Draven Build Guide

Not Draven... Draaaaven

Uploader Dagan
Updated 4 years ago
134,550
22%
Runes
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 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

Hi! My name is Dagan, and I am a 1350 elo and rising player on NA. With the release of Draven, I decided to write a guide as I learned the character. I will update the guide as I progress in my understanding of him, and hopefully with your help! Now lets get to it! Draven is typically played as an AD range carry, in the bottom lane position. He has some extremely unique ability's. He plays like any other range carry, except for the fact that while dodging all the angry ground, there is some helpful ground to be had. Please comment before you thumbs down!

I prefer the typical ad carry runes. The 15 extra ad really supercharges your early game. The armor really helps vs AD harass, there is less chance of AP damage in bot lane, so I take the scaling MR runes to help in team fights later. They become better around level 9. AD effects your straight AD, your Q's bonus AD, your E and your ult. Your ult does not actually scale well off of AP, it is hard to raise the bonus damage ahead of the base damage which is why I reccomend a last whisper in the later part of your build. [imgext=http://i1101.photobucket.com/albums/g440/Mantus1/Runes-1.png]

[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] A passive much like his brothers. Damage steroid that is pretty hands off, just keep playing as you normally would. A note is that this damage scales off levels, not AD. [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] Dravens bread and butter. THis skill hits like a train totting a many many trucks. It also always procs your passive and scales very well off AD. Some tricks: If you are standing still there are 3 options for the axe to fall. It will either be to your immediate right left or directly on you as you are facing your target. If you are moving it will always be in the direction you are moving. Remember that the axes' path will be determined depending on your position / movement when it HITS the target. Heres the possibilities when you are standing still. [imgext=http://i1101.photobucket.com/albums/g440/Mantus1/Screen18-1.png] And here what it look like using his Q to harass [imgext=http://i1101.photobucket.com/albums/g440/Mantus1/Screen22.png] Draven can trade incredibly well early game by charging Spinning axe. hitting a champ and then running back to catch the axe and repeating. No mana required. Another trick to note is that while you can have only 2 axes in your hands, you can also have some in the air. I have had I believe 5 going during baron, and if a team fight ensues you would be considerably stronger. [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] A great AD steroid, that you should have up 100% of the time in teamfights. Do not use this if you are not fighting champions because you will rapidly lose mana. [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] Dravens only form of CC, a decent slow with a knockback. This can be tricky to land on champions after your bacon, but works wonders to save allies such as your ap carry. [title]NEW[/title] I have recently found the awesomeness of this ability. I was not giving it the full creidt it desrved, the knockback component, if timed right, is amazging it is capable of stopping Lee's Q, shyvanas ult, basically any dash type move. Just when you were thinking that at least ONE ability didn't have a high skill cap.... =P [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] A great finisher for duels, and a meaty AOE damage for teamfights. Obviously you can snipe champs in your and other lanes but I would not be over zealous with it. It has a hefty cd and is tricky to land because it is very slow. You can move to redirect its return path. Also note that it will turn around after reaching a champion, so make sure you dont hit a high health target while attempting to assasinate a low health one. This should be used on as many targets as possible in team fights.

As far as skill order, I prefer to get the CC first to both help lvl 1 ganks or defend versus the same. If your team is not going for a lvl 1 gank, and there is no threat of the same, pick up Q for some major lvl 1 damages. then the priotity is pretty much R > Q > W > E. So easy a Darius could do it.

You should always Start with [imgsmall=items/dorans-blade.png]dorans blade with a healing support, or [imgsmall=items/boots-of-speed.png]boots and [imgsmall=items/health-potion3.png]3 pots without one. Pick up a few dorans as neccessary on your first back, while picking up [imgsmall=items/berserkers-greaves.png] and [imgsmall=items/vampiric-scepter.png] for lane sustain. [imgsmall=items/infinity-edge.png] Is your first main major damage item. THen things get tricky. This is a little bit of theory crafting, but here it goes. as far as traditional AD carries go, you should get a [imgsmall=items/phantom-dancer.png] next. However, Draven has a set attack speed of times he can use [imgsmall=skills/draven/q.png]. Therefor I believe is is more desireable to go for a [imgsmall=items/the-bloodthirster.png]. The [imgsmall=items/phantom-dancer.png] Is more worthwhile if you are behind, and from getting away from bruisers. Last Whisper works great from late game when heroes are armored up and provides an excellent benefet to your ult damage, which mainly works off its base damage.

