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Bard splash art

the Wandering Caretaker

Bard

DifficultyHigh
Role
SupportMage
Lane
Support

Roles and difficulty from the global official site, lane from the China-server official site

Latest Meta Stats

Support
D
Win Rate50.1%
Pick Rate1.0%#35
Ban Rate0.3%

Popular Bard builds in game

Taken from the in-game loadout screen as of 2026-08-26. The pick count and win rate are shown exactly as the game reports them.

Build 1Win rate 54.37%Picks 3,480

Bodyguard armor that blunts enemy basic attacks

  • Relic Shield
  • Crimson Lucidity
  • Warmog's Armor
  • Knight's Vow
  • Frozen Heart
  • Kaenic Rookern

When one ally needs protecting and the enemy leans on basic attacks

While your Worthy ally is nearby, Knight's Vow redirects 12% of the damage they take to you and heals you for 10% of the damage they deal to champions. Frozen Heart applies Chill to an enemy champion from basic attacks and magic damage you deal or take, reaching 4 stacks for a 36% attack speed reduction. Kaenic Rookern grants a magic shield absorbing 50-150 + 14% of max HP once you have gone 12 seconds without magic damage. The build totals +1575 Max Health, +120 Armor and +80 Magic Resistance.

Build 2Win rate 52.69%Picks 3,392

Adds damage to ally follow-ups, breaks crowd control

  • Spectral Sickle
  • Imperial Mandate
  • Quicksilver Sash
  • Crimson Lucidity
  • Warmog's Armor
  • Amaranth's Twinguard

When enemy crowd control is heavy enough to lock you out of fights

Imperial Mandate deals 47-75 bonus magic damage and marks an enemy champion for 4 seconds when a slowing or immobilizing ability lands on them. Allied champion damage detonates the mark for another 94-150 magic damage and grants you and that ally 20% Movement Speed for 2 seconds. Quicksilver Sash strips every crowd control debuff off you, but it cannot be used while airborne or knocked back. Amaranth's Twinguard builds one Endurance stack per second while you are in combat with enemy champions, and at 5 stacks it gives 20% Tenacity and 30% more AR and MR until that combat ends.

The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.

Skill Order (Lv 1 - 15)

1
2
3
1
Ult
1
1
2
Ult
2
2
3
Ult
3
3

Prioritize Skill 1, your main damage source with a Stun, then level Skill 2 for its ally healing and Movement Speed boost.

Bard Skills

Traveler's Call
Passive

Traveler's Call

Chimes: Gains bonuses from chimes he attracts and collects on the map. Automatically collects nearby chimes, gaining the following bonuses:
- 24% out-of-combat Movement Speed for 20 second(s) (max 10 stacks, up to 150%)
- 400 XP
- Restores 12% max Mana
Chimes remain for 10 minute(s).
Starting from 5 minutes into the game, gains 20 XP every 1 minute(s).

Meeps: Summons a meep that follows him around every 7 second(s) (max 1 meep(s)). Meeps empower him and grant additional effects based on the number of chimes collected:
- Consumes a meep to empower his attack, dealing bonus magic damage equal to 35 (35 + 40%AP) plus 12 (for every 3 chimes he has).
- When he has 3 chimes, he slows enemies by 25% for 1 second(s).
- When he has 9 chimes, he strikes in an area around and behind the target.
- When he has 27 chimes, he strikes in an even larger area.
The spawn rate, slow effect, and max number of meeps following him scale with the number of chimes collected.
Cosmic Binding
Skill 1

Cosmic Binding

10s
Fires an energy bolt, dealing 80 magic damage (80 + 80%AP) to the first enemy hit and slowing them by 60% for 1.1 second(s).

The bolt then continues onward for a short distance. If it hits a second enemy or a wall, both enemies are stunned for 1.1 second(s); if a second enemy is struck, the bolt also deals the same damage to them.
DetailsLVL 1LVL 2LVL 3LVL 4
Cooldown10987
Base Damage80130180230
Duration1.11.31.51.7
Caretaker's Shrine
Skill 2

Caretaker's Shrine

15s
Creates a healing shrine that grows and powers up to max efficiency after 5 second(s), granting 22.5% Movement Speed (22.5% + 0.05%AP) for 1.5 second(s) and restoring at least 50 HP (50 + 30%AP) to the first allied champion to enter. The shrine restores 100 HP (100 + 60%AP) after existing for 5 second(s).

Charge: This ability has 2 charges.

Bard can have up to 3 shrines active at once. If an enemy champion enters a shrine, it will be crushed.
DetailsLVL 1LVL 2LVL 3LVL 4
Cooldown1514.51413.5
MS22.5%25%27.5%30%
Heal5080110140
Magical Journey
Skill 3

Magical Journey

19s
Opens a one-way corridor through nearby terrain for 10 second(s). Both allied and enemy champions nearby can use the corridor by tapping the turret button.

