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Recommended Items
Runes: Personal Best

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:

Flash
Heal
Items
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Caitlyn
Traps, Net, Range, Q-Poke, Ult finisher/ poke

Leona
A neat go-to if doubts come up for what to queue up with Draven. Strong passive for Draven and godlike cc and sustain. Don't make her miss her E or R. That might cost you your life and/or easy kills.
Synergies

Leona
A neat go-to if doubts come up for what to queue up with Draven. Strong passive for Draven and godlike cc and sustain. Don't make her miss her E or R. That might cost you your life and/or easy kills.
Champion Build Guide
Introduction
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Wanna see me live? Click here or just leave a follow to support me on Twitch ♥
So this is supposed to be an in-depth guide for you guys, I'm trying to improve it day by day, so it gets better looks and even better and more information, I appreciate every view and like, so others may find and appreciate this guide too!
I also do Youtube (not anymore - at least for now) and am Streaming on Twitch. I've got a little terrific Draven clip I edited, doesn't say too much though.
This video is only a montage of me, playing Draven and is not, in any way, supposed to replace the guide.
Socials
If you wanna be up-to date with my all-everything then go for my Twitter as I'm streaming almost everyday!
You can find me on:
Twitch and catch me right in action, bustin' some Draven, maybe I'll see you one day!
Gameplay
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But enough of me and
Let's cut down how to play:
You're the most risky ADC with the potential to power spike fastest. Most important, don't get poked low - getting poked is time wasted not earning money. Stay behind the Minions with your Support and try to get off your AA's on your enemy. Hitting your
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+ High Damage + Nice Burst + Good movespeed + Sick style, you're Draven |
~ Average to good Poke ~ Normal Range |
- Juggling - Hard positioning - Easily punished - You mustn't die |

