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 Life Steal (+1.5% Life Steal.)
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

02/09/2013: S3 Update Changes to runes, masteries, summoner spells and items: these parts should be much more documented. Changes to introduction to make it more to the point. Some changes to playstyle to reflect the changes that accompanied S3. [center]__________________________________________________[/center] Draven is a difficult yet extremely rewarding AD carry who barely sees play since he was deemed "Good in lane, hard to play in team fights". He compensates the absence of an escape spell with raw damage, and if you can cope with a steep learning curve and play him to his strengths, he will wreck the opposition before they have any idea what's going on. This guide aims to transform ok carry players into great Draven players. The material in this guide is not written by a Challenger player. If this is what you're looking for I suggest you check out frommaplestreet's guide http://www.solomid.net/guides.php?g=37100-frommaplestreet-draven-build-guide. However, this guide compensates with more thought and detail on runes, masteries and summoner spells than most guides. Curious, open-minded and dialogue-driven readers, welcome. [center]__________________________________________________[/center] [title]Why and when would you play Draaaaaaaven?[/title] If his swagger, confident style, cool animations and quotes didn't seal the deal for you (in which case you're propably immune to Erik Braa's voice acting awesomeness), you might wonder why you would play Draven over the "Big Three". [center][img=champ/corki.png][img=champ/ezreal.png][img=champ/graves.png][/center] Weaknesses: [.]There is no Escape. [.]Limited AoE. [.]Limited Utility and CC. [.]Vulnerable to Attack Speed impairment effects. [.]Strong mechanics and even stronger judgment required to do well. Benefits: [.]Highest single-target sustained damage in the game. [.]Steroid spell can potentially be active 100% during money time. [.]Devastating presence in bot lane. [.]If you rack up early kills and you don't derp they might as well surrender. [.]Playing Draven will force you to step up your AD carry game, especially positioning and attack-moving. Prerequisites: [.]You can last hit decently (Draven can not rely on his spells to farm). [.]You can keep cool in the heat of hectic team fights. [.]You have positioning and kiting basics.

[title]Pick according to your team, not your opponents[/title] At the time of writing, people put an unreasonably high emphasis on "counter-picking" and end up picking champions [highlight]against the opponent[/highlight] instead of picking [highlight]for their own team[/highlight]. What this means is you can possibly end up with all three lanes having a slight advantage but not working well as a group after this phase. If your team consists of Yorick / Mundo / Mordekaiser / Draven / Soraka, [highlight]even if you can crush all three lanes, you will have little to no control over when, where, and how team fights are happening[/highlight], which can eventually lose you the game. You may overpower your opponent with raw damage, or you may get crushed by smart initiation and crippling CC. Draven thrives in an environment where your team has both someone to [highlight]initiate[/highlight] and someone to [highlight]protect[/highlight] you. Champions who can do both are exceptional if the player is comfortable using them. If you make sure that your team has these aspects covered, then you will have a much easier time surviving in team fights. Otherwise your performance will be relying on praying enemies will not focus you. Most of the champions fit for initiation and peeling roles are tanky junglers and supports, but bruisers and AP carries can also do a splendid job. If you're stuck with a team comp where you don't feel safe, you'll probably do better with an AD carry with an escape spell. If you're stuck with a team comp with neither initiation nor counter-initiation, you'd better play Ashe or start praying. [title]Bot lane[/title] Many guides on solomid recommend "best" supports to go with the AD carry, which either forces the support player to play something he's not experienced with, or causes the AD carry to start complaining before the game has even started. In addition, in Draven's case, 90% of the player base is clueless about how the Glorious Executioner is played because he's rarely picked, which means two things: [.]You will have to adapt to your partner. Play with the cards you have been dealt and play reactively. [.]Say clearly (and politely) what you expect from your partner. It's not easy to decide whether to be offensive or not when playing along a champion you don't know. [title]Option #1: You are playing a kill lane[/title] [center][img=champ/blitzcrank.png][img=champ/leona.png][img=champ/taric.png][img=champ/alistar.png][/center] All of these champs have hard CC and initiation that can make kills happen regardless of ganks, but their healing capacities are either limited or inexistent. [highlight]Always be ready to follow-up[/highlight] if the initiation succeeds and make sure you [highlight]make it count[/highlight], or even go all-in. It's a good idea to bring [imgsmall=summoners/ignite.png] or [imgsmall=summoners/exhaust.png]. [title]Option #2: You are playing a trade lane[/title] [center][img=champ/janna.png][img=champ/lulu.png][img=champ/nunu.png][img=champ/sona.png][img=champ/soraka.png][img=champ/zilean.png][img=champ/karma.png][/center] These champs can't really secure kills outside of ganks, but they can make sure the enemy takes more damage than you do. Consequently, you must [highlight]force small damage trades[/highlight] (think one or two auto attacks and a couple of spells from your partner). The objective is to bring the opponent lane to low health, so they have to choose between missing creeps, going back to base or die by trying to fight you. You must be patient, don't get baited and go all-in. It's a good idea to try 10/13/7 or 19/0/11 masteries and to bring [imgsmall=summoners/exhaust.png][imgsmall=summoners/heal.png] or [imgsmall=summoners/cleanse.png]. [title]Option #3: You are playing a survive lane[/title] [center][img=champ/fiddlesticks.png][img=champ/galio.png][img=champ/gangplank.png][img=champ/morgana.png][img=champ/yorick.png][/center] This is an extremely rare situation where your partner chose an unconventional support. Most of these are weak in lane but good in team fights, and you mission is to make sure you get out of the lane phase without being behind. In case your support lands his spells you should trade a bit, but your main objective remains to [highlight]stay alive and farm up[/highlight]. Bring [imgsmall=summoners/heal.png], [imgsmall=summoners/exhaust.png] or [imgsmall=summoners/cleanse.png].

