Comet
Stormraider's Surge
Deathfire Touch
Axiom Arcanist
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm
Inspiration
Inspiration
Hextech Flashtraption
Magical Footwear
Cash Back
Triple Tonic
Time Warp Tonic
Biscuit Delivery
Cosmic Insight
Approach Velocity
Jack Of All Trades
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
Items

Starting Items

Games 97 PR 8%
Item 2003
Item 1028
Item 3066
Item 1029
Games 81 PR 6%
Item 2003
Item 1028
Item 1029
Item 3066

Build Order

Item 1028
Item 3067
Item 1029
Item 3742
Item 3877
Item 3190
Item 2524
Item 3222

Completed Items

Item 3877
Item 3190
Item 3742
Item 3067
Item 2524
Item 3222

Situational Items

Item 1033
Item 3066
Item 1031
Item 2022
Item 1052
Item 1001
Item 3114
Item 1004
Ability Max Order Q > W > E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
Q
Q
Q
Q
Q
W
W
W
W
W
W
E
E
R
R
R

Overview

Bard is one of the most unique and unconventional support champions in League of Legends, built around a playstyle that actively encourages leaving your own lane to create opportunities across the entire map. Unlike traditional supports who stay close to their ADC at all times, Bard's entire kit is designed for constant movement — his W shrines heal allies passively without him needing to be present, his E tunnel lets him create paths through terrain that no other champion can use, and his passive encourages him to collect chimes scattered across the map for stacking power. His ultimate, Tempered Fate, freezes all targets in a large area in stasis for a duration, which is simultaneously one of the most powerful and most dangerous abilities in the game — used correctly, it can isolate enemy carries, interrupt an enemy channel, stop a Baron steal, or protect an ally from burst damage; used incorrectly, it can freeze your own team at the worst possible moment and give the enemy a free fight. Bard rewards players who think multiple steps ahead, read the map constantly, and have the confidence to leave their ADC alone while roaming to create advantages elsewhere. In the hands of such a player, Bard makes every lane feel his presence and creates chaos the enemy team simply cannot plan around.

Strengths

  • Exceptional roaming potential combined with W shrines that continue healing allies even when Bard is far away from lane, allowing him to create map pressure without completely abandoning his ADC to fend for themselves
  • Magical Journey tunnel creates movement options that no other champion can use — flanking angles, escape routes, rotation paths, and surprise engage paths through terrain that the enemy team has no ability to anticipate
  • Tempered Fate is one of the most versatile ultimates in the game, capable of stopping a Baron steal, isolating a carry, protecting an ally from a kill attempt, or interrupting an entire enemy engage before it happens
  • Cosmic Binding provides reliable crowd control that can chain stun through a second object — a Q that hits two targets or hits an enemy into a minion, wall, or ally structure adds a second guaranteed stun duration
  • Chime collection provides a stacking power system that scales Bard's damage, healing, and movement speed throughout the game, rewarding consistent map movement with steadily increasing impact across all phases

Weaknesses

  • Tempered Fate is the most dangerous ability on the entire team — a mistimed ultimate that freezes your own frontline, ADC, or key ally at the wrong moment can instantly lose a fight by removing your team's ability to act
  • Roaming too frequently or too early leaves the ADC alone in a disadvantageous matchup, creating a situation where both the ADC dies to a dive and the roam accomplishes nothing, which is one of the most punishing mistakes Bard can make
  • Requires strong game sense to execute consistently — knowing when to leave lane, when to return, where to tunnel, and when to use the ultimate correctly involves a level of macro understanding that takes significant time to develop
  • Less reliable in straight front-to-back teamfights where his toolkit provides limited peel compared to traditional supports like Lulu or Thresh who can react more immediately to threats against their carry
  • Chime dependency can pull him away from fights at inopportune moments — the temptation to collect chimes around the map can create situations where Bard is farming chimes when his team needs him to participate in a fight

