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Draven Build Guide by WildDraven

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League of Legends Build Guide Author WildDraven

They see me Draven, they Draven

WildDraven Last updated on January 30, 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: 22

Honor Guard

Defense: 8


Utility: 0

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In this guide I'd like you to gain all the informations needed about Draven. I'm maining this character since he camed out and I think it is time for me to write down my first ever guide.

Draven is a powerful AD-based champion which can deal "Tons of Damage" ~Phreak if played properly. This champion is a terminator at early game to every other ad carries possible (only problem could cause their supports). He requires a CC supporting champion in order to utilize most of his damage. For example could be Taric, Leona, Blitzcrank, Darius etc.

If you want to play Draven a must is to master the Q mechanism, because it's his main damage spell (cause I rarely use auto-attacks). In order to utilize his Q you'll be building AD based items, no additional atk. speed is needed because of his "permament" W spell.

Hope you're gonna enjoy my guide.

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For runes along with AD quints I'm mostly using flat AD & flat Armour runes (with the exception if I go mid I like to place some flat MR for early survival).

x3 - Greater Quintessence of Attack Damage
x9 - Greater Mark of Attack Damage
x9 - Greater Seal of Armor
x9 - Greater Glyph of Armor

Or if you'd like to go mid lane:
x3 - Greater Quintessence of Attack Damage
x9 - Greater Glyph of Magic Resist
x9 - Greater Seal of Magic Resist
x9 - Greater Mark of Attack Damage

This sets of runes secures you a good damage on start along with safe play with MR/Armor ones.

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Skill Sequence

During the laning phase you're gonna utilize mostly your Q and W spells, although E will be needed for additional knockbacks.
During creeping you ALWAYS need to have your Spinning Axe active.
You want to throw Stand Aside and catch up with your opponent using Blood Rush then activate second Spinning Axe and poke him with your quick double Spinning Axe. Why quick? Because you'll have your Blood Rush active which gives you a slight atk speed bonus.
You want to sometimes use your Whirling Death to deal additional damage to your enemy.

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For summoner spells I highly recommend running with Ignite Flash because ignite is extremaly useful spell for finishing off your opponents while flash can keep you safe from a potential death.
I don't recommend you getting Heal because this spell is a trash during mid/late game. Sure, it can sometimes save you'r life, if you want to take it, surely do it. I wouldn't get it.

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Pros / Cons

-EXTREME Spinning Axe damage during mid game
-Permament atk. speed and movement speed bonus with Blood Rush
-Knockback effect with Stand Aside
-Global ultimate Whirling Death
-Easily shuts down single targets
-Low mana cost spells
-Good at mid and bot

-Squishy, squishy, squishy, squishy...
-No good escape spells for example dash etc.
-Needs Spinning Axe mechanism mastered

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Supports and counters

Draven does his job best with:
Leona Taric Blitzcrank Thresh Darius

Draven counters:
Corki Miss Fortune Ashe Sivir Graves Tristana Vayne Ezreal Varus Twitch

Is countered by:
Caitlyn Kog'Maw Urgot

As you can see Draven can be countered easily with range attacks longer than his Spinning Axe range.

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Why don't just go for critical

Critical huh? My Draven playstyle focuses on ultra benefiting from Q spell. If we'd go for critical chance we wouldn't have that much damage when we don't. From what I've experienced it's more viable to go for base AD rather than for 50%-60% crit rate.