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Introduction
NOTICE: I would like to inform everybody that this is a complete work in progress, and is under 60% complete. Since this is my first guide, I want to publish it early to get as much feedback as possible, that way I can continue to edit it. I am completely unfamiliar with the mobafire features, and would appreciate it if you guys could comment what I did good/wrong, and leave some constructive feedback. Once again, this is not complete. Thanks for reading!

Hello MOBAUSERS!
After playing my fair share of games with Draven, I finally decided that I would take some time to write a thorough guide for the people who would like to know how to play this valuable AD carry correctly.
Let's be honest here. I'm no Platinum or Diamond pro, but I know what I'm talking about when it comes to AD carries, especially Draven. Experimenting with ADCs over the past few months really led me to think that Draven is the best carry in many ways if played correctly.
So read on if you would like to read why he's the best, how to be the best, and when it's best to play him. Although he's not like other carries, he definately carries better or just as good as any other.
Let's be honest here. I'm no Platinum or Diamond pro, but I know what I'm talking about when it comes to AD carries, especially Draven. Experimenting with ADCs over the past few months really led me to think that Draven is the best carry in many ways if played correctly.
So read on if you would like to read why he's the best, how to be the best, and when it's best to play him. Although he's not like other carries, he definately carries better or just as good as any other.
This is also my first guide, so minimum hate please!

Although Draven is one of the best carries, he has some cons that tag along with him.
P R O S
•Has limited counters
•Self-steroid w/ cooldown reset

•Global Ultimate that can pick up some easy kills

•INSANELY high early and mid game damage
•Nearly impossible to lose a bottom lane with
•Swag as f*ck
•Great poke
•Has a slow and push which can make some good plays

C O N S
•Escape skills are not so reliable
•Shut down very easily by CC
•Requires excellent positioning
•Needs more practice than others (Catching

•High skill cap (This is a pro & con)

So alot of people underestimate Draven because he isn't a hypercarry nor a right click and win champ. His cons can be pretty heavy on himself and your team if he is not used correctly.
When do we use Draven? When it comes to bot lane, I pick draven almost every single time if they have a squishy support or ADC. Doing so, it is really easy to poke and own the lane. Not only can he win every single bot lane comp (few exceptions), but he also out trades every ADC in that lane apart from Varus. The big 3 carries (Ez, Graves, Cait) stand little to no chance against a correctly played Draven on bottom lane.
Why do we use Draven? He has a massive damage advantage over other carries during the early and mid game phase. This allows him to get farmed, get kills, win the lane, and roam. This all leads to an easier win. A fed Draven is almost impossible to take down, especially with a good team to back him up.










These masteries are Standard AD carry masteries.
The reason that I put 3 points into
and 1 point into
is because Draven can pick up some early kills at level 2 or 3, which means that you most likely burned your ignite. That extra 5 damage makes farming noticeably easier during your few early levels.
Every other mastery that I put in here is pretty self-explanatory, but feel free to comment and leave suggestions if anything.

Just like every other champ in the game, Draven can swap out his summoner spells for better ones
based off the enemy's team composition and situation.
Setup 1:


It is mostly used when you have a support with good CC, and are against a lane and/or team with
little to no CC, meaning that you don't have to worry much, and ignite can be used to pick up some
easy kills. Flash is the only acceptable movement skill on a champion like this, and it can get you
out of sticky situations.
Setup 2:


using Setup 1. This combo is to be used if against a team with a large amount of CC that will have
you killed easily. This will save your life many times, and will allow you to get back into a
fight, or run away quicker. Flash is used for the same reason as above.





IN LANE:




As you can see, Draven's lack of escape skills can cost you dearly in lane if you get stunned, caught out, ganked, etc..
OUT OF LANE:



If you start to notice that you are getting hard focused by champions that can easily dive, tell your team to start peeling you instead of focusing their carry.












Wicked Blades
-This passive is basically what makes helps Draven deal that extra bit
of damage that makes the difference between a kill and an escape. By the end of the game, you'll
have enough critical chance to have this passive proc. for a good chance. Even if you don't end
with a high critical chance, you'll still have this passive proc. while using
.
This means that during late game, you'll be adding on a lot of extra damage to help you during team
fights. This passive also gives you numerous advantages early game. It can finish off minions that
you didn't finish, finishes off kills that would normally not be kills, and deal a decent amount of
DoT in addition to your high AD while poking.
Spinning Axe
- Draven's Q is what makes him so unique. This thing does ludicrous amounts of damage throughout
the game, no matter what phase of the game you are in. What this skill does is add a large amount
of damage to your auto- attack while it is activated, but there is a catch. Literally. You have to
catch the blade to have the skill reset. You can have 2 spinning blades on at once, allowing you to
do immense damage. This skill is great for farming and poking. It allows you to kill minions that
are over 40% health without worrying about fail-csing.
An auto-attack with this skill applies
Draven's passive:
Wicked Blades
Blood Rush
- This is such a good self-steroid, I cannot stress that enough. Not only that, but you can reset
the cooldown by catching one of your
Spinning Axes. This means that you potentially have an

unlimited attack-speed and movement-speed bonus if you do this procedure correctly. For this reason
, we are able to skip out on an attack-speed and movement-speed item and use that item slot on
something more useful like a
Guardian Angel or
Last Whisper. This skill can also be used


for kiting, and a tutorial for that will be shown later on.
Stand Aside
Stand Aside
- This skill is the closest thing to an escape skill that Draven has. This skill is a skillshot-
based slow and "knock aside". Although it can be useful at times, it has pretty limited situation
uses, but can make some pretty good plays in certain cases. As it has a slow, it can be good to
dis-engage a fight that an enemy has tried to engage, push minions aside to clear a path, cancel
certain ultimates, etc.
This skill can interrupt the following skills:
Warwick's
Caitlyn's
Nunu & Willump's
Miss Fortune's

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