Mel vs Bard
Build vs Bard
The champion's reference build, for lack of enough games in this matchup
Recommended items for Mel: Luden's Echo, Shadowflame, Zhonya's Hourglass, Sorcerer's Shoes, Rabadon's Deathcap, Void Staff, Stormsurge, Cosmic Drive.
Starting items
Core build
Standard
Summoner spells
Anti CC
Other options
Power Spikes
Strength by game phase
Bard's abilities
Passive, spells and ultimate
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.
Cooldowns
Cooldowns by spell rank
| Level | Q | W | E | R |
|---|---|---|---|---|
| 3 | 11s | 0s | 22s | – |
| 6 | 9s | 0s | 22s | 1m50 |
| 9 | 7s | 0s | 22s | 1m50 |
| 11 | 7s | 0s | 22s | 1m35 |
| 16 | 7s | 0s | 19s | 1m20 |
| 18 | 7s | 0s | 16s | 1m20 |
Playing as Mel
Tips to maximize your impact
- Poke from range with your volley
Stay back and poke with Radiant Volley (Q): its projectiles explode in an area up to 950 range, and each hit applies Overwhelm.
- An auto after each spell
Land an auto after each spell: Searing Brilliance (passive) adds three projectiles to it per spell cast, and enough Overwhelm executes the target.
- Reflect their projectiles
Save Rebuttal (W) for a dangerous projectile: the barrier sends it back to its caster, and you gain a shield and move speed.
- Land your snare dead center
Hit your target head-on with Solar Snare (E): only the core of the orb roots, the aura around it just slows and damages.
- Finish from range with your R
Cast Golden Eclipse (R) to finish from range: it hits every enemy marked by Overwhelm, wherever they are, harder with each stack.
Playing against Bard
How to counter and exploit weaknesses
- No wall or ally behind you
Facing him, don't stand with your back to a wall or lined up with an ally or minion: Cosmic Binding (Q) stuns you if it then hits a wall or a second enemy.
- Wait for the stasis to end
Don't waste your spells on a target frozen by Tempered Fate (R): wait for the stasis to end, then strike.
- Ward the walls when he disappears
Ward the walls near you when he disappears: Magical Journey (E) opens a one-way path for him through terrain.
- Play hard when he leaves
When he leaves lane to collect his Traveler's Call (passive) Chimes, play hard on the ally he left alone.
Patch 16.21.1