Draven Build Guide by ADCMike
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Runes: More Common
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
High pressure jungler will mess up your early aggression. Always ward and look out for the jungle path over your Tri brush by your tower.
This is the most damaging jungler to you at the moment. He has very high early damage and gank pressure (although you can e his combo and avoid the damage). His ult is the most dangerous since you do not have a gap closer. Make sure to stay back or have support to help.
Sets up ganks and is the best champion in the game to camp you and tilt you out of your mind. Be very weary of if his flash is up or not.
Difficult to get kills most of the time. Best way to kill Cait is to press W and run towards her, and quickly attempt to dodge her net (Don't get yourself killed doing this). With Net on CD, you can kill her easy.
Mostly an annoyance. Ezreal is the hardest ADC to kill so this will make your snowball significantly harder than usual. Would suggest to farm up and wait for ganks if he is playing well and safe.
Mostly an issue because he will make it very difficult to get your stacks off if you cannot kill the lane pre 6. His slow cripples your w and you can't dodge his bombs in lane if he decides to all in. Easy to 1 shot pre 6 though.
Strongest support match up. Play aggressively look for early kills. Try to use lantern to reposition away from dangerous ults/champions.
Strong against squish bot lanes. If they have tanks, it is a little harder.
Strong in lane for kill pressure. Pyke ult will proc your passive, so don't tilt if he "ks"
Strong in lane and has kill pressure.
Strong in lane and has kill pressure but is more on the safe side. Can help keep you safe as well. Weak against all in champions like the ones listed above. If your support is focused, try to focus their ADC
High kill pressure in lane that is basically impossible to dodge. Very tanky and suitable for dives as well. Basically the ideal kill lane for Draven players.
Champion Build Guide
Full Draven Guide (Patch 9.11)By ADCMike
Below I will try to outline main points in early/mid/late game and how you should be looking to play the game.
Generic laning (This obviously varies by matchup, play accordingly):
With the new scuttle changes you are permitted to play more aggressively very early in the laning. Before, you would have to worry about getting ganked at around 2 minutes, now you should be mostly safe until 3-3:30 minutes.
Trading one auto for one auto is worth on Draven in every circumstance as long as you can avoid their ability and you are not being attacked by their support. Draven Q allows this because you will always do more damage to them. (Keep in mind this might not be the case for someone with D shield because they regen. You must continue on usually for longer trades when they have that item)
The most effective way to play Draven is to constantly push if the match-up permits. Some match-ups are not easy to push in to, in which case you are not in an optimal position but you should freeze and wait for a gank. If you can push, just push to tower constantly. Poke while they are under tower and keep wards to keep yourself safe. This is a more risky way to play but it is the best way to get your stacks up quickly and apply the most pressure out of your champ.
Most ganks are easy to spot so you should be fine to back out. You will not be able to apply a lot of pressure on their tower against champions with super hard engage like Alistar/Thresh/Blitz etc. You will need to be more careful with these, however pushing is still ideal. This will give you a cs advantage because tower will kill a lot of their minions, not to mention that sweet plate gold from the tower.
If you are trying to set up a kill on them after poking etc, push it in to tower and let it completely reset back to the middle of the lane. This will allow your support to make the moves on them and go for some kills.
Freezing is the most effective way to play the lane if you make them use their summoners. It puts them in a vulnerable position to ganks and will force them to play far back and miss cs or risk dying for the cs. Freezing is BAD if your jungler is looking to push into the enemy bot side jungle/dragon/scuttle contest. Be aware of where they are and their goals. If you see they are looking to advance into their jungle, you have to push the lane and be ready to assist them. Kill lanes often roam well and you can pick off the enemy jungler in this case instead of the bot lane.
You have Karma/Janna/Nami/Soraka etc. This is probably the easiest lane to play although not the easiest to get kills with. If played properly, you can get massive map pressure very quickly.
Your main goal with this type of lane is to avoid dying if they have a kill lane, and constantly push. This will allow you to poke under tower better since your support is ranged and will help push the tower plates down faster. I cannot stress enough to make sure you ward effectively for this play style. It will leave you open to ganks. Also, you will have to play more on the safe side if your jungler is around top side and you think their jungler might be bot.
Your first main goal will be to obtain pressure in bot lane with laning. Then that will translate to tower or dragon play.
Once you have enough pressure from your lane and mid lane (by making them recall or dying), take dragon if possible. Once your first tower in bot is gone, rotate to top or mid and prepare to take Herald if it is still available. If there is a strong dragon (infernal/mountain) available and you took your bot tower, do not rotate away from that objective. Make sure your team takes that before rotating away from it. You will be a power house in this part of the game and should be the one dictating where things need to be prioritized.
You should be going for objectives and fights constantly in this stage of the game. Continue your snowball that you started in early game with how well you played lane. If you played your game correctly, this should be the last part of the game. Most games you play well end by 25-30 minutes as Draven.
At this point, you need to focus on a few things during these team fights. Catching axes but not over extending yourself to catch them in fights. Focus whoever is on top of you and diving you. People want you dead. Make that hard for them. With rapid fire, you can get off key autos on squish targets during team fights if you're ready. You're autos do upwards of 800-1000 damage at full build which is almost half of an ADC hp bar. Targeting is the most important.
Stay with your team and behind your tanks/near your supports. You're going to need help to stay alive because you have no escapes/gap closers.
The most important thing to think about is positioning in a safe way and looking for auto attacks on squishy targets with your RF cannon up. If you can hit any of those autos in a team fight, it can totally win the fight and end the game.
2. Recall your R manually slightly before it reaches the target to pull it back sooner and get both parts of damage of the ult. Letting it go automatically will not pull it back fast enough.
3. Drop your axe against skill shots and press Q again to bring it back to dodge abilities. Many good players are ready to throw skill shots at the axe landing spot
4. You can have multiple axes spinning while doing baron/dragon to speed up your DPS. This also applies to team fights but its much harder to keep them going.
5. Always scope the map for long range ult kills to get that free $$$$
6. Using your ult to scout baron plays if you do not have a means of seeing without face checking is always worth it. Do not int and walk into that bush.