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Draven Build Guide by Vicious Skittle

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League of Legends Build Guide Author Vicious Skittle

Welcome to the League of Draven - In Depth Draven Guide

Vicious Skittle Last updated on May 31, 2018
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Cheat Sheet


Draven Build

LoL Path: Precision
LoL Rune: Conqueror
LoL Rune: Triumph
LoL Rune: Legend: Bloodline
Legend: Bloodline
LoL Rune: Coup de Grace
Coup de Grace

LoL Path: Sorcery
LoL Rune: Celerity
LoL Rune: Gathering Storm
Gathering Storm

+9% attack speed and +10 ability power or +6 attack damage, adaptive

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ADC Role
Ranked #10 in
ADC Role
Win 52%
Get More Stats

Ability Sequence

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

Threats to Draven with this build

Show all
Threat Champion Notes
Ezreal Ezreal is easy for Draven, so long as you stay inside or behind your minion line. You out poke him if you're careful of his Q, and at 6 his all in is nowhere near as potent as yours. He is slippery as hell though, so don't commit too hard if his E is off cooldown.
Kog'Maw Kog is a hyper carry. This little void puppy deals hardly any damage early but becomes a god late game. Try to poke him when his W is down, or if you're in range you can outfight him post level 3. When his W is on however his range is great so treat him as you would caitlyn for this duration. Pick him apart early and he'll be no threat for a while.
Sivir Sivir is countered by Draven. What makes Sivir so good is her spellshield, which blocks most ADC's DPS. However, Draven's damage comes from his Q, which is an auto attack. This makes her like caitlyn without the auto range. Her ultimate has great syndergy in teamfights however so make sure to pay attention to their teamcomp and build accordingly.
Table of Contents
Guide Top


So many changes mean I need to play a bunch of games to figure out the best. This guide will probably be changing every other day until the build settles.

Guide Top

-Table of Contents-

Hi, I am Vicious Skittle. I am a Diamond tier player on EUW whom in Seasons 4/5 peaked at Diamond 4/2 respectively. I've been playing Draven since the end of season 2 and he helped me climb into mid Diamond from bronze during Season 3/4, he's been a staple ADC of mine since.

I've started to stream a lot more than I used to, and whilst my guides to tell you when I am streaming thanks to the prime embed, not all of you have my guides open 24/7. If you follow me on Twitch/Twitter you can see when I go live! When I am live, drop by and ask any questions.

+ Powerful Harass
+ Relatively Easy Farming
+ Global Ultimate
+ Stupidly High Snowball Potential
+ One of the Highest Potential ADC Damage


- Can be shut down with hard camping
- Seriously, you'll get camped
- Very Difficult to pickup
- Even harder to truly master, One of the hardest in the whole game
- 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 as you solo carry games on a champion everyone recognises as incredibly hard to play.
> > >
Passive: League of Draven
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.
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 in a "bank", 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).
Q: Spinning Axe
Spinning Axe
Draven starts spinning his axe, causing his next basic attack within 5.8 seconds to deal bonus physical damage of 30/35/40/45/50(+ 65/75/85/95/105% Bonus 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
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, this is why you rush ghostblade for the flat pen causing the bonus damage to skyrocket. 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. It's something you get a feel for rather than something that is taught/read up on.
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.
W: Blood Rush
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: 40/35/30/25/20
Cooldown: 12s
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!
E: Stand Aside
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
Simple utility spell. Does a small amount of damage, knocks an enemy aside (makes them airborne which is useful for Yasuo) and slows them for 2s. Not much to it, great for all inning at level 2 as it 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. Going the "Omega" build will give this ability 5% spellvamp, which isn't much but it's the difference of a tick of ignite.
R: Whirling Death
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: 100
Cooldown: 120s/100s/80s
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.
This section covers the summoner spells you'll usually see in bot lane, you'll only really be taking Heal and Flash but the supports will also be taking either Exhaust or Ignite so you need to know what they do as they will be directly affecting you in the game.
The bread and butter, the summoner spell you should always take and the one you'll pretty much always see. Flash has a billion and one uses, from flashing in to get a kill, from flashing away from danger, flashing over walls and flashing over abilities. This is something you should be very familiar with by now and it's something you should ALWAYS have.
One small trick that a lot of people don't seem to know about is that you can queue an action and then flash into the range of said action, and then immediately do the action. So if you right click a target to auto attack, then flash into auto range, you will instantly auto attack. This works with ANY targeted ability, such as Spear Shot or Parrrley. You can also redirect your ability after beginning to cast it, most famously, the InSec kick where you begin to cast Dragon's Rage then flash behind the target during the animation to instantly finish the animation behind them, giving the target less time to react. Draven has no abilities to do this with, but the auto attack queue is doable on everyone and is something you should keep in mind.
Heal is your other summoner that you should pick 99% of the time. Gives you a chunk of health and it gives you a chunk of movement speed that lasts 1 second. Probably the best defencive summoner spell in the game right now, it also heals someone else nearby! Which makes it perfect for duo bot. Use it before an enemy ignite so the effect isn't reduced, and use it at low HP to bait your opponents into a fight.
This is usually taken by supports who want to kill the enemy lane. This is pretty good in conjunction with Draven as it gives a lot of kill pressure, it's perfect on supports like Blitzcrank or Leona. Talk to your support in champ select to discuss witch summoner they will take, so that you can play accordingly.
Exhaust is an incredibly strong 'shut down' summoner spell, reducing movement speed and damage for a couple seconds. It's great late game to shut down assassins like Talon or Zed and hyper carries like Vayne or Jinx. However, what it does in the lategame isn't translated in the early game as the damage from Ignite is stronger early. You'll usually want your support to take Exhaust against lanes you can't really win ( Caitlyn) or against a hyper carry that you auto win early against anyway Vayne. Even then, Ignite is still super strong against them. As I said before, talk to your team/support about their summoner spells and plan accordingly.

