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Recommended Items
Spells:
Cleanse
Flash
Items
Ability Order
League of Draven (PASSIVE)
Draven Passive Ability
Introduction
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Hey guys, this is my first guide ^__^. My name is Keith 'CyniX' Harrison. I come from a Starcraft 2 background and I live in Australia, I also like Senjougahara from the anime Bakemonogatari. I hope I can provide an enjoyable, high quality and helpful guide for anyone reading. Just a quick note, because I'm Australian, some of the words here have different spelling, i.e. armor is armour, etc. :)
This guide is on
Draven whom I feel is quite a unique ADC in LoL. The reason for this is because his iconic ability
Spinning Axe replaces his auto attacks and dictates so much of the positioning and decision making through the whole game. It's a skill that requires constant attention and is half the learning curve of
Draven.
I started playing him almost exclusively about a month or so ago from watching Destiny's stream, don't hate. He is unique due to his
Spinning Axe. How people use this very positional and powerful ability is a big factor in what separates the good from the bad Dravens.
-
This guide is on
I started playing him almost exclusively about a month or so ago from watching Destiny's stream, don't hate. He is unique due to his
--
Pros
+
+
+
+ Has a semi-
+ Fun to use global Ultimate
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-
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Cons
- no instant escape ability like
- Short Range auto-attacks compared with ADCs like
- Higher learning curve
- can be vulnerable when catching axes
- A lot of effort goes into catching axes and can distract you from looking at the minimap
- Movement speed duration of
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-
Standard... all I have to say is, if you run
Cleanse instead of
Ignite, put a point in
Summoner's Resolve
instead of
Summoner's Wrath
.
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-
-
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-
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Recommended Summoner Spells
|
Can often secure kills and has a useful health reduction effect |
I usually choose this, esp in a lane with stuns, but good for clearing exhaust/ignite |
Absolutely necessary. Good for securing kills or escaping |
Not recommended Summoner Spells.
is not recommended because of how effective the healing reduction the enemy's -
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isn't better in most cases instead of an -
-
isn't terrible however you already have a ghost-like ability with your -
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-
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Before I start listing the items and talking about why I get them I want to say, the mentality you should have for the early game is 'how can I get
Bloodthirster as fast as appropriately possible. This is because if you get your 1st 'big' item before the other adc, it is an enormous advantage due to the sheer jump in power.
Because of this, I don't get any
Doran's Blade unless absolutely necessary which is almost never with Draven because it can critically delay
Bloodthirster. I also delay T1 or T2 boots if I can get a
B. F. Sword on my 1st trip back. Just to keep things in perspective a fully fed
Bloodthirster is equivalent in just its AD as two
B. F. Sword and a
Long Sword. so if you are ever in an instance where the enemy adc only has stacked
Doran's Blade and
Berserker's Greaves you do sooooo much more damage to them and you'll wreck them
Because of the Season 3 patch. Boots are no longer a huge priority due to the -25 movespeed nerf and
Bloodthirster now starts at +70AD instead of +60AD and only requires 30 creeps to fully charge.
Now to the items...
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: Starting with this gives around 20% more damage in the early game and some sustain. This makes CS easier and makes your
Spinning Axe harassment more brutal. However start with 3x
Health Potion and
Boots in an instance if you really need the sustain/mobility such as needing to dodge a
Blitzcrank's
Rocket Grab.
: This item builds from the
Long Sword into
Bloodthirster and gives a lot of sustain. In a lot of cases on your 1st trip home you wont be able to afford a
B. F. Sword but will have enough for either
Vampiric Scepter and
Berserker's Greaves + some
Health Potion's or if you're unlucky you wont be able to afford the
Berserker's Greaves and only pots + scepter
: This is your first big item and is a huge damage boost in the early game, especially when fully charged. You lose half of your stacks if you die. If you get this before your enemy gets his first big item you're usually in a very good spot.
: These boots are the best choice for
Draven giving much needed attack speed and mobility. Get after
Bloodthirster since the movement speed and attack speed from your W is enough to harass in lane you really don't want to be set back $900 for your BF/BT.
: I was tossing up between
Phantom Dancer and
Zephyr for a long time, due to the movement speed nerf, however I still feel this is better after a lot of experimentation. The reason is the critical chance exceeds the utility you get from the greater movement speed and tenacity from
Zephyr and it has better synergy with
Infinity Edge.
The reason you wait till after
Infinity Edge to get
Phantom Dancer is because
Draven's damage doesn't come so much from Attack Speed but rather the juggling of his
Spinning Axe and because of this juggling, you wont be able to have much of a sustained Auto-Attack fighting than like the traditional ADC's. You get the
Zeal 1st for the initial attack speed and movement speed you need. But having your
Spinning Axe's hit like a brick is the priority over spamming a lot of non-spinning axe's.
