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All Guides Swain Guides [DETAILED] Swain Mid/Top Guide Patch 8.8
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Swain Statistics for Chankster66

Author's performance with Swain compared to the ranked average.

Value
Average
Games Played
45
6
Win %
69
43
Kills
6.5
5.1
Assists
10.6
7.4
Deaths
4.2
5.9
KA:D Ratio
4.1
2.1
Gold Earned
12.9K
10.3K
Creep Score
190.7
153.1
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

12.png will be the typical summoner alongside 4.png since it provides 50.png the ability to roam and get back to lane quickly. Always take this setup for dot-pattern.png.
14.png is for when you are confident you can get a kill on the enemy laner while being able to impact the map without 12.png. This setup is usually only for squishy enemies that can be killed quickly if caught by swaine.png.

New Runes Back to Top

Any keystone in sorcery will work well with 50.png depending on your play-style. I like Summon%20Aerie.png?width=32 since it gives very consistent damage and you're usually able to proc it every time it's up. 50.png's entire setup requires him to be relatively close to the enemy, meaning that Summon%20Aerie.png?width=32 will be sent out more often.


 The%20Ultimate%20Hat.png?width=32 is preferred since it decreases your swainr.png cooldown, making you a bigger threat in lane and allows you to be ready for teamfights quicker. You can swap this out for Manaflow%20Band.png?width=32 if you'd like but swainq.png already returns mana on minion kills so Manaflow%20Band.png?width=32 becomes less useful later in the game.

Celerity.png?width=32 is preferred since 50.png's base movespeed is very low, giving him a little boost early game to dodge skillshots and roam a little better. Combining this with Magical%20Footwear.png?width=32 will provide a greater boost. An alternative substitution would be Transcendence.png?width=32 since it lowers all of 50.png cooldowns, but only after you reach level 10, making it useless before this point and leaving you at a disadvantage.

Gathering%20Storm.png?width=32 is the only viable rune for this slot since swain scales into late game, and Gathering%20Storm.png?width=32 makes swain so much stronger.

For the secondary path, I like to go either inspiration or domination.


For inspiration path:
Magical%20Footwear.png?width=32 is good since you won't be roaming much before 10 mins and works together with Celerity.png?width=32 to give more movespeed if you decide to take it. If you participate in any takedowns it also lowers this time by 30secs which can give you boots even faster! It also saves you 300g which is important since 50.png's core items are expensive and need to be purchased ASAP.

Futures%20Market.png?width=32 I take this based on the previous point mentioned. It allows you to purchase important items if you're forced to recall early or just don't have enough gold to purchase an item before a teamfight. You can swap this out for Cosmic%20Insight.png?width=32 or Biscuit%20Delivery.png?width=32 or Minion%20Dematerializer.png?width=32 if you prefer.

For domination path (more snowbally route):
Eyeball%20Collection.png?width=32 is good since it gives you bonus AP the more takedowns you get. Self explanatory.

Ravenous%20Hunter.png?width=32 allows 50.png to become a monster when he uses swainr.png since he will heal so much more, along with any other ability that lands.

For top lane secondary path:

Bone%20Plating.png?width=32 prevents taking excess damage in case you get caught in an all-in. Also deters champions from jumping on you if they can't kill you after an all-in - gives you time to out-scale most champions.

5abd57da0f30230001f3edd9?width=32 gives you extra hp early on, making it harder to be killed. 50.png only has a starting base amour of 23 and many toplane champions are AD champions who can deal serious damage to 50.png. This makes trading even better for you. It also converts the initial health into AP after 4 takedowns which is great since if you get 4 takedowns early on, you probably won't need the health to survive anyway, and if you get the 4 takedowns later in the game, you're probably already strong enough to survive regardless.


Abilities Back to Top

Q
E
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
3
14
15
17
18
E
2
8
10
12
13
R
6
11
16

Pretty standard skill order. Can take swainq.png at level 3 instead of swainw.png and leave that for level 4 since it has a high mana cost of 70 mana which can really drain you after 1 use. 

Items Back to Top

Starting Items

    Standard

Core Items

    1st
    2nd
    3rd
    4th

Situational Items

    Full AD/Heavy CC
    MR/CC protection
    Fed?
    Counter Mobile Champs
    Vs. Tanks
    Extra armor/you are the tank

Any of the situational items will be good as a 5th/6th item.

3102.png is great against strong AP assassins like 103.png84.png131.png105.png, or champions with CC like 53.png99.png61.png.

