Runes
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hello this is frommaplestreet, I play on the NA server and between S3 and S2 have around 300 games on Draven. This guide has been updated for season 3! hurrah [imgext=http://puu.sh/1CfFl] This guide will talk about a lot of situations there is no simple "build" here but I will try to guide you along on how to play Draven, I personally change my masteries summoner spells and gameplay based on what my opponents are. You should adapt to situations because League is not a simple game that can be played exactly the same. [highlight][title]Why Draven?[/title][/highlight] [.]He does a lot of damage [.]He's tons of fun [.]It rewards effort greatly compared to other champions [highlight][title]Avoid Draven if[/title][/highlight] [.]You can't adapt in a way that requires you to click a lot in game [.]You want an easy champion that requires no thought.

The two obvious choices for masteries are 21/9/0 and 21/0/9. I run both of these but more often than not play with the extra utility but it is your choice, different masteries can be used depending on what you prefer. 21/9 [imgext=http://puu.sh/1CfHz] Pros: Versatile in its resists / regen Has health benefits all game 21/0/9 [imgext=http://puu.sh/1CfHg] Pros: Allows more flexibility in mana usage 45 seconds less on flash CD / 21 on ignite Biscuit can heal at the same time as health pots but is a one time bait/heal

[imgext=http://puu.sh/1hf7s] [highlight]Reds: [/highlight] armor pen no doubt Draven doesn't have the highest AD scaling on his skills and his passive damage is based on level and it too is physical damage, there's literally almost no reason to run AD runes over armor pen except MAYBE in cases where you for some reason picked Draven for a 2v1 lane where you wanted to push 100%. [highlight]Yellows:[/highlight] Flat armor is definitely the most viable choice, scaling armor takes 10 levels to be more effective than flat ones but having the armor in laning phase is really key. [highlight]Blues:[/highlight] You should either run all flat MR or half flat half scaling or all scaling MR. Champions like graves use zero magic damage and if they are paired with little magic damage you might want to go mostly scaling MR for the pesky mid-late game magic damage. [highlight]Quintessences:[/highlight] Your choice, armor pen is great but gives you low damage to last hit early on with AD is most recommended as it gives decent amount of damage and not to mention it gives a higher ratio of damage than its red counterpart when compared with armor pen A lot of other quints are viable just not something I ever experiment / play with.

[title][img=skills/draven/p.png] Passive: Wicked Blades[/title] [number]Draven's Critical Strikes deal bonus physical damage over time. Spinning Axe also causes this effect even if it does not Critically Strike.[/number] [title]Explanation:[/title] The passive that makes you viable early game. Its damage is significantly more notable early game than late as the scaling is 30 damage + (4 x LEVEL) physical damage over 4 seconds. No damage is lost if the passive is refreshed after lets say .9 seconds because that almost-second of damage is added onto the next whole second of damage(two ticks). [title][img=skills/draven/q.png] Q: Spinning Axe[/title] [number]Draven's next attack will deal bonus physical damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.