Draven Build Guide by Dayoo
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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.
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.
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Introduction ( to Draven )
+ Two Steroids
+ Good Burst
+ Global Ultimate
+ Very Consistent
+ Disruptive E
+ Is Draven
- Tricky Playstyle
- Allergic to CC
- Situational Innate
- Predictable Movement
- Hard to Play
When doing well it is advised to rush a B.F. Sword as soon as possible. It simply makes your damage skyrocket and quickly puts you into a position where it becomes impossible for the enemy AD carry to trade properly.
These four items are just necessary to obtain every single game. I advise to grab an Infinity Egde and follow up with a Last Whisper. After that simply continue by building what you need. Generally that is a Phantom Dancer but sometimes you might be needing a defensive item such as Guardian Angel. If not, then build a Statikk Shiv or The Bloodthirster.
Build one of these during the game. As said, that could be right after the completion of Last Whisper but can also be in a later stage of the game. Guardian Angel works well against assassins like Zed or when the game draws to a conclusion with the final fight incoming. Mercurial Scimitar is a good mix of damage and works against strong debuffs; a must get against suppress or combo-based teams. Banshee's Veil is great against poke comps or AP assassins. However against burst champions such as Lux you're often better off with a Maw of Malmortius because that shield will be used solely for that burst, which is convenient. Frozen Mallet and Blade of the Ruined King provide self-peel and are useful against certain champs but overall very situational.
Best described as a luxury item when it comes to Draven. The reason for this is that the Infinity Edge isn't as cost efficient on Draven as on other AD carries. The reason for that is that Spinning Axe's bonus damage can't crit. This means that your crits will go from 285% damage in total (200% = crit and 85% bonus damage from Spinning Axe) to 335% damage. This is an increase of 17.5%. On other AD's it's 25% so you are essentially paying the same amount of gold for less efficiency which isn't something we are fond of.
Strategies and Tactics
Harassing with Draven is quite easy but the hard part is doing it right. This means you should do it in a way it's hard for your enemy to retaliate and, even more important, from a position such that the enemy support won't be able to lock you down with CC. A second part is to make sure you move that your axe will be easy to catch. You have to 'lead' them. This means that you should walk back before your Spinning Axe impacts so you can catch it on your way out.
It's not always wise to go out there and catch an axe as the marker where your axe will land is also visible to the enemy team and basically means "Aim your skillshots here.". Spinning Axes which will put you in a bad position aren't worth catching it, especially if Spinning Axe isn't on cool down. When chasing with Blood Rush, however, it's often better to slow down a little to catch the axe rather than to rush past the marker as your Blood Rush will not refresh which means that you cannot use it to continue the pursuit or use it to quickly disengage in case you just overextended.
Proper Usage of Stand Aside
Stand Aside has multiple uses:
Slowing Enemies: Stop frantically chasing Udyrs, Dr. Mundos and Shyvanas in their tracks or use it to catch up to that Ashe or Vayne who are running for their lives.
Knocking Aside Enemies: Make sure Amumus and Blitzcranks miss their well-aimed skillshots.
Burst Damage: Additional damage when going all-out - it does decent burst damage.
Interrupt: Interrupt channeled abilities, gap-closers (e.g. Zenith Blade, Resonating Strike) and basic attacks with it. The latter one is very important when duelling.
Mastering the first two is of utmost importance as it allows you to save yourself from ganks and enemies closing in on you. You need to keep your enemies at a distance so you can actually defeat them. The last one is learnt through proper timing in duels with other AD carries and it is a trick that comes in handy.
When you just start playing Draven, you'll probably not have much feeling for this ultimate. It doesn't feel as if it's part of his skillset and that probably leads to confusion. Whirling Death is basically used to burst at the start of a fight, picking off fleeing enemies or to steal objectives. When duelling it's often smart to save Whirling Death in case they Flash away when on low health though you might need it to actually win the duel. Also, keep in mind that the ability is global so you can use it to aid allies in a fight. The additional physical damage might just be what they are needing in order to win their skirmish.
Juggling Two Axes
Juggling two axes can be very tricky but is very rewarding and a necessary skill to possess if you want to play Draven at a higher level. Practicing on minion waves, in a bots or custom game, most certainly helps you with that and allows you to push quickly as well. Always use two axes when duelling or taking down objectives. Try to keep them up during teamfights.