- Seviye
- T2
- Sıra
- #56
- Kazanma oranı
- 51.19%
- Seçilme oranı
- 0.23%
Nilah mevcut ARAM Mayhem verilerinde T2 olarak listelenir. Şampiyon rehberini gör

Swain mevcut ARAM Mayhem verilerinde T3 olarak listelenir.
Swain the Noxian Grand General
Swain wants to stand just inside the fight, drain value over time, and punish enemies who walk too far forward. If your team has engage, follow it and turn the brawl into a slow collapse; if your team lacks engage, play around enemy mistakes instead of forcing first contact. The tradeoff is that you are strong in messy fights but very punishable when you enter before your team can hit.
Most games favor a bruiser mage setup: enough damage to matter, enough durability to keep draining. If the enemy has heavy burst or multiple divers, lean harder into health and resistances; if they are low range and cannot kill you quickly, add more damage. Pure glass cannon can win poke trades, but it usually loses the moment the fight becomes a full commit.
Go in after someone is already controlled, displaced, or forced to retreat through a narrow angle. Walk forward when your frontline or crowd control creates space, then commit your damage while enemies are grouped and busy. If you start the fight alone, ranged carries can kite you out and your drain time turns into free damage for them.
Use the early waves to test range, collect safe trades, and watch which enemy will overstep for minions or poke. If your team has poke, stand near them and punish anyone who walks through the minion line; if your team has all-in, save your control for their engage. Taking random damage before a real fight is expensive because Swain needs health to stay in the center later.
Swain loves allies who start fights, hold enemies in place, or force grouped fights in tight space. If a teammate lands reliable crowd control, move up immediately and layer your own pressure before the target can reset. The tradeoff is that with five backline poke champions, Swain may have to play slower and wait for the enemy to engage into him.
Long-range poke, heavy disengage, and clean sustained damage are the hardest problems. If the enemy can hit you while backing away, do not chase in a straight line; use minions, brush, and your frontline to shorten the distance. When you cannot reach safely, build more survival and play for counter-engage instead of trying to be the first champion in.
Use it to punish enemies who are already slowed, cornered, or moving predictably after casting. If you throw it at max range with no setup, good players dodge and then step forward while it is unavailable. The best Swain players wait half a beat, let the enemy choose a direction, then punish that path.
Use it when at least one enemy is committed and more enemies are close enough that they must either fight you or spend tools escaping. If you activate too early while everyone is walking away, you lose your biggest threat and the enemy can re-engage after it ends. If you activate too late, burst may remove you before your sustain matters.
Do not chase the healthiest backliner through open space unless your team can follow. Instead, cut off retreats, fight around minion waves, and turn onto the nearest target who is forced to stay in range. Swain wins when enemies have to stand near him; he loses when he spends the whole fight walking.
Prioritize augments that help you survive longer in combat, cast more often, or reward extended fights. If your team already has enough frontline, damage and ability-frequency choices become stronger; if you are the only durable champion, take the safer option. Greedy damage augments feel great when ahead, but they punish you hard against burst and disengage.
Use them as a follow-up tool, not a panic button. If an enemy carry is isolated and your team is ready, taking the gap-close can start a winning fight; if the target is standing behind tanks and control, you may deliver yourself into a death trap. When in doubt, mark first, wait for enemy reactions, then decide whether the second part is actually safe.
The biggest mistake is confusing durability with immortality. If you walk into five champions before cooldowns are spent, you can still be bursted or kited before your drain gets value. Let someone else draw the first major threat when possible, then step in while the enemy’s best answers are down.
From behind, stop forcing long chases and play around defensive turns. Stand near your carries, punish divers who enter your team, and use your threat to make the enemy fight in your zone instead of theirs. You may deal less damage, but surviving the first engage often creates the only window your team needs to clean up.
When your team is ahead, do not waste time fishing alone at the enemy tower line. Control the middle of the lane, threaten anyone who steps forward, and force fights when minions or allied pressure make retreat awkward. The tradeoff is that over-diving gives shutdowns away, so let the enemy come out first unless your team has a clean numbers advantage.