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Spells:
Flash
Ignite
Items
Ability Order
Ravenous Flock (PASSIVE)
Swain Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Zyra
Ideal
Strong
Ok
Low
None
Introduction

I’m glad you’re interested in wanting to learn my favorite champion but here’s the thing, to professionally play


Carrion Renewal
‘Whenever Swain kills an enemy or structure, he restores 13 - 30 (based on level) mana. On enemy champion takedowns, he regains an additional 9% maximum mana.’
Pros
• Helps sustain

• 9% on champion kill/assist makes this passive scale into late game phase.
• Encourages players to cs better.
Cons
• Not as powerful as passives like that of

• Poor cs or kill/assist will result in less mana sustain.

Decrepify
RANGE: 700 / 325 COST: 60 / 65 / 70 / 75 / 80 Mana COOLDOWN: 14 / 13 / 12 / 11 / 10
Magic Damage per Second: 30 / 47.5 / 65 / 82.5 / 100 (+ 30% AP)
Slow: 20 / 25 / 30 / 35 / 40%
‘Beatrice will attack enemies within the area, prioritizing the target of Torment, other champions in range and then any target in range. Beatrice's attacks deal magic damage and slows. Beatrice deals double damage against minions and executes them below 10 health.’
Pros
• Instantly activates and damages enemies.
• Deals a large amount of damage over time (combined with

• Reveals the targeted area, essential for checking objectives and bushes.
• Discourages enemies from moving in certain directions.
• Average wave clear and cs tool.
Cons
• Easy for enemies to avoid the full amount of damage.
• High cooldown requires players to be smart when casting.

Nevermove
RANGE: 900 / 125 COST: 80 / 85 / 90 / 95 / 100 Mana COOLDOWN: 18 / 16 / 14 / 12 / 10
Magic Damage: 80 / 120 / 160 / 200 / 240 (+ 70% AP)
Root Duration: 1 / 1.25 / 1.5 / 1.75 / 2
‘Active: Swain marks the target area. After a 0.875-second delay, talons grab onto enemy units within, dealing magic damage and rooting them for a short duration.’
Pros
• Great synergy with

• Can root multiple targets.
• Reasonable damage.
• Good wave clear and cs tool.
Cons
• High cooldown requires players to be smart while casting.
• Easily avoided by mobile champions like


Torment
RANGE: 625 COST: 65 / 70 / 75 / 80 / 85 Mana COOLDOWN: 10
Enhanced Magic Damage per Second: 15 / 24 / 33 / 42 / 51 (+ 30% AP)
‘Active: Swain afflicts the target enemy with a curse that deals magic damage to them over 4 seconds, amplifying Swain's damage against them by 20% for the duration.’
Pros
• Amplification creates huge synergy with

• Procs effects such as

• On-click projectile which can’t be dodge.
Cons
• Requires other abilities and auto attacks to be effective.
•



Ravenous Flock
RANGE: 700 COST: 25 Mana per Second + 5 Per Additional Second COOLDOWN: 20
Magic Damage per Raven: 50 / 70 / 90 (+ 20% AP)
Heal Per Raven vs. Non-Champions: 8 / 11 / 13 (+ 3% AP)
‘Toggle: Swain assumes the form of a demonic raven. During this time, lesser ravens strike out, one every 0.2 seconds at up to 5 nearby enemies and dealing magic damage to them, prioritizing champions. Each enemy can only be attacked by one raven at a time and only once per second. Swain heals himself for a small amount against minions and monsters, and for a bigger amount against champions.’
Active: Swain marks the target area. After a 0.875-second delay, talons grab onto enemy units within, dealing magic damage and rooting them for a short duration.
Pros
• Incredible health sustain during team fights in particular.
• Constant damage over time inflicted to multiple targets which can’t be dodged.
• Incredible item, ability and team composition synergy.
• Ease of use allows

Cons
• Used ineffectively or extensively causes

• Vulnerable to grievous wound.
•

Ideally you want to use your skills in a particular sequence to maximize your damage output:
Torment >
Decrepify >
Nevermove >
Ravenous Flock > Auto Attacks
If you have trouble this sequence catches enemies off guard more effectively:
Decrepify >
Nevermove >
Torment >
Ravenous Flock > Auto Attacks
Remember to apply
Ignite if your opponent is low on health or if you want to interrupt their healing, additionally make sure you’re always applying auto attacks.
If you’ve built
Zhonya's Hourglass try to use its active while
Ravenous Flock is activated in fights:
Ravenous Flock >
Zhonya's Hourglass
If you’ve built
Everfrost try to open up a combo like this with its active:
Everfrost >
Nevermove >
Torment >
Decrepify >
Ravenous Flock >Auto Attacks
Note that you don’t have to activate
Ravenous Flock all the time but it will increase the damage you deal and regenerate your health.
Use
Decrepify and
Nevermove as your core wave clear tools,
Ravenous Flock and
Everfrost shouldn’t be used for standard wave clear due to cooldowns unless you know you won’t be fighting enemy champions soon.




