Bard PvP Guide for FFXIV
This page contains an overview to the Bard in PvP for FFXIV with the knowledge one needs to jump right into Crystalline Conflict and the Frontline modes. Below you will find information on both the strengths and weaknesses of Bard, alongside their abilities and how they interact with each other.
Bard FFXIV PVP Overview
The Bard Is one of three Physical ranged DPS that differs from its Machinist and Dancer counterparts through powerful team buffs, mass enemy knock-backs and the unique ability to drain enemy MP on top of amazing burst combos.
The Bard blends in with the crowds to unleash powerful coordinated attacks that can catch players off guard. As of patch 7.1 the fluidity of the Bards kit pushed the Bard into being one of the best roles currently going in both Frontline and Crystalline Conflict.
Bards used to struggle within Crystalline Conflict due to the fact there damage for select skills required the Bard player to maintain distance from there selected targets. The current rework has removed the Bards ranged requirements greatly improving the role in Crystalline Conflict.
Note: This guide is focused on PVP as a whole Frontline, Crystalline Conflict and Rival wings all play differently to one another however the fundamentals and understanding of a roll translate across all game modes.
Bard PvP Strengths and Weaknesses
Fast and Powerful burst damage rotations whilst keeping a safe distance
The ability to mass knockback entire groups through blast arrows
Capable of removing cc from yourself or a party member which also buffs the target with the Warden's Paean
Access to both Bind and Silence cc allowing for escapes and to shut down targets
A powerful supportive limit break that no only buffs the team
Bard has the unique ability of draining 5000MP from multiple targets at once
Reliant on the team presence alone the Bard is easily overwhelmed by Tanks and Melee roles
No defensives meaning Bard is very vulnerable against other ranged classes
Your only mobility skill requires you to be in the danger zone and can be easily messed up jumping further into the enemy team
Bards can very quickly burn through cooldowns leaving them with no follow-up
A 120s limit break charge meaning some fights you face enemy limit breaks without your own
PvP Basics
Skill Selection
Every job has access to a few common actions, but their utility differs between jobs.
Recuperate
Recuperate – This is your most important healing ability. MP in PVP is
only used for this ability. With a max of 10,000 MP, recup will consume 2,500 and
heals you for 15,000 HP. The amount of healing received can be increased and reduced
by healing up or down status effects, such as
Summon Seraph
to increase or
Biolysis to decrease. You gain 500 MP per 3 seconds passively,
something to keep in mind!
Standard-issue Elixir
Standard-issue Elixir – This is your second-most important
healing ability. Elixir allows you to gain back all your HP and MP,
resetting yourself for the next fight!
The listed cast time is 4.5 seconds, which means the cast is actually
snapshotted as complete after 4 seconds, after which you can move and
opponents can no longer cancel your Elixir. You'll see moments where you
get hit, and the position will still finish.
When not under pressure, make sure to top up your resources for the next fight. As with the animations counted in the death timer, you will be out for 20~ seconds instead vs a 4 second Elixir!
Guard
Guard – Grants 90% damage reduction and immunity to most
crowd-control debuffs for up to 4 seconds. Using another action cancels
this guard early. Damage over Time effects that have been applied before Guard
will always tick for the full amount and wont be negated with Guard!
Per Patch 7.1, there have been multiple abilities added that work
against Guarded targets. Where Shield Smite and
Chain Stratagem
half the defensive bonus of Guard (90% → 45%), there are also abilities that simply
ignore guard when dealing damage;
Drill,
Assassinate,
Enchanted Riposte,
Disesteem,
Wreath of Fire,
Serpent's Tail and
Chaotic Spring
Damage per ability is now tight to animations, compared to pre-7.1 where the damage would register when pressed. This means Guard is more reactive than it has been before, but it's also possible now to start ability animations that will hit the moment your Guard ends. Beware of your surroundings and what the enemy is doing!
Purify
Purify – Cleanses all common crowd-control debuffs and
provides a 3-second immunity to further crowd control, draw in and knockback effects. Use
this to prevent yourself from getting CC-chained to death.
With the amount of crowd-control abilities, try not to be trigger-happy when using Purify. Taking a stun with no follow up from the enemy team, doesn't bring you in danger! If you have no defensives ready against a crowd-control heavy enemy team, it's recommended to play defensively before making another engage.