Updated for season 3: Point by point analysis, followed by recommended templates. This is going to be wall-of-text-y. You've been warned. [title]Offense Tree[/title] [title]Tier 1[/title] [highlight]Summoner's Wrath[/highlight]: Strong. Improves Ignite and Exhaust, giving you handy bonuses. Take it if you run one of them. [highlight]Fury[/highlight]: Ok. Gives up to 4% attack speed. Better than Sorcery, but not groundbreaking. At least 1 point. [highlight]Sorcery[/highlight]: Weak. CDR does next to nothing for Draven. Skip. [highlight]Butcher[/highlight]: Strong. +4 dmg to minions for points is good (it's half of what damage quintessences give) if your last hitting is perfectible. If you're very confident put the points in Fury instead. [title]Tier 2[/title] [highlight]Deadliness[/highlight]: Ok. damage per level is more useful than AP per level, plus it unlocks Weapon Expertise, which is crucial. 4 points. [highlight]Blast[/highlight]: Weak. AP is a wasted stat, and Draven does no magic damage. Skip. [highlight]Destruction[/highlight]: Strong. +5% damage to towers for 1 point is no laughing matter and is better than 1 point in Havoc. Take it. [title]Tier 3[/title] [highlight]Havoc[/highlight]: Ok. Weaker than it sounds, but it's still better to have +1.33% damage than +2% attack speed, or any of the alternatives for the lower tiers. 2 points to unlock the next tier. [highlight]Weapon Expertise[/highlight]: Very strong. There are few ways to obtain armor pen and this sweetie gives you +8% for 1 point. Take it. [highlight]Arcane Knowledge[/highlight]: Weak. Draven doesn't do any magic damage. Skip. [title]Tier 4[/title] [highlight]Lethality[/highlight]: Ok/Strong. Critical strikes are required for an AD carry to stay relevant as the game goes on, and this improves them significantly for 2 points. Take it. [highlight]Brute force[/highlight]: Ok/Strong. +3 damage for 2 points is good during the early levels, if only for last hitting. Take it. [highlight]Mental force[/highlight]: Weak. Ap. Skip. [highlight]Spellsword[/highlight]: Weak. You won't build any AP. Skip. [title]Tier 5[/title] [highlight]Frenzy[/highlight]: Ok. Necessary to unlock tier 6 and always appreciable. [highlight]Sunder[/highlight]: Strong. +6 armor pen is significant, especially compared to the amount runes would give you. Take it. [highlight]Archmage[/highlight]: Weak. AP = useless for you, you know the drill by now. Skip. [title]Tier 6[/title] [highlight]Executioner[/highlight]: Strong. +5% against targets below 50% is very good, and can make the difference between a kill with Wicked Blades and the target escaping. [title]Defense tree[/title] [title]Tier 1[/title] [highlight]Summoner's Resolve[/highlight]: Strong. If you're running Cleanse, Heal or Barrier, take it. [highlight]Perseverance[/highlight]: Weak. HP5 has become obsolete compared to life steal, potions and Crystalline Flask. Skip. [highlight]Durability[/highlight]: Ok/Strong. HP per level is always welcome. The best mastery on this tier. 4 points. [highlight]Tough skin[/highlight]: Weak. It only works with jungle monsters, not lane minions. Skip. [title]Tier 2[/title] [highlight]Hardiness[/highlight]: Ok/Strong. 5 armor for 3 points is expensive, but it's the best option on this tier. Take it. [highlight]Resistance[/highlight]: Weak/Ok. On bottom lane you are more prone to taking physical damage than magical one, unless their support is on fire. Usually skip. [highlight]Bladed armor[/highlight]: Weak. Only works on jungle monsters. Skip. [title]Tier 3[/title] [highlight]Unyielding[/highlight]: Ok/Strong. -2 damage per champion attack really adds up and helps wearing down your opponent in extended poke wars. Consider it. [highlight]Relentless[/highlight]: Ok. Slow reduction is not game changing but if there are a lot of slows you can't avoid, it could be useful. [highlight]Veteran's Scar[/highlight]: Strong. This is slightly more than one HP quintessence, for 1 point. Take it. [highlight]Safeguard[/highlight]: Ok. Moderately useful for tower diving or getting a couple of hits. Take it. [title]Tier 4[/title] [highlight]Block[/highlight]: Very Strong. Upgraded version of unyielding. This adds up to 5 dmg reduction on champion auto-attacks. Take it if you go that down the defense tree. [highlight]Tenacious[/highlight]: Ok. CC reduction is something you hardly get with AD carries, because if you get caught with no escape, you're likely dead anyway. [highlight]Juggernaut[/highlight]: Strong. +4% max HP is stronger than Veteran's Scar above 750 HP. A bit low on the defense tree, though. [title]Tier 5[/title] [highlight]Defender[/highlight]: Strong. This is the equivalent of 1 point in Hardiness and Resistance in lane, and the equivalent of 3 points in each during team fights. [highlight]Legendary armor[/highlight]: Weak. On a AD carry, you will never stack enough defenses to make this worthwhile. [highlight]Good Hands[/highlight]: Ok. Not very attractive. [highlight]Reinforced armor[/highlight]: Ok. Another meh mastery you shouldn't care for. [title]Tier 6[/title] [highlight]Honor guard[/highlight]: Weak/Ok. 3% damage reduction is good, but AD carries miss much better alternatives by going for it. [title]Utility tree[/title] [title]Tier 1[/title] [highlight]Summoner's Insight[/highlight]: Strong. In many circumstances, you will notice that the enemy AD carry and you will use flash roughly at the same time. In this case, the 15 seconds CDR can make all the difference in the world. Take it. [highlight]Wanderer[/highlight]: Ok. You will spend a lot of time just running around. The bonus is weak, but it will help. At least 2 points. [highlight]Meditation[/highlight]: Ok. Draven is not as mana hungry as other AD carries, which means you can skip this mastery. It's still ok to take it due to personal preference though. [highlight]Improved Recall[/highlight]: Ok. The extra 1 second can make the difference if you find yourself doing some desperation recall. Rather good for only 1 point. Take it. [title]Tier 2[/title] [highlight]Scout[/highlight]: Weak. Least interesting mastery in this tier. Skip. [highlight]Mastermind[/highlight]: Strong. This means -30 seconds on Flash, for a total of -45 seconds with Summoner's Insight. Very useful on other summoner spells also. Take it. [highlight]Expanded Mind[/highlight]: Ok. Extra mana is ok, but not as useful as Mastermind. Skip. [highlight]Artificer[/highlight]: Weak/Ok. Useless for cookie cutter builds, can be helpful if running Sword of the Divine, Blade of the Ruined King or other items with active properties. [title]Tier 3[/title] [highlight]Greed[/highlight]: Ok. The extra passive gold is enticing, but you're giving up a lot of good masteries to get a mediocre 2 GP10. Skip. [highlight]Runic affinity[/highlight]: Ok/Strong. This makes red buff last from 2:30 to 3:00. Doesn't work on Baron buff. [highlight]Vampirism[/highlight]: Very Strong. Life steal has become harder to itemize with, and having 3% of it at start is laughing matter. Moreover, spell vamps works on Spinning Blades, Stand Aside and Whirling Death. Definitely a mastery to consider. [highlight]Biscuiteer[/highlight]: Ok. The biscuit is roughly equivalent to half a potion. Can give you a tiny advantage, but not game breaking. Skip. [title]Tier 4[/title] [highlight]Wealth[/highlight]: Ok. Opens up some creative options at start. Most of the time it only gives an extra potion. Considering you have to spend 6 points to get there, I'd recommend skipping it. [highlight]Awareness[/highlight]: Ok/Strong. Making sure to hit level 2 and level 6 before your opponent can be very effective since you're playing a lane bully. The cost in points is steep, though. [highlight]Strength of spirit[/highlight]: Weak. You're not going to stack mana. Skip. [highlight]Explorer[/highlight]: Ok. Mini-ward for 1 point. There are better options. Skip. [title]Tier 5[/title] [highlight]Pickpocket[/highlight]: Ok/Strong. 3 gold per attack can add up during the laning phase. Quite low on the utility tree to be considered, though. [highlight]Intelligence[/highlight]: Weak. CDR won't do much for Draven. Skip. [title]Tier 6[/title] [highlight]Nimble[/highlight]: Weak. 3% speed is underwhelming, especially when you can get 2% speed out of combat easily and more speed in combat with W and Furor boots. Skip.

