{"id":19830,"date":"2026-02-17T22:36:51","date_gmt":"2026-02-17T22:36:51","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/swain-the-noxian-grand-general\/"},"modified":"2026-02-17T22:36:51","modified_gmt":"2026-02-17T22:36:51","slug":"swain-the-noxian-grand-general","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/swain-the-noxian-grand-general\/","title":{"rendered":"Swain: The Noxian Grand General"},"content":{"rendered":"\n<p><strong>Swain<\/strong> is a Middle lane and Support champion released on <strong>October 5, 2010<\/strong>. Classified as <strong>Battlemage<\/strong> (legacy: Mage, Support), he uniquely occupies both roles with competitive viability in each. Adaptive type: Magic. Resource: Mana. Base MS: 330.<\/p>\n\n\n\n<p>Last changed patch <strong>V26.04<\/strong>. Store price: <strong>1575 BE \/ 790 RP<\/strong>. Swain&#8217;s design concept is rare in League: a champion who <strong>permanently scales stronger with every kill in the game<\/strong> \u2013 not just his own kills, but any allied champion kill within raven collection range (1100 units) and any champion hit by W or E recast. A Swain at 100 Soul Fragments has 1500 permanent bonus HP from the passive alone: 100 \u00d7 15 = 1500 HP stacked purely from Soul Fragment collection over the course of the game. In a 40-minute game with 30 kills distributed across the team, a Swain support who participates in Soul Fragment collection from every kill accumulates <strong>450+ permanent bonus HP<\/strong> in addition to item HP. This compounding infinite scaling is the core design identity \u2013 <strong>Swain becomes more unkillable the longer the game goes<\/strong>, making him one of the strongest late-game scaling Battlemages in the support role.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"The General\u2019s Might | Swain Champion Trailer - League of Legends: Wild Rift\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/A4lj4CVJX48?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Base Statistics<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Statistic<\/strong><\/td><td><strong>Base Value<\/strong><\/td><td><strong>Max Value (lvl 20)<\/strong><\/td><\/tr><tr><td>HP<\/td><td>595<\/td><td>2541.84<\/td><\/tr><tr><td>Mana (MP)<\/td><td>400<\/td><td>970.29<\/td><\/tr><tr><td>HP5<\/td><td>3<\/td><td>12.83<\/td><\/tr><tr><td>MP5<\/td><td>10<\/td><td>25.73<\/td><\/tr><tr><td>Armor (AR)<\/td><td>25<\/td><td>117.43<\/td><\/tr><tr><td>Attack Damage (AD)<\/td><td>58<\/td><td>111.2<\/td><\/tr><tr><td>Magic Resist (MR)<\/td><td>31<\/td><td>61.48<\/td><\/tr><tr><td>Movement Speed (MS)<\/td><td>330<\/td><td>330 fixed<\/td><\/tr><tr><td>Attack Range<\/td><td>525 (Ranged)<\/td><td>525 (fixed)<\/td><\/tr><tr><td>Base AS<\/td><td>0.625<\/td><td>Bonus AS: 0\u201341.49%<\/td><\/tr><tr><td>Missile Speed<\/td><td>1800<\/td><td>1800 (fixed)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 525 Attack Range \u2013 Above Standard Mage Range: <\/strong>Swain&#8217;s 525 attack range is above the standard 500\u2013510 mage range, placing him closer to Marksman-range auto attacks without being a traditional ADC. In lane, this range advantage allows <strong>Q&#8217;s 725-radius cone to reach targets at auto-attack range<\/strong> simultaneously \u2013 a Q cast also functions as a close-range auto attack supplement since both the Q bolts and Swain&#8217;s auto attack fire from the same position. The 525 range allows reliable Q trading at distances where most mage supports (Lux at 1200 skillshot range, Zyra at AoE plant range) are more range-dependent.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Passive: Ravenous Flock<\/strong><\/h2>\n\n\n\n<p><strong>INNATE: <\/strong>Enemy champions that <strong>die<\/strong> will leave behind a <strong>Soul Fragment<\/strong> for <strong>16 seconds<\/strong>. Swain&#8217;s ravens will collect nearby dropped Soul Fragments (within 1100 radius), as well as <strong>rip Soul Fragments out of champions hit by Vision of Empire (W) or Nevermove&#8217;s recast (E)<\/strong>. Once a raven has collected a Soul Fragment, it will fly towards Swain to grant it to him, also granting sight of its surroundings during the travel.<\/p>\n\n\n\n<p><strong>SOUL FRAGMENT: <\/strong>For each stack, Swain gains <strong>15 bonus health permanently<\/strong>. Upon claiming the fragment, he will <strong>heal for 6% of his maximum health<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Fragment Source<\/strong><\/td><td><strong>Collection Method<\/strong><\/td><td><strong>Bonus Per Fragment<\/strong><\/td><\/tr><tr><td>Enemy champion death (near Swain)<\/td><td>Automatic (within 1100 radius)<\/td><td>+15 permanent HP + 6% max HP heal on claim<\/td><\/tr><tr><td>Champion hit by Vision of Empire (W)<\/td><td>Raven rips fragment from living champion<\/td><td>+15 permanent HP + 6% max HP heal on claim<\/td><\/tr><tr><td>Champion hit by Nevermove recast (E)<\/td><td>Raven rips fragment from pulled champion<\/td><td>+15 permanent HP + 6% max HP heal on claim<\/td><\/tr><tr><td>Fragment duration<\/td><td>16 seconds on ground before disappearing<\/td><td>Lost if not collected within 16 seconds<\/td><\/tr><tr><td>Raven travel<\/td><td>Grants vision along raven&#8217;s path to Swain<\/td><td>Bonus vision as fragment travels to Swain<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 The Infinite HP Scaling Math: <\/strong>At 50 Soul Fragments (achievable by mid-game in active teamfight games): 50 \u00d7 15 = <strong>750 permanent bonus HP<\/strong> from the passive alone, scaling every W and R heal (which scales with bonus health). At 100 fragments: <strong>1500 bonus HP<\/strong>. At 150 fragments (late-game high-kill games): <strong>2250 bonus HP<\/strong> \u2013 more HP than most tank items provide. Every R activation heals 0.75% of bonus health per tick per target; at 2250 bonus HP and 3 enemies drained simultaneously: 0.75% \u00d7 2250 \u00d7 3 = <strong>50.6 HP healed per 0.5-second tick just from bonus health scaling<\/strong> on top of base R heal values. The passive creates genuine infinite scaling rather than an arbitrary stack limit.