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Draven Build Guide by Shadowemulator

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Not Updated For Current Season

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League of Legends Build Guide Author Shadowemulator

Draven - Spinning The Axes The Hard Way

Shadowemulator Last updated on June 10, 2014
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Lane Builds

Ability Sequence

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





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

Introduction



Hello guys, welcome to my Draven guide, please bear with it as it is a bit long. Any recommendations are very much welcome. Please do not judge by plain appearance, grammar mistakes or my reputation. Take your time and enjoy!

Draven is mostly played as an adc bot lane, and he is known for his dominance in lane. Even though he got nerfed, Draven seems to have risen again as an exceptional pick for utterly shutting down the game itself.

Overall he is a very rewarding adc to learn and can help newly adc players get used to the ''attack and move'' skill due to his Spinning Axe.

So shall we get started?


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Pros & Cons





Pros&Cons



Admirable Pros




Draven has a ridiculous amount of damage early game because of his Spinning Axe, allowing him to easily win trades and going aggressive, dominating the lane. His kit is extremely good for picking up kills and he has an attack speed / movement speed buff that can be used constantly. Finally he has a disruption skill Stand Aside and a global ultimate.





When playing Draven note that it is very easy for the enemies to predict your movement due to Spinning Axe's mark and thereby you have to be constantly vigilant. Additionally you theoretically have no real escape skills, so be very careful when trading, or all-inning as you may get seriously punished.

Probable Cons



Basically the enemy adc's will either go ham on you as well, or wait till you make a miss-move, so keep your eyes open for trades you can surely come on top (Without all those minions hurting you!).

Some words from the author


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Ability Explanation





Abilities
So before we go to the item/mastery/runes/spells section i think it would be best to get a informative look on Draven's abilities so that we can have a better idea of what Draven really is. (Which is Draven, lol)



League of Draven: (PASSIVE) When Draven catches a Spinning Axe, or kills a minion or monster, he gains one stack of Adoration. When Draven kills an enemy champion, he consumes all of his Adoration stacks and gains 50 gold, plus 2 gold per stack consumed. Draven loses half of his Adoration stacks upon death.

P
A
S
S
I
V
E
So, this is Draven's ''new'' passive, it is a nerf of the previous one but still very handy. Basically it is made so that Draven players will be prioritizing cs to heavy poke. It is wrongly underestimated as the amount of gold you end up with by getting a kill with lots of stacks is just enormous, allowing you to get even more ahead of the enemies and urging you to go for kills more often. It can also help you come back to the game if your lane did not do well but your team did.
P
A
S
S
I
V
E
Extra Analysis
Ability Preview
Additional Knowledge


Spinning Axe: (ACTIVE) Draven's next attack will deal an extra 45 / 55 / 65 / 75 / 85% of his attack damage as bonus damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.


Q

So, this ability is what really separates Draven from the other adc's, and basically the one thing that makes him stand out. I cant stretch enough how important it is to keep it up all the time, as it is with this that you will be able to win trades early game, gain adoration stacks and dealing tons of damage. You will want to have two spinning axes readied when you farm and try your best to keep them up all the time. It is very essential to master this ability if you want to play Draven to his full potential.
Q

Extra Analysis
Ability Preview
Leveling Up

Additional Knowledge



Blood Rush: (ACTIVE) 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 cool-down.



W


This ability is an attack speed and movement speed steroid and can be really devastating. It allows you to go for plain damage early game, completely overlooking attack speed items, as its cool-down is refreshed each time you catch an axe. This will be very helpful in all-ins and in chasing or kitting. Be careful not to early burn it though as you will get out of mana easily. Use it repetitively when you want to burst your enemies down faster. Generally in 2v2 or 1v1 you have to keep spamming it but always leave a decent amount of mana in order to use your Stand Aside or Whirling Death. If you have both down don't hesitate to spam it.

W


Extra Analysis
ability preview
leveling up

additional knowledge



Stand Aside: (Active): Draven throws his axes, dealing physical damage to targets hit and knocking them aside. Targets hit are slowed for 2 seconds.



E


Draven's most underestimated ability, it can deal a decent amount of damage but its beauty lies in the utility it can provide, allowing you to hard engage, get away, chase and disrupt skills. Is Leona trying to stun you by using Zenith Blade?, no problem, Stand Aside wins the day. Is that Caitlyn going for the kill with Ace in the Hole? HA Stand Aside her and let her rage quit (lolnotevenreal). Thats basically how it works. It can get assassins that jump on you knocked back allowing you to poke and eventually kill them without having to Flash or die. Always wait for the right time to strike and be ready to use it.

