get
prime

Draven Build Guide by ProxAzn

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.


21K
Views
14
Comments
10
Votes
League of Legends Build Guide Author ProxAzn

In Depth Draven Guide - Not Draven, Draaaven.

ProxAzn Last updated on June 18, 2012
Like Build on Facebook Tweet This Build Share This Build on Reddit

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
2/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Hello everyone! Welcome to ProxAzn's Guide to League of Legends' newest ranged AD carry, Draven. Draven offers a brand new play style with his Spinning Axe that will challenge new players and entertain/interest old ones. I hope after reading this guide you will enjoy playing Draven as much as I do! This is my second guide here on Mobafire so please give me tips on how to improve and make this build better.

Without further ado, here's my guide to Draven!

Please give me constructive criticism on how to improve and tell me if I make any grammar or spelling mistakes.


Guide Top

Pros / Cons

Pros / Cons

spaaaaaaace
Pros


+ Brand new play style
+ Great harassment with Spinning Axe + Wicked Blades
+ Global Ultimate
+ Has a fairly decent cc, Stand Aside
+ Can deal over 1000 critical damage late game
+ Very fun to play
space
space
Cons


- Squishy (much like all ranged AD carries)
- Very mana hungry if he is constantly spamming Blood Rush
- Must have great positioning skills
- Takes a while to get used to Spinning Axe
- People will be out to get you in team fights
- Very cocky and egotistical


Guide Top

Masteries

Masteries

Masteries
3/5
1/1
4/1
4/1
1/1
1/5
3/1
3/1
1/
1/5
3/5
3/1
2/1


Offensive Tree:


Brute Force - Raises your attack damage by just a little and increases early game performance by a lot more.

Butcher - Last hit, last hit, and last hit. If you're not doing to good with kills, your cs will make up for it and this mastery will help you by just a little.

Alacrity - Meh, not that much attack speed, but it's something. And as always, will help you last hit.

Deadliness - Even more attack damage! Attack damage is always a must have on AD carries.

Weapon Expertise - Armor penetration is great, it will help you deal a little bit more damage to people who have a lot of armor runes.

Lethality - Your crits will deal more damage than usual.

Vampirism - Not a whole lot of life steal, but with 2 Doran's Blades, it will give you 9% life steal, which is just enough to give you more sustain in lane.

Sunder - More armor penetration is great and will, again, help you deal with pesky enemies that have armor runes/masteries early game.

Executioner - Great for last hitting and ksing (lol not really, although kills on a ranged AD carry is always good :])


Defensive Tree:



Summoner's Resolve - The 10% extra Heal will increase your survivability even more.

Resistance - It'll help you in lane against people who deal magic damage and will give you something until your glyphs kick in.

Hardiness - Since you're most likely laning against another ranged AD carry, it'll reduce their damage by just a bit.

Durability - This will reduce your squishiness.


Guide Top

Runes

Runes


Runes

Greater Mark of Lethality
6

Greater Mark of Attack Damage
3

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3

  • Greater Quintessence of Attack Damage: Flat attack damage, for early game damage and last hitting minions.
  • Greater Mark of Attack Damage: This is used for pretty much the same reason as stated above.
  • greater mark of desolation: We get 6 of these because it give you as much armor penetration as it would if you got all Greater Quintessences of Desolation. Also, this is the best way to get the most attack damage and armor penetration while having defensive Seals and Glyphs.
  • Greater Glyph of Scaling Magic Resist: You don't have very much magic resist late game, so this is great for getting some resistance from the mages that will be trying to burst you down.
  • Greater Seal of Armor: This will help you early game where sustain is most needed. These seals will reduce the damage taken from the other ranged AD carry's harass and will keep you in lane longer.


Guide Top

Summoner Spells

Summoner Spells


Main summoner spells:





Flash: Even though it got nerfed, it still useful for jumping over walls, closing gaps, and of course, escaping.
space



Heal: This spell will bait enemies into diving turrets, fighting you, and can be a lifesaver during team fights. The reason why Exhaust or Ignite isn't listed here, is because your range is a lot longer than those summoner spells, forcing you to get closer to the enemy.

Other viable picks:





Exhaust: Great for 1v1ing someone who is a lot stronger than you. It's also good for catching up to someone or running away from an enemy.
space



Ignite: It synergizes well with your passive, Wicked Blades, great for finishing off an enemy and reduces the healing effects on enemies such as Dr. Mundo, and Warwick.
space



Ghost: Great for running away and catching up with enemies. When using this spell, try running through minions, because Ghost allows you to ignore unit collision, whereas the enemy chasing you will have to struggle trying to run through the minions.