Allies travel 50% faster than enemies.
DetailsLVL 1LVL 2LVL 3LVL 4
Cooldown1917.51614.5
Tempered Fate
Ult

Tempered Fate

75s
Hurls magical protective energy to an area, placing all units and structures within into stasis for 2.5 second(s). While in stasis, they are invulnerable, untargetable, and unable to act.
DetailsLVL 1LVL 2LVL 3
Cooldown756555

Base Stats

League of Legends: Wild Rift (China) official champion library (patch 7.2, as of 2026-08-25)

The site's latest patch is 7.2d, but these figures come from 7.2. The 8 champions adjusted since then — Yone, Jinx, Leona, Rumble, Nasus, Ryze, Jayce, Nidalee — no longer match the live game.

Official ratings
Damage1/3
Survivability1/3
Utility3/3
Difficulty2/3

A three-step guide set by the official champion library. For difficulty, a higher number means harder to play.

1
Health660LV15 2340
Mana380LV15 1080
Attack Damage54LV15 103
Armor40LV15 117
Magic Resist36LV15 57
Movement Speed355

Critical damage is 175% for every champion. These figures exclude items and runes.

Bard Strengths

  • Skill 1 stuns when it hits a wall or a second enemy, giving strong pick potential
  • Skill 3's tunnels cut through terrain for unpredictable roams
  • Ult's stasis works both offensively and defensively for playmaking

Bard Weaknesses

  • ×Chime collecting pulls him away from lane and strains his partner
  • ×Ult freezes allies, enemies, and structures alike; misuse gets in your team's way
  • ×Skill 2's heal takes 5 seconds to reach full power, so it is poor for emergencies

Early Game

Collect passive Chimes regularly to keep up mana and XP, and poke with the Skill 1 stun and empowered attacks. Use the movement speed from Chimes to roam to mid and pressure the map from early on.

Mid Game

Unpredictable ambushes and escapes with Skill 3 (Magical Journey) are Bard's strength. Take your jungler through walls for ganks the enemy does not expect. Before objective fights, freeze an isolated enemy with Ult to set up a catch.

Late Game

In the late game, a single Ult (Tempered Fate) can decide the match. Freeze a fleeing enemy carry so your team can catch up, or neutralize a strong enemy engage. Read the fight and use it at the most effective moment.

Teamfights

In teamfights, the ideal opener is using Ult to separate the enemy frontline from their backline and create a numbers advantage. Once the fight starts, land Skill 1 on two targets or a wall to chain stuns, and keep supporting your allies with healing and speed from Skill 2 shrines.

⚠️ Common Mistakes

Poor roam timing and misfired Ult

Leaving your ADC under a pushing wave to go collect Chimes gets your ADC dived and loses the tower. Freezing your own allies with Ult and saving the enemy is another major mistake. Check the map and your team's situation before you move.

Bard Combos

Basic Trade

Slow with a Meep-empowered auto, then bounce Skill 1 into a second target or a wall for a 1.1s stun.

AA
1
AA

Engage

Put distant enemies in stasis with Ult, then time Skill 1 to stun as it ends.

Ult
1
AA

Champions Bard struggles against (reader votes)

↑ loses the matchup / ↓ not really

Pyke

Bard Patch History

Bard
BardPatch 7.1e
Buff
Caretaker's Shrine Charge time: 15s at all ranks → 15/14.5/14/13.5s Tempered Fate Cooldown: 80/70/60s → 75/65/55s Caretaker's Shrine now charges faster as it ranks up, saving 1.5s at rank 4. More shrines on the map as the game goes on means steadier lane sustain and better preparation before a roam. Tempered Fate comes back 5s sooner at every rank, which matters most when fights arrive back to back and a second cast becomes realistic. Since the ultimate serves both defence and offence, a shorter cooldown directly raises how often Bard can affect a fight.
Bard
BardPatch 7.1
Adjust
Tempered Fate Landing indicator timing: after the cast → at the start of the cast Tempered Fate takes time to land and covers a lot of ground, so how early the team can read where it will drop decides whether the follow-up connects. Showing the indicator the moment the cast begins gives everyone extra time to step clear of the zone or line their own abilities up on it. Bard's own power is unchanged; what improves is how cleanly his team can play around the ultimate.
Bard
BardPatch 7.0c
Nerf
Base Stats Attack range: 550 → 500 Cosmic Binding (Skill 1) Base damage: 90/140/190/240 → 80/130/180/230 Projectile speed reduced. Projectile hitbox width narrowed. Bard could harass and zone with almost no risk thanks to high damage on a long attack range. Losing 50 range means stepping forward to poke with basic attacks, which puts him within reach of the enemy marksman and support answering back. Skill 1 loses a flat 10 base damage and gets both slower and thinner, so throwing it loosely from max distance no longer connects. It has become an ability that has to be aimed from the right angle and the right distance.
Bard
BardPatch 6.3
Nerf
Cosmic Binding (Q) Base damage: 120/160/200/240 → 90/140/190/240 The cut is largest at the lower ranks and disappears entirely at rank 4, so it targets Bard's early lane pressure rather than his late game. Poking an opponent down without committing is no longer close to free. Landing it where a teammate can follow up now matters more than simply hitting it often. Nothing but the base damage moved, so there is no need to rethink how Bard is played as a support.

Bard Skins

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Tier, win rate, pick rate and ban rate are based on the official China-server statistics (League of Legends: Wild Rift (China) official stats, as of 2026-09-02). Patch timing may differ from the global version.

Matchups, strategy and build write-ups are this site's own commentary.

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