Rethinking Swain

Kowe The Ewok··3 votes·637 views

Swain is a close combat DoT mage with a risky playstyle. He is extremely vulnearable to Morello's and Ignite and his Q E and at least the root of his E can be avoided completely by purchasing QSS. He tends to stack health due to his low base which also makes him vulnearable to % based damage. The last aspect worth mentioning might be the huge mana consumption of his ult.

Suggestin: New passive: Tactical insight. Swain is resistant to true damage. Enemies attacking Swain have a 15% reduced crit chance.

Q: Base damage lowered from 25 +15/skill level +0.3 AP per second to: 15 + 12.5/skill level +0.3 AP per second. Mana cost reduced from 100 to 65. Cooldown reduced from 8 to 8/7/6/5/4

W: Mana costs down from 120 to 100

R: Additional mana per second does not increase with skill level.

Explanation: The changed passive lowers his sustain in lane (mana = health for him in lane). Instead it now improves his teamfighting durability against physical DPS champions. To make up for loosing his passive his mana costs get SLIGHTLY improved. Too make him less hardcountered by QSS his Qs cooldown now scales down per skill level, it comes at the cost of significantly reduced base damage, note that the above values are per second values.

6 Comments

Quinnrate2 votes

Some basic facts:

  1. Swain was one of the last of the champs picked in the LCS circuit (#6 or #7 from the bottom, I believe) picked only a couple times in the summer split. ( http://www.reddit.com/r/leagueoflegends/comments/2ed2hk/eu_lcs_stats_44_champions_pickedbanned_in_season/ ). All games played by the same individual.
  2. With 2 wins out of 3 at the competitive level, its hardly a strong sample size but it could be said Swain is still competitive just extremely out of swing with the meta. It can also be said that they were games won completely on luck.
  3. Swain's ult is countered by ignite, let alone morellos.
  4. Swain's model and splash are both out of date.
  5. Swain's traditional build path is AP - Tank/Bruiser, which lacks overall item choice. Yes there are some notable items, but there is a lack of overall strategic depth compared to building as a traditional tank, or bruiser.
  6. His /j is better when ulting.

All this said, Swain remains / still is an occasionally good pocket pick, in games we're bruiser-like aspects are prefered / required of the AP mid (or AP top). And Swain's ability to shift into a major source of burst in the mid->late game with select build choices (such as DFG) makes him (kinda) flexible and powerful in the mid-game, though again, still easily countered by healing reduction. As I state these things, I don't feel Swain need's a fundamental rework, so much as a modernization and update to the current meta. This can mainly done with a visual overhaul, and some updates to his kit numbers. While more utility or additions to his kit may round out his kit as well (reducing his ease of being countered by certain aspects by being more versatile), these should be done as extensions of his current kit, rather than wholly new additions.

I'd rework/modernize his kit as follows:

**Q - Decrepify **

  1. This is Swain's primary set up, making everything that follows just quite simply easier to do. For that reason, its utility (and not its damage) is the primary concern here. With that in mind, I've modified the Q to be more reliant on Swain following up and doing combos, and be more rewarding when he does.

(changes) Mana Cost: 80/80/80/80/80 at all ranks. Duration extended to 4 seconds. Slow: 13/19/25/31/37%

Overall a buff to the Q. While the slow itself has been hit slightly (especially at early ranks), and the mana cost is higher than it would be in the early game, the full extra second of slow and damage is nothing to shy away from. The mana change is a buff to Swain's mid and late game, allowing him to spend more time morphing and eating people, then worrying about crippling mana costs. (continued below)

Quinnrate2 votes

** W - Nevermove ** 2) This combined with E - Torment is where Swain's potential burst comes from. Swain's W is as much his initiate, as it is his disengage, zone, and kite all wrapped up in one. Taking note of this, I've kept my buff in the same vain as Swain's lore of always being in control of the situation, especially in the heat of battle.

(changes) New Utility: On champion kills or assists, W - Nevermove 's cooldown is reset. New Utility 2: Champions snared by Swain can not be snared again (by Swain) for 5 seconds. (though they will still take damage from Nevermove)

I probably don't have to explain the potential power of a reset on paper. This is a major buff to Swain's presence in team fights, able to peel a target, then immediately attempt to peel another after annihilating them off the map, or chase down any who are attempting to escape. Swain thrives on his ability to zone out, isolate, and quite simply morph and eat targets. This change simply improves Swains ability to control the field of play like a master tactician.

