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BARD BUILD GUIDE: I'll make a Bardass out of you by Varph

by Varph (last updated over a year ago)

Featured81,256 Views 13 Comments
3
Greater Quintessence of Health(78 health)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
9
Greater Seal of Health(72 health)
6
Greater Glyph of Magic Resist(8.04 magic resist)
3
Greater Glyph of Scaling Cooldown Reduction(5.01% Cooldown reduction at champion level 18)
View Rune Details
Summoner Spells
View Summoner Details

Starting

4

Full Item Build

View Item Details
0
11
19
mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 1/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
11 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 2 0/1
19 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Traveler's Call
QCosmic Binding
WCaretaker's Shrine
EMagical Journey
RTempered Fate
View Skill Order Details

Introduction



Well hello there, you might know me as Varph, Xarph or even Zarph. I'm a chronic guide writer and this is my guide to the most underrated Bardass motherfucker. Bard gets a lot of bad rep and it is really undeserved, he is a versatile support with a fantastic lane phase and massive playmaking potential throughout the game. This guide isn't so much to convince you that he isn't crap but rather to roughly guide you to success on a legit good support, he is a strong champion right now albeit a difficult one as all of his abilities cannot be used randomly without thought, you need to think about every cast to get the most out of it.

Season 3 Stats

[http://i.imgur.com/3AFLZO0.png]

[http://i.imgur.com/p1T7PUL.png]


Season 4



Season 5



My LoLKing: http://www.lolking.net/summoner/euw/25277585




Good Points

  • Extremely versatile ult, picks making or team saving, kill denying and tower diving the list is endless.
  • Very powerful 2 man stun on a low cooldown.
  • Great damage for a tanky support.
  • Powerful laning phase
  • Gives your team a wall jump.
  • Works well with and against every Marksman

Bard Points

  • His W sucks.
  • Hard to play, easy to screw up your own team
  • Chimes can bait you into your own death if recklessly collected.
  • Team may give you shit for picking him due to his undeserved negative stigma
  • Gives the enemy team a wall jump.

Runes



For Bard I run flat health on Seals and Quints, this is for the flat 150 HP at level 1 giving a high amount of extra durability for those early trades that Bard likes to get himself into, especially at level 1.

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Hybrid Pen Marks are hands down the best option, Bard is a damage support and the hybrid pen compliments his mixed damage AA+Meep combo.

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This is where it admittedly gets different, first off is the 6 MR Glyphs, that is to help against the magic damage you are bound to face from the enemy support with trading, typically you would go for 9 of these but I have a specific reason for the other 3.

With my build Bard gets 30% CDR from items, with his reliance on his Q especially in teamfights he really wants 40% so I get my last 10% from runes and masteries, 5% from Sorcery and 5% at level 18 from the 3 glyphs.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 1/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
11 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 2 0/1
19 Utility
Defence

Bard is a tanky brawler of a support, like Thresh being tanky is someone he prioritizes to perform his role, these 12 points into defence are what he can afford to throw in the tree while still getting the minimum requirement in utility.

------------------------------


Utility

Bare minimum in utility required to get that extra starting gold for the 4 potion start along with the gold generation and 5% CDR.

Summoner Sets

Flash & Ignite

Most of the time I run Ignite on Bard due to him being an aggressive laner with high early damage, The Ignite extra damage/healing reduction really helps apply a lot more pressure in lane compared to the more defensive based Exhaust.

]

But sometimes you just can't turn down the Exhaust, if the enemy team is a comp that demands an Exhaust to help deal with a certain champion or the enemy botlane is a high threat lane and you may be the defensive ones then Exhaust can prove more useful than Ignite.

Item Builds

Starting Build(s)
Default Starting Build
4
4 Pots, standard start for high sustain which is especially important for Bards typically high trading laning.

Spellthiefs is the gold item of choice for Bard, this item he will leave on the tier 1 for the whole game until he sells it as it will give him the most power for the least gold and allows him to start on other items ASAP. I'll go in more detail in the dedicated item section.
Final Build(s)
Standard Final Items
- Just a great all round item for a tanky support, a ton of health and the amazing engage active giving you and your team catch potential on top of your ult.

- The support item. So well rounded and a must in almost every team, the health/CDR benefits you while the MR aura is an under appreciated but very powerful to reduce the enemy magic damage(especially the damage that comes from tanks/Supports) and the shield giving you teamwide utility and saving power.

- Every support needs a Sightstone!

- Bards source of CDR, armour and mana all in one, by far his best option for an armour item of which he obviously needs one as a tanky champion.