Sprint
Sprint – Toggle for increased movement speed. This is a GCD
and using any other action cancels the buff, so be smart in using it. Sage is a fragile
job, as it has the lowest HP out of any job. If you are using off-global abilities repeatedly
while running away or chasing, you should try to late-weave them if you can afford to,
to avoid canceling too much of the Sprint duration.
Damage Abilities
Powerful Shot
Your most basic damage ability is the Powerful Shot dealing a
simple 6000 damage to your target within a 25 yalm reach. Each shot from your Powerful Shot
Reduces the recast time of your
Harmonic Arrow during any downtime
you will always want to be firing your
Powerful Shot as much as possible
ensuring you have as many Harmonic arrows at the ready to go at a moments notice.
Harmonic Arrow
Harmonic Arrow Is one of your main tools during burst damage
and to finish off weakened targets. Sharing the same 25 yalms as the
Powerful Shot
they combo perfectly right after.
Harmonic Arrows charge 1 per every 15 seconds with that timer being reduced by 5 seconds for each Powerful Shot in which you can hold up to 4 charges. The first arrows deals 9000, the seconds deals 6000, the third 5000 with the fourth dealing 4500 with all charges being fired at the same time and can be fired no matter your charge count.
Apex Arrow
Apex Arrow is a one part of a two-part combo that is one of the most
important in your entire kit, 25 yalm range dealing damage within a 25 yalm straight line.
Apex Arrow deals 8000 damage to all targets struck and will reduce the weaponskill
cast and recast timers by 10% whilst increasing damage dealt by 5% to yourself and all
party members within 30 yalms for the next 30 seconds.
Apex Arrow serves as your starting engage tool as this provides
a instant advantage for the team, which also readies the follow up ability
Blast Arrow.
Apex Arrow can also combo nicely into your
Repelling Shot,
Silent Nocturne
and the role action
Eagle Eye Shot as small burst rotation.
Blast Arrow
Blast Arrow is your instant follow-up to your Apex Arrow sharing the same
25 yalm range dealing damage in a 25 yalm straight line. Dealing a nice 10,000 to all enemies
in the AoE. It's true value comes from the huge 10 yalm knockback to every single target struck.
Blast arrow is wonderful to finish targets and to prevent aggressive enemy pushes
through the multiple target knockback, resist the urge to fire off randomly as an example
if your teams Dark Knight jumped the enemy team pulling them together through there ability
Salted Earth your mass knockback can actually save enemy players.
Pitch Perfect
Pitch Perfect is another instant cast ability with a 25 yalms reach
dealing damage within a 5 yalm radius. Dealing 9000 to your first target and 4500
to all other targets that also reduces your
Harmonic Arrow recast timer
by 5s.
Pitch Perfect is accessed through your evade abilities, Repelling Shot
and
Silent Nocturne and is not often part of your burst combo's mostly
serving as a nice extra follow up ability.
Encore of Light
Encore of Light is your most powerful ability which unlocks through your
Limit Break,
Final Fantasia with a 25 yalm reach and 5 yalm radius.
Encore of Light deals 10,000 damage to all struck but what makes the action truly
unique is that all struck targets lose 5000 MP half of a players total MP count.
This MP drain alone makes this skill terrifying but can be combined with your other
abilities with deadly results, and obviously the bigger the crowed the more impact this
MP drain can have. Put into context having your MP halved leaves players with only two
uses of the Recuperate placing the enemy at a huge disadvantage.
Utility
Silent Nocturne
Silent Nocturne is your 20 yalm range instant cast Silence CC.
Silence is one of the most powerful CC actions going shutting down a enemy target hotbar
entirely until they use
Purify. Silent Nocturne also grants access
to
Pitch Perfect.
There is never really a wrong time to use Silence as it can be used to secure kills
on weakened targets. It can even force a role like Samurai to miss their timing
on Zantetsuken. The better you can track what your targets
are doing the more lethal Silent Nocturne becomes.
Repelling Shot
Repelling Shot has movement and cc rolled into one which can be cast
from 10 yalms dealing 4500 damage whilst you jump 10 yalms backwards from said target
binding that target in place. Repelling shot unlocks your
Pitch Perfect.