Here are the four masteries template I recommend: [title]21/9/0[/title] [imgext=http://i.imgur.com/FqLyYGR.jpg] Offense-oriented cookie cutter build. Possibly the best build for kill lanes. [title]21/0/9[/title] [imgext=http://i.imgur.com/gYpOdUU.jpg] Utility-oriented cookie cutter build. Possibly the best build for mid-late game. [title]19/0/11[/title] [imgext=http://i.imgur.com/l9byVJs.jpg] Life steal-oriented build. Using this build in conjunction with life steal quintessences make you start at 9% life steal ([imgsmall=items/vampiric-scepter.png] is 10%, for reference). With the masteries, runes and [imgsmall=items/vampiric-scepter.png], you reach 19% life steal, which is 1% more than a fully stacked [imgsmall=items/the-bloodthirster.png]. Basically, this means you can get as much life steal as a BT while keeping your [imgsmall=items/bf-sword.png] for a [imgsmall=items/infinity-edge.png]. [title]10/13/7[/title] [imgext=http://i.imgur.com/eNb5vOz.jpg] Trade-oriented build. You miss out some goodies from the Offense tree and make up for them by having a stronger laning phase. Make sure to force trades throughout the laning phase to make this work. Possibly the best build for trade lanes.

Disclaimer: Runes, like masteries, only have a marginal effect over what happens during the real game. A different set of quintessences will not matter if you get caught. I discuss runes here for the sake of optimization. If this part gets you slightly confused I recommend you stick with standard builds and jump to the play style part of the guide. On the [highlight]AD vs ArPen debate[/highlight], here are two graphs plotting the dps against a 1600 HP / 60 armor target and a 3000 HP / 110 armor one. Draven 1 has AD marks and quintessences. Draven 2 has ArPen marks and quintessences. Item build, masteries are the same. [imgext=http://i.imgur.com/1VTVtG9.jpg] [imgext=http://i.imgur.com/t5ZSSIi.jpg] At level 1, AD is superior and kills the target 1.3 seconds faster. After level 3, though, ArPen takes over and can kill the target up to 0.5 second faster. As a whole, AD is superior for last hitting and early all-ins. ArPen is superior from level 3 onwards, and Draven's spinning axes attack bonus should allow you to last hit just fine. As you can see, the difference in dps is not drastic, therefore whether you run full AD, full ArPen, or a mix of both is largely based on preference. [title]Marks (red)[/title] [.]Armor penetration will offer the highest increase in damage to champions (auto-attacks, passive, spinning axes, stand aside and whirling death all do physical damage) over a game. [.]Flat Damage will also increase your damage output, especially against minions. If despite Spinning Axes +25 at lvl 1 you have trouble last hitting I suggest you use these runes. All other marks (armor, attack speed...) are not recommended. [title]Seals (yellow)[/title] [.]Armor is your best bet. Probably the best runes for the cost, on all characters. You're going to take physical damage from minions, towers and your opponents no matter what. All other seals (attack speed, damage, health/level...) are not recommended. [title]Glyphs (blue)[/title] [.]Magic resistance or magic resistance/level. No matter how well you position yourself you'll be taking magic damage during team fights. The choice between flat or scaling runes is personal preference, if you're just that into AD carries you can consider running 2 pages depending on your lane match-up. All other glyphs (attack speed...) are not recommended. [title]Quints (purple) [/title] [.]Attack damage [.]ArPen if you're good enough to last hit without additional damage, you will feel the difference 10 minutes into the game. [.]HP if you want to trade [.]Lifesteal if you unlocked them despite the high cost, they are quite good. If used with 19/0/11 masteries, this makes you start at 9% life steal, which is already more interesting in terms of regen than [imgsmall=items/dorans-blade.png] at level 1, and gets better and better as the game goes on. LS quints allows you to get high levels of life steal, which is more difficult to itemize for since the last changes.