If you have trouble this sequence catches enemies off guard more effectively:




Remember to apply

If you’ve built




If you’ve built






Note that you don’t have to activate

Use





Ignite




Flash
I run




Teleport



Ghost
I like the idea of







On the offensive tree I like to start with
Sorcery for more ability power but
Fury
would be more helpful early game with cs. I then like to pick
Fresh Blood
because I like to play aggressive as
Swain however
Expose Weakness
is a better late game option and helps your team. Ability power from
Natural Talent
increases the heal of
Ravenous Flock so I find the extra damage more useful then the sustain from
Vampirism
. I then like to go for
Bounty Hunter
which can increase your damage up to 7.5%, amazing for a mastery.
Battle Trance
is a good early game option but it's capped at 5% so late game it's not as effective. Finally you want to go for
Deathfire Touch
due to its synergy with
Swain's abilities and items, the other options are for auto attack based or attack damage champions.
I like to go for 12 points in utility rather then in defense but both are good options. Utility is a good secondary tree because of masteries like
Runic Armor
which greatly improve healing of abilities like
Ravenous Flock. The new mastery
Courage of the Colossus
is currently overpowered, it's seeing play on attack damage carries like
Draven so it might be worth investing 18 points into utility but it relies on you landing
Nevermove.
If you choose to go down the defense pathway the core masteries are
Merciless
because of the damage increase and
Dangerous Game
because sometimes you'll need that extra sustain using
Ravenous Flock. I wouldn't personally get
Thunderlord's Decree
personally because unlike
Deathfire Touch
it has a cooldown and sometimes you'll be constantly dealing damage in fights.












I like to go for 12 points in utility rather then in defense but both are good options. Utility is a good secondary tree because of masteries like





If you choose to go down the defense pathway the core masteries are






Greater Mark of Precision
I like to use this over




Greater Seal of Armor
I like to start with flat armor when I'm playing




Greater Glyph of Magic Resist
This is a great option against a ability power based mid laner but if you're up against a champion like





Greater Quintessence of Ability Power
I like the extra ability power because it increases the damage of all your spells and


Catalyst of Aeons
+225 health +300 mana
Unique Passive: Eternity: 15% of damage taken from champions is gained as mana. Spending mana restores 20% of mana spent as health, up to 15 per cast (toggle spells heal for up to 15 per second).
Pros
• Perfect synergy with

Cons
• Partly the reason to why

• More expensive then



Zhonya's Hourglass
+45 armor +70 ability power +10% cooldown reduction
Unique Active: Stasis: Put yourself in stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration, but also unable to move, attack, cast spells, or use items during this time. 120 second cooldown.
Pros
• When activated with


• Counters items and abilities such as


• Provides

Cons
• Awkward against heavy AP enemy team compositions.
• Using its active wrong can leave you in a bad situation.
• An active item requires the player to be able to use it.

Hextech GLP-800
+300 health +400 mana +80 ability power
Unique Passive: Eternity: 15% of damage taken from champions is gained as mana. Spending mana restores 20% of the cost as health, up to 25 per spell cast.
Unique Active: Frost Bolt: Fires a spray of icy bolts that explode, dealing 100 - 200 (based on level) (+ 35% AP) magic damage to all enemies hit (40 second cooldown, shared with other Hextech items). Enemies hit are slowed by 65% decaying over 0.5 seconds.
Pros
• Strong wave clear and cs tool.
• Reliable, large radius ability which slows and damages multiple enemies.
•


Cons
• More expensive than

• Weaker stats than

• An active item requires the player to be able to use it.

Rod of Ages
+300 health +300 mana +60 ability power
Passive: This item gains 20 health, 10 mana and 4 ability power every minute, up to 10 times.
Unique Active: Eternity: 15% of damage taken from champions is gained as mana. Spending mana restores 20% of mana spent as health, up to 25 per cast (toggle spells heal for up to 25 per second).
Pros
• Provides reliable stats.
• Cheaper then

Cons
• Needs to be built into early, can’t rush into another item after

• Doesn’t test your skill level like the use of an active item.

Sorcerer's Shoes
+15 magic penetration
Unique Passive: Enhanced Movement: +45 flat movement speed
Pros
• Effective against targets with less magic resistance.
Cons
• No defensive benefits.
• No items included in the recipe besides boots.

Mercury's Treads
+25 magic resistance
Unique Passive: Enhanced Movement: +45 flat movement speed
Unique Passive: Tenacity: Reduces the duration of all crowd control effects by 30% (except for Suppression, Stasis, and Displacements)
Pros
• Good defense against ability power damage.
• Counter to enemy teams with crowed control.
Cons
• Does not directly increase your damage output.

