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Draven Build Guide by CUBANRAFTRIDER

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 CUBANRAFTRIDER

Way of the Ego - Draven Guide

CUBANRAFTRIDER Last updated on October 29, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

YOU DO NOT PLAY DRAVEN... DRAVEN PLAYS YOU

Understanding His Greatness

  1. Draven is all about apperances, and if you do poorly, Draven looks bad. If Draven looks bad he bounces a Spinning Axe off your face.
  2. This is the League of Draven, NOT the League of Legends, before we go any further... this needs to be understood. The League is alive today because Draven allows it.
  3. There is no God. Only Draven
  4. There is only ONE way to play Draven, and that requires you to ACT like Draven... Now I know right now you are saying, "But, I can't be THAT great..." and you are 150% correct... you can't. BUT with the help of this guide... you will be well on your way.


Guide Top

Why Draven?

I will answer this question with another question... Why do you Eat? Why do you Breathe? the answer? Because Draven tells you to... you don't question why you do those things... so why question playing Draven when the answer is so clear...


The Fu Manchu




Guide Top

The Basics

THE BASIC'S IS AN UNDERSTATEMENT... NOTHING DRAVEN DOES IS "BASIC"

  1. Draven is the BEST at ruining the enemy AD carry's day. Your job is to harass the s*** out of them with Spinning Axe, BUT on a serious note; FARM, farm is still incredibly important... even for Draven, you need to balance making the other team rage, and farming.
  2. There will be moments when the enemy will get cocky and try to bring you down. It's your duty to Draven to put them in their place... Throw Stand Aside get the slow, use Blood Rush, destroy. Keep catching Spinning Axe and using Blood Rush to keep up with them and get most attacks off as you can.


Guide Top

Pro's and Con's

SPACE


PROS:

+Strong Lane
+Damage Overtime
+Skill Set
+Global Ult
+ Spinning Axe Crits

SPACE


SPACE

CONS:

-VERY squishy
-Multi-Tasking
-No escapes
-Skill cap
-Mana troubles


Guide Top

Masteries

There are two main generic Masteries for Draven, I will go over both in detail and why to get them.

Page 1

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

OFFENSE

DEFENSE

Page 2

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

Offense

  • Same Masteries as above!

Defense

  • Only mastery you MIGHT be getting is, Summoner's Resolve and that is entirely based on what summoner spell you get!

Utility




Summary:

Page 1: The first set of masteries is a tanky-ish set, this is better if you are going to be getting in fights often in the lane so you don't get blown up quickly. It focus's on fixing Draven's early game squishiness.


Page 2: The second set of masteries, is made for lane sustain, as I mentioned in the Pro's and Cons section. Draven has a serious mana problem. This set of masteries focus's on fixing those issues.


Guide Top

Runes

Depending on what you prefer, there are a couple different ways to build runes on draven. I will cover the Armor Penetration book and the Attack Damage book, along with the Pro's and Cons for both.

Attack Damage

Runes

Greater Glyph of Scaling Magic Resist
9

Greater Seal of Scaling Armor
9

Greater Mark of Attack Damage
9

Greater Quintessence of Attack Damage
3
Explanation: This rune page is primarilly used for a dominate early game with Draven. With these runes and the masteries listed above. You will have an Attack Damage of 69. Personally this one is my favorite, just because of the fact that Spinning Axe scales with your Attack Damage, so the more you have, the more damage they do.
SPACE SPACE


PROS:

+ Spinning Axe
+Strong early
+Lane Dominance


SPACE Greater Mark of Desolation
SPACE

CONS:

-Not as strong late
-Armor is tough
-easily countered


Armor Penetration

Runes

Greater Glyph of Scaling Magic Resist
9

Greater Seal of Scaling Armor
9

Greater Mark of Lethality
9

Greater Quintessence of Lethality
3
Explanation: This rune page is focused on Armor Penetration, the advantages to this rune page are the great late game potential, and with the amount of Armor pen you get; you will be hitting enemies as if they had no armor at all. However, not incredibly early game dominant but you still get a little extra fire power.
SPACE SPACE


PROS:

+Scales into late
+Breaks armor
+Reliable


SPACE
SPACE

CONS:

-Not Dominate in lane
-Harder to do get fed
-Low Base AD



Guide Top

Summoner Spells

Flash should ALWAYS be carried on Draven. Since he has limited escapes, he needs to carry something just in case.



Heal is often used for AD carries, it helps if you dont have a support with a heal. Also, great to heal bait and get people to tower dive you!



