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Draven Build Guide by ghalithegreat

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 ghalithegreat

Not a Draven build, a

ghalithegreat Last updated on January 24, 2013
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Team 1

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: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 7

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 1


Guide Top

[STILL UNDER CONSTRUCTION]



Hi there. My guide is still under construction!

Feel free to read the first two chapters of my guide to Draven

Please feel free to submit your thoughts on what I wrote so far! ;)


Guide Top

Not a Draven build, a "Dráven" build



Hello there! My name is Ghalithegreat and I will teach you perfection, without a problem.
You always hear " Draven is OP this!" and " Draven is OP that!", But you dont get it.
Jeah for sure he does some damage, but it's so hard to catch those axes and damn he's squishy. Well.. It's about time someone taught you the secrets of Draven.

So there it finally is! The Draven build that makes you dominate your lane even if your support is so bad he makes you want to cry and go to your mommy.
This guide will make you the most fearsome AD carry in the game.


Guide Top

Balanced Building



Draven really needs balance in his build. Don't stack attack damage untill you realize that you actually need Attack Speed or regret you have lost a game because the AD carry didn't do any Attack Damage with all his Doran's Blades and Zeals





Item Sequence











Health Potion
50

Health Potion
50

Health Potion
50

Berserker's Greaves
1100

Doran's Blade
450

B. F. Sword
1300

The Bloodthirster
3700

Brawler's Gloves
400

Zeal
1300

Dagger
300

Phantom Dancer
2550

Cloak of Agility
800

Infinity Edge
3600

The Black Cleaver
3100

Frozen Mallet
3100

Described with only their attributes you will have this list:

[Movement Speed] >> [Attack Speed] , [Movement Speed] >> [Attack Damage], [Health], [Life Steal] >> [Attack Damage] >> [Attack Damage], [Life Steal], [Passive: Gain +1 attack damage and +0.2% life steal per kill (maximum +40 attack damage and +8% life steal).] >> [Critical Strike Chance] >> [Attack Speed], [Critical Strike Chance], [Movement Speed Multiplier] >> [Attack Speed] >> [Attack Speed], [Critical Strike Chance], [Movement Speed Multiplier] >> [Critical Strike Chance] >> [Attack Damage], [Critical Strike Chance], [Passive: +50% critical strike damage.] >> [Attack Damage], [Attack Speed], [Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds, (maximum 3 stacks).] >> Attributes of your own choice.





Why I buy: + Instead of:

I start with plain normal Boots of Speed and three Health Potions. Unless you are Chuck Norris, you will be unable to buy anything more than this at the start. The reason I don't start with Doran's Blade is because this will not give you any [Movement Speed] and the potions will give you your [Health] back much faster than Doran's Blade will do. Some builds start with these and give as reason that their Blood Rush will cover for them if ganked. I disagree with this. Most AD carry's have slowing abilities like Caitlyn's 90 Caliber Net, Ashes Frost Shot and like Draven himself with his Stand Aside. Those who do not have this have a Flash or [Movement Speed] increasing ability, like for example again Draven with Blood Rush and Ezreal with his Arcane Shift ability. If you are getting slowed your [Movement Speed] will still be reduced to a value under the normal value and let's not waste our Flash. With boots your Blood Rush will give you what you truly bargained for: The [Movement Speed] of a horse. Atop of this, Your Spinning Axe gives you the bonus [Attack Damage] you would normally have to purchase with any other AD Carry.





Why I buy: Instead of:

Notice the colors are spread througout the scheme? Even though after The Bloodthirster I stop for a while with purchasing [Attack Damage] and focus on purchasing [Critical Strike Chance] and [Attack Speed] , I keep stacking it up to a total of [+100 Attack Damage]! This awesome [Passive] is also active on your [Life Steal], wich stacks up to [+20% Life Steal]. This is the reason I always try to get The Bloodthirster as quickly as possible. Sometimes, when I am really fed, I even skip Doran's Blade, just to get it faster.





