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Draven Build Guide by Maebss

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 Maebss

Maebs's Draven Guide - 'Too Easy!'

Maebss Last updated on June 15, 2013
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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


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Introduction




Hey fellows, and welcome to my first Draven guide here, on Mobafire. Well, first of all I need to say that, my original language isn't english, so if you find any grammar errors heres, let me know please ;).
Draven is an amazing adc in my oppinion, and strong too, if you play him well, you can and will dominate your lane. I love this champion and I still play with him, it's very fun and I hope you enjoy Draven and my guide as well.


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Pros / Cons


PROS



+ High early game burst potential.
+ Easy to farm with his Spinning Axe.
+ Dominates lane with easy if played right.
+ Has two 'securing kills' abilities. ( Wicked Blades Whirling Death)
+ He's Draven.

CONS



- Late game isn't that strong
- Can easily be countered by a pro Caitlyn or Varus.
- His Spinning Axe utility falls off late game.
- Depends totally on positioning.


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Your role as Draven


Your role as Draven in a game, is the same role that a normal adc has in a normal/ranked game. In lane phase you need to prioritize your farm, try not to die, try to get 2 or 1 kill at least before going base (If you can't, no problems, just enjoy your free farm and be carefull with the enemy jungler), if you can, keep the enemy bot lane ocuppied with your bot lane, always remember, when your team destroys the first turret, try a quick dragon, call your jungler and mid to help you.
In teamfights, your role as Draven is to do all the damage that you can deal, stay out of the enemy team range if you're being hard focused and if possible, getting out alive.


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Abilities


Draven's critical strikes deal 30 + (4 × level) bonus physical damage over 4 seconds. Spinning Axe also causes this effect even if it does not critically strike.
This ability is very good, principally early on the game, it's a true damage skill over time, just like ignite, the diference is that Wicked Blades is physical damage. If you critically strike an oponnent it will bleed, or if you hit'em with a spinning axe it'll also apply Wicked Blades.
Additional notes: Wicked Blades will only stack itself if it's a critical strike.

Draven's next attack will deal an extra 45 / 55 / 65 / 75 / 85% of his attack damage as bonus damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.
Spinning Axe will be your main damage source in the early-mid game, it gives you a nice boost on your auto attacks, at max rank it'll give you a 85% boost of your total AD. You can have up to two Spinning Axes at the same time, you can catch an opposing draven's axe, you can lead the axe to the way you want to.

Draven gains 40 / 45 / 50 / 55 / 60% increased Movement Speed for 1.5 seconds and 20 / 25 / 30 / 35 / 40% Attack Speed for 3 seconds. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.
Nice steroid for Draven, plus, it's cooldown refreshes everytime you catch an axe, that's why it's so rewarding to catch a axe sometimes. Good ability for chases, good spell to run away if needed.

Draven throws his axes and deals 70 / 105 / 140 / 175 / 210 (+ .5 per bonus attack damage) physical damage by throwing his axes. Enemies hit are knocked aside and slowed by 20 / 25 / 30 / 35 / 40% for 2 seconds.
A heavy CC with a strong adc like Draven. This ability is good to disengage, to use this ability correctly you need to know it's maximum range and it's speed until it gets to the target. Stand Aside can hit inside fog of war.

Draven hurls two massive axes dealing 175 / 275 / 375 (+ 1.1 per bonus attack damage) physical damage to each unit struck. Deals 8% less damage per unit hit, down to a minimum of 40%. This resets when Whirling Death changes direction. Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion, or upon reactivation, or upon reaching the boundaries of the map.
Whirling Death is an awesome ability, first of all, it has global map range and it's good for securing kills. This ability can crush an team fight if you have it at max rank and enough AD to do a lot of damage before engaging to an teamfight. Knowing to calculate this ultimate will give a nice upper hand in certain moments, like catching that fleeing enemy, try not to use Whirling Death if the enemy you want to hit is inside fog of war and is on the other side of the map because it's hard to hit. Whirling Death can also hits inside fog of war.


