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Draven Build Guide by viciousskittle

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League of Legends Build Guide Author viciousskittle

[6.22] Welcome to the League of Draven

viciousskittle Last updated on November 13, 2016
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Team 1

Ability Sequence

1
4
5
7
9
Ability Key Q
3
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R

Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 18

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Defense: 12

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0



Threats to Draven with this build

Threat
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High
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Threat Champion Notes
2
Ezreal Ezreal is easy for Draven, so long as you stay inside or behind your minion line. You out poke him if you're careful of his Q, and at 6 his all in is nowhere near as potent as yours. He is slippery as hell though, so don't commit too hard if his E is off cooldown.
2
Kog'Maw Kog is a hyper carry. This little void puppy deals hardly any damage early but becomes a god late game. Try to poke him when his W is down, or if you're in range you can outfight him post level 3. When his W is on however his range is great so treat him as you would caitlyn for this duration. Pick him apart early and he'll be no threat for a while.
2
Sivir Sivir is countered by Draven. What makes Sivir so good is her spellshield, which blocks most ADC's DPS. However, Draven's damage comes from his Q, which is an auto attack. This makes her like caitlyn without the auto range. Her ultimate has great syndergy in teamfights however so make sure to pay attention to their teamcomp and build accordingly.
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TESTING IN PROGRESS

So with the assassin rework comes changes to Draven. Youmuu's Ghostblade lost its attack speed on active and Duskblade of Draktharr is now really strong with Draven thanks to its new passive not being bad.

Masteries are mostly the same, I feel like Fervor is still not going to be taken on Draven for the same reason as before even though it gives flat AD now instead of on hit damage. It's better than before though. Runes are now even more tied to the build. Going full lethality ONLY if you're going Duskblade/Ghostblade otherwise DO NOT TAKE ANY lethality. Lethality scales with itself and even more onto Duskblade, so go all or nothing.




I still need to do some more messing around, but right now lethality is sucking badly on ADCs. It still works well on Draven, but you lose out on lifesteal (outside of warlords) and any utility items. Meta is looking like BT/DD first into full crit.


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Welcome to my League, The League of Draven (Introduction)


Hi, I am Vicious Skittle. I am a Diamond tier ADC main on EUW whom in Seasons 4/5 peaked at Diamond 4/2 respectively. I've been playing Draven since the end of season 2 and he helped me climb into plat from bronze during Season 3, he's been a staple ADC of mine since.

This guide will cover the best 2 current builds that Draven should use, the "Alpha" and "Omega" builds. There is a third, which is the "classic" going IE > Zeal as the first 2 items but is usually always outclassed by the other 2.



The first, dubbed the "Alpha" was popularized by a now perma-banned player on NA called "Tyler1" as I'm sure most people have heard of. Love or hate him because of how he acts, you cannot deny his skill with Draven and his unique build of going GB > Mercurial is pretty much the normal way to build him now. It's powerful, cheap and has no reliance on crit making it reliable, it's also very good at solo carrying due to the fact you'll be very fast (swifties, gb and mercurial) but also pretty beefy with bonus MR a cleanse and lifesteal.



The second, I'm calling the "Omega" as a nod to the book of revelation/greek alphabet. This build focuses more on raw damage and DPS, setting yourself up to carry at all stages of the game instead of just early/mid. You'll be rushing Ghostblade as normal but instead of going Mercurial, you'll go Death's Dance. This does a few over Mercurial. First, 5% more lifesteal (and 5% on both E and ult usage), 15% delayed damage in the form of a true damage bleed on yourself and gives a flat 15 more AD. This allows you to take a big hit and shrug it off a little (strong against physical burst) giving you a precious second or two to auto attack getting off an auto attack with lifesteal+warlords. You'll also buy DPS boots instead of utility ones just to go all in to the full damage style this build offers. You'll deal more and take more DPS with this one. This build is actually made by another... controversial player but of surprisingly less renown. EUW's Pornstar Zilean uses this variant as it simply deals the most damage at every stage of the game for Draven. Again, love or hate him for how he acts his Draven is probably one of the best in the world so at the very least he's doing something right.




I'll be colour coding sections of the guide when I'm talking about the builds. Pink bar means Alpha, Cyan bar means Omega. It probably will only happen in the items/runes sections as everything else is identical.