Precision & Sorcery

Whilst I prefer the feeling of PtA, Conqueror is just too good to pass up. As Draven you'll nearly always be in combat in lane to make sure you keep your Spinning Axe up which means you'll always be ready to activate Conqueror. Once you do you get some of your phys damage turned into true damage for 3 seconds. This will let you melt tanky targets at all stages of the game, even though it has a very short duration. More importantly though it gives you flat AD. Infact, it will give you 10 AD level 1. That's an entire Long Sword for 3 seconds. I don't think I need to tell you how amazing that is on Draven, it's just superior to what Aery did in every way shape and form.

Triumph: This is the best rune if you have don't have a healing support. If you do have a healing support then take Overheal. As you're the constant and your support can change, I suggest Triumph by default.

Legend: Bloodline: This is a close call between Legend: Alacrity and Legend: Bloodline. The former is just more DPS (infact a fair bit more) but the latter, which I suggest, allows you to skip a lifesteal item until a lot later on in the game. If you plan on going IE first then take bloodline, if you plan on going DD/BT first then take alacrity.

Coup De Grace
Coup de Grace: This is actually a legit 50/50. If you're against a squishy team then go Coup de Grace but if the enemy team has even 1 tank that you'll be regularly hitting then Cut Down is superior. It's not even just tanks though, Cut Down will work on champions who buy RoA/Rylais/Torment/Nomicon/ as they all give HP. Also bruisers are in meta now so The Black Cleaver and Trinity Force/ Sterak's Gage users make this even more attractive.



Gathering Storm
Celerity: The extra movement speed is too good to pass up in any situation. Whilst Absolute Focus will give you more damage, being able to run around faster and *always* have some AD benefit is just way too strong.