[title]Starting items[/title] [center][img=items/long-sword.png][img=items/health-potion2.png][/center] This is an efficient start that gives you +10 AD, and 300 HP of regen. The [imgsmall=items/long-sword.png] will later be upgraded into a [imgsmall=items/vampiric-scepter.png] or a [imgsmall=items/last-whisper.png]. + Grants as much damage as a Doran's blade + Good regen + Item can be upgraded. - Be wary of early all-ins with [imgsmall=items/dorans-blade.png] wielding opponents. - Slow movement. [center][img=items/dorans-blade.png][/center] This is an item you get when you want to all-in. Start playing Ball to the Wall, go to town on your opponent, enjoying your extra 80 HP before he gets the advantage with his health potions. The regen component is underwhelming: 5 HP / hit seems good at first, but when you consider you need to land 30 hits to gain the equivalent of 1 health potion, you may be disappointed. + Strong all-in item due to the 80 HP and the 10 AD. - Underwhelming regen. - Item can't be upgraded. - LS won't scale to the late game. - Slow movement. [center][img=items/boots-of-speed.png][img=items/health-potion3.png][/center] This was the standard back in S2 and it's still ok, although not as needed due to the +25 MS given to all champions. 450 HP of regen is appreciable, and the added movement speed is handy to escape ganks and get some hit on your opponents. + Good regen. + Good movement speed. - Low damage [center][img=items/elixir-of-fortitude.png][img=items/sight-ward.png][img=items/health-potion4.png][/center] This is what top laners do nowadays, it can be applied to bot lane, though it feels strange. The [imgsmall=items/elixir-of-fortitude.png] grants 120 HP and 15 AD for 3 minutes. It is, by far, the best option if you want to all-in, as it opens many baiting opportunities. It is also an option to consider if you're paranoid about not being able to survive the laning phase, due to the large HP bonus, the 600 HP regen and the ward. + Best damage + Best HP + Best regen + Ward - Spending 475 gold on consumables will get you massively behind if you can't make something big happen (I'm talking first blood / 30 creep advantage) [center][img=items/crystalline-flask.png][img=items/health-potion3.png][/center] Passive option, Crystalline flask is gold efficient after 5 uses (considering both health and mana) if you end up selling it. It takes a couple of extra recharges otherwise. This is an option I would not recommend as it contradicts Draven's aggressive style. + Good regen - Nothing apart from regen [title]Core build[/title] [center][img=items/berserkers-greaves.png][img=items/bf-sword.png][img=items/vampiric-scepter.png][img=items/zeal.png][/center] This is the non-negotiable part of your build: [imgsmall=items/berserkers-greaves.png] is the best option for Draven as he's heavily relying on Attack Speed, and if gets caught, the tenacity from [imgsmall=items/mercurys-treads.png] won't make much of a difference. There are few ways to get movement speed in this game, and [imgsmall=items/zeal.png] is the best option for AD carry. Movement speed is crucial to catching axes, kiting and chasing, and considering Draven has no escape and his W won't solve that alone, you'd better start running. [imgsmall=items/bf-sword.png] is the base component of the best AD items. The flow of the game will determine whether you upgrade it to [imgsmall=items/infinity-edge.png] or [imgsmall=items/the-bloodthirster.png]. [imgsmall=items/vampiric-scepter.png] will provide much needed life steal. Unlike [imgsmall=champ/kogmaw.png], [imgsmall=champ/ezreal.png], [imgsmall=champ/caitlyn.png] or [imgsmall=champ/corki.png], Draven can not get away with playing craven. You have to get upfront and personal, and life steal can be the one thing to decide if you'll live or die. [title]Reasoning[/title] [.]Damage options [center][img=items/infinity-edge.png][/center] Simply the biggest DPS increase for AD carries, which you will really start to notice once you also have Last Whisper and Statikk Shiv (about 35 - 40 minutes in). [center][img=items/the-bloodthirster.png][/center] The item to get if you want to force an early surrender. If gotten early, it is exceptional in terms of trading power. However, this is not an automatic purchase. Gets outscaled by Infinity Edge later and BotRK later on. [center][img=items/statikk-shiv.png][/center] Very strong zeal upgrade. The thunder AoE is much appreciated and makes this item virtually better than Phantom Dancer in all realistic cases. See next section. [center][img=items/phantom-dancer.png][/center] It's still good, but Statikk shiv is arguably stronger. [center][img=items/last-whisper.png][/center] Crucial item that you should get every time a game goes past the 30 minute mark. This is your solution not only to armor, but to [imgsmall=items/thornmail.png] as life steal is calculated after damage mitigation. The changes to % penetration made the combination of flat and % penetration even stronger than it was. [.]Life steal options [center][img=items/the-bloodthirster.png][/center] An exceptional item if you're winning a trading battle: high damage + life steal + low risk to lose the stacks ensures you can push your advantage further and deny your opponent. If you're losing however, or not sure you can push your advantage, or can be burst down by a kill lane you'll find yourself weaker in team fights with [imgsmall=items/the-bloodthirster.png] than [imgsmall=items/infinity-edge.png]. [center][img=items/blade-of-the-ruined-king.png][/center] Many AD carries seldom get this item, but although it has its flaws, it can be a solution to the annoying HP stacking bruisers: more damage, more lifesteal, and an active that helps you kite them. More detail in the next section. [center][img=items/wriggles-lantern.png] [/center] The item of choice if the situation looks grim. It can help you catch up in cs and survive trade wars. However, if you purchase this item, you have to know that you'll be fairly weak in team fights. You should refrain from fighting until you've caught up with your opponent. [.]Defensive options [center][img=items/quicksilver-sash.png] [/center] The best option if there are important effects to cleanse. In case of suppression, it's mandatory. Can later be upgraded to [imgsmall=items/mercurial-scimitar.png]. [center][img=items/guardian-angel.png] [/center] Shines in team fights, where it can completely chance the outcome of the fight. It will not save you if you get caught out of position, though. [center][img=items/banshees-veil.png] [/center] Gives a mix of health and MR, plus an interesting passive that can protect you from surprise initiation (Blitz's pulls and Ashe's arrows). [center][img=items/frozen-mallet.png] [/center] Makes it easier to kite, which in some situations can be gamebreaking, if you're not sure you can get red buff. If it's the HP you're after you might as well get [imgsmall=items/warmogs-armor.png] [.]Boots enchantments options [center][img=items/enchantment-alacrity.png][/center] Simplest and cheapest enchantment. Permanent +15 movement speed. Ok in all situations, but there are more interesting alternatives. [center][img=items/enchantment-captain.png][/center] Interesting only if your team needs to disengage faster, as the +8% to targets running towards you may come in handy. Not the best enchantment. [center][img=items/enchantment-distortion.png][/center] Very underrated enchantment. With the masteries Summoner's Insight and Mastermind, this reduces Flash CD from the original 500 seconds to 188 seconds (from 5 minutes to 3:08). Take this or Furor. [center][img=items/enchantment-furor.png][/center] One of the best enchantments around: 12% movement speed on a 400 speed unit gives you an extra 48, which is very helpful if you have to kite bruisers or chase targets. Stacks with your Blood Rush. [center][img=items/enchantment-homeguard.png][/center] The most fun to use, but rarely the most useful. Take this if you have to defend your base only.

