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Spells:
Flash
Heal
Ability Order
League of Draven (PASSIVE)
Draven Passive Ability
YOU DO NOT PLAY DRAVEN... DRAVEN PLAYS YOU
Understanding His Greatness
-
Draven is all about apperances, and if you do poorly,
Draven looks bad. If
Draven looks bad he bounces a
Spinning Axe off your face.
- This is the League of
Draven, NOT the League of Legends, before we go any further... this needs to be understood. The League is alive today because
Draven allows it.
- There is no God. Only
Draven
- There is only ONE way to play
Draven, and that requires you to ACT like
Draven... Now I know right now you are saying, "But, I can't be THAT great..." and you are 150% correct... you can't. BUT with the help of this guide... you will be well on your way.
THE BASIC'S IS AN UNDERSTATEMENT... NOTHING DRAVEN DOES IS "BASIC"
-
Draven is the BEST at ruining the enemy AD carry's day. Your job is to harass the s*** out of them with
Spinning Axe, BUT on a serious note; FARM, farm is still incredibly important... even for
Draven, you need to balance making the other team rage, and farming.
- There will be moments when the enemy will get cocky and try to bring you down. It's your duty to
Draven to put them in their place... Throw
Stand Aside get the slow, use
Blood Rush, destroy. Keep catching
Spinning Axe and using
Blood Rush to keep up with them and get most attacks off as you can.
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PROS:+Damage Overtime +Skill Set +Global Ult + ![]() |
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CONS:-Multi-Tasking -No escapes -Skill cap -Mana troubles |
There are two main generic Masteries for
Draven, I will go over both in detail and why to get them.

Page 1
OFFENSE
- Tier 1: 3 points in
Brute Force . 1 point in either
Butcher or
Summoner's Wrath . If you plan on getting
Exhaust or
Ignite, then get
Summoner's Wrath .
- Tier 2: 4 points in
Alacrity for attack speed.
- Tier 3: 4 points in
Deadliness for Attack Damage per level. 1 point in
Weapon Expertise for 10% Armor Penetration; GREAT mastery.
- Tier 4: 1 point in
Lethality for Crit damage, and 3 points in
Vampirism ; it gives a small amount of life steal, but it gives you a small amount of lane sustain.
- Tier 5: 3 points in
Sunder for armor penetration.
- Tier 6: 1 point in
Executioner to increase damage by 6% to champions below 40% health.
DEFENSE
- Tier 1: 1 point in
Resistance ; this is just a point to save in-case you decide to grab
Heal as a summoner spell. If you do then get
Summoner's Resolve instead. Then 3 points in
Hardiness
- Tier 2: 4 points in
Durability for health.
- Tier 3: 1 last point in
Veteran's Scars for additional health.
Page 2
Offense
- Same Masteries as above!
Defense
- Only mastery you MIGHT be getting is,
Summoner's Resolve and that is entirely based on what summoner spell you get!
Utility
- Tier 1: 1 point in
Summoner's Insight ; for reduced cooldown on
Flash. 3 points in
Expanded Mind ; for those who have mana issues.
- Tier 2: 1 point in
Swiftness ; basically to fill up space and movement speed is always a bonus. (
Swiftness will be what you put your point if you do NOT get
Summoner's Resolve ). 3 points in
Meditation ; just adds to the effect of
Expanded Mind .
Summary:
Page 1: The first set of masteries is a tanky-ish set, this is better if you are going to be getting in fights often in the lane so you don't get blown up quickly. It focus's on fixing
Draven's early game squishiness.
Page 2: The second set of masteries, is made for lane sustain, as I mentioned in the Pro's and Cons section.
Draven has a serious mana problem. This set of masteries focus's on fixing those issues.

Page 2: The second set of masteries, is made for lane sustain, as I mentioned in the Pro's and Cons section.

Depending on what you prefer, there are a couple different ways to build runes on draven. I will cover the Armor Penetration book and the Attack Damage book, along with the Pro's and Cons for both.
Precision
Fleet Footwork
Phase Rush
Precision
Fleet Footwork
Phase Rush
Attack Damage
Runes




Explanation: This rune page is primarilly used for a dominate early game with
Draven. With these runes and the masteries listed above. You will have an Attack Damage of 69. Personally this one is my favorite, just because of the fact that
Spinning Axe scales with your Attack Damage, so the more you have, the more damage they do.


