Swain Build Guide by Taiack
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Ability Order This, Just this.
Threats & Synergies
Alistars CC can shut Swain down. He can block Death's Hand with his face.
She can block Death's Hand with her face. CC can shut Swain down.
He is able to easily dodge Nevermove with his dash. He can also just all in you and murder you once he gets Bilgewater cutlass because of its slow active.
Ya know he hooks people and they die. But you can still dodge it, and outplay.
Draven is only a major threat due to his snowbally nature. Hes easy enough to play against as long as he doesn't have a gold advantage. Just Nevermove where hes going to catch an axe, and destroy him.
Ezreal is a joke of a champion for swain. He will either die to your 3 abilities + ignite, or he wont ever get in range of you. Just dodge his Q and he cant do anything to you
Soraka will die to you level 2 if she doesnt have barrier. Her Q is laughably easy to dodge, her only real tool in lane is her silence. So just walk out of the circle.
Janna has bad trade patterns which you should be able to punish her for. When she walks up to W, You cast E and wreck her in the trade. She is still pretty good at disengaging, so dont waste your ult if you arent tracking her abilities.
Same as soraka. Though the auto attack buff to her lane partner can even out trades. Her movespeed buff can also be annoying. Full combo her with ignite once and she dies.
Even though his w is easy to dodge, his ult/passive will destroy you. Do what you can to dodge his abilities, and don't stand right next to your partner when Brand is level 6.
Sona is a complete joke of a champion. Auto her when she comes up to trade, E her lvl 1, ignite and follow up with 2 more autos(flash if you have to) shes dead. Solo. Sorry sona mains.
Just dont play Swain into her.
Kaisa can trade well, she can also dodge your E with her movespeed. Your chance to beat her in lane ends when she gets her first item.
It kind of depends what support Jhin has. Jhin can win trades by himself. But most people do not play him properly. So abuse him going for 3rd shots, and yank him when hes on 4th. It will waste his 4th shot on closest enemy. (unless he has autoattack off in options.*)
Ashe W can set up and follow up well with your lvl 1 E. Her slow passive is great for lvl 1 all in with flashes. Her ult works well so you have time to walk up, yank cast EW for another 1 second root + the slow.
Cait traps are the only thing that matters in this lane. If Cait isn't trapping off of your E, you aren't killing anything. But she CAN be an ideal partner if played properly.
Draven with Swain support can be one of the most aggressive lanes bot. Any time you land an E, Draven should be able to finish the kill. Draven also can use his E to knockback and allow you to yank then follow up with EW which will net a kill.
Ezreal doesnt do enough damage early, so most of the trading is going to be on you. Gauge what you can do solo + maybe an auto from ezreal.
Heimers CC and turrets can preassure the lane so hard you can take bot tower very fast off just a double kill bot. which isnt hard to pull off post lvl 6 (Heimers ULT E combo (with turrets)).
A proper follow up to your E with her E should net a kill every time on a squishy champ at lvl 2.
Jhins snare can enable you to land your EW, and vise versa. As long as you dont trade when Jhin is on his first shot, you should be able to chunk/kill whoever you catch. They compliment each other from level 2.
I haven't been able to test with Kalista, but they should work well together if they abuse rend(rend stack champ and minnion kill over and over.) Which allows you a slowed target to hit with EW. Her ult can save you/ allow you to full engage easily.
Lucians full combo on top of your EW will severely chunk or kill the target.
Varus E can set your EW up, his ult can do the same. His attackspeed, passive procs can kill any squishy caught.
Its hard to synergize with Vaynes. You have to set things up yourself most of the time. If she is able to E someone into the wall that is your best case.
Her stun can set you up for your EW. She has good follow up if you're able to do the setup. Overall just good.
Champion Build Guide
Support Swain TrainBy Taiack
I have realized, the warding section may be too much info for this guide. I will be halting the planned section of warding lategame. I will be adding a link to another guide on warding alone.... I will have to make that before refining and linking to the new warding guide. For now, these sections will remain.
As I iterate on this guide certain portions, and examples may be changed. The game is ever evolving, and so should guides.
Kill pressure from level 1
Can become tanky and still deal damage.
Versatile build paths allow different options of play.
Is able to take over a game.
CC can shut him down.
His Q can be blocked by minnions or other champs you didn't want to hit, or Yasuo/Braum walls.
He has the potential to make teammates miss their abilities by pulling them.