E


Extra Analysis
ability preview
leveling up

additional knowledge



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 champion. 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.



R


A really good ultimate contrary to common belief, it is meant to pick off kills, steal objectives, clear waves and dealing damage at the start of a teamfight. If you see a good chance use it and see what happens, most of the times you really cant be certain you will kill or steal something if you are far away but it is always worth a try. Experience is very important when it comes to using it, and it you ever played Ezreal, Ashe or Jinx you will not have a hard time mastering it. Play a lot of games and get better on how to use it each time. Very experience based skill.

R


Extra Analysis
Ability Preview
Leveling Up

Additional Knowledge



General Knowledge With More Insight


So that sums it up for Draven's ability kit.


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Runes & Masteries





Runes-Masteries

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
2

Greater Quintessence of Life Steal
1

Pretty standard runes for an ad carry this season, the idea is finding a ''golden cut'' between damage and sustain, that will allow you to win trades in the long run. The thing about Draven is that he has an extreme trading and killing potential, as with his Spinning Axes, his auto attack is one of the strongest level 1, and the strongest if kept up at an all in level 1 trade.

Greater Mark of Attack Damage, you want to get this mostly because for this season it has been proved that the most damage you can do will get you ahead of the game, making the 9x greater mark of armor penetration less valuable. It would be very hard to sacrifice these marks as you may have insufficient damage overall to harass and trade. In other words you will get out-traded very easily. Even so, you can still try some of these options:



Greater Seal of Armor, these runes are absolutely irreplaceable as they will be your main armor resource and will keep you from taking unwanted damage, such as the minion attacks or the attacks of the enemy ad carry, assassins, junglers and so on. Just for the sake of the guide though i will add some alternative options.



Greater Glyph of Magic Resist, with these you will make sure not to get easily harassed by ability power focused supports (most supports now deal magic damage anyway (e.g. Annie, Leona, Thresh, Blitzcrank etc.)) and minimize the damage you will receive from high ap-busrt mages. This is their main use in your runes arsenal and thats why they are so much used.



2x Greater Quintessence of Attack Damage and Greater Quintessence of Life Steal, these are the runes that will make sure you have everything under control, stabilizing sustain, damage and survivability. Even though the Greater Quintessence of Life Steal got nerfed, it still provides you a sustainable and easy early game.



Masteries
3/5
1/1
3/5
1/1
1/1
3/5
3/1
1/
1/
3/
1/
2/5
2/1
1/1
3/5
1/1
Offense Tree

The masteries are the usual ones taking 21 points in offense. Now lets see each of them individually.
  • Fury , nice attack speed steroid and best opener for more offensive masteries.
  • Butcher , this one is to help you secure minion kills.
  • Brute Force , necessary ad mastery for any ad carry, definitely take it.
  • Feast , this is actually a very nice advantage to have, as you will be able to come back easier after a trade, and as a result zone better.
  • Martial Mastery , a very nice early damage booster.
  • Executioner , with this it will be easier to finish off low hp champions, allowing you to pick off their kills.
  • Warlord , a fine attack damage steroid.
  • Dangerous Game , this one i picked because of the teamfight potential it gives, allowing you to fight most time possible as your health and mana will be 5% restored.
  • Frenzy , if you think about building critical then this is a must.
  • Devastating Strikes , this will be to compensate for the possible lack of armor penetration runes.
  • Havoc , main reason you run 21 offense as it increases all the damage you do by 3%. Absolutely needed for any ad carry.

Defense Tree

Basically, you have to go the defense route on masteries, to minimize the damage you will receive overall. The utility tree wont help you much anyway, and its always nice to have better sustain.

But I Want The Utility Route


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Spells




Spells



Best Spells That You Can Get (Almost)

So, Barrier was the best spell for an ad carry before the Heal buff. It still is viable and helpful. You get the chance to win during trades, survive critical moments and outplay your enemies. Be careful when you use it, try to time it just when their attacks reach their hit-point on you.

Heal seems to have crawled its way to one of the top defensive spells for an ad carry. It provides not only health, but removes healing reduction effects and heals the closest champion to your cursor (mostly your support). Prioritize it over Barrier when your support offers no sustain, and he/she has not taken Heal as a spell.

