Draven Build Guide by kakmeister1
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.
Its Me. And the first bulild that am making. :D
As many have stated it is very important that you know your champ inside and out. That includes knowing how much damage is being put out with each skill and how to effectively make use of your skills. I've taken the liberty of placing info from the LoLWiki(credit to Ketski for the idea) directly into this section as it goes in-depth with each skill and provides vital info on how each on works. I will then comment in green as to why i take certain skills before others
Wicked Blades (Passive): Wicked Blades is a passive ability that activates whenever Draven lands a critical strike or a Spinning Axe-enhanced attack on an enemy unit, causing it to take additional physical damage over 4 seconds.
Wicked Blades does not proc spell vamp or Rylai's slow.
Wicked Blades does not pop spell shield.
Wicked Blades will not damage Black Shield.
Wicked Blades stacks, although each application of the debuff has its own timer.
If Spinning Axe critically strikes, only one stack of Wicked Blades is applied.
Put simply this passive is one of the best for an AD carry. At Level 1 your doing 34 damage over time if you hit your Spinning Axe or land a crit. That means early trades can easily go in your favor due to this poison like effect. I've seen many people try to run away with low health thinking they barely made it our safe and then just die from the damage over time of Wicked Blades. If you happen to take ignite the damage over time effect just becomes so massive that many of your opponents will fall to it.
Spinning axe (Q): Spinning Axe is an autoattack modifier that causes Draven's next autoattack to deal bonus physical damage equal to a percentage of his total attack damage. Additionally, this attack will launch an axe that bounces off the target into the air, back towards Draven. If Draven catches the axe as it lands, his next attack will also be enhanced with Spinning Axe.
Spinning Axe does not pop spell shield.
If Draven does not move when attacking, Spinning Axe will bounce back towards him, either landing directly on him or to his sides.
On the other hand, if Draven moves while attacking, Spinning Axe will bounce ahead of him, either directly in his path or slightly off to the sides.
Spinning Axe will place a visual cue on the ground where it will land. This visual cue is visible to both player teams, although allies see a more prominent marker (a golden sigil)
If there is another Draven on the enemy team, he will be able to catch your axes, and you will be able to catch his. Catching the enemy's axes will have the same effect as if you caught one of your own.
Spinning Axe's cooldown begins immediately after the ability is cast. By catching multiple axes Draven may activate Spinning Axe a second time, allowing him to enhance his next two attacks with Spinning Axe.
Spinning Axe's buff lasts 6 seconds after casting the ability or catching an axe.
Attacking a turret or other structures will refresh the buff duration, but it will not apply the bonus damage or cause the axe to bounce back.
While the Spinning Axe buff will only stack twice, it is possible to have three axes running at the same time, by keeping at least one axe in the air at all times, a.k.a juggling.
Activating Spinning Axe while the buff is already stacked twice will not add another stack, but will refresh the 6 second buff timer.
Pantheon's Aegis Protection will not only block the attack, but also completely end the ability; meaning there will be no axe to catch.
Catching an axe will cause the same effect as if the ability was cast; i.e. Draven's next attack after catching it will, again, deal bonus damage and cause the axe to bounce back.
Note that this effect will repeat itself until Draven fails to catch the axe.
Increasing Spinning Axe's level while Draven already has an axe in play will affect a re-caught axe; that is, catching an axe will increase its damage to the new higher rank of the ability.
Unlike most autoattack modifying abilities, Spinning Axe does not reset Draven's attack timer when cast.
Catching an airborne axe has no effect on Draven's attack timer.
Spinning Axe enhanced attacks can critically strike. However, the bonus damage from the ability itself is not multiplied by the critical strike modifier.
Only one stack of Wicked Blades is applied if Spinning Axe critically strikes.
Blood Rush (W): Blood Rush is a self-target ability that increases Draven's movement speed for 1.5 seconds and his attack speed for 3 seconds. The movement speed bonus decays over its duration. Catching a Spinning Axe will reset this skill's cooldown.
Blood Rush has no cast time and does not interrupt Draven's previous orders.
Catching a Spinning Axe will refresh the cooldown of Blood Rush, regardless of whether the Blood Rush buff is active or not.
Activating Blood Rush while the buff is already active will cause it to stack, rather then refresh the duration.
This steroid skill provides the perfect edge you may need during a fight. Whether it's mobility or attack speed this gives it to you. Whats great is that this skill is completely spammable as long as you can catch your axe's and it stacks upon itself. Keep in mind that this skill is more of an offensive steroid rather than a defensive skill. Many people assume that since it provides you with movement speed than its a means for an escape. Well put lightly thats wrong since the movement speed only last 1.5 seconds and only refreshes when you catch an axe. Now if your kiting or something like that you may be able to keep catching axe's but when your running for your life you wont be able to throw/catch your axes properly so this skill usually goes onto CD during an escape. You can choose to take Flash and Ghost together to provide yourself with the ability to escape which ultimately is a better option than relying on this for getting away.
Stand Aside (E): Stand Aside is a pass-through linear skillshot that deals physical damage and knocks back all enemy units it hits. Additionally, enemies hit by Stand Aside are slowed for 2 seconds.
Stand Aside procs spell vamp and Rylai's slow similarly with all multi target spells and abilities with diminished effect.
Stand Aside pops spell shield.
Stand Aside will not damage Black Shield but the knock back and slow are negated.
Stand Aside knocks enemies away to the sides, perpendicular to the projectile's path.
Stand Aside can hit stealthed champions, but it will not reveal them unless their stealth state is dependent on their movement or location ( Teemo's Camouflage or Akali's Twilight Shroud if she is knocked out of the AoE).
Bot Champions will attempt to use Cleanse after being knocked by Stand Aside.
Stand Aside can primarily be used for the utility. It provides a nice slow and has really good range. Not really used in fights but is a great tool for chasing and probably the best that you have for escaping. You can throw is to spread out enemies, knock someone further into your team, catch/finish off an escaping foe, or throw it behind you and run for your life(hopefully this isn't doesn't happen). Can also be used to disrupt enemy champions.
Whirling Death (R): Whirling Death is a global pass-through linear skillshot that travels in a straight line across the entire map, dealing physical damage to all enemy units hit. When Whirling Death hits a champion or when Draven activates the ability again, it will reverse its course and return towards Draven. Whirling Death deals reduced damage for each unit it hits, down to a cap, but the damage reduction resets on the projectile's return trip.
Whirling Death procs spell vamp and Rylai's slow similarly with all multi target spells and abilities with diminished effect.
Whirling Death pops spell shield.
Whirling Death will not damage Black Shield.
Whirling Death will continue in its initial direction for a short distance after hitting an enemy champion; it will not reverse directions immediately upon impact.
Whirling Death's cooldown begins immediately after the ability is cast.
Whirling Death can only hit a given target up to 2 times.
Whirling Death grants vision while in flight.
Whirling Death can hit stealthed champions, but it will not reveal them. If the stealthed champion is the first unit hit, Whirling Death will still reverse its course.