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Spells:
Ignite
Flash
Ability Order
Ravenous Flock (PASSIVE)
Swain Passive Ability
Introduction


Some things to keep in mind when using this guide:
Swain is not a true tank, you should not be initiating.
- When playing a champion such as this, you should be a bit selfish. If using
Nevermove to save a teammate means there is an 100% chance you will die, save yourself instead. THIS DOES NOT MEAN - "DON'T BE A TEAM PLAYER", ALWAYS SUPPORT YOUR TEAM!
- Buy Sight Ward and
Vision Ward. Think of them as an investment in yourself. You buy them you live, if you don't, you die or short yourself.
- Always build and play situationally. Stagnant and static builds will get you nowhere against half decent opponents.

Well that is my introduction, I hope you enjoy

Highly Recommended Reading: Skill Sequence, Spell Combos, Laning, Items, Runes, Summoner Spells, Masteries
Recommended Reading: Pros / Cons, FAQ's, Summary
Optional Reading: Change Log


Pros
- Brings great damage output to team
- Enemies must devote resources to shut him down, or heavily focus
- Very hard to gank / shut down in lane
- Brings CC with
Nevermove and
Decrepify
- Is a tanky-carry because of his
Ravenous Flock
Cons











Decrepify

Decrepify -

Cooldown: 8 / 8 / 8 / 8 / 8
Cost: 60 / 70 / 80 / 90 / 100 Mana
Range: 550
Ahh the trusty laser bird. This is the third skill priority with









Nevermove

Nevermove -

Cooldown: 18 / 16 / 14 / 12 / 10
Cost: 80 / 90 / 100 / 110 / 120 Mana
Range: 900
This skill is perhaps the most integral in





When being chased by enemies, I generally drop this spell directly under me (or a bit behind depending on the distance) in order to snare the assailants. When using this against half-decent players who do not move in predictable patters, you may have to bait them into the

Torment

Torment -



Cooldown: 10 / 10 / 10 / 10 / 10
Cost: 65 / 70 / 75 / 80 / 85 Mana
Range: 625
This is









Ravenous Flock

Ravenous Flock - Toggle:


The cost to sustain

Cooldown: 10 / 10 / 10
Cost: 25 / 25 / 25 Initial Mana Cost Per Second
Range: NA
The most powerful spell that





Carrion Renewal

Carrion Renewal - Whenever

This passive is a great one, allowing

Spell Combos
This is perhaps the most important aspect of playing






Your preferred spell combo is this:



It is important to get






The next spell combo to use if the enemy is playing conservatively:



This is a spell combo that I use often if the enemy will not allow you in range to get a




A third spell combo for quick enemies, or if having trouble landing




OR



This combo can be used if you just can't seem to land that










Choosing a Lane





who have very powerful early games. Other champions to be careful of are those with healing reduction effects:





Early Game
This is the most difficult stage of the game. You must play conservatively! I cannot stress this enough, and especially without




At level 2, if you are able to land a



At level 4, when you finish your spell combo after getting


After you hit level 6, this is where the fun starts. You will have


Mid Game/Ganking
Entering midgame, you should be well on your way to your

When ganking, you want to try to get your teammates to bait the enemy into moving farther into hostile territory than they should be. How they do this is another story, but as soon as they do, open on them with a

Beginning mid game, your jungler should start letting you have golem buff nearly every time it is up. You can basically leave your ultimate on twice as long, and have near capped cooldown reduction. Later in the game, you should be getting blue buff as often as possible.
Last Hitting
Possibly the most important part of League of Legends. In comparison to other MOBA's such as HoN and DoTA, the last hitting in League of Legends provides a huge amount of gold compared to kills. Because of this, if one wants to be successful at the game, you must be successful at last hitting.
Out of all of my champions, I find





If you are getting pushed to your tower by that pesky

For melee minions: Usually each melee minion will take 2 tower hits and 1 autoattack to kill. So wait for 2 tower hits and then smack it with an autoattack afterwards. (After the tower has attacked the minions a few times, you may be able to treat them as caster minions).
For caster minions: Usually each caster minion will take 1 tower hit and 2 autoattacks to kill. So you want to make sure to autoattack each caster minion once before the tower targets it, and then after it takes a hit of tower, last hit it before the next tower strike.
Manipulating the creep wave properly is very important! The easiest way to last hit is to tank the minion wave right in front of tower range, so the tower cannot attack it.


