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Draven Build Guide by C9Sneaky

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 C9Sneaky


C9Sneaky Last updated on February 12, 2015
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ADC Role
Ranked #9 in
ADC Role
Win 50%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

Threats to Draven with this build

Show all
Threat Champion Notes
Vayne You heavily out trade her in lane. You should be easily dominate her in lane she should be so behind that even when she gets her Blade of the Ruined King she can 1v1 you.
Sivir This make up is pretty easy for Draven because he can heavily out trade Sivir in lane. She can't really spell shield much of Draven's damage.
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Draven is a monster of an AD mid game with his insane gold increase from his passive. He out-scales all the other ADs up until they are also max items but at that point it's whoever crits the most wins :). With just The Bloodthirster he can duel basically every champion in the game with very few exceptions. The only weakness is his lack of dash ability that most other ADs have. He has a speed boost but it is nothing compared to other abilities like Arcane Shift. A strong initiate onto you will mean your death whereas on a few other ADs it wouldn't.

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Pros & Cons

+ Strong Late-early game damage.
+ Huge snowball from League of Draven.
+ Huge follow-up AoE damage.
+ Can outplay gap-closing abilities

- No dash/re-position ability
- Weaker early game than other ADs
- Super late game his passive does nothing! But it's ok, most games don't actually reach that point.

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Summoner Spells

Heal + Flash
Cleanse + Flash
Exhaust + Flash
Against a Twisted Fate taking Cleanse can really help you survive his post level 6 ganks. If you are able to Cleanse his Gold Card you should be able to survive the gank without too much of an issue. Exhaust can be useful against a heavy assassin team like Zed and Kha'Zix. Taking Exhaust will help you survive their burst easier but generally Heal is a better overall summoner spell for carries.

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21/9/0 is the best mastery setup for Draven. He can't really make good use of Expose Weakness or Spell Weaving / Blade Weaving so I don't take those. Dangerous Game is amazing and Frenzy is necessary on champions that you build more than 10% crit on.

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Runes are pretty simple. I think Greater Quintessence of Attack Speed is the most efficient/best for Draven. Greater Seal of Armor is for survival throughout the game. Greater Glyph of Magic Resist is for surviving magic damage and Greater Glyph of Attack Speed gives you more damage output. Greater Mark of Attack Damage is necessary for all ADCs. I honestly just take what the best ADC in Korea is using. I also have Lemon help me.

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(Passive) League of Draven
Huge snowball passive. This almost encourages you to play passively sometimes so that you don't die and waste your stacks. Upon death losing half your stacks is a huge loss of gold essentially since on your next kill you get that much less gold. But when you do finally get a kill you can get insane items off of it. The Bloodthirster / Statikk Shiv at 15 min? No problem.

(Q) Spinning Axe
Cooldown: 12/11/10/9/8 seconds
Spinning Axe is Draven's core ability. This adds extra damage to each auto attack and stacks your passive up each time you catch an axe. Learning how to catch these is key to becoming a better Draven.

(W) Blood Rush
Cooldown: 12 seconds
Attack and move speed steroid that refreshes on axe catch. This puts even more emphasis on catching those axes!!! Use this while pushing towers and then hit a creep with an axe to refresh this and deal more damage to turrets.

(E) Stand Aside
Cooldown: 18/17/16/15/14 seconds
Displacement ability that can outplay most opponents gap closers. Some main ones are Lee sin's Resonating Strike, Jarvan's Demacian Standard + Dragon Strike combo, Caitlyn's 90 Caliber Net and basically every other gap closer. You can use this to initiate fights as well. Try to never use this as a damaging ability unless it's the last ability to finish them off since it can mess up allied skillshots.

(R) Whirling Death
Cooldown: 110/100/90 seconds
This is basically the same as Ezreal's Trueshot Barrage but it reverses after hitting a target or on re-cast after you throw it. You should try to time when its going to hit the enemy and activate it right before so that it's impossible to dodge the second part of it.

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Skilling Order





Draven is arguably the strongest carry at level 1 because of his Q. It is by far better to take than any of his other abilities. At level 2 taking W gives him a attack speed and movement speed steroid which allows him to heavy win trades and all-ins. Taking E level 3 gives him even more all-in potential giving him a crowd control. I think this is the best set up because it gives access to his first 3 abilities as soon as possible which will greatly help him win his lane. There are options to take early 2 points into Q but typically it is not worth doing. You will get more damage and utility by taking all 3 abilities.