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 6% Max HP Heal Per Fragment Claim: <\/strong>The heal-on-claim (6% max HP) is separate from the permanent HP grant (+15). In an active teamfight where Swain collects 5 fragments (4 champion deaths + 1 W hit): 5 \u00d7 6% = <strong>30% of max HP healed during the fight<\/strong> from fragment collection alone. At 3000 max HP: 30% \u00d7 3000 = <strong>900 HP healed mid-fight<\/strong> from Soul Fragment claims. This healing is why Swain survives extended all-ins that should theoretically kill him \u2013 fragment collection creates a sustained healing source that doesn&#8217;t require ability casting during fights.<\/p>\n\n\n\n<p><strong>\u26a0\ufe0f Fragment Collection Radius \u2013 Stay Close to Dying Champions: <\/strong>Soul Fragments from champion deaths must be collected within the <strong>1100-unit radius<\/strong> auto-collection range. Ravens travel at 1200 speed. If Swain is more than 1100 units from a dying champion, the fragment may expire (16-second timer) before ravens reach it or Swain repositions to collect. <strong>In teamfights, position within 1100 units of dying enemies to auto-collect<\/strong> rather than fighting from maximum safe distance, accepting slightly more risk for the permanent HP scaling from every kill.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Q: Death&#8217;s Hand<\/strong><\/h2>\n\n\n\n<p><strong>Cost: <\/strong>40\/45\/50\/55\/60 Mana&nbsp; |&nbsp; <strong>CD: <\/strong>7\/6\/5\/4\/3 sec&nbsp; |&nbsp; <strong>Cast Time: <\/strong>0.25&nbsp; |&nbsp; <strong>Effect Radius: <\/strong>725&nbsp; |&nbsp; <strong>Angle: <\/strong>32\u00b0<\/p>\n\n\n\n<p><strong>ACTIVE: <\/strong>Swain unleashes <strong>five bolts of eldritch power over 0.264 seconds<\/strong> in a cone in the target direction that deal magic damage to enemies hit. <strong>Subsequent bolts against an enemy deal 25% bonus damage<\/strong><\/p>\n\n\n\n<p><strong>REVEAL: <\/strong>Swain reveals himself during the cast if there is an enemy champion nearby.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Magic Damage (first bolt)<\/td><td>60\/90\/120\/150\/180 (+45% AP)<\/td><\/tr><tr><td>Bonus Damage per Additional Bolt<\/td><td>15\/22.5\/30\/37.5\/45 (+11.25% AP) per bolt (25% of base)<\/td><\/tr><tr><td>Maximum Single-Target Damage (all 5 bolts)<\/td><td>180 + (4 \u00d7 45) = 360 (+45%+45% bonus AP) at max rank<\/td><\/tr><tr><td>Cone Angle<\/td><td>32\u00b0 (relatively narrow for a ranged skillshot)<\/td><\/tr><tr><td>Effect Radius<\/td><td>725 units<\/td><\/tr><tr><td>Bolt Release Duration<\/td><td>0.264 seconds (all 5 fire within this window)<\/td><\/tr><tr><td>Self-Reveal<\/td><td>Reveals Swain if an enemy champion is nearby during cast<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 All 5 Bolts on One Target \u2013 Maximum Q Burst: <\/strong>Q&#8217;s 5 bolts fire in a 32\u00b0 cone over 0.264 seconds. Against a target at close range (200\u2013300 units), all 5 bolts hit the same champion since the cone is narrow enough that even slight body width catches multiple bolts. Total maximum damage at rank 5 against a single target: <strong>180 (first bolt) + 4 \u00d7 45 (each subsequent bolt) = 360 magic damage base<\/strong> (+45% AP total) at rank 5. With 400 AP: 360 + 180 = <strong>540 magic damage from a single Q cast<\/strong> at close range. At medium-to-long range (500\u2013725 units), the 32\u00b0 cone spreads significantly \u2013 bolts may hit different targets or miss entirely. <strong>Q is a close-range burst ability disguised as a cone skillshot<\/strong>: maximum value requires Swain to be within 200\u2013400 units of the target.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Q 3-Second Cooldown at Max Rank \u2013 Consistent Poke: <\/strong>Death&#8217;s Hand reaches a <strong>3-second base cooldown<\/strong> at rank 5. With 60 ability haste from items: effective CD = 3 \/ (1 + 60\/100) = <strong>1.875 seconds<\/strong>. In a 10-second sustained fight, Swain fires approximately <strong>5 Q casts<\/strong> with this cooldown. At 540 damage per close-range Q: 5 \u00d7 540 = 2700 total Q magic damage per 10 seconds in extended fights. Combined with R drain ticks, this creates the sustained high DPS output that defines Battlemage fantasy \u2013 not one-shot burst but consistent damage accumulation over fight duration.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>W: Vision of Empire<\/strong><\/h2>\n\n\n\n<p><strong>Cost: <\/strong>60\/65\/70\/75\/80 Mana&nbsp; |&nbsp; <strong>CD: <\/strong>22\/21\/20\/19\/18 sec&nbsp; |&nbsp; <strong>Cast Time: <\/strong>0.25<\/p>\n\n\n\n<p><strong>Target Range: <\/strong>5500\/6000\/6500\/7000\/7500&nbsp; |&nbsp; <strong>Effect Radius: <\/strong>325&nbsp; |&nbsp; <strong>Speed: <\/strong>2 seconds vision then explodes at 1.5 seconds<\/p>\n\n\n\n<p><strong>ACTIVE: <\/strong>Swain summons a demonic eye at the target location that <strong>grants sight of the area for 2 seconds<\/strong> and <strong>explodes after 1.5 seconds<\/strong>, dealing magic damage to enemies within, halved against minions, and <strong>slowing them by 50% for 1.5 seconds<\/strong>. Enemy champions hit are also <strong>revealed for 6 seconds<\/strong> and have a <strong>Soul Fragment collected from them<\/strong><\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Magic Damage<\/td><td>70\/105\/140\/175\/210 (+60% AP)<\/td><\/tr><tr><td>Slow<\/td><td>50% for 1.5 seconds<\/td><\/tr><tr><td>Champion Reveal<\/td><td>6 seconds after W hit<\/td><\/tr><tr><td>Soul Fragment Collection<\/td><td>1 fragment per champion hit by W explosion<\/td><\/tr><tr><td>Target Range<\/td><td>5500\u20137500 (max rank: 7500 units \u2013 nearly half the map)<\/td><\/tr><tr><td>Effect Radius<\/td><td>325 units<\/td><\/tr><tr><td>Vision Duration<\/td><td>2 seconds of sight at target location before explosion<\/td><\/tr><tr><td>Explosion Delay<\/td><td>1.5 seconds after placement<\/td><\/tr><tr><td>Minion Damage<\/td><td>50% (halved vs minions)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 7500 Range W \u2013 Global Poke in Practice: <\/strong>Vision of Empire at max rank reaches <strong>7500 units<\/strong> \u2013 significantly larger than the distance from bot lane to dragon pit (approximately 3000 units). From support position in bot lane, max-rank W can reach the <strong>enemy mid laner under their tower<\/strong> at the top of the map. The practical implications: Swain support can apply 6-second enemy reveals and collect Soul Fragments from champions who believe they are safely in mid lane during objective fights. <strong>W is not just a lane poke tool \u2013 it is a global information and fragment collection ability<\/strong> that provides vision and applies the Soul Fragment rip at cross-map distances during the 1.5-second eye placement window.