If you feel you need help in getting kills, or don't have enough CC on your team, then grabbing Exhaust is for you.



Goes great in early fights with Wicked Blades, does entirely too much damage at level one.




Cleanse is perfect if the enemy is a team that can get you in stun locks or just shut you down completely.






These are the only summoner spells that I think should be used with Draven. Any others aren't worth it or he doesn't need them. Ghost can POSSIBLY be used by in my personal opinion I hate it.


Guide Top

Abilities





Wicked Blades


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.
  • Incredible for early game fights, most people don't see the damage it's doing until it's too late.
  • Each Spinning Axe or crit will set off the passive, and it stacks... you hit 3 Spinning Axe's then they will take damage from 3 seperate Wicked Blades.



Spinning Axe


Cooldown:12/11/10/9/8

Cost:45
Damage:45/55/65/75/85% of attack damage.
Description: Draven's next attack will deal bonus physical damage. The bonus is equal to a percentage of his total attack damage. This axe will ricochet off the target high up into the air. So long as Draven catches it, Spinning Axe will keep applying to his next attack. Cooldown permitting, Draven can have up to two Spinning Axes readied at once.
  • This ability basically replace's Draven's Auto-Attacks.
  • Spinning Axe will either bounce in the direction you are running, at the speed you are moving (to chase down targets). Or bounce right back to you, or either side of you if you are standing still and attacking.
  • VERY IMPORTANT: YOU DO NOT NEED TO CATCH EVERY AXE. YOU WILL GET THEM BACK, USE YOUR JUDGEMENT, IF ITS IN A BAD POSITION LET IT GO.



Blood Rush


Cooldown: 12
Cost: 45
Bonus Movement Speed: 40%/45%/50%/55%/60%
Bonus Attack Speed: 20%/25%/30%/35%/40%
Description: Draven gains increased movement speed for 1.5 seconds and increased attack speed for 3 seconds. The movement speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh Blood Rush's cooldown.
  • Whenever you catch a Spinning Axe, Blood Rush's cool down is refreshed. This is HUGE, this allows you to chase down the enemy with ease.
  • VERY IMPORTANT: Using Blood Rush when it is already active causes it to stack, not refresh the cooldown. So do not be afraid to use it more than once, however, be careful to not run yourself OOM.



Stand Aside


Cooldown:18/17/16/15/14
Cost:70
Range:400
Damage:70/105/140/175/210 (50% bonus AD)
Description: Draven throws his axes, dealing physical damage to targets hit and knocking them aside. Targets hit are slowed for 2 seconds.


Whirling Death


Cooldown:110/100/90
Cost:120
Range:Global
Damage: One Hit: 175/275/375 (+110% bonus AD)
Maximum Physical Damage (single target): 350/550/750 (+220% bonus AD)
Minimum Physical Damage (one target): 70/110/150 (+44% bonus AD)
Minimum Physical Damage (two hits): 140/220/300 (+88% bonus AD)
Description: Draven hurls two massive axes in a given direction, dealing physical 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.
  • Gives vision when thrown.
  • You can change the path of the ult on its way back depending on where you move, it always returns to Draven so if you think it will not hit someone, try to change the path.
  • VERY IMPORTANT: Do NOT overestimate this ability, it doesn't do an incredible amount of damage. If used correctly it can. But don't rely on it to finish of a champion if you have the choice.


Guide Top

Ability Sequence

Both Sequence's are VERY similar, except for the fact that instead of leveling Blood Rush first, you level Stand Aside. I have no personal preference between either of these, they are strictly situational. But I will go over each in detail and when to use them.

Sequence One

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Explanation: Under normal circumstances, this is your best bet. In most cases you shouldn't have trouble with the enemy bots. So, you will want to level Blood Rush after Spinning Axe because the two abilities go together perfectly well. You will be able to do much more when your jungle ganks for you with Blood Rush (Read abilities for details)

Sequence Two

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Explanation: This sequence I believe should only be used in three situations.
1.If your jungle or support doesn't have the CC to secure a kill in a gank.
2.If your support can give you a large enough movement speed increase, that you are able to catch and kill without Blood Rush
3.(ONLY UNDER DRASTIC MEASURES)If you are being completely dominated and being starved, you might need to use Stand Aside to secure a little farm. It's unlikely but it COULD happen so if the situation arises... you may need to level Stand Aside


Guide Top

Items

The thing about Draven is that he isn't your ordinary everyday AD Carry. However, he is more than capable of playing the stereotypical bot laner, there are other ways to build him that you may in fact enjoy much better. I will go over the three most common.

