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Recommended Items
Runes: Lethal Tempo
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
League of Draven (PASSIVE)
Draven Passive Ability
Threats & Synergies
Caitlyn
Hard to deal with but is not impossible to win against. Do not let Caitlyn push you in under tower. Try to bait her E in lane, when her E is on CD that is an opportunity to all in
Thresh
Probably the best support for Draven, great cc and also allows you to play aggressive due to his W
Thresh
Probably the best support for Draven, great cc and also allows you to play aggressive due to his W
Champion Build Guide
My name is Dealersz, I've been playing league of legends since mid season 2
I started maining Draven in season 7 up until now, and hit Challenger on 2 accounts in season 11, and peaking over 1000lp in Season 12
I have also been the #1 Draven in the world according to league of graphs
I have over 2000 ranked games and know the champions limits to the fullest, and in this guide I will show you how to play Draven properly
I stream almost daily at Twitch so if you enjoy high quality Draven gameplay you are always welcome to join in
Draven is a strong laner already but with Hail of Blades he becomes even stronger. Hail of Blades allows for better trades in lane than Conqueror and also suprises enemies outside of lane with the short burst of attack speed it gives. How to utilize Hail of Blades most effectively is by having 2 Spinning Axe's and activating a third once you proc it
Lethal Tempo on Draven is a replacement for Conqueror in my opinion, it's stronger in lane if you get to stack it and utilize the range and attack speed it gives, but Conqueror is way stronger in late. I don't have too much experience with Lethal Tempo but I am guessing it's good the same games Conqueror is good, so basically vs tanks or melee champs where you can get in a lot of autos
As of latest patches, there has been a lot of discussions about what runes to use and I want to comment on it. I would recommend going Hail of Blades when you have an engage support. So for example something like Nautilus or Pyke, basically something that allows you to proc your Hail of Blades several times. I would recommend going Lethal Tempo if you have an enchanter as support, or anything that will make you go into extended fights so you can get more value of it. At the end of the day its up to YOU to decide which rune will give you the most value since every game is different. Personally, I play with Lethal Tempo in ALL my games
In patch 13.14, riot made a lot of changes to Mythic items. Before you had a lot of things to choose between, but now I would only recommend Infinity Edge as your mythic item. This mythic provides the most damage which is what Draven wants. There has been a lot of discussion about Trinity Force being a good item on Draven and I'd like to share my thoughts on it. If you're not an experienced Draven player Trinity Force could suit you, this item provides a lot of utility and stats which turns Draven into a noob-friendly champion and allows you to make more mistakes than usual. However, a good Draven player will benefit more from building Infinity Edge. I also think Youmuu's Ghostblade can be viable if the enemy has a lot of squishy targets.
Viable Mythics
Infinity Edge should be your core item for Draven, gives the most damage out of any build and is really solid |
Trinity Force is not something I personally recommend but some people have success with it. Always go Presence of Mind if building this item |
Youmuu's Ghostblade is good when enemy have very few tanks or are just squishy in general. Lets you snowball hard and R has really high damage |
On patch 13.14 Riot decided to change Infinity Edge into a mythic item. This was a pretty huge change and it now means that you can build it second item and make use of the passive. A lot of people are confused on what to build, so I thought I would make some rules you can follow to decide if your build is viable or not
1. You should always build lifesteal no matter what items you decide to buy. This means that either Immortal Shieldbow or Bloodthirster will be essential in your build path.
2. You should always have a Mythic item in your build, and it should be either built first, second or third, never fourth. Infinity Edge, Trinity Force,and Youmuu's Ghostblade are the viable mythics as of patch 13.14
3. You should always buy a defensive item later on in the game. This has way more value than having another offensive item. Maw of Malmortius, Guardian Angel and Immortal Shieldbow are some examples
BONUS: I strongly believe Essence Reaver is a very strong item for Draven and can be built most games, however, it is not a necessity
As long as you follow these 3 simple rules above, you'll be good to go
So what are the different builds that are viable?
This item path allows you to build Serrated Dirk and B. F. Sword early which gives you insane damage and lets you snowball easier
Very solid build. Provides early damage and infinite mana with Essence Reaver. I build this in all my games
Provides utility and health which gives you more room for errors in your gameplay, but not as much damage due to Trinity Force not providing critical strike
Good vs squishy teams
These are just a few examples of some builds that are viable. Personally, I would recommend the first 2 starting from the top, but it really all depends on your playstyle and what you feel comfortable playing with
There's been a lot of debate and confusion whether The Collector or Essence Reaver is better for Draven as his second item, I can say that there is no real answer to that question because both items are good in their own ways, every game is situational and you should build accordingly.
