91%
votes
34
Dislike

DRAVEN BUILD GUIDE: Guide to LEAGUE OF DRAAAAAAAAAVVVVEEENNNNNNNNNNNNNNN (Updated) by Blaster8282

by Blaster8282 (last updated 4 weeks ago)

337,978 Views 15 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
2
Greater Quintessence of Life Steal(+3% Life Steal)
1
Greater Quintessence of Attack Damage(+2.25 attack damage)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
21
9
0
mastery 1 0/1
mastery 2 3/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
League of Draven
QSpinning Axe
WBlood Rush
EStand Aside
RWhirling Death
View Skill Order Details

Introduction

Hi, I am Blaster8282, a season 3 Diamond 1 ADC and I am hovering around Diamond 2 this season. I can play almost all marksmen ( a.k.a. AD carries ) to a high level but I main Draven, Caitlyn, Lucian. Even after the Draven passive rework, Draven is still viable. I still consider him very strong but now he has just a little less damage early game, but more snow balling potential with the extra income. I have seen other mastery pages but the runes and masteries I put in this guide is what I feel is optimal . Also some masteries don't affect too much as therefore preference. I WILL UPDATE THIS GUIDE WHEN I FEEL APPROPRIATE. If you want to see my stats here they are. Looking at my KDA and Win/Loss ratio, I feel like I am a pretty competent high ELO Draven player. Also, i played my Draven games both before and after the passive rework and I can say my Draven is what got me from platinum to diamond .


My peak ranking was Diamond 1.



Pros:
-EXTREMELY High Damage
-Best Early Game of all ADCs
-High mobility
-Good kite
-Global Ult
-Has HARD CC with his
- Awesome Mustache
-Extremely sexy

Cons :
-only 550 range (compared to a 650 of caitlyn or 600 of ashe)
- Relies heavily on catching axes
-Late game isn't as good as or

If you want a very basic guide feel free to watch the great champion spotlight but note that this is Draven with his OLD passive:


Update 6/20 Patch 4.10: With the bloodthirsters nerf, an Infinity Edge rush is very viable now and actually proviced MORE damage except it does not grant lifesteal.

Update: 7/20 Patch 4.12: Updated Runes, Masteries, Items, etc.

Runes

With the nerfs to lifesteal quintessences and buffs to the attack speed quins, I DO run attack speed quins on some ADCs like Caitlyn now... BUT NOT DRAVEN ! Draven is different because he does not rely on the constant attack speed because his W gives him ATK speed and MS but rather on the hard Q hits. Therefore, because of his aggressive laning phase, I continue to bring some lifesteal and DO NOT bring attack speed quintessences. Yet, because of the lifesteal nerf, all I did was swap out one lifesteal quin for a flat attack damage quin. Everything else with the attack damage reds, armor yellows are the same and straight forward. Flat MR blues or scaling MR blues work fine, but I tend to like more early game tankiness because with Draven you will need that tankiness early because you will be very agressive. I bring the Lifesteal quins because with , and you have really good sustain all by yourself. With the new lifesteal nerfs, running only one lifesteal quin would make a very small difference. Therefore, the only way you could feel the lifesteal in laning phase is if you bring 2 or 3 quins and that is why I have opted to run 2 quins of lifesteal. Yet, there is nothing wrong with running 3 quins. Other possible runes people occasionally bring are armor penetration runes. Many pros (and I do) do not bring armor penetration runes because it does not provide as much damage as flat AD or utility in the laning phase. Basically Flat Attack Damage Runes do more damage early game, but less damage late game compared to flat armor penetration, but the difference is minor (like 5 damage difference at the max). Here is a great video explaining the concepts of it.



Also, remember that flat AD would help you CS better which is a HUGE advantage as well as making your critical strike larger because armor is taken into account AFTER the critical strike is counted. Also, since AD helps more in the early game I would also like to say winning the early game in MUCH MORE worth than losing the early game but having a little bit extra damage late game. How many times have you lost your game because a bot lane simply lost an early 2v2 and that snowballed out of control? COUNTLESS. Therefore, I would say especially on Draven since he has an incredible early game, you want that stronger early game, because if you win early game, you will snowball out of control and you will lead your team to victory.

