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Draven Build Guide by The Tadpole

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.


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League of Legends Build Guide Author The Tadpole

Draven - Tomahawk (Jungle)

The Tadpole Last updated on June 8, 2012
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
3/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Okay then, as you all know Draven is an amazing AD carry, able to rip through Champions as they run away and take them out even at massive ranges with a well-placed Ultimate, in this guide I will be showing you another side to Draven, apart from laning in bot.

Draven is a good Jungler, with Blood Rush spam in the Jungle and for ganks you have no trouble running place in quick time, even before you get your phantom dancers, and after you sell your boots, with the utilization of throwing and catching your axe you can do a lot of damage to simple enemies at low levels such as monsters as long as you can continously catch the axe. If not, this may not be the guide for you


Guide Top

Pros / Cons

Pros

- Very High Damage
- Jungle is Easy after Madred's Razor
- Fun to Play
- Good for taking out running enemies

Cons

- Hard to Jungle at first
- Pretty useless if you can't catch axes
- Quite Squishy, can get slaughtered by other characters
- You need pulls
- Ganking can be very difficult if you can't catch Spinning Axe


Guide Top

Runes

Runes

Greater Mark of Lethality
9

Greater Seal of Health
4

Greater Seal of Percent Health
5

Greater Glyph of Attack Speed
5

Greater Glyph of Health
4

Greater Quintessence of Life Steal
3
I chose these runes because at a low level Draven can have some trouble going through the Jungle without being brought to low level health by the monsters and at later game most of the runes shouldn't effect you a lot in comparison to your items.

- Greater Mark of Desolation - The Armor Penetration from these Runess will help you throughout the entire game to do more damage to champions than you would otherwise

- Greater Quintessence of Life Steal - With these Runes and the Masteries you should have you will have 9% lifesteal, which is almost as much as you would have if you bought the sceptre, this should help you kill Monsters and have some health remaining

- Greater Seal of Health - Greater Glyph of Health - These runes were all chosen for the same reason; to bolster your health at low level so that you have enough to kill the monsters and then gank afterwards

- Greater Seal of Endurance - This rune does a similar service as the ones above however this is slightly more useful in the later game since it is percent based rather than number

- Greater Glyph of Attack Speed - This rune is just to give you some extra attack speed throughout the game and can really be exchanged for any other runes you would like as it is not really very necessary


Guide Top

Masteries

Masteries
3/5
2/1
4/1
4/1
1/1
3/5
3/1
1/
3/1
2/1
3/1
1/1
These Masteries have been chosen for 3 primary purposes, to help you to kill all of the monsters in the Jungle in a suitable amount of time with a suitable amount of health remaining, the defensive masteries help you to kill the Monsters and not take as much damage from them, the attack masteries also help with this as they increase your damage, but these masteries also help you to kill champions as you've got to remember that your still really an AD carry and it may fall to you to carry your team through the game, and even if it doesn't these masteries will help you to rack up the kills as any champion enjoys doing, and in any Draven build you will want Offensive masteries so that you can fulfil your proper potential


Guide Top

Items

I tried to start with a Vampiric Sceptre however I found that using this left me with too low Health after Jungling then I liked, so I changed to Cloth Armor and Health Potion, it makes you slightly harder to kill and then has quite a lot of healing potential through 5 potions used evenly and sensibly, You want to get Madred's Razor next if you can because this makes Jungling so much quicker and stops you losing too much health despite the fact you have no method of getting it back, after this you want to purchase boots so that you can run fast enough to properly gank lanes because otherwise you will have trouble hitting them and causing enough damage. Wriggle's also helps you to Jungle even quicker, not Lose any health at all and also helps you ward key areas for your team, however you will eventually replace this. Trinity Force was actually a suggestion (Credit to OTGBionicArm)because, as pointed out, blood rush procs the "Sheen buff" a lot of times. The Rest of the items in this Build are just the Standard Carry Items that you would want as Draven, the Guardian Angel is Optional, you can get another Phantom Dancer if you want to run faster and have 100% crit, but I find the angel more useful to stop you getting slaughtered, and by this point you should be doing enough damage not to need to run fast or need the crit or attack speed either.