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Pros / Cons

...........
Pros


+ Powerful Harass
+ Reletivly Easy Farming
+ Global Ultimate
+ Stupidly High Snowball Potential
+ One of the Highest Potential ADC Damage
.......
.............
Cons


- Can be shut down with hard camping
- Seriously, you'll get camped
- Very Difficult to pickup
- Even harder to truly master, One of the hardest in the whole game
- No hard escapes (like Arcane Shift


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So overall Draven is a high risk, high reward all in ADC. You either win in a hail of gold and axes, or you lose with more deaths than your mid lane Yasuo. This shouldn't deter you however, as I personally feel like he's one of the most satisfying champions to play in the game. Nothing beats a smooth juggle of 2-3 Spinning Axes straight into an Ezreals face as you solo carry games on a champion everyone recognises as incredibly hard to play.


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Abilities

> > >

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League of Draven

When Draven catches a Spinning Axe, kills a minion or monster or destroys a turret, he gains a stack of Adoration. In addition, Draven generates 2 bonus Adoration stacks if he kills 6 minions in a row without dropping an axe. When Draven kills an enemy champion, he consumes all of his Adoration stacks and gains 50 + (2 × stacks) gold. Draven loses half of his Adoration stacks upon death.



Ok so this passive is what makes Draven so insanely snowbally. Every time you catch an axe, or kill anything that isn't a champion you gain 2 gold in a "bank", which is then "cashed in" and you receive all this gold at once as soon as you kill an enemy champion. However, when Draven is killed, he loses half of all that potential gold meaning if he dies then cashes in, he'll get a lot less than he would have. Try and keep catching Spinning Axes so that you'll sit on a pile of potential gold, and when you eventually kill someone you'll snowball harder than a Talon with first blood (probably).




Spinning Axe

Draven starts spinning his axe, causing his next basic attack within 5.8 seconds to deal bonus physical damage of 45/55/65/75/85% Total AD. The spinning axe ricochets off the target high up into the air, landing 2 seconds later at a location determined by Draven's current movement. If Draven catches an axe, Spinning Axe is applied for no additional cost on his next basic attack. Draven can hold up to two Spinning Axes in his hands at once.
Mana cost: 45
Cooldown: 12s/11s/10s/9s/8s



Ok so this is what makes Draven Draveeeeennnnnnn. This is what makes him hard to play, and this is what makes him hit like a freight train on steroids after attending euro training with Terry Crews. This thing HURTS. What makes this ability so hard to use is it's ricochet mechanic, repeatedly catching and throwing Spinning Axe is hard to do at any stage of the game and is mainly a skill acquired through time and practice.

A few points to note though, the bonus damage can't actually crit however it will apply lifesteal, this is why you rush ghostblade for the flat pen causing the bonus damage to skyrocket. Attacking a structure will refresh the 5.8s duration, but it will not be thrown or do bonus damage to them. You can guide where the axe will land based on which way Draven is moving. Moving forwards causes the Axe to fall slightly in front of Draven, standing still makes it fall directly on him or slightly to the sides, and if Draven is running away, it wall fall in his path again but in the way he's running. Proper axe location guidance is what separates good Dravens from bad ones. It's something you get a feel for rather than something that is taught/read up on.

You can hold only 2 at a time, but you can activate the ability again to be holding 2 whilst an axe is in the air, effectively 'juggling' 3 axes, the higher your attack speed the easier this becomes, you can technically have as many axes in the air as you want if you keep catching and throwing and re-activating but after 3 it becomes more of a show off thing than actually effective.

A cool trick when leashing for your jungler is to ready a Spinning Axe at 1:36 then auto attack with it twice (Waiting to catch the Axe before autoing a second time) then just as the axe is about to timeout, ready a second [Spinning Axe]] and enter lane with both of them spinning.




Blood Rush

Draven gains bonus attack speed (20/25/30/35/40%) for 3 seconds and bonus movespeed (40/45/50/55/60%) which decays over 1.5 seconds. Catching a Spinning Axe resets Blood Rush's cooldown.
Mana Cost: 40
Cooldown: 12s



This is Dravens steroid. It makes him attack faster and move quicker, both of which an ADC loves. The downside is it's really low duration, in comparison to something like Rapid Fire it doesn't even hold a candle to its power and duration plus the movement speed is so short lived it's more like a 'Oh ****, I need to move 100 units really quick to dodge this ability' rather than an actual movement ability. So why is it still an incredible ability? Catching a Spinning Axe totally refreshes its cooldown, and as it takes 2 seconds for an axe to ricochet you can permanently have his attack speed buff and have only 0.5s of movement speed down time.

