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Recommended Items
Runes: Conq+Dom: The 1v9
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Threats & Synergies
Seraphine
Take Second Wind. Pretty much your hardest counter, outranges you extremely, has much stronger, pretty much unavoidable poke and is ridiculously strong in 2v2s. 100% ban worthy as of 11.2.
Jhin
Jhin is hands-down your best synergy. Your entire kit has enormous zone control and AoE CC. Once you hit level 6 Jhin can perma-root freely. If you duo, get a Jhin.
Jhin
Jhin is hands-down your best synergy. Your entire kit has enormous zone control and AoE CC. Once you hit level 6 Jhin can perma-root freely. If you duo, get a Jhin.
Champion Build Guide
1. Introduction
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2. Pros and Cons
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3. Combos
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Flock: Enemy champions leave Soul Fragments behind when dying. If Swain gets close to these Soul Fragments, he absorbs them. This heals him for 4-7% of his max HP and gives him 5 bonus HP permanently.
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Ravenous: Swain can click on immobilized enemy champions to pull them 290 units closer and deal a bit of damage to them. Activating Ravenous grants Swain a Soul Fragment.
Soul Fragments are Swain's bread and butter. As his health per level is rather low, he's very reliant on obtaining these Soul Fragments to scale hard into the lategame. And he scales hard, given he's played well. Important thing to remember now, Soul Fragments heal Swain even in stasis, just like Vladimir R would.
The best way to use your passive is going to depend on the state your game is in. Generally, you shouldn't use it if you know you're going to get a gank, since it reduces your follow up.
In teamfights, you're going to have to decide who the number 1 priority on your team is. If you have some AoE hard CC like Aatrox Q's, you should try to wait until the priority target gets knocked up. Your passive is extended to 0.5 seconds in duration no matter what so you can easily target the enemy carry to pull them in. Your pull brings them very close to max E range.
Swain's Q is Death's hand

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It shoots 5 bolts of eldritch power in a cone, each dealing damage. Enemies can be hit by multiple bolts and they take extra damage.
There's no specific way that'd make using Death's Hand more optimal than others. Since the bolts collide where Swain stands, it pretty much deals more damage the closer you are to your enemies. Keep in mind though, these are lasers. Yasuo and Samira W do not interact at all with this spell.
Swain's W is Vision of Empire

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Vision of Empire is a very large range (almost global by level 13) AoE nuke. It reveals a target area for 2 seconds. After 1.5 seconds, an explosion occurs, dealing a massive amount of magic damage, slowing enemies, revealing all neutral or enemy units hit and slowing them by a significant amount.
Champions hit by Vision of Empire get revealed for up to 8 seconds and Swain gets a Soul Fragment for every enemy champion hit.
You can help allies escape from danger by forcing enemies to take a detour, you can prevent enemies from escaping in a straight line by placing W to cut them off, you can place W on multiple enemy champions in a teamfight, activate Zhonya's and watch as they heal you to full, use it to check objectives across the map, check the enemy jungle without ever leaving lane, check brushes without actually having to facecheck, cancel backs, confirm kills and really anything you can think of.
This spell is one of the most versatile and one of the strongest in the game.
Swain's E is Nevermove

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Nevermove is a projectile fired from Swain. This projectile flies a fixed distance and deals some damage to enemies it passes through. Once this fixed distance is reached, it'll turn back and go back to Swain. If it connects with an enemy on its way back to Swain, it'll detonate, dealing damage again and rooting in a small AoE.
Swain's Ultimate is Demonic Ascension