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Usefull Spells


This is a must spell for almost any champion in the game, it can be used as a gap closer, you can use it to escape a lot of situations that you'd be normally dead and it can also be used as a repositioning spell in teamfights. Very good spell for squishies champions and adc's as well, it can save you from that ignite, or that global ult that was going to finish you out.

You can use this spell if the enemy team has a lot of CC's that would normally kill you. TIP: Use it before supressions CC's like WW's Infinite Duress to reduce it's duration by 60%.Don't use it after he already used his ult, use it before, if you don't it won't work. Use this if you thrust your skills and want to play agressively, Ignite synergizes very well with Draven's Wicked Blades, or if the enemy team has a huge healing ability like Swain or Dr. Mundo.


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Runes


Runes

Greater Glyph of Scaling Magic Resist
9

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Quintessence of Attack Damage
3

This one above is a normal adc rune page that most part of the people use.

Greater Quintessence of Attack Damage= These ones is the most popular between the community and adc's, it gives you great inicial attack damage, and for Draven, that's awesome.
greater mark of armor penetration= This set of rune allows you to simply ignore a amount of your enemies's armor early on, combined with your masteries set, you'll probally be doing a nice damage with these marks on.
Greater Seal of Armor= You need armor on laning phase because it's core against another adc, this flat armor will give you some resistance to the enemy's adc.
Greater Glyph of Scaling Magic Resist= Why scalling magic resistance, you ask me. Well, the answer is simple, on the laning phase, the only thing you should worry is the oppose adc damage(unless if the enemy team has an agressive ap support, like nunu), and later on the game, the ap based abilities will have a increased scalling and damage than on the beginning of the game, you'll need this scalling magic resist to survive team fights with another AP AOE dealer on the other team.
Greater Quintessence of Life Steal= If you want even more sustain on laning phase, this life steal rune is an option for any adc now on season 3 because they removed the life steal masterie, so if you like these runes, just take it, they're good as well.


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Masteries


Normal ADC Draven Masteries

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

I'll quote down here the masteries that I think is needed.
Weapon Expertise = Very usefull masteries for any AD based champions, this masterie will give you an good initial damage output, armor penetration is always welcome!
Lethality and Frenzy= If you have Lethality , you must have Frenzy because they work very well together, but if you're not going to build critical, then you shouldn't be using these.
Sunder = As I said before, armor penetration is always welcome!
Executioner = Usefull masterie too, this one here will help you to farm and to do some finishing blow, come on, 5% of the damage dealt, this is awesome!

Hardiness over Resistance = Why Hardiness over Resistance ? Simple, Hardiness will boost your armor against the enemy's adc damage, Resistance isn't that usefull on bot lane, plus you have already enough magic resist for your late game with your Greater Glyph of Scaling Magic Resist.
Veteran's Scars = 30 HP early on? Great status, if you start the game with a doran's blade, there you go, 110 HP right on. Awesome masterie, I recommend.


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Items


Starting Items

This is a classic start for adc's, this item is so good early on that i can't even describe it. Doran's Blade gives you AD, Health and a little life steal, it's simply all you need on your laning phase because it'll give you enough AD to cause damage, and Sustain on the laning phase. In my opinion this is the best item to start with as Draven. A Long Sword and 2x Health Potions are another starting option as Draven, and viable too, I'll tell you why. Long Sword gives you the same ad as a Doran's Blade and the extra 2 Health Potions gives you almost the same sustain as a Doran's Blade gives. It won't give however, the same health ammount(it doesn't give any). This item is for those who don't like Doran's Blade as a starting item, or for those who like to rush an early Vampiric Scepter or The Brutalizer. Still a viable option.

Early game/first back items

Fabulous ad item, if you get one of these early on the game, you'll have a huuuge damage output, and with draven, that damage is almost twice because of his Spinning Axe. B. F. Sword is a must for any adc's that wish sucess, it gives you high ad and can be built into a later The Bloodthirster. Nice early item for Draven. Zeal will give you a nice early movement speed, a considerable critical strike chance and dps as well. Buy this item if you plan to afford an later Statikk Shiv or Phantom Dancer.
This item will give you enough sustain to keep on the lane farming, and it can be upgraded later into a The Bloodthirster. I know that in season 3 they reduced the need of boots, but I highly recommend takin these because you need that movement, your mana isn't infinite to keep using your Blood Rush for the movement boost.