[/number] [title]Explanation:[/title] The skill that makes Draven a monster, deals tons of damage both early and late thanks to the passive and late game the power is unmatched. Things to note: [.]The critical strike does not multiply the extra damage from the Q, thus a 200 AD draven that crits with a 85% AD bonus simply does (200 x .85) + (200 x CRITDAMAGE%) = 590 damage with the crit mastery on a target with 0 armor. That is quite a significant amount of damage either way. [.]It won't refresh your auto attack timer whether you catch one create one etc. [.]The distance the axe falls from you is always the same no matter what your movespeed is [.]Creating a new one while having one or two up will refresh the axes and thus allow you to keep 1 or both of them (THIS IS IMPORTANT) [.]The way the axe falls is simple, Not moving it will land in 3 possible spots 1. To your Draven's left by about 300 range (you MUST move to be able to catch it) 2. Exactly on top of you (can stand still and catch) 3. To your Draven's right by about 300 range (again you must move to catch it) [.]While moving it follows a simpler pattern so simply think of it as #2 but ~330 range in the direction you were moving when it bounced off the enemy. Thats all it is for moving, some notes Note that with 375 movespeed Draven can run as much as he pleases into the direction of the axe fall and he will still catch the axe. One thing to note is that moving slightly faster will outrun the axe so you must always keep a high click rate up while maintaining a conscious state of mind about your location. This skill is extremely important to master and an even more indepth section will be dedicated to the skill usage later on. [title][img=skills/draven/w.png] W: Blood Rush[/title] [number]Draven gains increased Movement Speed and Attack Speed. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.[/number] [title]Explanation:[/title] Zoom zoom for 1.5 seconds, attack speed buff for 3 seconds. The biggest mistake people do is not properly use the skill. MOST of the time you should throw an axe LEAD into the place you want to attack on and W before you catch the axe so you have bloodrush on and another ready to use at any time. That specific technique is VITAL to master for a strong Draven player. [title][img=skills/draven/e.png] E: Stand Aside[/title] [number]Draven deals physical damage by throwing his axes, knocking aside and slowing his targets.[/number] [title]Explanation:[/title] It stops dashes, can be used in level 1 team fights, slows the enemy, allows incredibly aggressive level 2 play. Late game it can be key to keeping you alive when you must properly time the skillshot and stop the enemy jax from jumping you (just one example.) This spell cannot be interrupted meaning that if you start casting it and get stunned or knocked up the cast will still go off after the short delay in throwing the axes. [title][img=skills/draven/r.png] R: Whirling Death[/title] [number]Draven hurls two massive axes dealing physical damage to each unit struck. Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion. Draven may also activate this ability while the axes are in the flight to cause it to return early. Deals less damage for each unit it hits and resets when the axes reverse direction.[/number] [title]Explanation:[/title] Incredibly useful in teamfights, Don't blow it late game on minions unless deemed 100% necessary. It does a ton of damage and is fairly effective at stealing barons if you properly time the 2nd spell use of it to reverse the axes early. This skill also cannot be interrupted meaning that if you start casting it and get stunned or knocked up the cast will still go off after the short delay in throwing the axes.

