get
prime

Draven Build Guide by CyniX

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.


41K
Views
16
Comments
11
Votes
League of Legends Build Guide Author CyniX

Insightful Draven Guide [s3]

CyniX Last updated on May 14, 2013
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction

-
-
Hey guys, this is my first guide ^__^. My name is Keith 'CyniX' Harrison. I come from a Starcraft 2 background and I live in Australia, I also like Senjougahara from the anime Bakemonogatari. I hope I can provide an enjoyable, high quality and helpful guide for anyone reading. Just a quick note, because I'm Australian, some of the words here have different spelling, i.e. armor is armour, etc. :)


This guide is on Draven whom I feel is quite a unique ADC in LoL. The reason for this is because his iconic ability Spinning Axe replaces his auto attacks and dictates so much of the positioning and decision making through the whole game. It's a skill that requires constant attention and is half the learning curve of Draven.

I started playing him almost exclusively about a month or so ago from watching Destiny's stream, don't hate. He is unique due to his Spinning Axe. How people use this very positional and powerful ability is a big factor in what separates the good from the bad Dravens.
-


Guide Top

Pros / Cons

-
-

Pros

+ Insane damage from Spinning Axe which can crit!
+ Spinning Axe Can be caught and reused for no mana
+ Blood Rush attack/movement speed buff, catching an axe resets its cooldown
+ Stand Aside slow/knock-aside which can cancel abilities
+ Has a semi- Ignite effect from his passive Wicked Blades
+ Fun to use global Ultimate Whirling Death

-
- -
-

Cons

- He's squishy
- no instant escape ability like Tumble or Arcane Shift
- Short Range auto-attacks compared with ADCs like Caitlyn
- Higher learning curve
- can be vulnerable when catching axes
- A lot of effort goes into catching axes and can distract you from looking at the minimap
- Movement speed duration of Blood Rush is short
-


Guide Top

Masteries

Masteries
1/5
4/5
4/1
2/1
1/1
2/5
2/5
1/1
3/
1/
4/1
3/1
1/5
1/1
-
-
Standard... all I have to say is, if you run Cleanse instead of Ignite, put a point in Summoner's Resolve instead of Summoner's Wrath .
-


Guide Top

Runes

Runes

Greater Quintessence of Attack Damage
3

Greater Glyph of Magic Resist
9

Greater Mark of Lethality
9

Greater Seal of Armor
9
-
-
Greater mark of armor penetration These tend to scale a lot better than Greater Mark of Attack Damage however you can switch between the two if it is your style or you only have 1 set.
-
Greater Seal of Armor standard... you're usually going to be up against an ADC as well so it helps a lot to reduce their damage plus minion damage.
-
Greater Glyph of Magic Resist These are standard, however I've recently been experimenting with Greater Glyph of Attack Speed for more aggressive capabilities if I'm not worried about magic damage. The reason you get these is to help to make dealing with poke supports like Sona and her Hymn of Valor or roaming mid lanes more bareable. However if you feel you don't need the magic resist till later levels go with the Greater Glyph of Scaling Magic Resist which become cost effective at level 8-9 where they start to surpass the MR of the flat MR runes.
-
Greater Quintessence of Attack Damage Great for early game damage for harassing and CS'ing, However you can use Greater quintessence of Armor Penetration, they are worse early game but scale better late game

-


Guide Top

Summoner Spells

Recommended Summoner Spells



Can often secure kills and has a useful health reduction effect

I usually choose this, esp in a lane with stuns, but good for clearing exhaust/ignite

Absolutely necessary. Good for securing kills or escaping


Not recommended Summoner Spells.


is not recommended because of how effective the healing reduction the enemy's Ignite occurs and especially not recommended against a Miss Fortune due to Impure Shots. Heal also has a 90 second greater cooldown than Ignite or Cleanse
-
-
isn't better in most cases instead of an Ignite or Cleanse, I'm assuming Flash is 100% necessary due to its unrivalled utility. This is because if you give up Cleanse then you're going to take the damage from an Ignite and the effects of Exhaust which means you're killing the other ADC slower and will take more shots if you're fleeing due to slower move speed and on top of that, there isn't a unique 'bonus' for Barrier yet in the masteries. Barrier's duration is also only 2 seconds meaning some of the ticks of the Ignite will eat into your real HP. Barrier also has very little utility late game due to the nature of the damage output of everyone at that stage. The ability to remove a stun or other disable late game using Cleanse is much more useful.
-
-
isn't terrible however you already have a ghost-like ability with your Blood Rush and if you're diligent on catching axes you will be able to continually refresh Blood Rush in a lot of instances. The defensive capabilities of Cleanse, especially late game and the damage + healing reduction of Ignite just tend to exceed the utility and consistency of Ghost

-


Guide Top

Items

-
-

Before I start listing the items and talking about why I get them I want to say, the mentality you should have for the early game is 'how can I get The Bloodthirster as fast as appropriately possible. This is because if you get your 1st 'big' item before the other adc, it is an enormous advantage due to the sheer jump in power.