Offense Items

In my opinion this is a core item for any adc out there, but, this is a guide, so I'm listing all the viable options in my opinnion so you can make yours and make your own build.
The Bloodthirster is a item that give you huge amounts of AD and Life Steal in the whole game, so if you want real damage, you really should be looking into an early so you can stack it at the maximum cap early on.
Critical hits item, this is for those who like a critical hit sometimes to scary the hell out of your enemies(I do!). Infinity Edge makes a very good combo with a Phantom Dancer, I personally like this combo because of the almost frequent critical strikes.

Really good item, as I said before, this item syncronizes very well with Infinity Edge, it gives you a good amount of movement speed, gives you dps, gives you critical strike chance and it has an awesome passive which allows you to pass through units. This item is good for pushing lanes quickly, i honestly don't like this item that much, but if you like it, it's still a good and viable option for Draven ;).

An item with an late game focus because of it's Unique Passive that is % armor penetration, so, meaning you should take Last Whisper when the enemy team has a high armor, or if you like to do almost true damage to your opponents. Don't take this item however if you already have a The Black Cleaver, you have the choice to sell it and put Last Whisper on it's place. Good early game item, and good upgrade item from The Brutalizer. This item synergizes with Draven's passive ( Wicked Blades), it's passive stacks with draven's passive. The Black Cleaver gives you a nice set of status that you may need: CDR, Health, Damage, Armor pen.
As mentioned before, don't take this item if you are going to use Last Whisper.

Defense Items

I don't see Frozen Mallet usually on an adc, but it's still a viable option, it's perma slow is very nice, and the extra health can help you too. If you're going to build this later on the game, i recommend building an early Phage because of the nice stats it gives you on the early game. Get Maw of Malmortius if the enemy team has a high ap damage dealer and you need that extra shield and magic resist. I recommend building an early Hexdrinker too because of the shield.

If the opposing team has high CC's and you're not using Cleanse, plus they're throwing all of their abilities at you, or if you're dying early on the tf's because of CC, you should get this item. If you're going for it, build a Quicksilver Sash and upgrade it to Mercurial Scimitar later on. One of the best defense items for any adc like draven, and if you're getting focused down everytime, this is your best option. I don't recommend building this item if nobody on your team can protect you after you revive, it would be waste of money.

Banshee's Veil besides being an very magic resist item, it will be a very useful item if the enemy team has a strong initiator spell, or an annoying one like Nunu's Ice Blast, it's good too against an enemy Karthus's Requiem, this will save your *** so many times. Build an early catalyst the protector to enjoy all of it's passive.


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Spinning Axe


I think Spinning Axe deserves it's own session. Everybody get's confused when someone say to catch all the axes that you can. Lie, you don't need to catch all the axes, neither you need to catch all the time. When you see that Spinning Axe will fall into a bad position and you know that if you catch you will die, don't catch it, leave it there, let it fall. I know it refreshes Blood Rush's cooldown, but it's not that good to always catch the axe, it can lead you into a bad position and get you killed. Bottom line: Yes, you need to catch the axes, but not all the time, try to lead your axes to a safe spot out of your enemy's sight.


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Hall of Fame


I'll show here some of my games I had, if you want to have your scores posted here, just send me and I'll post it down here with the others.

My pictures:




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Change Log

    *5/14/13- Guide published.
    *5/15/13- Added 'Abilities' session.
    *5/15/13- Added 'Runes' session.
    *5/15/13- Added 'Masteries' session.
    *5/15/13- Added 'Spinning Axe' session.
    *5/15/13- Remade 'Usefull Spells' and 'Items' session.


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Credits and Thanks


First of all I need to thanks jhoijhoi's awesome guide which can be found here. Another person I would like to thanks is SeekerOfJustice for his continuously feedback and oppinion ^^.
Thanks to everybody who read this guide til the end, I'll be looking to upgrade it as I can and according to your feedback, please comment and leave me your feedback so I can make this guide even better with your help!
Thanks.