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Spells:
Heal
Flash
Ability Order
League of Draven (PASSIVE)
Draven Passive Ability
Introduction



Please give me constructive criticism on how to improve and tell me if I make any grammar or spelling mistakes.
Pros / Cons
spaaaaaaace |
Pros
+ Brand new play style + Great harassment with ![]() ![]() + Global Ultimate + Has a fairly decent cc, ![]() + Can deal over 1000 critical damage late game + Very fun to play |
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Cons
- Squishy (much like all ranged AD carries) - Very mana hungry if he is constantly spamming ![]() - Must have great positioning skills - Takes a while to get used to ![]() - People will be out to get you in team fights - Very cocky and egotistical |
Masteries
Offensive Tree:










Defensive Tree:




Runes
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.
Summoner Spells
Main summoner spells:


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Other viable picks:


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Ability Sequence Order
You upgrade your









You're going to want to max out



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.


You're going to want to max out



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

You're going to want to max out


Tips and Tricks
Stand Aside +
Heal can give you an easy kill by baiting an enemy at your turret
- Although it says snare, if can interrupt channeling abilities such as
Nunu & Willump's
Absolute Zero
- If you use
Stand Aside on all 5 enemies during a teamfight, you can move them in one direction for an easy lineup for
Whirling Death.

You're going to want to max out


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.
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.
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.
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.









Early Game:
Mid Game:
Late 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
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)
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





Hit an enemy then turn around =

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

Here I will write down what they do to
Draven in future patches whether they buff him or nerf him.
So far none!

So far none!
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.
Thanks to JhoiJhoi! Her epic guide can be found here.

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!
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