What I can say though is Essence Reaver is better in MOST games and here's why
Pros
- Cheaper
- Infinite mana
- More damage with unique passive
- Higher gold efficiency
- Insane spike early
Cons
- Bad build path
- Less damage without unique passive
- Loses value the longer the game goes
- Infinite mana
- More damage with unique passive
- Higher gold efficiency
- Insane spike early
- Less damage without unique passive
- Loses value the longer the game goes
Pros
- Better build path
- Stronger snowballing
- More damage on normal autos and R
Cons
- Overall bad item
- Expensive
- Very bad gold efficiency
- Bad into tanks
- Hard to utilize unique passive in some games
- Expensive
- Very bad gold efficiency
- Bad into tanks
- Hard to utilize unique passive in some games
IN CONCLUSION
Essence Reaver is of higher value for Draven in most games, it gives you a really good early spike once you have completed the item, the damage output is higher than The Collector throughout the game even with less AD due to the unique passive Essence Reaver provides, with Ingenious Hunter the unique passive is amplified, allowing you to proc it even more. However, The Collector is useful if you are snowballing really hard, it allows you to gain more gold with the kills you're picking up. It's also a nice item to have vs squishy teams. Essence Reaver falls of later on in the game, the mana it gives is no longer needed since you're high enough level to sustain without it, and The Collector becomes stronger due to everyone in the game being high level with more hp, making you being able to utilize it's unique passive. So as a closure, I'd recommend buying Essence Reaver in games where you're not insanely ahead, and at 6 items selling it for The Collector
Flash should always be your first pick on Draven. However, you should switch between Heal Exhaust and Cleanse depending on what you need
Take Heal vs long range or if you don't need Exhaust or Cleanse |
Take Exhaust vs assassins or high burst damage dealers to survive |
Take Cleanse vs hard CC. Cleanse also allows you to play more aggressive without being punished |
Draven's whole kit is based around his Q- Spinning Axe and his auto attacks, this is is his main damage output so he doesn't really have a lot of combos, but there are a few things you should know about
The most important part of this guide: USE S when controlling your axes, do not click back to catch your axe if you ran past it, it's better to press S so Draven stands still and catches it
When you are going to use Stand Aside always auto attack in between to be as efficient as possible
AA-E
When you are going to use Whirling Death always auto attack in between to be as efficient as possible
AA-R
Whenever Draven catches a Spinning Axe it refreshes the cooldown of Blood Rush. This means that you can use Blood Rush twice if you first do it right before catching Spinning Axe and then using it again. You can cover a good distance to catch up with enemies with the extra movement speed that you get from using Blood Rush twice
AA-W-W
Draven can use Stand Aside Flash which is a lot faster than using Flash Stand Aside. You can easily catch people off guard since it is very hard to react to
E-D
Draven can redirect Whirling Death with Flash to hit an enemy
Always when using Whirling Death make sure to re-activate it right before it hits your opponent. This will make it harder to dodge
BONUS TIP: When Draven uses Blood Rush he becomes Ghosted, this means that he ignores unit collision. Use this to your advantage
Everything you need to know about Draven's abilities
Q - Spinning Axe |
Draven's main ability, the axes always goes in the direction you are facing after auto attacking. The mana cost (45) stays the same at all levels. You can have 2 Spinning Axe's and activate a third to get 3 auto attacks of with Hail of Blades. If your axes are running out and you are forced to take poke to keep them alive, do that. Draven has more sustain than any other ADC with Doran's Blade so when you are laning, value your mana more than your HP.
W - Blood Rush |
When Draven catches a Spinning Axe, Blood Rush cooldown is refreshed. The mana cost decreases (40-35-30-25-20) after leveling up this ability. Mana cost is high early so only use when necessary. Blood Rush gives attack speed and movement speed so use when trading or catching up to enemies. Blood Rush grants Ghost which allows you to pass through other units
E - Stand Aside |
Stand Aside First Knocks Back and then Slows for (20%-25%-30%-35%-40%) depending on level. Has high cooldown so only use when it's needed. If thrown and hit on the right side of your target, it will knock your target to the left and vice versa. Use this to position your target where you want it. When using Stand Aside and hitting an enemy, it counts as an Airborne. During Airborne enemies can not move, attack or use abilities. You can use this this to your advantage. For example, if you're facing an Ekko with low HP and he is ready to ult, you can use Stand Aside and an auto attack to finish him of before he gets the chance to use his ultimate. Stand Aside can also be used to cancel certain abilities, for example Pantheon W or LeBlanc W
R - Whirling Death |
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