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Draven Build Guide by Bucker

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 Bucker

Draven does it all... no seriously, he does.

Bucker Last updated on August 5, 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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Draven does it all... no seriously, he does.

My purpose in this guide is to show my choice of mastery, rune, skill, and item combinations. I've covered the basics of play style because it was suggested; however, we are always learning and I am in no way the best League of Legends player out there. You may be better than me or have a better method for play than I do. If this is the case, I would play your way. I hope you enjoy this guide because Draven truly does it all.

If you don't want to look at the entire guide, I suggest you look at the Items section.

One important note: no one should follow this guide exactly except me. This is made to spark ideas and to be adapted and be improved upon to suit your own skill level and play style. If you think you can do better by changing a part or parts of this build, go for it.

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Draven is all about his auto attack... and himself. Because of this, your best bet with masteries is obviously to build attack damage/ life steal/ armor penetration as well as straight up damage increase. I found that for me, a 24/6/0 build worked very well. I chose this method for a few reasons:

  • This tree maximizes Draven's damage
  • Draven is squishy and therefore needs some defense (no matter how little)
I suggest trying this build then adapting it to suit you and your play style. If you aren't an instigator, take some points out of Havoc and put some into Resistance , Hardiness , or Vigor .

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This is probably my favorite part of this guide. First I would like to tell a story. I hope you read it it's really not that long, but if you insist, just skip it.

I started a match once with an Amumu jungling and I was put against an Irelia in the top lane. As you might imagine things didn't go as well as I'd hoped. I got pretty far behind very quickly in the match while my whole team hooted and hollered, "NOOB!", and "REPORT HIM!", Amumu included. As I started making my build Amumu was complaining that I was building a Tiamat which couldn't have helped my case as it's not renowned as a good item. After being negative 10 kills or more, I finished my build, solely defended our nexus after our team was nearly aced, shelled out massive amounts of damage, got a few triple kills, finished with a positive ratio, and pulled the game into an amazing turn around. At the end of the match, Amumu was asking for my build so he could try it himself. He told me he had totally changed his mind on everything he had previously thought and was going to try it in a bot match himself.

The nifty part of this item build is that all of the items work with each other and [spinning axe] amazingly well. The unfortunate part is because they all accommodate each other, your items don't truly reach their full damage output until you have them all. Because of this early game can be somewhat hard. You may find you don't put out quite as much damage as you'd like. But be patient! Draven does it all, no seriously, he does.

Taking Tiamat right away has it's pros and it's cons.

  • Health and Mana Regen for survivavility and sustainability
  • Attack Damage
  • 35% Splash Damage which is extremely beneficial
-Cons Taking Tiamat will help you clear waves of creeps and late game, when you have 100% crit chance, massive amounts of attack speed and attack damage, and Spinning Axe active, you will deal more damage to groups of champions that you could ever imagine.

The other main item(s) I would like to cover is Sheen/ Trinity Force. The reasoning behind this item is purely because of it's passive. Because Draven is made around his auto attack, anything that would increase it's damage by a substantial amount is a good idea. Therefore I suggest to you trinity force. Trinity force also offers 15% critical strike chance, when put with two Phantom Dancers and Infinity Edge give you 100% critical chance which not only does insane amounts of damage, but will proc your bleed with every auto attack.

I don't want to bore anyone to death who takes the time to read this guide so I want to just say that I really like the way the final build works out. I highly suggest you stick with it or close to it. However, how you get there is up to you.

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Rune are always somewhat complex as there are so many choices. I am still not entirely sure I am satisfied with the combination I have chosen, but I will explain my reasoning anyhow. Going along with the same idea I stated above, attack damage is key with defense to back it up. Keeping this in mind, I take 6 Greater Mark of Attack Damage, 3 Greater Mark of Scaling Attack Damage, 6 Seal of Armor, 3 seal of defense, 6 Glyph of Magic Resist, 3 Glyph of Scaling Magic Resist, 1 Quintessence of Attack Damage, and 2 Quintessence of Scaling Attack Damage.

