Draven Build Guide by Patyfatycake
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.
First Base under 1550
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.
Work in Progress
As this is a work in progress currently I am focusing more on the content than the formatting. If you have any suggestions for either feel free to post them, Thanks.
I will be updating the pages soon although, it may take a few days.
I am a currently 1500 elo player Season 2 and Season 3. I do not currently actively play much solo que although I do actively play ranked 5's. I find Draven to be the most fun, underestimated and rewarding AD carry champion.
He has an extremely high skill cap and if you are not committed to learning how to play him you will not find much success and never truly master him.
As of 12/16/2012 I am currently one of the highest win % with Draven in North America.
If you find any mistakes or have any feedback feel free to leave it and I will reply.
Pros / Cons & When to Pick
+High sustained Damage
+Attack/Movement speed steroid
+A Passive damage over time
-No reliable escape
-Extremely high skill cap
-Very Little CC
-High axe reliance
Lack of Assasins - When they have a team which has very little ability to dive on you or easily kitable. An example of this is Darius/ Cassiopeia(Assuming they don't flash get you).
Strong Initiation - You need someone who can initiate a fight so that they are not completely diving you, this goes a bit with peeling. An example of someone who can do this is Amumu or Wukong.
Early/Mid game team - This is when your team relies on an early/mid game team to win. Since Draven has an amazing early and mid game you can easily snowball your lane and the game.
Greater Mark of Armor Penetration
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Armor Penetration
These runes are based around giving you extremely strong damage output and armour to play aggressive without hindering your ability to last hit easily and efficiently.
Greater Mark of Armor Penetration(Recommended) - This is another commonly picked rune for any AD champion. It gives you armour penetration which helps you ignore enemy armour. It is a good pick although there are many debates in which is better better between AD and Armor Pen. If you can last hit minions just as well with these as attack damage then take this.
Greater Mark of Attack Damage - The main reason I would build attack damage marks because they allow me to do large amounts of damage minions from the start of the game. This allows me to kill creeps easier and have maintain a higher cs.
Greater Seal of Armor(Recommended) - These seals are essential on any AD carry. It allows you to withstand more damage during trades and come out ahead of anyone who does not use them.
Greater Seal of Scaling Health - These seals gives you a health per level, it allows you to survive more overall damage. Although this is not as good because it is harder for you to heal the damage since you take more. So I would not advise this.
Greater Glyph of Magic Resist(Recommended) - Generally most supports now put out some heavy form of magic damage so I recommend these over the scaling variation. It will also help you with roaming mid lanes which will gank your lane.
Greater Glyph of Scaling Magic Resist - Usually when playing an ADC you versus some form of magic damage from a support such as Zyra or Sona. Although there are supports which do not put out lots of magic damage such as Janna or Soraka, in these situations scaling magic resist would be better.
Greater Quintessence of Armor Penetration(Recommended) - This is for the same reason as Greater Mark of Armor Penetration.
Greater Quintessence of Attack Damage - This is for the same reason as Greater Mark of Attack Damage, more damage for last hitting and trading.
Greater Quintessence of Movement Speed - You really don't really need these due to your Blood Rush giving you the movement speed buff to get in range of the opponents and it constantly being refreshed by catching axes.
These masteries are based around giving you the highest possible damage output with some survivability. This allows you to be extremely aggressive in trades due to the damage output and with the extra survivability stay alive in fights to inflict huge damage
Fury - Never hurts to have 4% higher attack speed, also allows you to get deeper in the tree
Deadliness - This gives 0.5 attack damage per level(9 at 18), gives extra AD which is good.
Weapon Expertise - This gives 8% armour penetration, amazing mastery which allows you to penetrate the enemies armour even more.
Havoc - Gives 2% extra damage, not the greatest but allows you dive deeper into the tree
Lethality - This gives 5% extra critical strike damage(With an Infinity Edge gives 55% critical strike damage) which with his passive makes them even more potent.
Brute Force - Pretty plain and simple, it gives extra attack damage(AD).
Sunder - Gives an extra 5 armour pen, always good on an ADC.
Frenzy - 10% attack speed after landing critical strike, you will hit those quite often once you get Infinity Edge and Phantom Dancer
Executioner - This gives an extra 6% damage to opponents which are under 40% health. It allows you to finish off low hit point opponents.
