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What Is Swiftplay? New Game Mode Explained

Swiftplay was introduced as a way for players to experience all the Summoner’s Rift has to offer in a much faster, more exhilarating package. Read on to learn more about this new game mode!

2025 brought with it plenty of game-changing updates, from the introduction of thematic seasons (we’re currently feeling the Noxian bloodshed) to new objectives like Atakhan. One of the other major changes 2025 brought with it was the introduction of a whole new game mode, known as Swiftplay.

As the name suggests, Swiftplay was introduced as a way for players to experience all the Summoner’s Rift has to offer in a much faster, more exhilarating package. Below, we’ll explain everything you need to know about this game mode and how it compares to your standard Summoner’s Rift and other game modes. Let’s dive in (so you can get back to massacring your opponents).

What Is Swiftplay in League of Legends

Swiftplay is essentially your classic Summoner’s Rift, but on caffeine. It’s a new casual game mode that introduces whole new rules and a new queuing system to significantly speed up gameplay, ultimately resulting in shorter (and more battle-packed) matches. As a reference, most Swiftplay matches last for around 20 minutes, while your standard Summoner’s Rift games typically drag on for 30 minutes, sometimes even 40 minutes.

According to Riot’s dev team, the purpose of Swiftplay was to allow players to “experience their champion’s fantasy” within a match, but in a form that encourages skill expression and doesn’t “punish early game disadvantages nearly as hard.”

Put simply: They wanted to create a game mode that was not only more fast paced but also allowed every player to experience their champion’s full potential and limit test ‘em to their heart’s content.

Key Gameplay Differences

At first glance, Swiftplay seems pretty similar to your standard Summoner’s Rift — in fact, it features exactly the same map and objectives. However, there are some major adjustments in terms of gameplay and progression. The main differences include:

  • Players get more gold and experience from all sources, including objectives and minion kills. The amount you gain increases significantly as the match progresses.
  • Players who are significantly behind gain more gold and experience from practically every source, meaning they’ll always have a chance to make a comeback. They’ll also be worth a lot less gold than other players — so yep, you won’t be able to continuously (and sadistically) farm them to build a lead.
  • Practically every timed element in the game has been accelerated. For instance, minion waves spawn more frequently and upgrade faster, turret plates fall earlier, the baron spawns at 17:00, and quest items complete sooner. Players can also claim Soul after obtaining 3 Elemental Drake stacks instead of 4.
  • Dying enemy minions automatically grant additional bonus gold to nearby allies, just like in ARAM (though the full value will still go to the last hitter).
  • Supports gain more gold in Swiftplay and can make a bigger impact. The cost of support items has been increased due to this, but the items themselves have had their stats buffed up significantly.
  • It’s easier to surrender; a team can FF15 with 4 out of 5 votes, and after 25 minutes, a surrender only requires 3 votes. Players can also initiate another surrender vote after 3 minutes instead of the typical 6-minute cooldown time.
  • Several items, champion stats, runes, and abilities have also undergone adjustments specifically for this game mode — in part to facilitate those fast matches and allow for more skill expression.

New Sudden Death Mode

Any match that continues for too long in this game mode will enter a “sudden death” mode (cue foreboding music). At this stage, defensive structures across the map will lose their durability. And if the match still drags on? Targetable structures will start to crumble on their own — excluding the Nexus.

As of the latest patch, the first phase of sudden death begins at 25 minutes and the second phase starts at the 30-minute mark. However, since Riot is still fine-tuning Swiftplay, this may change in the near future. Make sure to read the latest patch notes to keep yourself updated on any gameplay adjustments.

Champ Select System

The champ select system in Swiftplay also differs. Instead of playing out a pick and ban phase, players pre-pick two champions and positions before they hit the “Queue Up” button.

You are guaranteed to get your primary or secondary choice — so yep, you can say goodbye to the dreaded auto-fill — and it also means you’ll load straight into a match. Just be mindful that you’ll now need to customize your rune page, summoner spells, and skin in advance.

Since there aren’t any bans, there is a chance of the same champions being on both teams, which can result in some… pretty interesting gameplay, to say the least. As a solo player, you can also choose to play the same champion in both roles unless they have a high Swiftplay pick rate.

While this champ select system is very flexible you will need to pick at least two unique positions. One of those positions will also need to be a “priority” position.

The “priority” positions can vary, depending on which positions require more players across the server. For instance, if there aren’t enough players choosing the support role, then support would become the priority position. Although this can feel a little restrictive at times, this measure is in place to ensure players consistently have short queue times.

There are also a few additional rules to be mindful of if you’re teaming up with friends:

  • Every member of the party must pick at least one unique champion, and primary slot selections must also be unique across the party
  • Primary slot selections must be unique across the party (champion and position)

There aren’t any elo restrictions here, meaning you can team up with friends no matter their rank. Your MMR for Swiftplay is also based on your Quick Play/Blind Pick queue MMR.

Play Your First Swiftplay Match Today

Swiftplay is a battle-packed game mode that is ideal for those short on time — or those who want to limit test their favorite champions without being flamed to oblivion.

Swiftplay can take some time to get accustomed to. However, once you’re familiar with the basics, and become comfortable with its adrenaline-pumping pace, it’s a fantastic game mode that any player can enjoy.

What are your thoughts on Swiftplay so far? Do you prefer it to other game modes, or do you feel Riot has missed the mark here? Feel free to share your thoughts in our dedicated Discord community!





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