Guide Top

Skill Sequence

Ability Sequence Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >

You upgrade your Spinning Axe first obviously because it's your main source of damage. Next is your Blood Rush due to the fact that it's a massive steroid/buff that can refresh when you catch a Spinning Axe. Finally we upgrade Stand Aside last due to the fact that it's more of a utility than damage.


Guide Top

Skill Explanation




Wicked Blades: I simply love this passive. It put a mini ignite effect on them, without the grievous wound and dealing physical damage. This happens whenever you crit or you hit an enemy with a Spinning Axe. It's always fun to see an enemy flash with low hp when they're already afflicted with Wicked Blades and end up dying while wasting flash.


Spinning Axe: Your main source of damage. Your next attack deals increased physical damage while also applying your passive, Wicked Blades. This ability is great for harassing, and if you're not very good at last hitting minions, the extra damage should give you an easier time farming. Remember that it will take practice using this ability and don't be too hard on yourself when using this ability.

You're going to want to max out Spinning Axe before Blood Rush and after Whirling Death.

Tips and Tricks
  • Keep in mind that you do NOT always have to catch your Spinning Axe.
  • If there is an enemy Draven, you can catch their spinning axe. (An entertaining quote comes with the catch)
  • Having 2 Spinning Axes at once will greatly enhance your damage output.



Blood Rush: A steroid that will greatly increase your movement and attack speed. It's great for jukes, chases, and catching your Spinning Axes. This is what will be in charge of keeping you alive in teamfights.

You're going to want to max out Blood Rush before Stand Aside and after Spinning Axe.

Tips and Tricks
  • You can push towers easily when there are nearby enemy minions, catch your Spinning Axe and continue activating your Blood Rush
  • Try to always use your Blood Rush in teamfights for maximum damage, but check your mana before doing so.
  • Blood Rush can help you catch up to fleeing enemies when trying to harass them with your Spinning Axe



Stand Aside: A nice little CC ability to either save your life or stop/slow an enemy down for a kill. It's very disruptive in teamfights due to it's range. As you level up this ability, the slow increases as well as the damage.

You're going to want to max out Stand Aside after Blood Rush.

Tips and Tricks



Whirling Death: An awesome global ultimate that sadly, deals less damage as it travels through each target. It can save turrets, allies, and secure kills. The cooldown isn't too long so don't be afraid to use it in certain circumstances.

You're going to want to max out Whirling Death before Spinning Axe.

Tips and Tricks
  • Most Dravens try to use this ability to finish off enemies, DO NOT always do this. The pure damage from it is sometimes enough to make your enemy run away.
  • When 1v1ing someone, try to hit them alone so you can get the maximum amount of damage.
  • Try to hit as many champions as you can in teamfights. When to use this ability in teamfights is purely situational.


Guide Top

Items

Items


  • : Increased attack speed on a ranged AD carry, what else is there to say?
  • : Increases critical strike damage, attack damage, and crit damage. It's a must have.
  • : This give you movement speed for more survivablity, attack speed, and crit chance for your passive, Wicked Blades
  • : Life steal will give you extra sustain and this item give you the most attack damage in the entire game when it has its full stacks.
  • : With all good builds, you need at least 1 good defensive item. This item will resurrect you with a fairly decent amount of health while offering both armor and magic resist.
  • : This item will get rid of those pesky tanks that stand in your way and cut through armor like it's nothing.


Guide Top

Situational Items

Situational Items

  • : If you're dealing with a team that has a lot of CC or has a lot of magic damage, this is the right item for you. Remember that tenacity does not work against knock ups.
  • : If you're dealing with a team that deals a lot of physical damage or auto attacks a lot (such as Tryndamere, or Master Yi), you're going to need these boots.
  • : This item is great for replacing Guardian Angel, Take this item when the enemy team has a lot of magic damage/mages. It's unique passive can stop combos in their track, or block Karthus's Requiem, or Vladimir's Hemoplague.
  • : If the enemy team has a lot of CC that lasts for a very long time or a suppress, it's unique active will cancel the ability. Examples of long CC's: Fiddlesticks' Terrify, Amumu's Curse of the Sad Mummy, etc. Examples of suppresses: Malzahar's Nether Grasp, Warwick's Infinite Duress, Skarner's Impale, etc.
  • : This item is for when your enemy team is filled with squishies (You can practically put them down to negative armor). It will be replacing your Last Whisper.
  • : Similar to Ninja Tabi, this item is used for when the enemy team has a lot of auto attackers and is filled with champions who deal physical damage.


