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Draven General Guide by megaseeler

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League of Legends Build Guide Author megaseeler

Draven-Killing with style

megaseeler Last updated on August 18, 2012
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ADC Role
Ranked #8 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

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Draven is a ranged AD carry with some very fun mechanics. With that said I do not recommend playing as him if you are:

1) new to league of legends
2) new to ad carries
3) not up for a challenge

But if you aren't new to league of legends, are skilled with ad carries and up for a challenge then Draven is the champ for you.

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Pros / Cons


    very high damage
    not mana hungry
    good chasing
    global ult
    the possibility to have the highest dps as a carry
    extremely fun to play

    Very difficult to play to his full potential
    No strong escape mechanic
    Focused down very quickly
    Strong CC will get you killed

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I go for the following runes:

X9 Greater Mark of Desolation
x9 Greater Seal of Armor
x9 Greater Glyph of Scaling Magic Resist
x3 Greater Quintessence of Attack Damage

Very basic ad carry runes, they focus on maximizing your damage while giving you that extra defense which ad carries lack. An other good choice of quints though are the Greater Quintessence of Movement Speed since ad carries are naturally slow characters and it just makes you an even better chaser.

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I take 21/9/0 masteries, very standard ad carry masteries going in full offence whilst taking that little extra durability which helps in lane.

21/0/9 also works focusing on the increased movement speed.

Not really too much to say in this section though ^^

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Summoner Spells

Summoner Spells

Pretty standard on an ad carry, Flash is a must on this guy since he has very weak escape moves unlike Corki with Valkyrie. Also flash is good when you need to land that last auto attack to finish someone off when your Blood Rush just isn't enough. Heal is essential on ad carries especially when you have a support like Nunu or Janna who do not have a constant heal or no heal at all.

Other viable choices

If you have a support like Soraka ( who by the way I wouldn't recommend on Draven) you may think that you do not need heal since Soraka already has 2. Exhaust is a very viable spell for Draven. It just lets you chase people down better and also allows you to escape better when used defensively.

This spell is good on any offensive character. Whilst it is good on Draven I wouldn't recommend it because of your passive Wicked Blades which is very good when someones escapes with little health left.

Good if you don't want to lose xp, and if some lanes are in trouble but I wouldn't take it, the other spells are much more useful to you.

Take this spell if you know you are against a bot with hard CC, lets say Ashe and Sona this is because once they ult you, you are pretty much dead. If you take this game and you get the Quicksilver Sash later well it would be even better.

If you don't feel safe with just flash, you can take ghost as well.

Dont bother

Not useful at all for Draven, would be a waste to get this spell.

You not the support so don't take this.

You just dont need it. You are probably the least mana hungry carry in the game.


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Skills and skill order

Draven is a champion which brings in some complicated but fun and rewarding mechanics to the game. He deals high damage and has the potential to be very mobile, but all of this is very tricky to achieve.

[icon=Wicked Blades size=55
This is Draven's passive. Your next Spinning Axe or critical attack will apply a dot deal physical damage over time. On paper this doesn't look too strong but its actually not bad because if you can keep on attacking them with your Q spell, you are going to keep on applying this passive. It is very good for finishing someone off when they survive with little health, it is also really good when a minion survives your attack with 10 health or so, your passive can secure the creep kill.

This move will cause Dravens next attack to a % of his attack damage as bonus damage, on hitting its target it will bounce off were you will be able to catch it making your next attack automatically into an other Spinning Axe. You can have 2 axes out at once. This spell is your main source of damage, if you can maintain 2 axes up at once then you will almost always beat any carry 1 v 1 especially if you can keep your Blood Rush active. This move applies on hit effects but one thing to notice is that it does not reset your auto attack. Also do not catch the axe if its landing in a difficult position or else you are pretty much dead.

This move will make you move faster for 1.5 second and attack faster for 3 seconds. The movement speed buff will diminish rapidly over its duration whilst the attack speed buff doesn't. Catching an axe will reset the cooldown of this spell. This spell is awesome for escaping or catching up to someone, it is difficult to maintain though. This is the only spell that will actually manage to drain your mana. With that said its still a very cheap spell to use, so you can basically use it whenever you can/want.

This skillshot will cause enemies hit by it to move to the side. After that they are slowed for a % amount. This is your utility spell and actually does very little damage so max it last. With that said it is still a very good spell and has saved my *** countless times.

This spell is just awesome. It is a global ult which does reduced damage on each unit it hits. Kinda like Ezreal's though it has a twist to it. If it hits a champion, you press R or it hits the edge of the map the spell will come back to you meaning you can juke it around on the way back to hit someone. On the way back the damage reduction from previously hit champions is re set. This spell is awesome when laning to finish off that person who escapes with 100 health, it is also good late game in team fights especially if you have someone like Amumu using his ult to lock them all down or someone like vlad using his ult to deal even more damage. With that said this ult is not the strongest ultimate in the game in terms of damage.

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, , , ,

I choose Berserker's Greaves, since they make me attack faster they make me do more damage, with that said these are not the only boots which are good for draven. mercury's threads or Ninja Tabi also work well on him.

On most carries I prefer to get an infinity edge as my first main item. On Draven I prefer to get a bloodthirster since the ratio on his Q is really strong.

Black cleaver is a good item in general, giving good damage and attack speed whilst not being too expensive with that said if their team is extremely tanky replace this item with Last Whisper

Quicksilver Sash is basically vital on every carry since CC is your biggest enemy. If you are in a position were it is vital that you do not die you may want to change this item for a Guardian Angel

Trinity Force Is also good on Draven, if you can keep on procking the sheen with your W whilst attacking them with your Q, well you are talking about insane damage.

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Draven is a very fun and strong carry. Needs a lot of practice but very rewarding when you do well as him, offering high damage with low cooldowns, and almost no mana issues makes him a great choice.


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