**E - Torment ** 3) No changes, as I think his E is one of the best parts of his kit.

R - Ravenous Flock 4) Swain's ult makes and breaks his kit. He's incredibly weak before it, easily shoved and his difficulty in wave clear is part of the reason he remains on the outlier of competitiveness. Here's my (maybe a little overpowered) suggestion:

(changes) Self Healing: Nerfed from 75% to 50% vs champions New Utility: Ravenous Flock deals additional magic damage per hit/raven equal to the total amount of additional mana cost to maintain the ult. (max 400) New Utility: If Swain can no longer maintain the cost of Ravenous Flock, he is stunned for 2 seconds. Mana Cost per second increased: 7/8/9

Now Swain just became hard to master. How to bait someone into continuing to try and kill you, while you do ever increasing amounts of damage to them, while also yourself, dealing with the utter mana black hole that is your ult. This change ramps up Swain's presence in prolonged teamfights, greatly increasing his damage output in fights, while also increasing his difficulty of play optimally. While the increased mana cost ramps up his damage increasing damage over time, it also makes him that more likely to run out of mana prematurely, leaving him a sitting duck. At max rank, after 5 seconds, Swains ravens would be doing an additional 70 magic damage per raven. At 6 seconds, this spikes to 149 per hit, per raven, at 7 seconds it becomes a whopping 307 magic damage per raven, and at 8 seconds, at the loss of whatever remaining mana pool swain has, 604 damage per raven. And thus going well over our self imposed balance cap (remember, swain heals off these ravens too!). This forces opposing teams to recognize Swain as threat in prolonged fights. And either peel him, focus him, bait his ult, or quite simply shut him down before he can ult, especially when swain should be a major late game carry aspect.

Drakexionyx1 votes

Interesting concepts, except for the stunning of himself at the end of his ult. Swain is already incredibly susceptible to hard CC (having no escapes, and, in your tweaks a reduced slow to kite with) and thus locking himself down when he's at his most vulnerable is just not a smart tactical move. Seriously. I cannot stress how dumb that is. A silence however would be fitting - he's completely exhausted after going all demon bird for too long.

There is also an obvious quality of life change needed for his ult (for those who don't know it targets enemies randomly, although it does prioritize champions) it should have this priority order for targets: Champion Swain has torment on > Lowest HP Champs > Lowest HP minions. the fact that it doesn't do this in the live game is ridiculous, what with Riot's stated position on counteractive RNG (i.e. the old fear mechanic).

Another thought for a Quality of Life improvement would be to his passive - It's incredibly frustrating when you're trying to sustain your mana in a prolonged siege (either sieging or being sieged against) and team mates are clearing all the waves for you - because of your lack of wave clear and poor farm mechanics. Now I understand that being sieged is a viable counter strategy to a Swain containing team, however being starved of gold is punishment enough if you want to keep him from being a mid-game power. A viable tweak I think to his passive would be for him to get the mana restored from any creep that dies that he has done (spell) damage to in the last second.

Anyway, just my thoughts as well on this subject. Over all I think you have some very good ideas about bringing Swain into line with the current state of the game, and the design implementation of all the well balanced champions at present. Especially the idea for additional ult damage based on mana expenditure would provide real incentive to build more mana scaling on Swain as a sustain and close range / zone control counterpoint to Ryze and Azir respectively.

Quinnrate2 votes

Interesting concepts, except for the stunning of himself at the end of his ult. Swain is already incredibly susceptible to hard CC (having no escapes, and, in your tweaks a reduced slow to kite with) and thus locking himself down when he's at his most vulnerable is just not a smart tactical move. Seriously. I cannot stress how dumb that is. A silence however would be fitting - he's completely exhausted after going all demon bird for too long.

There is also an obvious quality of life change needed for his ult (for those who don't know it targets enemies randomly, although it does prioritize champions) it should have this priority order for targets: Champion Swain has torment on > Lowest HP Champs > Lowest HP minions. the fact that it doesn't do this in the live game is ridiculous, what with Riot's stated position on counteractive RNG (i.e. the old fear mechanic).