Masteries

mastery 1 0/1
mastery 2 3/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
This is the standard ADC in the preseason for almost all ADCs atm. A 21/9/0 set up is essential for someone like Draven because you will almost always want to be AGRESSIVE and going ham and fighting. Therefore, the extra HP is essential and there is no reason why you should bring extra mana like someone like Ezreal. Mana is not a large problem for draven, unless you end up dropping your axes. I tend to occasionally spam W that will take up some mana, but it is easily manageable. The key is still to NEVER drop your axes. NOTE: The uncertain points that often vary are in the offense tree. Some players don't bring but it I do because it has proved to be a life saver a few times because it is INSTANTANEOUS. I also bring because it is like extra lifesteal and also gives free mana on minion kills. and may sound cool, does not actually do much. The main reason is because Draven doesnt rely on abilities to do his damage, so I would much rather have or

Here is the specific reasons for every point possible point of an ADC.

Double-Edge Sword: I do not bring this mastery because I feel it is only viable on melee champions because it provides more damage, but at a smaller cost. Yet as an AD, you will gaining 1.5% in damage, but you will take an extra 1.5% damage. So how could this be negative? The answer is because you are the ADC. Many enemy characters will attempt to kill you and usually it is in the form of a catch or an assassination. In those cases where you will just need to survive, that 1.5% may be against you. Yet, if you feel you cannot be caught out of bursted, feel free to bring this point.

Fury: Its just the standard ADC mastery, I do not bring 4 points in it because that one last point goes into Frenzy which is amazing.

Butcher: It helps last hit better but the main reason why you should get it is because it will allow you to get Feast which is essentially some lifesteal.

Martial Mastery: It is another very standard ADC mastery and should be brought on any ADC because its just extra AD which is great.

Executioner: This mastery is amazing because as Draven, you will probably be having a lot of 1v1s and close fights. Therefore, that increased damage when your opponent is lower is great and it really helps in those clutch fights.

Spell / Blade Weaving : These two masteries dont work well on Draven and most ADCS because they do not proc their abilities very often. On Draven, your spinning axes do NOT count as spells and they just count normal auto attacks.

Warlord : Its another normal and very standard / straight forward mastery that works great on all ADCS.

Dangerous Game : This mastery is AMAZING! This mastery is the most clutch thing in the game. The reason why this is so great is because it is INSTANTANEOUS HP which is great in those clutch duels or team fights. I have survived numerous times where I should of died to ignite but survived because I had this mastery.

Frenzy: This mastery is great because you will do the most damage on your crits and it will only allow you to get more damage off.

Devastating Strikes : This is free penetration that gives much more damage.

Havoc: What WOULDNT you want this? This a free 3% increase in damage !

Defense : Block: In bot lane, you will be exhanging a lot of auto attacks and this will help reduce a lot of that damage. Two damage may not seem like alot of damage, but trust me, it adds up and every damage counts.

Recovery: This mastery is great because this HP regeneration does impact the lane and especially if you are being a bit zoned, the HP regeneration will help a lot of with life steal.

Unyielding : This is essentially extra Defense and is great in lane because once again, every attack damage counts.

Veteran Scars: Ever since the change to resistances in Season 3, HP has been a solid resource of defense and extra HP level 1 makes you much tankier than someone with extra armor but less HP.

Juggernaut : Since this is %HP increase, this mastery is great since it does give HP (which I mentioned is great) and because it scales all game because it is %HP. This is also another reason why Warmogs wouldn't be the worst idea because 3% extra off a Warmog would mean it would give you 30 extra HP.