Gathering Storm: More AD = good. After 20 minutes you'll be sitting on a free longsword and a half. As time goes on you'll be picking up so much free AD you'll be unstoppable.
Item Sequence
Berserker's Greaves
Infinity Edge
Rapid Firecannon
Statikk Shiv
The Bloodthirster
Lord Dominik's Regards
Doran's Blade
Start with this and 1 Health Potion nearly every game. Doran's Shield has potential vs hyper poke lanes, like Caitlyn but the HP buffer is very nice and the lifesteal is affected by your Spinning Axe.
Berserker's Greaves
After the tabi nerf I nearly never buy them unless I'm against something like Yas/Riven/Rengar on the same team. I would just default to zerks now.
Infinity Edge
More damage and crit. This affects the shiv passive too making it hit harder on crit. Your damage will skyrocket when you buy this item. I get this first because the amount of AD you get allows for some absurd damage on everything. With your W/Zerks you'll also have more than enough attack speed at this point in the game.
Rapid Firecannon
My personal fav zeal item on Draven. Rapid Firecannon gives you a big ranged boost which allows you to safely get a free auto attack on most champions which if it crits is excellent poke. With shiv getting a nerf I'd nearly always buy this over shiv.
The Bloodthirster
Whilst this item did get a nerf, it'll deal an insane amount of damage if you crit and the target has low MR. You'll also get a smooth 80% crit and long range nuclear auto attacks with the RFC. Most importantly though is how cheap it is. 2600g back to back make this so good for a power spike.
Statikk Shiv
This and LDR/MR can be swapped based on the match. The amount of damage and lifesteal this offers is just incredible with Draven. I sometimes even grab a BF sword after my RFC and sit on it just for the extra punch, but sadly the double zeal combo is just too good to justify this sooner.
Lord Dominik's Regards
This is actually a situational slot. You buy Last Whisper third if the enemy is stacking serious armour, you can also buy a defence item like Guardian Angel or Maw of Malmortius. A Mercurial Scimitar/ Quicksilver Sash is great against CC... You get the idea.
Last Whisper
You can get this item after your first 2 items in ANY build if your opponents are very tanky. It gives next to no AD for the cost, but 45% pen is super strong mid game vs tanky champions. I highly recommend getting this vs 2 or more tanky champions.
Death's Dance
I'd buy this item instead of BT if I'm against assassins. Lots of AD and a huge delay on incoming damage (30% of all damage you taken is done as a DoT instead of upfront, great for dueling) with a solid 15% lifesteal. In combination with Tabi you'll be very hard to kill.
Blade of the Ruined King
This is another premier situational item against several high HP stacking champions you simply cannot avoid killing first. The stats on this item are meh for Draven but the % current HP damage can single-handedly make this item more valuable to you than extra AD for Spinning Axe.
Duskblade of Draktharr
I'll cover Edge of Night/ Youmuu's Ghostblade here as well. Lethality stacking is pretty dead on Draven right now because of the damage the other builds give. I would never build lethality in a serious game, but it can be absurdly fun to deal 700+ damage an auto attack without critting. Still just, not good.
Essence Reaver
This item actually has a place late game because being able to always go into a teamfight with 2 axes spinning is great, plus 70AD +20% Crit is fabulous for damage. I'd only buy this item if the enemy team have 0 tanks. I'd buy this instead of LDR/LW/MR as a LAST item and even then, more lifesteal is probably a better plan.
Runaan's Hurricane
What? You think this is a troll item right? Actually no, it has some situational use in combination with BT. This is because your side bolts deal a solid 40% AD and can crit. More importantly, this is amazing for teamfights. Getting insane levels of lifesteal every auto attack is huge in close range skirmishes. Give it a try before you think it's trolly. All 4 zeal items have a place on Draven. RFC for utility, Shiv for burst, PD for dueling/survivability and Hurricane for teamfights. This is the most situational zeal item though, so you should never buy it unless you plan 3-4 steps ahead. I'd also buy this to replace shiv if the enemy team has a boat load of MR, as shiv deals magic damage.
Mortal Reminder
You get this instead of Lord Dominik's Regards is the enemy team have a lot of healing and you need the passive reduction. Dr. Mundo, Vladimir, Soraka, Master Yi are all champions that come to mind to help take them down. There are a lot more champions though, such as Ekko, Irelia and Zac or other life steal based champions like Graves, Lee Sin and Darius. You'll know when you need this item/ Executioner's Calling.
Guardian Angel
Now that this item gives AD it's actually a lot better. Sure the lack of MR can suck, but AD/Armour + a revive passive means a lot as an ADC. I'd not get it earlier than 4th, but it's a solid item in the mid/late game now as it gives you a fair chunk of damage.
Mercurial Scimitar
Sometimes instead of a BT/LDR/GA you need some Magic resistance and usually if you need MR they also have some incredibly important debuff ( Dark Binding, Charm, Event Horizon). Quicksilver Sash can be bought as early as your third item if you need the cleanse and you'll simply upgrade it to this when you need lifesteal/AD.

