Draven Build Guide by S0lace
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
After having played all the AD champions, with each having their own playstyle and defining qualities, Draven is by far one of the most unique AD carries. He has a spammable movement speed and attack speed steroid, an auto attack modifier, a global ult nuke, and an underrated disruption. By utilizing all of this to its potential and perfection, as well as compensation for RNG (where the Q lands), Draven is also one of the hardest AD champions to master.
Though elo isn't skill, more than often it does give some credibility, so here it is.
Typical AD carry runes. AD allows for easier last hitting because of the 10% armor pen mastery. MR per level is acceptable as well.
AD allows for easier last hitting. Armor Pen allows you to hit champions harder. Generally it's just better to go AD, as last hitting is always your biggest priority as a carry.
This is your typical AD masteries. The only ones you should ever consider on AD carries are 21/9 or 21/0/9. Improved ignite not taken for obvious reasons (HE DOESN'T HAVE AP).
Although Draven's abilities don't have high mana costs, the sustain to harass your enemies and spam your abilities ultimately give you much more options and a stronger lane presence than a flat 6 armor and 30 health would.
This is currently the standard AD build.
Start with and x3
Typically you'll end up recalling around ~1400 gold assuming you farmed properly or didn't die. This allows for x2 and .
If you somehow managed to get an early kill or recalled late: , and just skip the Dorans.
Your next items should be
After analyzing your opponents team, if you need MR to survive burst from someone like LeBlanc, or constantly being CC'd or Suppressed, can easily change entire fights in your favor.
Your last two items will be then
If you're fed, farmed, or it's endgame and you have extra gold, is an excellent choice. The earliest you should ever build this is after , but ideally you can build it after .
: Q - Does a lot of damage. You want this first.
: W - Movement and Attack Speed with a refreshable CD? Uhh, yeah. Max this second.
: E - A defining ability for Draven. Will go over in detail in skill section.
: R - Makes you feel cool everytime you use it. Right after you get a penta with this make sure you hit B just to pose for it. Train it whenever you can.
R > Q > W > E
- Flash is necessary. The positioning flash allows for when you get focused and to escape ganks is mandatory.
You can pretty much choose from these three.
- I don't personally use this on Draven. I feel his kit allows for a playstyle similar to graves, in poking down and eventually just bursting for a kill using your ult. Don't count it out though.
- Makes you basically immune to CC (careful with suppressions) and more importantly Exhaust/Ignite, as well as reducing incoming CC. It shines endgame, not as much during laning.
However, if you're playing against a or + AD burst like , Cleanse is very useful during laning.
- This complements Draven's kit completely. You poke them down, ignite, and ult. Allows for dueling, finishing, and counters heal. Make sure you ignite relatively early during any fights to negate their heal by 50%, but don't do it too early so they can just walk away and not use it. Keep in mind its CD is shorter than heal.
Between these three, it's usually preference, but there's usually a better choice for certain situations that you learn by just playing and having experience.
I figure I should address this situation with . As being a ranged damage dealer, you will not usually end up dueling people in an effective amount of time to have be useful. It is strong, yes, but not that amazing on AD when they have the option to run or flash.
Exhaust may allow you an easier time with bruisers, but this is a team game, not 1v1. The three summoners listed will give you the most effective results, and I still stand by the Support getting exhaust rather than the AD.
Passive: Wicked Blades
Draven's critical strikes deal 30 + (4 × level) bonus physical damage over 4 seconds. Spinning Axe also causes this effect even if it does not critically strike.
This passive is decent. A huge emphasis on the fact that Spinning Axe causes this effect, so don't go rushing crit chance to proc this. This can actually get you kills if the person flashes away right after you Q + Auto with the bleed. It could be better, but it's useful.
Q: Spinning Axe
Draven's next attack will deal bonus physical damage. The bonus is equal to a percentage of his total attack damage. This axe will ricochet off the target high up into the air. So long as Draven catches it, Spinning Axe will keep applying to his next attack.
Cooldown permitting, Draven can have up to two Spinning Axes readied at once.
Bonus Physical Damage: 45 / 55 / 65 / 75 / 85 % of attack damage
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Cost: 45 Mana
Looong tooltip. Basically you just modify your auto attacks to throw an axe with increased damage, that can be picked up. Keep it mind the place it lands will lead Draven, so if you last hit and run backwards, it will end up behind you. Likewise, this makes for easy harass just to auto, run back, catch it, and repeat.
Everyone can see where it lands, so if lands in open ground where can easily grab you, just leave it. Apparently you can get other Draven's axes? Never done it, but you totally should try.
Remember, you need to keep this up whenever you're fighting early to mid-game. Your autos are dealing a ton of damage anyway end game, but the damage boost is what defines Draven. Without it, he's just an auto-attacker... that doesn't mean if you didn't pick it up don't auto, it's just really important because it can change fights.