He can be out ranged by other supports like Xerath or Velkoz.
There is also a chance that you will be flamed, trolled, then carry the game to Victory.
Enemy champion takedowns will also leave a Soul Fragment behind.
Damage - 20-105 (based on level)(+30%AP)
Cooldown - 12 / 9 / 6
Passive- Swains ravens harvest Soul Fragments for him, restoring max HP. Swain can store up to 5 Soul Fragments in reserve, which empower Demonflare.
Healing per Soul Fragment - 4/5.5/7%
Death's Hand Q
Swain unleashes five bolts of eldritch power in the target direction, dealing magic damage () to the first enemies they hit. Enemies can intercept multiple bolts, taking bonus damage. Bolts that kill their targets continue onward and restore 3% maximum mana. This can repeat indefinitely until the bolts reach their maximum distance.
Damage - 55 / 75 / 95 / 115 / 135 (+ 40% AP)
Bonus damage per bolt 15 / 20 / 25 / 30 / 35%
Mana Cost - 65 / 70 / 75 / 80 / 85
Cooldown - 7.5 / 6.25 / 5 / 3.75 / 2.5 seconds
Vision of Empire W
Swain summons a demonic eye at the target area, revealing it for 2 seconds, which explodes after 1.5 seconds, dealing magic damage to all enemies hit, halved against minions, and slowing them for 2.5 seconds. Enemy champions are revealed for an additional duration and have a Soul Fragment ripped from them.
Damage - 100 / 150 / 200 / 250 / 300 (+ 70% AP)
Slow - 25 / 35 / 45 / 55 / 65%
Reveal Duration - 4 / 5 / 6 / 7 / 8
Mana Cost - 70 / 85 / 100 / 115 / 130
Cooldown - 22 / 21 / 20 / 19 / 18
Swain launches a demonic wave in the target direction, dealing magic damage to enemies it passes through.
Upon reaching its maximum distance, the wave returns to Swain, detonating at the first enemy hit, dealing magic damage to all nearby enemies and rooting them for 1.5 seconds.
Damage - 35 / 70 / 105 / 140 / 175 (+ 25% AP)
Detonation Damage - 35 / 45 / 55 / 65 / 75 (+ 25% AP)
Mana Cost - 60 / 65 / 70 / 75 / 80
Cooldown - 13 / 12 / 11 / 10 / 9
Demonic Ascension R
Swain frees the demon within for 12 seconds, gaining bonus health. While Demonic Ascension is active, Swain drains the 3 closest visible enemies to him, prioritizing champions, dealing magic damage to them each second, and healing himself for each enemy hit, reduced by 80% against minions and monsters.
After restoring 125 / 300 / 450 health with Demonic Ascension, Swain can end its effects early to cast Demonflare, and automatically does so at the end of its duration.
If Swain dies while Demonic Ascension is active, he loses all of his stored Soul Fragments. If Swain dies during the channel time of Demonic Ascension, the cooldown and all Soul Fragments are fully refunded.
Bonus Health - 150 / 275 / 400
Damage per second - 35 / 50 / 65 (+ 14.167% AP)
Heal per second - 20 / 35 / 50 (+ 16% AP)
Cast requirement - 1 Soul Fragment
Cooldown - 120
Swain releases his stored Soul Fragments, dealing magic damage to all nearby enemies based on how many he accumulated. (max 5)
Damage per Fragment - 45 / 60 / 75 (+ 21% AP)
Max Damage 5 Soul Fragments - 225 / 300 / 375 (+ 105% AP)
The goal level 1 is to fish for Nevermove E on the squishies. Though it does still work pretty well on melee supports. Hit someone with Nevermove E , right click to pull and auto them at least once. You should be able to chunk most champs by 25% or more just with Nevermove E Auto and Electrocute. (try not to be me and misclick multiple times, you'll let a free kill go, and look bad.)
Level 2 is basically the same thing, but you need to know the range that your Ravenous Flock Passive active moves championss and what direction. Once you hit an Nevermove E use Vision of Empire W where you are going to pull them, then pull and auto. This trade alone should net in a kill if you Ignite and auto/ Flash auto.
Level 3 is a repeat of level 2, with the extra damage from Death's Hand Q, This combo is the bread and butter of Swain. From here on out your Death's Hand Q will get much stronger, and you'll be able to use Death's Hand Q more frequently.
