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Draven Build Guide by IHaveNoName

Bottom Absolute domination Draven - How to

By IHaveNoName | Updated on January 18, 2021
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Runes: Domination HOB

1 2 3 4 5 6 7
Hail of Blades
Cheap Shot
Eyeball Collection
Relentless Hunter

Legend: Alacrity
Coup de Grace

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


1 2
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


LeagueSpy Logo
ADC Role
Ranked #9 in
ADC Role
Win 50%
Get More Stats


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

Absolute domination Draven - How to

By IHaveNoName


First off, if you liked my guide, I'd really appreciate a ThumbsUp - and if you didn't - feel free to downvote. I would love to improve this guide, so I would love to get some critique, if you found something that is still lacking.

So hello there. My name is Dravεη (click for OP.GG) from EUW, former Diamond Player (not that it does or should matter), I got ranked in Gold2 this season and I'm a full-hearted Draven - once a Lee Sin main - player and also play a lot of Kayn jungle, if atm not the best playable ADC Champion. I started my journey back then in Open-Beta, so even before there has been ranked mode (delicate times, I tell ya). sadly my time isn't long enough to dedicate it fully on League, maybe going competetive and writing even more and better guides (maybe in future some time). P.S. I opened up a Club on EUW named "League of Dravεη" if you want to join, just write me.

Jump directly to:

Damage Test
Aftermath & Conclusion
Gameplay Playing Behaviour Guidelines

Wanna see me live? Click here or just leave a follow to support me on Twitch


I will use this little section for upcomming patches,so you can have a quick look at what changed "recently"
(as in for the named patch).

NOTES (did something change in the last few days?):

Here is the LINK to the patch notes.
what has changed?

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.


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!
Twitch Stream


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But enough of me and Draven.
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 Spinning Axe on the enemy ADC/Support once in a short while is mandatory (if you can do it safely) for snowballing or winning a lane. You won't see many Dravens that will just stand still, get poked low and still just farm without any counter-reaction to that.

+ 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.


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 Rapid Firecannon will do a great job for almost every situation.

You're Draven, thats a pro

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 safe, 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 safe 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 safe side (behind minions, support directly besides/in front of you)

  • Never catch axes that might be unsafe! Those could safe 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


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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 Spirit Visage and a Maw of Malmortius (I'm not counting Black Cleaver in here, as it is a extremely solid item for Draven).
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

as second skill

Benefits of W (Blood Rush):
  • Good poke
  • More convenient/ reliable dodges
  • Better escapes
  • Bait Summonerspells by constant pokes
  • Better mobility
  • Stronger offense and defense (faster)

Hindrance of W:

The only aspect you will miss here is the direct CC and the defense you get with your E.

or this

Benefits of E (Stand Aside):
  • Early CC
  • Good killpressure
  • Bait their Summonerspells solely with your E and fake engage
  • Better defense, as they can't just approach you
  • Less mana consumption than constant usage of W

Hindrance of E:

You'll miss your advantage of dodging, easier pokes, better lane endurance.

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 pick the skill that fits you the most. So even if you have an other opinion or E matches you better that's perfectly fine.

(Don't be ashamed - I skill E often because I all-in on Lv2 and for that E is just perfect, displacement, extra damage and slow. Perfect for your Support to catch up and hit some CC)

But my thought is, that W is safer on Lv.2 as it benefits you in more aspects, even though it often drains you dry in mana.

The other skills I won't need to explain, as you max your Q first, W second and level your ult asap a point is available!

Damage Test

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_DATA OBSOLETE - Data is from before 10.x Pre-Season


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in-depth rune talk

What runes to choose?

This tree offers great utility for late game. This is almost always the best choice Conqueror on top of this tree, close after that, Press the Attack. Fleet Footwork might be a viable solution against poky botlane.
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. Hail of Blades would be an example - you get 3 fast AAs and that would be it.
Take this if you want to be annoying as hell (experimental and rather a fun build) with Summon Aery among your fellas.