Because of this, I don't get any Doran's Blade unless absolutely necessary which is almost never with Draven because it can critically delay The Bloodthirster. I also delay T1 or T2 boots if I can get a B. F. Sword on my 1st trip back. Just to keep things in perspective a fully fed The Bloodthirster is equivalent in just its AD as two B. F. Sword and a Long Sword. so if you are ever in an instance where the enemy adc only has stacked Doran's Blade and Berserker's Greaves you do sooooo much more damage to them and you'll wreck them

Because of the Season 3 patch. Boots are no longer a huge priority due to the -25 movespeed nerf and The Bloodthirster now starts at +70AD instead of +60AD and only requires 30 creeps to fully charge.

Now to the items...
-
-
: Starting with this gives around 20% more damage in the early game and some sustain. This makes CS easier and makes your Spinning Axe harassment more brutal. However start with 3x Health Potion and Boots of Speed in an instance if you really need the sustain/mobility such as needing to dodge a Blitzcrank's Rocket Grab.

: This item builds from the Long Sword into The Bloodthirster and gives a lot of sustain. In a lot of cases on your 1st trip home you wont be able to afford a B. F. Sword but will have enough for either Vampiric Scepter and Berserker's Greaves + some Health Potion's or if you're unlucky you wont be able to afford the Berserker's Greaves and only pots + scepter

: This is your first big item and is a huge damage boost in the early game, especially when fully charged. You lose half of your stacks if you die. If you get this before your enemy gets his first big item you're usually in a very good spot.

: These boots are the best choice for Draven giving much needed attack speed and mobility. Get after The Bloodthirster since the movement speed and attack speed from your W is enough to harass in lane you really don't want to be set back $900 for your BF/BT.

: I was tossing up between Phantom Dancer and Zephyr for a long time, due to the movement speed nerf, however I still feel this is better after a lot of experimentation. The reason is the critical chance exceeds the utility you get from the greater movement speed and tenacity from Zephyr and it has better synergy with Infinity Edge.

The reason you wait till after Infinity Edge to get Phantom Dancer is because Draven's damage doesn't come so much from Attack Speed but rather the juggling of his Spinning Axe and because of this juggling, you wont be able to have much of a sustained Auto-Attack fighting than like the traditional ADC's. You get the Zeal 1st for the initial attack speed and movement speed you need. But having your Spinning Axe's hit like a brick is the priority over spamming a lot of non-spinning axe's.

Get a Quicksilver Sash after this if the team has CC which is going to be really hard to deal with even if you kite; especially if you're not running Cleanse. You can build this into a Mercurial Scimitar later into the game.

: This builds out of the early Zeal we got and supplements the passive of the Infinity Edge by making Crits more consistent and less importantly buffing attack speed.

: relatively cheap compared to IE and BT, this item is necessary to continue doing insane amounts of damage even when the enemy team gets armour. It also gives a nice +40AD. You can opt to get this after Zeal if the enemy team has particularly high armour at that point in the game.

: The fact that Draven's Spinning Axe can crit makes the passive of Infinity Edge extremely powerful. Along with the huge spike in AD and critical chance create another big spike in damage output for Draven.

: This item makes kiting quite easier/effective and if the enemy team has a lot of slow/cc which you foresee will give you trouble or you just really like to emphasise your boss like kiting skillz. I typically wouldn't get this till at the very end because your Blood Rush is basically the same thing as every Spinning Axe caught can refresh your movement speed steroid and the money is better spent somewhere else.

: This is another viable boot enchantment, more relevent if your team is under siege and you need to get to your inner turrets quickly.

: I've opted to choose this over Guardian Angel because the defensive aspect of the greatly increased health and the ability to slow down the enemies from the slow proc outweigh the armour/mr from GA. GA can be better in some niche cases where the revive buys you enough time to escape however I find it's more common to be able to survive with the Frozen Mallet over Guardian Angel. The 30AD damage obviously helps in offensive aspects aswell. Warmog's Armor is also viable however the health regen isn't too relevent to ADCs that die really fast and regain most of their HP from lifesteal anyways so I find the slow proc on the Frozen Mallet to make it more desirable than Warmog's Armor

Too be quite honest I haven't experimented too much with the final item of this build. But I feel this final slot can be changed to the Mercurial Scimitar or a Statikk Shiv depending on the situation.

sight ward: Remeber to buy 1-4 health pots depending on your situation with spare gold, especially in the early game and if you have an uncooperative support you also may need to buy wards.