Defensive Masteries(Build 1)
Hardiness - This gives you 2 armour. It is good considering normally an AD carry and support go bottom lane, the armour will help you exchange in most trades and survive.
Durability - This gives you an extra 6hp per level(Total of 108 at 18). This will allow you do have a higher max hp to allow you win more straight up engagements and stay alive during team fights.
Resistance - 1 Magic resist, nothing big but it is better than the other alternatives. Swap this for Summoner's Resolve if you are running Cleanse or Heal.
Veteran's Scars - This gives you an extra 30 hp. You want this for the same reasons as above, higher max hp.
Utility Mastery(Build 2)
Summoner's Insight -This reduces the cooldown on flash by 15 seconds, if you are not running flash replace this with Improved Recall
Expanded Mind - Gives some extra mana, this is good if you are missing axes and just practising or just being extremely aggressive with Blood Rush.
Meditation - Allows you to get more mana, same reason as above.
The items I have listed in this guide are not set in stone and do not have to be built in the order listed, although this is the order in which I prefer.
There are two main starting items on Draven. Boots of Speed + 3 Health Potion or Longsword + 2 Health Potion, the first one gives you added mobility to harras where the second one helps you do more damage and last hit. If you have a clear lane advantage over your opponents I would strongly recommend Longsword + 2 Health Potion.
Boots of Speed - This is a pretty standard item on most champions, this is due to the utility it gives. It allows users to move around faster which gives them the ability to harass opponents easier, escape and also in Draven's case catch axes.
LongswordBoots of Speed - This is another standard starting item along with Boots of Speed. It allows you to last hit easier and builds into an early Vampiric Scepter which gives you really good sustain in lane.
Health Potion X3 - This is also pretty standard opener on most champions. It allows the user to take more damage and keep a high hp in lane. You should always try keep nearly max HP due to the fact it takes time to heal. In these periods if the opponent is low then they can't commit to a full on fight.
If you are doing well then you should attempt to capitalize on being able to bully the opposing lane and maintain a solid advantage. If you are able you buy a B. F. Sword because it builds into late game items and if possible a Vampiric Scepter. Although if you are unable buy a B. F. Sword then get a Doran's Blade or two and Berserker's Greaves.
Berserker's Greaves - The standard boots for most AD carries, it gives the user extra attack speed and movement speed. This will give you more ability to chase down the opposing target and throw more axes.
Dorans Blade - This an extremely good item for early game. It gives you nearly everything that you could want, flat 5 life steal, attack damage and hp. The only drawback is that it does not build into any late game items which means it eventually will need to be sold for a deficit.
Vampiric Scepter - This item gives really good sustain for a relatively cheap price. It will allow you to trade more effectively and heal up after trades to keep a solid advantage over your opposing laner.
B.F. Sword - A core item which builds into some of the big items in which a ADC uses, it gives solid amount of attack damage.
This is where the big items are finally being built. If you are dominating your lane build a The Bloodthirster otherwise build a Infinity Edge. Once you have completed one of those items then start going towards a Statikk Shiv(Recommended) or Phantom Dancer
The Bloodthirster - This item gives great sustain from life steal and attack damage for any AD carry. Be sure to stack this item up by killing minions before you engage in any team fights or all in trades to maximize the chance of winning.
Infinity Edge - This item gives you insane damage, critical strike and critical chance. Hence it makes it the perfect item for Draven as the synergy is amazing with your passive Wicked Blades.
Statikk Shiv - This is a cheaper version of the PD( Phantom Dancer although it does bring some things which a PD does not. The magic damage can 100/200 which allows you to constantly do damage to multiple targets. It gives higher movement speed at the cost too also although it does have lower attack speed and critical chance. It is far superior to Phantom Dancer in mid game although it is worse late game.
Phantom Dancer - This item gives you great attack speed which allows you to throw more axes faster. More critical strike chance which triggers your passive Wicked Blades and more and movement speed which allows you to catch axes easier. It is better than Statikk Shiv late game although weaker during mid game.
When you get to late game there are situations in which different items are better. If you feel that any of these situations are close then build the respective item. Otherwise build the item which you are missing from before ( Infinity Edge/ The Bloodthirster) and continue from there.
The Black Cleaver - This item gives far more benefits than Last Whisper now although it does take a few auto attacks but it reduces their armour so that everyone penetrates it.