DO NOT SPAM THIS ABILITY. Whilst it's fun to run fast whilst juggling, you will go OOM super quickly if you don't be careful when using it. You should however use it when you're about to drop an Axe as you save 5 mana and the cooldown refreshes. You will want to space it (use once every 3 seconds or so) when going all in.

Pretty simple, catch an axe get stats. Don't spam to keep a pool of mana for your other abilities. Oh, and you ignore unit collision whilst the movement speed bonus is active, which is super nice to dodge abilities and catch a stray axe, not many people know about this as it's not in the ability description so abuse it!




Stand Aside

Draven throws his axes in a line, knocking aside enemies hit, slowing them for (20/25/30/35/40%) for 2 seconds and dealing physical damage (70/105/140/175/210 + 50% BONUS AD).
Mana Cost: 70
Cooldown: 18s/17s/16s/15s/14s



Simple utility spell. Does a small amount of damage, knocks an enemy aside (makes them airborne which is useful for Yasuo) and slows them for 2s. Not much to it, great for all inning at level 2 as it slows the enemy and makes them stop for a moment. Other than that, it's only used for chasing down a target, or escaping.

NEVER use it just for the damage, as it's base damage and bonus AD scaling is pretty small. This is PURE utility and should be used as such. You can actually interrupt a lot of abilities with this. Specifically, any dash ( Irelias Bladesurge for example) and of course anything that is a channel ( Katarinas Death Lotus as example). So use accordingly. Going the "Omega" build will give this ability 5% spellvamp, which isn't much but it's the difference of a tick of ignite.




Whirling Death

Draven hurls two massive axes in the target direction, dealing physical damage(175/275/375 +110% BONUS AD) to enemies struck. Upon reaching the edge of the map, striking an enemy champion or upon the reactivation of Whirling Death, the axes slowly come to a stop before changing direction and returning to Draven, dealing the same physical damage to every enemy struck on the way back. A total of (350/550/750 +220% BONUS AD) if no unit aside from the target is hit. Whirling Death deals 8% less damage for each unit hit, down to a minimum of 40% damage. This damage reduction resets when the axes reverse direction.
Mana Cost: 100
Cooldown: 120s/100s/80s



A relatively simple global ultimate. What makes this unique is the reverse mechanic, which if you master the exact point of reverse you can potentially do its full damage instantly.

Use it whenever you're in an all in fight, or if you're feeling lucky to cross map snipe someone. However make sure to only hit the target champion, because as soon as it hits an enemy champion they begin to reverse.

Tapping your ult key a second time will start the reverse early, which means if you time it right it will double tap an enemy, it will also reset its damage reduction from hitting multiple targets.





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Summoner Spells


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This section covers the summoner spells you'll usually see in bot lane, you'll only really be taking Heal and Flash but the supports will also be taking either Exhaust or Ignite so you need to know what they do as they will be directly affecting you in the game.

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Flash

The bread and butter, the summoner spell you should always take and the one you'll pretty much always see. Flash has a billion and one uses, from flashing in to get a kill, from flashing away from danger, flashing over walls and flashing over abilities. This is something you should be very familiar with by now and it's something you should ALWAYS have.

One small trick that a lot of people don't seem to know about is that you can queue an action and then flash into the range of said action, and then immediately do the action. So if you right click a target to auto attack, then flash into auto range, you will instantly auto attack. This works with ANY targeted ability, such as Cutthroat or Parrrley. You can also redirect your ability after beginning to cast it, most famously, the InSec kick where you begin to cast Dragon's Rage then flash behind the target during the animation to instantly finish the animation behind them, giving the target less time to react. Draven has no abilities to do this with, but the auto attack queue is doable on everyone and is something you should keep in mind.

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Heal

Heal is your other summoner that you should pick 99% of the time. Gives you a chunk of health and it gives you a chunk of movement speed that lasts 1 second. Probably the best defencive summoner spell in the game right now, it also heals someone else nearby! Which makes it perfect for duo bot. Use it before an enemy ignite so the effect isn't reduced, and use it at low HP to bait your opponents into a fight.

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Ignite

This is usually taken by supports who want to kill the enemy lane. This is pretty good in conjunction with Draven as it gives a lot of kill pressure, it's perfect on supports like Blitzcrank or Leona. Talk to your support in champ select to discuss witch summoner they will take, so that you can play accordingly.

