Bard Wild Rift champion guide - Support

Support · Wild Rift Guide

Bard Support

Bard Support Guide

Updated for Patch 7.3E
S Tier

Bard Support Wild Rift overview and best build snapshot

How to play

  • Look for a stun against a wall Your 1st ability stuns when it hits an enemy and then another target or a wall. Aim for enemies standing in front of either.

  • Roam when your teammate is safe Collect nearby chimes on your way to help another lane, without leaving your lane partner exposed.

  • Plan around your ultimate's delay Your ultimate briefly freezes everyone it hits, including allies. Use it to catch enemies or save a teammate, then prepare to act when the freeze ends.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Chime gathering keeps him roaming, and a wall stun from fog starts fights the enemy never agreed to.
  • His shrines heal your duo and give a movement speed burst, letting you choose every engage and disengage.
  • Tempered Fate (Ult) can swing a whole fight: save a carry, freeze a diver, or zone an entire objective pit.

Weaknesses

  • Cosmic Binding (1st) only stuns after hitting terrain or a second enemy, but its first hit still applies a strong slow in open ground.
  • Magical Journey (3rd) is a terrain-dependent escape that enemies can follow, so Bard is easy to punish when no useful wall angle is available.
  • His roams leave the ADC alone in 1v1 windows, and a misplaced stasis can strand an ally or rescue an enemy.
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Bard Support Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Bard Support, including items, runes, summoner spells, and skill order.

STARTING ITEM

Spectral Sickle

Support income for a champion who spends half the lane away from the wave collecting chimes.

BOOTS

Spellslinger's Shoes

Magic penetration keeps his empowered attacks hurting as the game goes on.

CORE BUILD

Black Mist Scythe

Quest income on top of the chimes he already collects, which funds real damage on a support budget.

Lich Bane

His meep attacks are most of his damage, so Spellblade triggers on an attack he was taking anyway.

Dead Man's Plate

He is never standing still, so Momentum is almost always full, and it triggers on the attack he walks up to land.

Stormsurge

The move speed is worth more to him than to other supports, since his whole game is crossing the map for chimes.

Cryptbloom

Cuts the magic resist that blunts his meep damage. The healing on takedown also helps the team that followed his stun in. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

SITUATIONAL ITEMS

Infinity Orb

His attacks chip targets low without finishing them, and the crit against low health closes that gap.

Void Staff

The raw penetration alternative to Cryptbloom. Build it when the enemy frontline stacks magic resist. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Oceanid's Trident

Build this when shields absorb Bard's poke. A meep-enhanced attack or Cosmic Binding (1st) applies the reduction before his lane partner follows the stun.

Morellonomicon

Build this when the enemy heals through his chip damage. Buy Oblivion Orb early, since the anti-heal works from the component and the full item can wait.

Zhonya's Hourglass

Build this when you keep getting caught while roaming alone. Buy Seeker's Armguard early for the armor and ability power.

RUNES

KEYSTONE

Electrocute

A bolt, a meep attack and a follow-up attack are three separate hits, which is his normal poke pattern.

PRIMARY

Empowered Attack

His damage is empowered attacks, so another one fits his rhythm without changing anything.

Chain Assault

His stun into follow-up focuses one target, which is exactly the pattern this rewards.

Zombie Ward

Roaming for chimes means he clears wards constantly, so the stacks come with his normal movement.

SECONDARY

Bone Plating

He roams alone and gets caught out, so surviving the opening burst is usually the difference between a pick and a death.

SITUATIONAL RUNES

Transcendence

Take this over Bone Plating against lanes without reliable engage or return damage. Ability haste puts more shrines and stuns into each fight.

Legend: Haste

Take this over Bone Plating for a utility-focused setup against repeated engage. More frequent Cosmic Binding (1st) and Caretaker's Shrine (2nd) casts give Bard additional chances to stop a diver and sustain a teammate.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His stun needs a wall behind the target, and Flash is how he gets to the side of them where one exists.

Ignite

Ignite

Take this for early kill pressure on the enemy bot lane, since kills there snowball your carry faster than anything else you can do. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Heal

Heal

Take this over Ignite when your carry needs to survive rather than kill. The move speed also helps them follow up on the stun he set up.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Bard Support Wild Rift matchups and counters

Wild Rift matchup guide for Bard Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.

Bard Support Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Bard Support, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Read the lane before leaving for chimes. Poke with Cosmic Binding (1st) when the enemy lines up with terrain or another unit, then add a meep-empowered attack only if the return trade is safe. Place shrines early enough to charge and collect nearby chimes without leaving your carry in a long 1v2. Roam after the wave is safe or your carry recalls, ping the movement, and avoid entering an unwarded river alone while the enemy jungler is missing.

Mid / Late Game

Levels 9+
Mid game is when your roaming pays off. With chimes banked you move faster than anyone expects, so look for picks: a wall stun on an enemy walking through river without vision, or a portal that lands your jungler behind their backline at dragon. Ward objectives early and stun the first body that walks into the pit, since one landed Q (1st) before a dragon fight tilts the numbers your way. Keep shrines stocked near the objective so your team contests at full health with a speed burst ready. Hold stasis for the moment the fight actually turns: it can freeze the enemy engage mid-commit or save your ADC from a dive. Late game Bard is a roaming control piece who sets up ambushes. Keep chiming on the way to grouping so your speed stays high, scout the flanks, and look for the stun that catches a stray carry before the teamfight forms. Around Baron and dragon, your portals and walls let you flank or move your whole team into an angle the enemy cannot see coming. Tempered Fate (Ult) is your biggest contribution now: stasis the enemy hypercarry out of a fight you are losing, freeze a diver off your backline, or split their team in half so yours cleans up the stranded side. The risk scales with you, since one greedy roam or one stasis on the wrong target loses the game as fast as a good one wins it.

Teamfights

5v5 Combat
Your job is to start the fight from a flank or break theirs in two. Open with a wall stun on a high value target if the terrain lets the Q (1st) connect, then drop a shrine so your team can collapse with the speed burst. Hold Tempered Fate (Ult) as the swing it is: a good stasis can cut their engage off from their carries, save your ADC from focus, or buy the exact second your team needs to turn. Read the angles, because your stun needs terrain or a clustered body to land, and a Bard who whiffs the opener is a squishy with nothing left. Between roams, position to peel for your carry. An alive Bard threatening the next pick is worth more than a dead one who gambled a stasis.
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