The fact you can have two up at once makes this ability so strong. Keeping one Q up through last hitting then activating again allows for easier dueling, burst, and more damage. Keeping this ability up in lane is relatively easy, but team fights are a whole different chapter. Stay tuned!
W: Blood Rush
Draven gains increased movement speed for 1.5 seconds and increased attack speed for 3 seconds. The movement speed bonus decreases rapidly over its duration.
Catching a Spinning Axe will refresh Blood Rush's cooldown.
Cost: 40 mana
Cooldown: 12 seconds
Bonus Movement Speed: 40 / 45 / 50 / 55 / 60%
Bonus Attack Speed: 20 / 25 / 30 / 35 / 40%
Fairly straightforward ability. Catching will reset the CD, so you can spam it. Use it for chasing, dueling, and running away. Super strong, remember to use it as much as you can.
E: Stand Aside
Draven throws his axes, dealing physical damage to targets hit and knocking them aside. Targets hit are slowed for 2 seconds.
Cost: 70 mana
Cooldown: 18 / 17 / 16 / 15 / 14 seconds
Physical Damage: 70 / 105 / 140 / 175 / 210 (+0.5 per bonus attack damage)
Slow: 20 / 25 / 30 / 35 / 40%
Again, this is pretty much what it says it is. Pretty underwhelming, huh? Just sort of knocks them to the side. BUT, while I was playing a game the other day I experimented with something. It seemed crazy at first, but when I used it in real game situation, I realized the potential of this ability can save your life.
Initially my first use of this ability was versus a Kat. Immediately after she opened on me during a team fight I casted E behind me to disrupt her Ultimate. That's one of its big uses, and it should be used for that. Likewise, here is another.
Certain enemies have charge abilities, like , , and . These are the champions I've so far disrupted using . If a Leona uses on you during laning, you can literally just knock her away, same with Jarvan's thing (I have no clue what the name is) or Wukong's dash thing.
But yeah, just a little fun tip. It can prevent bad situations, and be a lifesaver.
R: Whirling Death
Draven hurls two massive axes to deal physical damage to each unit struck.
Whirling Death slowly reverses direction and returns to Draven after striking an enemy champions. Draven may also activate this ability while the axes are in flight to cause it to return early. Whirling Death deals 8% less damage for each unit hit, down to a minimum of 40%. The damage reduction resets when the axes reverse direction.
Cost: 120 mana
Cooldown: 110 / 100 / 90 seconds
Physical Damage (one hit): 175 / 275 / 375 (+1.1 per bonus attack damage)
Maximum Physical Damage (single target): 350 / 550 / 750 (+2.2 per bonus attack damage)
Minimum Physical Damage (one hit): 70 / 110 / 150 (+0.44 per bonus attack damage)
Minimum Phyiscal Damage (two hits): 140 / 220 / 300 (+0.88 per bonus attack damage)
Last but not least, Draven's Ultimate. This ability is amazing. Using it like Graves's , you can easily burst people in lane, or help damage the enemy carries if you can't get into range. Many times you'll end up in a situation with you being focused down by some bruiser, and your bruiser is focusing the enemy carry. Adding that extra damage to their AD/AP can help a lot, and may even end up getting you the kill.
The globalness (apparently that's not a word D:) of the ult is just so cool. Not only does it look bad *** to burst in lane with it, but fling it across the map to help a fight at a different lane or just clean up enemies.
Draven's kit is so unique and damn awesome that it's going to take a while to master it for everyone, including professionals and such. It may take a while, but this character is so sick that I'm pretty sure it's going to be worth the effort.
Not planning on making this section long at all. Draven's team fighting is one of the few AD carries that needs to be elaborated on, as opposed to say
where you just stand in the back, volley, auto, etc. Basic stuff.
Draven is weird because of where his Q lands. I mean at first it doesn't seem like a big deal, but when a team fight begins and suddenly you're watching and anticipating the enemies, teammates, health, ultimates, heals, ignites, flashes, and trying to position yourself properly, all of a sudden that little space on the ground where your axe is about to land doesn't seem all that important.
So far I've had more success just watching the fight. They did a good job with the Q pathing, so it shouldn't always be a pain, but the second you miss it you'll probably notice a drop in damage, more-so in early or midgame than anything.
Lategame: Your items should modify your damage enough to compensate for any missed Qs, but you really want to be catching them for your W:
Often times people prioritize getting kills in lane and associating that with 'winning lane.'
It's important to note that being 15-20 minion kills (~20g per, so 300-400) short from your opponent is the golds-worth of a kill behind.
Really just keep in mind farming is an essential when playing competitively. If you kill your opponent, or zone them, make sure you use that advantage to farm more than them and not use it as an excuse to lose focus in CS.
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This section is really dedicated for those who want to improve and get better.
Raging- Yeah I made the header red. Chee.
