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Spells:
Flash
Heal
Items
Ability Order
League of Draven (PASSIVE)
Draven Passive Ability
Threats & Synergies
Blitzcrank
Blitzy is one of the best champions at abusing postions. His Q pulls you straight out of your comfort zone into hell. You can bait his Q by dropping axes when appropriate but Dravens fault is he is predictable. Stay inside creeps and make sure your support is pushing up. If blitz hooks your support, go ham onto their ADC. The danger of blitz depends on his skill however, a mediocre blitz will be useless, but a good one will be a giant pain for you to deal with.
Welcome to the League of Draaaaven!

Hi, my name is "hi im think", or you can call me Think (I know what my name means, I just like the looking of it) and this is my guide on the leagues best champion, Draven. Draven is an immobile ADC (or marksman) that as one of the highest potential DPS in the game. He also has one of the highest skill floors/ceilings in the game as well so it'll take a fair few games to pick him up, and a lot more after that to master.
In this guide I will be covering everything from runes/masteries, to what each summoner spell does to you and your enemy and the best build for Draven.
Pros
+ Powerful Harass
+ Reletivly Easy Farming
+ Global Ultimate
+ Stupidly High Snowball Potential
+ One of the Highest Potential ADC Damage
Cons
- Can be shut down with reletive ease
- Not uncommon to be camped by the enemy
- Very Difficult to pickup
- Even harder to truly master
- No hard escapes (like Arcane Shift
So overall Draven is a high risk, high reward all in ADC. You either win in a hail of gold and axes, or you lose with more deaths than your mid lane yasuo. This shouldn't deter you however, as I personally feel like he's one of the most satisfying champions to play in the game. Nothing beats a smooth juggle of 2-3 Spinning Axes straight into an Ezreals face.

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League of Draven
When Draven catches a Spinning Axe, kills a minion or monster or destroys a turret, he gains a stack of Adoration. In addition, Draven generates 2 bonus Adoration stacks if he kills 6 minions in a row without dropping an axe. When Draven kills an enemy champion, he consumes all of his Adoration stacks and gains 50 + (2 × stacks) gold. Draven loses half of his Adoration stacks upon death.
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Ok so this passive is what makes Draven so insanely snowbally. Every time you catch an axe, or kill anything that isn't a champion you gain 2 gold, which is then 'cashed in' and you receive all this gold at once as soon as you kill an enemy champion. However, when Draven is killed, he loses half of all that potential gold meaning if he dies then cashes in, he'll get a lot less than he would have. Try and keep catching Spinning Axes so that you'll sit on a pile of potential gold, and when you eventually kill someone you'll snowball harder than a Talon with first blood (probably).
Spinning Axe
Draven starts spinning his axe, causing his next basic attack within 5.8 seconds to deal bonus physical damage of 45/55/65/75/85% Total AD. The spinning axe ricochets off the target high up into the air, landing 2 seconds later at a location determined by Draven's current movement. If Draven catches an axe, Spinning Axe is applied for no additional cost on his next basic attack. Draven can hold up to two Spinning Axes in his hands at once.
Mana cost: 45
Cooldown: 12s/11s/10s/9s/8s
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Ok so this is what makes Draven Draveeeeennnnnnn. This is what makes him hard to play, and this is what makes him hit like a freight train on steroids after attending euro training with Terry Crews. This thing HURTS. What makes this ability so hard to use is it's ricochet mechanic, repeatedly catching and throwing Spinning Axe is hard to do at any stage of the game and is mainly a skill acquired through time and practice.
A few points to note though, the bonus damage can't actually crit however it will apply lifesteal. Attacking a structure will refresh the 5.8s duration, but it will not be thrown or do bonus damage to them. You can guide where the axe will land based on which way Draven is moving. Moving forwards causes the Axe to fall slightly in front of Draven, standing still makes it fall directly on him or slightly to the sides, and if Draven is running away, it wall fall in his path again but in the way he's running. Proper axe location guidance is what separates good Dravens from bad ones.
