This will be my very first guide on mobafire, so be nice.
Compliments and CONSTRUCTIVE criticism are welcomed and I will try to keep this guide as up to date as possible.
Without further ado, here's my guide to my Draven
Pros and Cons
-Flashy play style
-Incredible chase potential and escaping potential (his W)
-Spammable mini-nuke (his Q)
-Significant dps early->mid game without "big" damage items (his Q, or QQ)
-Soft counter to his brother, Darius, if played right
-VERY VERY VERY HARD TO MASTER HIS Q. AND HIS Q IS EVERYTHING.
*It's a very taxing to play him successfully in general. You have to maintain your ax juggling, last hit properly, have good map awareness, and still have a cool head when you get 5-man ganked.
Flat AD. Perfect for your Q.
-You can get armor penetration, but it's truly preferance
-Flat armor. Gives you a nice physical defense bonus for trades early game.
-Flat magic resist. For when you are against an ap top.
-Magic resist per level. Good to have late game against those 800 damage ap nukes late game.
-Flat movement speed. Movement speed quints, combined with boots, allows you to q and chase without falling behind between auto attacks. (Easy lvl 1 First blood, no W needed).
The runes you decide to use should:
a) Suit your play style
b) Suit your opponents
so these are in no way the "best" runes for Draven. These runes are to maximize his chasing potential and his spammable mini-nuke early lane phase while giving him decent magic resist late game.
21 - 9 - 0
-Points in lifesteal, over any thing else, because after you get phage, you heal around 22 HP per q shot.
-Draven needs to sometimes get up close and personal because of his play style. Getting the extra hp allows you to trade without hurting yourself too bad and gives you a bit more time to catch your axes in battle. To be able to chase, you need HP, and to be able to harass (safely), a point in minion damage reduction.
-You can invest in these masteries for the mana, movement speed, and buff duration, but I find it more useful to have the defensive masteries because it allows you to be a bit more reckless like you should be when you play Draven.
-Perfect for your "flashy" play style
-I find this spell unnecessary since you do have a mini-ghost provided you catch your axes. It's just another button to press in addition to the intensive micro you have to do.
-I'm too much a fan of heal since it can be easily countered by ignite or some other healing reduce active. But if you like to run heal, it synchronizes with his play style
-Draven excels in poke and especially in chase. I believe that ignite helps to "scare" your opponent into running which allows your to do what you do best: chase and execute.
Boots + 3 Health potions
-standard, can't go wrong. Maximize your early game presence, but sacrifice sustain.
Cloth + 5 Health potions
-standard, can't go wrong. Last longer, but you sacrifice chase.
-If you feel that you do not need the extra hp from rushing phage, grab brutalizer first, but skip brutalizer entirely if you grab phage, its more worthwhile to just rush frozen mallet.
-Health. Damage. On-hit slow. Frozen mallet gives everything Draven needs to chase and survive whatever is thrown at him. Catch all the axes, thrown in your W, guaranteed kill.
-Need to run? W for movement speed boost, Q to proc the cooldown refresh, W for movement speed boost, rinse and repeat. Oh, did I mention you slow your enemy?
-Just to bump your movement speed and critical chance up. I do not go straight to phantom dancer right away because the extra critical chance and attack speed does increase his damage output than rushing atmas does.
-With frozen mallet health bonus, base health, and defensive masteries, you should gain 30-40 extra attack damage, and on top of that, a nice armor boost and critical chance.
-Now is the time to further increase your dps with critical hit chance and attacking speed, and further increase your chasing/running ability with the movement speed. Phantom dancer is taken after Atmas Impaler because you do not have enough "Auto-attack" damage to make it useful. You are still very reliant on your Q for damage pre-Atmas.
-Beside's the awesome spell shield, it gives you a nice health boost which further increases your damage because of Atmas Impaler. The extra mana is always nice for those long drawn out fights. You can get Banshee's veil before phantom dancer if you need the extra magic resist. You are useless if you are dead.
-It depends on you. You can go for the incredible sustain with Bloodthirster, or be a walking chainsaw with Infinity Edge.
-Bloodthirster favors survivability and sacrifices a little "extra" damage
-Infinity Edge makes you a walking chainsaw and sacrifices teamfight sustain
By the end, you should have 3k+ Health, 140 Armor, 100 Magic resist, and still have the full damage output of any ad range carry.
This build maximizes:
-Draven's chasing/running potention
-Survivability (because you like to catch every ax)
-Team fight survivability
without sacrificing damage.
I've played this build at both top and bot and it works wonders at both lanes.
I prefer to top with Draven because you can chase without worry of someone getting in your way, like a support stunning, grabbing, silencing, snaring, slowing, knocking up, etc. Jungle ganks are almost always a surprise anyways.
Draven has a very tricky, difficult playstyle which takes time and practice to master, however, when done properly, you can give yourself, your team, and the enemy team, a nice show whilst you kill everyone in sight.
Welcome, to the League of Draven.
*If I get a decent rating, I'll provide some more in-depth game play with Draven