Last Whisper - You will want this item when they are stacking heavy armour items such as Randuin's Omen or Frozen Heart. Although I do find this inferior to black cleaver now. Although if your team is mainly AP then it could be a good replacement for The Black Cleaver.
Guardian Angel - This is an item in which is best when you are extremely fed or it is very late game. This will allow you a second life and give you some time before you respawn for your team mates to finish off the opponents or someone to peel for you.
Mercurial Scimitar - This is an item in which you would want when they have a heavy CC ultimate which targets you such as Warwick or Skarner. I would recommend this heavily over Banshee's Veil if you need some extra damage too.
Banshee's Veil - I normally get this item if I have a max build to replace my Guardians Angel if it's is on cooldown and it does not fit the criteria of a Mercurial Scimitar. Gives you some good HP and can stop some initiations such as Amumu.
Enchantment: Furor - This boot upgrade synergises very well with Blood Rush allowing him to harras even easier. Due to team fights you will be catching axe so this will encourage you to kite more in team fights and allow you to be less of a stationary target.
This skill sequence is based around maxing your damage output and mobility. You max your ultimate Whirling Death first like always then focusing on damage output. Your primary damage comes from Spinning Axe which allows you to efficiently trade and get consistent bonus damage assuming you catch the axes. Next you will be maxing Blood Rush because it gives you more attack speed and mobility to chase down your opponents and catch axes. Finally you will be maxing Stand Aside last although you will be gettingone point in level 4 for utility.
Ignite - Since Draven has so much kill potential early on so will want to run Ignite as you can kill or deny your opponents. Majority of supports have some form of heal which will allow you to utilize ignite to its maximum potential by cutting the healing in half.
Flash - Since Draven lacks any form of reliable form of escape( Blood Rush is only a short burst) it will allow him to catch up or escape his targets and allow him to reposition fast in team fights.
Cleanse - Can be very useful against kill lanes or unorthodox lanes which rely on early game and finally extremely heavy CC teams.
Heal - Heal is a viable spell on Draven although I do not advise it unless you are just starting him. This is due to the fact that he is a lane bully and not just a farming for late game like Vayne.
Exhaust - Exhaust is a good summoner spell on Draven. Although it is better if the support gets it as you would be ale to run more defensive spells to their full effect like Cleanse and Heal.
Ghost - I would only ever use this in the situation in where you do not have the sufficient level for flash. It serves the same purpose as Flash although it is not as effective as it takes far more time.
I will be explaining each of the different stages of the game, some tips and the basics of team fighting. Every time fight in which you experience will never be exactly the same and will have some variances such as if you have a Quicksilver Sash so I will be explaining the general principles.
In the early game you should try to play extremely aggressive. You should always try to have one axe spinning with Spinning Axe and using that to last hit, this allows you to activate your second axe for engagements instantly. When you catch your axe it resets the cooldown on Blood Rush which allows you to constantly use this ability to engage in harassment of the opponent and
once you catch your axe if they are chasing use it to escape.
This is when team fights will start to break out, you should always try to be close to your team due to you having no escape mechanics other than Flash and no significant wave clearing potential for split pushing without a Statikk Shiv.
Try to stay behind your team since you are an AD carry which means you are extremely squishy and you want other members of your team which are more tanky up the front to soak up the damage for you. Once the fight has begun if you see an opportunity to hit the opponents throw your ultimate Whirling Death and Stand Aside to disrupt the opponents team. Then you will want to activate Blood Rush and if you do not have to axes Spinning Axe and throw your axes and catch them. Always be sure to not run forward during the fight and attack the CLOSEST target unless you are planning on chasing because your axes will go to where you are walking. That means if you wish to catch your axe you will be walking right into the fight. Once you catch your axe if you notice that Blood Rush is wearing down activate it again.
I know that some of you know how Stand Aside can be used to disrupt abilities such as Karthus ultimate to save your team. Although did you know it can be used to disrupt abilities such as Leona's Zenith Blade and Lee Sin's Sonic Wave / Resonating Strike.
Stop it's axe time
When you are last hitting minions and attempt to catch the axe, if you are too early and wait for the axe to be caught sometimes you will auto attack a minion. That is bad if you want to freeze the lane or not push it, a way to fix this is to press the "Stop" button which is S. This will make your character stand there and not do anything but spin his precious axes.
