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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Ravenous Flock (PASSIVE)
Swain Passive Ability
Threats & Synergies
Yasuo
He has a kit that is made to counter mages, so you're better off just banning him.


Introduction About Me Swain Description Skin Display |
Pros/Cons Pros Cons |
Runes Domination Sorcery |
Abilities Explanation Skill Order |
Gameplay Objectives Teamfights |
Outro Summary FAQ Change Log |


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Hello ! I'm undeadsoldiers and this is my ![]() ![]() ![]() |
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If you wish to find out how to play, win and have fun with ![]() |
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If you enjoyed my guide make sure to check out others I've made: -In-Depth Veigar Guide -In-Depth MF Guide -In-Depth Ekko Guide -In-Depth Morgana Guide -In-Depth Ahri Guide |
Disclaimer:The 'Item' and 'Matchup' descriptions are in their respective note boxes, as I have been advised to put them there, since people do look at guides mostly before matches and do not have time to read everything. If you, however, want me to put them in chapters, I will.



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+ Good For SoloQ
+ CC + Good Poke in Lane + Decently Mobile + High Damage
He's a great pick for soloQ and he can carry games. He has his form of hard CC and he can get vision from far away. He can go for good poke and his trades are strong if executed correctly. He's decently mobile and he has high damage when he gets a full ulti combo.
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- Trades Can Go Bad
- Skillshots - No Escape - High CD for laning-phase - Relies On Combo ![]() |

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If you want a lot of poke in lane, constantly proccing it with Q, that can already poke quite well and help csing, take this. It will affect squishy targets a lot, but it is technically a skillshot, so if you want something safer go for
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If I know that I'm against a burst mage like ![]() |
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For more mana sustain in lane I take this pretty much every time I go for ![]() |
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If you plan on combining this with ![]() |
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I mostly use this with the ![]() ![]() |
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Swain has no movement speed bonuses, so there's no real reason to take this, unless you're in a super special matchup I guess. |
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This is good for poke in lane if you want to bully a melee opponent. |
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For extra poke you can take it. |
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If you don't plan on doing a lot of roaming don't take this. Usually I would only recommend this to junglers or a specific support that roams well. |
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This outclasses ![]() ![]() ![]() ![]() |
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Swain has a three hit combo, so this is very very good for him. It's so funny to just kill someone off the
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I take this as ![]() ![]() |
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I don't really use this one as much as ![]() ![]() ![]() |
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Well, this is pretty much useless on ![]() ![]() |
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If I decide to roam a lot, maybe with an ![]() ![]() |
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This is the second option for me, after ![]() |
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This is what I mostly take, since it is the best option out of the three and I think it has the most payoff with the adaptive AP and AD bonus. |
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This is what I always take on ![]() ![]() |
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This is what I take when I take insptiration as a secondary, combined with the ![]() ![]() |
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I never really take this, ![]() ![]() |
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Secondary pages:

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I like taking bone plating when I know I'm gonna get all inned by a champion that tends to do that a lot. In the patch 8.23, ![]() ![]() ![]() ![]() This is my best rune on ![]() ![]() ![]() |

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I like having a start to my ![]() ![]() ![]() ![]() I like the cooldown I get on ![]() |