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 2 Seconds Vision Before Explosion \u2013 Ward Replacement: <\/strong>W&#8217;s demonic eye grants <strong>2 full seconds of vision<\/strong> at the target location before the 1.5-second explosion occurs. Since placement is instant and the eye provides vision immediately, W thrown into a brush or over a wall provides <strong>2 seconds of sustained vision of the hidden area<\/strong> \u2013 equivalent to a temporary ward. Against enemies hiding in river brush for an ambush, W thrown blind into the brush reveals all champions within the 325-radius area for 2 seconds (vision) + 6 seconds (champion reveal on hit) = <strong>up to 8 seconds of enemy tracking from one W cast<\/strong><\/p>\n\n\n\n<p><strong>\ud83d\udca1 50% Slow + Soul Fragment = Support W Value: <\/strong>In the Support role, W&#8217;s value is primarily the <strong>50% slow for 1.5 seconds<\/strong> on 325-radius AoE and the Soul Fragment collection enabling passive HP scaling. The damage (210 at rank 5) is secondary. A 50% slow affecting 2 enemy champions simultaneously creates 1.5 seconds of reduced mobility for Swain&#8217;s ADC to auto-attack or for Swain to land E root during the slow window. <strong>W \u2192 E while slow is active<\/strong> reduces E root-landing difficulty since the slowed target moves at half speed during the 0.264-second E travel time.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>E: Nevermove<\/strong><\/h2>\n\n\n\n<p><strong>Cost: <\/strong>50\/55\/60\/65\/70 Mana&nbsp; |&nbsp; <strong>CD: <\/strong>12\/11.5\/11\/10.5\/10 sec&nbsp; |&nbsp; <strong>Cast Time: <\/strong>0.25&nbsp; |&nbsp; <strong>Target Range: <\/strong>850&nbsp; |&nbsp; <strong>Width: <\/strong>180<\/p>\n\n\n\n<p><strong>Speed: <\/strong>1125\u20131800 (outbound, based on flight) \/ 2000\u20132800 (return, based on flight)&nbsp; |&nbsp; <strong>Effect Radius: <\/strong>100 \/ Global<\/p>\n\n\n\n<p><strong>ACTIVE: <\/strong>Swain launches a demonic wave in the target direction. At maximum range, the wave <strong>homes back to Swain<\/strong> and detonates upon the <strong>first enemy hit<\/strong>, dealing magic damage to nearby enemies and <strong>rooting them for 1.5 seconds<\/strong>, during which they are revealed. Nevermove can be recast while champions hit are rooted.<\/p>\n\n\n\n<p><strong>RECAST: <\/strong>Swain pulls the rooted champions <strong>over 290 units<\/strong> and collects a <strong>Soul Fragment from each of them<\/strong>, revealing himself for 5 seconds. If the targets would be pulled past Swain, they rebound off of him instead, <strong>knocking them back<\/strong> the excess distance.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Magic Damage<\/td><td>90\/130\/170\/210\/250 (+70% AP)<\/td><\/tr><tr><td>Root Duration<\/td><td>1.5 seconds<\/td><\/tr><tr><td>Recast Pull Distance<\/td><td>290 units toward Swain<\/td><\/tr><tr><td>Soul Fragment from Recast<\/td><td>1 per rooted champion pulled<\/td><\/tr><tr><td>Self-Reveal on Recast<\/td><td>5 seconds<\/td><\/tr><tr><td>Knockback<\/td><td>If target would pass Swain, knocked back the excess distance<\/td><\/tr><tr><td>E Return Speed<\/td><td>2000\u20132800 (faster return than outbound 1125\u20131800)<\/td><\/tr><tr><td>Detection on Return<\/td><td>Detonates on first enemy hit during the return path<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 Outbound vs Return \u2013 Which Phase to Hit: <\/strong>E fires outbound at 1125\u20131800 speed and returns at 2000\u20132800 speed. <strong>The return pass is significantly faster<\/strong> and harder to dodge than the outbound pass. The standard usage: fire E in the direction of the enemy, let the outbound pass travel to max range (enemies dodge the slow outbound easily at range), then the <strong>fast return phase hits the dodging enemy unexpectedly<\/strong> \u2013 they committed to their dodge direction for the outbound pass and cannot react quickly enough to the faster return. This is the primary E aim technique: fire slightly behind the target&#8217;s current position so the return arc intercepts their dodge movement.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Recast Pull \u2013 The Soul Fragment Rip: <\/strong>Every rooted champion pulled by E recast has a Soul Fragment ripped from them: <strong>+15 permanent HP<\/strong> and <strong>6% max HP heal on claim per champion pulled<\/strong>. Against a 2-champion root (both supports and ADC caught in the 100-radius return detonation), E recast pulls both and collects 2 fragments: 2 \u00d7 (15 HP permanent + 6% max HP heal). At 2500 HP during the fight: 2 \u00d7 6% \u00d7 2500 = <strong>300 HP healed instantly from E recast fragments<\/strong> in addition to the pull repositioning both enemies into Swain&#8217;s melee range for Q&#8217;s close-range all-5-bolt damage.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 290-Unit Pull + Knockback \u2013 Terrain Interaction: <\/strong>If a rooted champion is within 290 units of Swain and E recast is activated, the 290-unit pull would move them <strong>past Swain&#8217;s position<\/strong>, triggering the knockback for the excess distance. Against a champion 100 units away from Swain when pulled: the full 290-unit pull \u2192 190 units of knockback past Swain. <strong>This creates a rebound mechanic<\/strong> where targets at extreme close range during the pull end up knocked further away from Swain than they would have been without the pull, useful against champions who gap-close before E root triggers.