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Draven ADC guide






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Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Heal
Items
Ability Order
League of Draven (PASSIVE)
Draven Passive Ability
Threats & Synergies
Brand
Don't go anywhere near this guy. 99% of the time he will kill you, unless you are extremely lucky. His passive-Q stun will always result in you dying.
Introduction
Precision
Conqueror: Since Draven is an Attack Damage Carry, his main source of damage will be, obviously, Attack Damage, so this rune is very useful as it gives you bonus AD in the middle of a fight. Also grants you true damage, great against tanky supports like
Taric and
Nautilus.
Triumph: A lifesaver in sticky situations, also the bonus gold is nice.
Legend: Bloodline: Allows for more lane sustain, and grants Draven even more snowballing potential.
Coup de Grace: You deal more damage to low HP targets, that's about it.
Sorcery
Celerity: Movement speed bonuses are 10% better, synergizes well with
Blood Rush.
Gathering Storm: You get more AD over the course of the game, great rune for any ADC, including Draven.
Berserker's Greaves: Gives you extra MS and AS, something every ADC loves, also synergizes well with
Celerity. First item.
Bloodthirster: Incredibly good laning item, as it gives you lane sustain, a shield, and it synergizes really well with
Legend: Bloodline. Second and rush item.
Infinity Edge: The most important item for Draven as it gives him critical strike chance, attack damage and 225% damage on critical strikes. Third item.
Phantom Dancer: Gives you Critical Strike Chance, Attack Speed, Movement Speed and gives you a shield when you are low hp, making it a Sterak's Gage but for ADC's. Fourth item.
Statikk Shiv: Same as
Phantom Dancer except your wave clearing is improved instead of your survivability. Fifth Item.
Rapid Firecannon: Same as
Phantom Dancer and
Statikk Shiv, expept it extends your AA range at 100 energized stacks which Draven really needs because of his low base range. Sixth and last item.
Situational Items include:Stormrazor: If the enemy team has a team with mobility champions like
Lucian,
Vayne and
Kalista.
Blade of the Ruined King: If the enemy team has a team with high hp champions like
Maokai,
Zac and
Gnar.
Lord Dominik's Regards: If the enemy team has high armor champions like
Thresh,
Taric and
Nautilus.
Mortal Reminder: If the enemy team has a lot of healers like
Soraka,
Nami and
Sona.
Duskblade of Draktharr: Just for fun :).
Flash: Flash is a must have for Draven, since he has no mobility. It allows him to escape, chase enemies, make outplays, steal the dragon/herald/baron, surprise the enemy etc.
Heal: Heal is also a must for Draven for more lane sustain and escape sticky situations.
Ignite: If your support has already taken heal, you could always take Ignite for some kill pressure in lane.
League of Draven: This passive is what makes Draven, Draven. Every time you catch a
Spinning Axe, kill a minion, monster or tower, you get a stack of Adoration. Killing six minions in a row gives you 2 stacks. Killing a champion will give you 2 gold per stack plus 25 extra gold. If you play it right, you will be swimming in a pile of gold and have half full build by minute 15. However, be incredibly careful, as Draven will lose 75% of his stacks upon death Ex. you have 100 stacks, if you die you will only have 25 left, making death a really punishing thing for Draven. If you are cornered and cannot escape, try to make a kill to consume your stacks before someone kills you.
Spinning Axe: This is Draven's main source of damage and where most of his difficulty lies. Draven will prepare a spinning axe that deals almost double damage, he throws it and it will ricochet back. Draven can then catch the axe to immediately prepare another one for no extra mana. Draven can also have two Spinning Axes at once, however it makes catching them more difficult. Contrary to popular belief, the landing spots of the axes are not random, they are dependant on Draven's movements before he throws the axes, so be careful where you move before throwing the axe as it might land in an unsafe spot.
Blood Rush: A simple ability that gives you MS for 1.5 seconds and AS for 3 seconds. Synergizes well with
Celerity. Also Blood Rush completely resets when Draven catches a Spinning Axe, making it really useful to chase enemies down. Also you ignore unit collision when it is active, making catching axes way easier. However do not spam this early game as you will quickly run out of mana.
Stand Aside: Simple utility ability. Draven throws two axes in front of him, and all enemies that are hit by it are knocked aside and slowed for 2 seconds. This ability is usually what differentiates good Dravens from bad Dravens. Good Dravens will use this ability to escape, chase down enemies, and interrupt channels and spells. Bad Dravens will just use it to deal extra damage and waveclear, and Stand Aside is not good at either.
Whirling Death: A global ultimate. Draven throws two giant axes that traverse in a liniar direction until they hit a champion, reach the map borders or if you press R again. Whirling Death deals less damage the more units it hits, however the damage resets when coming back. If you time it correctly you can maximize the damage output. The axes will return to Draven no matter where he goes after throwing them, allowing you to position yourself so you can hit an enemy. Also the axes will return even if Draven dies, if timed perfectly you can catch your opponents off-guard and secure a kill, even if you're dead.
Always Max




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