Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Draven Build Guide by Vicious Skittle

Like Build on Facebook Tweet This Build Share This Build on Reddit
League of Legends Build Guide Author Vicious Skittle

Welcome to the League of Draven - In Depth Draven Guide

Vicious Skittle Last updated on December 3, 2017
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Stream is Offline
Cheat Sheet


Draven Build

LoL Path: Precision
LoL Rune: Press the Attack
Press the Attack
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

+18% Attack Speed

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.
Guide Top

New Runes

Going to overhaul the rune section in the coming couple of days, but for now the cheat sheet is 100% accurate.

The only viable keystone is Press The Attack. Fleet footwork is garbage and with how often you want to attack electrocute/comet/anything else has too long of a cooldown. Lethal tempo just doesn't have good synergy with him.

Guide Top

Welcome to my League, The League of Draven (Introduction)

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 a pateron for my guides and other escapades into creation of media. Totally optional and it's basically a donation. Nothing will change as far as my guides are, but having more money means I can spend more time on them. (Time is money after all, and these take a lot of time.)

Here is a link to the Patreon.

Guide Top

Pros / Cons


+ Powerful Harass
+ Reletivly 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.

Guide Top


> > >


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).

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.

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!

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.

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.

Guide Top

Summoner Spells


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.



Guide Top



You now have 2 choices for keystones, with Fervor of Battle being the best 80% of the time. The Warlords change made it burst healing instead of general lifesteal, which late game means you'll get 1,200 HP in a single auto. However, Draven is an early game champion and Warlord's is just "meh" early. Fervor giving flat AD + Draven's Q scaling very hard off of bonus AD and the duration of the buff makes it amazing at all stages of the game as you often get double the effect of it ( Spinning Axe scaling with 105% of Bonus AD at level 9 means Fervor gets doubled when you attack with an axe). Yes please.

There are 2 mastery pages. 18/0/12 or 18/12/0. I prefer the former, but I'll explain both the cunning/resolve tree and which ones you should pick.


First up, 4% attack speed or 2% increased ability damage. You always take Fury here simply because you don't do much damage with abilities. It only affects your E and R, 2% increased E damage doesn't matter because it's a utility spell and your ultimate is on a long cooldown meaning you'll always make more use out of the attack speed Fury gives you.

vs vs

Next, I go for Feast most games as Draven you want maximum lane pressure so Fresh Blood seems like a good choice. However, with the fact I get Natural Talent and you no longer get Warlord's Bloodlust the extra sustain is better right now. Still though, Fresh Blood is pretty good.


Here is actually a tossup. Vampirism gives 2% lifesteal and spellvamp from level 1 all the way to 18 making it have the most immediate effect. However I'll personally be taking Natural Talent because it gives me 10AD at level 18. 3AD at level 1 means that along side Doran's Blade you start with 10 more. With the fact I'm loving Bortk first on him, and the fact you can get away with a vamp thanks to BT second, I prefer the AD you get as you have early access to lifesteal.

vs vs

I almost always go Bounty Hunter because as Draven you'll probably kill your lane opponents early on making the 2% all the time better than the 3% with 1.5% increased damage taken. However, Battle Trance is also really good as it's very easy to stay in combat for 3s + You get it from level 1 without needing any kills. I prefer Bounty Hunter but all 3 are great.


Always go Battering Blows . You deal only Physical Damage.

vs vs

Fervor of Battle is your default thanks to its scaling with Spinning Axe. Warlord's Bloodlust is situationally good, but I prefer the raw damage you get with FoB. Deathfire Touch is only for AP Carries who deal AoE or DoT damage and Jhin.


Here you'll grab Savagery . Whilst you don't really need the 5 damage against creeps, you also don't need the 3% movement speed out of combat. The 5 damage against creeps is nice for when you're trying to shove in that level 2 power spike or when you're new to last hitting with the champion. Even though you'll always have a Q up when last hitting, there still isn't much point in Wanderer .

vs vs

You should nearly always take Secret Stash as you'll almost never be alone thanks to the fact you'll have a support with you. Buuuut if you want to carbon copy Tyler1, then going Assassin will give you more damage if you're alone (and someone who copies Tyler1 will probably want to be alone past first tower). It's not bad going Assassin as situational 2% damage is more than Secret Stash 's 0% but against super annoying lanes (Like Caitlyn or a Passive Jhin).


