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Draven Build Guide by Thardas

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League of Legends Build Guide Author Thardas

Just sit idle - A guide to Draven

Thardas Last updated on November 13, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 19

Honor Guard

Defense: 11

Strength of Spirit

Utility: 0

Guide Top


Or as the champion himself would say:
"Welcome to the league of Draven."

When it comes to AD carries, Draven would be defined as one with a very strong laning phase,
the ability to dish out massive amounts of damage and abusing the strengths early game to
gain a massive advantage on his lategame.

I have been playing Draven for quite a while now and I have found out about a few kinks
and quirks I would like to point out and make clear for the time being.

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Pros / Cons


• Very strong early
• Ability to nearly win every trade with his Spinning Axe
• Very good chasing potential through his Blood Rush
• Long range finisher with his Whirling Death


• Suspectible to CC, due to the need of catching his Spinning Axe
• His escape isn't as good as a Corki or Ezreal
• Hard to bring to his maximum potential
• A bit confusing during the ability to lead your Spinning Axe

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Greater Mark of Lethality

Greater Quintessence of Attack Damage

Greater Glyph of Magic Resist

Greater Seal of Armor

For runes, you'll have to find a good basis between being able to trade and being able to properly kill minions, which is why I'm usually running with the Greater Quintessence of Attack Damage and Greater Mark of Desolation setup.

You will still be just fine if you're farming with your Spinning Axe early, but you'll also dish out a good deal of damage, thanks to the early armor penetration.

Greater Seal of Armor should be fairly self-explaining, since you're most likely going to face off a mostly physical-damage based opponent on your lane you'll probably make use of those.

Greater Glyph of Magic Resist should be your choice if you're going up against a lane like Ezreal and Sona, Janna, or even Soraka, since the amount of magic damage that can be dished out shouldn't be neglected too much.

Other choices for blues could be Greater Glyph of Scaling Magic Resist or any other offensive choice that is viable amongst AD carries. That's more of a decision through the gusto of the person playing. Some would even like the Greater Glyph of Attack Speed, but I would recommend magic resistance.

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As for masteries, I'm running 19/11/0. Let's face it. If an enemy gets into Executioner range, the situation is probably already decided - Those very clutch situations where the Executioner mastery would've helped you are very unlikely to happen in my opinion.

So why not put those two points into Indomitable ? It gives you enough defense towards
minions so that the ranged ones won't even do damage to you, which means that engages alongside enemy creeps can turn out much more convenient than it would be on 21/9/0.

For me that's enough of a reasoning to go with19/11/0 instead of the "oldschool" masteries (And a lot of high-skill players do agree with this.)

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As for itemization, I'm usually hunting for the early Infinity Edge, along with that
little bit of sustain through the Vampiric Scepter.

As per usual, you'd start with Boots of Speed along with 3 health potions,
building into either one or two Doran's Blade for the early sustain, along with the
Berserker Greaves in order to get your mobility to an okay level.

Once you've aquired enough gold (sometimes even before the t2 boots) you'll want a B. F. Sword, which gives you a massive boost on damage, especially with your Spinning Axe.

After that, finish off your Infinity Edge aswell as the Phantom Dancer. Why Phantom Dancer you might wonder, but the question is answered rather easily. Phantom Dancer will give you that additional critical chance that will add perfectly towards the Infinity Edge's bonus on critical damage, aswell as giving you some extra mobility and attack speed, which is just fine, since you are far from being on 2.5 attacks per second, even throughout the Blood Rush.

Usually I would go for Last Whisper after this, but if you just can't seem to stand too well in teamfights, or if their team consists of literally no armor, you might want to delay that for an early purchase of a Guardian Angel, or even a The Bloodthirster, if you don't see yourself in a lot of trouble during teamfights.

As for the last item, you are basically free to take either of the choices that you haven't taken, or even a second Phantom Dancer if you want to go for all-out sustained damage potential.

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Skill Sequence / Skill Usage

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >

For the skills, I'd prioritize on maxing your Spinning Axe first for maximum burst potential, then Blood Rush second, then your Whirling Death and finally Stand Aside.

I wouldn't know too many viable options that differ from this much, but to be honest, I haven't tried them either, because this one seemed to be the most convenient solution either way.

As for usage and synergy amongst the skills, you basically want to have small trades with
Spinning Axe only. If you were to immerse yourself into a trade much further, you'd have
a small initiation with your Stand Aside, then activate a Spinning Axe, or even have one already active (so you can activate the second) and get in as many hits as you feel
confident with.

As for Whirling Death, I rarely ever use it in combination with Ignite, (unless it was a very sloppy engage and I have lots of damage to deal before my opponent dies) but rather as a substitute for it (as in, if Ignite is on cooldown and I have no other range finisher)

You can also use your Whirling Death to remotely clear waves, or even scout, since Whirling Death will give you a bit of vision along the path it travels through.