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PROS:![]() +Strong early +Lane Dominance |
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Greater Mark of Desolation |
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CONS:-Armor is tough -easily countered |
Armor Penetration
Runes




Explanation: This rune page is focused on Armor Penetration, the advantages to this rune page are the great late game potential, and with the amount of Armor pen you get; you will be hitting enemies as if they had no armor at all. However, not incredibly early game dominant but you still get a little extra fire power.
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PROS:+Breaks armor +Reliable |
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CONS:-Harder to do get fed -Low Base AD |












Wicked Blades


- Incredible for early game fights, most people don't see the damage it's doing until it's too late.
- Each
Spinning Axe or crit will set off the passive, and it stacks... you hit 3
Spinning Axe's then they will take damage from 3 seperate
Wicked Blades.

Spinning Axe
Cooldown:12/11/10/9/8
Cost:45
Damage:45/55/65/75/85% of attack damage.
Description: Draven's next attack will deal bonus physical damage. The bonus is equal to a percentage of his total attack damage. This axe will ricochet off the target high up into the air. So long as Draven catches it, Spinning Axe will keep applying to his next attack. Cooldown permitting, Draven can have up to two Spinning Axes readied at once.
- This ability basically replace's
Draven's Auto-Attacks.
Spinning Axe will either bounce in the direction you are running, at the speed you are moving (to chase down targets). Or bounce right back to you, or either side of you if you are standing still and attacking.
- VERY IMPORTANT: YOU DO NOT NEED TO CATCH EVERY AXE. YOU WILL GET THEM BACK, USE YOUR JUDGEMENT, IF ITS IN A BAD POSITION LET IT GO.

Blood Rush
Cooldown: 12
Cost: 45
Bonus Movement Speed: 40%/45%/50%/55%/60%
Bonus Attack Speed: 20%/25%/30%/35%/40%
Description: Draven gains increased movement speed for 1.5 seconds and increased attack speed for 3 seconds. The movement speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh Blood Rush's cooldown.
- Whenever you catch a
Spinning Axe,
Blood Rush's cool down is refreshed. This is HUGE, this allows you to chase down the enemy with ease.
- VERY IMPORTANT: Using
Blood Rush when it is already active causes it to stack, not refresh the cooldown. So do not be afraid to use it more than once, however, be careful to not run yourself OOM.

Stand Aside
Cooldown:18/17/16/15/14
Cost:70
Range:400
Damage:70/105/140/175/210 (50% bonus AD)
Description: Draven throws his axes, dealing physical damage to targets hit and knocking them aside. Targets hit are slowed for 2 seconds.
- Use when chasing down enemies with
Blood Rush, combination of them being slowed, constant
Spinning Axe, and your increased movement speed and attack speed. It's almost a guaranteed recipe for a kill.
- Can interrupt people, such as
Nunu & Willump or
Fiddlesticks, and can also, knock
Teemo out of camouflage.
- VERY IMPORTANT: Possibly the most little known things about
Stand Aside is that it stops jumps towards you, if timed correctly it can stop spells like
Malphite's
Unstoppable Force or
Xin Zhao's
Audacious Charge

Whirling Death
Cooldown:110/100/90
Cost:120
Range:Global
Damage: One Hit: 175/275/375 (+110% bonus AD)
Maximum Physical Damage (single target): 350/550/750 (+220% bonus AD)
Minimum Physical Damage (one target): 70/110/150 (+44% bonus AD)
Minimum Physical Damage (two hits): 140/220/300 (+88% bonus AD)
Description: Draven hurls two massive axes in a given direction, dealing physical damage to every unit struck. Upon reaching the edge of the map, striking an enemy champion or upon the reactivation of Whirling Death, the axes will slowly come to a stop before changing direction and returning to Draven: dealing the same damage to every unit struck on the way back. Whirling Death deals 8% less damage for each unit hit, down to a minimum of 40%. The damage reduction resets when the axes reverse direction.
- Gives vision when thrown.
- You can change the path of the ult on its way back depending on where you move, it always returns to
Draven so if you think it will not hit someone, try to change the path.
- VERY IMPORTANT: Do NOT overestimate this ability, it doesn't do an incredible amount of damage. If used correctly it can. But don't rely on it to finish of a champion if you have the choice.
Both Sequence's are VERY similar, except for the fact that instead of leveling
Blood Rush first, you level
Stand Aside. I have no personal preference between either of these, they are strictly situational. But I will go over each in detail and when to use them.