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Exhaust

Exhaust is an incredibly strong 'shut down' summoner spell, reducing movement speed, attack speed, damage and shreds a little bit of resistance for a couple seconds. It's great late game to shut down assassins like Talon or Zed and hyper carries like Vayne or Jinx. However, what it does in the lategame isn't translated in the early game as the damage from Ignite is stronger early. You'll usually want your support to take Exhaust against lanes you can't really win ( Caitlyn) or against a hyper carry that you auto win early against anyway Vayne. Even then, Ignite is still super strong against them. As I said before, talk to your team/support about their summoner spells and plan accordingly.

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Masteries

6.21:

Warlord's Bloodlust is the only keystone Draven should take. It gives you lifesteal based on your missing health, capping at 20%. Fervor of Battle isn't as good due to the fact you'll never be able to stack it up before you kill your target. Getting 1 stack per auto and 1 from your E and 1 from your ult... It just takes too long. The survivability Warlords gives allows from some god tier 1v2s thanks to the fact you buy lifesteal as your second item. Every other keystone sucks on Draven. Period.






vs

First up, 4% attack speed or 2% increased ability damage. You always take Fury here simply because you don't do much damage with abilities. It only affects your E and R, 2% increased E damage doesn't matter because it's a utility spell and your ultimate is on a long cooldown meaning you'll always make more use out of the attack speed Fury gives you.





vs vs

Next, I go for Double Edged Sword most games as Draven is feast or famine (ignoring the fact Feast is the direct competitor... anyway) meaning you want to stack as much damage as you can. 3% is more than 0%, so get this. You also don't need lane sustain as much on Draven due to your high auto attack damage and the fact you'll be taking Warlord's Bloodlust .





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Here is actually a tossup. Vampirism gives 2% lifesteal and spellvamp from level 1 all the way to 18 making it have the most immediate effect. However I'll personally be taking Natural Talent because it gives me 10AD at level 18. 3AD at level 1 means that along side Doran's Blade you start with 10 more. Plus, as you'll probably be taking a lot of armour pen in the Alpha build the extra AD is very effective. The main reason for it though isn't the fact you get AD (and wasted AP) but the fact Warlord's Bloodlust is all your early game sustain sorted, and that you'll get lifesteal as your second item anyway. It's not bad to go Vampirism but personally, I'll take Natural Talent for both builds.





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I almost always go Bounty Hunter because as Draven you'll probably kill your lane opponents early on making the 2% all the time better than the 2.5% situational. You can take Oppressor if you have a high CC support that allows you to squeeze in that extra bit of damage before you get any kills, but meh.





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Always go Battering Blows . You deal only Physical Damage.





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Warlord's Bloodlust always. It takes too long to stack up Fervor of Battle due to the fact Draven doesn't play nice with on-hit effects like Botrk thanks to Spinning Axe plus that you don't play around with spells most of the time outside of pressing E to keep people in your auto range longer. Deathfire Touch is only for AP Carries who deal AoE or DoT damage and Jhin.





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Here you'll grab Savagery . Whilst you don't really need the 5 damage against creeps, you also don't need the 3% movement speed out of combat. The 5 damage against creeps is nice for when you're trying to shove in that level 2 power spike or when you're new to last hitting with the champion. Even though you'll always have a Q up when last hitting, there still isn't much point in Wanderer .





vs vs

You should nearly always take Secret Stash as you'll almost never be alone thanks to the fact you'll have a support with you. Buuuut if you want to carbon copy Tyler1, then going Assassin will give you more damage if you're alone (and someone who copies Tyler1 will probably want to be alone past first tower). It's not bad going Assassin as situational 2% damage is more than Secret Stash 's 0% but against super annoying lanes (Like Caitlyn or a Passive Jhin) then biscuits will give you a sustain boost that doesn't overlap with Warlord's Bloodlust .





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Merciless is your go to here, extra damage on low HP targets is beautiful for you and the fact you'll use your ult to clean up fights more often than not. Meditation is pretty much only used on supports, champions with huge mana pools like Jayce with tear or a super lategame orintated ability based hyper carry, Gangplank for example.





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Dangerous Game all the time, every time. Bandit is a support mastery, the 3g you get from trading is pocket change for you and because you're not wanting to miss a CS the 1g on nearby minion death isn't a good thing. Bandit is only good on supports and melee champions who can regularly proc it, or Gangplank.



