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Recommended Items
Runes:
Spells:
Heal
Flash
Items
Ability Order
League of Draven (PASSIVE)
Draven Passive Ability
Introduction
Pros
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+ High damage, higher burst. + One ![]() + Once you get going, there's no stopping you. + ![]() + Global Ultimate to 'secure' the kills! + Relatively safe thanks to ![]() ![]() + Catching axes is actually a fun little minigame once you get used to it. + DRAVEN. |
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Cons
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- Lead-reliant. - If you have a weak support, you in turn will be weak. - Can only rely on yourself for poke or harass (early). - If you get dominated early, it's rare you can get back. - You will feel rather weak when you drop a ![]() - Will always have a bad reputation thanks to Tyler1. - You will get arrogant. It's not a question, you likely will. - Not being able to last hit or catching your axes means ![]() |
![]() He excels immensely at snowballing and that is his strength. But ultimately it comes down to your own skill with this champion. Very bluntly put; If you suck with Draven before this guide, it's likely you shouldn't play this build either. It could be that the build you played was bad, but we can't debate skill in this one. If you mess up, you have no one but yourself to blame. In rare cases a support. But that is it. |

Draven's passive in theory is as simple as it gets. Once you have a


This passive is crazy good for snowballing. Draven relies heavily on his damage rather than his speed to get kills. And being able to get more gold quicker just equals more Attack Damage. This passive is also 50% of the

- // Early on, losing your adoration stacks is extremely painful. So play cautiously
- // Remember the value of this passive. It's incredible.
- // The 6 last hits passive can also be put on jungle mobs. Keep it in mind!
- // People can tell when you have a ton of adoration stacks. It'll pop up in chat.

Early on, this is what makes you a powerhouse hands down. Usually around level 3, fights happen because I tell my supports to engage. I have 87 AD, meaning



This means with 2 autos and 1 E I will have done (141+84+141+89) 445 damage at level 1. That's not taking the support's damage and


- // The movement between your axe being thrown and it landing is what will determine the landing location.
- // The throw timer will be reset upon hitting a tower. Meaning you can keep an axe going that way.
- // Even landing a
Spinning Axe as poke will be plenty of damage. Punish the enemy laners for over extending into your range.
- // If it looks like you'll be hurt hard by your opponent if you can't catch the axe, be prepared to either juke or just let it go. Giving them 300 gold isn't worth it, especially since you lose 75% of your stacks.
- // Don't be an idiot. Become comfortable with farming with 1 axe before trying 2. It's a waste of mana, gold and time if you're just trying to show off without hitting anything properly.


- // While axes reset the cooldown, don't spam it. 40 mana early on is alot.
- // While attacking turrets resets
Spinning Axes, it does not bounce off of it. No resets there.
- // Take note that catching axes will be a bit more complicated because you're moving faster.



- // Use it after a support's CC combo. You can usually land a Q before having to hit this.
- // This skill has a deceptively long range. Keep this in mind.
- // You can break
Sivir's spell shield with this. Just saying. Keep it in mind.

- // This skill gives sight along the way it goes.
- // Opening with this will allow you to deal the most damage because you can cast your other spells right after. It has a short cast time.
- // Randomly throwing this ult is, to be honest, kind of a waste. So please don't.

Optimal domination.
DOMINATION







Burst. That is all.
PRECISION
![]() We get another 25 gold added to our 25 gold flat from a kill. That, and with ![]() ![]() |
![]() Look, don't go this. When it's fully stacked it's just another ![]() ![]() ![]() |
We also get 18% attack speed. This rune setup in general aims to make every kill so much more rewarding. And on top of that, scoring a kill will mean we only become stronger in teamfights. We want to become beasts. This setup will allow us to become one.
I'm currently experimenting with

Items
Item Sequence






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It used to be such a great item, especially since it gave us Attack Speed with the active. Alas. But it's still a good item. Just not a rush-first item. Our build focuses on auto attacks so the catching up (or escaping) aspect with the active, lethality and attack damage providing the damage, it's hard to pass up. The 10% CDR? Eh, sure. Nice bonus. We're not ![]() |
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Draven wears it all. With style! If you're facing an AP heavy team, take Merc's. If they have an auto attack based jungler, take Tabi's. Otherwise, Greaves rule. |
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3 AD ITEMS IN A ROW (not including boots) THE MAD MAN! Yeah. The sustain this provides with the raw damage is incredibly good for our burst lord. Again the 10% CDR is a nice little bonus. But we're not ![]() |
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Yes, not RFC. Because if you have to get longer range for an attack while you have ![]() ![]() Runaan's doesn't benefit us much because we divide and conquer. Phantom Dancer would be a good replacement for this... but we want to kill them quicker, not last longer in fights. |
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Here's your choices. ![]() ![]() ![]() ![]() if those pesky ![]() ![]() ![]() ![]() |
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// You get the picture. CC with damage = happy Draven. Janna is also a very, very good addition but her CC is harder to land. Not just that, but she dies far too quickly for her own good. In short; Tanks are fun if they have CC yo.

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