Late Game/Teamfighting
Proper skill execution and micromanagement is crucial to late-game teamfighting success. At this point, you should be getting every blue buff and your team should be grouped up to push/baron attempt. Perhaps the most important thing to remember as any champion in the late game. DO NOT RUN OFF ALONE! If you die alone, the enemy team will be able to attempt baron, where you are forced to engage, or have to let them have a massive advantage.
In teamfights, it is important that you focus the proper target. Splitting dps can be detrimental to the outcome. You need to ensure that the focus target is the one you are killing. Also, if you are not being focused, the enemy is most likely trying to focus one of your squishy carries such as








After you have won a teamfight, it is important to get your objective, but without overextending. I cannot tell you how many times I have pushed, overextended, gotten counter-aced, and lost a game. Take it from experience, not getting that inhibitor is better than getting aced. When you are pushing, it is important not to get distracted. Meaning that you should be focusing that tower rather than that



It should be noted that my item build is by no means set in stone, build situationally EVERY GAME.
Possible Starting Items





Your Core Items
A slightly expensive core, however this will provide




























Other Good Choices


























After you finish off whatever build it is you choose to go, be sure to buy




My Typical Build:






OR






OR






Against Heavy Healing Reduction:






Against Heavy Crowd Control/Magic Damage:







Marks


Seals




Glyphs











Quintessences




A must have on





I prefer this over










Other Options

This is another great spell that can used both offensively and defensively. I prefer







Good for getting back to the lane or setting up ganks with Sight Ward or minions. Can also be useful if you are getting backdoored by that

Don't Take














The 9 points in offense:
Archmage's Savvy - Extra ability power for the oomph on your spells.



Deadliness - Only other point dump that gives anything in this tier.
Sorcery - Cooldown reduction on

Archaic Knowledge - 15% magic penetration will increase your spell damage quite substantially.
The 21 points in utility:
Good Hands - Better than perseverence, trust me on this one. 7 seconds cut off the late game death timer is far and away better than 1 health and mana every 10 seconds (the benefits of perseverence).
Perseverence - Point dump, as you need none of the summoner spell benefits in this tier.
Awareness - An extremely good mastery, will give you the level advantage or help keep up with others that take this. Whoever hits level 6 first in the lane can mean the difference between first blood and being killed.
Greed - I'll probably take a lot of flak for this, but with

Meditation - Mostly just a point dump for this tier, although the mp5 is kind of nice.
Utility Mastery - Longer blue buff and baron buff, nuff said. Blue buff is

Quickness - Increased movement speed is great to easily land that

Blink of an Eye - Reduced

Intelligence - Cooldown reduction. Very useful throughout the game.
Presence of the Master - Having


Other mastery setups that may be beneficial to

Well because it gives you the ability to harass and sustain yourself in a lane incredibly. When looking at it from a pure cost standpoint, the value of regeneration alone it gives is 150% more than its cost value (based off


When should I be buying

I would say a good rule to go by is if your 3 or more of your opponents have 100 MR or more or if you take







What is my job in a teamfight?
Your job is to kill focus targets with





When and how do I use my ultimate,

You should be using this before each spell combo in the lane, you do not need to leave it on longer than 3-5 seconds, but the damage boost it will provide on the enemy is substantial. You will also want to turn it on quickly when you are down a bit of health in the lane, but be sure you don't use it too much or you will push. In teamfights, you want to use

Why Good Hands over Perseverence?
Just looking at a benefit comparison, we find that in the late game (where death timers can be ~70 seconds) we slash 7 seconds off of that, which can be game-breaking. Looking at perseverence, with our 18 hp5 and 23 mp5 at level 18, 3 points in this mastery would give us .72 hp5 or ~1 health per 7 seconds and .92 mp5, which is almost nothing late game.
Mind Games
Something that can give you a bit of advantage when playing, is giving a little taunt to your enemy. This will demoralize them and cause them to become angry and make more mistakes.
For example, sometimes after a kill, my favorite way to taunt is just the simple, one word: "Nevermore."
Anybody who gets the reference will become extremely enraged, and even if they don't get the reference they get annoyed. But it is important that you do not get caught up in your own game! If you become distracted, you are hurting yourself as much as you are hurting the other guy, don't get in an argument, just say a few words and let them stew in it.
This is the end of my

If you enjoyed reading this guide or its appearance, check out my other guide Taric: The Gem Knight - Tanky/Aura/Support
If you liked the guide, give me a nice +1 and a comment
If not, tell me how I can improve and I will consider your suggestion. Remember, troll downvotes only hurt the quality of the guides on this site.

6/7/2011 - Guide Published - Changed some aesthetics, added in Question/Answer in some sections. - Added Mind Games Section in Summary.
6/8/2011 - Added picture in

6/9/2011 - Moved Question/Answer to FAQ's section, added in recommendedreading in intro.
6/21/2011 - Patch v1.0.0.120



A massive nerf that cut the healing of







6/30/2011 - Changed around the item order as well as runes to compensate.
7/8/2011 - Patch 1.0.0.121


This was not a buff, but an even bigger nerf, his healing in teamfights is still lower than previous levels and his lane sustain is just pitiful now. This really hurt.
7/26/2011 - Patch 1.0.0.122

A buff that was a long time coming for

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