Kiting is what makes good ADC's great, and bad ADC's dead. To kite, you should begin your auto attack animation and the moment the attack is registered to deal damage, start to run away, then once your auto attack cooldown is back up (this is lower with more attack speed) attack again and repeat. It's next to impossible to describe the exact way to kite as it's something you need to practice. Get used to Draven's animations and get used to knowing when to cancel the auto attack. In patch 6.20, this was actually changed slightly to make it easier for newer players or players on higher ping to do. So, yay!
When last hitting / harassing you want to throw the Spinning Axe at the target and while your attack is in mid air you want to turn around and start running back. This will cause the axe to land behind where you stood, usually avoiding the reaction poke from the enemy or safely getting the last hit with poke sustained on yourself.
Another thing to mention about Spinning Axe is whatever you do when you use the axe, DO NOT MAKE IT YOUR GOAL TO ALWAYS CATCH. Doing this will make you positioned badly or more open for attack, similar if you're poking and then your support gets them but your axe is behind you, just auto attack the poor enemy and leave the axe to fall.
You do not want this to happen:
The thing with an AD carry is that you need a lane partner, you'll be most likely running bot lane with a support. There are a few supports that are good with Draven and some that are not so hot.
Thresh, The Chain Warden
Thresh is one of the best supports in the game period. He excels however in aggressive lanes so he's a perfect fit with Draven. Let him pick the all in fights for you and once he lands a hook don't be scared to blood rush in to all in (So long as the lane is even/you're winning). He can also get you out of sticky situations with his Dark Passage which is also super nice. Overall he's one of the best supports Draven can have thanks to his raw kill pressure.
Janna, The Storm's Fury
Janna is a buff support, and is great with every ADC. She can be played fairly aggressively, proactively trading with her Eye Of The Storm and can disengage with her Howling Gale and post 6 her Monsoon. Getting an Eye Of The Storm shield gives Draven a tonne of damage and you should look for an aggressive trade whenever it's on you. She's fairly easy to pick up and play, but a good Janna is so much more obvious than a mediocre one, with reactive shielding and great plays from Monsoon. Overall she's a great support on Draven, giving him a lot of bonus damage and a lot of peel that he doesn't have himself.
Alistar, The Minotaur
Alistar is either a super aggressive all in support, or a peeling bodyguard. He can't do both at the same time. His combo of Headbutt into Pulverize gives a great amount of CC and is perfect for aggressively picking a fight in bot lane. The same combo can be done in reverse if Alistar is close enough to knock the target back, usually done at level 2 as an all in along with his Flash. He can also peel incredibly well for the same reasons, knockups and knockbacks aren't affected by tenacity so he can keep people off of you/himself very easily. His other ability is Triumphant Roar which is basically a little bit of extra sustain, it's nothing special but it's definitely noticeable. Lastly, he can tank for days with Unbreakable Will meaning he's one of the few supports that can tower dive easily.
Blitzcrank, The Great Steam Golem
Blitzcrank is one of those supports that doesn't actually support you, but more or less gives you a free pick every 20 seconds if he can land his Rocket Grab which is absurdly useful. He's all about abusing enemy position, which is also why he's tough to play against as Draven thanks to Spinning Axe, so a good Blitzcrank will grab an enemy the second they overstep their bounds. This is all he can do however, as he has no heal, no aura or any real peel as he can pull an enemy in, but he can't get rid of them. Overall a good Blitzcrank can single handedly (lol) net you a lot of kills in lane, making you snowball stupidly hard, but a bad one will just be a ward bot that can't even CC the enemy without being in melee range.
Leona, The Radiant Dawn
Leona is a tank through and through that's played as a support because of her passive, Sunlight, and lack of waveclear making her bad in top/jungle. She's similar to Blitz as in she's incredibly all in. But rather than abuse a positional mistake by pulling the target away, she does the same by throwing herself into them. She's also a ball of stats thanks to her Eclipse making her able to towerdive easily similar to Ali. When she picks a fight, make sure to follow up with her as she can't escape and her passive makes you deal a lot more damage than you will probably expect.
Soraka, The Starchild
Sigh, I hate laning against Soraka and playing with her isn't that much more fun. She's basically a second health pool for the enemy team thanks to her Astral Infusion. She also has good sustain thanks to her Starcall and Infusion passive making her pretty hard to force out of lane, and even harder to force the enemy ADC out. Playing with her basically means you can take bad trades and walk away the victor which is pretty nice, but she lacks consistent hard CC or a defencive aura. She'll keep you at 100% life most of the time meaning the enemy team will have to 100-0 you in one go which early game isn't easy. Don't go overboard on trading though as her heal does cost her HP which is why she's a 'second health pool' and not a 'heal bot'. Overall, she's incredibly strong if you can pick fights regularly and can dodge CC yourself.