You can hold only 2 at a time, but you can activate the ability again to be holding 2 whilst an axe is in the air, effectively 'juggling' 3 axes, the higher your attack speed the easier this becomes, you can technically have as many axes in the air as you want if you keep catching and throwing and re-activating but after 3 it becomes more of a show off thing than actually effective.
A cool trick when leashing for your jungler is to ready a Spinning Axe at 1:36 then auto attack with it twice (Waiting to catch the Axe before autoing a second time) then just as the axe is about to timeout, ready a second [Spinning Axe]] and enter lane with both of them spinning.
Blood Rush
Draven gains bonus attack speed (20/25/30/35/40%) for 3 seconds and bonus movespeed (40/45/50/55/60%) which decays over 1.5 seconds. Catching a Spinning Axe resets Blood Rush's cooldown.
Mana Cost: 40
Cooldown: 12s
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This is Dravens steroid. It makes him attack faster and move quicker, both of which an ADC loves. The downside is it's really low duration, in comparison to something like Rapid Fire it doesn't even hold a candle to its power and duration plus the movement speed is so short lived it's more like a 'Oh ****, I need to move 100 units really quick to dodge this ability' rather than an actual movement ability. So why is it still an incredible ability? Catching a Spinning Axe totally refreshes its cooldown, and as it takes 2 seconds for an axe to ricochet you can permanently have his attack speed buff and have only 0.5s of movement speed down time.
DO NOT SPAM THIS ABILITY. Whilst it's fun to run fast whilst juggling, you will go OOM super quickly if you don't be careful when using it. You should however use it when you're about to drop an Axe as you save 5 mana and the cooldown refreshes. You will want to space it (use once every 3 seconds or so) when going all in.
Pretty simple, catch an axe get stats. Don't spam to keep a pool of mana for your other abilities. Oh, and you ignore unit collision whilst the movement speed bonus is active, which is super nice to dodge abilities and catch a stray axe, not many people know about this as it's not in the ability description so abuse it!
Stand Aside
Draven throws his axes in a line, knocking aside enemies hit, slowing them for (20/25/30/35/40%) for 2 seconds and dealing physical damage (70/105/140/175/210 + 50% BONUS AD).
Mana Cost: 70
Cooldown: 18s/17s/16s/15s/14s
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Simple utility spell. Does a small bit of damage, knocks an enemy aside (makes them airborne which is useful for Yasuo) and slows them for a chunk for 2s. Not much to it, great for all inning at level 2 as it helps proc Thunderlord's Decree , slows the enemy and makes them stop for a moment. Other than that, it's only used for chasing down a target, or escaping.
NEVER use it just for the damage, as it's base damage and bonus AD scaling is pretty small. This is PURE utility and should be used as such. You can actually interrupt a lot of abilities with this. Specifically, any dash ( Irelias Bladesurge for example) and of course anything that is a channel ( Katarinas Death Lotus as example). So use accordingly.
Whirling Death
Draven hurls two massive axes in the target direction, dealing physical damage(175/275/375 +110% BONUS AD) to enemies struck. Upon reaching the edge of the map, striking an enemy champion or upon the reactivation of Whirling Death, the axes slowly come to a stop before changing direction and returning to Draven, dealing the same physical damage to every enemy struck on the way back. A total of (350/550/750 +220% BONUS AD) if no unit aside from the target is hit. Whirling Death deals 8% less damage for each unit hit, down to a minimum of 40% damage. This damage reduction resets when the axes reverse direction.
Mana Cost: 120
Cooldown: 110s/100s/90s
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A relatively simple global ultimate. What makes this unique is the reverse mechanic, which if you master the exact point of reverse you can potentially do its full damage instantly.
Use it whenever you're in an all in fight, or if you're feeling lucky to cross map snipe someone. However make sure to only hit the target champion, because as soon as it hits an enemy champion they begin to reverse.
Tapping your ult key a second time will start the reverse early, which means if you time it right it will double tap an enemy, it will also reset its damage reduction from hitting multiple targets.
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