- A good way to round up a build, a chunk of health and the spellshield to prevent you from being engaged on by a catch spell, Bard is a tanky support but he isn't a tank support, he can still be focused down fast by an enemy team so he has to keep himself safe.

- For the amount of roaming about Bard does especially when collecting chimes it only makes sense to get the highest MS boots.
Build Order
- Sightstone first, Vision is too important to not get immediately and it has some nice health on it anyway.

- Locket is the best item to rush because of its wellroundedness, it provides Health and MR as defensive stats, the shield makes up for the lack of armour on it and the health regen on the aura is handy for sustaining poke.

- Frozen Heart comes next as the mana/CDR on it is extremely valuable for you, you need that 30% CDR from the items to get the most out of your own kit, additionally the armour will be really noticeable by the point you get it.

- Righteous Glory is the ideal item to get as a third major item, the extra health on top of the defensive stats Locket/FH provide will make you a pain in the ass to take down and the active is in time for late game teamfights(assuming you are not miles behind).

- Banshee's comes last as its just a low priority luxury defence item, all the other items provide bonuses for your team, this is just for Bard.

- Ruby Sightstone always comes last when you have full build since its just an extra 250 health.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Traveler's Call
QCosmic Binding
WCaretaker's Shrine
EMagical Journey
RTempered Fate


This ability is your kit, it is your damage and your CC. With strong damage/CC duration scaling per rank it is the skill to max in all of Bards games.

------------------------------




E comes next for the speed boost it gives allies, at 10% extra travel speed the rank 1 E is almost the same ability for ally and enemy but by rank 5 moving 50% faster(along with a lower CD) makes this spell something to be reckoned with, the distance you can travel at a high speed makes for amazing escape/catch/bait potential.

------------------------------




This gets maxed last... because it sucks. Gaining a measly 30-50 healing per rank on a crap skill is really nothing impressive, most of the time the ability will be used as a slight speed boost and an extra 30 health per rank isn't going to make much of a difference.

Skills

Traveler's Call
Bards passive comes in 2 parts, lets cover the simple part first.

Meeps: Bard is accompanied by Meeps, When Bard has a Meep available when he autoattacks something a Meep flies at the target as a second projectile dealing damage and slowing the target(s) hit. Their effect varies based on the second part of the passive. Bard only has 1 Meep to begin with but he can have as many as 5 based on how many chimes he has.
Chimes: Every 50 seconds 2 chimes will spawn randomly on the map(relative to Bards location) that last for 10 minutes, these chimes are collectable by Bard. Collecting them will give Bard some bonuses for every 5 chimes,
  • 12% max mana
  • A 7 second out of combat speed boost that can stack up to 5 times
  • Additional effects for his Meeps, These effects will be extra damage, a slow that increases with Chimes, extra Meeps at any one time, lower cooldown on the Meeps and causes the Chimes to hit an AoE cone behind the target.
All other players can see these Chimes but only Bard has them on the map.

The Meep's passive is one of Bard's 2 major offensive abilities providing reliable extra damage and CC onto his autoattacks, a reasonably simple and powerful passive. The chimes however have multiple uses;
  • Upgrading his Meeps, initially Bard only has 1 Meep that deals 25 damage and nothing else but every 5 chimes collected will give them considerable bonuses and makes them scale throughout the game. The only chime goals that you should actually care about are
5 Chimes - Adds a 25% slow to your chimes giving them some CC.
15 Chimes - Allows you to have 2 Meeps out at the same time.
45 Chimes - Boosts the slow to a very potent 45%.
Other bonuses like extra damage or the AoE cone are not that important but you will get them through passively collecting the chimes anyway, very rarely will you break 100 chimes in a game.
  • Mana, Chimes provide 12% max mana so they are effectively free health potions so if a Chime spawns near you in lane you can save it for mana or if you want it immediately, plop a W down and collect the chime.
  • Travelling, Chimes provide a speed boost for 7 seconds that stacks, so you can use them to travel the map faster if they are in your path, if a chime spawns in your lane on the way to where the fights happen, unless you need the chime to get to a bonus point you can leave it in lane so that you get back to lane faster next time you recall.



Chime placement after 6 minutes of being in the center of the map.
Cosmic Binding
Bard's bread and butter, how you use this spell is what decides how you will perform your role as a Bard. It's a linear skillshot that hits the first target it meets dealing damage and slowing them by 60% for 1-1.8 seconds, if it hits a target the skill then extends a further ~500 range and if that hits another target OR terrain it will stun both targets hit instead of slowing.

This is a really powerful stun if you can land it consistently, a 7 sec CD(4.2 with 40% CDR) stun that can hit 2 people for 1.8 seconds is massive in a teamfight.

