Swain Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Swain Mid Lane

Swain Mid Lane Guide

Updated for Patch 7.3E
A Tier

Swain Mid Lane Wild Rift overview and best build snapshot

How to play

  • Catch enemies with your returning root Your 3rd ability roots enemies on its return trip. Cast it again to pull them closer, then follow with your 1st ability for damage.

  • Collect souls through safe spell hits Hit champions with your 2nd ability to reveal them and collect souls that permanently increase your health. Use its long range to help nearby fights while farming.

  • Stay near enemies during your ultimate Fight around your team so you can keep draining targets without being focused alone.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Soul fragments and his ultimate drain make him very hard to burst, so he survives fights that would kill a normal mage.
  • A long delayed root that feeds into a pull gives him real pick threat, both in lane and from brush.
  • He does his best work in messy grouped fights, healing off every nearby enemy while his nova chunks the whole group.

Weaknesses

  • No dash and no blink, so anyone who out-ranges or kites him plays around his slow walk and telegraphed snare.
  • Grievous Wounds reduces his drain healing, forcing him to rely more on stored health and keeping champions in range to sustain Demonic Energy.
  • The snare's visible windup and delay let mobile assassins and dash-heavy skirmishers dodge the one button his combo needs.
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Swain Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Swain Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power for a lane built on landing bolts and collecting soul fragments.

BOOTS

Spellslinger's Shoes

Magic penetration keeps his drain relevant, since his damage is steady ticking rather than burst.

CORE BUILD

Malignance

Ultimate haste means more drains, and the burn adds damage on everyone caught in it.

Infinity Orb

Crits against low health targets, which finishes the group his drain left low.

Rabadon's Deathcap

Multiplies his ability power, and since his drain heals off that damage, it is his sustain too.

Bloodletter's Curse

His drain touches everyone nearby continuously, so the magic resist shred stacks across a whole team. It is best when Swain has other magic-damage allies who can exploit the team-wide shred; if Swain is the team's only significant magic threat, build Void Staff instead for stronger personal penetration.

Zhonya's Hourglass

His ultimate keeps draining while he is untargetable, so stasis buys free healing in the middle of their team. Buy Seeker's Armguard early for the armor and ability power.

SITUATIONAL ITEMS

Void Staff

Cuts the magic resist that lets a frontline stand in his drain and ignore it. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Liandry's Torment

His drain never stops applying, so the max health burn is permanently on everyone near him.

Rylai's Crystal Scepter

The slow keeps enemies inside his drain radius, which is the only way a damage-over-time ultimate works.

Cryptbloom

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help in the grouped fights his ultimate creates. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Morellonomicon

Build this when the enemy heals through his drain. Buy Oblivion Orb early, since the anti-heal works from the component and the full item can wait.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing the drain his sustain depends on.

Thornmail

Build this when Swain needs armor and anti-heal. Entwine applies Grievous Wounds from his own damage as well as enemy attacks, so Demonic Ascension (Ult) keeps the reduction running on every nearby champion it damages.

Banshee's Veil

Build this when the enemy has crowd control aimed at him as he walks in, which is his only committed moment.

Abyssal Mask

Increases magic damage taken by enemies near him by 12%, which works because his ultimate requires them to be exactly there.

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist. Demonic Ascension (Ult) keeps Swain in combat and healing long enough to activate Twinguard, making every drained health point harder to remove.

Frozen Heart

Build this when the enemy team has a lot of attack speed dependent champions, which is who stands in his drain trying to kill him.

Armored Advance

Boot swap against heavy physical damage, when armor is what lets his drain outlast the trade.

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control. Disables do not cancel Demonic Ascension (Ult), but they can stop Swain from following champions and cause his Demonic Energy to expire when nobody remains in drain range.

RUNES

KEYSTONE

Phase Rush

His bolts and root are several quick hits, and the move speed is how a slow battlemage reaches the position his drain needs.

PRIMARY

Axiom Arcanist

His ultimate is his entire champion, so amplifying it specifically is worth more to him than to most mages.

Transcendence

Ability haste means more roots and pulls, which is how he gathers the enemies his drain needs.

Nimbus Cloak

Move speed after a summoner spell helps him arrive at the fight his ultimate wants to anchor.

SECONDARY

Bone Plating

He wants long fights, and this covers the opening burst that would end one before his drain gets going.

SITUATIONAL RUNES

Conqueror

Take this over Phase Rush when the fight is a long drain brawl rather than a repositioning problem.

Perseverance

Take this over Bone Plating when repeated crowd control is more dangerous than one burst combo. Its 10% Tenacity shortens most disables, and the temporary Armor and Magic Resist add protection while immobilized.

Legend: Haste

Take this over Bone Plating against durable teams that remain within Swain's range. Shorter Death's Hand (1st) and Nevermove (3rd) cooldowns help him keep dealing damage and catching targets throughout a long fight.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Flash lets an immobile Swain reposition Nevermove's (3rd) returning claw or stay beside champions during Demonic Ascension (Ult). Nevermove's (3rd) pull only becomes available after the returning claw has rooted a champion.

Ghost

Ghost

His ultimate drains everyone around him, so his damage and his healing both scale with how long he stays in the middle of the fight. This is what keeps him there.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Swain Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Swain Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Swain Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Swain Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Aim Nevermove (3rd) so its returning claw reaches the champion after the outward pass. When it roots, immediately place Vision of Empire (2nd) under the immobilized target to gain the 50% damage bonus and its fragment, then recast E (3rd) before the root ends to pull and collect another. Follow at close range with Death's Hand (1st) so multiple bolts connect. Against mobile targets, hold E (3rd) until their dash is spent instead of throwing the only setup into open space.

Mid / Late Game

Levels 9+
Crash the mid wave before moving to dragon or Herald, then enter the river fight from beside your frontline. Activate Demonic Ascension (Ult) when at least one champion will remain in drain range, because its initial Energy otherwise decays and begins falling faster after five seconds. Each half-second of champion drain offsets the normal decay, while a takedown refills the resource. Use Demonflare (Ult) after its lockout to slow enemies back into range, and return to the side wave when no objective or skirmish is available. Clear side waves only when Swain can rejoin before Baron or Elder is contested. In the setup, stay close enough to the frontline to land Nevermove (3rd) without entering every enemy damage source. Grievous Wounds reduces the healing from Demonic Ascension (Ult) but not its damage or Energy generation, so keep a reachable champion in range and use Demonflare (Ult) to prevent an easy disengage. A takedown refills Energy, but do not chase one beyond allied vision and lose the objective position.

Teamfights

5v5 Combat
Activate Demonic Ascension (Ult) as bodies collide so champion drains replenish Demonic Energy immediately. After two seconds, use Demonflare's (Ult) 60% decaying slow to keep enemies inside and continue recasting it while the form lasts. Root with Nevermove (3rd), land Vision of Empire (2nd) during the immobilize for its bonus damage and fragment, then pull for another fragment. Zhonya's is especially strong after committing because the drain, healing, and Energy generation continue during stasis while enemies remain nearby.
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