[Tutorial] Bard Aram, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode Aram)
Champion Info (Bard lane aram )

Attack: 52
Defense: 4
Magic: 5
Difficulty: 9
Health: 630
Move Speed: 330
Armor: 34
Range: 500
Health Regen: 5.5
Critical Strike: 0
Attack Speed: 0.625
LANE
- Tier: C
- Win: 46.68%
- Pick: 4.14%
- Games: 21693
- KDA: 4.33
- Score: 36.04
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 Tips (Ally)
- It's important to collect chimes to improve your meep's attacks, but don't neglect your lane partner! Try to make a big entrance by bringing an ally into the lane with you with Magical Journey.
- Let your Caretaker's Shrines charge up - they heal for a lot more when at full power.
- Don't forget that enemies can also use your Magical Journey doorways, and that your ultimate can also hit your allies!
Bard Tips (Enemy)
- Bard's opponents can also travel through his Magical Journey doorways. You can follow him, if you think it's safe.
- You can crush Bard's healing shrines just by walking over them. Don't let his allies take them without a fight.
- Bard's ultimate, Tempered Fate, affects allies, enemies, monsters, and turrets alike. Sometimes it can be to your advantage to jump into it!
Summoner Spells
![]() Consumable: 0 Cooldown: 300 Range: 425 Teleports your champion a short distance toward your cursor's location. |
![]() Consumable: 0 Cooldown: 80 Range: 1600 Throw a snowball in a straight line at your enemies. If it hits an enemy, they become marked, granting True Sight, and your champion can quickly travel to the marked target as a follow up. |
Bard Masteries
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![]() Damaging a Champion below 50% health deals Dark Harvest damage: 20-80 (based on level) (+5 damage per soul) (+0.1 bonus AD) (+0.05 AP) Cooldown: 45s (resets to 1.5s on takedown) |
![]() Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level). Cooldown: 4s |
![]() Collect eyeballs for champion takedowns. Gain an Upon completing your collection at 10 eyeballs, additionally gain an Collect 1 eyeball per champion takedown. |
![]() Gain an additional Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion. |
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![]() Deal 8% more damage to champions who have less than 40% health. |
![]() Damaging an enemy champion increases your mana regeneration by @RegenAmount@ (80% for ranged) mana per second for 4 seconds. All energy users gain 1.5 energy per second, instead. Takedowns restore 15% of your maximum mana or energy. |
![]() +9 |
![]() +9 |
![]() +10-180 Health (based on level) |
Bard Starting Items (PROBUILD)
![]() BUY: 1100 SELL: 770 Damaging a champion deals additional damage. |
![]() BUY: 300 SELL: 210 |
Bard Recommended Items (PROBUILD)
![]() BUY: 2900 SELL: 2030 Gain a Shot Charge every few seconds. Damaging Abilities consume all Shot Charges to deal an additional magic damage to the target and one additional nearby target per charge. If there are insufficient targets in range, for each remaining shot, repeat the damage on the primary target. |
![]() BUY: 1100 SELL: 770 |
![]() BUY: 2700 SELL: 1890 Your Energized Attack fires a chain lightning that deals magic damage. |
![]() BUY: 3100 SELL: 2170 After using an Ability, your next Attack is enhanced with an additional |
![]() BUY: 3000 SELL: 2100 Your Energized Attack deals bonus magic damage and gains bonus range. |
![]() BUY: 2900 SELL: 2030 Dealing 35% of a champion's maximum Health within a short duration applies After a few seconds, strike the target, dealing magic damage. If the target dies before the strike, it detonates immediately, dealing damage in a large area and grants bonus gold. |
![]() BUY: 500 SELL: 200 |
Bard Active Abilities
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q | Q | Q | Q | Q | ||||||||||||||
W | W | W | W | W | ||||||||||||||
E | E | E | E | E | ||||||||||||||
R | R | R |
Passive | Q | W | E | R |
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![]() 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. |
![]() Cooldown: 11/10/9/8/7 Consumable: 60 Range: 25000 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. |
![]() Cooldown: 0 Consumable: 70 Range: 800 Reveals a Health shrine which powers up over a short time, disappearing after healing and speeding up the first ally that touches it. |
![]() Cooldown: 22/20.5/19/17.5/16 Consumable: 30 Range: 900 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. |
![]() Cooldown: 110/95/80 Consumable: 100 Range: 3400 Bard sends spirit energy arcing to a location, putting all champions, minions, monsters, and turrets hit into stasis for a brief time. |
Bard SKINS