Caretaker's Shrine
This is easily Bard's weakest ability and weak overall. Bard places down a Shrine that lasts until someone stands on it or he places more than 3 out at one time, this shrine will heal an ally that walks over it and gives them 50% decaying movement speed boost for 1.5 seconds. The heal it grants scales with its lifetime, healing for 30-150 instantly or up to 70-230 if it is allowed to charge for 10 seconds. The ability scales poorly with levels, it is a 30-70 heal at rank one and at rank 5 its 150-230 which is still very meh.

This spell really only has 2 uses and it isn't spectacular at either;
1. As a heal/speed boost in lane, place them behind you in lane so that you or your AD may take it for a 70 health heal or as a speed boost on the way back if you are fleeing from a gank.
2. As an instant speed boost/minor heal in combat, not a high impact ability at all but since Bard only really has 1 ability that costs anything in teamfights/skirmishes he has mana and time to spare to throw these out on people whenever he has a chance.


A freshly spawned and a full charged shrine.
Magical Journey
Mobility for everyone! Bard creates a gateway through terrain from one end to the other(regardless of length), anyone can click on this gateway to travel through it although Bard and his allies will travel 10-50% faster than enemies. This spell has so many uses from simple wall jumping to bypassing huge areas of terrain to flank enemies. The fact that enemies can click on it gives it A LOT of baiting potential and you will find often enemies will just click on it and chase you blindly often into their own deaths.

This spell is extremely easy to combo with Q, if you pass through it and an enemy follows you can just wait for them to be in range and hit them with Q while traveling and it will stun them the moment they leave the journey. That is a result of the fact that you are vulnerable to CC, displacement and damage while traveling through the journey(a Blitz for example can grab someone out of it mid journey.)

Note that if you are using Quickcast, you can simply aim at your destination rather than the opening to set where your journey will end.



Tempered Fate
This is an AoE Hourglass, a simple concept with countless uses. It's a long range AoE skillshot that will cause EVERYTHING(Friend champs, enemy champs, minions, towers, Baron and Dragon) to enter a stasis identical to Hourglass for 2.5 seconds.

This ability can be used for many things like saving a teammate, freezing people out of a fight, blocking an AoE combo on your team, tower diving, delaying Baron or just catching people out. The amount of uses means that it can benefit the enemy team just as much as it can yours, it's extremely easy to fuck this ability up and you really need to think about how you use it, this is why 9 times out of 10 it is just used to catch people out of position, sort of like a multi target Ashe ult.



Items





This is the best gold gen item for Bard by far, reason being is that he is an aggressive ranged support so neither Relic Shield or Coin have any synergy with him. Additionally his Meeps proc the passive on the item so Q+AA will get you all 3 stacks with ease, the reason it is the tier 1 and should not be upgraded is Bard doesn't want the stats of Frost Queen's since he wants tanky stats and the sooner he can build those tank items the better. Frostfang is a horribly inefficient upgrade and should be avoided as it is a huge gold sink despite being a gold generation item.

----------------------




Excellent source of health for Bard, typically bought after Frozen Heart and Locket the health will be very noticeable. This is mainly bought for the active however, the speed buff is ideal on a tanky support to engage for his team or in Bards case to get into position quickly on someone that he has ulted from afar.

----------------------




The support item, in 9/10 games your team should have one of these and the tanky support is the ideal choice for it. It provides a plethora of useful stats as a first item to be rushed, chunk of health and MR and a shield for you and your allies to cover the lack of armour. Even games against full AD can do with a Locket for its shield and the MR aura vs non dedicate magic damage dealers(like supports, tanks and the common magic damage spells some AD's have).

----------------------




As a support you are your teams main warder... so you want a Sightstone, no questions asked.


----------------------




As your first armour item Frozen Heart wins 10/10 times, not only does it provide the most armour but more importantly it is a source of 20% CDR and the mana to sustain that extra spell spam. CDR being such an important stat for Bard, no other armour item can compete here.

----------------------




I like to finish up my build with Banshee's since it provides a nice final chunk of health and the spell shield. Although Bard aims to be a tanky support, he isn't a TANK support so he can still be focused and burst down and is vulnerable to being caught out so the spellshield protects him from that kind of thing. The extra MR is just an added bonus, along with Locket it will make him quite a difficult target for mages and other magic damage dealers to take out.

----------------------




Due to how much Bard roams(especially with chimes) Mobi boots are his best choice most of the time which is great really since they are so cheap, can't complain about the cheapest option being the best.