Levels 4 & 5 should be played basically the same as level 3. Note that your Death's Hand- Q will keep scaling. Which will quickly become usable by its self to trade. Also do not under estimate auto attack damage, and weave them in between Vision of Empire - W and Death's Hand - Q spell casts to maximize damage.
At level 6 you can all in. I recommend having Flash available so you can secure a kill.
Spellthief's Edge line is the best support item for Swain because, the ability power, damage on hit, mana regen, and gold for trading.(Or attacking towers.)
Your First Buy.
Upgrade your support item for its better stats, and increased gold generation. Grab a Control Ward.
Every time you base to buy, buy a Control Ward.
If you have used your Health Potions pick up Refillable Potion.
Buy The Dark Seal for added damage, mana, and the ability to snowball a little bit better.
Also pick up Boots of Speed if you have enough gold. Early game you don't need boots because of Swains ability to disengage with Nevermove E and Vision of Empire W. If you do die, your positioning was bad or you missed your abilities.
By the time you're level 6 you should have figured out how you want to play the rest of the game out.
Supporty support swain.
If you managed to get take-downs start by picking up Aether Wisp and Kindlegem for Shurelya's Reverie. This item is ment for you to use as a chase item, or team disengage. Once you have Shurelya's Reverie the next most important item to have is Stopwatch. Make sure you upgraded your boots. Youre now locked into finishing Zhonya's Hourglass.
The game at this point should be pretty much over, if not, continue on with purchasing Zeke's Convergence bind it to your ADC, or someone who auto attacks and seams to live during fights. When you ult try to put yourself in places to bait the enemy damage and use Zhonya's Hourglass.
Full AP support.
If you're going toward full AP support style. Start off by upgrading your support item. Pick up The Dark Seal, Refillable Potion and Boots of Speed. This build does much more damage, and you have more HP. Build for Morellonomicon and finish your Sorcerer's Shoes then Zhonya's Hourglass. The next item to build is Hextech Protobelt-01. The reasoning for buying Hextech Protobelt-01 is the HP and AP for the gold cost is great, also the active synergies's with your ult, does damage, and can put you in range to "shotgun" someone with your Death's Hand Q. On top of all of that Ingenious Hunter rune lowers the cooldown of the active.
This ward map is for Blue SideRed Marks - Control Ward Placement.
Yellow Marks - Support item Wards.
Dark Blue - Places your ADC might ward. IF they ward at all.
Place your control ward here, everytime. The only people who will clear it will be the enemy midlaner, or jungler who is trying to dive you.
The Support item ward placement will give you(and your team)info further in advance than the warding spots you probably are use to. Also these spots give more meaningful info to your midlaner(who can now ward topside) and your jungler (counter jungle/gank info.)
This ward map is for Red SideRed Marks - Control Ward Placement.
Yellow Marks - Support item Wards.
Dark Blue - Places your ADC might ward. IF they ward at all.
Again. Place your control ward here. The only people who will clear it will be the enemy midlaner, or jungler who is trying to dive you.
The Support item ward placement will give you(and your team)info further in advance than the warding spots you probably are use to. The hard part is forcing your self to go ward. A very good time to move and ward is after forcing your lane in. You shouldnt miss more than 2-3 minnions of XP. (Ping your ADC to be careful wehn you do move to ward.) Also these spots give more meaningful info to your midlaner(who can now ward topside) and your jungler (counter jungle/gank info.)
This warding section has been moved. Please see this warding guide
Zhonya's Hourglass - Cooldown can be reduced down to -72 seconds.
Shurelya's Reverie - Cooldown can be reduced down to - 54 seconds.
Hextech Protobelt-01 - Cooldown can be reduced down to - 24 Seconds.
Your goal is to deal as much damage with your Death's Hand Q as possible on the closest weakest targets. and Nevermove E, Vision of Empire W the back line.
If you went the tanky route, with Zeke's Convergence and Shurelya's Reverie just get up close and personal. You should be tanky/sustain enough to win teamfights even if you die. Zeke's Convergence slow alone can win you teamfights.
Use Nevermove E to secure a kill on the way out, then Flash behind another enemy to root them.
Pay attention to the map, there will be many opportunities to use Vision of Empire W to block a path of an enemy leading to their death. Or to stop enemy backs, so that an ally or yourself can catch and kill them.
The next tips example show cases this as well as its own.[/u]
Death's Hand Q + Flash, to finnish off low enemys.