Swain needs an actual rework
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.