The most important thing about Draven is having the right mindset. While Draven can bully lanes most of the time it is important to realize that your support has a large role in whether you can play aggressive or not. Without a dash/escape tool any time Draven gets caught he's going to be in a world of hurt against a lot of matchups. Thus the most important thing is knowing when you can play passive or not. A lot of the time you will not be 100% stuck playing passive if you pick the right times to engage. The timing can only be truly figured out through experience. That being said don't be afraid to play Draven passively, I personally play too aggressively but playing passive is necessary sometimes. As Draven you scale a lot with items and can duel most ad's with equal farm thus it is not a bad thing if the lane is a farm lane, just try to figure out spots where you can get in and possibly do massive damage. A well placed E or R is still extremely strong in teamfights and it's not always 100% necessary to require kills in order to be a factor in the game.

[highlight]1. Keeping your Axes[/highlight] a) pressing Q hue hue (teamfights and generally everything else) Maintaining your axes is a huge necessity for Draven, when a teamfight is about to break out you should ideally have one/two axes up and another ready to load, this axe that is ready will do one of the following a) give you two fresh axes in hand for when the fight breaks out or be empty handed and b) grab a single axe seconds before the fight starts. in situation b you have quite a bit less damage with only one axe but if you play it right you'll be able to get that second axe a few seconds into the fight. Worst case scenario you have 0 axes for the fight which is devastating to your auto attack damage. [highlight]2. On the Attack! General attack pattern with advantageous position a) have one axe up and another ready b) hit a minion or whatever and lead into the enemy c) blood rush before axe lands If in suitable range d) take out another axe and start wailing on the enemy with multiple bloodrush perfect example, note that each pause represents a blood rush use. [/highlight] [youtube]www.youtube.com/watch?v=6s9xf7h-RN8[/youtube] This is generally the easiest and strongest way to combo into a kill with Draven, many people make the mistake of not leading into them with bloodrush which gives them significantly slower speed and thus is only going to kill off bad players. Typically you aren't in a disadvantageous lane with Draven but if you are the simple play is to lead on the side with an axe bloodrush hit the enemy and then either back or decide to go balls deep. It is very important to note that if you don't even hit the enemy within like 1 second you should probably just back up unless they have no way to harass you back. Draven can do more damage than other AD carries but if you take free harass from champions like ezreal or graves you're definitely going to lose if you don't adapt. [highlight]3. obvious stuff a) position well[/highlight] Always avoid the obvious champions that will jump you. Wait for the opportune times to get into the fight, you always have your R to do massive damage but don't walk in for autoattacks if you know that champions like Xin Xhao have their dash ready to assault you. Go hog wild if you think you are relatively safe, remember that flash is your greatest ally and going into a large teamfight without it requires a much different way of positioning for enemy assaults. [highlight]b) other stuff[/highlight] Using your E has a lot of utility uses [.]Use to interrupt channeling spells, dashes in mid air, pin enemies to walls and other tricky stuff Try to fight in a cramped area where your R will hit everyone twice, reversing the axes early (less than half a screen worth of movement to reverse) can steal objectives easily or farm minions faster. [highlight]three axes[/highlight] Juggling 3 axes is relatively micro intensive, I have had four in play but that was mostly luck as once I get a third axe I don't care to catch it really but sometimes it just goes where I need it, the basic idea is to get another axe worth of damage but not stress too hard over catching it. If you chase them down in lane and don't want to stop to pick up another you can easily Q and grab another which simply gives Draven insane amounts of damage and he'll have bloodrush bonuses maxed and constantly running in most cases. [highlight]Catching axes in lane[/highlight] Controlling the direction is important and there's many things you can do to ensure safety or to activate potential offensive plays. Some simple examples to read on 1. Enemy in the brush has the potential to jump you Obvious solution is to NEVER lead the axe into the brush. At the same time you can lead into the enemy but if you want to stay in position you might want to lead it into the cliff for minimal movement if your hugging it etc. 2. Allied minion is low and likely to die to enemy minions if the enemy champion doesn't grab it. There's many plays that can be made here, the basic choice is to hit the champion or to not hit them. Leading the axe away from their support and closer to their AD works in most situations as it will set up easy damage on the enemy. 3. You have a axe spinning and there's two minions who may die very soon. In a situation where you won't take damage you can just stand still and the axe will move ever so slightly. This will easily pick up both cs if you make sure to play it right. [highlight]Level two advantage / Early abuse of E[/highlight] At level two Draven is in a particular position where he can dish out significant damage and outright kill any other AD who is level 1. The combo that you want to get off is fairly simple, [imgsmall=skills/draven/q.png] [imgsmall=skills/draven/e.png] [imgsmall=skills/draven/q.png] [imgsmall=summoners/flash.png] [imgsmall=summoners/ignite.png] [imgsmall=skills/draven/q.png].... Assuming at least 2 spinning axes its about 500 damage minimum. Two videos with early aggression showing the kill potential of E. [youtube]http://www.youtube.com/watch?v=KiGmWGj7x-E[/youtube] [youtube]www.youtube.com/watch?v=dq5trgATyFs[/youtube]

