Bard can roam and come back to lane quickly without losing much XP because of
's bonus movespeed and XP upon collecting Chimes.
Don’t get baited by following
. He can easily land
when you get out.
Champions are still targetable inside
's tunnel. Displacements will push them out.
duration is 2.5 seconds, similar to
. It can affect any unit in the game, except Inhibitors and the Nexus.
on a turret as Rift Herald is charging into it will prevent the turret from taking damage.
Excels in trades once he has collected 5 Chimes, slowing on-hit with a Meep. At 15 Chimes, each Meep attack will affect all units in a cone behind the target. Bard becomes innately stronger with every 5 Chimes collected.
Bard can place up to three
's, giving him and his allied laner a huge health lead after trades end, and can even be used as a speed up to chase down kills.
Bard can easily set up ganks by walking out of vision and using
on a wall to gap close with his ganking teammate.
can be used in the alcove towards his outer turret to escape ganks.
is just as effective when roaming to set up his own ganks with
With good timing, Bard can guarantee a
's effect ends.
Deals extremely low damage once
and his Meeps are used.
Bard is very squishy with only
as an escape. It has a 22 second cooldown at level 1, so there will be a large window of opportunity to repeat gank him.
A poorly timed
can singlehandedly ruin a teamfight for Bard's team.
Collapsing on Bard and forcing him to use
before fights can severely impact his effectiveness.
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