Let's do a small list of Pro's and Con's for our little recap.
These points may seem trivial, but not thinking about the consequences these may have, can be fatal.
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Pros High Damage/Burst: may fall off after not taking initiative on kills, so make sure you put pressure on the enemies - not necessarily by pushing but instead by hurting them while they try to reach out for farm (I'll provide a video later on). Movespeed/Poke/Range: utilize your speed for easy pokes and good escapes. A You're Draven, thats a pro |
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Cons Juggling/Hard Positioning: sometimes you'll have a hard time with taking the right position or dying because you tried to land an axe. Keep in mind your enemy won't forgive you standing in front of your minions trying to catch stuff. Easily punished/musn't die: obviously, getting killed is bad. More important is, you lose stacks which will bring you joy of killing things in the first place. You need to depend on your positioning as on your Support and Wards. |
All in all, Draven is decent at endurance, superior in damage and inferior at escapes. Stay save, keep poking, make your engages absolute and total. Stay behind minions, together with your Support and keep vision up to make sure you can't get downed easily. Make sure no surprise entries of top/mid or jungle can be made (no enemy wards/TP up, gather your vision).
Behaviour Guidelines
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Early game / Laning Phase
- You will have to pin point check for their threats and make sure, they can't all in you at any given time. If they can, reposition. Always stay on the save side, last hit minions and if there are no minions to
last-hit -> check for trades.
E.g.: Their adc (sometimes maybe even support) wants to take a minion, if you're on the save side (behind minions, support directly besides/in front of you)
- Never catch axes that might be unsave! Those could save you a big trade or even worse, a kill. Better lose a Q worth of Mana than 500HP, minions, time and Gold.
- Don't fight in a big enemy minion wave. You'll most certainly lose - if you're not already fed.
- Freezing can give you tremendous benefits. You're a bully. If they try to farm or break your freeze, punish them accordingly.
- Not dying is number one priority. Losing stacks is way more frustrating than getting a payout. The only trade you want to make is either KILL and then die, or just never die per se in a perfect scenario.
- Always try keeping in mind where the jungler might be, if he was just ganking top, you know you have at least 30 seconds to either build a wave to fully push + bounce, freeze and trade, ward or kill stuff.
Lane Behaviour | Pushing, Freezing, Wave bouncing
Ward Color Legend: Standard Objectives, Blue Side, Red Side, Ward for enemy Lane (black)
Wards for Laning Phase
Mid / End Game
- IF AHEAD: Try getting their turret on bot and ask your mid to rotate. ADC and Support on mid have bigger impact than just one midlaner alone. That way you can almost safely ensure your team to get a Drake/Herald if the enemy team tries fighting, objectives, pushing or just isn't nowhere near to contest you.
So in detail: Open their map (destroy towers), take vision of their jungle (also clear theirs - as team if possible), take objectives (go for drake soul and Herald for push), try picks and steal their jungle (Their adc might be solo pushing, or their top might be clearing a wave). The less ressources their team has, the better you get ahead.
- IF BEHIND: Try to farm and ward heavily, YES ALSO PINKS (also your Support, not just you), all around bot and enemy deep jungle, so you ALWAYS have vision around bot and can safely farm without instantly getting ganked.
The other method, if behind, might be through pushing, objectives and fighting. You being behind doesn't mean an actual "loss" or your team being weaker overall. It is a team game after all.
I can't say this often enough. You can't carry every game, sometimes you're behind and that's ok. Know the place you are in right now and make the best of it.
Ward Color Legend: Standard Objectives, Blue Side, Red Side
Wards for mid/end game
Abilities
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Now to tell you something of the abilities. Your Q start is mandatory, because it is your main damage source and therefore your source to winning and even durability.
Golden Rule: You don't need sustain if they can't hit you.
Hence, damage > resistances
But beware, this is a small path. If your team can't (for what of gods reason it would be) protect you, you should definitely build one or two tank items!
I've often gone out of games with
Then there you are with over 3k HP, their carries crying over your health but still dealing lots etc.
You can find the ability sequence on top but here to show you again:
Either you skill
Conclusion: After you've read this list, you should have come to the conclusion that your W is your go-to spell at Lv.2, nonetheless should you look at the situation - if CC is heavily needed, take E second.
Runes
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in-depth rune talkWhat runes to choose?
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This tree offers great utility for late game. This is almost always the best choice |
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If you want to play extremely aggressive, take this. You should be very confident as this tree doesn't offer you as much constant benefits. ALWAYS try to get off your AutoAttacks with your Q active, you can do that by keeping 2 axes ready and starting to attack the enemy and while your first AA went off, you can reactivate your Q for a third empowered attack. |
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Take this if you want to be annoying as hell (experimental and rather a fun build) with |
IF you run
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You chose Answer is simple;
So your answer should be |
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Conclusion:
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These are the trees i use the most right now - the grey runes are up for you to choose between in secondary tree!
Items
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To come back to your items:
Example of what to build
Start:
Now that items changed, there's a new building-order.
Noonquiver has extremely high relative value. Rush Shieldbow
If you run lethality,
Think what could fit most in the situation you find youself to be in.
Do you need mobility for farming+staying safe? -> Take boots.
You need a little more sustain 'cause they poke you regularly? -> lifesteal.
You destroy them now/already? -> flat damage/atkspeed/crit, respectively.
Immortal Shieldbow:
I can't tell you how much I love this item. 700 Shield at Level 18. Case closed.
Eclipse:
You will want this if you go lethality.
Lord Dominik's Regards:
If they have some champs with armor (
Rammus,
Sejuani,
Malphite and similar). Way better than Mortal Reminder.
Mortal Reminder:
If they have off-tanks or leeching Carrys (
Jax,
Vayne,
Kai'Sa,
Xin Zhao). In my opinion, one of the weakest items to build on any ADC.
Black Cleaver:
Very underrated, but rarely viable, use if they kill you too fast. Very strong against tanks.
Bloodthirster:
A 80% necessary item and a go-to if you need shields for surviving (your rune Overheal will grant you bonus shield)
Maw of Malmortius:
Nice for APCs like
Veigar or
Malzahar and similar (if a strong
Veigar or any other AP-Nuker, then combine - without a doubt - with
Mercurial Scimitar).
Essence Reaver:
Really good for even more damage without spending money on a redundant item, also almost no Mana problems ever again.
Phantom Dancer:
Its new passive makes it fairly good for a surprise turn-around.
Rapid Firecannon:
More than solid on
Draven, almost always 100% buy.
Mercurial Scimitar:
Buy if they have strong CC, depends if you need it. If you're far ahead you should survive some CC, because of your Teammates that should peel 'n' protect you.
Guardian Angel:
Buy this only if necessary, there are far stronger items that even give you more HP + Damage (
Black Cleaver) in this game. In case they have extraordinary strong burst, high AD output and you will surely need another life in your fights. In other scenarios I'd advise to go for health/shield+resistance items.
Spirit Visage:
This item can also do a very efficient job, if you're getting bullied by APCs. You might want to get some HP and extra MR, also this boosts up all your healing, so why shouldn't you build this item if you can't survive to any APC? Greater survivability, better healing, more HP, less AP damage received. (Of course only build this if really necessary - if you just need some overall sustain, get
Black Cleaver)
Manamune:
Rarely if even anymore viable.
Sanguine Blade:
Lifesteal item with attack speed buff in 1on1? Gimme that. Always go-to if Lethality and even often with Shieldbow if you need stronger heal.
Youmuu's Ghostblade:
Lethality item, very strong for kill-pressure and kite-ing.
Duskblade of Draktharr:
Not a fan of this, but with
Dark Harvest it is worthwhile.
P.S. So before anyone tells you that you're building "****" or that tanky items aren't viable for "this kind" of champ, keep in mind that a dead ADC can't deal a single blow, while one that survives stuff might turn around a fight (of course in higher ELOs a tank and support will look out for their carries more, but we shouldn't just rely on that , soloQ is a goddman mayhem - it is a tough number to explain, but you might understand my gibberish). If they've gone full AD you might also wanna try a
To sum it up, tankitems CAN be very powerful, and are not to be underestimated.
Aftermath & Conclusion
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Now that you've mastered Draven, feel free to get all kills while staying alive, climb in ranks and find new people that admire you! Keep it positive and spread some love among our community!
If there is anything missing or something you find faulty or not enough in this Guide, please tell
Also I bless you with this outstanding Wukong video:
(I'll keep this video under all guides I make for a nice laughter at the end)
Thanks for reading my guide I hope you enjoyed. I'd love to get some feedback, about how to improve looks or what you think would do better/good in my Overview of
So we might meet on stream (mostly German but also fluent in English!)
Hit me up my friends ♥ Twitch Link
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