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Starting Items
Doran's Blade is basically the only starting item option available. It gives you great early game stats and sustain to help you trade and farm easier. The Warding Totem is a key to your early game as well. You should put this down at 1:30 either in the Tri brush if you're on blue side or over the wall into the river brush if you're purple side.
Early Game
First buy:
If 1550g+: B. F. Sword, 2 Health Potion, 1 Mana Potion
If 1240g+: Pickaxe, Doran's Blade, 2 Health Potion, 1 Mana Potion
If 875g+: Pickaxe, 2 Health Potion, 1 Mana Potion
If 440g+: Doran's Blade, 2 Health Potion, 1 Mana Potion

Mid Game
Even after The Bloodthirster's changes it's still viable to rush it as a first item on Draven because he is an over-aggressive carry that wants to go in hard into a team fight. The life steal and shield from The Bloodthirster will be able to keep him alive longer. Having no life steal on Draven can hurt him greatly in team fights. I prefer Statikk Shiv over Phantom Dancer on Draven because Shiv gives him extra burst allowing him to take down squishy targets faster and also the wave clear from the proc is nice.

Late Game
Typically you would want Last Whisper as a third item since all of his damage are physical but if the enemy team is not building any armor you can go Infinity Edge instead.

Experimental Items
There are some experimental fun builds you can do on Draven like going Trinity Force after The Bloodthirster or getting The Brutalizer early on. Trinity Force is all about the burst damage with Sheen procs and The Brutalizer lets you have more axe up-time as well as the flat armor pen to make your axes hit just that much harder.

Situational Items
Unless you're getting crushed by magic damage in which case if the damage you're taking is cleanse-able then build Mercurial Scimitar. If it's not then buy Banshee's Veil.

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How to play Draven

(Tips & Tricks)

  • After throwing a Spinning Axe, click in the direction you want it to land and it'll follow you. Although with enough move speed, you have to stop to catch the axes or move a little backwards since they always land the same distance away.
  • When doing dragon or baron if you stand against the little walls at the entrance/exit of the pit, your Spinning Axe will land in the exact same spot for you to spam catch and throw.
  • When throwing your ultimate out, you should try and time it so that the second it hits the target you want, it'll reverse back to you immediately on top of them so they guaranteed get hit by both sides of it. It's pretty hard to do especially in close proximity. It's mainly for sniping people but can be used at 1500~ range.
  • If the enemy you're chasing or trying to get away from has a gap-closer try to predict their gap-closer and use Stand Aside to stop it.

(Early Game)
Try to farm as much as possible to stack up your passive. You generally lose trades unless your support does something fancy, they fight you in a creep wave, or just overextend. Once you get a B. F. Sword or Vampiric Scepter you can start picking fights. Catch as many axes as you can and stack 'em up!

You should try to push the wave down so that you kill the wave faster than your opponent. Therefore your creeps stack up and you’re able to auto attack them down while they run from them. Any time they go for a CS while you don't have a creep to kill you should auto attack them. Move back immediately afterwards to avoid any retaliation from creeps or champions which will also make your Spinning Axe follow you.

Once you hit 6 you'll easily be able to win most fights.

(Mid Game)
You should have either a bunch of stacks piled up, or you got a kill and cashed in big!! Or you're feeding, but that's okay too. Keep stacking that passive then get a kill and you'll instantly be nearing the enemy ADC. If you're fed you'll have 2+ items and be able to crush most opponents. Try and push out your advantage onto the enemy AD as much as possible while still being safe. Get wards up all over bot and farm up/charge at the enemy AD whenever possible. Use your ult to clear big waves that will delay the enemies push, throw a Stand Aside as well after the ult if it's enough.

(Late Game)
You'll probably have your items before the enemy AD so try to abuse that very hard. You chunk extremely hard with this and can turn a losing game around once you get it. Make sure not to overextend without your team at this point since deaths at this stage matter the most.

(Team Fights)
Stay in the backline and deal as much damage as possible to the squishiest targets possible. Don't overextend to catch a Spinning Axe unless it's your only one. You deal significantly less damage than a lot of ADs without at least one Spinning Axe running so catching that one axe to be out of position for a second is probably worth it. Throw your ult onto the stacked up squishy carries if that ever happens, otherwise save it to try and finish somebody off in the fight. Throwing it on the tanks is probably never worth it unless it's obviously going to net you a kill.

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Well I think that's it. Thanks for checking out my guide!! Leave anything you think I should expand on in the comments or adjustments if you want. I'll look at all of them and fix it up!

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