Start with [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] in almost every situation Consider [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion5.png][imgsmall=items/health-potion2.png] in the very rare situations where you are poke dominated and force early trades so the poke doesn't become overwhelming First back ideally you will be able to buy [imgsmall=items/bf-sword.png] otherwise do [imgsmall=items/dorans-blade.png] OR [imgsmall=items/boots-of-speed.png] + [imgsmall=items/vampiric-scepter.png] With health potions First big item. [imgsmall=items/the-bloodthirster.png] I would not recommend anything else. The damage and sustain for the price is too good. Now would be a good time to pick up Beserker Greaves Second item. [imgsmall=items/phantom-dancer.png] OR [imgsmall=items/infinity-edge.png] OR [imgsmall=items/quicksilver-sash.png] Before it was always PD, now both have been nerfed and both are really viable as a second item. PD no longer gives a huge movement speed with allowed insane Draven chasedowns. I.E multiplies Dravens massive burst and increases his ult damage. QSS if a specific CC will almost surely kill you. Third item. [imgsmall=items/infinity-edge.png] OR [imgsmall=items/last-whisper.png] OR [imgsmall=items/guardian-angel.png] GA is ridiculously good if you are far ahead and want to group push mid and is very useful all game. IE if you got PD and you feel the enemy isn't bothering with armor. LW otherwise as its a great item that increases the damage on your autos and your physical damage dealing spells. From here on it's parts of the previous items that were not bought. Mercurial scimitar is always completed last as its active is what you really buy it for. Furor upgrade on boots can be done anytime after the 2nd item depending on how much you base your gameplay around it. Final Build [imgsmall=items/infinity-edge.png][imgsmall=items/last-whisper.png][imgsmall=items/the-bloodthirster.png][imgsmall=items/berserkers-greaves.png][imgsmall=items/mercurial-scimitar.png][imgsmall=items/phantom-dancer.png][imgsmall=items/elixir-of-fortitude.png] [imgsmall=items/blade-of-the-ruined-king.png] Not a good item choice for Draven. Movespeed steal active is very useful in niche situations but Draven does more than enough damage to make up for the % shred [imgsmall=items/executioners-calling.png] It got nerfed hard I feel. Very terrible item on Draven now. [imgsmall=items/frozen-heart.png] Gives a lot of useful stats. Can be good in some situations. [imgsmall=items/frozen-fist.png] Draven relies 100% on auto attacks and he doesn't have the best range. He should be bursting not having ice patches slow the enemy temporarily. [imgsmall=items/randuins-omen.png] Again very useful in some rarer situations. [imgsmall=items/runaans-hurricane.png] Terrible, don't. [imgsmall=items/shurelyas-reverie.png] Again very useful in some rarer situations. [imgsmall=items/zekes-herald.png] If for some reason nobody on your team got it, it gives good stats on Draven. [imgsmall=items/statikk-shiv.png] Same reason as frozen fist. [imgsmall=items/sword-of-the-divine.png] Here are some reasons why this is not very viable on Draven. 1. He builds AD and gets 185% dmg from every extra attack damage. 2. It's 3 attacks, the active cd gets cut in half per KILL only so in extremely rare situations you'll be able to use it twice after about 8 seconds. 3. Just build more damage for your ult & autos [imgsmall=items/thornmail.png] It is 100 armor... [imgsmall=items/the-black-cleaver.png] Every part of Draven applies the passive. Good for huge armor targets along with LW or even if really behind and want to have an impact for your team. Draven's Passive takes about 1.5 seconds to max stack the black cleaver debuff. [imgsmall=items/trinity-force.png] It does do mucho damage. [imgsmall=items/youmuus-ghostblade.png] It's okay decent stats but not huge AD [imgsmall=items/zephyr.png] again decent stats but not huge AD