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Skills: Leading your Axes

The Spinning Axe will have a behavior of its own unless you know how to control it to your advantage. Here we have a couple of scenarios how a spinning axe throw could look like:

In this very simple scenario, Draven throws a Spinning Axe at his target without repositioning. Given that this target does not stand extremely close to you, the Spinning Axe will return to the point where you're standing, give or take a few steps.

Bear in mind though, that the closer your target gets, the more inaccurate your axes will fly back, so you might have to walk a few more steps if the target happens to be right in front of you.

A more common scenario would be this. Draven (Here: Blue Dot) would fling his Spinning Axe towards a target, then repositions (i.e. to fall back, get a better angle or chase) which will throw the axe back towards the location that Draven is moving to.

This knowledge is vital to successfully chase and/or trade hits with an enemy carry, as you can control if you want to commit further, hold your ground or retreat.

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Summoner Spells

For summoners, I'd possibly always go for Flash and Ignite,
because it gives you the little edge that you'll need for most early kills.

Other options I feel to be considerable (possibly) are:

Cleanse - If you face up that Leona/ Taric that just loves to CC you in the worst moments of your life, you'll love this spell.

Heal - Can't say I recommend it that much, but if you just feel like getting a hang out of Draven without having no defensive options other than your Flash, this might be for you.

Options I don't feel considerable are:

Ghost - It is already hard enough to chase an opponent with your Spinning axes, leading yourself into catching them with another speedbuff would only make it way harder to coordinate a pursuit on your opponent.

Exhaust - This is an ability your support should have. Period.

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Support Synergy


Synergy Rating: •••••
Killing Potential: •••••
Farming Potential: ••••

Leona is one of the best supports for Draven since she has such a good lane presence,
which allows you to decide on the pace of the lane, permitting you to either safely farm
under the protection of Leona, or go for kills throughout the massive CC of her abilities.


Synergy Rating: •••••
Killing Potential: ••••
Farming Potential: ••••

Taric is a very good all-arounder, and he also brings some sustain aswell!
He has a guaranteed CC, which will allow you to make those very hard trades constantly,
along with the armor and damage buff through his Shatter and Radiance.


Synergy Rating: •••••
Killing Potential: ••••
Farming Potential: ••••

Holy **** Nunu. I feel like this guy is one of the most rewarding champions to bring
into lategame with a Draven up his back. Once he'll Blood Boil you, there's little you can't do as a Draven. You'll have such an increased damage output, it'll blow you out of your pants.

It might be slightly harder to get through the laning than with a Taric or Leona, even Lulu or Sona would occasionally be easier, but it's by far not as rewarding!


Synergy Rating: ••••
Killing Potential: •••
Farming Potential: ••••

Lulu's early game synergizes pretty well with your early game ability to trade and poke hard.
Her slows will allow you to get in another hit and her buffs will allow you to chase even
better than before.


Synergy Rating: ••••
Killing Potential: ••••
Farming Potential: •••

Same as with Leona, but not quite as much of an edge-giver in my book would be Mr. Blitzcrank. He can be pretty bossy in lane, but he can also pull you into sticky situations yourself, since you don't have that guaranteed out-of-nowhere burst while you're farming away on minions.


Synergy Rating: •••
Killing Potential: •••
Farming Potential: ••••

If you're playing with Sona, she can pretty much boss-out the lane on her own. Roles are
reversed in this scenario, so you're the one who bodyguards this fragile lady. On the other
hand, however, her Hymn of Valor will poke quite conveniently and her Heal Aria of Perseverance is rather good to keep yourself sustained in the lane.


Synergy Rating: •••
Killing Potential: •••
Farming Potential: •••

I'm not sure if I just haven't found the right Janna for myself, but it doesn't seem like
she's on top of the game anymore too much. I just don't find her to be as super useful as other supports could be. Her Eye Of The Storm allows for very strong trades, but that's just about it. The only thing that's a massive plus is that she can protect you from ganks quite effectively from level 6 on.


Synergy Rating: ••
Killing Potential: •
Farming Potential: •••••

Here's quite the case of a not so good synergy. The only reason there is, however, is
that the playstyle of Draven and Soraka don't fit together at all. Soraka loves watching you farm all day long, whereas Draven wants to push you into those early fights and use his early advantage to get strong in the endgame. So again, if you want to learn, or just get an idea of Draven as a Champion, Soraka will help you forgive a lot of mistakes you make during trades and such.


Synergy Rating: •••
Killing Potential: •••
Farming Potential: ••

Alistar used to be amongst my favorite supports one day, but he just doesn't cut it anymore, especially through the ages of 90% of your opponents being lovely Mr. Ezreal, who can just blink away from you.

He's a good lategame support, but I don't feel like he's the support he used to be anymore,
especially with having Draven as a teammate, he can't quite bring you the edge you need.

Guide Top


All in all, Draven is an AD carry that sure is viable in many situations, albeit being a
risky play, I would say that he is a fun to play character that can slowball fairly hard
in a good lane.

Please forgive the lack of pictures and all that stuff. The guide is in the works,
so I have just put down the plain information as clean as possible, but I'll certainly
be working on making the guide more pleasing to the eye.