Summoner Sets

Flash & Heal
With the new heal buffs, this is the new ADC summoner spells. Heal is awesome because it heals both you and youre support (or any 1 other teammate, while ALSO giving you and them a sizable movespeed. Unlike barrier too, heal is permanent HP so you will continue to have that extra HP instead of barrier which is a two second shield.
Flash & Barrier
This WAS the standard ADC summoner spells. Yet, Barrier is still not bad, heal just got buffed. Infact, Barrier does infact protect you more, but it is more a limited time. It also does not heal youre ally or give you MS. Flash can be used for offense and defense and repositioning.
Flash & Ignite
Same as the last set, but Ignite is much more agressive. It is unnecessary because Draven's W refresh allows him to stick to target, making Ignite almost useless. Although it does not come close to being as good as barrier, if you really want to be agressive and feeling #yolo , go for it but he aware if your opponent has Barrier, and you have ignite ( and you guys have about the same level and items), HE will win if you don't play it out right. Ignite is a helpful summoner to secure kills, but he already has an execute: His ultimate. Just simply throw your ult off like an and it can secure / steal the kill easily.
Flash & Cleanse
The cleanse is very important is some situations. I would almost always bring cleanse if I am against a Fiddlesticks support because his 3s fear is a killer. Bring cleanse if the enemy team has alot of single player CC and you know you are going to need a cleanse. An example of this would be an enemy team composed of like Ahri, Nocturne, Fiddlesticks, Caitlyn, Jax. In general, its a pretty good choice if used correctly. Remember Cleanse DOES NOT work against champions like Zed and his Ultimate. The only way to get his Zed's Deathmark off, is to get a Quick Silvir Sash (aka Q.S.S) . So Cleanse is basically a free Q.S.S except it does not get rid of things like Zed's Death Mark, Warwick's Infinite Duress, and Malzahar's Nether Grasp. Also remember, Cleanse and Q.S.S DO NOT help you get out of HARD CC. Hard CC (aka hard crowd control) is described as any UN-q.s.s-able abilities and all of these include some type of movement or repositioning. An example is Blitzcrank' s Rocket Grab and Alistar's Headbutt or Pulverize. All of these abilities make you fly in the air and therefore is not cleanse able. Yet, cleanse can always get exhuast off you. So if that is all you want, go for cleanse, but in most situations, heal would help you more than getting out of an exhuast. In general, heal is just better than cleanse because if you really needed one, you could just buy a Q.S.S. The only time you may want to even consider bringing cleanse is if you are against a Fiddlesticks support.

Building Draven

Starting Build(s)
Standard Start 100%
Weak
DO NOT GET
Mid Game / Rush
Late Game
I will almost ALWAYS bring the standard Doran start. For a level one item, its stats are amazing. If the lane is a close match and you ARENT stomping, get another Doran. Dorans give the same ATK dmg as a long sword, BUT it gives free HP and lifesteal, making it AMAZING early game. I would not get the long sword OR the elixir because the Dorans is just simple so much stronger early levels. I also ALWAYS get the over any other 7th item option because having a ward as a carry is much better than having an oracle sweeper or clairvoyance. This applies to almost all carries in fact. To what I have seen, almost everyone (ADCs, APCs, tops, and jungles ) gets because it is a good free ward, and the support gets because it acts as the free pink ward.

The rush WAS the BEST item to rush on Draven because his Q scales with his AD but now that BT has been nerfed, IE has become a lot stronger. In essense = + Crit damage. This means that IE is a stronger rush than bloodthirster now except that bloodthirster gives that small shield from the passive and it gives lifesteal. It is STILL ABSOLUTELY FINE to rush bloodthirster because it is not that inferior to infinity edge, just know that you will not have that critical hit damage. Also note that with the nerf of bloodthirster and the buff of infinity edge, the two item combo of + is MUCH higher with the high 45% Crit, statikk shiv proc, and crits compared to the + / . (Also remember that statikk and phantom is completely preferential.)
Final Build(s)
Standard Final Items
Everything is standard here but THE TANKY ITEM DOES NOT HAVE TO BE . is JUST as good but I buy because of the situation. I buy Warmogs if im NOT going completely bursted and Im fighting longer fights. I buy GA if there is a VERY BIG threat of being completely dived. I get if they have like ALL AD. I get if they are almost ALL AP. Yet, if they are mixed... I resort to because HP is op
Build Order
The early game just makes Draven's strong early game even stronger. Pick up boots when ever you have extra gold, dont miss out getting a 5 minute BF sword for boots and like a Vamp. The Bloodthirster rush is essential for Draven because of his Q scaling. I would ALMOST always rush the statikk after, but if they already have a lot of armor, keep it at zeal, and get a LW. Then I get the Giant belts because the HP makes me very tanky, and Ill finish off my IE. Then the Warmogs. As said earlier, it does not have to be warmogs. I will explain why I get warmogs over GA in the next section.