Get a
Quicksilver Sash after this if the team has CC which is going to be really hard to deal with even if you kite; especially if you're not running
Cleanse. You can build this into a
Mercurial Scimitar later into the game.
: This builds out of the early
Zeal we got and supplements the passive of the
Infinity Edge by making Crits more consistent and less importantly buffing attack speed.
: relatively cheap compared to IE and BT, this item is necessary to continue doing insane amounts of damage even when the enemy team gets armour. It also gives a nice +40AD. You can opt to get this after
Zeal if the enemy team has particularly high armour at that point in the game.
: The fact that
Draven's
Spinning Axe can crit makes the passive of
Infinity Edge extremely powerful. Along with the huge spike in AD and critical chance create another big spike in damage output for
Draven.
: This item makes kiting quite easier/effective and if the enemy team has a lot of slow/cc which you foresee will give you trouble or you just really like to emphasise your boss like kiting skillz. I typically wouldn't get this till at the very end because your
Blood Rush is basically the same thing as every
Spinning Axe caught can refresh your movement speed steroid and the money is better spent somewhere else.
: This is another viable boot enchantment, more relevent if your team is under siege and you need to get to your inner turrets quickly.
: I've opted to choose this over
Guardian Angel because the defensive aspect of the greatly increased health and the ability to slow down the enemies from the slow proc outweigh the armour/mr from GA. GA can be better in some niche cases where the revive buys you enough time to escape however I find it's more common to be able to survive with the
Frozen Mallet over
Guardian Angel. The 30AD damage obviously helps in offensive aspects aswell.
Warmog's Armor is also viable however the health regen isn't too relevent to ADCs that die really fast and regain most of their HP from lifesteal anyways so I find the slow proc on the
Frozen Mallet to make it more desirable than
Warmog's Armor
Too be quite honest I haven't experimented too much with the final item of this build. But I feel this final slot can be changed to the
Mercurial Scimitar or a
Statikk Shiv depending on the situation.
sight ward: Remeber to buy 1-4 health pots depending on your situation with spare gold, especially in the early game and if you have an uncooperative support you also may need to buy wards.
-
Because of this, I don't get any
Because of the Season 3 patch. Boots are no longer a huge priority due to the -25 movespeed nerf and
Now to the items...
-
-
: Starting with this gives around 20% more damage in the early game and some sustain. This makes CS easier and makes your
: This item builds from the
: This is your first big item and is a huge damage boost in the early game, especially when fully charged. You lose half of your stacks if you die. If you get this before your enemy gets his first big item you're usually in a very good spot.
: These boots are the best choice for
: I was tossing up between The reason you wait till after
Get a
: This builds out of the early
: relatively cheap compared to IE and BT, this item is necessary to continue doing insane amounts of damage even when the enemy team gets armour. It also gives a nice +40AD. You can opt to get this after
: The fact that
: This item makes kiting quite easier/effective and if the enemy team has a lot of slow/cc which you foresee will give you trouble or you just really like to emphasise your boss like kiting skillz. I typically wouldn't get this till at the very end because your
: This is another viable boot enchantment, more relevent if your team is under siege and you need to get to your inner turrets quickly.
: I've opted to choose this over Too be quite honest I haven't experimented too much with the final item of this build. But I feel this final slot can be changed to the
sight ward: Remeber to buy 1-4 health pots depending on your situation with spare gold, especially in the early game and if you have an uncooperative support you also may need to buy wards.-
-
This will seem obvious after you play
Draven for a while. We want to max
Spinning Axe first while getting a point in
Stand Aside at level 4 for the handy utility/escape mechanism. Getting a point in
Whirling Death whenever you can for it's damage and maxing
Blood Rush 2nd because of its importance in champion fighting and for its movement speed utility.
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-
-
: This ability as said before acts like a mini-
Ignite doing damage over time upon either dealing a critical strike, or hitting something with a
Spinning Axe. It can secure you an otherwise lost kill and sometimes you'll get lucky and not miss a CS because of it.
: Your source of damage. This ability has a lot to talk about which is why I'll be mainly making a video but I'll try to describe the main parts of it in this section. This ability makes your next attack a spinning axe instead of a regular auto-attack.
Two axes can be readied making your next two auto-attacks spinning axes. Once thrown the axe will ricochet off the target and will land in a spot determined by your movement. Everyone, including the enemy will see where the axe will land. If you're standing still as you threw the axe it will land close to you and you often won't need to move to catch it, if you're moving as you throw it, it will land in a spot in front of your direction such that you can catch it if you continue moving at that speed in that direction.
: This is an attack speed and movement speed steroid. It has a fairly low mana cost and its cooldown is reset upon catching an axe meaning you can spam it when killing enemy champs or drag/baron. Use it to get to lane faster, escape an enemy, or as a gap closer to an enemy.