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>R: Demonic Ascension + Demonflare<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Demonic Ascension<\/strong><\/h3>\n\n\n\n<p><strong>Cost: <\/strong>100 Mana&nbsp; |&nbsp; <strong>CD: <\/strong>120 sec&nbsp; |&nbsp; <strong>Cast Time: <\/strong>0.5&nbsp; |&nbsp; <strong>Effect Radius: <\/strong>650<\/p>\n\n\n\n<p><strong>ACTIVE: <\/strong>Swain frees the demon within himself, gaining Demonic Ascension and generating <strong>50 Demonic Energy<\/strong>. Demonic Ascension is maintained with Demonic Energy, which decays by <strong>5 every 0.5 seconds<\/strong>, increased to <strong>7.5 after 5 seconds have elapsed<\/strong>, and is lost once all Demonic Energy is depleted to 0. Swain generates <strong>10 Demonic Energy every 0.5 seconds while draining from at least one enemy champion<\/strong>, and <strong>fully restores it to 50 upon scoring a champion takedown<\/strong>.<\/p>\n\n\n\n<p><strong>DURING ASCENSION: <\/strong>Swain is <strong>ghosted<\/strong> and drains the lifeforce of nearby enemies, dealing magic damage and healing himself every 0.5 seconds per target affected. Heal is reduced 90% against minions and monsters. <strong>Targets do not have to be visible to be hit by this ability<\/strong>. Swain can move during Demonic Ascension&#8217;s cast time.<\/p>\n\n\n\n<p><strong>After 2 seconds<\/strong> of Demonic Ascension, Swain gains the ability to cast <strong>Demonflare<\/strong>, up to 100 times. Demonflare is <strong>automatically cast when Demonic Ascension expires<\/strong> if it is not on cooldown.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Magic Damage per Tick per Target<\/td><td>7.5\/12.5\/17.5 (+2% AP)<\/td><\/tr><tr><td>Heal per Tick per Target<\/td><td>7.5\/15\/22.5 (+2.5% AP)(+0.75% of bonus health)<\/td><\/tr><tr><td>Tick Rate<\/td><td>Every 0.5 seconds<\/td><\/tr><tr><td>Starting Demonic Energy<\/td><td>50<\/td><\/tr><tr><td>Energy Decay<\/td><td>-5 per 0.5s, increases to -7.5 after 5 seconds<\/td><\/tr><tr><td>Energy Generation (draining champion)<\/td><td>+10 per 0.5s while hitting at least 1 champion<\/td><\/tr><tr><td>Energy Restore on Takedown<\/td><td>Fully restores to 50<\/td><\/tr><tr><td>Duration Without Champions<\/td><td>50 \/ 5 = 10 seconds (or less with 7.5 decay after 5s)<\/td><\/tr><tr><td>Effective Duration (draining 1 champion)<\/td><td>Energy gain 10 &#8211; decay 5 = net +5 per tick (lasts very long)<\/td><\/tr><tr><td>Target Visibility Requirement<\/td><td>None \u2013 invisible\/stealthed enemies still take damage if in range<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 Demonic Energy Math \u2013 How Long Does R Last? <\/strong>Starting energy: 50. Without champion contact: -5 per 0.5s = depletes in 5 seconds (increases to -7.5 after 5s, so slightly less). While draining exactly 1 champion: +10 generation \u2013 5 decay = <strong>net +5 energy per 0.5 seconds<\/strong> = infinite duration while champion remains in 650-radius. Against 2 champions: +10 \u2013 5 = net +5 still (generation doesn&#8217;t double from multiple targets, only the drain\/heal multiplies). <strong>One champion in range maintains R indefinitely<\/strong>. Takedowns restore full 50 energy = reset the timer to full. In a 3-champion teamfight where takedowns occur every 5\u201310 seconds, Demonic Ascension can theoretically <strong>last the entire fight duration<\/strong> with consistent takedown resets.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Heal per Tick Scaling with Bonus Health: <\/strong>R heals 0.75% of bonus health per 0.5-second tick per target in range. At 2250 bonus health (150 Soul Fragments \u00d7 15 HP each): 0.75% \u00d7 2250 = <strong>16.9 bonus HP per tick from soul stacks alone<\/strong>, per target. Against 3 targets: 3 \u00d7 16.9 = <strong>50.6 HP per tick<\/strong> purely from bonus health. Adding base heal (22.5 at rank 3) + AP scaling (2.5% \u00d7 400 AP = 10): 22.5 + 10 + 16.9 = <strong>49.4 HP per tick per champion<\/strong>. Against 3 champions: 148.2 HP per 0.5-second tick = <strong>296 HPS total from R<\/strong>. This is why late-game Soul Fragment-stacked Swain appears unkillable in extended fights: the R healing exceeds most incoming DPS.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 R Hits Invisible Targets: <\/strong>Demonic Ascension&#8217;s drain <strong>does not require targets to be visible<\/strong> \u2013 any champion within the 650-radius takes damage and contributes to Swain&#8217;s healing even if they are in brush, stealthed (Twitch, Akali, Evelyn passive), or camouflaged. Against champions who use brush or stealth to avoid damage, standing in Swain&#8217;s 650-radius R range is dangerous regardless of vision state. This is one of the most impactful mechanical interactions in Swain&#8217;s kit and is <strong>almost universally unknown<\/strong> at lower skill levels.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Demonflare (Sub-Ability)<\/strong><\/h3>\n\n\n\n<p><strong>Cast Time: <\/strong>0.25&nbsp; |&nbsp; <strong>Static CD: <\/strong>8 sec&nbsp; |&nbsp; <strong>Effect Radius: <\/strong>675&nbsp; |&nbsp; <strong>Width: <\/strong>60&nbsp; |&nbsp; <strong>Speed: <\/strong>3000<\/p>\n\n\n\n<p><strong>ACTIVE: <\/strong>Swain releases a nova of soulfire that deals magic damage to nearby enemies and <strong>slows them by 50%, decaying over 1.5 seconds<\/strong>. Swain can move during Demonflare&#8217;s cast time.