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Okay so the Reason you build like this goes as thus, You level up the Spinning Axe so quickly, because not only is it your lowest mana costing move, but also one of your highest damage, and at level 1 if you can catch the axe it increases your output massively and at level 2 lets you spam blood rush if you have Blue buff, thats why you get these two like this, at level 3 you want to get stand aside just to provide a slow, and if well timed a slight knockback, so that you don't always need red to gank, from here on you want to level Spinning axe first because of its high damage output and Blood rush also because you can use it so often if you have the mana,and all that stand aside does is knock back and slow, and the damage progression with this spell isn't that good and the cooldown is quite high. Obviously you get your Ultimate whenever you can because it is unbelievably useful.


Guide Top

Summoner Spells

Smite - This is necessary for almost all Jungles in the game, but especially since Draven is not the best Jungler, and this is very useful early game for killing the monsters, and because Draven becomes such high damage at higher levels then he won't need the Spells so much because the Champions go to pieces almost instantly when Draven hits them.

Flash - Draven only has two moves to help him escape and neither of these do so Massively, Blood Rush is a very short movement speed boost which commonly isn't enough and Stand Aside is only a small knock back and slow which cannot be relied upon to stop enemy champions from killing you, especially if they are particularly good at chasing or using Flash themselves, however you can exchange this for other spells if you think you can survive without it


Guide Top

Jungling / Ganking

Okay so this is quite Complex. You want to start at blue (With a Pull, preferably a hard leash but that is not entirely necessary),use smite and your spinning axe straight away, if you can keep two spinning then this is very good but if not then just make sure to keep your axe buff the WHOLE time, if you don't this will be virtually impossible, now you want to take wolves then wraiths, this isn't too hard, make sure to keep catching your axe and as long as you have blue buff then keep spamming blood rush every time your attack speed bonus goes. Go for Red next, proceeding to do the same as you did with Blue but without a pull however use smite again, after this you should be level 3 and have acquired stand aside, if you have enough health now then go and gank, if not then recall and buy whatever item you can afford from the ones you need soon. You can also choose to go kill Golems instead.

This is a video of Jungling without a Pull, with a pull you should have about 50-100hp
Use of Potions (First time Early) - Most likely you will need to use 1-2 on Blue, Hopefully none on Wolves, 1 again on Wraiths, 1-2 on Red, and then if you have any remaining you will want to use some on Golems too. (If you decide to take them)

To gank you will want to stand in a push preferably near a harassed lane for the first one, if possible you want to catch them with your Stand Aside, knocking them towards either you or your team mate and slowing them, after this continue as you would as a normal fight. E.g Using Blood Rush, Throwing and catching axe etc.


Guide Top

Ultimate Use

Draven's Ultimate is most similar to Ezreal's however, his does more damage straight away but only goes one way, with Draven's if you hit the Champion on the first direction the Axes automatically Reverse and usually run through them again on the way back to you, however you can move to redirect the axes slightly. Another way of using them if you miss the first time on the champion is to see where that enemy is, let you axes keep on going for as long as you need/is possible and then reverse them to get them through the champion.

The Ultimate can be very useful in team fights - If the enemy team is stacked up then roll it through them and it'll roll itself right on back doing nice amounts of damage, however the real use of his ultimate is to pick off those kills as there running off, throwing it at them as they run away and if you miss repositioning yourself to pick it up the other way


Guide Top

Team Work

This Build is somewhat more useful for the whole team in many ways, with a high damage Jungler all of the lanes can be controlled and won without too much difficulty, being an AD carry he is also very useful in team fights to kill the team or in 1v1 to slaughter enemy champions thus making the general team fight easier.
The Damage in this build on Draven is so high that you should be able to save your team mates simply by the common catching your axe throwing it and blood rush however if not then you can always use stand aside at appropriate angles and timings to knock away the enemy from your team mate and also to slow them down.
Once you have all your items, you can either solo dragon and either solo or duo Baron helping to get your team extra gold and buffs without too much input on their behalf