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Swain frees the demon within him for 12 seconds, healing himself for a certain amount, becoming ghosted and gaining a draining aura. In this aura, all non-ally units are drained, healing Swain (reduced for minions and monsters). After 0.5 seconds, Swain can recast his ultimate to cast Demonflare. Demonflare is an AoE nuke that deals massive magic damage based on how much Swain has healed from his Ultimate. Demonflare is automatically cast at the end of Demonic Ascension's duration.
Keep in mind that as I've said, Soul Fragments heal him in stasis too, meaning that the more enemies die around him, the more instantaneous bursts of health he gets. Support or not, Swain scales like crazy. If you let him get level 16, there's pretty much no winning outright 5v5s ever again.
So that's Swain's abilities explained, but what about runes? Well, there's 2 main paths you can take. Electrocute or Conqueror.
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Electrocute gives you these extremely cancerous short trades from level 1. Your level 1 is also the most important stage of the first 20-30 minutes of the game. To just lightly touch upon why Electro is good on Swain, you can proc it level 1 in under 1 second. That combo will deal roughly 250-350 damage.
-Secondary choices are simple: Presence of Mind and Coup de Grace for the meatiest trades possible, Biscuits and Stopwatch into lanes where you're going to chunk the enemy multiple times before a kill, Second Wind Revitalize if you get Seraphine and Nimbus Transcendence if you're going to be 100 to 0-ing multiple enemy champions one after another.
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Conqueror is your lategame scaling option. It gives Swain everything he needs for the 1v9. Presence of Mind for infinite mana, Legend: Tenacity to allow him to be in melee range of 5 enemies and Coup de Grace/Last Stand (depending on if you have other frontline or not) lets him either absolutely obliterate enemies so he can stay alive thanks to Soul Fragments or Last Stand so he can clutch it out until an enemy finally dies.
-Secondary choices are simple once again: Taste of Blood and Ravenous Hunter into most lanes (ToB can be swapped for Cheap Shot into free lanes), or you can opt for the more 5v5 carry oriented Manaflow/Nimbus and Transcendence. Only take the second option here if you trust your team, you can't 1v9 with this rune page unless ridiculously ahead. This snowballs hard and works very well with other snowballed allies but its worthless when behind.
+ Moderate skill floor, rather accessible. + Easy to follow learning curve, taking the next step is never too difficult. + Extremely strong in the current meta and a powerful carry. + Not hard to transfer skills from one role to another, makes mid/APC Swain much easier to pick up. + Great gank setup and follow-up. + Versatile, multiple available playstyles. Apparent in amount of rune choices. + Great DuoQ champion with pretty much any role. Swain is an extremely powerful Battlemage in the current meta. He's very strong against tanks and bruisers due to his usage of Conqueror, Liandry's Anguish and Demonic Embrace, and all AoE abilites letting him apply Grievous Wounds easily. He's a very prominent champion in the early, and lategame. Swain is the definition of a scaling lane bully. When played well, he can literally win a 1v5 even while having an item slot wasted by Relic Shield/Shard of True Ice. Swain is also very good when paired with strong carry top laners, as Swain pretty much forces the entire game to be played around bot, one team because the game is won with a snowballing ADC and APC, the other because they have to prevent this snowball from getting started. He's a very prominent DuoQ pick, as he has amazing combos with numerous ADCs, Junglers and some top laners. |
- Lack of mobility. - Can be snowball reliant. - Extremely low range, hard countered by high range champions. - Not a great blind pick. - Harder the higher you climb with him. - Taking the wrong runes will cost the game most of the time. - Isn't the best at playing around a hard carry besides himself. - Isn't a good primary engage champion. - Needs a source of income, mage items are expensive. - Has an extremely strange power curve which takes getting used to, similar to Camille (strong very early on, weaker midgame and a strong late). That botlane focus I mentioned earlier doesn't always benefit Swain though. He's very susceptible to ganks from junglers who aren't even the best gankers such as Olaf, because he's a slow champion with 0 escape tools. When put behind, which can be done by just picking Seraphine for example, he's going to have a hard time coming back in the game. One thing very unique to Swain is how necessary it is to take the correct runes. You're going to have to understand his rune theory extremely well to win consistently. Taking the wrong runes, such as Electro into a Conqueror game will not only lose games, but highlight that aforementioned strange power curve as well, where he dominates level 1-3, then 6, then falls off if not snowballing until 11-13. |
Basic combos:
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The basic: E+AA+P.


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Level 2: Death's hand: E+AA+P+Q+AA.



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Level 2: Vision of Empire: E+W+P+AA+AA.



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Level 3: Full combo: E+AA(cancel)+Q+W+P+AA+AA.




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Post-6: Your defaut combo becomes pretty simple at this point. E+Q+W+P+Q.






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The simplest Flash combo: Flash+E


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Long hands: E+Flash


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A solo Flash combo:E+Flash+P+Q




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A sudden nuke: R+Flash+Q



-Primary AP Carry with Conqueror if you're solo AP
-Secondary AP Carry and frontline with Conqueror if you're not solo AP
-Heavy frontline with Conqueror
-Heavy Antitank with Conqueror
-Primary AP Carry (burst)if you're solo AP
-Burstmage with Electrocute if you're not solo AP
-Anti-ADC with Electrocute
-Anti-dive with Electrocute
-Secondary backline with Electrocute
As you can see, Swain can serve multiple purposes both on and against teams depending on what he needs to be. He can sit with an ADC and protect them from being dove, frontline himself, shred tanks, burst assassins, whatever role he needs to serve, he can.
Generally the only time Swain is an outright bad pick into any comp is when he's
-Severely outranged
-3rd, 4th or 5th AP champion
-Easily gankable against good gank setup/follow-up botlane
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If the enemy bot lane has any threatening engage (particularly for level 1 and 2) you should ward either the middle or the farthest brush from your tower.
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Take the safest brush you can and wait for the enemy ADC to autoattack the wave. Do your most basic combo. You have the strongest level 1 in the bot lane. If your ADC can just AA, nothing more, there's no way Electrocute Swain can possibly get out traded, and even with Conqueror your damage is nuts.
Level 16 and onwards is at that point of the game where Conqueror begins to spiral out of control. Your new objective is forcing teamfights. If anyone can engage for you, you can consistently damage at least 3 enemies. You should move as much between and during your spells as possible because you are slow and you want to be between as many enemies as you can. You're free to frontline now, although you should still be behind tanks if possible.
General ideas:
[*] Your movespeed is very low, kiting between AAs is hard, use W to facecheck and check nearby bushes if you suspect an ambush.
[*] Never lose focus of your priority target when following up an engage. This is also around that time when your R+F+Q combo begins to become ridiculous as a clean-up tool.
[*] If you're very fed (4+ items) you can also attempt to give your other scaling champs kills, but never flip a game over giving away kills. Its certainly in a good spot on you.
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Spirit Visage:

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Gargoyle Stoneplate:

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Seraph's embrace:

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Morellonomicon/Putrifier:


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Mejai's soulstealer:

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