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Draven Build Guide by Ryoji

[In-Depth] GLORY HOUND // #7.24

[In-Depth] GLORY HOUND // #7.24

Updated on December 29, 2017
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League of Legends Build Guide Author Ryoji Build Guide By Ryoji 20,094 Views 4 Comments
20,094 Views 4 Comments League of Legends Build Guide Author Ryoji Draven Build Guide By Ryoji Updated on December 29, 2017
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Introduction







Draven, the Glorious Executioner
Ranged, Burst, Snowball, Domination

Synergy: Fellow bursters and CC machines.
Ganking vulnerability: Average, can escape decently but has no blink/dash.
Speciality: High Burst damage, uncontrollable snowball potential, pure domination.
Explanation: Draven is the walking embodiment of high-risk high-reward champions. For years people have played him as a sustained high dps damage dealer, and this trend continues into Season 8. But I believe there is so much more untapped potential in the new rune system that will allow you to shine bright like a Diamond+ player.

Hi, I'm InFrs Orpheus, you can check my op.gg here.
I will show you the Glory Hound build.




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Pros / Cons

Pros
+ High damage, higher burst.
+ One Spinning Axe already hurts people like a truck.
+ Once you get going, there's no stopping you.
+ League of Draven is an amazingly helpful passive.
+ Global Ultimate to 'secure' the kills!
+ Relatively safe thanks to Blood Rush and Stand Aside
+ Catching axes is actually a fun little minigame once you get used to it.
+ DRAVEN.
Draven is incredibly fun to play, and with the power given to him thanks to Electrocute combined with Spinning Axes makes for high poke. Allowing a Draven to get ahead early is possibly the most dangerous move possible thanks to the incredible snowballing potential. League of Draven allows us to get gold quicker. And gold equals Attack Damage... and going 100% AD on Draven isn't actually a bad thing either.



Cons
- 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 Spinning Axe
- 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 League of Draven is useless.
Draven is exactly how I started earlier, a high-risk-high-reward champion.
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.
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Skill Explanation

LEAGUE OF DRAVEN: //
Draven's passive in theory is as simple as it gets. Once you have a Spinning Axe active and you auto attack, catching a falling axe grants you 1 stack of adoration. Killing a unit (with or without Spinning Axes) grants you 1 stack of adoration. Killing 6 minions/monsters in a row with a Spinning Axe grants you 2 bonus stacks. Once you kill an enemy champion, you gain 25 bonus gold flat along with 2x your Adoration stacks. So 100 stacks equals 200 gold.

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 Triumph passive. Add the actual rune on top of that, we get 50 extra gold per kill! Damn son!
Tips and Tricks
  • // 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.



Spinning Axe: // Spinning Axe. Your bread and butter. The damage is good, but the bonus AD aspect is what makes Draven absolutely insane. The bonus AD is the AD you get from your runes/items and passives and whatnot. From 65% of it to 105% of it. With the full build shown above that's 355 extra AD on hit. That's immense. Sell your boots, you can hit up to 1100 critically potentially.

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 Spinning Axe will deal a total of 141 damage. I will hit an auto attack Q, hit my Stand Aside (84 damage) and another Auto attack Q (141) triggering Electrocute (79)

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 Cheap Shot into consideration. Miss Fortune is the ADC with the most HP at level 3 with 700 HP. She be down to 255 HP on your burst alone. Add a support into the mix, it's almost inevitable you will get a kill.
Tips and Tricks
  • // 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.



Blood Rush: // A 1.5 second movement speed bonus with a 3 second attack speed bonus. Early on, this is the only attack speed we really need. Our farming speed is fine, The only time we need more attack speed is in fights and just like our damage, that will come in bursts. We reset it by catching axes. Oh, and a little bonus fact. Draven can run through minions while the movement speed aspect is active. We max this second because while I agree burst is important, the CC and damage given from Stand Aside at level 1 is fine comparing it to the massive damage potential we get from auto attacking more. After all, from the earlier fight situation we got 84 damage from it. I'd rather do 141 damage quicker, wouldn't you?
Tips and Tricks
  • // 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.