[title]"Insanity is doing the same thing over and over again and expecting different results."[/title] I guess you guys know the quote. However, it may not be obvious to realize when you fall into the trap. Since the beginning of S3, many AD players note that they have difficulty taking down tanks with [imgsmall=items/warmogs-armor.png] and [imgsmall=items/sunfire-cape.png]. They then proceed to whine a bit about the current balance and launch another game, where they rush [imgsmall=items/the-bloodthirster.png][imgsmall=items/statikk-shiv.png] once again and expect different results. You know better. You're reading a guide right now, which means you're ready to go the extra mile and try something new to become a better player. I like your attitude, son. [center][title][img=items/infinity-edge.png][img=items/phantom-dancer.png] vs [img=items/the-bloodthirster.png][img=items/statikk-shiv.png][/title][/center] The next graph plots the dps of two Dravens with different item builds against the same 3000 HP, 150 armor target Draven 1 gets [img=items/the-bloodthirster.png][img=items/statikk-shiv.png][img=items/last-whisper.png][img=items/infinity-edge.png] Draven 2 gets [img=items/infinity-edge.png][img=items/phantom-dancer.png][img=items/last-whisper.png][img=items/the-bloodthirster.png] [imgext=http://i.imgur.com/Mbwzhle.jpg] As you can see, the damage outputs are relatively similar until 1 point, where Draven 1 has BT and Zeal, while Draven 2 has only IE. For a time, Draven 1 then deals slightly more damage than Draven 2 (50 to 100 dps more). Then, Draven 2 gets to the point of having [imgsmall=items/infinity-edge.png][imgsmall=items/phantom-dancer.png][imgsmall=items/last-whisper.png] and then deals 150 more dps than Draven 1. Conclusion : [imgsmall=items/the-bloodthirster.png][imgsmall=items/statikk-shiv.png] is superior for games lasting less than 35 minutes. [imgsmall=items/infinity-edge.png][imgsmall=items/phantom-dancer.png] then takes over. [center][img=items/the-bloodthirster.png] vs [img=items/blade-of-the-ruined-king.png][/center] Price: 3200 vs 2900 AD: 70-100 vs 40 + passive LS%: 12-18 vs 10 + passive BotRK active: deals 150 + AD/2 dmg to target champion, gives you this amount in HP, steals 30% of move speed for 2 secs. CD 1 minute. [highlight]Auto-attack damage[/highlight] On 1 auto-attack, BotRK deals more damage than BT if the target has >1500 HP. On a 2k health target, BotRK does 40 + 80 = 120 dmg, and against a 3k health target, 40 + 120 = 160. [highlight]If you end up taking one target alone from 100% to 0%, BotRK will do the job faster than BT if the target has more than 3000 HP.[/highlight] [highlight]Auto-attack life steal[/highlight] With 200 dmg, BT gives back 24 - 36 health / hit. BotRK gives back 40 / hit against 1500 HP, 50 / hit against 2000 HP, 70 / hit against 3000 HP. [highlight]BotRK has better life stealing capabilities against targets over 1500 HP.[/highlight] [highlight]Ability damage[/highlight] On 1 level 5 Spinning Axe, BT does 25.5 - 51 more damage than BotRK. On 1 level 5 Spinning Axe + Stand Aside combo, BT does 40.5 - 81 more damage than BotRK. On 1 level 5 Spinning Axe + Stand Aside + 1 hit Whirling Death, BT does 73.5 - 147 more. [highlight]BotRK active's deals 150 + AD / 2 damage, which is enough to compensate for the lost damage on abilities.[/highlight] [title]Conclusion[/title] [.]On targets <1500 HP, a stacked [imgsmall=items/the-bloodthirster.png] gives superior damage. [.]BotRK's active more than makes up for the lost damage in abilities. [.][imgsmall=items/blade-of-the-ruined-king.png] is superior in damage, life steal and utility against targets above 1500 HP. Bottom line: An early BT is better than an early BotRK, but a late BotRK is better than a late BT. [img=items/phantom-dancer.png] vs [img=items/statikk-shiv.png] Price: 2800 vs 2500 AS%: 50 vs 40 MS%: 5 vs 6 Critical%: 30 vs 20 Passive: ignore unit collision vs 100 AoE magic dmg, can crit. For the 10% critical chance difference to matter more than the 100 extra magic damage, the user must have: IE + ~600 total AD considering no magic resistance, and ~300 total AD considering 50% magic resistance. For the 10% attack speed difference: Draven's base attack speed: 0.679 Attack speed / level: +2.6% Fury mastery: +2% Berserker's greaves: +20% Blood rush: +40% SS or PD: +40% / +50 % Draven's level 18 attack speed with SS: 1.40 (1.67 with Blood Rush) Draven's level 18 attack speed with PD: 1.47 (1.74 with Blood Rush) The difference is minimal. [title]Conclusion [/title] Unless you value unit collision avoidance (because you can catch your axes over minions), [imgsmall=items/statikk-shiv.png] is the superior item. [center][img=items/phantom-dancer.png] vs [img=items/zephyr.png][/center] Price: 2800 vs 2850 AS%: 50 vs 50 MS%: 5 vs 10 Crit%: 30 vs 0 CDR%: 0 vs 10 Tenacity%: 0 vs 35 Draven base MS: 330 + Boots 1: 355 + Berserker's greaves: 375 + PD: 394 + SS: 397 + Zephyr: 412 [title]Conclusion[/title] [imgsmall=items/zephyr.png] gives barely the same movement bonus as [imgsmall=items/enchantment-alacrity.png], and no critical chance. Therefore, it's not a good item for AD carries. [center][title][img=items/runaans-hurricane.png][/title][/center] Life steal applies. Does not apply critical strikes, spinning axes or vicious blades. Procs all negative properties of [imgsmall=items/thornmail.png][imgsmall=items/wardens-mail.png][imgsmall=items/randuins-omen.png]. The 20% attack speed increase over Phantom Dancer translates into a 1.6 AS instead of 1.47. This means you need more than 4 full seconds of auto-attacking to get an extra attack. [title]Conclusion[/title] This item is awful it its current form, don't buy it. [center][img=items/sword-of-the-divine.png][/center] This item is a major gamble. While very unreliable, it can produce jaw-dropping results. The good: 3 guaranteed crits, +100% attack speed The bad: Assists don't give you the reset. The item gives no stat during cooldown. This item is more interesting in terms of burst damage than increased AD. For the same price, you could have 1 B.F. Sword and 1 Long sword for guaranteed 60 AD. Let's compare the burst: 3 crits at 60 AD: 3*120 damage + wicked blades > 360 3*120 AD (bf sword + long sword) = 360 So, as long as you have more than 60 AD (as soon as level 1, you will), the burst from SotD will be very significant. This is even more valid when you grab Infinity Edge, which grants 250% on critical strikes. [title]Conclusion[/title] Math alone can't determine the worth of [imgsmall=items/sword-of-the-divine.png]. Just like [imgsmall=items/sword-of-the-occult.png], it is a gamble that is very favorable mathematically, but you alone decide if the reward is worth the risk.

