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Runes:
Sorcery
Domination
Spells:
Teleport
Flash
Items
Ability Order
Ravenous Flock (PASSIVE)
Swain Passive Ability
Table of Contents

Hi, I'm jon678910. I ended season 7 in platinum solo, and gold in TT and flex. I tend to enjoy bulky mages, with Vladimir having my highest mastery score. I enjoy playing both top and mid, but have been focusing on the latter as many of the mastery changes have been unappealing to me.
Swain was one of my first few champions picked up, and the one I mained for the majority of season 3. That being said, though I liked his concept, his kit was quite boring. The rework fixed this to a large extent, but also completely changed his playstyle. This guide will mainly highlight my item and rune choices, while giving some insight as to the use of his abilities.

Pros
+Solid sustain after first back +High damage at close range +Great waveclear in the form of ![]() +Strong teamfight presence + ![]() |
Cons
-Both ![]() ![]() -Low range -Low mobility -Reliant on picking teamfights (Soul fragments) -Weak Early |

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Ravenous Flock |
Ravenous, while quite weak in terms of damage, allows Swain to close the gap between him and his enemies. It is also essential for setting up for



Flock is Swain’s only way to sustain health in the early game, and stacks can be obtained through the aforementioned Ravenous or by landing

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Death's Hand |
Death’s hand is Swain’s main waveclear tool, as well as his strongest nuke. It works a lot like


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Vision of Empire |
Vision of Empire has a high cooldown and a significant delay (1.5 seconds). That being said, these drawbacks can be largely ignored given the reward for hitting it: a soul fragment from each champ, solid damage, and an 8 second reveal. Its range is huge, being longer than even

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Nevermove |
Nevermove is Swain’s main setup, and is vital for landing his main combo. It hits on the way out as well as the way in, dealing damage both ways. Unlike abilities like

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Demonic Ascension / Demonflare |
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Demonic Ascension performs similarly to Swain’s old ultimate. It provides him with healing and damage, but also has the added benefit of granting some max health, which could save you from getting bursted down. It also synergises extremely well with the items and runes chosen, which will be elaborated on in those sections.
Demonflare is a nuke that Swain can cast once he has reached the healing threshold required. It can deal a significant amount of damage at maximum soul fragments, and behaves a lot like Tides of Blood, meaning it can be body blocked. It will end Demonic Ascension, however, so it should be held unless you have the burst to kill a target.
The Combo

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Rod of Ages |
This item is core on Swain, and should be rushed. Backing early and picking up a




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Morellonomicon |
The changes to this item really favour the new Swain, with the stats, Health and AP, being much more appropriate to a bulky mage. Not having to sacrifice health for grievous wounds is great, and the extra penetration gives some more damage.
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Ionian Boots of Lucidity / Sorcerer’s shoes |
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Both good options, but I often opt for the lucidity boots for both the CDR and summoner spell cooldown. I find the extra damage somewhat unnecessary, but you may disagree.
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Rylai’s Crystal Scepter and Liandry’s Torment |
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I’ve grouped these 2 together as they compliment each other quite well, and should be bought back to back. They also have great synergy with


Why not





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Zhonya's Hourglass |
While extremely powerful on Swain, it is somewhat unnecessary to pick this item up in the early game. In many cases, the sustain from your combo and


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Void Staff |
Got its AP nerfed in 8.4, but it’ll still do the job of shredding enemy magic resist. In other cases, it will likely be best to sub it out for


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Spirit Visage |
I personally dislike this item. The increase to healing can be useful, but having only defensive stats becomes less relevant when you have a


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Phase Rush |
Phase Rush offers mobility to Swain, which is a powerful tool given his need to get in close. It can help you get out after trading with the enemy laner or allow you to follow up on a gank. As stated previously, the fact that his passive counts as a spell synergises quite well with this.
Why not



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The Ultimate Hat |
With Swain’s long ultimate cooldown (120 seconds) I find this really helps give him some safety. The fact that there is no mana cost, and only 1 soul fragment is needed to activate

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Transcendence |
Outside of


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Gathering Storm / Waterwalking / Scorch |
Gathering Storm is my preferred choice for this slot, but any of these can be decent for their situation: Gathering Storm for late game AP, Waterwalking for better roams, and Scorch for early pressure.
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Cheap Shot / Zombie Ward |
I generally run Cheap Shot in this slot for the bit of extra damage, but Zombie Ward is an extremely good defensive option. That being said, this slot can accommodate any other domination rune except sudden impact.
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Ingenious Hunter |
This rune is just used for the Zhonya’s synergy, and having it fully stacked brings the cooldown quite close to

Why not




- Blue buff
- As highlighted in the Cons section,
Nevermove is quite telegraphed, and is most reliable to hit at the end of its range. Getting engaged on makes this ability very hard to hit, especially at the end of its range. Skirmishers and divers generally have reliable gap closers, which increases the risk of hitting the minion wave if you get jumped. Outside of this, champions like
Fiora have access to
Riposte, which can easily parry
Nevermove.
- Most top laners will have access to tenacity, be it from
Unflinching,
Legend: Tenacity, or an early
Mercury's Treads pickup. This is problematic as
Nevermove has a root duration of 1.5 seconds, and
Vision of Empire has a 1.5 second delay, meaning lowering the root duration will mess up your combo a lot of the time.
- In top lane there is very limited use from
Vision of Empire, as well as restricted roaming. In mid lane, Vision of Empire can be used to scout both Baron/Herald and Dragon quite easily. Picking up kills/assists on a fight that has already started in bot lane is also an option.

Early Game
Most of early game should be spent farming. Without mana items, you’ll end up going through your mana fairly quickly, especially if you use your combo to get some soul fragments. Death’s Hand can still be a good way to clear a group of minions, which will generally be 3 melee or 3 ranged. If you brought Scorch, poking the enemy laner through low health minions is an option too.
If your jungler ganks, you can generally get a


You generally want to back when you have enough gold for a




In terms of duelling, it depends on the matchup. Most mages can be duelled at level 6, especially if you manage to land the combo and you are at 5 soul fragments.




Mid Game
During mid game, shoving lanes becomes much easier, as mana becomes less of an issue. This leads to being able to spend way more time roaming, and with

When roaming, use



Late Game
Late game is when you’ll want to teamfight. With both










In between fights help grab drakes and baron if needed, or clear camps if you need a bit of cash on the side. At this point in time you can also try and use


Overall, while Swain may not have the strongest early game, he can become devastating as the game goes on. Much like


Either way, thanks for reading! I've tried to format this as best I can, but if you have any suggestions, pertaining to either that or the content of this guide, I'd appreciate the feedback.
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