Braum, The Heart of the Freljord
Braum is one of leagues best bodyguards. He's incredibly good at keeping you safe thanks to Unbreakable and Stand Behind Me. He's also not very hard to play making it so a bad Braum isn't nearly as detrimental as a bad blitz for example. When he lands his Winter's Bite you can easily pick a fight that will either result in a kill or a large chunk of damage, as you can proc it yourself with autos. He can also disengage really well with his Glacial Fissure so a 4 man gank is less likely to be your death. This also doubles up as some 'alright' engage as the first champion it directly hits, or champions right next to him upon casting are knocked up pretty high. However it's not reliable because it's fairly slow and has a long cooldown. Overall, he's perfect if your team has some hard engage and the enemy team has some hardcore assassination potential that requires some heavy duty peeling. Also he's super motivational, which is always a plus.
Brand, The Burning Vengeance
Brand is a botlane mage, among the likes of Annie or Karma. He deals a tonne of damage and has some decent CC too, although that's not reliable, so he's mainly all about them deeps. He's a combo mage meaning he has to hit his abilities in a specigic order if you want to all in. When looking for an all in, wait for him to land his Sear after he sets a target on fire with Blaze, only then should you go all in, otherwise just poke. Once he gets an item or 2, he becomes as strong as a second mid, making him a great support if your team is all AD (I'm looking at you Riven 4th pick, after we already have a Zed and a jungle Lee Sin.) But he's not that helpful as a true support because he has no auras, healing or reliable peel. He can however carry the game with his damage meaning if early game you get a few kills with him as the assister, you can kick back and relax as that Rengar will probably be jumping him instead of you.
Morgana, Fallen Angel
Morgana is a mage support, but can actually support you. She has an incredibly long cc in the form of her Dark Binding and she has decent damage with her Tormented Soil. Mid game, she can make picks super easily thanks to her Q into Soul Shackles combo. On top of all this, she has a unique shield that she can target herself or you with. Black Shield absorbs only MAGIC damage and blocks ALL cc whilst the shield holds. A good Morgana can make up for any mistake you make with a well timed Black Shield. Overall she's a super strong pseudo peeling pick support that can set up great fights bot lane thanks to Dark Binding
Tahm Kench, The River King
The Kench is a support that can peel you (literally) away from danger with his Devour. He can also CC a target super easily thanks to his passive An Acquired Taste and his Q Tongue Lash. He can also eat an enemy with Devour after stacking his passive giving him a chunk of burst damage and some more CC. So he can do a lot of damage, peel for you for days and can CC an enemy easily, so what's the catch? He need to get into melee range to stack his passive and he needs to hit them 3 times ( Tongue Lash stacks 1 tick and slows them so that helps him a lot) and he's slow as hell. On top of this, because the Devour mechanic isn't very fun to play against he's usually banned. Worse still a bad Tahm Kench will get you killed by eating you at the wrong times, or by simply trolling you by eating you then running into the enemy team, thankfully this isn't that common in solo queue.
Bard, The Wandering Caretaker
*Trumpet Noises* Bard is a roaming support, that glides around the map collecting chimes from Traveler's Call and throwing around stuns with Cosmic Binding and overall being fun as hell to play as/with. He's got some sustain with his Caretaker's Shrine and he's got really good mobility thanks to Magical Journey. In lane, he's all about landing his Q, and if he can't land it he's not that useful. He's like Morgana but less damage and more utility in this regard. Post 6 he becomes a pick god, if he's good, with his Tempered Fate. This can save an ally, catch an enemy, catch an ally, or save an enemy, it does it all! A good Bard will roam properly, land his Q's, keep you healthy and make great picks, however bard is hard to play so more often than not he'll be an occasional stun bot that sometimes is bot lane.
Nami, The Tidecaller
Nami is a buff pick support, she can heal you with Ebb and Flow and can give your auto attacks bonus magic damage and a slow for 3 hits. She can also make picks with her Aqua Prison which is nice to trade into. Post 6 she can peel incredibly well with her Tidal Wave which can also make picks if she's sneaky with it. She's simple to play with, attack when she lands her Q or when you have her E on you (the blue orbs floating around you is the easiest indicator to tell). Other than that, don't go all in unless its free within her Aqua Prison range.

So in closing, Draven is an early game lane bully who has a kit designed around total dominance and snowballing. He's incredibly difficult to play and master, but mastering a champion like Draven allows you to transcend metas (mostly) and become a god tier ADC player. Without a doubt he is one of the hardest champions in the game, and everyone knows it.

Proper use of Spinning Axe is hard, and it'll take a lot of time to master. Being a good Draven will bring nothing but awe from your friends and rivals alike.

Enjoy the game, it is your league after all.


~Hopper: For recoding my guide to make it so much better looking.

~ : for the hilaroius picture of Draven catching axes and then Blitzcrank grabbing Draven