[highlight]Draven's matchup weakness depends a lot on the support you have and the support the enemy has.[/highlight] Here in general is the matchups against other AD's though. [title]Ashe[/title] [img=champ/ashe.png] A good Ashe can trade you hard watch out for the early crit and volley damage but everytime you bait out the volley you should be able to go aggressive. If she's with Janna and you have a passive support you need to definitely avoid losing out on trades and attacking hard when shield and volley are down. At level 6 she has a lot of kill potential on you especially with a gank so always be weary of it. The good news is that she is very fragile and with a lead you can utterly demolish her. If shes out of position (within 400 range lets say) you can simply E her and crush her with your massive dps. [title]Caitlyn[/title] [img=champ/caitlyn.png] Caitlyn with a shutdown support like taric can be extremely hard to deal with. If you have a non engage support against cait/taric for example you have to play passive and avoid taking too much harass. A really good caitlyn will simply autoattack you E Q and you can't really hit her. However at level 2+ once you get E you can E her when she tries an auto and hit her with a spinning axe. Basic autos will have a lot of trouble closing the distance if the Caitlyn is a strong player. If hes not super good then maybe she won't kite you infinitely and you can dominate her damage massively. If you disrupt her dash with your E then you can quickly set up a kill in most situations. [title]Corki[/title] [img=champ/corki.png] Draven should beat Corki most of the time fairly easily, just be very cautious if its a corki/soraka lane because they can auto Q auto and outsustain you by miles. Also they can push like hell which is decently hard to deal with. At level 2 your damage is significantly higher and an auto followed by E and another spinning axe is 300+ damage he cannot trade with that alone. Corki with an engage support can blow up Draven fairly easily so be sure to understand their damage potential. [title]Ezreal[/title] [img=champ/ezreal.png] Ezreal is still strong, if he plays it right you cannot engage and will take Q harass many times. He does have longer poke range but you can mostly stand close to the minion wave and harass him down. Of course don't chase if you cannot reach him as he might get free Q's off dealing average/great damage as he snowballs ahead. Can initiate on him with just autoattacks or if hes in a relatively low health you can start off with E so the chances of him arcane shifting away is greatly reduced. Be weary if he walks into a brush with ultimate up as he might start a fight which he could win with max passive. [title]Graves[/title] [img=champ/graves.png] Graves is solid all around and requires much patience and disciplined playing to lane against. It's advantageous for Draven unless the enemy has an engage support in which Graves can burst you down, however from level 2 Draven can deal significant damage at a slightly higher range. Just be weary of Graves and his ability to simply spam Q to both push the lane hard and to do fairly annoying amount of physical damage. [title]Kog'Maw[/title] [img=champ/kogmaw.png] Kog is annoying, a bit similar to Ezreal in that you need a good support to aid in the utter domination of him. If hes slightly out of position you can dish out the damage since he doesn't have a large escape like ezreal. He can disengage fights with his E but Draven simply does more damage so eventually you'll win the trades and get the kills. [title]Miss Fortune[/title] [img=champ/missfortune.png] She is the closest to going even with Draven in terms of trades early. She can trade hard especially with a Janna. She's like Draven in a way but her scaling into late is much much worse so with 2 axes ready and a good E you can initiate on her and blow her up. [title]Sivir[/title] [img=champ/sivir.png] Sivir Taric will give you a bad time, She can't spellshield your spinning axes so you can deal massive damage on her relatively safely if you can properly position in case of boomerang blades and such. She does huge damage in some scenarios but in most cases with your range you can dominate her. At level two you have so much range on her that you can effectively zone her with little trouble. [title]Tristana[/title] [img=champ/tristana.png] Tristana is fairly weak at the moment. She can be very easily dealt with because your spinning axes simply do more than her E even in the early game. At level 2 [imgsmall=skills/draven/q.png][imgsmall=skills/draven/e.png] is plenty to completely zone and demolish her. [title]Twitch[/title] [img=champ/twitch.png] Twitch is a badass, he kind of sucks but if he gets an advantage through supports and kills you might get utterly dominated by his stealth. Other than that he does average damage and can be beaten up fairly easily. Just don't let him reapply his passive over and over. A good twitch can prevent you from engaging so don't overcommit because without 2 [imgsmall=skills/draven/q.png]'s ready he can start a quick fight after applying his slow and come out fairly ahead. E is also a great tool necessary to fight Twitch. [title]Urgot[/title] [img=champ/urgot.png] Urgot used to be strong but now hes kind of easy to beat, with the proper support Urgot's damage is outclassed and his chubby legs won't get away his ult is weak range but can easily use stand aside to stop his ult. [title]Varus[/title] [img=champ/varus.png] You should beat him most of the time, if he plays right it will be a farm fest but when his E is down he's vulnerable to attack and cannot compete with your damage. Though his damage is very low and you mostly can dominate him until level 6 where it might end up as a kill lane with varus ult and lets say taric stun [title]Vayne[/title] [img=champ/vayne.png] She might beat you if you have 500 ping and are playing 1v2. Usually you won't get condemned and you will crush her with your spinning axes. Vayne however can be very deadly if she goes ninja tabi and if you have a low engage support like nunu.