Ninja Tabi
+30 armor
Unique Passive: Enhanced Movement: +45 flat movement speed
Unique Passive: Reduces incoming damage from all basic attacks by 12% (excluding turret shots). Does not reduce damage of on-hit effects, it does however reduce damage of basic attack modifiers.
Pros
• Effective against enemy teams with several attack damage based champions.
Cons
• Does not increase your damage output.

Liandry's Torment
+300 health +80 ability power
Unique Passive: Eyes of Pain: +15 magic penetration
Unique: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to 2% of the target's current health per second for 3 seconds. This bonus damage is doubled to 4% of the target's current health against movement-impaired units and capped at 100 damage per second against monsters.
Pros
•


• Highly effective against tanks.
• Provides

• Scales with enemy champion health.
• Constant damage prevents certain abilities like that from

Cons
• Weak early game, due to health scaling.
• Weak vs champions who don’t build into health items.

Void Staff
+80 ability power
Unique Passive: Magic damage ignores 35% of the target's magic resistance (applies before magic penetration)
Pros
• Counters enemies stacking magic resistance.
• Much cheaper than other offensive items like

• Scales with enemiy Magic resistance and

Cons
• No defensive stats which are important to

• Magic penetration does not increase healing from

• Pointless against enemies without magic resistance.

Abyssal Scepter
+60 magic resistance +60 ability power +10% cooldown reduction
Unique Aura: Nearby enemy champions take 10% more magic damage (700 range)
Pros
• Provides

• Passive scales into late game.
Cons
•

• Does not amplify damage over time when enemies are outside the aura radius.

Spirit Visage
+500 health +55 magic resistance +200% base health regeneration +10% cooldown reduction
Unique Passive: Increases effectiveness of all sources of health restoration by 25% (including health regeneration, life steal and spell vamp).
Pros
• Amazing passive which synergizes with

• A better defensive option than

Cons
• No offensive stats.
• Arguably just building more ability power would increase


Rylai's Crystal Scepter
+400 health +100 ability power
Unique Passive: Icy: Damaging abilities slow affected units based on their type:
Unit-targeted: 40% for 1.5 seconds.
Area of effect: 40% for 1 second.
Damage over time, multi-hit, and pet attacks: 20% for 1 second.
Pros
• Great synergy with

• Amazing with


• Provides

• Helps your team more than other viable items would.
Cons
•



Luden's Echo
+10% movement speed +100 ability power
Unique Passive: Echo: Gains charges upon moving or casting. At 100 charges, the next instance of ability damage you deal will expend all charges to deal 100 (+ 10% AP) bonus magic damage to the first enemy hit and summon up to 3 lesser bolts that target nearby enemies, prioritizing enemies damaged by the ability and champions over minions.
Pros
• Raw burst damage makes this item good vs squishy targets.
Cons
• Offers no defensive stats.
• High cooldowns and low mobility means


Rabadon's Deathcap
+120 ability power
Unique Passive: +35% ability power
Pros
• Large ability power spike.
Cons
• Much more expensive than other raw ability power items like

• Other champions like


Frozen Heart
+90 armor +400 mana +20% cooldown reduction
Unique Aura: Cripples nearby enemies' attack speed by 15% (700 range).
Pros
• Good vs multiple auto attack based enemy champions.
• Good defensive and utility stats.
Cons
• No offensive benefits.
• Better suited on melee tanks like


Guardian Angel
+45 magic resistance +60 armor
Unique Passive: Upon taking lethal damage, restores the greater of 700 health or 30% of maximum health and 30% of maximum mana after 4 seconds of stasis (300 second cooldown).
Pros
• Makes champions difficult to deal with during team fights.
• Good general defensive stats.
Cons
• No offensive benefits.
• Active is sometimes completely useless.
• Large cooldown on active means it’s better to sell [[Guardian Angel] when it’s on cooldown.
Early Game
If you have a lane opponent with short to medium range like




When you get your other abilities use them as discussed in the ability combo section. The idea here is to constantly harass your opponent and at the same time take minimal damage by walking away after you cast your abilities.
If you're up against champions like


Mid Game
Now it's time to consider ganking other lanes and securing objectives. You want to communicate with the rest of your team, tell them for example 'I'm coming to gank bot, then we can do drake'.

Late Game
At this stage you're core objective is to distract the enemy team but if you're ahead you literally trample over everybody. Force enemies to pay attention to you by blocking their way to your backline then use

Remember that

Thank you for checking out my guide on
Swain I hope you found it useful.
I am planning to continue to update my guide with more images plus videos and would greatly appreciate feedback from experienced guide readers or writers.
- Kage
(Corvus Commander, EU West)

I am planning to continue to update my guide with more images plus videos and would greatly appreciate feedback from experienced guide readers or writers.
- Kage
(Corvus Commander, EU West)
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