RAVENOUS FLOCK
![]() This is a very cool passive, and I like it because you control it. You collect soul fragments with your abilities so you can use your ultimate. The more stacks you have the more effect the second proc of the ultimate will have. |
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COST: 65/70/75/80/85 RANGE: 725 DAMAGE: 55/75/95/115/135 (+40% AP) |
DEATH'S HAND
![]() This is a really good poke tool and you can spam it in lane + farm with it. |
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COST: 70/85/100/115/130 RANGE: 3500 DAMAGE: 100/150/200/250/300 (+70% AP) |
VISION OF EMPIRE
![]() This is actually Eye of Missed Skillshots, because you will never hit anyone with it unless they're rooted. No one sane would just walk into it. It's good for getting vision and you use it in your combo aka just pull them into the eye with your E. |
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COST: 60/65/70/75/80 RANGE: 850 DAMAGE: 35/70/105/140/175 (+25% AP) ROOT: 1.5 second(s) |
NEVERMOVE
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COST: ALL SOUL FRAGMENTS RANGE: 650 DAMAGE: 35/50/65 (+14% AP) every second |
DEMONIC ASCENSION
![]() This is a great ability. It doesn't have a huge cooldown like, say, ![]() ![]() |
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SKILL ORDER
#1. ![]() 2 / 4 / 5 / 7 / 8 #2. ![]() 1 / 9 / 10 / 12 / 13 #3. ![]() 6 / 11 / 16 #4. ![]() 3 / 14 / 15 / 17 / 18 |
I like to take my E first, just to shield myself from any level two ganks or tri-bush cheese, however I max it second in most cases. In other cases, where I want to limit the mobility of my enemy, or counter their CC, I max it first for a smaller cooldown. If I'm against, say, ![]() I get Q second and I max it first usually. It's a good poke tool and I can spam it in lane since it regenerates some mana back. Talk to the lightning hand. I take ![]() Take ![]() |

Turrets have 1095 sight range, 775 attack range and deal physical damage. They grant their team true sight, allowing it to see all traps and stealth units within their vision range. There are four kind of turrets depending on their location: Nexus towers: Located in front of the nexus, there are two of them. Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base. Inner towers: Located in front of the inhibitor towers. Outer towers: Located in front of the inner towers. Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of 1200. Make sure to last-hit a turret as it will grant you 400 gold which can put you at a big advantage if you spend it right. It will also be beneficial for your team as they will gain some gold too. Getting a first turret might relieve the pressure off of your teammates, but it will transfer it to you, as you will be targeted more. However do not pass an opportunity to get first turret blood, it is just too big of a bonus to miss ! |
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PLATING: Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)
PLATE STRENGTH: Turret plating grants 40 armor and magic resist at game start PLATE BREAKING: Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off BULWARK For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window. FALLOFF: Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible |
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First Turret Bonus:
FIRST BRICK: 300 gold ⇒ 150 gold (reduced to accommodate turret plating gold)
Outer Turrets:
HEALTH: 3800 ⇒ 5000
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 180 at 7:30 ⇒ 278 at 15:00
ARMOR & MAGIC RESIST: 55 ⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING: +1 per minute ⇒ 0 (replaced by turret plating)
GLOBAL GOLD 50 (unchanged)
Inner Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 100 ⇒ 50
Inhibitor Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 150 ⇒ 50
Nexus Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 230 at 28:00 ⇒ 285 at 18:00
GLOBAL GOLD: 75 ⇒ 50

Dragons, also known as drakes, are powerful monsters that can be found in Summoner's Rift. Their camp is located in the river alcove on the lower right side of the battlefield. There are five types of dragons:
The first four types are globally known as Elemental Drakes, which, when killed, permanently grant a Dragon Slayer buff Dragon Slayer stack, granting various effect based on the dragon killed. No more than one dragon can be present at the same time in the battlefield, but several different dragons can spawn at different times throughout the game. The Elder DragonSquare Elder Dragon grants a temporary buff called Aspect of the Dragon buff Aspect of the Dragon. Elder Dragons beyond the first for the same team grant Aspect of the Dragon buff Empowered Aspect of the Dragon, which is twice as effective and lasts twice as long. All dragons are between levels 6 to 18 and all of their attacks are ranged. Try to get them when: a) Bot Lane has just died and your jungler is in range; b)enemy jungler has died and it's not warded so you can try to sneak it, taking only the support to help. |

![]() ![]() ![]() Soloing ![]() ![]() ![]() ![]() ![]() ![]() ![]() Killing ![]() Try to get Baron once most of the enemy team is dead or when the jungler is dead, but beware of the rest of the team trying to steal it. Watch out if it is warded. Remember to always tell your jungler to ward Baron or even go ward it yourself, and if you do not succeed at stealing it try to kill the enemy team as fast as you can so they lose the buffs. |
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![]() ![]() -In-Depth Veigar Guide -In-Depth MF Guide -In-Depth Ekko Guide -In-Depth Morgana Guide |
7/11/18 Published Guide
20/11/18 Added New Runes
21/11/18 Added Two New Synergies and New Turrets
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