Early Game

Bard's early game is a careful balance between establishing lane presence, placing shrines strategically, and identifying the earliest possible window to roam without abandoning your ADC to die. The first priority when you get to lane is to place your first W shrine in a location where your ADC can step onto it for healing without walking into danger — typically just inside your tower range or at the edge of the lane brush. From there, trade carefully with your Q when the enemy mispositions, and use your passive movement speed boost from collecting chimes to maintain pressure in the lane while watching for roam opportunities. The rule of thumb for roaming is this: do not leave unless the wave is either pushed far enough that your ADC can safely farm under tower, or you have clearly communicated and the ADC is prepared to handle the lane alone for a brief period. When you do leave, your E tunnel can create approach angles for jungle paths that the enemy mid laner or jungler does not expect. The goal in this phase is not to snowball kills — it is to collect chimes consistently, place shrines proactively, and build toward your first roam opportunity that creates a meaningful advantage for your team.

Mid Game

Mid game is where Bard becomes his most impactful version, because the combination of chime stacks giving him meaningful power, items providing movement speed, and the map opening up for roaming creates the perfect conditions for his playmaking style. The most valuable habit to develop in this phase is identifying which lane has the most potential for a meaningful gank given current vision, enemy position, and ally crowd control availability. Before committing to a roam, check: where is the enemy jungler, does your target have Flash available, does the ally in that lane have follow-up crowd control, and is the wave in a position that will not result in a disastrous crash while you are away. If these factors align, use E to create an unexpected approach path, lead with Cosmic Binding through terrain for the chain stun, and follow with your auto attack and Electrocute combo for maximum burst. Around Dragon and Rift Herald, position your tunnels in advance of the fight rather than reactively — a tunnel placed before the fight starts gives your team and the enemy team new movement options that can dramatically change how the fight unfolds. Save Tempered Fate for the exact moment it will have maximum impact in objective fights rather than using it casually.

Late Game

Late game is where Bard's ultimate becomes the most high-stakes ability in any fight — a Tempered Fate that lands correctly can instantly decide the outcome of the game's most important fight, while one that lands incorrectly can throw it with equal certainty. The fundamental rule for using Tempered Fate in late game teamfights is to never use it reactively without a clear plan for what your team will do during the stasis duration. The best uses are: catching the enemy ADC or mid laner who has stepped out of position before the fight fully starts, stopping a Baron steal by freezing the enemy when they have started it, freezing the enemy frontline at the moment your team's engage hits so their carries are alone, or protecting an ally who is about to be killed by a burst combo. The worst uses are: using it on an enemy tank who is already in your frontline without achieving any separation, using it when your own team's engage support is about to land a key ability, or panicking and using it when the fight is going well. Between fights, continue collecting chimes and placing shrines proactively, because Bard's late game power is directly tied to his chime stack count, and a Bard with maximum stacks is significantly more powerful than one with average stacks.

Tips & Tricks

  • Cosmic Binding stuns through a second object — aim it through minions, walls, and ally structures to chain the stun onto a second target or extend the stun on the first. A Q fired into a minion wave that hits two enemies stuns both of them, and a Q that hits an enemy into a wall adds a second stun duration on top of the first.
  • Magical Journey can be used offensively to create flanking angles the enemy does not anticipate, defensively to escape through terrain that would otherwise trap you, and strategically to give your team a rotation path that arrives at a fight from an unexpected direction. Place tunnels before fights start rather than reactively during them for maximum value.
  • W shrine placement is an underrated skill — placing shrines along common jungle paths, in the fog of war near objectives, and at chokepoints that allies will walk through creates passive healing that requires no additional input. A well-placed shrine heals multiple allies multiple times without Bard needing to be present.
  • Tempered Fate requires practice to use instinctively — the best way to learn it is to identify specific scenarios where it would have won a fight in replay, then actively look for those same scenarios in future games. The most important concept is that it freezes allies too, so using it when your team is already in the middle of fighting almost always creates more problems than it solves.
  • Collect chimes consistently throughout every game, even in the late game — each chime adds to Bard's damage, shrine healing, and movement speed, and the difference between a Bard with many stacks and one with few is dramatic. Routing your movements around chime locations during rotations costs very little time and adds significant power over the course of a full game.

For official ability details and lore, visit the official Bard page and the Bard Wiki.