
Bard Build
the Wandering Caretaker
A traveler from beyond the stars, Bard is an agent of serendipity who fights to maintain a balance where life can endure the indifference of chaos. Many Runeterrans sing songs that ponder his extraordinary nature, yet they all agree that the cosmic vagabond is drawn to artifacts of great magical power. Surrounded by a jubilant choir of helpful spirit meeps, it is impossible to mistake his actions as malevolent, as Bard always serves the greater good... in his own odd way.
Bard Support Build
The most played Bard Support build on patch 26.21 runs Electrocute with Cheap Shot, Deep Ward and Relentless Hunter, plus Celerity and Scorch from the secondary tree. Take Flash and Ignite. Start with Health Potion, then build Bloodsong, Boots of Swiftness and Dead Man's Plate, followed by Locket of the Iron Solari, Bandlepipes and Redemption. Max Q (Cosmic Binding) first, then W (Caretaker's Shrine), then E (Magical Journey). It has a 48.5% win rate and a 3.1% pick rate.
Runes
Primary
Electrocute
Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage. Damage: 70 - 240 (+0.1 bonus AD, +0.05 AP) damage. Cooldown: 20s 'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Cheap Shot
Deal bonus true damage to enemy champions with impaired movement or actions.
Cheap Shot
Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level). Cooldown: 4s Activates on damage occurring after the impairment.
Deep Ward
Your wards in the enemy jungle are Deep, gaining Health and Duration. Level 9: Wards in the river are also Deep.
Deep Ward
Your wards in the enemy jungle are Deep. Deep wards gain +1 extra Health and +[30 - 45]s increased duration (+[45 - 150]s for Trinket stealth wards). Level 9: Wards in the river are also Deep.
Relentless Hunter
Unique takedowns grant permanent out of combat MS.
Relentless Hunter
Gain 8 Move Speed out of combat per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Secondary
Celerity
All Move Speed bonuses are 7% more effective on you and gain 1% Move Speed.
Celerity
All movement bonuses are 7% more effective on you and gain 1% Move Speed.
Scorch
Your first damaging ability hit every 10s burns champions.
Scorch
Your next damaging ability hit sets champions on fire dealing 20 - 40 bonus magic damage based on level after 1s. Cooldown: 10s
Summoner Spells
Flash
Cooldown 300s
Flash
Cooldown 300s
Teleports you a short distance toward your cursor.
Ignite
Cooldown 180s
Ignite
Cooldown 180s
Deals true damage over time to target enemy champion and reduces healing effects on them for the duration.
Skill Priority
QCosmic Binding
Cooldown 11/10/9/8/7s · 60 Mana
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.
WCaretaker's Shrine
Cooldown 0s · 70 Mana
Reveals a Health shrine which powers up over a short time, disappearing after healing and speeding up the first ally that touches it.
EMagical Journey
Cooldown 22/20.5/19/17.5/16s · 30 Mana
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.
Item Build
Full build 11,100gStarting Items
Health Potion
2 × 50g
Health Potion
Consume Restores 120 Health over 15 seconds.
Core Build
1Bloodsong
400g200 HP · 75% HP Regen · 75% Mana Regen · 9 Gold Per 10 Seconds
Spellblade · Active
Bloodsong
400g- 200 Health
- 75% Base Health Regen
- 75% Base Mana Regen
- 9 Gold Per 10 Seconds
Spellblade After using an Ability, your next Attack deals bonus physical damage On-Hit. If the target is a champion, they take increased damage for 4 seconds.Active (4 charges) Places an Invisible Stealth Ward that grants vision.
2Boots of Swiftness
1,000g55 MS
Fleetfooted
Boots of Swiftness
1,000g- 55 Move Speed
Fleetfooted Reduce the effectiveness of Slows by 25%.
3Dead Man's Plate
2,900g350 HP · 55 Armor · 4% MS
Shipwrecker · Unsinkable
Dead Man's Plate
2,900g- 350 Health
- 55 Armor
- 4% Move Speed
Shipwrecker While moving, build up to 20 bonus Move Speed. Your next Attack discharges built up Move Speed to deal bonus physical damage. Unsinkable Reduce the effectiveness of Slows by 15%.
4Locket of the Iron Solari
2,200g200 HP · 30 Armor · 30 MR · 10 AH
Devotion
Locket of the Iron Solari
2,200g- 200 Health
- 30 Armor
- 30 Magic Resist
- 10 Ability Haste
Devotion Grant nearby allies a 290 - 360 Shield that decays over 2.5 seconds.
5Bandlepipes
2,300g200 HP · 15 AH · 20 Armor · 20 MR
Fanfare
Bandlepipes
2,300g- 200 Health
- 15 Ability Haste
- 20 Armor
- 20 Magic Resist
Fanfare Slowing or Immobilizing an enemy champion grants Fanfare for seconds. Fanfare grants you 20 Move Speed. While you have Fanfare, nearby allies, including yourself, gain Attack Speed.
6Redemption
2,300g30 AP · 15 AH · 100% Mana Regen · 10% Heal & Shield
Intervention
Redemption
2,300g- 30 Ability Power
- 15 Ability Haste
- 100% Base Mana Regen
- 10% Heal and Shield Power
Intervention Restore 150 - 350 Health to allied units and deal 10% max Health true damage to enemy champions after 2.5 seconds.
Abilities & Skill Path

Traveler's Call
Meeps: Bard attracts lesser spirits that assist with his basic attacks to deal extra magic damage. When Bard has collected enough Chimes, his meeps will also deal damage in an area and slow enemies hit. Chimes: Ancient chimes randomly appear for Bard to collect. These grant experience, restore mana, and provide out of combat Move Speed.
QCosmic Binding
Cooldown 11/10/9/8/7s · 60 Mana
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.
WCaretaker's Shrine
Cooldown 0s · 70 Mana
Reveals a Health shrine which powers up over a short time, disappearing after healing and speeding up the first ally that touches it.
EMagical Journey
Cooldown 22/20.5/19/17.5/16s · 30 Mana
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.
RTempered Fate
Cooldown 110/95/80s · 100 Mana
Bard sends spirit energy arcing to a location, putting all champions, minions, monsters, and turrets hit into stasis for a brief time.