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Magic Damage<\/td><td>150\/250\/350 (+40% AP)<\/td><\/tr><tr><td>Slow<\/td><td>50% decaying over 1.5 seconds<\/td><\/tr><tr><td>Effect Radius<\/td><td>675 (slightly larger than R&#8217;s 650 drain radius)<\/td><\/tr><tr><td>Static Cooldown<\/td><td>8 seconds (not reduced by ability haste)<\/td><\/tr><tr><td>Max Casts During R<\/td><td>100<\/td><\/tr><tr><td>Auto-Cast Condition<\/td><td>Fires automatically when Demonic Ascension expires<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 Demonflare Unlocks After 2 Seconds of R: <\/strong>Demonflare becomes available <strong>2 seconds after Demonic Ascension activation<\/strong> and has an 8-second static cooldown between uses. In a 10-second R window, Swain can cast Demonflare <strong>once manually at 2 seconds<\/strong> and potentially a second time at 10 seconds if the 8-second CD has elapsed. Against grouped enemies who chase Swain into his 650-radius melee range, Demonflare&#8217;s 350 + 400 AP \u00d7 40% = <strong>510 magic damage at 400 AP<\/strong> on the entire group simultaneously, combined with the 50% decaying slow to prevent retreat. The auto-cast at R expiration acts as a guaranteed parting burst when the energy runs out.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd2e Soul Fragment Economy \u2013 The Scaling Engine<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Game Phase<\/strong><\/td><td><strong>Expected Fragments<\/strong><\/td><td><strong>Permanent HP Bonus<\/strong><\/td><td><strong>R Heal per Tick (3 targets, 400 AP)<\/strong><\/td><\/tr><tr><td>Early (0\u201310 min)<\/td><td>0\u201315 fragments<\/td><td>0\u2013225 HP<\/td><td>~50 HP per tick<\/td><\/tr><tr><td>Mid (10\u201320 min)<\/td><td>15\u201340 fragments<\/td><td>225\u2013600 HP<\/td><td>~75 HP per tick<\/td><\/tr><tr><td>Late (20\u201335 min)<\/td><td>40\u201380 fragments<\/td><td>600\u20131200 HP<\/td><td>~120 HP per tick<\/td><\/tr><tr><td>Late+ (35\u201345 min)<\/td><td>80\u2013150+ fragments<\/td><td>1200\u20132250+ HP<\/td><td>~175+ HP per tick<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Strategies and Gameplay Tips<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Early Game (Levels 1\u20136)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>W as Vision and Lane Control (Not Just Damage): <\/strong>W grants 2 seconds of sight at 325-radius before the explosion. In bot lane, W thrown into river brush reveals ambushing champions and provides <strong>6 seconds of enemy tracking via champion reveal<\/strong> on any champion hit. Use W for objective brush control (dragon pit entrance) rather than pure damage poke. The 50% slow on W hits in the 325-radius creates follow-up Q landing opportunities that the damage alone does not justify at low AP values.<\/li>\n\n\n\n<li><strong>Q at Close Range \u2013 Get In Their Face: <\/strong>Death&#8217;s Hand&#8217;s maximum damage requires all 5 bolts hitting the same target, which requires close range (200\u2013400 units) for the 32\u00b0 cone to concentrate on one champion. <strong>Swain is not a long-range poke mage<\/strong> \u2013 his Q damage from 700 units (maximum range) with only 1\u20132 bolts hitting is underwhelming. The support role allows Swain to play aggressively close during all-in moments with ADC backup. Q used correctly (close range, all 5 bolts) does 540 damage at max rank with 400 AP; Q used incorrectly (long range, 1 bolt) does 180 at the same rank.<\/li>\n\n\n\n<li><strong>E Aim: Target the Return Path, Not the Outbound: <\/strong>Nevermove&#8217;s return pass (2000\u20132800 speed) is significantly faster than the outbound (1125\u20131800 speed) and catches enemies who dodged laterally to avoid the outbound. <strong>Aim E slightly behind or to the side of the target&#8217;s current position<\/strong> so the outbound wave flies past them and the return intercepts their dodge movement. Against stationary or slowed targets (W hit first), aim E directly through them since they cannot dodge the slow outbound effectively at 50% movement speed.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Mid Game (Levels 7\u201313)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>W + E Slow-Root Combo: <\/strong>W&#8217;s 50% slow for 1.5 seconds dramatically reduces a target&#8217;s ability to dodge E&#8217;s return pass. The sequence: <strong>W \u2192 during 1.5-second slow \u2192 E outbound (easy to aim into slowed target) \u2192 E return hits slowed target \u2192 E recast pull \u2192 Q close-range all-5-bolt burst<\/strong>. This combo requires 1.5 seconds of W slow before E can be reliably aimed, meaning W must be thrown first and E thrown during the slow window. Against a champion slowed 50% at 330 MS: 165 effective MS = moves only 247 units in 1.5 seconds \u2013 easily within E&#8217;s return path.<\/li>\n\n\n\n<li><strong>Soul Fragment Priority \u2013 W Hits Are Fragments, Not Just Damage: <\/strong>Every W that hits an enemy champion <strong>rips one Soul Fragment from them regardless of whether Swain needs the heal right now<\/strong>. In mid-game objective fights, consistently hitting enemies with W (even from 6000 units away in support role) accumulates Soul Fragments that permanently increase max HP before Demonic Ascension R provides the healing context for those fragments to matter. <strong>W is a Soul Fragment generator with a slow attached, not the reverse<\/strong>.<\/li>\n\n\n\n<li><strong>R Timing \u2013 Activate After CC Lands: <\/strong>Demonic Ascension starts generating energy immediately but the drain requires enemies within 650 radius. Against mobile champions who can escape the 650-radius (dashes, flashes), activating R before CC ensures they are held in range during the drain window. The optimal sequence: <strong>E root \u2192 R (activated during 1.5-second root) \u2192 drain from rooted target for guaranteed 1.5-second R window<\/strong> \u2192 E recast pulls them back into R range if they attempt to escape after root expires \u2192 Q while in R range. The root provides captive drain time when activation before CC would allow enemies to escape before R&#8217;s energy generation sustains itself.