Guide Top

Good Laning Partners

A lot of people aren't sure who's good for Draven to lane with. He's best paired up with supports who can be aggressive, and have a lot of CC. Here is a list of supports who Draven can dominate lane with.

Alistar - Truly a bully in lane, not to mention his CC can't be stopped by tenacity.

Leona - Her passive will increase Draven's damage output and she has many stuns.

Nautilus - Again, because of his CC and ability to lock down a single target. Not to mention that a target can't escape with that hook of his.

Blitzcrank - Similar to Nautilus although his CC isn't as good.

Lux - She has a fair amount of CC, but the best part about laning with her is that you can wombo combo the enemy with both of your ults.


Guide Top

Gameplay

Early Game:

Basically all you're doing this time is farming and farming. Be aware of when a jungler is about to gank, tell your support to ward when you realize that the old ward has expired, or when you don't feel safe. Remember that just because you're the ranged AD carry, doesn't mean that you can't ward. Harass the enemy once in a while when there are no minions to last hit or when the remaining minions still have a lot of HP. Harass an enemy by simply hitting them with your Spinning Axe and quickly turning around so that your axe will return behind you. Early game should be over by the time you're about to finish your Infinity Edge or your Zeal.




Mid Game:

So by now, allies and enemies will be ganking lanes a lot more, there's going to be more roamers and you're going to have to be careful. In teamfights, you're going to have to position yourself well, stay in the back where the support/tank will protect you. Learn when to catch a Spinning Axe or when to use a Blood Rush offensively or defensively. Don't feel bad when your teammates complain about how you didn't focus their ranged AD carry, but instead you focused the tank with a Frozen Heart. You're not going to run through 4 enemies just to try to kill their carry. The important part is that you live. Mid game should end when you are done building your The Bloodthirster or beginning your Last Whisper.




Late Game:

So basically all that you're doing now is protecting turrets or split pushing (remember not to overextend). Allies are finishing their build as well and most likely don't have anymore slots for wards, so be careful when going through your jungle, enemies will be waiting to ambush you. Teamwork is the most important part during this phase, stick together and communicate with each other, tell them where they should be pushing, when to baron or defend, etc. (Read above in "Mid Game" to learn what to do during teamfights)


Guide Top

Spinning Axes

This ability is so important that I had to add a little section about it. Spinning Axe adds something new to league of legends and challenges many players. With this ability you need to learn quickly when or when not to catch it. It also gives you something to do while last hitting. Riot has somehow magically made it to depending where you are moving/facing, the Spinning Axe will land where you're going. Remember to use Blood Rush to catch these. If you get really good at catching these, you'll soon be able to use 2 spinning axes at once. Be careful when you decide to use 2 during a teamfight, if you drop both of them your damage output will be decreased immensely. Also, an interesting thing is that if you're facing another enemy Draven, you can catch his Spinning Axe (as stated above in his ability explanations).



Hit an enemy then turn around = Spinning Axe lands behind you
Hit an enemy then continue walking = lands in front of you
Stand still and hit an enemy = Next to you or right where you're standing


Guide Top

Change Log

Here I will post what and when I have changed in this guide.

6/13/12 - Added Change Log and Good Laning Partners section. (Also, I can't believe I'm already the 2nd top rated Draven guide, thanks for the upvotes guys!)


Guide Top

Patches regarding Draven

Here I will write down what they do to Draven in future patches whether they buff him or nerf him.

So far none!


Guide Top

Acknowledgements

Thanks to my friend Bodacious27 for making an awesome introduction picture and for proofreading my guide! He's an awesome blogger who you should really check out.

Thanks to JhoiJhoi! Her epic guide can be found here.


Guide Top

Conclusion

Draven is an awesome ranged AD carry who has a lot of potential, I'm still waiting for a pro player to really find out how he works and see them dominate. He's really fun and can use his ultimate to do some amazing tricks/great plays. Hopefully we see him more in ranked games and he gets really popular.

If you have any questions, feel free to ask me. Upvote my guide if you found it really helpful down vote it if you really felt it's necessary tell me what's wrong with it and how I can improve.

I will continue to update and improve this build as time passes on. Thanks to my friends and everyone else who helped me making this build better!