Hail of Blades is the strongest for now, as it gives you extremely strong early game, in my opinion. Conqueror on second with Press the Attack.

IF you run Manamune, don't forget to switch to Presence of Mind and Alacrity !

Conqueror is absolutely solid if you are able wielding it. It Gives you stacking flat AD and at 12 stacks, which is decently fast, you're gonna heal a fair amount of the damage dealt.

What about PTA??

Another point is that you deal massive damage with your third hit, even on Lv2~ the third hit (with your Q of course) deals around 200-250 damage + 2x110~ of your first two hits. So yes Press the Attack is darn heavy for Draven especially for people that underestimate his damage, doesn't matter in what stage of the game.

You chose Coup de Grace, but why not use Cut Down or Last Stand?

Answer is simple;
Cut Down -> As you wont have an enemy that is just plain stupidly buying 6x Warmog's Armor, you wont need Cut Down and even if, those shouldn't be your problem on first sight, as you will need to deal with their carries and after that annihilate their tanks.
Last Stand -> So this would have actually been an useful rune if it wasn't for you being an ADC. Either you have 100% or 0% HP, that's just how it goes most of the times, there is (like really, 80% of times) no in between. So there's that for this rune. This is extremely powerful on off-tanks, as they mostly get pushed down to half-life in teamfights and then keep going ( Jax, Kayn, Aatrox et cetera).

So your answer should be Coup de Grace, BUT as I always say, it is aspect of preferation. If you can handle one of the other 2 runes better, go for it. This is just a well-meant advice.

My Conclusion:

Overheal is safer, as you start with an initial shield in fights. Triumph is at least on par with Overheal if not better.

I'd rather say it is aspect of preferation. I'd choose Overheal mostly - Presence of Mind if you're going Muramana.


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To come back to your items:

Example of what to build
Start: Doran's Blade, Health Potion, Stealth Ward

Now that items changed, there's a new building-order.
Noonquiver has extremely high relative value. Rush Shieldbow

If you run lethality, Vampiric Scepter or Serrated Dirk

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)

  • Mortal Reminder:
    If they have off-tanks or leeching Carrys ( Jax, Vayne, Kai'Sa, Xin Zhao)

  • Black Cleaver:
    Oh yes this item pays off in every aspect, good armor shreds, damage, health.
    Off-Tanks like Riven will overestimate themselves as your first and second hit won't deal that much, but keep in mind you might have Press the Attack or Conqueror and this precious item. 12% damage from your keyrune or more AD plus heal and additionally 24% less armor on the enemy, resulting in total destruction on those, who did not think twice.

  • Bloodthirster:
    A 100% 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, buy if ahead or behind.

  • Statikk Shiv:
    It's ok, I guess.

  • 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:
    This is from a new build emerging, it is new, it is hot, it is Draven. You're risking sustainability for lots and lots of damage. Better try it first in a normal game or too if you aren't familiar with it. Dont start your game with Manamune itself if you're not ages beyond enemy botlane. start going for Essence Reaver components first and then go for Manamune.

  • Sanguine Blade:
    The go-to Lifesteal item Draven wants if he goes for Manamune ergo: Lethality.
    Gives you insanely good 1on1 potential as your lethality and AS skyrockets if you're not near more than one enemy champ.

  • Youmuu's Ghostblade:
    Get even more kill pressure with this item, as it speeds up everything you know, gap closing (kinda the only thing) AND start hitting people earlier and your damage will do the rest. You might also wanna consider running away with this items at some stages of the game.

  • Duskblade of Draktharr:
    Stab people even FASTER than with the other letahlity items. That's it. Stab them from a brush or an extremely fast approach with Youmuu's - so you don't lose its passive.

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 is tanky might turn around a fight (of course in higher ELOs a tank 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 Thornmail, you know its boni.

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 Draven. Improving my Guide for him is first priority to me!

So we might meet on stream (mostly German but also fluent in English!)
Hit me up my friends ♥ Twitch Link

Greetings Dravεη!
League of Legends Build Guide Author IHaveNoName
IHaveNoName Draven Guide
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