Bard Jungle

FantasySniper·3/26/2015, 7:47:34 PM·1 votes·1,741 views

So, it may seem strange that you take a support into the jungle in the first place, but the first thing I thought of when seeing Bard's "wanderer" kit was a suitable jungler.

Runes; 9 Armour Marks, 9 Health Seals (poss. scaling), 9 MR Glyphs (poss. scaling), and 3 Armour Quints Masteries: 9/21/0 (Maybe 0/9/21, but that has gone untested)

Core: item 3724 item 3117 item 3027 Offensive: item 3113 - Basically anything it builds into (Especially item 3023) Defensive: item 3065 item 3512 item 3025

General strategy is to lay down shrines, let them stew while stunning the creeps, and pick them up for health after finishing a camp. Drive-by healing also works quite well since you don't need to go past your own towers to leave a present for your laners. Make sure to tell them that they become more beneficial over time.

The guy can solo dragon and camps with ease - although it may take forever - and actually gets pretty good at clearing camps once you start picking up chimes. Go for chimes as often as possible, they make meeps hit like a truck and CC enemies. They also give back 8% of your missing mana, so grab them when low and make an effort to use them for launching ganks if you can. Magical Journey works wonders. Set it across the way and you can lead enemies into more suitable situations - like entirely away from you as you run away from the entrance scot-free. Use Cosmic Binding when they come through to give you extra time. Tempered Fate is... difficult to say the least. I've mostly just used it to stall fights and let someone arrive or get away. Should try to use it to steal dragon/baron.

Weaknesses so far are only not being able to carry. (Which, mind you, is a large enough weakness to consider) Counter-jungling doesn't even affect him since he can just stick to Blu quarter as long as he wants while healing teammates.

Report: First Game - Defeat ~ Had a very strange experience... Everyone on the enemy team was a yordle with smite, so we couldn't really do anything to secure objectives, especially since Teemo got fed and map roaming was a nightmare. I'd say that things went pretty well, more-so than if I were to pick an all-in jungler that would've just died trying to gank. Second Game - Victory ~ Things were more normal this time around. Healing helped out mid and bot, but top was a wreck because Trynd was... well, Trynd... as well as a hybrid. Things went exceedingly well. Tricked Diana into following me under tower with Journey, literally walked around with up to 3.5 k in gold until Trynd smashed me.

4 Comments

Drunk Rummate3/26/2015, 8:07:05 PM3 votes

I've seen magus + triforce into tankier items work pretty well on jungle bard. He carried the game I was in, at least.

ActuallyArrow3/26/2015, 8:07:02 PM1 votes

His "Magical Journey" would be pretty good for ganking, if you ask me. Camp in a bush, use the ability, slip in behind an enemy.

FakeGravity3/26/2015, 8:10:56 PM1 votes

his early clear is very punishing, even with the shrines, i seen it as AD attack speed bard given how pitiful his ap scaling is

PubgamerAU3/26/2015, 8:19:50 PM1 votes

He's horrible in the jungle. Too squishy, no reliable cc which means generally bad ganks. Sure, you can use magical journey to gank from behind, but after going through the portal.... then what? You're gonna auto them.... WHOA WHAT A COOL GANK YO

He's not a jungler.