Draven has an explosive early game he is strong at level 1 and very strong at level 2. If you take your e early it can grealy help with jungle shennigans, howsever if your going straight to lane take Q first. Draven can begin harassing at level 1 and it gets more powerful at level 2. His basic harass goes like this: Activate Q, Activate W run in and hit the enemy ad range, then run away catching the axe on your return path. (pics soon) If you catch the axe, you can immediately activate w again and repeate. Be careful doing this agiasnt supports that can lock you down like blitz, leona or ali. Lanning Partners: Ratings are from your perspective. [img=champ/alistar.png] Your support: GREAT. Enemy support: BAD. Great to play with, terrible to play versus. Playing with ali you should harass as much as possible, relying on his headbutt to get their supp of you. His heals aren't great. Try to combo your [imgsmall=skills/draven/e.png] with his headbutt pulverize combo for maximum uptime. He is one of your worst enemy lane supp's due to the fact he can easily interrupt your axe juggling and lock you down for the enemy ad. [img=champ/janna.png] Your support: Can be good. Enemy Support: Decent. If you have the communication to have Janna shield you while you are harassing the AD boost can destroy the enemy while providing you some safety. She is also at distancing enemies from you in team fights. Likewise, she can interrupt your harass with her slows and knock-ups. [img=champ/blitzcrank.png] Your support: Depends Enemy Support BAD. You can chain some good damage off blitz pull, not quite as much as a corki or a graves, but you have the benfit of being able to throw your [imgsmall=skills/draven/e.png] to keep the enemy in trouble. Good blitz's will always be a terror in the bottom lane, while bad ones will sit and be worthless. When playing agiasnt blitz your axe drop locations make for easy targets, and you do not have any great escapes like [imgsmall=champ/corki.png][imgsmall=champ/ezreal.png]. [img=champ/soraka.png] Your support: My favorite Enemy Support: decent. I love raka support. she gives you mana to sustain your W, a heal and armor to help your poke, and a silence to disrupt the enemy team. Playing agiasnt her, she can help the enemy sustain your harass, but silence does not really effect you. [img=champ/karma.png] You just got trolled. [img=champ/leona.png] Your support: Decent Enemy Support: BAD Leona is an underplayed support imo, she has great CC and starting level 6 her initiate range is incredible. using your harass will be especially tricky due to the fact that her snare/charge pierces through creeps. Working with Leona, you want to chain as many hits when she uses her combo on the opponent to proc her passive, luckily your bleed will also proc it, dealing significant damage. [img=champ/nunu.png] Haven't played with him yet, will update when I do. AD carry Opponents: [img=champ/ashe.png] Result: Easy. Your harass is so much stronger that hers. Try to attack from the minion wave while oyu are diving in and out to avoid frost volley. Your W and E let you escape perma-slow. [img=champ/caitlyn.png] Result: Depends on player skill. I have rolled caits to be sure, but good caits will keep you at range, and make you dive very dangerously to get off your harass combo. The jury is still out on this one. [img=champ/corki.png] Result: BAD THis guy might just be the counter. Decent attack range a burst that match or exceeds yours and the ability to escape or dive you. [img=champ/graves.png] Result: Easy. His gimped range makes him a prime target for your harass. Q[imgsmall=skills/draven/q.png] + W[imgsmall=skills/draven/w.png], hit run away, catch axe, and repeat till dead or force out of lane =P. His burst should not be underestimated, never get close enough for him to unload a triple hit buckshot.

[.]Your ult takes a long time to turn around, pressing it around 600 units before it reaches the target can result in easier double hits. [.]Your passive procs tower aggro, stay out until the DoT is off, of the opponent runs out of tower range. [.]It is not worthwhile to last hit with whirling blades unless there is a good chance of a confrontation soon. [.]Never catch an axe that could endanger you. They add a good deal of damage but being alive key. [.]Towers will refresh teh cd on your whirling axzes, and do not require you to go chasing after them, however they do not give you a chance to proc your w. [.]Remember that your axes will choose their bounce location when it hits the target. It is almost impossible to hit a character in melee range while fleeing and catching axes... Surprise surprise its an ad carry that doesn't want people near him [.]Hitting Q while you have 1 axe active will grant you a 2nd axe and refresh the time on the first axe.

This champion is hard, im sure many of us will be working out his kinks over the next few months, but god damnit he is enjoyable! Really happy that Riot came out with a flashy AD champ, a breed that has long been very stale in my mind.

Comments coming soon!
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