Swain needs an actual rework

Nazghul·1/14/2020, 5:00:13 PM·2 votes·1,629 views

Swain was one of my favorite champions back in the day during older league, however nowadays has been shafted beyond all belief. His kit is extremely frustrating to play with and is unrewarding. In addition to that fact, he has no defined role anymore aside from being a very obscure mid lane pick and a niche support pick.

I have devised a rework/revert that stays more true to his original design while also keeping some things from his new kit.

  • ** Passive: Ravenous Flock** Cooldown: 2 seconds

Target Range: 1200

Speed: 1200

Innate - Ravenous: Swain can periodically target a nearby enemy champion who has received damage from him in the next 4 seconds. Swain rips a part of the soul from them, dealing 14 − 82 (based on level) (+ 25% AP) Magic damage. Swain also permanently gains 3 health. Cooldown activates when the damage has been dealt.

Innate - Flock: Less ravens can collect mana from nearby dead enemy minions and champions, restoring 3 / 4.5 / 6% (based on level) of his missing mana, triple the effect for dead champions.

  • ** Q: Death's Hand** Cooldown: 9.5 / 8.5 / 7.5 / 6 / 4.5 seconds

Target Range: 725

Cost: 65 / 70 / 75 / 80 / 85 Mana

Active: Swain unleashes a tethered beam from his hand on a targeted enemy champion slowing 15 / 20 / 25 / 35 / 40% and dealing 22 / 28.5 / 33 / 40 / 49.5 (+ 30% AP) magic damage per second up to 4 seconds. Swain can move and also activate Ravenous inside the duration. Enemies can walk or dash out of the tether.

  • ** W: Tormenting Ravens** Cooldown: 16 / 15 / 13 / 10 / 8 seconds

Target Range: 1000

Effect radius: 325

Cost: 85 / 95 / 105 / 115 / 130 Mana

Active: Swain summons Beatrice and lesser ravens at a target area, which attack after 1 second, dealing 25 / 50 / 75 / 100 / 125 (+ 70% AP) magic damage to all enemies hit. The spell then afflicts enemy champions hit with a curse dealing 12 / 19 / 25 / 40 / 56 (+ 30% AP) magic damage per second for 4 seconds.

  • ** E: Nevermove** Cooldown: 18 / 15 / 14 / 12 / 10 seconds

Target Range: 925

Effect Radius: 200

Cost: 80 / 85 / 90 / 95 / 100 Mana

Active: Swain summons his hand and marks a target area. After a 0.890 second delay, his hand grabs onto enemy units within, dealing 85 / 125 / 165 / 215 / 265 (+ 70% AP) magic damage and rooting enemies for 1.25 / 1.45 / 1.7 / 1.8 / 2.2 seconds.

Passive: Vision of the Empire - Nevermove grants vision of the area affected and gains 25% increased damage to immobilized champions and champions afflicted with Tormenting Ravens.

  • ** R: Demonic Ascension** Cooldown: 20 seconds

Effect Radius: 650

Cost: 30 Mana Per Second + 5 Per Additional Second

Cast time: 1 second

Toggle: Swain frees the demon inside, gaining 100 / 150 / 225 bonus health for the duration. While Demonic Ascension is active, Swain drains all nearby enemies, dealing 35 / 50 / 65 (+ 20% AP) magic damage to them each second, and healing himself for 5 / 10 / 12 (+ 2% AP) for each enemy hit, reduced by 90% against minions and 80% against monsters.

  • Demonflare

Effect radius: 600

Active: Swain releases a nova of energy after deactivating the toggle, dealing 30 / 70 / 100 (+ 20% AP) base amount of magic damage to all nearby enemies plus 40% of the health drained during the Demonic Ascension.

After reading all of that, there are still of course other factors that could play into the kit such as balance and all of that. I just wanted to get across a pretty good rework I had in mind and hopefully will be used in the future.

Feel free to discuss this, I hope we can all find some good middle ground.

2 Comments

Thefrostyviking1/14/2020, 6:47:48 PM1 votes

My thoughts.

  • No waveclear would bone him over completely - Massive issue for anyone wanting to sololane.
  • A 0.890 second delay is too short for a root that scales to 2.2 seconds - Would make people play him as a support maxing it, particularly so with the lack of waveclear.
  • Having to use and land W-E in order for them to unlock their full damage would just punish the immobile and gimp himself against everything else......say that a mobile target manages to dodge his W, now he is not only missing damage from his W but he is also missing 25% of his E.
  • Your R is super reliant on draining stuff with the R to get any damage out of it so it will suck horrendously hard outside full blown 5v5´s where Swain can walk into the enemy team and just drain them, makes it far too unreliable,,,,,and better botlane i might add with additional targets present.

Overall this rework does not seem good, makes him better as a support rather than a sololaner :(

Fiddlesnout1/17/2020, 3:53:10 PM1 votes

I agree swain has changed a lot from his old self. But he's much more healthy in his play rate. It sucks to see a loved champion reworked away from your play style, but I pretty sure his way is the way it's going to stay. All you can hope for really is get use to his new style, play a new champ, or wait for mini tweaks to his kit.

But similarly to the Fiddle and Voli rework, I'd say the next one up should be Trundle. To relate, Volibear was a champion considered so simple and one dimensional. He had a lack luster kit, tried to run at you and hopes he catches you and tried to kill you if you're foolish to stay in his domain. You can take those same characteristics and put Trundle in front of them and it's the same. Looking into Trundle's lore, it describes him as a hulking, regen monster, with devious and mischievous skills. He either tried to outsmart you or beat you. But he also wields a magical weapon that never melts and gives off an "aura" of cold. How he got such a weapon though was from stealing it. Trundle also has this characteristic to challenge those around him 1 on 1.