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Late Game (Level 14+)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Demonic Ascension as Teamfight Sustain Engine: <\/strong>In late-game teamfights with 80+ Soul Fragments (1200 bonus HP): R heal per 0.5-second tick against 3 enemies = approximately 120+ HP. Over a 10-second fight with R active: <strong>120 HP \u00d7 20 ticks = 2400 HP healed from R alone<\/strong>, not counting Q healing, fragment claim healing, or Demonflare burst. Swain with 80+ fragments and R active in a teamfight effectively regenerates the equivalent of a Warmog&#8217;s Armor HP pool during the fight duration.<\/li>\n\n\n\n<li><strong>Demonflare Timing in Teamfights: <\/strong>Demonflare&#8217;s 8-second static CD means it&#8217;s available once per extended fight unless the fight lasts 16+ seconds (2 Demonflares). The first Demonflare should target the <strong>moment enemies are most grouped within the 675-radius<\/strong> \u2013 typically after the initial engage when enemy champions are attempting to converge on Swain&#8217;s carry. The 50% decaying slow also prevents enemies from escaping Swain&#8217;s R drain range after Demonflare hits.<\/li>\n\n\n\n<li><strong>R Hits Invisible Champions \u2013 Anti-Stealth Usage: <\/strong>Against compositions with stealth champions (Akali, Twitch, Evelyn), Demonic Ascension&#8217;s drain <strong>continues to damage and heal Swain even when the stealth champion is invisible within 650 radius<\/strong>. If Swain activates R on an Akali who then uses Twilight Shroud, <strong>the drain continues tracking her invisibly<\/strong>. The stealth champion takes damage and cannot freely reset or reposition without exiting Swain&#8217;s 650-radius. Use R immediately when a stealth champion enters close range before they can invisible \u2013 the drain catches them mid-transition.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Core Combo Guide<\/strong><\/h2>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>Support W \u2192 E Poke Combo: <\/strong>W at 3000\u20135000 units (50% slow on landing) \u2192 E during slow window (outbound travels through slowed target reliably) \u2192 E return hits slowed target (root 1.5s) \u2192 E recast (pull 290 units + Soul Fragment) \u2192 Q close-range all 5 bolts \u2192 auto attack<\/li>\n\n\n\n<li><strong>All-In Mid Combo: <\/strong>W (slow) \u2192 E outbound \u2192 E return root \u2192 R activate during root \u2192 E recast (pull into R range) \u2192 Q all 5 bolts at close range \u2192 Demonflare after 2s \u2192 drain until energy depletes \u2192 Demonflare auto-cast on R expiry<\/li>\n\n\n\n<li><strong>Support Engage Combo: <\/strong>W at target range (reveal + slow) \u2192 E \u2192 E root \u2192 R (during root for guaranteed drain window) \u2192 E recast (pull into team) \u2192 ADC follow-up during root \u2192 Demonflare on grouped enemies \u2192 Q \u2192 Soul Fragments from champion deaths<\/li>\n\n\n\n<li><strong>Teamfight Sustain Combo: <\/strong>R active (maintain 650-radius on 2-3 champions) \u2192 Q every 3 seconds (close range all 5 bolts) \u2192 Demonflare on grouped enemies (8s CD) \u2192 E into grouped enemies (root cluster) \u2192 E recast (pull multiple champions into R range + fragment collection) \u2192 collect fragments from deaths (auto-collect 1100 radius)<\/li>\n<\/ol>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes and How to Avoid Them<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Q at Long Range (1 Bolt Hit): <\/strong>Death&#8217;s Hand fired from 600\u2013725 units typically hits 1\u20132 bolts on a single target since the 32\u00b0 cone disperses significantly at range. At max range with 1 bolt: 180 magic damage at rank 5 with 400 AP = 360 total. At close range with 5 bolts: 540 damage. <strong>Long-range Q is 33% of close-range Q&#8217;s damage<\/strong> \u2013 a 67% damage loss from positioning alone. Identify windows where Swain can safely advance to 200\u2013400 units (during E root, during ally CC, during R ghost mode) for close-range Q rather than defaulting to long-range poke.<\/li>\n\n\n\n<li><strong>Activating R Before CC Lands: <\/strong>Demonic Ascension requires enemies within 650 radius for energy generation. Activating R when no enemy is in range drains 5 energy per 0.5 seconds = depletes in 5 seconds before any drain occurs. <strong>Always activate R immediately after CC lands<\/strong> (E root, W slow keeping enemy in place) to guarantee drain contact during the engagement window rather than burning the 120-second cooldown on a wasted activation before enemies exit range.<\/li>\n\n\n\n<li><strong>Missing E Aim on Outbound Pass: <\/strong>Attempting to hit E on the outbound pass at 400+ unit distances fails against mobile targets who can dash or step laterally to avoid the 1125\u20131800 speed projectile. <strong>Accept that outbound E misses mobile targets and plan for the return<\/strong> \u2013 fire E in a direction that places the return path through the enemy&#8217;s expected dodge direction. Against immobile targets (Ashe, Nasus, Malphite), outbound E hits reliably; against mobile targets, the return phase is the primary intended hit.<\/li>\n\n\n\n<li><strong>Not Collecting Soul Fragments During Teamfights: <\/strong>Soul Fragments from champion deaths persist for 16 seconds on the ground. Many Swain players are positioned too far from dying enemies to auto-collect (outside 1100-radius) during teamfights. <strong>During teamfights, consciously position within 1100 units of dying enemies<\/strong> while maintaining safety. The 15 permanent HP per fragment is easily forgotten in the chaos of teamfights but is the primary long-term scaling mechanic of the entire champion.<\/li>\n\n\n\n<li><strong>Demonflare as a Panic Button (Not a Grouped Burst): <\/strong>Demonflare&#8217;s value maximizes against grouped enemies \u2013 510 magic damage (at 400 AP, rank 3) to the entire group simultaneously with 50% decaying slow. Using Demonflare immediately at 2 seconds (when it first becomes available) against a single isolated champion wastes the AoE potential. <strong>Wait for 2+ enemies to be within 675 radius before Demonflare<\/strong>, using the additional drain time to accumulate energy and maintain R rather than burning Demonflare for single-target damage.