Some of you may be wondering, 'Why the hell did he take 8 different types of runes? This build is garbage.' I disagree! Looking closely you see that all marks and quintessences have attack damage, all seals have armor, and all glyphs have magic resistance. The reason I use this method is to keep me a formidable champion at low levels while giving me a bit more in stats later in matches.

Again, do as you please with your rune page.

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Summoner Spells

Summoner Spells are always dependent on many things such as your preferences or your team so I will just make suggestions and leave it at that. Because Draven's mastery build has a point in Summoner's Wrath I will suggest you take Ghost, Ignite, or Exhaust. I generally take ghost for situations where I am escaping, hunting down, or getting across the map quickly. I usually use ignite to start encounters rather than finish them. Doing this will:

  • Start the cooldown refreshing (we all hate that time when someone gets away when you have 1 second left on cooldown)
  • Give you a little boost in AD with Summoner's Wrath
  • Deal enough damage from the start of a fight which could scare your enemy into running which leads to easy chasing and killing
Lots of people take ignite and flash. If this is your choice, more power to you; however, I personally never liked flash too much and it doesn't get the added bonus from Summoner's Wrath .

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Playing Style and Farming

I was not originally going to include this section but I got complaints about a lack of 'How to Play this Champion' section and a lack of length to my guide. Having said this here I go.

As I stated and highlighted in the Items section and, your build accompanies and boosts itself and therefore doesn't reach it's full potential until you have it ALL. Unfortunately for you and me, this kinda sucks. I will be totally honest with you, it's not easy mid game. The best situation you can possibly have, is to get a few free kills with a tank or support by your side to put you just ahead of your competition. After this, play smart. Farm creeps, ward for safety, take cheap kills, and try not to die.

One other important goal to shoot for when playing is to make as much money as you possibly can. A build with two Phantom Dancers, an Infinity Edge, a The Bloodthirster, and a Trinity Force is quite expensive and hard to finish. What's the solution? Farm, farm, farm! Early game as a ranged AD champion, it is extremely easy to sit back and just last hit adds using s intelligently to not push further than you have to. I find that once I have Tiamat, I have enough attack damage that I can just demolish waves of adds with the splash damage that is provided. With this nice splash bonus added, you can activate a Spinning Axe and push to a tower rather quickly. At this point, if you can seize a good opportunity to push a turret without dying, do it. Extra money and a destroyed turret are always good. Just make sure that you have blood rush and Ghost/ Flash ready for a quick get away should you have to run. Ward if possible, keep your eyes on the map, and keep Stand Aside ready to knock enemies away and slow them.

Kill dragon as much as you possibly can for quick extra cash and experience. Watch your map for his respawn. A good safe level to start soloing dragon is level 13. Soloing earlier is possible, but not guaranteed. Lucky and unlucky crits from you and the dragon can really screw you over. I would bring someone with you if you are level 12 or lower.

The most fun part of the game is when you have all your items. If and when you get to this point, test your damage. Find a good spot to attack an enemy/enemies and unload. Pop Ignite, spinning blades, and Blood Rush. Begin catching your spinning blades while keeping a safe distance. Keep popping Blood Rush every time the attack speed buff falls off. Your enemies should be dead before you know it. Having a sturdy tank to draw the enemy team's focus is the best way for you to shell out your maximum, uninterrupted damage.

One thing I like to do at certain times is to engage with Whirling Death. I generally do this if I can hit 3 people more more. It works very well in team fights. Any other time I suggest saving Whirling Death as a snipe to finish off your almost kills.

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Draven is not an easy champion to play. Practice and tweaking of your build is the best way to get better. Take this as a starting point and build upon and improve upon it. Find what works for you and what doesn't. If you find something worked well or something didn't work well and you found something better, please comment.

Please try this out and leave positive feedback for me! Suggestions are always welcome.