Sequence One
Explanation: Under normal circumstances, this is your best bet. In most cases you shouldn't have trouble with the enemy bots. So, you will want to level
Blood Rush after
Spinning Axe because the two abilities go together perfectly well. You will be able to do much more when your jungle ganks for you with
Blood Rush (Read abilities for details)



Sequence Two
Explanation: This sequence I believe should only be used in three situations.
1.If your jungle or support doesn't have the CC to secure a kill in a gank.
2.If your support can give you a large enough movement speed increase, that you are able to catch and kill without
Blood Rush
3.(ONLY UNDER DRASTIC MEASURES)If you are being completely dominated and being starved, you might need to use
Stand Aside to secure a little farm. It's unlikely but it COULD happen so if the situation arises... you may need to level
Stand Aside
2.If your support can give you a large enough movement speed increase, that you are able to catch and kill without

3.(ONLY UNDER DRASTIC MEASURES)If you are being completely dominated and being starved, you might need to use


The thing about
Draven is that he isn't your ordinary everyday AD Carry. However, he is more than capable of playing the stereotypical bot laner, there are other ways to build him that you may in fact enjoy much better. I will go over the three most common.

My Personal Favorite as Draven
Item Sequence






Bloodthirster
3400

Bloodthirster
3400

Infinity Edge
3450

Phantom Dancer
2650

Guardian Angel
3200
Explanation:
As I said before, you need to understand that
Draven isn't your typical AD carry. If you go into a game with that mindset you won't do as well as you could be.
Draven Is unique because instead of relying on Auto-attacks, he uses
Spinning Axe. The more Attack Damage you have, the more
Spinning Axe does. That is the main mindset behind this build. (
Spinning Axe can also crit; hence the
Infinity Edge and
Phantom Dancer!)
As I said before, you need to understand that







Typical AD Carry
Item Sequence






Infinity Edge
3450

Phantom Dancer
2650

Bloodthirster
3400

Last Whisper
1450

Guardian Angel
3200
Explanation:
This is the build you will see on most AD Carrys, it incorporates everything that you will need for the game, works well with
Draven, however does not fully utilize
Spinning Axe which is what makes
Draven so much fun and so effective.
This is the build you will see on most AD Carrys, it incorporates everything that you will need for the game, works well with



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Berserkers GreavesUnless you need to buy ![]() ![]() |
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The BloodthirsterSince ![]() |
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Infinity EdgeCore part of any AD Carrys build, even with below 50% crit chance, ![]() |
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Phantom DancerInterchangable with ![]() ![]() |
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Guardian AngelThe revive is invaluable when in group fights... enemies just can't leave you alone either way. |
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Last Whisper40% armor pen is HUGE, for ANY AD Carry, plus it gives you +40 AD. Great for how inexpensive it is. |
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Black CleaverAn alternate for ![]() |
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OR

INTO


Possibly

Depending on how well you are doing in the lane, you decide whether or not you need it. Generally, get a second one if you are losing and don't have enough for anything else.
INTO

Do Not finish



OR

What you build this into is entirely up to you either


At this point you should know exactly what kind of build you wish to use, the items above are early game core, after that point it's whatever build will best suit the situation you are in. This is the end of the sequence, this guide would be way to long if I went in depth for each and every build.
Laning Phase
- This part of the game is where
Draven shines brightest.
- In almost all circumstances you will be going bot; As most AD carries should. So as you would any other carry, you are going to want to farm as much as you possibly can. This will be your priority make sure to Last Hit.
- As well as securing as much farm as possible,
Draven is capable of harassing the enemies at the same time. You need to balance out farm and harassing. Find what you are most comfortable with and stick with that. You also need to keep in mind who your support is; anyone with a stun is excellent with
Draven.
Mid/Late Game
- Ult: Very useful if used correctly, but you NEED to use it properly. To get maximum damage you need to make sure the person you are aiming for has no minions or other champs in the way. This is VERY important. Damage drops drastically if it hits other things in the way.
- Positioning: Since
Draven doesn't have any form of positioning skills, its up to you to move him into the right places in fights. Positioning is EVERYTHING for an AD carry, its the difference between your team winning or losing. You need to stay back far enough to avoid as much damage as possible BUT close enough to do as much damage as possible... This takes some practice.
- Wards: Now I know that this isn't the AD Carries job, but if your support is being stubborn and refusing to ward, and your team won't either. You might have to. Warding is possibly the most important part of the game. If you have vision of the map, you can catch the other team unawares. Which can easily lead to a victory. However if you do NOT have wards the tables can be easily turned.

This is where you should be warding. This is essential for the success of not just you but your team
Ward Map From JG209's guide!


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