Situational Items

Warmog's Armor
TLDR: Get warmogs if you feel you can catch your axes and kite and position properly since its 1000 HP is alot tankier than 's stats which is 50 armor and 30 MR. Get GA is you think there is a good chance you will die in a team fight or you aren't confident in your Draven Mechanics.

Some people need some further explanation of why I choose Warmog's Armor over Guardian's Angel . The reason why I pick Warmogs is because HP is OP. I hope i don't sound cocky when I say this, but I have Draven Mechanics and I know how to play an ADC to a high level. Even more so I know how to catch axes very efficiently and maximize this damage while using his abilities to kite properly. Since I do know how to kite and position, I don't usually find myself in the front lines with 4 champions on me. I usually am in the back with 1 - 3 people diving me and my support. With some peel, I can kite them out but it is impossible to dodge all the attacks. Yet, in the process of taking damage, lifestealing, and kiting, warmogs makes me MUCH TANKIER with that extra 1000 HP . Its alot more than simply 50 armor and 30 MR . Since they nerfed GA's stats a while ago, the stats aren't great and its just the passive that is good. Therefore if I know I have a good chance that I can kite the divers with the help of my support, I will get over . This also applies to ALL ADCS Also remember there are also other options other than and that are essential in certain situations. An example is if they have (Quick Silver Sash-able) CC that will just completely mess you up. A perfect example is if they have an enemy or because other champions could easily flash ult you ... BUT YOU WILL HAVE QSS ( or ) so you will be fine. In cases like that, QSS is almost mandadory.
Phantom Dancer
As explained earlier, this item is completely preference again Statikk. But note : statikk gives 1% more MS which is about 5 more MS with his W. Yet, MS is very important on Draven because he needs to always catch his Q. Due to Phantom Dancer's superior stats, it does do more single target damage over the long run. Yet, I like the extra burst as well as the extra MS. For most people, they would not feel the difference because it would not show unless the fight is 10 seconds or longer. Only then, would you be able to get an extra auto attack due to the extra attacks speed. Yet, the extra critical strike chance is also great.
Guardian Angel
If they have a lot of diving potential such as , , combo. I would just get GA if the fights seem really close. Yet, personally I mentioned that I believe in my draven mechanics enough that I get . In LONG fights, Warmogs will be better. But if there is a burst threat, get GA. Burst also means assassination threat from people like rengar , khazix , and akali .
Randuin's Omen
Get this as your tanky item if they are HEAVY ad. An example is a mid, top , jungle, and any ADC and support bot. This also applies if they have a two ADCs. Usually like an mid, with a normal ADC bot. It gives good HP too, so if they do have MR but it isn't a threat at all (like from a ) but they have 2 scary AD threats, Randuins might be the way to go.
Banshee's Veil
If they are HEAVY AP or have some kind of initiation CC that would mess you up big. Also I would not recommend this if you have , if you do have simple get or . Yet, there are exceptions such as if you have cleanse for a fiddlesticks but they have a and combo. If that situation the Malphite + is HARD CC and therefore cannot be cleansed. This is when you would also get banshee's. The general rule about banshees is if they have an initiation that is hard cc.
Frozen Mallet
Usually unnecessary because you could get a tankier item like Warmogs and you have already built in kite with W and E. Also you should be getting the red buffs. Frozen Mallet isn't good because it's stats simply aren't great. It does not give enough AD to be a damaging item, and it does not get enough HP for it to be a really good primary tank item. Its a mediocre item and there are simply so many better items that could be obtained.
The Bloodthirster
Although Bloodthirster got nerfed, it is the only lifesteal item that would work well on Draven. His Spinning Axes scale off flat AD so there would be no point in getting BotRK because that gives almost no attack damage. Draven does not have mana problems as long as you dont drop your axes all the time so Essence Reaver would be a bad choice in lifesteal. Yet with the Bloodthirster nerf, get your Bloodthirster last.
Zephyr
You can always sell your boots for Zephyrs as an ADC bt Draven might be an exception. You lose a few MS but gain awesome stats. I dont usually get this because on Drayven you WANT the extra MS because it is so key in the W kiting. Yet, if your front line is almost impenetrable, I would get Zephyr. If there is no large threat that you need to kite, get Zephyr because its stats are simply too good. I usually dont get it personally simply because it also impairs your chasing abilities. When you use , the speed up won't be as strong and you simply can't chase as good.
Mercurial Scimitar
This is a great item. Not only is it a Q.S.S but it gives damage. I often get this item if it is mandatory for a Q.S.S and I have heal instead of Cleanse. A perfect example on when to get this item is if there is an enemy Zed. You want this to Q.S.S his death mark. I also would get this if there is simply a lot of magic damage and there are abilities you might want to Q.S.S. Another example is a normal team with no major threats of CC, except a . Leona by herself brings TONS of CC, and if you get caught in her ult , it might be game changing. In a case like that, Mercurial Scimitar is a good choice.
Trinity Force
This item is sometimes picked up on Draven, but it isn't very good. The stats are no where worth its price. A statikk shiv would provide more damage. Yet, sometimes you see people (including pros) get this item. The idea is that it provides extra kite with its passive as well as extra burst since you spam your in teamfights and it procs the other passive. I have tried out tri-force and I do admit that the burst with the W is good, but with the lack of attack speed and crit, it isn't as good as . It is not the worst item to get on Draven, but and are simply better items for Draven after the .