I had a tendency to rage whenever I lost, especially when I started to play ranked. I mean, some of the people you meet... it's frustrating to deal with them. You call them bad, terrible, and really anything you can think of (obviously worse than what I'm saying right now).
It's a defining factor in how you play the game. It's meant to be fun. Losing isn't fun to people, but honestly, winning doesn't make you a better player. If you can walk out of a game knowing you did the best you could, and you lost because of a costly mistake someone else made, you're probably improving.
Elo Hell and Negative Attitudes
So you legitly want to get your elo up? First you have to understand that elo hell DOES NOT exist. Why do I emphasize this? Because negative attitudes are what keep people at lower elos. Sure you can blame someone else, and sure sometimes it actually is their fault, but don't just say "GG" or "I should've went top" after top lane gets first blooded.
The elo system is amazing because the good players will carry themselves out of it. People who go on tilt will eventually lose elo because they are good, it's just they aren't allowing themselves to get passed barriers. You need to break through the obstructions you create for yourself if you legitly want to get better.
Rage-Quitting, Bad Games, and Comebacks- again with the red!
In a recent game I went 0-4 as Warwick top against a Riven. My team was calling me out, and admittedly I was doing terrible that game. I was greedy and tried to save flash, then got distracted since someone was talking to me, so Riven just kept killing me. I asked for ganks, and eventually the jungler came and we easily killed her.
I knew my utility with Warwick ult into late game could shutdown Riven, and with mid/bot doing well, I didn't just ragequit or blame everyone else for my poor performance. I just played, and we won. Bad games happen. That doesn't mean ignore it. That means understand what you did wrong, and fix it..
Play them out. Honestly some of the comebacks I've seen have been amazing, and that's because everyone (or most people) kept a positive attitude, relaxed, and played like a real team. Ultimately it doesn't come down to the better solo player, but the player who can work with his or her team.
If you want to get higher elo, then you need to be super serious. Tell everyone off when they make a mistake and trash talk to the other team constantly. When that Soraka is typing, jump out of the bushes, Q, ignite and ult her before she has time to react! <-- Joke
Okay like seriously, if you're tired or not in a good mood, ranked games probably aren't the best option. I mean I ranked when I'm tired and I play fine I guess, but if you suck when you do I don't recommend it. MORE IMPORTANTLY. IF YOU'RE MAD, ANGRY, UPSET, OR RAGING, YOU NEED TO TAKE A BREAK. Why waste all that effort into those previous wins from games you -know- you're going to lose? Take a break. It's basically gambling. "I'll win this next game!... NO THIS TIME!"
Yeah, take a break. Quit. Play again in an hour, day, or whenever you're in a better mood.
Yeah, this isn't a repeat section. There's a huge difference from what I'm about to say from the last thing I wrote.
It's important that you play passive and aggressive based off the situation. For instance, if a Blitzcrank has recently missed his grab, you can probably get a few free shots off since he can't really do anything besides run up to you and knock you up into the air... which really shouldn't happen. Same with Leona, or really any aggressive supports. Time their cooldowns though, and don't be caught by surprise when you -thought- he didn't have grab.
Passivity vs Aggression
People have a tendency to play worse when you're against someone who you think is better than you. If the person is playing aggressive, bullying and pushing you around, there's a certain sense of dominance and AWESOME feeling you're allowing him. You know when you get fed and go like 10-0? You feel invincible, and that's partially because you're having a good game.
When you have a bad game, or being zoned hard, you're going to start thinking he's better than you in the sense that if you had to go into a 1v1 situation right now he'd destroy you.
Part of this is picking your battles properly and outplaying, like I wouldn't stand out in the open as Ashe to zone out a Blitzcrank/Graves. Some matchups will be difficult, but ultimately you have to react to what they do and can't let them walk over you.
Being Baited and Jungle Ganks
So you're in lane. That Ezreal is half health and suddenly going aggressive against you after pushing to his tower. You can kill him obviously, but then suddenly Nocturne ults, and you and your support are forced to either flash or die.
Random acts of aggression indicate usually some sort of gank. More than often, people aren't going to engage fights that they know they can't win, so don't fall for it. They are going to somehow get away before you kill them if they play properly, and that ganker will clean you and your support up easily.
This is just a section I thought I'd throw in. You can build properly, watch streams, watch friends, but ultimately it comes down to how you play and what you do. Make smart choices, don't feed, and don't go for that Janna sitting alone in lane at half health when it's a little too perfect (damn you Nunu, getting baited by her and dying to Amumu in brush ><)
Well, it's been a long ride. I didn't realize I would spend this much time on it. I appreciate you all for reading or just even looking at specific sections. I hope this guide has been insightful and helpful. Leave comments, questions, suggestions, or whatever below.
Oh, and I'll probably upload a video of Draven Gameplay at somepoint. Full game, section, I'm not sure. Depends on if it takes off or not.
See ya guys.