This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ignite
Flash
Ability Order
League of Draven (PASSIVE)
Draven Passive Ability
Welcome to the League of Draven


Hello, I'm OTGBionicArm, and this guide is about one of my favorite champions,











To master



This guide will cover how to shred bottom lane carries and supports, how to cooperate with

Berzerk: "DRAVEEEN DOES IT ALL WITH STYLE... INCLUDING KS HUEHUEHUEHUE."


My first ever Pentakill was achieved with


EDIT: Not Pentakill. Draaavenkill.



- He's a massive troll of a character.
- The sick fu-manchu.
Draven is dead sexy, and you know it. You wish you had a sick fu-manchu like him. (Protip; you must only use his default skin, it's worth more troll-points.)
Draven gets all the *****es.
- This is the League of
Draven.
- There is literally no following his footsteps. Merely walking behind
Draven causes internal bleeding.
- You want to do it all... with style! Like
Draven.
- You, much like
Draven, are incapable of "do(ing) subtle".
Draven does not run off mana. He runs on sheer ego. As he uses abilities, his ego bar (the gray one) fills from right to left.
But, I'm a massive fan of


Pros:
+ Has one of the best laning phases of any ranged AD carry in terms of harassment, and kill potential.
+



+ Very powerful sustained damage and chasing power.


+ Global ultimate! Similar to


+ One of the few carries with the ability to completely stop channeled abilities, as well as some dashing moves (EX;









Cons:
- Has no reliable escape moves.


-

- The nature of his kit is generally awkward for most people until you get a few games in with him.
- He is rather risky in team fights because of his




For masteries I use a standard AD carry page. This is designed to amplify

Offensive Masteries:
- Tier 1: One point is taken for
Summoner's Wrath , for the 5 bonus AD when
Ignite is on cool down. It may not seem like much, but it adds up. 3 points are put into
Brute Force for more AD and extra last hitting power early game.
- Tier 2: 4 points are put into
Alacrity for the added attack speed and it leads to our next goal in tier 3.
- Tier 3: We put one point into
Weapon Expertise for the 10% armor penetration, which is always necessary early game to do more damage against enemies. 4 points are put into
Deadliness for 9 free AD at the end of the game.
- Tier 4: All points are taken in
Vampirism for the added sustain to your eventual
Bloodthirster.
Lethality is take for 10% bonus critical damage, which will be helpful when you get your
Phantom Dancer and
Infinity Edge.
- Tier 5: The 2 points in
Sunder are for even further armor penetration to hold you off until
Last Whisper.

Defensive Masteries:
- Tier 1: 3 points in
Hardiness is necessary at bottom lane against the enemy AD carry for the additional 6 armor. 1 points in
Tough Skin is taken because
Draven regularly walks through enemy minions chasing and harassing. Taking less minion damage is smooth.
- Tier 2:
Durability is maxed out to get an additional 108 HP at the end of the game.
- Tier 3:
Veteran's Scars is taken for the immediate +30 HP early game. 2 points are taken in
Indomitable for similar reasons as
Tough Skin , but it's all incoming damage.



Core Runes:
Greater Mark of Attack Damage: These are my favorite choice of marks on
Draven for better last-hitting early game. Alternatively though, Greater mark of desolation will result in more damage against champions, but cuts your last-hitting power. It's largely preference.
Greater Seal of Armor: I wouldn't go bottom lane without these. The enemy carry probably has them too and you'd be severely disadvantaged to not use them. The increased armor is necessary.
Greater Glyph of Magic Resist: These glyphs are just for the magic damage supports like
Blitzcrank,
Janna and
Sona. They do nice chunks of damage and these are there to prevent some of it.
Greater Quintessence of Attack Damage: Same explanation as the marks. In addition to Greater quintessence of desolation, which would improve your damage against champions, you can also use
Greater Quintessence of Movement Speed to nimbly catch your axes better, or
Greater Quintessence of Health to have a bigger health pool.



Recommended Summoner Spells:











I shouldn't have to explain how helpful




Other Viable Spells:








A great choice some times for aggressive plays.