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f Recommended Build and Itemization<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Core Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/ludens-companion\/\">Luden&#8217;s Tempest<\/a> (Mid) \/ <a href=\"https:\/\/magicstark.cz\/wiki\/imperial-mandate\/\">Imperial Mandate<\/a> (Support): <\/strong>Mid Swain: Luden&#8217;s Echo provides AP + mythic haste and a burst execute passive that Q&#8217;s close-range all-5-bolt burst activates reliably on every Q cast. Support Swain: Imperial Mandate marks targets for bonus damage when Swain CC&#8217;s them (W slow, E root) \u2013 the ADC following up on a W-slowed target activates Mandate for bonus magic damage, amplifying the team&#8217;s output from Swain&#8217;s CC chain. Imperial Mandate&#8217;s healing amplification also indirectly benefits from Swain&#8217;s Soul Fragment heals and R drain.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/shadowflame\/\">Shadowflame<\/a>: <\/strong>AP + magic penetration. Against non-shielding compositions, Shadowflame&#8217;s magic penetration amplifies Q&#8217;s close-range burst and R&#8217;s sustained drain damage. At 400 AP post-Shadowflame: Q max 5-bolt damage at rank 5 = 540 + 180 AP = 720 pre-penetration, amplified further against low-MR targets by Shadowflame&#8217;s penetration passive.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/rabadons-deathcap\/\">Rabadon&#8217;s Deathcap<\/a>: <\/strong>Maximum AP amplification that scales every AP-scaling element simultaneously: Q (45% AP), W (60% AP), E (70% AP), R drain (2% AP per tick), R heal (2.5% AP per tick), Demonflare (40% AP). A 40% total AP increase from Rabadon&#8217;s applied to Swain&#8217;s full ability suite represents the highest per-item AP value in the game at standard build completion stages.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Situational Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/zhonyas-hourglass\/\">Zhonya&#8217;s Hourglass<\/a>: <\/strong>Active stasis for 2.5 seconds. Swain&#8217;s R requires sustained close-range positioning (650-radius drain). When Demonic Ascension is active and Swain is taking lethal damage, Zhonya&#8217;s stasis preserves R&#8217;s remaining Demonic Energy without depletion (energy doesn&#8217;t decay during stasis), then resumes draining after 2.5 seconds while Swain is at full HP. <strong>Zhonya&#8217;s + R creates a near-unkillable window<\/strong> in extended teamfights: stasis 2.5 seconds while R continues when Swain exits stasis.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/morellonomicon\/\">Morellonomicon<\/a> (Mid) \/ <a href=\"https:\/\/magicstark.cz\/wiki\/chemtech-putrifier\/\">Chemtech Putrifier<\/a> (Support): <\/strong>Grievous Wounds application. Against heavy-healing compositions (Soraka, Aatrox, Mundo), Swain&#8217;s W hitting champions applies Morellonomicon&#8217;s GW through AP item passive. Support Swain with Chemtech Putrifier applies GW when Swain heals an ally \u2013 R healing Swain activates Putrifier? No \u2013 Putrifier applies when Swain heals an allied champion, which R does not. Use Chemtech only for compositions where Swain&#8217;s Q passive healing or item healing triggers. Morellonomicon is more reliable for mid Swain.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/spirit-visage\/\">Spirit Visage<\/a>: <\/strong>Magic resistance + healing amplification. Spirit Visage increases all of Swain&#8217;s healing by 30%: R drain heal per tick at rank 3 with 400 AP: 22.5 + 10 = 32.5 HP per tick per champion \u00d7 1.30 = 42.25. Soul Fragment 6% max HP heal \u00d7 1.30 = 7.8% max HP per fragment. Against magic-heavy compositions where Swain also needs MR, Spirit Visage amplifies both the tankiness (MR) and the heal output simultaneously.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counter Picks &amp; Matchups<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u2705 Swain Counters<\/strong><\/h3>\n\n\n\n<p><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/sona-maven-of-the-strings\/\">Sona<\/a><\/strong> \u2013 Sona has no CC-cancelling ability against E root. Swain&#8217;s R drain hits Sona through her Flap Flap (E equivalent) repositioning since R tracks within 650 radius regardless of movement. W&#8217;s 50% slow prevents Sona from maintaining safe poke range. Swain&#8217;s Soul Fragment collection from Sona&#8217;s low-HP threshold means landing W or E provides fragments from a champion who cannot fight back through Swain&#8217;s sustain.<\/p>\n\n\n\n<p><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/soraka-the-starchild\/\">Soraka<\/a><\/strong> \u2013 Soraka&#8217;s healing depends on staying at long range away from engagement. Swain&#8217;s W at 6000+ range hits Soraka even in her backline position, collecting fragments. E roots her in place for ADC follow-up. Swain&#8217;s R drain during extended fights where Soraka attempts to out-sustain Swain fails against Swain&#8217;s R healing outpacing Soraka&#8217;s W heal output in large-target fights.<\/p>\n\n\n\n<p><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/malphite-shard-of-the-monolith\/\">Malphite<\/a><\/strong> \u2013 Malphite&#8217;s immobile pattern and single-engage-focused kit gives Swain ample W poke opportunities. W + E combo sets up Malphite for ADC follow-up before Malphite can activate R. Swain&#8217;s Q close-range burst during E root bypasses Malphite&#8217;s armor with magic damage. Soul Fragment collection from Malphite&#8217;s high HP pool means 6% max HP heal on each fragment is particularly valuable.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u274c Swain is Countered By<\/strong><\/h3>\n\n\n\n<p><strong>1. Assassins (<a href=\"https:\/\/magicstark.cz\/wiki\/zed-the-master-of-shadows\/\">Zed<\/a>, <a href=\"https:\/\/magicstark.cz\/wiki\/talon-the-blades-shadow\/\">Talon<\/a>, <a href=\"https:\/\/magicstark.cz\/wiki\/katarina-the-sinister-blade\/\">Katarina<\/a>)<\/strong> \u2013 Swain&#8217;s 330 MS with no dash or escape ability makes him vulnerable to gap-closing assassins. Against Zed R or Katarina&#8217;s E dash into Swain&#8217;s position, Swain cannot maintain the 650-radius drain range safely (enemy is already on top of him) while also surviving burst. Zhonya&#8217;s Hourglass is the primary counter-item, but assassins specifically counter Swain&#8217;s slow, immobile positioning requirements.