Merciless is your go to here, extra damage on low HP targets is beautiful for you and the fact you'll use your ult to clean up fights more often than not. Meditation is pretty much only used on supports, champions with huge mana pools like Jayce with tear or a super lategame orintated ability based hyper carry, Gangplank for example.


Dangerous Game all the time, every time. Bandit is a support mastery, the 3g you get from trading is pocket change for you and because you're not wanting to miss a CS the 1g on nearby minion death isn't a good thing. Bandit is only good on supports and melee champions who can regularly proc it, or Gangplank.


If you go 18/0/12, you'll be getting Recovery first as you don't get nearly any bonus MR/Armour, even with Fearless the extra lane sustain outmatches Unyielding .

vs vs

Here it another easy choice, Tough Skin will give you a lot of damage mitigation in lane. Every auto attack gets 2 less damage, and with the number of them you take it'll be a lot of the course of a match. You don't roam/need the MS from Explorer so never take that. Siegemaster has some use if you're going to be dove or are getting shoved into turret a lot. I would take this vs a Caitlyn as an extra 8 Armour/MR is a lot if you're under tower. Also great if the enemy team has a comp that can dive you under tower easily (such as Lee Sin).


This is an easy choice, but not an Obvious one. Runic Armor every time, because every heal/shield on you gets amplified by 8%, and this includes lifesteal. Also your HP regen is affected too, giving you an extra 1-2hps which is nice for laning. You would think a nice flat 50 HP would be good, but over the course of the game (hell, even before level 6) the extra lifesteal/regen/heals/shields Runic will give you, will outweigh the 50hp. This will only get amplified as time goes on.

vs vs

You only have 2 options here. Insight is great because you'll always have a use for more Flashes/Heals. Just an outstanding amount of utility that IMO beats out Dangerous Game and the Cunning tree. However Fearless is seriously, and I mean SERIOUSLY underrated. It gives 1.5 MR/Armour per level for 2s when hit by a champion (with a 9s CD). Whilst it's designed for tanks (as it gives 10% bonus armour/mr as well) the flat stats it gives are huge. At say level 10, this mastery will give you 15 armour/mr (multiplied by 1.1). So in total, with my runes, it'll give you 27 Armour and 31 MR for free, every 9s upon taking damage. That's insane. That is so much free stats, it's just unreal. I would take this against divers/hyper assassins and burst mages (which are also very in meta). Sick of being one shot by Syndra? An extra Negatron cloak worth of MR will go a damn long way. Perseverance only has application on champions with high base HP regen (Like Darius or Heimerdinger.) Draven doesn't, so don't take it.

Seriously. Try Fearless and Insight . They're really, really good.

Guide Top



Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Speed

You should be taking either AD or Lethality marks. I prefer AD for the early damage (pre level 6 or so) because for Draven it's very easy to get a kill with an extra 10 or so damage every auto attack that Lethality wouldn't give. That being said, if you plan on going Youmuu's Ghostblade then Lethality marks have a place. I still would go AD, but Lethality scales with more lethality and getting 30 or so APen at level 10 is something that shouldn't be underestimated.
You take armour because it's the most stat-efficient rune you can take through seals. Flat HP seals also give good stats nowadays, but armour is just straight up a better stat to take on bot lane. Both aim to make you tankier but armor is better for that when you're laning against an ADC. People argue health vs armor, and armor is better for 2 reasons. First is they're cheaper IP wise making them more accessible and second your effective health is similar to that of pure health, but your other stats like lifesteal become more effective as you have less health to refill. The difference is really small, but there is still a difference none-the-less.
You take magic resist here because again it's the most stat-efficient rune to take. With supports dealing a lot of magic damage (usually) and Thunderlord's Decree still being fairly common having a nice barrier of MR is very helpful. It also helps when the enemy mid roams, as they always seem to do against me. You can take AS or Mana regen here as well, but I prefer the tankiness vs magic damage way more than the extra 5% attack speed or 1.3 mana every 5 seconds. Preference.
The standard AD carry page consists of 3 attack speed quints. This is because AD quints are not that efficient in comparison. 14% AS gives you a great auto attack animation allowing for better last hitting and just generally feels a lot nicer. They just feel good, and everyone uses them for a reason.