3116.png is an absolute must if facing high mobility champions like 103.png81.png67.png429.png. Just by popping swainr.png you are a walking 20.pngabsolutezero.png and basically prevent anyone from getting close to your carries or from getting away.

3165.png is good for extra magic pen against teams with more than 1 tank or if you need more HP to survive in fights.

3110.png if both jungler and the other laner on your team are not tanks, this item lets you act as a tanky mage, giving you good mana (since you probably won't be getting blue), and slows down enemy attack speed when nearby.

3089.png is good if you just need more damage and you haven't really been dying or need more utility.

3047.png3111.png if facing all AD team or high CC team. 

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Medium
  • Annie
    Medium
  • Cassiopeia
    Hard
  • Diana
    Medium
  • Galio
    Hard
  • Kassadin
    Easy
  • Katarina
    Easy
  • Ryze
    Medium
  • Vel'Koz
    Hard
  • Yasuo
    Hard
  • Zed
    Easy

VS

Ahri

Medium

Neither of you can really kill each other unless one of you lands your CC swaine.pngahriseduce.png. Ahri has a slight edge on you since she can roam better. Look to roam and make plays with your jungler.

VS

Annie

Medium

Poke her out with swaine.png and heal any harass from her. Only engage when she is less than half hp. One rotation of her spells after stunning you can kill you if you dont have 3157.png.

Easy to set up ganks with jungler. Look to roam.

VS

Cassiopeia

Hard
69.png has way more DPS than you even if you land your swaine.png. Look to poker her out and call jungler for ganks.

VS

Diana

Medium

If you can dodge her Q, her threat is essentially gone. Harass her early on with auto attacks and swaine.pngswainq.png combo. Ward river to see if she roams. 

VS

Galio

Hard

You do 0 damage to him. CS as best you can and follow his roams. You provide more in teamfights.

VS

Kassadin

Easy

Pre-6 he has no kill potential on you. Basic attack and trade damage by healing with swaine.png when he uses nulllance.png. Post-6 be mindful of his roams.

VS

Katarina

Easy

She will only be able to farm using katarinaq.png. Catch her out with swaine.pngswainw.png combo and push the lane to prevent her from roaming.

VS

Ryze

Medium

Try not to let him push the wave to you. Call jungler for help and look for roams when possible.

VS

Vel'Koz

Hard

Outranges you in every way possible. Don't look to fight unless they royally f**k up.

VS

Yasuo

Hard

Only look to fight when you have swainr.png and 3157.png ready. He can easily dodge out of all your skills while shoving the lane and poking you out.

VS

Zed

Easy

Look to push him out of lane early on. He can't kill you with his zedr.png if you also have swainr.png on. Ward jungle to know where he is roaming.

How to Play Swain Back to Top

LANING PHASE:

Hit the 3 melee minions so they're all equally low health then finish them with swainq.png for guaranteed 3 CS. Try not to take free damage. If the enemy laner is aggressive or naturally pushes, auto the wave as much as you can to prevent it from pushing towards you. If they are passive, do not push the wave. If you do, this leaves you wide open for the enemy jungler that will likely gank you at around 3 minutes. At level 2 take swaine.png for potential play making and healing from swainpassive.png. It's important to get fragments as early and quickly as possible so when you hit level 6, swainr.png will be ready to use and do as much damage as possible. Either take swainw.png at level 3 or 4 depending on if the lane is steady or if the enemy is pushing. Look to chunk out the enemy laner's health with a full combo: swaine.png > swainw.png > swainpassive.png > swainq.png.  https://youtu.be/eoz6vlmDeh4?rel=0


This will net you  2 fragments and 2 heals every time if you land it, allowing you to come out on top of the trade if you do take damage. Remember to ward around lane to spot the enemy jungler.   

Mid Game:

Look to stay with your team and find picks using swaine.png. Focus on objectives and look to teamfight with 3157.png ready. Whenever possible, clear any large waves. It's okay if your adc takes some minions, 50.png does not need too many resources to do well, especially in low elo!

Late Game:

This is 50.png's most crucial part of the game. Use swainr.png to zone off the enemy back line as well as to peel off any tanks on your adc. swainw.png choking points to prevent enemies taking a certain path or onto large groups of enemies during a teamfight, netting you multiple fragments and heals that will keep you alive. Depending on the situation, use swaine.png to stun the enemy front line and stop them from jumping on your adc, or use it to stun the back line to stop incoming damage. When you reach half HP or lower, pop 3157.png with swainr.png to heal for free. If the enemy backline is chunked out, you can use swainr.png right away to kill them right away and make the fight a 5v4. This applies to any situation during laning phase and mid game as well. 








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