Would rarely use this myself, but I see it's viability. Would be very useful to get out of deadly situations like












This passive is a large part of what makes





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.
The core of





Catching a Spinning Axe will refresh Blood Rush's cooldown.
Your own personal mini-






This ability is amazing for displacing and locking down enemies with the help of your support. The knock back is small, but it often throws people off and messes with their pathing, which can get them killed. It's true use however is to disengage a dashing threat like






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.

















Starting Items:


This is the only starting item setup I'd recommend on






Early Game:


I usually pick up two of these on my first back. They give you a decent chunk of health and a tiny bit of life steal for a bit of lane sustain, and 20 AD, which is not bad. They should be sold later in the game to finish your core items. If you're farming really well, or absolutely murdering people in lane, just skip these and go straight for the


A boost in attack speed with your upgrade to tier 2 boots is nice, and all for a cheap price. You should build these immediately after your


This item should be built after your




Great boost in damage. It builds into your core items so it's essential to get early.

I recommend buying this after all the other early game items, because damage is prioritized over attack speed for



Mid Game (Core Items):

This buy is assuming you are getting kills in lane and/or farming well. If you're wrecking your lane, rushing this will help you snowball harder. The massive boost to raw attack damage and sustain of this item is unmatched, especially for



This item gives a massive boost to your default attack speed and movement speed, as well as critical attack chance. This item screams


This item is necessary to deal with enemies stacking armor. You will see a noticeable increase in damage to tanks due to the increased armor penetration, and you won't ever regret buying it.

A situational alternative to



Late Game:

By now you're likely being focused, and



If you're doing really well and hard CC is kicking your ***, you need one of these. This item is such a life saver against hard CC initiations like



Massive critical chance and critical damage buffs. Yaaaaaay. This item is the highest boost in damage in the game and will ensure you're wrecking people even if you purposely aren't catching axes or something. If you built



This is a super situational item. I build one of these if the enemy AP carry is literally wrecking everything. This usually only happens with choice AP's like






Early to Mid Game:
As with any ranged AD carry your top priority should be farming, and




If your support engages a trade with the enemy laners, MAKE SURE YOU FOLLOW UP! Pay attention to what your support is doing.







Hopefully your support is warding well and has the bushes under control. Squishy supports like




By the end of early game, you should generally have built at least two





Mid to Late Game:
Ideally, by now, you should have a few kills, with





In team fights, you should not go out of your way to kill enemy carries unless they put themselves within your reach. Stay behind your beefier squad mates. I cannot stress enough that catching every axe is great, but you don't have to catch every single one. If it goes in front of you, it's probably a bad idea to try to pick it up unless you were wining and chasing. Just attack the nearest target to yourself, or get in position to safely peg some squishies. Your ultimate is great AoE damage in a fight, so abuse it at the start.
You should also be gathering objectives with your team. Despite

Remember that if you have vision on Dragon, (or Baron Nashor if they have the balls to do it this early) and the enemy team is trying to get it, try to steal it with


And if you don't have your core items (





Late Game
Your top item priority late game should be


This is the stage of the game where teams will commonly "force" fights near Baron Nashor, either to take the buff, or to hopefully win a team fight and end the game. If you can either steal Baron Nashor with

Coordinate with your team and play smart in team fights, because come late game, one ace can ultimately decide a game, play your best to make that team is not yours. Do not disappoint

After winning a game, remember to type in all chat "Too easy." while spamming




My scale on how difficult each support is to lane againt goes as follows:
- EASY: These champions are either too easy for
Draven to harass, or they fall easily in team fights due to the nature of
Draven's kit. Generally,
Draven counters these champions.
- CHALLENGING: These champions are a skill match-up for
Draven. The players skill behind each champion will ultimately decide a win or a loss. Jungler presence on each team can also be a factor in who wins the lane.
- HARD: These champions counter
Draven and he should not even be used against them. If he has to lane against them, he will require a watchful eye and helpful hand of his own support, and perhaps his jungler in his lane often.
My scale on how well

- AVOID: This champion does not synergize at all with
Draven's play style and should be avoided all together. They are a hindrance to him and possibly your entire team.
- GOOD: This champion is pretty good at working with
Draven and can easily help him rack up kills or zone the enemy out of farm. They have good poke/DPS and CC.
- EXCELLENT: This champion is extremely good at working with
Draven and working together they probably will get easy kills and win the lane hard, assuming both of you are decent skill. They generally have very good hard CC and contribute to DPS better than other supports.

ALISTAR, THE PERMA-BANNED

Synergy: EXCELLENT
Difficulty: HARD





As your support:
Alistar has some of the best CC in the game, and a good one will lead to very easy kills. After his
Pulverize,
Headbutt combo, follow up with
Stand Aside to create an even longer period of time the enemy cannot move.
Alistar is pro at tower diving after level 6, if he commits to a tower dive and starts tanking turret, you'd better be right behind him backing him up to get kills.
Triumphant Roar is a great sustained heal, while being a small heal, it's pretty cheap for
Alistar to spam early game, keeping you both in lane longer.
As your enemy:
Alistar is slow and you can generally stop his advancement towards you with
Stand Aside, which usually save you from being hit with
Pulverize. Once he hits level 6 though, he'll probably just pop
Unbreakable Will and CC chain you anyway, which will likely kill you, so watch out!
Alistar doesn't handle harassment well because he's melee and it forces him to burn mana to spam
Triumphant Roar more often. Make him burn his mana and leave the lane to keep him behind.
- Be very careful about an
Alistar tower dive. If you're alone, or you and your support are at low health, it may be a better idea to just leave.

BLITZCRANK, HOW COULD HE LOSE? HE'S GOT A BIONIC ARM!

Synergy: GOOD
Difficulty: HARD





As your support:
Blitzcrank is very easy to follow up with because he pulls a character right to him with
Rocket Grab. At level 6, this can likely result in a kill after he pegs them with
Power Fist and
Static Field so they cannot escape.
- Blitcrank is very adept at zoning. If the enemy is playing too safely you have free reign to deny the enemy carry creeps and out farm them.
Blitzcrank's
Mana Barrier and
Overdrive make him a very durable support that can actively help you fight with pretty good DPS.
As your enemy:
- Always stand behind your creeps. Mirror
Blitzcrank's movements and move accordingly around minions.
Rocket Grab can easily get you killed unless you
Flash, so you should always be watching out to avoid it.
Blitzcrank's
Mana Barrier makes him super durable. Do not focus him unless he's alone. Coordinate with your support to kill his carry first.
- At level six, if you get pulled his ultimate will like seal your fate with it's silence.
- Make sure both brushes are warded.
Blitzcrank is one of the hardest abusers of brush.

FIDDLESUPPORT, IF HE ONLY HAD A BRAIN

Synergy: GOOD
Difficulty: EASY





As your support:
Fiddlesticks has very unique CC and it's really good, hence why he's become popular as a support. Make sure to get some free hits if he uses
Terrify to fear someone.
Terrify in conjunction with
Reap and your
Stand Aside are pretty potent action denial and should be abused in fights.
Fiddlesticks is very durable for a caster with his
Bountiful Harvest. If they focus him in his
Bountiful Harvest, hammer them.
Bountiful Harvest does very good base damage, and they'll be sorry they tried to kill him.
- If you see
Fiddlesticks channeling, be ready! he's gonna jump out an-CAWCAWCAWCAWCAWCAW. Yea, that
Crowstorm hurts, so be ready to help him massacre people.
As your enemy:
- Stay a bit away from minions to avoid
Reap. He won't get close enough to throw the crow directly at you, he'll bounce it off minions.
Draven is pretty much a counter to
Fiddlesticks because
Stand Aside stops his two most potent abilities -
Bountiful Harvest and
Crowstorm. If he's draining you, use
Stand Aside and hammer him for being squishy. He usually won't channel
Crowstorm outside a bush though, so be ready for the cawcaw's. Ward the brushes to avoid surprise crows.
- Most
Fiddlesticks supports build some AP, be respectful of his DPS.

JANNA, ZOOOOM, NEEEEEEEEEEEEERRRRRRRRROOOOOOOOO

Synergy: EXCELLENT
Difficulty: CHALLENGING





As your support:
Janna makes you faster, and
Zephyr makes them slower, abuse the advantage in mobility.
Janna's usual harassment combo is charge
Howling Gale in a bush and peg the intended target with
Zephyr. Follow up with
Stand Aside and start pegging them with
Spinning Axe.
Janna will give you an OP attack damage buff shield with
Eye of the Storm. Just watch and listen for her charging her tornado.
- Good
Janna's will do ballsy maneuvers like
Flashing behind a target and using
Monsoon to push them towards you while pushing the other one away. This is certain death if you follow up well.
As your enemy:
- She is squishy, so it may be better to go for her. She'll fall pretty fast under fire from you and your support, and she'll usually throw her shield on her carry before herself.
- If you see
Janna floating towards you, she's probably looking to initiate with
Zephyr and
Howling Gale. Move side ways to avoid the tornado, and counter harass her.
- You can stop her from channeling the heal on
Monsoon with
Stand Aside.

KARMA, WHO?

Synergy: BAD
Difficulty: EASY





As your support:
- She cannot greatly contribute to DPS as all of her cool downs are long, and her heal and shield are mediocre compared to
Janna and
Soraka. She only really does good damage if she's almost dead. Just avoid having her as a support.
As your enemy:
- She's squishy, but she does decent damage if she's near death, just watch out for that.
- You'll never see this champion in the first place.

LEONA, MY FAVORITE SUPPORT

Synergy: EXCELLENT
Difficulty: HARD





As your support:
Leona has a super high burst for a support early game. She needs to be level 3, but generally her full combo of
Zenith Blade,
Eclipse and
Shield of Daybreak combined with
Draven's
Stand Aside and DPS is usually first blood. Which
Draven loves.
- Her ultimate is one of the more surprising initiations in the game, and it's on a rather short cool down. Be quick to follow up with her for easy kills.
- Her
Sunlight debuff makes you utterly murder people.
- Her
Eclipse makes her a tank without even trying, and her initiation usually makes her the first target, or just makes the enemies panic. She's super durable and has great abilities to peel for you.
As your enemy:
- With very tight timing you can stop her
Zenith Blade initiation with
Stand Aside. But be aware that if she gets a good hit, she'll stun you and you'll take a good chunk of damage or possibly die.
- at level 6, even if you stop her
Zenith Blade she'll just
Solar Flare you and kill you anyway. However,
Leona's weakness is disengaging supports, so ask for a
Taric or
Janna if you have to fight her.
- Make sure your support is warding the brushes so you can better react to her
Zenith Blade. Think of her as a female
Blitzcrank that comes to you as opposed to you coming to her.

LULU, THE ANIMAL ABUSER

Synergy: GOOD
Difficulty: CHALLENGING





As your support:
Lulu has a very good poke, pretty good CC and above average DPS. Her passive,
Pix, Faerie Companion will chunk people early game and contributes greatly with your DPS.
Glitterlance is a reliable poke with a strong slow.
Whimsy is essentially silence, but it turns them into an adorable squirrel that moves slowly for
Draven completely butcher. It's almost too adorable to hit, but you have to!
Draven must hide his true feelings about adorable squirrels.
Help, Pix! is pretty much like
Janna's
Eye of the Storm, except instead of bonus AD, you get Pix's magic damage on hit for 6 seconds, which they won't be building defenses for, which is better in some cases. If she cast's it on an enemy, it grants vision. Smooooth.
- Her ultimate,
Wild Growth is hilarious and turns you into Mega-
Draven. You gain max health and an OP slow aura around you. Stay near melee range to them and throw massive
Spinning Axes the size of their character. She will often use this kind of like a
Heal bait.
As your enemy:
- She's a squishy mage, but she's harder to catch because of
Whimsy and she's pretty good as disengaging
Draven with
Glitterlance.
- Her harass damage is nothing to scoff at, and if she lends Pix to her carry with
Help, Pix! they can easily win a trade if you aren't careful.
- Request a lockdown support like
Blitzcrank or
Leona that can bypass her
Glitterlance and stop her from moving.

NUNU, I'M GOING TO MAKE THE YETI ANGRY

Synergy: BAD
Difficulty: EASY





As your support:
Nunu & Willump is possibly the worst support with
Draven ever.
Draven has
Blood Boil on demand with
Blood Rush, which is redundant. He also doesn't do anything to contribute to DPS after
Ice Blast except hoping to God his
Absolute Zero doesn't get interrupted. Then he eats your creeps because he takes harass damage like a boss. Avoid having him as your support as
Draven.
As your enemy:
- He's melee and has only one move to harass you with, but avoid fighting him and his carry after he pegs you with
Ice Blast. Just get free harass on him because he got close to you.
- His carry will have a higher attack and movement speed than you by default because of
Blood Boil, but they likely won't engage on you, because that carry is probably
Kog'Maw and they just wanna farm.
Ice Blast hurts a lot, and the attack/movement speed slow is pretty damn annoying. If he's starting to do too much damage with it, back away from him.
- Use
Stand Aside to stop his stupid
Absolute Zero.
- Him and his carry will be very fast. Get a hard CC support like
Alistar or
Leona.

SONA, ONE OF DRAVEN'S *****ES

Synergy: GOOD
Difficulty: EASY





As your support:
- She has a wide variety of passive effects, debuffs, a small spammable heal and some of the best harass damage in the game. However, she lacks any real CC until level 6.
- Her harass from
Hymn of Valor and
Power Chord is frightening if she does it right, follow up with
Spinning Axe for scary harass damage.
- Her heal is spammable and will keep you in lane. In fights it also gives you a small armor buff which actually helps a lot in trades.
Crescendo is one of the best ultimates for a support and it makes them dance. Abuse this to murder two characters at once.
As your enemy:
- Mute girls can't say no. She's squishy (c wat i did thur. Double entandre. Huehuehue.) and while her harass damage is good, yours is better.
Draven alone can easily zone her.
- Her mortal enemies are
Leona and
Blitzcrank so request them for major trollage and get first blood on
Sona.
Sona is typically a counter to other passive lanes (
Soraka, or
Kog'Maw/
Nunu & Willump) so her actually locking in against a kill lane, like any lane that includes
Draven is a bad idea for her.
- Do be mindful of her
Crescendo, though. While
Draven does not actually dance (Dancing is for sissy carries like
Graves, huehuehue.) the effect is devastating enough to get
Draven killed if he isn't careful. In other words, don't tower dive like an idiot if she has this up.

SORAKA, MORE OVER-RATED THAN CATS

Synergy: BAD
Difficulty: Easy
Consecration




As your support:
- Avoid at all costs. These champions have absolutely zero synergy. Possibly a worse choice than
Nunu & Willump.
Soraka would be awesome if you were
Ashe. But you aren't You're
Draven. You want kills and she doesn't really help you get them.
Starcall pushes the lane and that's her only damage move besides
Infuse which isn't terribly great either.
Infuse isn't needed for the free mana either because
Draven doesn't use much mana.
As your enemy:
- Her heal is potent and gives a massive armor buff, but the key is just to switch targets when she uses it and kill that person. She's got no mobility and only 2 abilities which have lengthy cool downs. (Support
Soraka doesn't level
Starcall)
- Don't fall for the HAHA-larious
Astral Blessing,
Wish,
Heal burst heal bait. That tactic is so obvious you'd have to be seriously damaged in the head to fall for it.
- If she silences you, it pretty much only stops you from clicking
Blood Rush for a few seconds. Woopty doo.