My Personal Favorite as Draven

Item Sequence











The Bloodthirster
3700

The Bloodthirster
3700

Infinity Edge
3600

Phantom Dancer
2550

Guardian Angel
2400
Explanation:
As I said before, you need to understand that Draven isn't your typical AD carry. If you go into a game with that mindset you won't do as well as you could be. Draven Is unique because instead of relying on Auto-attacks, he uses Spinning Axe. The more Attack Damage you have, the more Spinning Axe does. That is the main mindset behind this build. ( Spinning Axe can also crit; hence the Infinity Edge and Phantom Dancer!)

Typical AD Carry

Item Sequence











Infinity Edge
3600

Phantom Dancer
2550

The Bloodthirster
3700

Last Whisper
1300

Guardian Angel
2400
Explanation:
This is the build you will see on most AD Carrys, it incorporates everything that you will need for the game, works well with Draven, however does not fully utilize Spinning Axe which is what makes Draven so much fun and so effective.


Guide Top

Item Explanations

SPACE

Berserkers Greaves


Unless you need to buy Ninja Tabi or Mercury's Treads stick with beserker's greaves 25% attack speed is often underestimated.
SPACE

SPACE

The Bloodthirster


Since Draven revolves around AD the 100 damage (When fully farmed) is essential, plus spinning axes also applies life-steal effects.
SPACE

SPACE

Infinity Edge


Core part of any AD Carrys build, even with below 50% crit chance, Infinity Edge gives you +80 AD and increases crit damage. So the random times you DO happen to crit, increases your damage dramatically.
SPACE

SPACE

Phantom Dancer


Interchangable with Trinity Force, gives excellent attack speed, and crit chance. The perfect duo with Infinity Edge
SPACE

SPACE

Guardian Angel


The revive is invaluable when in group fights... enemies just can't leave you alone either way.
SPACE

SPACE

Last Whisper


40% armor pen is HUGE, for ANY AD Carry, plus it gives you +40 AD. Great for how inexpensive it is.
SPACE

SPACE

Black Cleaver


An alternate for Last Whisper, good for continuous attacks on a single champion. 45 reduced armor not only helps you, but your team as well.
SPACE




Guide Top

Item Sequence


OR



INTO


Possibly

Depending on how well you are doing in the lane, you decide whether or not you need it. Generally, get a second one if you are losing and don't have enough for anything else.


INTO

Do Not finish Phantom Dancer before The Bloodthirster or Infinity Edge
OR

What you build this into is entirely up to you either Infinity Edge or The Bloodthirster it's situational and personal preference.




At this point you should know exactly what kind of build you wish to use, the items above are early game core, after that point it's whatever build will best suit the situation you are in. This is the end of the sequence, this guide would be way to long if I went in depth for each and every build.


Guide Top

Gameplay

Laning Phase

  • This part of the game is where Draven shines brightest.
  • In almost all circumstances you will be going bot; As most AD carries should. So as you would any other carry, you are going to want to farm as much as you possibly can. This will be your priority make sure to Last Hit.
  • As well as securing as much farm as possible, Draven is capable of harassing the enemies at the same time. You need to balance out farm and harassing. Find what you are most comfortable with and stick with that. You also need to keep in mind who your support is; anyone with a stun is excellent with Draven.



Mid/Late Game

  • Ult: Very useful if used correctly, but you NEED to use it properly. To get maximum damage you need to make sure the person you are aiming for has no minions or other champs in the way. This is VERY important. Damage drops drastically if it hits other things in the way.
  • Positioning: Since Draven doesn't have any form of positioning skills, its up to you to move him into the right places in fights. Positioning is EVERYTHING for an AD carry, its the difference between your team winning or losing. You need to stay back far enough to avoid as much damage as possible BUT close enough to do as much damage as possible... This takes some practice.
  • Wards: Now I know that this isn't the AD Carries job, but if your support is being stubborn and refusing to ward, and your team won't either. You might have to. Warding is possibly the most important part of the game. If you have vision of the map, you can catch the other team unawares. Which can easily lead to a victory. However if you do NOT have wards the tables can be easily turned.

This is where you should be warding. This is essential for the success of not just you but your team

Ward Map From JG209's guide!


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Updates

Trinity Force's slow has been nerfed in the Elise Patch. So unless you are a major fan of it. It would be must more cost effective to purchase Phantom Dancer!


Guide Top

End

Please Vote, and leave all feedback! Second guide and still trying to get exactly what the people want, Thanks!!