: This isn't used as much as your Q or W however it still has its usefulness. This ability has a knock-aside and slows them briefly. Use this to slow an enemy if they're CC'd or in range to make sure they can't escape. Can also be used to escape from chasers or disrupt an ability with the knock-aside, I don't have a full list of abilities it disrupts but it will cancel (I think) all channelling abilities such as
Caitlyn's
Ace in the Hole and
Katarina's
Death Lotus and also cancel a lot of jump or charge abilities like
Tristana's
Rocket Jump if used at the right time or
Shen's
Shadow Dash. I haven't been able to find a comprehensive list of what it cancels/disrupts but if someone is using an ability to gap close you or use some kind of big scary channelling ability
Stand Aside that sh1t!
: This is a global ultimate where you send two blades out and once you press R again or until it makes contact with an enemy champion it'll slowly reverse direction and come back and damage enemies again if they don't dodge it. The direction that it comes back can be slightly changed, if you move somewhere else, it comes back to your direction meaning you can curve it's trajectory back to you which can sometimes secure a kill. This also damages minions/monsters.
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I will soon be making a video which I feel will be able to make it more clear how the mechanics of Draven's abilities work and also some tips and tricks with them. Once it's done I'll edit it into this guide
--
: This ability as said before acts like a mini-
: Your source of damage. This ability has a lot to talk about which is why I'll be mainly making a video but I'll try to describe the main parts of it in this section. This ability makes your next attack a spinning axe instead of a regular auto-attack.Two axes can be readied making your next two auto-attacks spinning axes. Once thrown the axe will ricochet off the target and will land in a spot determined by your movement. Everyone, including the enemy will see where the axe will land. If you're standing still as you threw the axe it will land close to you and you often won't need to move to catch it, if you're moving as you throw it, it will land in a spot in front of your direction such that you can catch it if you continue moving at that speed in that direction.
: This is an attack speed and movement speed steroid. It has a fairly low mana cost and its cooldown is reset upon catching an axe meaning you can spam it when killing enemy champs or drag/baron. Use it to get to lane faster, escape an enemy, or as a gap closer to an enemy.
: This isn't used as much as your Q or W however it still has its usefulness. This ability has a knock-aside and slows them briefly. Use this to slow an enemy if they're CC'd or in range to make sure they can't escape. Can also be used to escape from chasers or disrupt an ability with the knock-aside, I don't have a full list of abilities it disrupts but it will cancel (I think) all channelling abilities such as
: This is a global ultimate where you send two blades out and once you press R again or until it makes contact with an enemy champion it'll slowly reverse direction and come back and damage enemies again if they don't dodge it. The direction that it comes back can be slightly changed, if you move somewhere else, it comes back to your direction meaning you can curve it's trajectory back to you which can sometimes secure a kill. This also damages minions/monsters.-
In the early game you want to be last hitting as much as possible as per usual. If you spawned on the blue side or if you're jungler started at red on the purple side it can be useful to kill Golems or Wolves for a quicker level 2 than your opponent. I often like to do this and do a big all-in at lvl 2 or 3 if it's suitable which means you should also have good communication with your support.
Supports that have great synergy with
Draven are ones with a stun such as
Taric,
Leona or
Nami because he can go to town on them with a lot of
Spinning Axe's.
When laning, you can harass the enemy by having 1 or 2
Spinning Axe's up and using
Blood Rush to quickly rush to them and deal big damage. Catching an axe refreshes the
Blood Rush cooldown to continue the aggression or run away.
When doing an all in you want to include a
Stand Aside to make dodging your
Whirling Death and escaping harder.
In team fights if feasible harass with
Spinning Axe and wait to use your
Whirling Death when they're clumped up, such as being in a choke. Try not to be a tryhard with your
Whirling Death and aim for across the map kills... it's often not worth it because you'll obviously miss 19 times out of 20. Remember to keep kiting and keep an eye on the ground to get your axes, your axes are a very important source of your damage.
Using
Stand Aside at the right time in a team fight to cancel an ability is advised, don't use it as a damage source, only use it for it's utility to knock-aside or slow. You can sometimes save a team mate with it as well.
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Supports that have great synergy with
When laning, you can harass the enemy by having 1 or 2
When doing an all in you want to include a
In team fights if feasible harass with
Using
8/10
This used to be one of the best supports with-
-
5/10
This support can be okay.-
-
8/10
I actually believe that
-
-
8/10
In some ways-
-
5/10
The utility of-
-
8.5/10
Cow works well with-
-
5/10
-
-
6/10
This champ can't be strongly recommended because-
-
7.5/10
This support can provide a really nice snare/slow CC with her-
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8/10
-
-
7/10
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-
8/10
Have fun with







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