Guide Top


Item Sequence

Berserker's Greaves

The Bloodthirster

Infinity Edge

Statikk Shiv

Lord Dominik's Regards

Maw of Malmortius

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.

I go between these and Ninja Tabi all the time. If I go BT I usually buy these and if I go DD I usually get Ninja Tabi. Zerks are for maximum DPS and Tabi are vs lots of physical damage. Both are great and both are equally viable.

I really enjoy the BT rush because it's a smooth build path if I'm able to get an early BF sword in lane. The overshield and huge 20% lifesteal make this item a beast on Draven,
and with his income bonus from the passive the steep gold cost shouldn't matter.

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 second 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.

Like Death's Dance, this item got a nice buff. It now does A LOT of damage when you crit. This gives you 2 things, huge burst and some solid waveclear. Rapid Firecannon also got a nerf to damage but it's still really good if you need the range utility.

I like double zeal at the moment for high crit chance and DPS. As RFC/Shiv can be layed again, you'll get the bonus range ans faster charge time but NOT the flat damager (you'll only do the damage from shiv). It's still an amazing combo. This is situational though. Sometimes I get maw, sometimes I get Bortk. It all depends on the game.

This is actually a situational slot. You get LDR last if the enemy is stacking armour. You can buy the component Last Whisper as your third item if they're super tanky. If they have no Armour, then you'll probably buy The Bloodthirster to give you a stupid amount of damage and lifsteal. A Guardian Angel or Sterak's Gage can also work if you need more defence. You won't get any of these 3 items until the very end, and ONLY against hyper tanky teams do you delay your IE. Draven wants to kill squishy champions, tanks never were his forté.

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.

I'd buy this item first every game at the moment 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.

With the recent changes to this item it's now really good. 40AD, 25% AS, 12% Lifesteal and a great buildpath make it great stat wise for Draven with Fervor of Battle . It also has 8% current HP every attack and an active that can save your life by slowing a target and giving you a huge MS boost. Really solid item that can be bought at any time if the enemy team have a lot of HP stackers that you need to burn through. However with the nerfs to its lifesteal a while back, you pretty much never rush it anymore.

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.

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.

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 faster fervor of battle stacks and more 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.

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.

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.

Guide Top

Supports with Draven

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
Spoiler: Click to view

Janna, The Storm's Fury
Spoiler: Click to view

Alistar, The Minotaur
Spoiler: Click to view

Blitzcrank, The Great Steam Golem
Spoiler: Click to view

Leona, The Radiant Dawn
Spoiler: Click to view

Soraka, The Starchild
Spoiler: Click to view

Braum, The Heart of the Freljord
Spoiler: Click to view

Brand, The Burning Vengeance
Spoiler: Click to view

Morgana, Fallen Angel
Spoiler: Click to view

Tahm Kench, The River King
Spoiler: Click to view

Bard, The Wandering Caretaker
Spoiler: Click to view

Nami, The Tidecaller
Spoiler: Click to view


Guide Top

Unique Skills

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 too happen:

Guide Top



~jhoijhoi : Simplifying how to make guides and what BBCodes are. (To her guide that i used)

~ : for the first picture, welcoming all to the league of Draven.

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

~NorthernRedStar : For Chapter 8's idea which completely went over my head to create.

Guide Top

Hall of Fame

This section is user submitted match history from reading and following my guide, just PM me a picture of 3 or more of your match history showcasing your skill with Draven.

Guide Top


So I've started to stream occasionally and I usually fill but if I get ADC, i'll mainly be playing Jhin and Draven. I would appreciate a follow if you wouldn't mind seeing some mid-tier Diamond ADC game play from time to time.

Here is a link to the Patreon.Again I'll link to it and again I'll emphasise it's 500% optional. If you like my stuff and want to help me out, then I would appreciate any amount of money.