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Draven Build Guide by EverH0pe

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author EverH0pe

Not your average Draven Guide

EverH0pe Last updated on April 5, 2013
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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: 21

Honor Guard

Defense: 9


Utility: 0

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First Guide

Don't be harsh. If you disagree, that is fine. Don't downvote because you have a different opinion. Only downvote if you have tried this build and have discovered a flaw. That way you can update me with a comment describing the flaw and I can hopefully close up some gaps or tie up any loose ends in the guide. This is how I play Draven. Yes I can juggle axes well. No I am not a noob. Yes I have had success this way. I have seen many players fail terribly with the traditional style of playing Draven. Catching axes isn't always the way to go. I'm not saying it doesn't work, I'm saying that this method may warrant more success depending on how experienced the enemy team is against Draven. A weak ADC leaves his/her team crippled in teamfights. Don't be that guy.

I will update this from time to time and improve its aesthetics to make it look like a real guide, but for now, this will do.

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Beginning the Game

A lot of guides place too much emphasis on Spinning Axe. I hate being dependent on this. It is easily countered by an enemy ADC because they know how to combat it and make Draven drop his axe or catch it and take plenty of damage. I feel it is a waste of mana from the start and is too costly and predictable. If you're not that good at moving and catching the axes, then you might wanna try this out for a change. TAKING DORAN'S BLADE WILL SET YOU BACK MORE THAN YOU KNOW. IT IS NOT A SAFE PICK AND SHOULD NEVER BE CHOSEN BECAUSE IT HAS NO VIABLE USE EARLY OR LATE GAME COMPARED TO OTHER OPTIONS.

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Holding your lane

Play a little less aggressive at the very beginning. Don't be afraid to harass the enemy ADC, but don't put yourself out there where they can kill you and have an easily won lane. Why not charge in? You have health potions, you have boots, you have good damage. All the signs point to being aggressive. That is exactly what the enemy is going to expect. Don't give away your tendencies early on. Watch your opponent and learn to outplay and out strategize their movements instead of hoping your champion is more OP than theirs. Don't spam any ability. Annoy them with Stand Aside every so often and feel free to use Spinning Axe when you're safe from a push or gank. Auto-attack instead of spamming. They'll think you're a noob and underestimate your power when you start building up abilities and items. Last hit like a boss and you'll be on your way to decimating anyone who dares step foot in your lane.

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Once you have Bloodthirster

Build up stacks on Bloodthirster. It will keep you in lane for ages to come and you won't have to recall at all. You can choose to recall when you can purchase the next item in the build and once your lane is safe from being pushed. Don't ever let yourself run low on mana. EVER! After you've killed the enemy ADC or Support they will want to gank you. They'll bring support and when they do... just run. Let them waste precious abilities trying to catch you and when you decide to engage, begin with Stand Aside. Follow up with Blood Rush and then blast away with Spinning Axe. This is your Burst Damage rotation. If they try to run, re-initiate the cycle or throw Whirling Death their way. Never waste your ultimate on only one enemy though. Losing your stacks of Bloodthirster is the reason why we don't charge them right away. They'll expend abilities and summoner spells to get to you and when those are used up, they will likely turn away (especially if you are near your turret). This is when you go all in and start the slaughter. It's not the traditional style of play, but that is where this guide's strength lies. The unexpected.

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Getting Phantom Dancer and The Black cleaver just isn't fair to anyone wanting to stop you. The attack speed combined with an armor debuff is devastating and since you put a point in the final mastery of the offense tree, by the time the enemy realizes they can't kill you before dying themselves, it's already too late. Draven is not a hardcore, kill all, untouchable beast. He does bleed and you would do best to remember that in teamfights. Around level 10 start watching out for a small teamfight around the lane that is most pushed. If it's your lane, be prepared to have your jungler in range to help counter an ambush. Flee if you have to and then turn around when their focus is off you and deal out punishment. The best Draven is a Live Draven.

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With Last whisper and Infinity Edge you will be unstoppable. The combination of a fully stacked debuff of 25% armor reduction and 35% armor penetration from The Black Cleaver and Last Whisper cuts any enemies armor to less than half. The beautiful pairing of the 30% critical strike chance from Phantom Dancer and the 25% critical strike chance from Infinity Edge gives you an exceptionally high probability of landing a critical hit. High attack speed helps this as well. And if that wasn't enough, Draven's passive is brutal with a critical hit and Infinity Edge only intensifies the damage done. All of this put together makes for an absolutely devastating build.