Lately i have found myself taking Cleanse as a spell because of the current meta that circles around crowd control abilities to win. With Cleanse, Mercurial Scimitar will not be a needed defensive item, allowing you to build other, more helpful ones. The drawback is the lack of 1v1 in your lane, meaning that you will have to play a bit safer during lane phase. It can be a real life saver, used against Death Sentence, Blinding Dart, and many more debuffs you may get. Note that you will have to practice timing it correctly.

Ignite is not a defensive spell, that is why it is not recommended for ad carries. But, when you choose to go EXTREMELY ham in a game, you have to go all the way. It can help secure targets that have run away, and minimize the amount of healing your enemies will get. Don't take it if your support already has it because Ignite does not stack.

Flash has been proven the number 1 spell in league of legends because of its multiple uses. You can jump walls, escape from unfavorable fights, outplay, get that last auto-attack on the enemy, and many more different for each game. Absolutely a must for an ad carry.



Other Decent Spells

Basically you may need to take Exhaust if your enemies have champions that chase and are mostly ad. Take only if your support has not already taken it and if you are certain you need none of the other spells mentioned above. In lane use it mostly on the enemy ad carry.

Again a not so much recommended spell for an ad carry, but you can try it to see if you like it. Its a good spell to help you chase and escape faster. Sometimes thought you may lose your axes because of it.



What To Not Get


So, all of these spells are worthless for an ad carry. Clairvoyance is mostly a supportive item that leaves you unsafe. Same goes with Clarity, and its mostly for mages. Revive needs you to be dead to use it, and Teleport is for spit-pushers, while you should stick to your team.




Also keep in mind that these are just spell recommendations, you should try and see which one fits your style of playing and stick with it. Personally, i generally recommend Heal, but i take Cleanse because i feel safer with it.


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Items





Items



What To Start

The Doran's Blade start is the most preferred and used one, as it gives early damage, health and a sort of life steal passive. This means, better poke, survivability and sustainability. Plus you get a Health Potion, so that you can come back from a hard engage.

By stating Long Sword, you basically aim for getting an early Vampiric Scepter, meaning: your opponents have a very aggressive bot lane and you need to survive, OR that you plan on backing as soon as you reach the Vampiric Scepter gold. Lastly you get 3x Health Potion that will help you survive the damage you may receive.

By far the most aggressive early game start, you want to pick this when you think you will have many early game skirmishes or have taken 9 points in utility. Make sure to use it AS SOON AS the fight starts, not just when you are low, so that you can use it to its full potential and not just as a "mini" barrier. You also want to get 3x Health Potion for sustain.

*Note that Draven is one of the few, if not' the only one, ad carry that can start Elixir of Fortitude, as his lack of early damage is compensated by his Spinning Axe.



Your Damage Items

Draven's "always-get" item, you need damage and you need life steal, thats why you will want to pick this always and the earliest possible. Then you will be able to trade and harass properly, you will also start dealing decent damage at teamfights after you have stacked it. By far the best item on Draven.

Last Whisper is an excellent pick against heavy armor stacking enemies, most solo tops, and many junglers. When you press "TAB" and you see enemy top lane going for Sunfire Cape or jungler starting his Randuin's Omen then you will have to rush this instead of any other damage items after The Bloodthirster.

Phantom Dancer will be your primary attack speed item to pick, and you should prioritize it over Statikk Shiv, or Blade of the Ruined King. Most of the times you will pick this after the Last Whisper, in order to get more crits, attack speed, and movement speed. Make sure to always keep its passive in mind as it can save you at tricky situations.

Infinity Edge is the one and only item that will make your damage go over the roof. Still, because of the reason that it needs critical strikes to shine, it will be of best use after the Phantom Dancer. Even so you can get it before buying Phantom Dancer if you are really ahead or you don't need the attack speed/critical strike etc. yet. If you go this way then make sure to get Phantom Dancer as soon as possible.

So, if you had a very good early game and a decent mid game, then Guardian Angel will seal your victory (most times), as it will save you from one shot abilities, or one shooting assassins. It will also make your team more confident about the game, as they will not be so nervous about you dying.



What Else Can You Get For Damage?

Get it if you don't have enough money to get Phantom Dancer, as it has a lower price. However its inferior to Phantom Dancer overall. Good for kitting, harassing and killing assassins. Necessary if you want to go spit pushing waves.