[title][highlight]Supports are really the most important thing in the game to Draven, an aggressive enemy support can shut you down and a good ally support can tank up for you and utterly destroy the opponents. [/highlight][/title] [title]Alistar[/title] [img=champ/alistar.png] Ally: Kind of weak, the Alistar nerfs make him constantly less and less viable against flimsy enemies he and Draven should dominate against other tough guys like Taric he'll give you very little damage. However a good Alistar can make huge plays early by flash pulv headbutting into you and will have a fair amount of presence mid game and the ability to push a champion out of a fight. Enemy: Most annoying thing ever, stop his headbutt with E since it's rather predictable after you go in to harass. If you don't stop his headbutts he can set up many kills on you with flash pulv and headbutt into turrets,ganks and ruin your axe catching. Make sure your support knows that Alistar shouldn't zone both of you because of your massive damage he shouldn't be afraid of taking the Q W in a 2v2 situation. [title]Blitzcrank[/title] [img=champ/blitzcrank.png] Ally: Kind of weak, again this is a 50/50 kind of champion like Alistar that can be countered hard by champions like Taric or Leona. Still landing a hook on a squishy might guarantee a kill. With blue size you can dominate the level 2 and hook virtually anything because powerfist and hook combine for a lot of damage. Enemy: Really annoying I suck at dodging Blitz hooks, just don't play aggressive in a way that blitz can easily hook you. If your support is tanky like taric then tell him he shouldn't let blitz zone him and if he gets hooked you can jump the ADC and crush them. [title]Fiddlesticks[/title] [img=champ/fiddlesticks.png] Ally: Average, very very flimsy along with you so the big bad bullies like Alistar Blitz etc might just insta gib either of you without much trouble. It's very hard to get an effective fiddlesticks, but if they are good then you have increasingly large kill potential as levels go on. If they have two poke champions you should definitely be afraid of them. Enemy: That fear is the greatest spell in the game, if they have any ganks or any burst you might end up dead if you mistakenly go out of position. [title]Janna[/title] [img=champ/janna.png] Ally: Okay if the Janna can play correctly, if she shields to protect a burst damage and when your spinning axe is about to hit the enemy then Janna is one of the best champions to have with you. However this mostly requires the enemy to be out of position and most smart enemies will avoid your potential damage. Still she provides some utility late game to help you greatly but against any good players you won't even get to auto them and you'll be the only one man enough to stand up front in lane thus making your dmg output lower than if you had a block of cheese instead of janna. Enemy: With a weak non engage support its very possible that she'll get the AD to totally outtrade you and it will suck. Must play properly in terms of aggression if that enemy is Vayne you might be in serious need of ganks if she doesn't fall behind. [title]Leona[/title] [img=champ/leona.png] Ally: One of the best simply because she has the ability to tank huge damage and to engage heavily on the opponents. If both of you are on the same page there's little counters except for the early levels. If they poke at the same time you will have problems. Enemy: She's your greatest counter she'll jump you and allow the enemy to blow you up. There's little you can do except juke many many skillshots and hope the enemy is dumb enough to not target you in lane but rather your teammate. [title]Lulu[/title] [img=champ/lulu.png] Ally: A solid ally, the harass is great and when played right you have a lot of protection from ganks and solid 2v2 fighting potential. Enemy: She'll be annoying and slow you down. Just don't get baited too hard by her ultimate and she'll stifle all your engages with the ridiculous glitterlance. It is very hard to beat up a Lulu lane if she effectively uses glitterlance due to its enormous slow. [title]Nunu[/title] [img=champ/nunu.png] Ally: A great ally, If the enemy support that won't poke then you probably have a really good matchup going. Just make sure the Nunu realizes he should tank as much as possible for you since you have all the damage. Driveby's all day. Fear the janna though, a strong AD heavy champion with ninja tabi will dominate you with shield. Enemy: Not super effective but his snowball is a nuisance and he might overwhelm you with exhaust snowball and ult [title]Sona[/title] [img=champ/sona.png] Ally: A good ally, with Draven the amount of damage that can occur is insane and her ult can set up the easiest kills in the world Enemy: Very powerful, avoid trading with both sona and the AD carry. With a non engage support you're screwed if they both decide to harass you. [title]Soraka[/title] [img=champ/soraka.png] Ally: Meh it's fine since everything works with Soraka just you can't take much use for the mana so its not a very strong combo Enemy: Paired with corki,ez,graves can be troublesome. If they spam their abilities they can both outharass and push you to your turret. There is little you can do except hope for a quick bursty kill. [title]Taric[/title] [img=champ/taric.png] Ally: Hes strong if he knows how to play, he should hopefully know that his job is to tank for you and thus he's a fine pick in almost every situation. Enemy: He will murder you if you position poorly. Just don't be walking into the enemies general direction when he stuns or it can be a very easy burst kill. [title]Zyra[/title] [img=champ/zyra.png] Ally: OK if she can land her roots. She provides moreso in teamfights than in laning phase but is solid enough to repel a lot of the enemy engages which is fine. Enemy: Just another champ that can slow you down, not the hugest burst damage though.

