Win 50.4% • Pick 4% • Ban 0.5%
Win 51% • Default build
Best runes for the selected Bard build:
Passively causes magical chimes to spawn, which Bard can collect to gain experience, mana, and a burst of speed. Also buffs auto-attack damage over the course of the game.
Bard fires a missile that slows the first enemy struck and passes through it. If it hits a wall will stun that enemy, and if it hits another enemy it will stun both.
Generates a healing shrine which disappears after healing the first ally that touches it.
Opens a portal in nearby terrain that allies and enemies can take for a one way trip to the other side. Allies + Bard travel at an increased speed.
Bard shoots a long-range AOE that puts everything inside (including allies and turrets) in stasis for a brief period.
Utilising your Magical Journey is key to roaming and setting up ganks for your Jungler. Use your E from out of vision to make landing your Q and an auto attack easier.
Use your Q on the enemy to slow them, then use an empowered auto to deal lots of damage. You can use your Q while they're near a minion for a stun instead of a slow.
Use your Ultimate to put the enemy in stasis. Reposition so you're able to land a stun with your Q and then finish the combo up with an auto attack.
All this information will be available in
the brand new "Guide" tab.
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