Another thought for a Quality of Life improvement would be to his passive - It's incredibly frustrating when you're trying to sustain your mana in a prolonged siege (either sieging or being sieged against) and team mates are clearing all the waves for you - because of your lack of wave clear and poor farm mechanics. Now I understand that being sieged is a viable counter strategy to a Swain containing team, however being starved of gold is punishment enough if you want to keep him from being a mid-game power. A viable tweak I think to his passive would be for him to get the mana restored from any creep that dies that he has done (spell) damage to in the last second.

Anyway, just my thoughts as well on this subject. Over all I think you have some very good ideas about bringing Swain into line with the current state of the game, and the design implementation of all the well balanced champions at present. Especially the idea for additional ult damage based on mana expenditure would provide real incentive to build more mana scaling on Swain as a sustain and close range / zone control counterpoint to Ryze and Azir respectively.

I feel that a silence would effectively have no point on Swain at that point considering he just threw his entire mana-pool into a figurative black hole, which would leave him unlikely to cast anything anyway. Failure should be punished, as with any poor tactical decision making. Though this said, a 2 second stun may be too much, an exhaust-esque feature may be a proper (logical?) alternative, drastically reducing his move speed and damage output for a couple seconds instead (reducing any DoT damage he still has going) he did just throw all of his power into morphing and eating after all, maintaining any further magical damage would be strenuous at best. The quality of life targeting upgrade (as you have suggested) would be a major and appreciative change, as it would greatly increase Swain's ult overall reliability - a critical aspect for competitive play.

Something to remember is that Swain's passive is primarily a laning passive, allowing him to sustain, sustain and sustain some more through it. It's late game aspect comes from the fact it recovers a % of Swain's mana on kills / assists (synergizing with his reworked ult and reset on his W). While I agree that not benefiting from team wave clear while being sieged is frustrating as Swain, I feel this is overall part of his counterplay.

Drakexionyx1 votes

I feel that a silence would effectively have no point on Swain at that point considering he just threw his entire mana-pool into a figurative black hole, which would leave him unlikely to cast anything anyway. Failure should be punished, as with any poor tactical decision making. Though this said, a 2 second stun may be too much, an exhaust-esque feature may be a proper (logical?) alternative, drastically reducing his move speed and damage output for a couple seconds instead (reducing any DoT damage he still has going) he did just throw all of his power into morphing and eating after all, maintaining any further magical damage would be strenuous at best. The quality of life targeting upgrade (as you have suggested) would be a major and appreciative change, as it would greatly increase Swain's ult overall reliability - a critical aspect for competitive play.

Something to remember is that Swain's passive is primarily a laning passive, allowing him to sustain, sustain and sustain some more through it. It's late game aspect comes from the fact it recovers a % of Swain's mana on kills / assists (synergizing with his reworked ult and reset on his W). While I agree that not benefiting from team wave clear while being sieged is frustrating as Swain, I feel this is overall part of his counterplay.

He will be unable to flash upon running out of mana which is a BIG deal if you need to escape and have gone in too hard. You can make the Silence long too, like 4 sec or something so that he rally feels it if he overplays his cards or mispositions.

As for the passive thoughts, I did concede that sieging is a viable counter strategy to swain (if not the most viable one!) and I just felt that being so item reliant, the gold income being denied was punishment enough to keep him down. Hard to really know without testing it rigorously, something that I'll try and do when I have time, soon.

On a similar vein but different note, what are your thoughts on a basic attack animation/damage improvement for Swain instead? His passive being, as you identified, a laning one primarily, anyone who has played Swain will know that he has a god awful attack animation with relatively low base AD as well. Without any ability to reliably last hit, I personally use the AD masteries as well as a couple of AD marks to allow me to effectively last hit in hard match-ups (anyone who can wave clear early) around that slow wind-up animation. While I readily admit that I am not the most mechanically gifted player out there, but it would be nice that if Swain isn't to have wave clear, he can at least have reliable (if slow,) tools to take advantage of his passive.

The Storm Dragon1 votes

I think Swain could use a full rework. He was made at a time when Riot's tools were very limited, and so he doesn't fulfill the fantasy of 'master tactician/general'. I'd prefer a kit where each of his spells have unique effects depending on how they're comboed together. Similar to how on PBE, Singed can Fling a target into his Mega-Adhesive to snare them. Like that, but for all of his skills. Kind of like a LoL-styled Invoker.

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