A very helpful item for chasing, dealing damage and harassing. The basic idea is that you can proc its passive "Spellblade" each time you hit Blood Rush, as because it refreshes after catching a Spinning Axe you can spam it for extreme damage dealing. It can sometimes become a pain catching the axes though due to the "Rage" passive, but overall a high potential item.

If you are really behind in game, or they happen to have a fed assassin, or top lane champion, then you might consider getting Blade of the Ruined King because of its active and low recipe price. Finally you get early life steal and attack speed bonus.

Over the past few months i saw some recommendations for this item on Draven, basically with this you get damage, cooldown reduction, critical strike chance, armor penetration and a very good active. Very good for early game dominance, as you can get The Brutalizer ahead of B. F. Sword, then follow up with The Bloodthirster and then complete it. Definitely give it a try, you'll love it.

If your opponents have decided that they need no armor, the get The Black Cleaver, as it's worth a lot more than getting the Last Whisper. It can also be used to help your team kill a target easier because of its passive.

Now this is an item you should consider buying only of you are Really ahead, as you will have the opportunity to one shot(its actually three shot really fast) squishy targets instantaneously. Don't throw. Go ham.

By getting Zephyr you can basically sell your Berserker's Greaves, still you sacrifice the opportunity to get enchantments such as Enchantment: Homeguard. Get it when you go for the end.



What Else Can You Get For Defence?

Get this item when your enemies have a lot of cc abilities, or long lasted ones that can make you lose the game. (e.g. Fiddlestickss' fear, Morganas' stun, Teemos' blind, etc.) You can built it through B. F. Sword, but always prefer getting Quicksilver Sash and after having your core, finish it.

A decent defensive item, you will mostly want to get it when you have no need for armor or magic resist as much as you have for health. Also it has a very good passive for chasing, kiting and teamfighting.

Get this one if the enemy team have mages that can one shot you, or when they have champions that will ulty you the second they see you (e.g. Vi, Leona, LeBlanc, Nidalee etc.). Its also very good against sieges.

A very good peeling item that you can use yourself. Very effective against heavy ad teams, as its passive and active help you survive their damage. If your support or jungler already have Randuin's Omen, then you should consider buying something else.

Even though many believe it is an ap-only item, it can be used on Draven, only because of its active, which makes you untargetable. Very good against assassins like Rengar, combos like Vi - Yasuo, and ulties like Fioras'. Also a highly outplay item. Only drawback is that you waste money on ap, but sometimes keeping yourself alive is more worth.

Probably the less effective magic resist item you can get, but still viable. Pick against ability relying teams.

Your last choice among defensive items. This season it has been proven that it is worthless, but why not get it if you need plain health? Not really recommended as there are other items much better (e.g. Frozen Mallet).


Guide Top

Gameplay





Gameplay



What you need to know

Last Hitting. Last hitting means getting the killing blow on minions. In other words farming your lane in order to have more gold and eventually more items than your enemies, boosting your kill potential. It is essential for all ad carries to be able to last hit, otherwise they will fall behind and be a burden to their team.


Freezing The Wave. Freezing the wave means that you only attack the minions which you can kill with one basic, and keeping the wave to a certain position favourable to you. This way you can choose to play safe and farm until you have the gold you want. Note that by freezing the wave the opponents get the chance to roam or go back and buy, so be careful when you freeze your lane. It may be necessary for you to freeze the wave because of the fear of getting ganked, countering the gank itself. If your support auto-attacks the wave tell him to stop so that you can freeze.


Clearing The Wave. Clearing the wave means getting the minions as fast as possible and is opposite to freezing. You basically want to clear the wave if you have to go back to base or if you are low on hp/mana. Also clearing the wave is essential after killing your opponents as it will push your minions further to their turret denying them creeps and experience. If its early you can tell your support to help you with clearing the wave.


Poking. Poking means auto-attacking or using your abilities to lower the enemies health to the point that you can kill them. In lane, you can do this by auto-attacking when your enemy tries to farm. Before teamfights you can use your auto-attacks when your opponents try to get close to you. You have to be careful though as it can lead you to losing farm, health or even your life. If they jump at you, you have to either stay and fight or try to run and kite them. Note that if you are an aggressive poker then you do what people call harass.


Kiting. Kiting means being able to keep your distance from your enemies. That way you can easily poke them down to 0Hp. You can do this by using Stand Aside or by orbwalking.


Orbwalking. Orbwalking means attacking and moving between attacks. Its basically easy since you will be trained to orbwalk as you try to catch your Spinning Axes. So, if you did not know
it already, Draven has an orbwalking ability, his axes.