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Runes

Alpha


Omega




Here is the second biggest difference between the 2 builds. We'll start with the Alpha build.

Alpha uses a very greedy setup of pure Armour Pen Reds/Quints and Attack speed blues, only having Armour yellows as "normal" due to the fact you'll get smashed in lane without them. You take pure pen as this build is designed to win the game by 20 minutes, and armour pen is perfect to do so. You miss out on MR in the blues because you'll be getting a Mercurial Scimitar second, giving you 35 MR. With this setup, watch out for AP supports like Karma, Bard, Brand and Zyra. Especially the latter 2 as they will deal almost true damage to you until you get Mercurial. This is a super greedy setup, further playing into the 1v9 solo carry playstyle that the Alpha build demands from its player. There is one small flaw though, and that is at level 1 you're weaker than nearly every ADC. You'll deal about the same amount of damage to them in an auto attack trade and you have no abilities to make up for this. Once you get 2 points in Q though, this rune page starts to take off.

Omega uses a standard page but with scaling MR instead of flat MR. This is because you'll almost never get any MR until your Very last item, meaning in the mid-game (where this build shines) you'll have more MR than if you took flat. AD reds instead of armour pen as you're looking for maximum DPS once you have a couple of items, this also makes your level 1 better than most other ADCs unlike the Alpha build making it weaker than most. This is what I recommended for newer Draven players as it gives the most comfortable set-up thats the most similar to other ADC's.


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Items


Alpha



Item Sequence

Boots of Swiftness
900

Youmuu's Ghostblade
2900

Mercurial Scimitar
3600

Phantom Dancer
2550

Infinity Edge
3600

Lord Dominik's Regards
2700

Start with this and 1 Health Potion every game. No exceptions. Cull is bad right now and starting a Long Sword loses out on the HP/Lifesteal that DBlade gives you.

These boots will give you unrivalled mobility both in and out of combat. In conjunction with Blood Rush you'll be VERY hard to hit. You don't rush these boots, you get them after you finish Youmuu's Ghostblade at somepoint.

First item to rush, it gives Draven everything he wants. 60 AD, 20 Flat pen, and a great active make this a must buy in almost every single match. The 10% CDR is nice, but it doesn't really do anything.

Once you finish this item, you'll be a solo god. Alone, you'll be unable to be picked with CC, harder to burst against magic damage, lifesteal in combat and all the benefits Ghostblade give. This synergy will allow Draven to play alone, and carry alone.

If for whatever reason the game isn't over, you now start to build Crit. Phantom Dancer is the one for this build, giving you 15% more AS than Rapid Firecannon making up slightly for the lack of AS runes and Zerker boots. Plus the extra % damage reduction passive makes it have great synergy with the 1v9 mentality this build sets up.

I don't really need to explain this item. Synergy with your Zeal item for 50% crit, allowing you to 2-3 shot enemy squishy champions. You will deal disgusting damage once you finish this.

This is actually a situational slot. You get LDR last if the enemy is stacking armour, or even instead of IE 5th if they're getting REALLY tanky early. If they have no Armour, then you'll probably buy The Bloodthirster to give you a stupid amount of damage and lifsteal. A Guardian Angel or Sterak's Gage can also work if you need more defence. You won't get any of these 3 items until the very end, and ONLY against hyper tanky teams do you delay your IE. Draven wants to kill squishy champions, tanks never were his forté.


Omega



Item Sequence

Berserker's Greaves
1100

Youmuu's Ghostblade
2900

Death's Dance
3500

Rapid Firecannon
2600

Infinity Edge
3600

Lord Dominik's Regards
2700

Start with this and 1 Health Potion every game. No exceptions. Cull is bad right now and starting a Long Sword loses out on the HP/Lifesteal that DBlade gives you.

The highest DPS boots for auto attack based champions. You won't be the fastest to move around the map, but your DPS will be the highest in the game (probably). You don't rush these boots, you get them after you finish Youmuu's Ghostblade at somepoint.

First item to rush, it gives Draven everything he wants. 60 AD, 20 Flat pen, and a great active make this a must buy in almost every single match. The 10% CDR is nice, but it doesn't really do anything.

