Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Ravenous Flock (PASSIVE)
Swain Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction

Hi there, my name's Crystalfortress, and this is my guide to mid lane Swain, as well as my 6th guide on Mobafire. Swain is a very different sort of mid lane champ, with a diverse set of strengths and lots of different ways to be built. Swain is usually consistently strong at all points in the game, making him a fairly good generalist pick. This guide will show you the many ways in which I build and play Swain. If you enjoy the guide or it helped you become better at Swain, please don't forget to upvote the guide and leave me a comment. Anyways, let's get down to business!

OFFENSE
The offense tree is obviously the best choice for mid lane Swain, since your main objective is doing damage, and that's what this tree does. This is my personal favorite way to go through the tree, avoiding the weaving and spellblade points because you don't autoattack and the double-edged sword point because you aren't melee.
UTILITY
I enjoy putting the remaining 9 points into the Utility tree. The main bonuses that you get from this are mana regeneration, quicker summoner spell cooldowns and longer blue buffs. You also get quicker recalls and slightly more from potions, but these are very minor advantages. If you prefer, or if you are in a very rough matchup, consider putting these points into the defensive tree instead.

MY PREFFERED RUNES
QUINTESSENCES
![]() |
These quints are par for the course on AP mid laners, and Swain benefits from their substantial damage boost just as much as everybody else. Definitely usually the best quintessences. |
![]() |
SEALS
GLYPHS
![]() |
If you are against an AP mid laner, these are really important to get. They will provide you with protection against the magic damage that they will be throwing out, especially early game. |
![]() |
MARKS
![]() |
These are really great for magic damage mid laners, providing you with a large boost in damage throughout the entirety of the game. |
![]() |
ALTERNATIVE RUNES
QUINTESSENCES
SEALS
GLYPHS
![]() |
These are good alternatives for magic resist glyphs if you either would rather have more scaling damage or if you are against an AD mid laner. |
![]() |

MAIN SUMMONER SPELLS
![]() |
![]() ![]() |
![]() |
![]() |
![]() ![]() ![]() |
![]() |
ALTERNATIVE SUMMONER SPELLS
![]() |
![]() ![]() ![]() ![]() |
![]() |
![]() |
While for the most part ![]() ![]() |
![]() |

ABILITY LEVELING EXPLANATION




This is the main leveling order that I use in most games. I usually level







ABILITY EXPLANATION
PASSIVE ABILITY
One of the most brutally simple passives in the game. Pretty basically just gives you a few


MAIN SPELLS
Upon being cast, this spell creates a raven at your location that locks onto the targeted enemy, dealing damage every second over the next three seconds and slowing them. However, the crow doesn't follow you, it remains at your original position. If the enemy gets a certain distance away from the raven, it ends the effect prematurely. This spell makes you a beast at kiting a lot of melee enemies, because if they continue to pursue you, they will not only be slowed, making it hard to pursue you in the first place, they will take a whole load of damage. This spell also makes it a whole lot easier to land

This is your 900-range, aoe snare. Yes, you read that right. You might be asking "But crystalfortress, that sounds flipping incredible! What's the catch?". Well, if you would shut up for a second, I would be able to tell you. The catch is that it has a visible effect that shows the area of effect to both teams and a fairly long delay before it goes off, making it fairly easy to dodge. Unless, of course, your enemy so happened to be slowed by something like, say, a




ULTIMATE ABILITY
Anybody who has every played against a




This section would be huge if I didn't shorten it somehow, so I'm putting the whole thing in spoilers.
STARTING ITEMS

EARLY GAME ITEMS

CORE ITEMS

SITUATIONALS

TRINKETS & ENCHANTMENTS

EXAMPLE BUILDS





EARLY GAME




MID GAME
So long as you haven't been denied too much farm, your mid game has the potential to be very strong. If your opponent outranges you, try to keep a fairly solid amount of farm going without getting pushed out of lane too often. You are a fairly good roamer, not because of any kind of mobility, but because of your fairly strong crowd control and single-target damage. If you took

LATE GAME
So long as you haven't been denied a whole lot of farm,



- Your full damage combo goes like this:
Torment->
Deathfire Grasp(if you have it)->
Decrepify->
Nevermove. You can turn on
Ravenous Flock whenever you enter range for it in this combo. If you are using this combo to harass your enemy (using your whole combo for harass is fine because of the mana sustain you get from your passive and
Rod of Ages), then don't use the
Deathfire Grasp active.
- If you took
Torment at level 1, then you can use it to make your autoattack harass really hurt, because the damage amplification applies to them too.
- I've said this before, but seriously, don't leave
Ravenous Flock on for too long. It costs a lot.
- You can use
Nevermove to make long range pick-offs possible if someone on your team has a long-range crowd-control of their own. Otherwise, it's hard to hit without using your own slow from
Decrepify.
Swain can be very adaptable. He has the potential for strong burst damage, damage over time, tankiness, sustain, or any combination of those. This makes him a fairly strong early pick in solo queue because he can adapt to most enemies. The only thing that majorly counters him is enemies that outrange him, but taking a
Crystalline Flask in the early game and being content only getting as much farm as you can without getting pushed out of lane works fine. Also consider using movement speed quints, since most of these champions rely on skillshots of some sort to do their long-range damage. Also, most of these champions are fairly immobile, and thusly weak to ganks, so request jungle support.
- If you take
Teleport as your second summoner spell, recommend to your allies that they put wards in their lane brushes so that you can get surprise ganks on those lanes. Keep an eye out for such opportunities.

Thanks for reading my guide! I hope that you enjoyed it and maybe that you learned something about

You must be logged in to comment. Please login or register.