Positioning. Positioning is everything for an ad carry, it is good positions that will lead you to winning teamfights especially when you are against assassins or champions that jump on you. Remember not to run ahead of your team or roam alone dangerously in the late game as it may cost you the game. In teamfights try to stay close to your support until you are certain you can start attacking as well, and try to keep up with the axes by leading them where YOU want them to go.


Going Ham. Going ham generally means being reckless about getting kills, harassing, or for everything. It is really important to know when you can go ham, Draven is a ham champion after all, but don't overdo it. Usually you want to go ham when you know that your enemies have absolutely no way of one-shooting you, it is a high risk-high rewarding tactic.


General Talk. Generally speaking, when you start a game you should mostly focus on farming, harassing and playing aggressively. After getting some items you should get kills and objectives. When mid-late game comes ask yourself:

What To Ask


Catch Those Axes And Jungle.
It the most essential thing for a Draven player, try to play some custom games or even normal ones in order to get the hang of it. In teamfights try to not miss your axes and take it to the next level by having 3 Spinning Axes active. Note that this can only be achieved once you have enough attack speed, so do not try it early game as you will just waste your mana.


What You Should Avoid.
When playing as Draven you should avoid: Catching axes that can put you to a bad spot, leading to your death (most times). Freezing the wave so much that your team teamfights without you. Overextending. Losing farm to harass or poke. Spending your mana incredibly fast. Initiating with no vision.


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Matchups-Versus {ADC}





Matchups - The enemy Ad Carry




Generally, ad carry matchups are based on experience with a certain style. Also note that while you may win lane phase, some ad carries will simply outscale you (e.g. Vayne, Varus, Tristana, Ashe) by simple farm, so against them, try to finish as early as possible.

VERSUS
VERSUS
VERSUS

VERSUS
VERSUS
VERSUS

VERSUS
VERSUS
VERSUS

VERSUS
VERSUS
VERSUS

VERSUS
VERSUS
VERSUS


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Matchups-Versus {SUPPORT}




Matchups - The enemy Support




So, in this section we'll see how enemy supports face up against you, what they will try to do and what you should do to counter their plays. Generally Draven is countered with heavy crowd control abilities, so these kind of supports you should fear.

VERSUS
VERSUS
VERSUS
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VERSUS
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VERSUS


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Matchups-With {SUPPORT}





Matchups - Your Support




The bot lane is a duo lane consisting of the ad carry (you) and the support (a random/premade guy that is there to make sure you win the lane). Having good synergy with a certain champion will allow you to have a much more steady and easy lane phase. The supports role is the most important and will be the cause of your win/loss if you play/don't play as instructed.

WITH
WITH
WITH

WITH
WITH
WITH

WITH
WITH
WITH

WITH
WITH
WITH

WITH
WITH
WITH

WITH
WITH
WITH


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Ranked Plays

There are some standard things you have to know about the game so that you can be a better player. These are general things and are the same for any other player or ad carry.





1. Know when to end fast.
You have to have the ability to understand that even if you destroy your enemies early game, if the game drags too much they may outscale you. It's actually pretty common, they may have a Varus, Vayne, Ashe, Tristana. These are ad carries that whatever you do, shall they delay the game and farm, when they catch up to you, you get destroyed.


So, by knowing that, if you are a god early game, you should try to finish as soon as possible, so that you give them no chance of recovering and winning.




2. Know when to do baron.
So, you get ahead, you have a decent mid-game as team. There are two ways to throw the game(generally):
Two Ways

Baron is one objective that can boost your chance of winning, if you can take it without losses. Its best to do baron after the enemies' jungler is dead, when 1 or 2 primary opponents are dead, when three of your enemies are dead, when your lanes push close to your enemies base, when your enemies have just backed to base, when they have a splitpusher with no teleport and you are winning.

Knowing that, you should also know that sometimes, baron is not necessary. If for example 3 enemies are dead and they have an open inhibitor, then you should go and destroy it and possibly end the game.

Also, you should always have baron on your sight, tell your team to ward it and clear it from wards, buy wards yourself and never lose vision. Shall you lose vision of baron, your opponents may sneak it and delay the game to their favour, or push and eventually win.

If you are behind, then your opponents doing baron instead of easily pushing, can be a blessing to you. It is there that you will have your only chance to out-play them. (I leave the rest to you...)