This section is dedicated to AD carry specifics that are prerequisites to do well with Draven, and is mainly directed at AD carry novices. [title]Positioning and Map Awareness[/title] Correct positioning is the difference between a bad AD carry and a ok AD carry. [highlight]If you're at the wrong place at the wrong time, no amount of skill or farm will save you.[/highlight] If you consistently die 5 times or more per game, I'm blaming your positioning. This is the reason you "didn't see the gank coming", you "thought you could farm that wave, there was no way they could baron", or you "didn't expect to get initiated on". This is the most frustrating mistake for your team mates. You can ward for a noob, you can call mia for him, but you can't make him see. But don't feel terrible, even professional players forget the basics sometimes. Positioning and map awareness come with experience and attention. Follow these quick steps: [.]Don't push the bloody lane during early levels. [.]Force yourself to watch the map every 5 seconds (like a rearview mirror when driving). [.]If you can't see the enemy team you'd better join your 4 partners. [.]Don't stand in the front! [title]Farming[/title] Effective farming is the difference between a ok AD carry and a good AD carry. Draven in particular offers nothing but damage, so [highlight]if he falls behind in gold and equipment he is basically a dead weight to his team[/highlight], while other characters can still bring CC, auras or utility to the table. Gold is generated passively but this amount will not be sufficient. GP10 items do not work well with most AD carries, who are already late in the experience race and see a lot of damage trading. Kills and team objectives are unreliable metrics, so the only way to consistently get gold from one game to another is to cause a minion genocide. An easy rule of thumb to estimate if you're doing good is to multiply the game time stamp by 10 to get the approximate number of minions that have been to your lane since the beginning of the lane. For example, at the 20 min mark, the maximum number of minions killed is ~200 minions. If you're doing 50% or less of the total you're probably a beginner. If you're doing 75% of the total, you're doing good. More, you're doing great. If you're doing more than 100% it means you've taken creeps from other lanes or jungle monsters. The estimation is ok during the first 20 minutes of the game, after which too many things happen outside the lane to keep the creep score flowing. [.]Practice last hitting timing. [.]If a big creep wave is going to crash in one of your tower and you can safely go and take it, do it. [.]Don't stand idle. If you have time move to the nearest jungle monsters and keep farming. [title]Attack move[/title] Being able to attack move is the difference between good AD carries and great AD carries. If you only right click on the map you have 100% movement but 0% damage. If you only right click an enemy you have 100% damage but 0% movement. Attack-move is the action of moving inbetween auto-attacks so you can have ~70% movement and ~90% damage at the same time. It is a difficult skill that will vastly improve your results as AD carry, as you can kite and deal damage at the same time. It's also very valuable when moving into bushes or areas you have no vision of. How to do it: [.]Basic version [number]1[/number] Click on the map to move [number]2[/number] Click on the target [number]3[/number] While the attack reloads, click on the map to move [number]4[/number] When the attack is ready again and you're in a safe position, click on the target again This is the basic method, which is easy to comprehend but requires you to have fast fingers and very precise clicking. [.]attack-move command: [number]1[/number] Click on the map to move [number]2[/number] When the attack is ready, shift + right click to attack the target closest to your position, no matter where you click. [number]3[/number] Normal click again to move [number]4[/number] Loop back to 2 This command (a + left click or shift + right click) should not surprise RTS adepts but takes a while to get used to. Another drawback is that you always attack the closest target, champion or minion. The advantage is that you can do it faster and without risk of misclick as you don't have to move the mouse back and forth across the screen. Graphical illustration: Blue is the player, Red the enemy. The X denote the place where the player has to click to move and attack twice. The numbers mark the order in which the clicks and the shift-clicks must be made. [imgext=http://i.imgur.com/IgbBa.png?1] Confused? See it in action on Vayne [youtube]http://www.youtube.com/watch?v=agKjt1BxmFc[/youtube] Find large fights too clustered? Here is another cool example, suggested by Hakase in the comments [youtube]http://www.youtube.com/watch?v=-i4yDVXIN1w[/youtube]

[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] If the damage component was instant, this would be broken as hell. This passive will get you a few close kills due to the bleeding DoT, but overall it doesn't require a lot of thinking. This will add quite a punch to your spinning axes, which will end up doing nearly 200% of your normal auto-attacks. [highlight]Keep in mind the DoT will get you tower aggro![/highlight] When you start piling up some critical chance (25% from IE, 30% from PD), you can consider the DoT will affect your target regardless of whether the axe was spinning or not, which is a good thing because during late game, catching an axe can be a burden more than a pleasure. It seems to stack despite the interface not displaying it as clearly as, say, Twitch's poison. (credit to CommanderShepard in the comments) [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] This is Draven's signature and will require advanced explanations. When Draven came out people were in awe thinking of the mechanical skills this ability would require. In the end it appears [highlight]you need sound judgment more than crazy micro skills[/highlight] (though it helps) to use this ability efficiently. You'll find out that sometimes it's best not to catch an axe, because it causes you to lose some auto-attacks, or because it exposes you to CC that would mean your death. When activated, Draven gets a buff for [highlight]7 seconds[/highlight] that will enhance his next attack (this doesn't refresh the auto-attack timer like similar effects). When attacking a minion, monster or champion, the attack will do additional physical damage based on Draven total Attack Damage (starts at 45% and ramps up to 85%) and trigger his passive, Wicked Blades, which itself adds a physical DoT component. The axe will then bounce back to the direction Draven was moving into. You have ~1 second to be at the place marked on the ground to catch the axe, which will renew the duration of the buff. [highlight]If you were attacking a building, the duration of the buff is refreshed every attack without the catching minigame[/highlight]. If you were standing still the axe should come back next to you and be easy to catch. [highlight]You can and should take advantage of the fact the axe "follows" your movement to "lead" it to safe places[/highlight], so you catch it without risking a blitz pull or other horribly painful fate. For this, move backwards or sideways after the attack, right before it hits. This will require practice but will be invaluable during laning phase, chasing and fleeing sessions. If you can juggle one axe long enough, you can activate a second axe. Contrary to what I originally wrote, juggling a second axe does not double the bonus damage associated with Q, but it makes sure the damage will be inflicted even if you attack while your first axe is bouncing back to you, which makes a significant difference when you're going all-in. During this double axes mode (DAM) your damage gets out the charts, but it will be very difficult (not to mention unwise) to try to catch every single axe. Focus on catching one. To reach DAM easily, watch the timer before the buff expires, and make sure to either attack or activate Spinning Axes again so it gets renewed. [highlight]The cd of this spell is 12s (lowered by rank) and the duration of the buff is about 7 seconds, so you can reach double axes mode by throwing and catching only one axe, or zero if you're hitting structures[/highlight]. Make sure to abuse it. At [highlight]level 1[/highlight], Spinning Axes gives you [highlight]~25 additional damage[/highlight]. This means you should have an easy time last hitting. You will probably need games against bots to understand Spinning Axes, but once you can handle them you'll be an absolute monster. [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] This is a rather good steroid that unfortunately has a very limited duration. The redeeming aspect is that if you catch a spinning axe, Blood Rush's cooldown is refreshed, meaning that as long as you can catch spinning axes, you can have this buff running. In practice, activate Blood Rush just when you're about to catch an axe, so you can use it again right as it fades off. If you can get 2 Blood Rush during money time situations you'll be ok. If you can reliably do more you'll be great. [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] This is extremely useful for level 2 engagements, as the damage component is still significant at this point, and the displacement will cause the opponent to miss one auto-attack. Past this point, however, the damage component is low and you should use this for [highlight]interrupting / positioning[/highlight]. The small displacement (think Maokai's Q) is enough to stop channeled spells such as Warwick's ultimate, Malzahar's, Galio's, Katarina's, Nunu's etc. Be sure to keep it ready for these situations if needs be, otherwise throw it at the bruisers chasing you to buy some time. [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] This is surprisingly similar to Ezreal's ultimate: it will add some long-range AoE damage to your capability but it's not gamebreaking. You can rack up some beautiful cross-map snipes with it, but due to the reduced damage if you hit a fucking blue wraith you'll mostly throw it in the middle of a clustered team before you engage. Remember you can activate it again to cause the blades to return immediately if you miss your target and don't want the axes to cross the entire map.