Stand Aside: // A funny little skill, this. It adds a 20% for 2 seconds. But the main aspect is the knocking aside of enemies. It's a short disable but a disable regardless that deals damage. We can use this opportunity to further delay an opponent's retreat. We can even cancel some skills like Tristana's Rocket Jump! However, the slow and damage increase alongside the cooldown decrease is simply not good enough to max it second on this build as we get so much more from Blood Rush
Tips and Tricks
  • // 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.



Whirling Death: // Your all-in initiator. This skill can aid teammates in their fights, 'secure' kills or just do extra damage to an opponent. I always open fights with this skill because of the hit delays. Once you hit the first portion of it on a champion, it takes about a second to turn it back around. Now one thing that isn't mentioned, this skill will deal 40% if it has already hit maximum units (8% loss on each hit), but the damage resets upon returning. So while you might deal 70 damage (+ ad) minimum on the way there, if it hits a champion right away when turning around it'll deal the shown 175 (+ ad) damage.
Tips and Tricks
  • // 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.
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Runes


Optimal domination.

DOMINATION

- This build is made with the idea in mind that the early game burst this deliver is too good to pass up for Draven. It makes him snowball ridiculously hard because it is essentially another auto attack for free.
- It's about the extra damage. Taste of Blood gives very little and we simply do not benefit from Sudden Impact. With a CC support this procs easily. Combine this with Stand Aside procing it for easy damage.
- The vision stuff is cool, definitely. But the permanent AD provided, even if it is little, is good. 18 AD total is a nice addition to the collection.
- I'll be honest, you can easily swap this out for Relentless Hunter. I'm just thinking with the Youmuu's Ghostblade active and the Trinket active, it's very useful for us in-lane. And I'm thinking more for the laning usefulness rather than the quiet moments.

Burst. That is all.

PRECISION


9% extra damage to those below 40% HP, and 9 AD after we get a kill... yeah, hard to pass up. Combine that with our other choice and we heal and become stronger thanks to a singular kill. Strong choice for teamfights!

We get another 25 gold added to our 25 gold flat from a kill. That, and with Coup de Grace giving us 9 AD. And Triumph will gives us 12% of our HP back. Yikes. Getting a kill has never been this rewarding.

Look, don't go this. When it's fully stacked it's just another Dagger. Snowball harder with Triumph and stay alive in fights alongside that. Legend: Bloodlines? It's less than a Vampiric Scepter.


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 Kleptomancy on Draven in normals to see how funny it is. But so far, not very successful.
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Items

Items


Item Sequence

Infinity Edge 3300
Youmuu's Ghostblade 2700
Death's Dance 3200
Statikk Shiv 2900
Essence Reaver 3000
Berserker's Greaves 1100

wow ie rush draven gg. Yeah. Mostly because of the damage provided by B.F.
Sword so early on. If it was actually worth it, I'd get a B.F. Sword and build a Youmuu's right after. But having 1/5th chance of critically striking along with that dealing 2.5x damage instead? Yikes. That will hurt early on.

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 Ezreal.

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.

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 Ezreal.

Yes, not RFC. Because if you have to get longer range for an attack while you have Blood Rush and Youmuu's Ghostblade, it's time to question things. Statikk provides us with a nice bonus to our damage with it's passive. The stats are very nice.
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.

Here's your choices. Essence Reaver adds to our damage, gives us more crit chance and max CDR because we're suddenly Ezreal, and immense mana sustain. Lord Dominik's Regards if they are too ******* tanky with their armor. Guardian Angel
if those pesky Rengars are out to get you. Bloodthirster if you need to sustain during fights because of, I dunno, Singed or Teemo.
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Synergies


AWESOME
Thresh, Soul Reaper

Sorta?
PRAISE

PRAISABLE
Drown them

// 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. Alistar has an honorable mention.
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Patch Report

  • 7.24b - Guide made. Okay, ow. 2 lethality off of lethality items. Not a huge hit but a hit nonetheless.
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[In-Depth] GLORY HOUND // #7.24

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