<\/p>\n\n\n\n<p><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/caitlyn-the-sheriff-of-piltover\/\">Caitlyn<\/a> + Aggressive Support<\/strong> \u2013 Caitlyn&#8217;s 650 attack range outpaces Swain&#8217;s 525, preventing W poke at Swain&#8217;s comfortable range. Swain must advance to W range while Caitlyn auto-attacks him from further distance. Trap-based supports (Caitlyn + Lux combo) deny Swain&#8217;s close-range Q approach with zone control that punishes Swain&#8217;s necessary forward positioning.<\/p>\n\n\n\n<p><strong>3. Champions with Grievous Wounds Uptime (<a href=\"https:\/\/magicstark.cz\/wiki\/katarina-the-sinister-blade\/\">Katarina<\/a>, <a href=\"https:\/\/magicstark.cz\/wiki\/mordekaiser-the-iron-revenant\/\">Mordekaiser<\/a>, <a href=\"https:\/\/magicstark.cz\/wiki\/olaf-the-berserker\/\">Olaf<\/a>)<\/strong> \u2013 Swain&#8217;s R heal and Soul Fragment heals are reduced 40\u201360% by Grievous Wounds. Against champions who apply GW in melee range (Kata&#8217;s Voracity, Morde&#8217;s passive), Swain&#8217;s extended drain healing becomes insufficient to offset their incoming damage. <strong>Grievous Wounds at 60% reduces R&#8217;s 42.25 HP\/tick to 16.9 HP\/tick<\/strong> \u2013 eliminating the sustain advantage that makes Swain unkillable in extended fights.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p><strong>Q: Does Demonic Ascension R damage invisible champions?<\/strong><\/p>\n\n\n\n<p>A: <strong>Yes<\/strong> \u2013 Demonic Ascension&#8217;s drain explicitly states targets <strong>do not need to be visible<\/strong>. Stealthed champions (Twitch in Ambush, Akali in Twilight Shroud, Evelyn passive) within the 650-radius still take drain damage and contribute to Swain&#8217;s healing. This is one of the most impactful mechanical interactions in Swain&#8217;s kit and is <strong>largely unknown at lower skill levels<\/strong>. Against stealth-reliant compositions, activating R immediately when the stealth champion enters close range before they become invisible traps them in the drain without conventional counter-play options.<\/p>\n\n\n\n<p><strong>Q: How many Soul Fragments can Swain collect in one game?<\/strong><\/p>\n\n\n\n<p>A: Theoretically unlimited \u2013 every enemy champion death within 1100 radius (auto-collect) + every W and E recast hit generates fragments continuously. Practical limits: in a standard 35-minute game with 20 kills total and Swain collecting fragments from 15 of them (W hits + nearby deaths): 15 fragments \u00d7 15 HP = <strong>225 permanent HP minimum<\/strong>. In high-kill stomping games (30+ kills), 30+ fragments = <strong>450+ permanent HP<\/strong>. There is no cap on Soul Fragments \u2013 a theoretically infinite game accumulates infinite HP from the passive.<\/p>\n\n\n\n<p><strong>Q: What is the correct aim for Nevermove E?<\/strong><\/p>\n\n\n\n<p>A: Against mobile targets: <strong>fire E slightly behind the target&#8217;s current position<\/strong> so the outbound wave misses forward (enemies dodge forward\/sideways) and the <strong>return path intersects the enemy&#8217;s dodge direction<\/strong>. Against W-slowed targets: aim E directly through the slowed enemy (50% MS = they move only 247 units per 1.5 seconds, making direct aim reliable). Against enemies in narrow corridors: outbound aim works reliably since lateral dodge space is limited. The return path is always faster (2000\u20132800 vs 1125\u20131800 speed), making <strong>return-phase hits more reliable<\/strong> than outbound hits against moving targets at standard distances.<\/p>\n\n\n\n<p><strong>Q: Should I play Swain mid or support?<\/strong><\/p>\n\n\n\n<p>A: Both are legitimate. <strong>Mid Swain<\/strong>: higher AP item access, can solo-carry through mid-game farm and roam, Soul Fragments from kills he participates in directly, Q poke in lane phase against melee champions. <strong>Support Swain<\/strong>: W at 7500 range provides global poke and fragment collection from ADC\/support combo without needing personal kills, Imperial Mandate amplifies team damage from CC chain, R duration maintained through ADC following up on rooted targets. Support Swain&#8217;s fragment collection scales better in team-fight-heavy games where allies get kills that Swain&#8217;s ravens collect from proximity.<\/p>\n\n\n\n<p><strong>Q: When does Demonflare automatically cast?<\/strong>A: Demonflare <strong>automatically casts when Demonic Ascension expires<\/strong> (Demonic Energy reaches 0) if Demonflare is <strong>not currently on its 8-second static cooldown<\/strong>. If Swain manually cast Demonflare 4 seconds ago and Demonic Ascension expires before the 8-second static CD elapses, the auto-cast <strong>does not fire<\/strong> because Demonflare is still on cooldown. Planning the manual Demonflare cast timing to ensure the static CD has elapsed before R expiry guarantees the auto-cast fires as an exit burst when energy runs out.<\/p>\n","protected":false},"featured_media":0,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-19830","wiki","type-wiki","status-publish","hentry","wiki-category-champions-lol-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Swain: The Noxian Grand General - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/swain-the-noxian-grand-general\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Swain: The Noxian Grand General - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Swain is a Middle lane and Support champion released on October 5, 2010. Classified as Battlemage (legacy: Mage, Support), he uniquely occupies both roles with competitive viability in each. 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