Spinning Axes represents 75% of Draven's potential, so it is maxed first. Blood Rush is a useful steroid that is maxed second. Make sure to skill Stand Aside by level 4 (level 2 seems ideal to me), but leveling it barely improves the functionality, so leave it at level 1. Level your ultimate whenever you can (although it's not game breaking).

S3 Update: Supports are overall stronger. They get a cookie and an explorer ward, which, while not game breaking, make them harder to take down. [imgsmall=items/sightstone.png] allows them to have river / tribush under control most of the time, without having to sacrifice defenses. As a whole, bot lane is less prone to early ganks, which was one of Draven's weaknesses. [center]__________________________________________________[/center] Early game is generally the most boring part for many AD carries. Not for Draven. From level 1 onwards you have the possibility to outplay your opponent with smart use of your spinning axes and their ridiculous damage. Give a leash to your jungler if he's starting on your side and start moving to your lane (blue side should consider doing double golems). As the minions start exchanging blows, prepare a spinning axe. With your bonus 25 damage, last hitting should be a breeze. [highlight]Make sure to lead your axes to safe spots[/highlight]: behind your minions, so you can not get stuck on them or risk getting hit by a skillshot, or in the brush. Keep juggling one axe and last hitting. [highlight]From the moment you can activate a second spinning axe, you should start looking for opportunities to hit your opponents.[/highlight] If your offensive support gets the jump on them, be ready to activate your second axe, blood rush, and try to hit them twice or thrice. If you're playing with a passive support, you should initiate the trades when your opponent goes in for a last hit. Before every trade, [highlight]take the minions into account[/highlight], as they deal non-negligible damage in the early levels. Try to fight when you have a creep advantage, or when you can avoid most of the attacks by running into the brush. If you're provoking exchanges and the enemy is only last hitting, your wave should end up pushing, which can be dangerous if the enemy jungler is a good level 2 ganker. In this case you should be ready to miss a couple of cs to make sure he can't come from behind you. Put your wards far enough from the lane so you have time to react. If things are going your way you should be able to force the enemy out of lane or even kill him. Be a bully, make sure he has less health than you, at all times. Keep the psychological warfare going until your opponent is so low that he has to go back to base or make a desperate killing attempt. Once he leaves lane, alive or not, check if their jungler is coming to finish the job, and once you're sure he's not, push the lane up to the tower, recall and buy as much as you can. If things are even, try to lane until you have enough gold to make worthy purchases (i.e. more than 1k). In case of ganks, remember to use Stand Aside! Note that Draven is vulnerable to long range poke, make sure you pay attention to avoiding harassment when applicable, or to retaliate if fighting is unavoidable. [highlight]During early game you are stronger than most (if not all) AD carries, and should take advantage of it[/highlight]. If you do not start the team fighting phase with a significant advantage in experience and gold from last hitting, kills and denying, make sure to review your play next game. And if you want to get good at this game, stop pretending it's your support's or your jungler's fault.

S3 Update: Early team fights can be more frustrating than they used to when you have to take down tanks with [imgsmall=items/warmogs-armor.png] when you only have [imgsmall=items/the-bloodthirster.png]. Keep calm, stand back and expect fights to last longer than they did in S2. Another issue is the increased presence of assassins who can decimate you with little more than [imgsmall=items/the-black-cleaver.png]. Grabbing a defense summoner spell may help. [center]__________________________________________________[/center] Mid game can come at different times, generally you'll recognize it by one or several of these: [.]The first turret has fallen. [.]The first "big" item has been completed. [.]You're approximately 20 minutes into the game, the solos are level 11 or more and start roaming. [.]Baron becomes a possibility if a clean ace happens. If possible, your best bet is often to prolong the lane phase for as long as it's safe to do so (the enemy team roams with 5 players and is able to do baron). [highlight]Keep pressuring the enemy bot lane, force fights if you feel you are stronger and whenever you manage to send someone back you should start moving for team objectives such as dragon, enemy blue or turrets[/highlight]. Make sure you ward accordingly to monitor the progress of possible roaming AP mids and junglers. If you take down the turret, you have to choose between staying here to keep stomping, or to change lanes to bring down more turrets. At this stage bruisers and mages are generally stronger than you are, don't act too cocky and rambo or you'll find yourself respawning at home. In solo queue you actually have a fairly good chance of forcing a surrender vote at circa 20 minutes if you dominate your lane. Therefore, if you won the lane to the point where you can kill your opponent without blowing more summoner spells than they do, feel free to coordinate [highlight]tower dives[/highlight] with your jungler, or even call your mid player to stomp the opposition.