-


Guide Top

Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
-
-
This will seem obvious after you play Draven for a while. We want to max Spinning Axe first while getting a point in Stand Aside at level 4 for the handy utility/escape mechanism. Getting a point in Whirling Death whenever you can for it's damage and maxing Blood Rush 2nd because of its importance in champion fighting and for its movement speed utility.
-


Guide Top

Ability Explanation

-
I will soon be making a video which I feel will be able to make it more clear how the mechanics of Draven's abilities work and also some tips and tricks with them. Once it's done I'll edit it into this guide
-
-
: This ability as said before acts like a mini- Ignite doing damage over time upon either dealing a critical strike, or hitting something with a Spinning Axe. It can secure you an otherwise lost kill and sometimes you'll get lucky and not miss a CS because of it.

: Your source of damage. This ability has a lot to talk about which is why I'll be mainly making a video but I'll try to describe the main parts of it in this section. This ability makes your next attack a spinning axe instead of a regular auto-attack.

Two axes can be readied making your next two auto-attacks spinning axes. Once thrown the axe will ricochet off the target and will land in a spot determined by your movement. Everyone, including the enemy will see where the axe will land. If you're standing still as you threw the axe it will land close to you and you often won't need to move to catch it, if you're moving as you throw it, it will land in a spot in front of your direction such that you can catch it if you continue moving at that speed in that direction.

: This is an attack speed and movement speed steroid. It has a fairly low mana cost and its cooldown is reset upon catching an axe meaning you can spam it when killing enemy champs or drag/baron. Use it to get to lane faster, escape an enemy, or as a gap closer to an enemy.

: This isn't used as much as your Q or W however it still has its usefulness. This ability has a knock-aside and slows them briefly. Use this to slow an enemy if they're CC'd or in range to make sure they can't escape. Can also be used to escape from chasers or disrupt an ability with the knock-aside, I don't have a full list of abilities it disrupts but it will cancel (I think) all channelling abilities such as Caitlyn's Ace in the Hole and Katarina's Death Lotus and also cancel a lot of jump or charge abilities like Tristana's Rocket Jump if used at the right time or Shen's Shadow Dash. I haven't been able to find a comprehensive list of what it cancels/disrupts but if someone is using an ability to gap close you or use some kind of big scary channelling ability Stand Aside that sh1t!

: This is a global ultimate where you send two blades out and once you press R again or until it makes contact with an enemy champion it'll slowly reverse direction and come back and damage enemies again if they don't dodge it. The direction that it comes back can be slightly changed, if you move somewhere else, it comes back to your direction meaning you can curve it's trajectory back to you which can sometimes secure a kill. This also damages minions/monsters.
-


Guide Top

Gameplay

In the early game you want to be last hitting as much as possible as per usual. If you spawned on the blue side or if you're jungler started at red on the purple side it can be useful to kill Golems or Wolves for a quicker level 2 than your opponent. I often like to do this and do a big all-in at lvl 2 or 3 if it's suitable which means you should also have good communication with your support.

Supports that have great synergy with Draven are ones with a stun such as Taric, Leona or Nami because he can go to town on them with a lot of Spinning Axe's.

When laning, you can harass the enemy by having 1 or 2 Spinning Axe's up and using Blood Rush to quickly rush to them and deal big damage. Catching an axe refreshes the Blood Rush cooldown to continue the aggression or run away.

When doing an all in you want to include a Stand Aside to make dodging your Whirling Death and escaping harder.

In team fights if feasible harass with Spinning Axe and wait to use your Whirling Death when they're clumped up, such as being in a choke. Try not to be a tryhard with your Whirling Death and aim for across the map kills... it's often not worth it because you'll obviously miss 19 times out of 20. Remember to keep kiting and keep an eye on the ground to get your axes, your axes are a very important source of your damage.