3. Understand your teams limits and communicate.
For example, if you have a lot of high damage - initiating champions, then shall your opponents have an assassin, odds are he will kill you, unless your team helps in killing him first, which will happen only if you state it out to them. So, YOU must be the one to tell them what to do, do not expect it from them, and shall they not do it, go all like 'OMG NOOB Team, cant even protect me, REPORT', or something like that (but dont write it in chat, lol).

Another thing i want to add is that if your enemies have a very snowballing fed champion, then you cannot overlook him/her. You MUST buy an early defense item after you get two or three damage items, or you will die in an instant in teamfights.

Always speak with your teammates, remember, they want to win as much as you do. For any other situation, there is that report button after the game.




4. Do NOT get Angry, Mad, Toxic....
Believe me its the hardest thing to do, you may have all your lanes losing, then your mid saying 'report bot for feed' and you see his/her score 1/7/0, then your jungler afks' and its a pretty lost game.

MUTE your teammates that are being toxic, ignore them and sit back in your chair, take 5 breaths, and play the best you can. Shall you say something like 'but look at your score, omg, noob, etc' you actually bait your teammates to more flaming and more and more and more and...and then you lose.

Shall you feel that a player is really toxic and uses unapropriate language simply mute and report him after the game.




5. Look at the minimap and ward everything.
It litterally is the most important things to have in mind, always give minimap small glances to see where your enemies are, check if one may be ganking you, see if an ally is closing in for a gank and many more. It will truly help you maximize your potential in the game in generall.

Finally, vision is what will win you the game, however hard you try without it. The team that has vision control is the most potential to win especially during mid-late game. Also keep in mind that YOU can also contibute in that simply by buying a ward (which will help both your support and yourself) and use your trinket in case your support is out of wards.


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Teamfighting-Positioning

Last thing to mention is what you should and should not do during teamfights. Firstly look if your enemies have any champion that can ONE shot you.

If they do have then: 1)Try to stay away from his range 2)If he/she can reach you easily communicate with your team so that you kill him/her before you die.

If they do not have then: 1)Let your assassin or tank initiate before going in and try to focus the ones that are closest to you and deal as much damage as possible.
2)Let your initiator to go in and try to pick off the enemies ap/ad carries fast without dying.

Generally, if your opponents are good you will need to deal damage to the closest target to you or change your focus to the enemies carries that have overextended. If your opponents are not so good then you "can" ignore their tank and go for the carries. In all situations try to kill potential threats that can deal extreme damage to your team and to you as fast as possible.


Guide Top

The Ham Bot Lane - Explanation

This is the most extreme and risky path you may choose as a Draven. You completely ignore defensive items with the hope of surviving through plain damage and life steal.




This is the most aggressive start you can go with. You need to force fights and destroy your enemies early game, that's why you get it. Accompany it with 3x Health Potions or 2x Health Potions + 1x Mana Potion.
These are the standar items you would get in any other situations. You rush an early The Bloodthirster to be able to go more aggro and survive during fights. Then follow with Last Whisper so that noone can resist your damage and then Infinity Edge to make your Spinning Axe immensely stronger.

This is the item that will make you a god. The only thing that can really stop you is a blind, since you can't avoid it. Just three attacks are enough to make tanks look weak and squishies look dead, activate and BOOM. If you noticed you have no attack speed or critical strike chance until this item, you focus on damage and then the 100% attack speed + 100& critical chance wrecks your enemies. An early Sword of the Divine combined with the above items is unstoppable.

Now this is the second bloodthirster you will get, remember, you need no critical strike/attack speed items due to Sword of the Divine, so get the most damage you can reach.


You replace your boots for the last item you will get. It can be either Blade of the Ruined King, another The Bloodthirster or Zephyr. I recommend Blade of the Ruined King, so that you can chase/slow your enemies to get the three attacks from Sword of the Divine.

Also its good to have a skin when going so ham. The gladiator Draven skin is the one you should get for this. Just look at his face.

Spoiler: Click to view


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Time For Numbers..

LvL 1
So, you are lvl 1, you start with: 63,05 attack damage and you buy:
1) A Doran's Blade that puts you to: 71,05 dmg.
-Damage with Spinning Axe active: 103,0225.
The average armor of all ad carries(exluding Teemo, Kennen, Jayce) is 29,5625.. so the actuall damage you will deal is: 79,51.
2) Elixir of Fortitude, which once you use it you go to: 78,05 dmg.
-Damage with Spinning Axe active: 113,1725.
So the actuall damage you will deal will be: 87,35.