Late game description is also vague: [.]You're ~30 minutes into the game, solos are close to level 18 [.]Carries have 3 or 4 of their final build items [.]Teams can do baron fast enough to take it safely if someone does a positioning mistake. [.]A lost teamfight will cost an inhibitor. This is the most stressful phase of the game for an AD carry, but also the most rewarding. One positioning mistake, and you're out. Play smart during the fight, and you'll rack up the kills. [highlight]At this stage you should never wander alone without vision[/highlight]. Sure these minions promise sweet sweet gold, but if you get caught, you will lose the game for your team. Make sure you [highlight]keep farming as long as it's safe to do so[/highlight]. There is a huge difference in power level between a carry with 300+ creeps and 15k gold and one that stopped farming at 200 and 10k gold. Unless your jungler is severely outleveled he should let you take the monsters and red buff. At this point you're the team member with the most damage provided you can survive long enough. This is the time where Draven turns to Craven, and it's generally a good idea to enter large fights ~1 second after they erupt so most spells and CC are down. Let's not hide it, many AD carries are monsters in big scale fights, and even if he has half your farm, a 4 item Corki or Kog Maw will shred your team. If possible I would recommend trying to get a [highlight]sneaky and unfair engage[/highlight] due to judicious map control and ward placement, so you can immediately take out 1 target. Skarner, Alistar, Rammus, Shurelia's Reverie, well you get the idea.

5v5 Fights are the messiest thing in League of Legends, and it's easy to lose track of what's happening. Especially when you're playing a sub-2000 health AD carry that can get blown up in 5 spells. Focus on these guidelines and you should find yourself having a better time. [.]Stand behind the tanks. Draven has no poke, so [highlight]you have 0 reason to be standing in the front line[/highlight] before the fight erupts. Remember this and you'll fight you'll live long enough to be useful. [.]People will jump at you. Be ready. This game has ~100 characters. More than 50% of them are mindless bruisers who have been listening to orders of "JUMP THE AD CARRY" for two years. If you're complaining an assassin is focusing you then there's a problem. [highlight]Be ready to switch targets and use your summoner spells if you can kill the target in ~3s, and hope someone will peel for you[/highlight]. [.]Hit what's available, but keep moving. An AD carry who runs does no damage. Even if you're afraid of people jumping at you, running away from your team means that no one can protect you, and that you're not doing your job. AP Carries and AD such as Ashe are allowed to run between spells (once they used Crystal Arrow and Volley), but this will not be condoned from a Draven. [highlight]Practice attack-moving so you can reposition without losing auto-attacks[/highlight]. This will require practice but you'll definitely see the difference. Years of "Don't hit the tank" might make you think this is wrong, but if you don't have a clear shot on a squishy it's better to attack a tank than nothing, especially once you have [imgsmall=items/last-whisper.png]. [.]Attack AP carries between spell rotations Mages can make you disappear in a split second, but once they cast their spells they need several seconds to get them back. 5 seconds of free auto-attacking into targets that rarely get armor is more than enough to take them out of the fight. If a mage misses a skill shot then you should make him pay for this.

[title]Assassins in general[/title] [center][img=champ/khazix.png][img=champ/akali.png][img=champ/diana.png][img=champ/talon.png][img=champ/fizz.png][img=champ/kassadin.png][img=champ/leblanc.png][img=champ/zed.png][/center] They have enough mobility to reach you, even if you stay far back, and the burst damage to take you down. If one of them is in the enemy team and doing good you should get one defensive item immediately, like [imgsmall=items/chain-vest.png][imgsmall=items/negatron-cloak.png]. Stacking [imgsmall=items/dorans-blade.png] is not as effective as it once was. Even if these guys get behind, they will never be afraid to try to take you down. Be ready. [title]Problems you can't solve with an axe between the eyes[/title] [center][img=champ/kayle.png][img=champ/tryndamere.png][img=champ/karthus.png][img=champ/poppy.png][/center] Even absurd amounts of damage can not help you against invincibility. If you build glass cannon against these champions, you'll have a bad time. [imgsmall=summoners/exhaust.png] is your best friend here, but if your best friend is on cooldown or if you forgot to take him with you, you'd better start building some defense because there's no way you'll avoid the damage. [title]Super annoying CC[/title] [center][img=champ/alistar.png][img=champ/blitzcrank.png][img=champ/leona.png][img=champ/leesin.png][img=champ/malphite.png][img=champ/nunu.png][img=champ/rammus.png][img=champ/shen.png][img=champ/teemo.png][img=champ/urgot.png][/center] Dear Lord. You're in for a frustrating ride. These guys can remove you from the fight for a couple of seconds, or reduce your attack speed by obscene amounts. Few things feel as long and painful as 3 seconds of taunt, displacement, knock-up, stun or attack-speed debuff. Play Dodgeball with hard CC, because if you get hit by one, chances are you'll be hit by a second, then a third, then all the keyboard mashing will not cause you to revive any faster. Luckily most of them can not kill you alone. [title]Special Mentions[/title] [center][img=champ/jax.png][img=champ/pantheon.png][img=items/ninja-tabi.png][/center] Protections against auto-attacks. Your damage is based on auto-attacks. [center][img=champ/ryze.png][/center] The way to deal with AP carries is to attack during their cooldowns. Ryze doesn't have cooldowns. And he builds [imgsmall=items/frozen-heart.png], which means he'll do more damage to you than you do to him. You'd better resort to guerilla tactics. [center][img=champ/urgot.png][/center] Unless you're vastly better than him and can outplay 24/7, he is a nightmare to face. Granted, he's a bitch for every AD carry, but Draven has no way to deal with his long range harass, his swap, his defenses, his passive and possibly his Frozen Heart. Play like a little girl, avoid him as much as you can and farm like there's no tomorrow to outscale him. [center][img=champ/draven.png][/center] A mirror Draven lane must be the most fun you can have in LoL, as you can catch the enemy axes, and even enjoy bonus voice acting lines for this. I hope to play this match-up one day ^O^

This took quite a while but I'm finally half satisfied with the formatting. It did get more detailed than originally planned, I hope the walls of text did not deter you from reading the guide and giving the magnificent Draven a try. In the unlikely event of Draven getting picked up by someone cool and rising to FOTM, I'll happily update this guide with the inevitable changes that will follow.

Comments coming soon!
Copyright © 2009-2015 SoloMid. All rights reserved Back to top