In a level 1 fight [imgsmall=skills/draven/e.png] might be better than [imgsmall=skills/draven/q.png] if its going to be a quick fight otherwise [imgsmall=skills/draven/q.png] does more after about 3 shots. Early laning should be played carefully, if you've experienced enough Draven and understand the matchup between you and your support vs their ad and their support then you should have an understanding of whether you should play aggressive or not. Always try to get your support on the same page and give an idea of when you want to go aggressive. No matter what your elo if you are paired with a random its likely they'll not know how to play a Draven lane correctly so you should always make sure they understand the importance of their tanking and initiations. Of course do the basic stuff like not get swept into trading with both their ad and support at the same time and continually find ways to lead and initiate large amounts of damage onto them. Come mid game the idea is to have your BT and PD and group up. The damage you achieve after these two items are excellent and with a team infront of you it's very easy to pick off and ultimately destroy your enemies in a team fight. If the enemies have large wave clear it is still possible to push and possibly force fights by switching lanes or forcing dragons and taking buffs. Of course at this point in time the top laner is likely a large threat to you. If they have a gap closer make sure you save your E until after they've used it on someone else. Otherwise try to stop their dash or simply save teammates cc enemies etc with it. The general idea is to have Q up and running and to stand in the front to hit the minions down. Of course when the teamfight starts you always want to be in range to hit the enemy but never dangerously easy to kill. Once you get a LW with BT PD the damage is very ridiculous and your R is as strong as a smite when it comes to barons. Speaking of which you should be shredding everything in your path if you get your auto attacks off properly. This section is rather bland and generic because until you've experienced and understand the game as a whole. To experienced readers this is very simple and obvious but I left it here anyways.

As an AD carry you always want to avoid dying early so you can get off maximum damage. Draven has no built in escape like other champions such as [imgsmall=champ/corki.png][imgsmall=champ/ezreal.png] etc. Due to this it is highly important to understand the enemies capabilities. If they have let's say a Evelynn who can one shot you, it is imperative that you avoid being on the receiving end of her initial burst. During this time in which you can simply stay out of her range or even position for a great [imgsmall=skills/draven/r.png]. Some champions such as [imgsmall=champ/irelia.png][imgsmall=champ/jax.png] are extremely hard to deal with if they're fed. They have huge damage with [imgsmall=items/trinity-force.png] and in general you shouldn't be in their range until you know that their gap closer is down. A well timed [imgsmall=skills/draven/e.png] will stop any dash and can allow further kiting from enemies who are trying to hit you. If your [imgsmall=summoners/flash.png] is down and you are slowed heavily by the enemy the only thing you can do is fight back. Obviously focusing the damaging enemies would be ideal but Draven's damage is so high that it is still easy crush through all their enemies especially with [imgsmall=items/last-whisper.png]. With LW a well placed [imgsmall=skills/draven/r.png] onto the squishier targets that do damage will easily take out half of their health and let your top/jungle clean them up while you obliverate the tanks. In most cases you want to start the fight with one or more [imgsmall=skills/draven/q.png], the obvious way to do this is to use your Q's to help kill off the minion wave. However when the teamfight starts you need to figure out if standing in the front is safe or not. If you don't manage your [imgsmall=skills/draven/q.png] correctly, then you lose a potential 50% of your damage and your terrifying burst is gone thus making your champion no different than a plain old autoattacker.

Post april 2012 changes to the game Minions can now block stuff more blatantly <---intentional Turrets attack significantly faster <---fixed Draven axes recently fail to bounce off targets sometimes, its about 1/66 chance and ive had it happen twice in a row to me once in 30 games. <---fixed that bug where you throw a spinning axe and then the next one goes to the previous location still happens once every thousand axes :o THEY STEALTH NERFED DRAVEN POSTSEASON 2 PATCH q exploit gone i feel betrayed thx riot

the notreally impressive draven wins [imgext=http://puu.sh/1gza8] Summoner spells (flash is 66%) [imgext=http://puu.sh/1gzaw] Items (BT is 72%) [imgext=http://puu.sh/1gzb9]

Thanks for reading my first guide. follow me on twitter https://twitter.com/maplestreetlol be sure to follow go4lols where i may compete in ^^. Special thanks to Ra for elobuff stats

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