LvL 6
When Lvl 6 your base damage goes to: 80,55. And you have:
1) Doran's Blade:
Spoiler: Click to view

2) Doran's Blade + Vampiric Scepter:
Spoiler: Click to view

3} Doran's Blade + Vampiric Scepter + B. F. Sword:
Spoiler: Click to view

4) Doran's Blade + The Bloodthirster(no stacks):
Spoiler: Click to view

5) Doran's Blade + The Bloodthirster(30 stacks):
Spoiler: Click to view




LvL 11
When Lvl 11 your base damage is: 98,05. And you have:
1) Doran's Blade + The Bloodthirster(no stacks):
Spoiler: Click to view

2) Doran's Blade + The Bloodthirster(30 stacks):
Spoiler: Click to view

3) Doran's Blade + The Bloodthirster(30) + Last Whisper:
Spoiler: Click to view




LvL 16
Your base damage is: 115,55 + Q = 213,7675
1) Doran's Blade + The Bloodthirster(30) + Last Whisper + Infinity Edge:
Spoiler: Click to view




LvL 18
Your base damage is: 122,55 + Q = 226,7175 and you have:
The Bloodthirster(30) + Last Whisper + Infinity Edge:
Spoiler: Click to view


Now lets say you go with "The Hammiest Bot Lane" build. You have:
The Bloodthirster(30) + Last Whisper + Infinity Edge + The Bloodthirster(30) + Blade of the Ruined King:
Spoiler: Click to view


Guide Top

The Other Builds [Mid-Top]





The Other Builds



Top Lane Draven


Sometimes a teammate of yours has picked ad carry and you have to go top. Do not worry Draven on top lane is very good, if you are good with playing him. Its a matter of experience. When playing a melee champion, the harass him every time you get the chance, and keep your distance, while you farm as well. Always ward the bushes for potential ganks. When you face another ranged champion, the lane is a bit more tricky, even though you should harass them as well. Sometimes you may be forced to play a bit more safe, or extremely aggressive.

When playing against melee:
  • Start Doran's Blade or Elixir of Fortitude. Build early sustain.
  • Play aggressive and dont get close to them.
  • Push them to their turret but have ward coverage.
  • Force them to lose creeps and experience.

When playing against ranged:
  • See how you do to trading against him/her and act accordingly.
  • Farm and deny farm.
  • Do not let him/her get ahead of you.



Mid Lane Draven


There is the option of Draven going mid, because of the pressure he puts on his lane. Most mid lane fights is about outplaying the enemy, and an experienced Draven player can do that easily. Most midlaners use skillshots so you can Blood Rush to dodge them.

When Playing Against Melee:
  • Because most ad mid laners are champions that can jump on you, you have to shut them down early.
  • Harass them as much as you can from the moment you go to the lane.
  • Try not to lose your axes or misplace them.
  • Try to get all the minions and deny the enemy from them.
  • Be vigilant for a gank.

When Playing Against Ranged:
  • Hit them on the face continuously.
  • Juke any skill shots they possibly have.
  • Ward the bushes.



Guide Top

Final Words

So, when getting into a game remember to have a positive thinking, try not to offend your teammates or enemies and NEVER disrespect them (e.g. saying "easy vs bots" and stuff like that-even if it was easy for you) shall you do so, you lose your dignity and ruin all the spotlight you may had into the game. Plus, your enemies AND your teammates will not bear any respect for you after saying that.

Additionally, bear in mind that it will be easier for you to play aggainst an ad carry which you actually know how to play with. That means that by getting to know Draven you also get to know his weaknesses and how to play aggainst him.

Spoiler: Click to view


Finally, i have read that there is a way to stop Fiora's ultimate with Stand Aside, if any of you can actually confirm that then i would be very glad.


Guide Top

Farewell





That's It, Its Over(finally)


Thank you very much for getting through this guide. Overall Draven is extremely fun and high rewarding to play. Remember, you gain experience by playing a champion and by gaining experience you know the champion better. Don't give up on Draven and you will see how rewarding he really is.

If you liked the guide do not forget to upvote, if you did not like it then please tell me what exactly you think i should change. I'm open to suggetions for new items, different stategies or new ways of arranging the guide, so please feel free to comment about it. Also feel free to mention any grammar mistakes i overlooked so that i improve the guide.

Farewell.