** 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.