Who Wins
- You win pre-6 through superior engage potential with Q and Draven's follow-up damage, while Swain-Jinx lacks the early game power to match your all-in threat.
- Post-6 becomes more skill-dependent as Swain's R provides strong sustain, but your Q-R combo still creates winning opportunities if executed properly.
Synergy & Trading
- Engage with Q when Swain is out of position or has used E, then follow up with auto-attacks to stack passive while Draven maximizes damage output.
- Use E defensively to block Swain's E or Jinx's W, then look for immediate counter-engage rather than extended trades where Swain can heal.
Wave Control/Roaming
- Roam when Draven has wave control and can safely farm, typically after successful trades or when enemies recall with low health.
- Best roam timings are level 3-4 for mid ganks or level 6+ for jungle skirmishes, as your Q-R combo provides strong pick potential.
Mistakes to Avoid
- Don't waste Q on targets you can't follow up on, especially when Swain can immediately E you back or when you're out of position for Draven to help.
- Avoid using E too early in trades when multiple enemy abilities are still available, instead save it for the most impactful ability (usually Swain's E).
Created on 12/03/2025
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