Using Stand Aside at the right time in a team fight to cancel an ability is advised, don't use it as a damage source, only use it for it's utility to knock-aside or slow. You can sometimes save a team mate with it as well.
-


Guide Top

Support Synergy (in progress)

8/10

This used to be one of the best supports with Draven and a lot of other ADCs. However with his consecutive nerfs I can't recommend him as one of the top (but still quite good) supports for Draven. The reason is because the stun duration and the huge armour aura nerf really stunt Taric's early-ish laning phase.
-
-

5/10

This support can be okay. Janna's Eye Of The Storm can make your Spinning Axe harass even better whilst minimising the damage you take however there are better choices out there. This is because you really want someone with Stuns or some other kind of CC like a heavy slow to really give the kill threat in lane. Janna is also a higher skill cap champion so it's hard to trust her in the hands of a lot of people.
-
-

8/10


I actually believe that Zilean is a fantastic support for Draven because the early game damage you can both dish out is insane. Zilean's Time Bombs are going be doing decent damage and help to zone your opponent; but most of all his Time Warp has amazing synergy with Draven. This is because it lets you get two of your Spinning Axes off and retreat and it's so hard for any other ADC to trade well if Draven is allowed to get two axes off repeatedly. Not to mention his passive Heightened Learning is helping the whole team get lvl 6 before your opponents and his ult Chronoshift can be used to make huge plays. Take care though to be aggressive and set the tempo for your lane as early as possible because sustained trading is not good if you have Zilean (or any non-sustain support) vs a sustain support like Soraka because they eventually just get all their mana and health back overtime.
-
-

8/10

In some ways Leona outshines Taric, especially at level 6 because her Zenith Blade into Shield of Daybreak followed up by a Solar Flare will almost always kill the ADC or support if they all land and you aren't behind. I would recommend Leona with a Draven. However beware that Leona is quite the "all-in" champ meaning a bad Zenith Blade can ruin your day.
-
-

5/10

The utility of Blood Boil can help you be more swift in landing your Spinning Axe harass then getting out however I feel the synergy with Draven isn't the best. Draven doesn't really need the boost from Blood Boil since he has his Blood Rush and I find that Nunu's tend to get poked a lot until higher levels when their Ice Blast is at an adequate level and if he can't provide the presence in the lane you can be zoned from CSing and fall behind in trades.
-
-

8.5/10

Cow works well with Draven. As with most ADCs the CC from cow gives a high amount of presence in the lane and provides a high amount of kill potential, and unlike Leona, cow also gives a nice amount of sustain in the lane along with his amazing CC kit.
-
-

5/10

Sona is a bit hit or miss. Although she provides high damage with her Hymn of Valor harass and some sustain she is one of the squishiest supports in the game and overextending with this champ, ESPECIALLY against a CC intensive opposition means you will punished very hard. I don't really recommend Sona unless you know you can harass effectively against the enemy team bot lane and not get punished for it.
-
-

6/10

This champ can't be strongly recommended because Draven works well with CC supports that can provide kill potential. However if you are up against an enemy support that provides no sustain for the ADC, you can wear them down with Spinning Axe/ Blood Rush harass and regain mana and health whilst they gradually are bullied out of lane.
-
-

7.5/10

This support can provide a really nice snare/slow CC with her Grasping Roots and the plants. She is quite squishy and her Grasping Roots are hard to land otherwise she'd be higher rated however, still a firmly recommended support. If you do have a Zyra support make sure he buys extra health pots to sustain her presence in the lane and mitigate the fact that she's squishy.
-
-

8/10

Thresh's Death Sentence and Flay combo provide great utility for giving kill potential and presence in the lane for Draven. He lacks a sustain but can still mitigate some damage with his Dark Passage.
-
-

7/10

Blitzcrank's Rocket Grab/ Power Fist combo is almost a guaranteed kill for Draven however he is very situational. Tanky supports with CC can stand in the way of his grab and sometimes ADCs like Ezreal and his Arcane Shift completely shut down Blitzcrank. The recent nerf for Blitzcrank makes him less preferred than a Thresh.
-
-

8/10

Lulu in the right hands is a great support. Her damage output and heavy slow with her Help, Pix!/ Glitterlance combo are deadly. Whimsy is another great tool to win Draven fights by either destroying the damage output of the ADC or preventing an enemy support from using their CC if it's more deadly. Her ultimate Wild Growth is also another way to help you tower dive, survive from enemy tower dives or just win trades in general. Lulu just provides a very solid balance of offensive and defensive utility however does require a certain degree of skill to use properly and provide presence in the lane unlike Taric.


Guide Top

Summary

Draven has proven to be a fun challenge to learn and makes you feel rewarded for having good mechanics. This is my first guide on Mobafire, I was almost tempted to make one on Rengar but I lost a bit of motivation with him when he got nerf'd again. In any case I hope you all find This guide helpful and enjoyable and I'd like any feedback you could give ^____^. Please comment/rate.

Have fun with Draven!