Wait... AD Bard in toplane? Are you trolling? Of course not. If you are unsure please read the section "Why Bard?" below.
Hi everyone! I'm Pamiclo, from EUW server and this is my Toplane AD Bard's guide. First of all, I want to thanks Picc (NA server) for making this guide possible. He inspired me and he taught me a lot of things. So, let's get started.
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Flat ad marks and quints are the best option for laning fase, you can farm and poke your oponent better.
The crit chance mark is great in early game. If you are lucky you will get one or two crits and a good amount of damage into the enemy laner.
Flat armor seals and magic resistance glyphs give you enough defense for the laning fase, combined with your W you'll have a lot of sustain.
SORCERY -> It gives you +0,4% increased Ability damage. It amplifies the damage that you deal to the enemy, also it combines well with your Q, empowered AA, the sheen and so on.
FEAST -> Just more sustain in lane. You can go Double edge sword, but in certains match-ups you will suffer a lot and Bard is squishy.
NATURAL TALENT -> Your damage is hybrid and this mastery gives you good stats.
OPPRESSOR -> It matches perfectly with the slow of your meeps and your Q.
WANDERER -> You are Bard, one of the best roamers in the game, if not the best. Wanderer gives you more speed to roam.
ASSASIN -> It increase your damage as you are alone in the toplane.
MEDITATION -> Meditation is for mana sustain. You can go Merciless if you want, but care about your mana pool.
INTELLIGENCE -> You want to have your abilities as fast as you can to deal more damage since you use Spellblade's passive from the Trinity Force.
THUNDERLORD'S DECREE -> It is the best option. You gain a lot of burst with this mastery. Stromraider is useless and Windspeaker could be viable if you were support.
Flash is good for everything. You can use it both aggressively and passively.
Teleport allows you to back faster to line and also to make some plays anywhere in the map. Just care about using it in other lanes. You need to ask you if they play will be worth it or not.
Again, Flash is good for everything. You can use it both aggressively and passively.
Since TP nerfs and the changes in the jungle (you can't get lv 2 with one camp) you can run this summoner spell. High risky, high reward. I don't recommend this set vs hard match-ups because you can't get to line fast.
ANCIENT CHIMES: Bard's presence causes magical chimes to appear. They do it at random locations and collecting one chime grants Bard a 15% bonus of movement speed out of combat which lasts for 7 seconds and can be stacked 5 times + 20 +( 1 per minute after 5 minutes) of experience and 12% of maximun mana.
MEEPS: Bard's presence attracts magical spirits known as Meeps. Each Meep empower Bard's AA consuming 1 Meep per AA and dealing 30 - 465 (based on Chimes) (+ 20 per 5 chimes collected after 150) (+ 30% AP) bonus magic damage. At 5 chimes, Meeps slows down for 25%, up to 80% at 145 chimes. At 25 Chimes they splash the damage around the main target and in a cone behind them, with the cone's size increasing at 65 Chimes. Meeps spawn every 8 / 7 / 6 / 5 / 4 seconds and Bard can keep up to 1 / 2 / 3 / 4 of them at a time. Meeps also applies spell effects as a single target ability what makes Bard's AA very strong.
Bard fires a missile which will slow the first enemy struck, and continue onward. If it strikes a wall, it will stun the initial target; if it strikes another enemy, it will stun them both.Bard fires an energy bolt, dealing 80/125/170/215/260 (+65% Ability Power) magic damage to one or two enemies. The first target hit will be slowed by 60% for 1/1.2/1.4/1.6/1.8 second(s).If the bolt hits another enemy or a wall, any enemies hit are stunned for 1/1.2/1.4/1.6/1.8 second(s).
This is your main ability with Bard and the first to level up. Remember to hit the enemy and another unit o wall to stun it.
Reveals a healing shrine which powers up over a short time, disappearing after healing the first ally that touches it.Bard raises a health shrine that immediately offers 30/60/90/120/150 (+30% Ability Power) health, but restores up to 70/110/150/190/230 (+60% Ability Power) health as it gathers power for 10 seconds. The shrine's effect also grants 50% decaying movement speed for 1.5 seconds. Bard can have up to 3 shrines active at once, which remain until visited by an ally champion or crushed by an enemy champion.
This ability will give us sustain in lane. We level up it at the last place because it gives slightly strong heals and is more worth to level up secondly. It gives vision of the map for a very short time. Don't face check bushes, use your W instead.
Bard opens a portal in nearby terrain. Allies and enemies alike can take a one-way trip through that terrain by moving into the portal.Bard opens a one-way corridor through nearby terrain. Both allies and enemies can use the corridor by right-clicking on any part of it while near its entrance, with allies travelling 10/20/30/40/50% faster than enemies.The corridor disappears after 10 seconds.