Here I will be listing the matchups against different champions, supports and any tips or advise I have on those matchups.
This is an extremely easy matchup for Draven, just poke him from level 2 using Spinning Axe and Blood Rush making sure that the axes land behind you and minions. If you do that it is impossible for him to hit you using Mystic Shot which standardly Ezreal players max.
This is another easy matchup for Draven, Vayne has an amazing late game although an extremely poor early game. Draven is amazing at level two and will be able to chunk her using Spinning Axe and Blood Rush. just make sure to avoid walls and her Silver Bolts procs. If Vayne uses Condemn to shoot you so you miss an axe she will quickly run out of mana.
Tristana is a pretty easy matchup for Draven, just continuously poke her using Spinning Axe and Blood Rush. If she is jumping towards you then knock her to the side to cancel it using Stand Aside. Be careful to not over commit early on as she does have some strong burst damage.
Kogmaw is extremely easy to beat early game, although when he hits level 6 he can use his ultimate Living Artillery forcing you to pick between your Axe and taking damage. Before then play extremely aggressive against him as he far out scales you late game. Be careful of his Void Ooze because it will slow you down tremendously, although remember it has an extremely large mana cost. If this is on cooldown be even more aggressive. The same goes for Bio-Arcane Barrage as this is his bonus range and alot of his extra attack damage, if you trade when this is down they will be heavily in your favour.
Corki is a tough one for me to judge as I don't commonly versus Corki as Draven. Although from my experience Draven has an advantage early on, when Corki uses Phosphorus Bomb and an auto attack Draven will normally have attacked two times. After that Corki has limited damage output compared to Draven consistent damage.
This is a bad lane for Draven due to him being very poke dependant. With Caitlyn's range she can outrange you making it extremely risky and Yordle Snap Trap to limit your mobility. You do out-scale her as you have a steroid your Blood Rush so try to just farm and wait for ganks. If for some reason you manage to get in range of her with even health you will out trade her.
Varus is an extremely hard matchup, due to Piercing Arrow being able to target your axes location and inflict severe damage. When you go to harass him, if he lands two or three auto attacks and Hail of Arrows he will be able to out trade you easily. This follows up for a Piercing Arrow too when you are slowed. Just try to farm and beat him that way.
Graves - Coming soon
Miss Fortune - Coming soon
Ashe - Coming soon
Leona is an amazing support and synergises amazingly with Draven. She is able to lock down your opponents and with Sunlight allows you to do so even more damage. Due to her ability to be very tanky due to Eclipse she is able to withstand the brunt of the enemies damage allowing Draven to do his strong sustained damage with Spinning Axe.
Standard combo(Leona uses Eclipse just before or after grapple)
Taric goes very well with Draven. Dazzle allows Draven to be aggressive from level one with him. His Shatter allows Draven to be tanky when harrasing or do crazy amounts of damage by lowering their armour. His ultimate Radiance increases Draven's damage further and does a heafty amount by itself.
Blitzcrank can be a hit or miss champion with Draven assuming he is capable of landing his Rocket Grab into Power Fist then he is an amazing support. Although alot of people constantly throw grabs but misses which reduces the threat potential.
Nunu goes with Draven extremely well. Blood Boil combined with Blood Rush allows him to harrass extremely easy and more efficiently, then if you ever get into a skirmish Ice Blast will severely hinder their AD carries ability to trade with you.
Sona works extremely well with Draven. Her ability to poke extremely well with Power Chord and Hymn of Valor deals alot of additional damage along with Draven's ability to poke. Her ultimate Crescendo works well with his ultimate Whirling Death due to the fact that normally when you hit Sona's ultimate you will strike them in a relatively close area. This allows him to land his ultimate on multiple targets both ways.
Janna is another support which synergises very well with Draven. Eye Of The Storm allows Draven to trade even more efficently due to the shield and attack damage bonus. Her passive Tailwind allows Draven to pick his trades even more effectively combined with Blood Rush. The rest of Janna's abilities help make up for his lack of escape abilties.
Soraka is a horrible support for Draven. She is normally for passive laning for champions which just want to farm such as Kog'Maw, Draven is not one of these champions. Sure it allows you harras the opponent but as Draven you could be easily getting kills if they mess up. Soraka also has no CC so she is not able to peel for Draven during team fights.
Coming soon :)
Coming soon :)
Coming soon :)
Coming soon :)