----------------------


Other Options




This item is awesome mainly for its active, all the other stats on it really don't matter you buy it to cleanse a teammate from a key CC spell or just to heal them. The thing about it is that it has 10% CDR on it when the build I recommend you has 40% so you should plan ahead, look at your enemy team in champion select and decide whether or not you should run the 10% CDR from runes/masteries. It isn't THAT important though you can still just get this over the CDR cap it isn't the end of the world if you do.

----------------------




If against a full AD team you can get Randuin's as your final item for full blown anti-tank mode. I'd recommend this over Thornmail since you won't be tanky enough for Thornmail to make much of a difference compared to the utility and health that this offers.

----------------------




Its stats are a bit shit for you there is no denying that but if your ADC is snowballing from a very early point you can consider getting this as a second item to further snowball that lead and go for an early ending game. All the value of this item is in the passive really although the CDR is welcome.

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If the enemy team is heavy damage but mixed I think this is a great final item for a support, it provides both armour and MR along with a handy little passive that allows you to secretly split push a side lane before you can quickly get back to your own team.

----------------------



Sub-optimal Items




This is the AP/mage version of Locket which is why it isn't for you. Bard finds far more value in the extra defensive stats from Locket than he would the AP from Banner.

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You have 1 heal and its a long CD one that isn't used as a heal most of the time! This item straight up blows for Bard, treat him as a support without a heal or shield.

----------------------




Compared to Spellthief's edge Relic shield can't compete for Bard. Bard is aggressive and ranged, he wants to trade often and the gold income from the blue item is simply too good to pass up rather than struggle to last hit minions as a ranged champion with 40 AD for the relic shield buff. The final item is quite good but building up to it is more trouble than it is worth compared to just starting on the standard core items

Early Game & Mid Game

Starting off the game you need to make sure your first 2 Chimes don't spawn in retarded locations, the 2 chimes will spawn at 0:50 into the game roughly near you so make sure you are inside your own jungle so you can get those chimes safely, the next ONE will spawn at 1:40, by then you will be waiting at the Krugs/Gromp and hopefully it spawns in a reachable location in time, if not oh well.

If your jungler is allowing you to do the Krugs/Gromp, unlike every other support as Bard you should make sure your ADC gets all of the experience, this allows you to enter in lane with a level 2 AD while you are Bard with your already very strong level 1(he doesn't gain much for level 2 anyway) so you can go on the aggressive from the start of the laning phase.

In lane as Bard you want to get right in the enemy's face from level 1, Bards Q+AA harass assuming the Q stuns is a really strong trade and if you land it on the enemy marksman with your owns follow up you are looking at a solid 50% HP trade. Always keep your eyes open for opportunities to stun the enemy marksman by chaining your Q through the ranged minions.
Bards W is an expensive form of "sustain" but thanks to his Chimes he can afford it, generally you will want to leave 1 or 2 Shrines in the lane for you or your AD to retreat to heal a bit, additionally they should be placed so that if you get ganked you can utilize the speed buff they provide.

Bard is infamous for ditching his AD for his chimes and leaving them to be miserable in a 1vs2, don't be that Bard. Your Chimes are mana potions if they are close and you should only leave for chimes if it is safe to do so AND there is enough to reach your next chime goal, that being said the only real important chime goals to achieve are 5, 15 and 45, don't spend too much effort trying to get other goals.

Late Game & Teamfights

Outside of teamfights late game Bard is just about roaming about and collecting any chime he can find, due to the speed he can roam about along with his E>Q combo for fleeing he is relatively safe to wander the map as he can get back to the important places very quickly. That doesn't mean you should go into the enemy jungle blind at 40min to get that 1 chime though!
Bard is pretty good at engaging teamfights with his ult since its a long range 2.5 second stasis, just look for the enemy priority targets and try hit them with it, if you do thats a free engage for your team and yourself since its generally quite easy to get in range of them before they are freed to stun them with your Q.

Once you are in a teamfight it ends up pretty simple since you really just have 2 abilities, you spam your stun on whoever you can and use your E as a gapcloser/maker depending on the situation. W is rather unimportant, just cast it on people that look like they need the movement speed boost. Obviously not every teamfight opens with your ult so how you use your ult in teamfights if it is available is quite important as you can screw over your team as much as your own, I can't really tell you how to use it since its based off your specific team comps and how the game is going but generally using it to keep people out of a fight is better than trying something fancy to save a teammate since theres a good chance you get the opposite effect of what you want when doing that.