A powerhouse of an item, giving Draven every stat except crit that he loves. 15% lifesteal on all physical damage (5% for AoE, so both E and R are only 5% for Draven, pseudo mitigation in the form of a delayed damage bleed and 10% CDR that stacks neatly with Ghostblade. The mitigation on this item DOESN'T REMOVE ANY DAMAGE. You'll still take the full damage, 15% of it gets delayed. This means it'll give you time to get in an auto attack or pop Heal instead of just outright dying if you get bursted, allowing you to potentially survive. Plus 75 AD is ****ing huge.

As you have Zerks and AS runes, you don't need the AS Phantom Dancer will offer you, plus because you're not as tanky as you'll have no MR in items so the passive isn't as valuble. The RFC on the other hand, will give Draven as tasty 700 range auto, and if that crits oh man you can tilt people. This zeal item has the most utility and safety out of any of them, and because this build is all about the carry of your team you need as much of that as you can reasonably get.

I don't really need to explain this item. Synergy with your Zeal item for 50% crit, allowing you to 2-3 shot enemy squishy champions. You will deal disgusting damage once you finish this.

This is actually a situational slot. You get LDR last if the enemy is stacking armour, or even instead of IE 5th if they're getting REALLY tanky early. If they have no Armour, then you'll probably buy The Bloodthirster to give you a stupid amount of damage and lifsteal. A Guardian Angel or Sterak's Gage can also work if you need more defence. You won't get any of these 3 items until the very end, and ONLY against hyper tanky teams do you delay your IE. Draven wants to kill squishy champions, tanks never were his forté.


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Supports with Draven



The thing with an AD carry is that you need a lane partner, you'll be most likely running bot lane with a support. There are a few supports that are good with Draven and some that are not so hot.

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Thresh, The Chain Warden
Spoiler: Click to view


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Janna, The Storm's Fury
Spoiler: Click to view


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Alistar, The Minotaur
Spoiler: Click to view


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Blitzcrank, The Great Steam Golem
Spoiler: Click to view


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Leona, The Radiant Dawn
Spoiler: Click to view



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Soraka, The Starchild
Spoiler: Click to view


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Braum, The Heart of the Freljord
Spoiler: Click to view


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Brand, The Burning Vengeance
Spoiler: Click to view


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Morgana, Fallen Angel
Spoiler: Click to view


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Tahm Kench, The River King
Spoiler: Click to view


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Bard, The Wandering Caretaker
Spoiler: Click to view


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Nami, The Tidecaller
Spoiler: Click to view


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Unique Skills

Kiting is what makes good ADC's great, and bad ADC's dead. To kite, you should begin your auto attack animation and the moment the attack is registered to deal damage, start to run away, then once your auto attack cooldown is back up (this is lower with more attack speed) attack again and repeat. It's next to impossible to describe the exact way to kite as it's something you need to practice. Get used to Draven's animations and get used to knowing when to cancel the auto attack. In patch 6.20, this was actually changed slightly to make it easier for newer players or players on higher ping to do. So, yay!

When last hitting / harassing you want to throw the Spinning Axe at the target and while your attack is in mid air you want to turn around and start running back. This will cause the axe to land behind where you stood, usually avoiding the reaction poke from the enemy or safely getting the last hit with poke sustained on yourself.

Another thing to mention about Spinning Axe is whatever you do when you use the axe, DO NOT MAKE IT YOUR GOAL TO ALWAYS CATCH. Doing this will make you positioned badly or more open for attack, similar if you're poking and then your support gets them but your axe is behind you, just auto attack the poor enemy and leave the axe to fall. You do not want this too happen:


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Summary

Credit:

~jhoijhoi : Simplifying how to make guides and what BBCodes are.
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506 (To her guide that i used)

~http://matsonya-kun.deviantart.com/art/Welcome-to-the-league-of-Draven-385114269 : for the first picture, welcoming all to the league of Draven.

~http://awutcomic.blogspot.co.uk/ : for the hilaroius picture of Draven catching axes and then Blitzcrank grabbing Draven

~NorthernRedStar : For Chapter 8's idea which completely went over my head to create.


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Hall of Fame

This section is user submitted match history from reading and following my guide, just PM me a picture of 3 or more of your match history showcasing your skill with Draven.






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Self-Plug

So I've started to stream occasionally and I usually fill but if I get ADC, i'll mainly be playing Jhin and Draven. I would appreciate a follow if you wouldn't mind seeing some mid-tier Diamond ADC game play from time to time.