Lane

In Support, Bard wins 100.0% of the 1 games played against Ashe on this patch. Neither side has a clear edge in this matchup.

Most played lane for this pair: Support. Only 1 games on this patch, so these numbers can still move.

Who wins

Bard 100.0% Adjusted: 53.8% Own average: 52.6% Difference: +1.2
+0.4 Matchup edge Games: 1
Ashe 0.0% Adjusted: 24.4% Own average: 25.0% Difference: -0.6

Laning phase

Every number below is shown from Bard's side: positive means Bard is ahead.

Bard Games
Gold difference at the end -256 1
CS difference at the end -23.0 1
Solo kill difference 0.00 1
Turret plate difference -3.00 1
Level lead -1.00 1
Average game length (minutes) 33.8 1

Bard build

Full Bard build

Builds are not measured per opponent yet: this is what Bard builds on patch 26.19 against every opponent.

Runes

53.6% 97
52.2% 23
40.0% 10

Summoner Spells

52.8% 72
50.0% 52

Items

BloodsongBloodsong 400 +200 Health+75% Base Health Regen+75% Base Mana Regen+9 Gold per 10s SpellbladeAfter using an Ability, your next Attack deals bonus physical damage On-Hit. If the target is a champion, they take increased damage for 4 seconds.Active (4 charges)Places an Invisible Stealth Ward that grants vision.52.5% 101
Dead Man's PlateDead Man's Plate 2900 +350 Health+55 Armor+4% Move Speed ShipwreckerWhile moving, build up to 20 bonus Move Speed. Your next Attack discharges built up Move Speed to deal bonus physical damage.UnsinkableReduce the effectiveness of Slows by 15%.54.0% 63
Boots of SwiftnessBoots of Swiftness 1000 +55 Move Speed FleetfootedReduce the effectiveness of Slows by 25%.56.5% 62
Locket of the Iron SolariLocket of the Iron Solari 2200 +200 Health+30 Armor+30 Magic Resist+10 Ability Haste DevotionGrant nearby allies a 290 - 360 Shield that decays over 2.5 seconds.52.6% 57
Mercury's TreadsMercury's Treads 1250 +20 Magic Resist+45 Move Speed+30% Tenacity 46.9% 32
Hextech RocketbeltHextech Rocketbelt 2650 +60 Ability Power+350 Health+20 Ability Haste SupersonicDash in target direction, unleashing missiles that deal magic damage.53.1% 32

Skill Order

Q Cosmic Binding Cosmic Binding Q Cost60 Cooldown11/10/9/8/7 Bard fires a missile which will slow the first enemy struck, and continue onward. If it strikes a wall, it will stun the initial target; if it strikes another enemy, it will stun them both. W Caretaker's Shrine Caretaker's Shrine W Cost70 Range800 Reveals a Health shrine which powers up over a short time, disappearing after healing and speeding up the first ally that touches it. E Magical Journey Magical Journey E Cost30 Cooldown22/20.5/19/17.5/16 Range900 Bard opens a portal in nearby terrain. Allies and enemies alike can take a one-way trip through that terrain by moving into the portal. R Tempered Fate Tempered Fate R Cost100 Cooldown110/95/80 Range3400 Bard sends spirit energy arcing to a location, putting all champions, minions, monsters, and turrets hit into stasis for a brief time.

First 5 points

Cosmic Binding Q Cosmic Binding Q Cost60 Cooldown11/10/9/8/7 Bard fires a missile which will slow the first enemy struck, and continue onward. If it strikes a wall, it will stun the initial target; if it strikes another enemy, it will stun them both. Caretaker's Shrine W Caretaker's Shrine W Cost70 Range800 Reveals a Health shrine which powers up over a short time, disappearing after healing and speeding up the first ally that touches it. Magical Journey E Magical Journey E Cost30 Cooldown22/20.5/19/17.5/16 Range900 Bard opens a portal in nearby terrain. Allies and enemies alike can take a one-way trip through that terrain by moving into the portal. Cosmic Binding Q Cosmic Binding Q Cost60 Cooldown11/10/9/8/7 Bard fires a missile which will slow the first enemy struck, and continue onward. If it strikes a wall, it will stun the initial target; if it strikes another enemy, it will stun them both. Cosmic Binding Q Cosmic Binding Q Cost60 Cooldown11/10/9/8/7 Bard fires a missile which will slow the first enemy struck, and continue onward. If it strikes a wall, it will stun the initial target; if it strikes another enemy, it will stun them both. 100.0% 33.3% 3

How this matchup is measured

The big number is the raw win rate. Next to it stands the adjusted one: small samples are pulled towards the champion's own average, so a lucky run cannot look like a counter. The difference column compares the matchup with that average, because a champion that wins 48 percent of all its games looks weak in every matchup. The laning rows are measured between the two laners only, without the noise of the other eight players.