First:
SPACE Then:

Now while I was stacking [Attack Damage] and [Life Steal], I have been buying the parts for and eventually Phantom Dancer itself. After this the time has come to build up sum real deeps with Infinity Edge. Infinity Edge will give you even more [Critical Strike Chance] and its [Passive] will make you very stronk and very dangerous. Most of the games i play with Draven are near Victory at this point so mostly this item finishes up my game.





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And

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If you payed attention, you've certainly read the word "Mostly" in the subchapter covering the Infinity Edge. Some opponents dont give up that easily and some are really stronk and have the smarts to build and stack dat bittersweet [Armor]. So, what can you do then? Call the A-Team? No! We build some items with [Armor Penetration]. We build [Armor Penetration] till we are big and stronk so the Deeps get through that armor. I advise you to buy The Black Cleaver in situations. The item wil give you [Attack Speed] , [Attack Damage] and a [Passive] that lowers your target's armor with every hit.

Some times you have those engages in wich the enemy players get away with only a tiny bit of [Health] left on their healthbar. I can understand this annoys all of you.
And though you bought the upgrades for your boots, so have they. The solution to get those pigs back on the execiutioner's block is the purchase of an item that slows them just enought to do that last bit of damage it takes to kill them. I mostly use Trinity Force in these cases, but you can also build something else with Phage like Frozen Mallet.



Guide Top

Ablities' Effects and their Affecting



Sure you know what your abilities have as effects. But you don't know what they could affect.
I'm going to describe what they do and, after having done that, I will show you how they could (or should) affect your gameplay. There will also be a guide how to engage and how you can combine your spells with those of other champions to have no pity in ganks and engages.



Abilties Explained



SPACE SPACE SPACE SPACE SPACE SPACE



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||| 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.

If a Spinning Axe is blocked, parried or dodged, Wicked Blades is still applied.
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||| Cost: 45 mana
Cooldown: (12/11/10/9/8) seconds

Draven's next attack will deal bonus physical damage. This bonus is equal to 45 / 55 / 65 / 75 / 85% of Draven's total [Attack Damage].
  • This axe will ricochet off the target high up into the air. If Draven catches it, Spinning Axe will keep applying to his next attack. After 6 seconds of not using Spinning Axe, the effect will stop.
  • Draven can have up to two Spinning Axes readied at once.
  • If there is another Draven on the enemy team, he will be able to catch your axes, and you will be able to catch his. Catching the enemy's axes will have the same effect as if you caught one of your own.
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||| Cost: 40 Mana
Cooldown: 12 seconds

Draven gains increased [Movement Speed] (+40%/45%/50%/55%/60%) for 1.5 seconds and increased [Attack Speed] (+20%/25%/30%/35%/40%) for 3 seconds. The [Movement Speed] bonus decreases rapidly over its duration.
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||| Cost: 70 mana
Cooldown: (18/17/16/15/14) seconds
Range: 1050

Draven throws his axes, dealing physical damage (70/105/140/175/210)(+50% of Total [Attack Damage]) to targets hit and knocking them aside. Targets hit are slowed (20%/25%/30%/35%/40%) for 2 seconds.
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||| Cost: 120 mana
Cooldown: (110/100/90) seconds
Range: Global

Draven hurls two massive axes in a given direction, dealing physical damage (175/275/375) (+ 110% Of total [Attack Damage]) to every unit struck.
  • Upon reaching the edge of the map, striking an enemy champion or upon the reactivation of Whirling Death, the axes will slowly come to a stop before changing direction and returning to Draven: dealing the same damage to every unit struck on the way back.
  • Whirling Death deals 8% less damage for each unit hit, down to a minimum of 40%. The damage reduction resets when the axes reverse direction.
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How to use Draven's Abilities


Draven is very strong if u only know how to use him. U will need to do sequences of abilities to make an attack really worth it and the same for if u want to escape.

Let me show you all of his combo's: