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Draven Build Guide by Albo1125

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League of Legends Build Guide Author Albo1125

Draven: Cutting through Forest and Enemy (3v3)

Albo1125 Last updated on July 26, 2012
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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

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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This is my second guide on Mobafire, and it'll be for Draven on the 3v3 map; the Twisted Treeline. I personally love playing Draven on 3v3. This is because he has a brilliant early game! That Spinning Axe of his is really great at the first teamfight(usually in bottom lane bush)!
Please read on =)

Guide In Progress; Comments(and +1's) Appreciated =)

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Pros / Cons

  • Often focused
  • Can be hard to catch axes
  • Relies on the axes earlygame for most damage output
  • Vulnerable to CC
  • Squishy
  • Ultimate can be juked
  • Wicked Blades triggers tower attacks

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Skill Sequence & Explanation

Wicked Blades: Draven's critical strikes deal 30 + (4 × level) bonus physical damage over 4 seconds. Spinning Axe also causes this effect even if it does not critically strike.

Draven's passive. This is extremely useful earlygame: if someone bearly gets away under his tower, this will usually finish him off. It scales with level so it adds quite a bit of damage lategame too, as this will stack every time you land a crit or a Spinning Axe. This will also trigger turret attacks.

Spinning Axe: Draven's next attack will deal an extra 45 / 55 / 65 / 75 / 85% of his attack damage as bonus damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.

Draven's bread and butter. It triggers your passive, does a lot of bonus damage on basic attack use and keeps refreshing if you catch it. It has a low mana cost and cooldown, making it a good tool for farming. You can have 2 spinning axes at once, meaning double bonus damage!
It has an indicator to where the axe will fall to.


If you stand still after attacking, the axe will land close or on to you. If you move after attacking, the axe will fall in the direction you're moving. Use this to control where you axe will go. Remember, in teamfights catching axes is nice, but not necessary. Keep attacking your enemies or your damage will drop by a lot.

Blood Rush: Draven gains 40 / 45 / 50 / 55 / 60% increased Movement Speed for 1.5 seconds and 20 / 25 / 30 / 35 / 40% Attack Speed for 3 seconds. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.

Great attack & movement speed buff, that refreshes every time you catch a Spinning Axe. Not much to say about; it's extremely useful in fights, and also for escapes. While escaping, try using Spinning Axe on a minion, so that you can keep the movement speed up. Remember to move after you attacked to make the axe fall in the right direction.

Stand Aside: Draven throws his axes and deals 70 / 105 / 140 / 175 / 210 (+ .5 per bonus attack damage) physical damage by throwing his axes. Enemies hit are knocked aside and slowed by 20 / 25 / 30 / 35 / 40% for 2 seconds.

Draven's CC. This is a skillshot which can be used while chasing, to escape and to get that last chunk of health from a fleeing enemy. As it has a relatively long range, you can also use it to snipe low-hp enemies under towers. Remember, it also pushes the enemy to the side opposite the one they got hit.

Whirling Death: Draven hurls two massive axes dealing 175 / 275 / 375 (+ 1.1 per bonus attack damage) physical damage to each unit struck. Deals 8% less damage per unit hit, down to a minimum of 40%. This resets when Whirling Death changes direction. Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion, or upon reactivation, or upon reaching the boundaries of the map.

Great ultimate in my opinion. It's works like Ezreal's Trueshot Barrage, but has potential to double-hit an enemy. I mainly use this to finish off enemies who got away. It has a short cooldown and can be dodged; remember you can change the line of the return path by moving yourself as it returns to you.
You can also use this to help the other lane, if they are having trouble in a fight.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I max Spinning Axe first for the amazing boost in damage. Then I max Blood Rush for the good boost to your damage & survivability, and I max Stand Aside last, as it's mainly for its utility. Obviously, I level up Whirling Death whenever possible.

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Summoner Spells

I take Flash because it helps escape, walljump......this is a must-have for nearly every champion.

Ignite greatly helps in the earlygame for finishing off the last chunk of health off an enemy and controlling those pesky healers, like Dr. Mundo's Sadism.

Other viable spells are:

I consider other spells to be a waste on 3v3.

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I tend to always start with Doran's Blade with Draven. This helps your Spinning Axe and is a good option for the 1st teamfight.
You can also go for Boots of Speed and 3 Health Potion, but I prefer Doran's Blade on Draven.

sight wards are extremely important, so if nobody else is buying them, get one (you'll probably be fed anyway). Always place them at red buff, as this is where most ganks get initiated. Lategame you can also place them at dragon.

I prefer the Berserker's Greaves on Draven as he relies on attack speed. However, if the enemy has a lot of CC, get Mercury's Treads instead. If the enemy team consists of all AD, get Ninja Tabi.

Vampiric Scepter is next on the list, for the lifesteal (obviously). Usually you'll have enough gold to also buy Cloak of Agility. If not, don't buy it and buy a B. F. Sword on your next trip back. B. F. Sword builds into your next item and is a HUGE increase to your damage output.

Infinity Edge....the bread&butter item for Draven. Increases your damage, your crit chance for Wicked Blades AND increases your crit damage to 250%! What not to love?

Zeal is our next item for attack speed and crit chance. The movement speed helps too. It also build into Phantom Dancer.

The Bloodthirster is a massive boost to your attack damage and lifesteal. Your lifesteal will be pretty high with this item, giving you more 1v1 potential.

Phantom Dancer Uses your Zeal and basically upgrades it. Attack speed for more attacks, more Wicked Blades stacks and you get to move faster, too. You probably won't get this far in a 3v3 game.

By now, everybody usually has some armor, so Last Whisper will help you cut through that easily. It also gives a slight boost in AD.

By now, you can sell your Doran's Blade and can get a better item. Guardian Angel gives you increased survivability and it revives you when dead. A pretty good choice, in my opinion.

If you have trouble with survivability, you can always get Frozen Mallet which is a pretty solid choice.

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greater mark of desolation greater quintessence of desolation
This is a pretty standard AD carry build, and the runes I use. I haven't really tried any others, so feel free to give me tips.

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Again, a pretty standard 21/9/0 3v3 AD carry buildup. Nothing to say about, really; this is what nearly everyone uses.

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When you start, quickly buy your Doran's Blade, right-click on your minimap to the bottom lane bush, and while you're on your way, type GL HF. Be careful about going into the bush on your own without your teammates. Make sure you do not tank the enemy. Also make sure you keep catching your Spinning Axe.
When you have fought the fight, you should get Boots of Speed if you have the gold.
Draven can go either top or bottom. When at top, find a balance between harass and farm; you need those last-hits. At bottom, get as many last-hits as possible, and make sure to help your teammate if he initiates or gets initiated on. Gank often if possible. If nobody else is doing so (unlikely), place wards.
Do dragon when you hit about level 10.
Last-hits are key in the earlygame, and so are early kills.

I don't really consider there to be a midgame on 3v3. At lategame, remember to stick with your team! Push the towers, keep farming, fight the teamfights. Spinning Axes matter less now, as your damage is still good without them (you should preferably catch them though).
Do not push their inhibitors until you are 75% sure you can win soon. If you don't, they'll get a lot of farm right into their base. Remember to keep doing dragon when it spawns.

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I hope you enjoyed my 2nd guide. If you like, check out my Teemo guide for Dominion.

Thanks a lot to you, JhoiJhoi, for your Guide to making a guide guide.

Please; comment, +1, give feedback....Remember the guide is still in progress =D

~Albo1125, EUW.