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Draven Build Guide by

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

Draven - Who wants some Draven!?

Last updated on June 9, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Welcome to the start of the guide Draven - Who wants some Draven!?



First of, i would like to thank everyone for looking at this guide, which i assume
you did, if you're reading this now.
this is my first published guide, and i have never done anything like this before.

This guide will consists of the ascepts of Draven. how i play him, how i build him, and
what i do with him + some basic knowledge as well! doesn't that sound great?


Guide Top

Pros / Cons

Pros and Cons for playing Draven.





Pros Cons
+ Good at chasing - Squishy
+ Very high damage - Hard to master
+ Fun to play - Focused alot
+ Useful kit - Hard to catch axes
+ Global Ultimate - Costs 6300 ip


Guide Top

Choosing the correct summoner spells

You may be wondering "What spells should i use?", or "I'm unsure what goes well with what".
if so, fear not! i'll be explaining a bit about summoner spells in this section.

- This spell, is my utmost prefered one. that's because of the incredible many escape opportunities it gives you, or it gives you just the right amount of distance, for you to get away from a skillshot, or get under your tower, and away from the chasing enemies.
it goes well with almost everything, and it's a matter of taste, and playstyle for choosing this over the summoner spell . i recommend almost always use this, though for champions like , and a few more, i wouldn't take flash, because they already have it built in their kit.

Another great spell! this spell is the one i use, if i know my playstyle will be very aggressive, and that i have some kind of escape options. i tend to get it with Cho GathCho Gath simply because of his rupture. you can choose to take it on Draven too, as it enchances the already exceptional good chasing opportunities that this champion has.

This spell is very used by most ad carries, even some solo tops and mid players. I myself don't prefer taking this spell, as the heal isn't that great, and i believe making sure you don't get in alot of sticky situations alone, and go with something like ignite or exhaust makes up for not having this heal.
though this spell also should be also be considered, since it is a very useful spell, and if you know, that you may get in sticky situations to being able to secure a kill, this might just be the right choice instead of ignite or exhaust.

one of my prefered spells for almost every role (except support). that's because of the DoT (Damage over time) effect it leaves on the affected enemy player. it's great for picking up kills that you might not have been able to get if you hadn't this spell.
though it's totally up to you, i don't like taking it on Draven as Draven's passive is a build in DoT (Damage over time) effect.

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