TARIC, THE TRULY OUTRAGEOUS

Synergy: EXCELLENT
Difficulty: CHALLENGING





As your support:
Taric is possibly the best support all around. He's got a heal, a super reliable stun, and anti-armor AoE. He fits on every team comp, and he's a beast to have with
Draven.
- As mentioned early, follow up quickly to
Taric's
Dazzle
Shatter combo. With your
Spinning Axes after this, they will be severely hurt or dead.
Taric's early burst is rather formidable, and the armor reduction of
Shatter is OP with
Draven
Shatter gives you both a passive armor buff. You can be much more aggressive while it's active.
- If
Taric uses
Radiance he probably intends it to be a full engagement, however it's on a short cool down, so he probably won't be too disgruntled if no one got killed in the encounter.
As your enemy:
Taric has one of the most reliable stuns in the game with
Dazzle, and he's what you call a "brush *****". Have your support ward the brushes to react quicker to him.
- Don't do a trade with a carry if
Taric
Shatters you, because the armor shed can get you killed.
- If you manage to get some good harass damage on him or his carry, you can burn his mana very quickly. Also, if he stuns you without his carry being able to follow up, (You were walking backwards to catch an axe) he will quickly run oom.
- Be aware that most
Tarics will just wait for you to be aggressive to stun you, let your support do the engaging to avoid this.



ASHE, THE PRO-KITER

Difficulty: EASY





Summary:
- She has an abysmal early game and low mobility. She just want to farm so she can be good later. However, she's adept at kiting you with
Frost Shot. Just do quick harassment via
Spinning Axe.
- If you have an aggressive support, just murder her, she's probably got some passive support like
Soraka with her.
- Your support will not always be able to abuse the brush because of
Hawkshot. A good
Ashe can be aware of jungler ganks before they even hit wards as well.
- In an all out engagement, she simply cannot trade damage with you. She will probably fire
Enchanted Crystal Arrow to save face, so watch out for it. Also, do not tower dive
Ashe when you know she has her ultimate, you will be stunned and killed.

CAITLYN, SHE HAS FUZZY HANDCUFFS, HOT DAMN

Difficulty: HARD





Summary:
- She completely out ranges you can harass you easily. She's also very hard to catch because of
90 Caliber Net. Use your mobility with
Blood Rush or an opening from your support to get some damage on her with
Spinning Axe.
- She is adept at zoning. She will often shove the lane as hard as she can and then block you from leaving your turret with
Yordle Snap Traps. If you hit one, she gets a free
Piltover Peacemaker and otherwise you're just missing creeps and EXP. Request a bulky and durable support like
Blitzcrank or
Leona and have them step on the traps for you.
- A good support will block
Ace in the Hole for you, but if they can't and you're at low health, you're pretty much dead.
- Her weakness lies in her mid/late game. If your support manages to help you kill her, even once, you have a massive edge in damage. Stick it out til mid game where you do far better than her.

EZREAL, YOUR AXES BOUNCE OFF HIS DIAMOND SKIN

Difficulty: CHALLENGING





Summary:
Ezreal is a very safe carry with a built in blink. He will likely focus on farming but with an aggressive support he can actually be very damaging. However he cannot win trades with you because
Essence Flux doesn't stop
Draven's main damage source;
Spinning Axe.
- A hard CC support will be needed to lock
Ezreal down.
Taric or
Leona is a good choice.
- Stay behind minions to avoid his primary harass;
Mystic Shot.

GRAVES, HE'S ALMOST AS MANLY AS DRAVEN

Difficulty: CHALLENGING





Summary:
Graves has a very angry burst and attack speed steroid with
Buckshot and
Quickdraw. He rivals your damage, and you must respect it.
- You out range him, and are also much faster. Abuse mobility and range against
Graves when trading.
- Do not stand in his
Smoke Screen, but since you're
Draven you like won't be standing still very long anyway.
- Watch out for his
Collateral Damage if you're at low health, it has a massive range compared to the rest of his abilities.

SIVIR, AXES ARE WAY COOLER THAN BOOMERANGS

Difficulty: EASY





Summary:
- Her
Boomerang Blade does stupid damage early game if it hits you without going through minions. Avoid at all costs. It kills her mana to spam it though.
- You out range her, abuse her lack of range like you would do to
Graves.
- Your supports may have issues locking her down because of her
Spell Shield. Bait it out first.
- Her ultimate,
On The Hunt, is an amazing team organizer, she can lead the charge with her entire team rather quickly for a rampage, so watch out.