Repelling is a your means of creating space should a player dive you, but equally can be used aggressively being able to run up to a target bind them in place before following up with your combo actions, very effective against mobile jobs.
The Warden's Paean
The Warden's Paean can be used upon yourself and party members within
30 yalms, one status affliction (Crowed Control) will be removed and if a status affliction
cannot be removed the target obtains a barrier removing the next cc action that comes there way.
Upon successfully removing or nullifying a status affliction the player under the effect of Warden's Paean receives a 25% damage taken reduction whilst also increasing movement speed and healing by a further 25%. This action is amazing to partner up with a tank or melee role giving that player much more freedom to engage while you strike from afar.
Limit Break
Final Fantasia is you very powerful supportive Limit Break with a natural
charge time of 120s. Upon use, reduce the weaponskill cast and recast timers by 10% whilst
also increasing damage by 10% topped off with a 25% movement speed boost to yourself and all
within a 30 yalm radius.
Final Fantasia also unlocks your ability to use Encore of Light and also gradually
fill the limit gauge when targets are in combat. Use the Limit Break
right as you push as a team or as a defensive, providing that extra boost that can very well change
the outcome of a battle.
PvP Role Actions
The Three role actions bring a lot of new utility to Bard starting with Dervish
which reduces cast and recast timers by 10% and granting a 33% movement speed boost, this can be
effective with rush comps as the speed boost can stack with other speed boosts such as
Final Fantasia
but overall is the least commonly used with a 15 Yalm Radius of effect lasting for 12s.
Next, a very popular pick, Bravery which can be cast on yourself
and team member within 30 yalms granting a huge 25% increase to damage dealt alongside
a 25% damage reduction. My Top three personal favourite targets of choice are Viper,
Warrior and the Gunbreaker as their survivability and damage
are amplified further, turning them into one-man armies.
Your third option is Eagle Eye Shot which is amazing for securing kills
in my Opinion. From experience this is the strongest pick if you are playing solo, as Eagle
eye shot has a huge 40 yalm reach delivery 12000 damage that also ignores the effects
of
Guard. This one Skill in Frontline Alone will often secure myself
an extra 5-10 kills, and is part of the reason why the Bard is one of the top Meta picks.
PvP Combos and Rotations
The Bard has some extremely powerful Burst combos that can even drop tank players
who are not ready and these combos can be adapted on the fly depending on your situation.
This first combo is a fast burst utilising the role action Eagle Eye Shot.
Apex Arrow
Harmonic Arrow
Eagle Eye Shot
This rotation can be taken one step further with your limit break Final Fantasia
which can deal heavy damage into the enemy team whilst picking off a singled out target.
Final Fantasia
Apex Arrow
Encore of Light
Harmonic Arrow
Eagle Eye Shot
Blast Arrow
A third option is mix your CC actions in with a burst rotation which works extremely well against tanky and mobile roles giving your team the chance to shut them down.
Powerful Shot
Repelling Shot
Apex Arrow
Harmonic Arrow
Eagle Eye Shot
Blast Arrow
The rotations will vary based on your situation which only time and practice can provide, these are tried and tested rotations which I use very frequently. Position well, support your team and you yourself will be landing high kill games in no time.
Useful PvP Macro's
These two useful PvP Macro's are for playing around a party member who you
designate as your focus target allowing you to use The Warden's Paean
and the role action
Bravery without the need to manually target
saving valuable time.
/merror off
/micon "The Warden's Paean" pvpaction
/pvpaction "The Warden's Paean" <f>
/micon "Bravery" pvpaction
/pvpaction "PVP Role Action" <f>
Changelog
- 29 Jul. 2025: Updated as of Patch 7.3
- 10 Jan. 2023: Updated as of Patch 6.3
- 20 Sep. 2022: Updated as of Patch 6.2
- 18 Jul. 2022: Guide added.

Salamander, also known as Taichou Salamander has been a long time FFXIV player since around the 2.0 era. They have done a mix of content over the years with PvP being one off their favourites having been there to see how it has changed over the years. Make sure to check out their FFXIV PvP guides on YouTube!
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