RIFT LAB / WILD RIFT
A clearer next move.
Know the draft. Choose your edge. Take a plan into the Rift.
PRE-LOCK-IN
A plan for Swain.
Updates immediately when picks, objective or role change.

A PLAN FOR SWAIN
Build with a reason.
Use controlled catches and extended skirmishes. Reassess the third purchase against the enemy carry who is actually ahead.
Trade-off. Balances damage, control and survival; gives up the peak damage or durability of a specialised path.
- 01Malignance2,700gUltimate-driven spell pressure; mana and repeated ultimate damage must be useful.Source · provisional ↗
- 02Rylai's Crystal Scepter2,700gAdds sticking power for repeat spell hits; trades burst for health and control.Source · provisional ↗
- 03Riftmaker3,100gSustained-combat investment; needs a fight long enough to realise its value.Source · provisional ↗
- 04Rabadon's Deathcap3,400gAmplifies the AP investment already built; expensive and offers little protection.Source · provisional ↗
- 05Zhonya's Hourglass3,300gAn active survival window against decisive damage; timing matters and casting stops during stasis.Source · provisional ↗
- ↗Spellslinger's Shoes2,200g totalTier 2 first → Tier 3 after 10:00
FIVE LEGAL RUNES
Conqueror
Keystone + 3 Sorcery rows + 1 Precision
- ✦ConquerorRewards repeated hits in an extended fight; weaker when you cannot keep contact.
- 1Axiom ArcanistInvests in ultimate impact for an ultimate-centred combat plan.
- 2TranscendenceAbility haste supports repeated casts rather than one initial combo.
- 3Nimbus CloakSummoner-spell movement helps enter, stay in range or escape.
- 4Legend: HasteLonger-term basic-ability access; takedown-dependent scaling is not guaranteed.
Summoner spells Flash + Ghost · Review spell trade-offs before lock-in.
Purchase and recall plan 17,400g gross
Illustrative purchases from an empty inventory; no income or exact recall minute is assumed. Components are credited when combined. Later purchases can move ahead of a time-gated boot upgrade.
- 1Amplifying Tome
Starting component; spend only what your mode actually grants.
Buy 500g · spent 500g - 2Boots of Speed
Early recall option: movement before committing to a full item.
Buy 400g · spent 900g - 3Blasting Wand
Recall option toward Malignance; complete when the remaining gold is affordable.
Remaining combine / missing components 300g · spent 1,200g - 4Malignance
First major power spike. Recall on a safe wave or before an objective; no fixed minute is assumed.
Remaining combine / missing components 1,900g · spent 3,100g - 5Boots of Mana
Intermediate boots: upgrade for the matchup before continuing the core.
Remaining combine / missing components 800g · spent 3,900g - 6Amplifying Tome
Recall option toward Rylai's Crystal Scepter; complete when the remaining gold is affordable.
Buy 500g · spent 4,400g - 7Rylai's Crystal Scepter
Complete this spike when safe and affordable; adjust to who is actually ahead.
Remaining combine / missing components 2,200g · spent 6,600g - 8Fiendish Codex
Recall option toward Riftmaker; complete when the remaining gold is affordable.
Buy 900g · spent 7,500g - 9Riftmaker
Complete this spike when safe and affordable; adjust to who is actually ahead.
Remaining combine / missing components 2,200g · spent 9,700g - 10Needlessly Large Rod
Recall option toward Rabadon's Deathcap; complete when the remaining gold is affordable.
Buy 1,400g · spent 11,100g - 11Rabadon's Deathcap
Complete this spike when safe and affordable; adjust to who is actually ahead.
Remaining combine / missing components 2,000g · spent 13,100g - 12Spellslinger's Shoes
Upgrade only at or after 10:00 and when affordable; otherwise continue core purchases.
Remaining combine / missing components 1,000g · spent 14,100g · gate 10:00 - 13Needlessly Large Rod
Recall option toward Zhonya's Hourglass; complete when the remaining gold is affordable.
Buy 1,400g · spent 15,500g - 14Zhonya's Hourglass
Complete this spike when safe and affordable; adjust to who is actually ahead.
Remaining combine / missing components 1,900g · spent 17,400g
Conditional swaps and alternatives
Banshee's Veil in place of Zhonya's Hourglass. A single hostile spell prevents your entry; spell shields can be poked away.
Morellonomicon in place of Zhonya's Hourglass. Healing is actually sustaining the enemy; do not buy purely for low-impact healing.
Oceanid's Trident in place of Zhonya's Hourglass. Shield-heavy enemy team; check who can apply shield reduction reliably.
These are single-slot alternatives, not instructions to add a seventh item. Reassess triggers and passive conflicts after changes.
Why this candidate?
- TEMPLATEUse controlled catches and extended skirmishes. Reassess the third purchase against the enemy carry who is actually ahead.0
- OBJECTIVEFit for win objective+10
- RISKFit to your risk preference-1
Flash. Reposition across a key threat or reach a decisive target.
Ghost. Maintain contact or kite through a longer fight; sacrifices a direct damage/protection spell.
Rune baseline follows a reviewed Wild Rift example; changing archetype can change the independent keystone. Rune choices remain hypotheses, not measured effect estimates.
MATCHUP BRIEF
Know what changes the fight.
Enter visible enemies to surface threat-specific tactics. Preserve an exit and play around allied follow-up.
COVERAGE & ASSUMPTIONS
Strategy scores are authored heuristics, not win probabilities. Item recipes are community sourced; confirm uncertain mechanics in the current client.
5 enemy slots unknown. Advice uses visible picks only.