This is one of the strongest abilities in the game. It allows you to roam anywhere very fast. We max it second because the Cooldown is reduced and the travelling speed is increased. You can use it when you are silenced. Once you get into the portal you cannot leave it unless an enemy like Blitz, Thresh or Vayne hit you. It's very fun to see how enemies chase you through the Magical Journey and you stun and kill them after.
Bard sends spirit energy arcing to a location, putting all champions, minions, monsters, and turrets hit into stasis for a brief time.Bard sends magical energy arcing to a target location. On impact, all champions, minions, monsters, and turrets in the target area are put in stasis, becoming invincible, untargetable, and unable to act for 2.5 seconds. Epic monsters are also put into stasis, despite normally being immune to disables. This ability doesn't affect to the nexus, inhibitors and towers protected by other towers or inhibitors.
Max the ability at 6/11/16. It's a free Zhonya. You can do awesome plays or just condemn your team to lose the game.
HERE you can see all the info you need to know how Bard's abilities work. I tried to sum up a bit all this info, adding some other stuff.
You will usually start with a Doran's blade, a Health potion and the yellow Trinket.
Doran gives you sustain and damage, however you only have 1 potion but with the W the sustain is enough.
When you face someone like Kennen, Doran's shield is good for not getting destroyed in the early game.
PINK WARD -> Vision is the most important thing, remeber to use your wards and to buy pinks. They eliminate the enemy's vision and also allow you to fight some assassins like akali, vayne and so on. They only cost 75 g. Buy them.
TRINITY FORCE -> This is your first core item. It gives you a lot of good stats. Try to get it as soon as possible. With its passives your AA deal more damage. The health and mana are good for sustain and the attack speed makes your clear wave easier.
BOOTS OF SWIFTNESS -> Those are the standard boots. More mobility, more roaming potencial. If the enemy team is full AD I would consider picking Ninja Tabi.
ESSENCE REAVER -> An expensive item with damage and crit chance. It fits very well with rapid fire cannon because it will give you more CDR. Also this item has a mana sustain passive.
RAPID FIRECANNON -> Attack speed, critical chance and movement speed for more roaming potential. Thanks to this object you will gain max CDR. It's passive is good for increasing the burst damage and also its bonus Range is awesome when you chase people with low health.
DEAD MAN'S PLATE -> If you need armor and health this is a good option. It doesn't empower your AA because you are ranged but it gives you movement speed. However you can buy Randuin's Omen if the enemy team has a lot of champs with crits like
ZZ'ROT Portal -> I love this item. It pressure's the enemy team and gives you armor and magic resistance. The minions that Voids kill give you the gold. In some games I've paid nothing for the ZZ'Rot as I got a lot of gold from other lanes (it was a long game). This item gives you more movement speed near turrets, fallen turrets and void gates, I like this.
BANSHEE'S VEIL -> If you need magic resistance buy this item. The health is good and its passive it's awesome especially in late game vs champions like . It also blocks the nearsight from 's Paranoia and the damage of the dash.
MAW OF MALMORTIUS -> Buy this item if the enemy team has ap burst champions like or
ELIXIR OF IRON -> I really like to be giant. Also the health and the Tenacy are good stats. The passive gives your allies more movement speed, combined with your E you will travel very fast around the map.
Your first two chimes will spawn at 0:35 seconds. You should pick them because you will get the same xp that one minion. At 1:25 the third chime will spawn; if it's near your line, don't get it as it will give you mana, if it's far away from you, get it and return to line.
Your main goal is to get Trinity as soon as possible. In early game you will need to farm but also you have to poke the enemy. Not all the match-ups are the same, we will see them later. Your main combo is Q + empowered AA, that will activate Thundlerlord's Decree and a good amount of the enemy's health will disappear. You should poke him when he is going to farm a minion (look at the enemy's wave), after that, go to the bush to lose minion's aggro.
You should have Trinity force and his tower destroyed or not. Try to roam always that there is an opportunity: the wave is pushed and the enemy has a bad clear wave, he has backed to base... Remember to ward, because if you don't have vision of the enemy team, they can catch you out of position and this will punish your team.
Group with your team, continue warding, you have a lot of escapes, but you don't need to waste them because you were alone in the map. You can catch some squishys and kill them easily, but care, because if you don't have vision the enemy team will colapse you.
I will explain your role in team fights below.
You can't be the front line because you are not a tank. You have some defensive stats and a good amount of damage so you must be in the backline. You can peel for your adc and for yourself with your abilities. Just try to use the Spellblade everytime it isn't on CD. I mean, if you land a Q, use your AA, after 1.5 seconds, use your W and continue autoattacking.
However, if you are very fed you can flank them and burst their adc or ap carry. This is risky, but if you do it well you will be instantly 5vs4. If you are gonna die, try to land Tempered Fate on yourself and wait your team.