TRISTANA, THAT IS NOT A ROCKET IN MY POCKET

Difficulty: CHALLENGING





Summary:
- By level 13, she will have the highest auto attack range in the game. But early game her range is more comparable to yours. Abuse it early, because her mana costs are too high to actively poke you.
- At the first sign of danger she will probably
Rocket Jump away or
Buster Shot you away, hard CC and lockdown supports help a lot to kill her, like
Alistar or
Blitzcrank.
- An Aggressive
Tristana will look for quick kills, with an aggressive support like
Leona she can easily burst you to death very fast, so watch out.
- She cannot avoid pushing her lane due to
Explosive Shot's passive, so tell your jungler when they are close to your turret.

TWITCH, FLIES OP, BRO

Difficulty: EASY




Summary:
- Basically, just watch out when he disappears on you, oh noes, he suddenly appeared again for you to wreck him in damage output.
- He's held together only by his ultimate,
Spray and Pray because it makes him do considerable AoE damage, just murder him hard before level 6.
- His poison I guess kinda hurts when he stacks it and uses Expunge, but you'll likely kill him before he does that.
- He is terrible at following up with his support, so they'll probably be more busy arguing than killing you.

URGOT, NO ONE PLAYS HIM ANYMORE HUEHUE

Difficulty: EASY




Summary:
- He isn't really a carry, he's a poking bruiser. And a really ****py champion if you ask me. Even before his nerfs.
- You out range him, his main source of damage is super easily avoided. (If you think it isn't you're terrible at avoiding skill shots. Just don't be so predictable with your axes.) So just harass him nearly for free. I know he has a shield. Woopty doo, a whole auto attack got shielded.
- Many
Urgot players have difficulty with
Draven anyway, because he is almost always moving, unlike other carries.
- He is terrible at hard engages, he wants to poke you, not fight you. Force a fight with him, but make sure the lane is warded well because he can easily use his ultimate to put you in position for a jungler.

VARUS, THE ARROW TO YOUR KNEE

Difficulty: CHALLENGING





Summary:
- He out ranges you, and gets attack speed steroids by killing creeps, as well as bonus magic damage on hit. He's very good at poking.
- If you hear him yelling, or see him stretch his bow out, look out to avoid
Piercing Arrow. That thing really hurts if it didn't go through minions. Most
Varus players will charge this in a brush for more surprise, so tell your support to keep them warded.
Hail of Arrows can easily halt your approach to him without your supports help. His... arrow to the knee (*sunglasses* YEAAAAAAAAAAAAAAHHHH) is that he is void of ANY mobility, what so ever, so hard CC supports absolutely wreck him.
- Watch out for his blight stacks, if he detonates 3 of them that's a hefty chunk of magic damage.
Chain of Corruption can cripple
Draven severely because it denies his ability to catch
Spinning Axe. Avoid the initial cast and stay away from your team mates if they get hit.

VAYNE, THE LATE GAME NIGHTMARE, EARLY GAME PUSH OVER

Difficulty: CHALLENGING





Summary:
- She has a terrible early game, but if you mess up and let her have easy kills it's GG. She carries harder than any champion in the game if doing well by late game.
- Do your best, with your supports help to shut her down and deny her farm early game. If you can end the game early enough the better.
- She will probably
Condemn you away from your axes if you are chasing, and god forbid you ever get hit into a wall, you're probably dead if that happens. Avoid walls.



Thank you for reading my guide about

If you liked my guide, shoot me a comment! If you have a problem with something, please comment me first before voting, please! :D
Cheers,
~OTGBionicArm





For teaching me how to make a guide, as well as providing line dividers and other images, I'd like to thank jhoijhoi! You can see her awesome guide about making a guide here.
For allowing me to use his guide as a reference of layout, I'd like to thank BlackiceT!

You must be logged in to comment. Please login or register.