Champion Matchups

Alistar
Difficulty
Favors You
  • Outside of his WQ he has very little threat value, you are tanky enough to take it and are free to autoattack/Q him as you please for more of the lane.
  • He can't ult out of yours.
  • Generally post-6 you want to focus the enemy AD in this match up since Alistar is far too difficult to kill.
  • Run Ignite vs Alistar, its extra hand against his ultimate and his damage isn't particularly threatening.
Braum
Difficulty
Favors You
  • Go ham with the poke but if he lands his Q or an autoattack on you leaving his passive on you keep away from the enemy ADC since if you get stunned you are gonna get chunked hardcore.
  • Braum has very little when it comes to stopping you harassing his ADC so you should fully abuse that.
  • Use your E to get out of corridors if Braum lays down his ult in them.
Blitzcrank
Difficulty
Favors Enemy
<Details yet to be added>
Leona
Difficulty
Favors Enemy
<Details yet to be added>
Morgana
Difficulty
Favors You
<Details yet to be added>
Nami
Difficulty
Favors Enemy
<Details yet to be added>
Sona
Difficulty
Favors Enemy
<Details yet to be added>
Thresh
Difficulty
Favors You
<Details yet to be added>

Conclusion

So that's my basic guide to Bard, now that he has been picked in the LCS the negative attitude many have towards Bard should die down soon and you will be able to pick the most fun support in the game without your team flaming you! Yay!

Ahri - http://www.solomid.net/guide/view/34307
Vel'Koz - http://www.solomid.net/guide/view/123802-velkoz-build-guide-apc-support-by-varph
Zyra - http://www.solomid.net/guide/view/64057
Brand - http://www.solomid.net/guide/view/64059
Syndra - http://www.solomid.net/guide/view/43301
Lissandra - http://www.solomid.net/guide/view/120925
Veigar - http://www.solomid.net/guide/view/121986-veigar-build-guide-apc-by-barph
Morgana - http://www.solomid.net/guide/view/120786-morgana-build-guide-by-barph
Anivia - http://www.solomid.net/guide/view/122383-anivia-build-guide-apc-by-barph
Xerath - http://www.solomid.net/guide/view/122384-xerath-build-guide-apc-by-varph
Ziggs - http://www.solomid.net/guide/view/124195-ziggs-build-guide-apc-by-varph
Azir - http://www.solomid.net/guide/view/130092?k=933521410893311
Viktor - http://www.solomid.net/guide/view/130949-viktor-build-guide-apc-by-varph
LeBlanc - http://www.solomid.net/guide/view/130580-leblanc-build-guide-apc-by-varph

Sion - http://www.solomid.net/guide/view/130673-sion-build-guide-jungle-by-varph
Gragas SUPPORT - http://www.solomid.net/guide/view/126095-gragas-build-guide-support-by-varph
Janna SUPPORT - http://www.solomid.net/guide/view/124973-janna-build-guide-support-by-varph
Maokai Top - http://www.solomid.net/guide/view/128362-maokai-build-guide-fighter-by-varph
Amumu Jungle - http://www.solomid.net/guide/view/127310-amumu-build-guide-jungle-by-varph
Nautilus Jungle - http://www.solomid.net/guide/view/128847-nautilus-build-guide-jungle-by-varph

Comments

January 7, 2016 - 03:53 AM #1

Pretty much, and it's pretty funny.

September 7, 2015 - 08:57 AM #2

I think its too expensive using gold on stats that don't scale well on Bard(AP/Sheen damage) for only an average amount of utility that gets cancelled out the moment u land a q

September 5, 2015 - 09:46 PM #3

How do you like Iceborn Gauntlet? It should be very useful with aoe slow and more damage w/ aa, especially using it with bard's passive.

September 5, 2015 - 09:45 PM #4

How do you like Iceborn Gauntlet? It should be very useful with aoe slow and more damage w/ aa, especially using it with bard's passive.

August 21, 2015 - 03:10 AM #5

Regards to taking W lvl 1 for the jungler, I find that it really does help in some cases. For me at least, I've had multiple games where I healed my Lee Sin in the jungler since he has a very unhealthy first clear. Since he's healthier, he was able to lvl 2 gank and really snowball the game. I try to do this for every gank heavy jungler now.

August 21, 2015 - 02:10 AM #6

Regards to taking W lvl 1 for the jungler, I find that it really does help in some cases. For me at least, I've had multiple games where I healed my Lee Sin in the jungler since he has a very unhealthy first clear. Since he's healthier, he was able to lvl 2 gank and really snowball the game. I try to do this for every gank heavy jungler now.

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July 31, 2015 - 07:10 AM #8

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July 31, 2015 - 07:10 AM #9

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July 19, 2015 - 12:20 PM #10

This is the best guide www.youtube.com/watch?v=nWxDqOR2gZY

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