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
League of Draven
QSpinning Axe
WBlood Rush
EStand Aside
RWhirling Death
Always MAX Q FIRST. Most Draven players (including me) then prefer to MAX W because the atk speed and MS speed boost is awesome. Get your ULT whenever you can and MAX E last. Also regarding what to get level 3, I would usually get Q level 3 IF I know I am safe from ganks. The level two at level three is insane damage that can easily win you the lane. BUT IF THERE IS A THREAT OF THE JUNGLER ( because maybe the enemy support has cleared your wards with a pink) ... THEN GET at level three. It will most likely save your life if you use it correctly.

Skills

League of Draven
This not only is a sexy face picture of Draven but it makes him really good at snowballing. Get first blood with 100 stacks of ur passive will almost GARENTEE around a 5 minute BF sword, and that will snowball you even further. It gives u a lot of extra gold if your team feeds you kills. This should be an incentive to your team to feed you kills. It helps your snowballing ability. It may not be as good as its old passive, but it is definitely good its own snowballing way.
Spinning Axe
This is Draven's bread and butter. TRY TO NEVER EVER drop your axes. This and his W will be his main source of use of mana. As long as you never drop it too often (even I drop it sometimes) you will have no problem controlling your mana. Yet just like in the champion spotlight, DONT CATCH an axe if it puts you in a bad position such as a position where a blitzcrank can easily hook you in lane. This also applies in some fights where you need to just run away as fast as possible. Yet if you are simply only kiting and have the option of where to go, make just that direction is in the direction of where the axe is going to fall. I have attached a video NOT OF ME using Draven's kiting potential with his Q + W combo.
Blood Rush
This is Draven's key to kiting and repositioning. Catch your axe, and it refreshes. Playing draven there is an annoying effect that if you press W the moment it refreshes and AA, the axe will go behind the spot you will be going and this is because when your W refreshes, you already threw your axe so it didnt calculate your position to be that far forward. Generally I would stop a bit to catch it, because if you do catch it and it refreshes, the MS boost is worth that small stop.
Stand Aside
This makes Draven very sneaky because this is HARD CC. That means he can stop channel abilities as well as mid air people. He can stop a Katarina ult, and he can stop a lee sin in MID air as well as a Jarvan in mid air in his E > Q combo. This also helps in Draven's kiting abilities. Whiling kiting with his W + Q, just throw out your E. It slows them as well as knocks them aside.
Whirling Death
This gives Draven HUGE burst lvl 6. If you hit lvl 6 before your opponents, jump on them and this will garentee a kill. Other than that, you can go for those across the map snipes just like an ezreal. It also gives vision so it is great for baron scouting. Remember this ultimate RETURNS right after it hits one champion so if you want to hit someone far away, but it hits someone on the way, it will return so make sure no one is in the way. Also, if people are sieging a tower or there is a large minion wave building up, feel free to clear it with your ult so you can clear all the minions to stop the siege and get free gold.

Champion (ADC + Support) Matchups

Annie
Difficulty
Favors You
This applies to Annie and Morgana, but more to annie. Make sure your support is making all the plays because if you get Annie combod, you might be in trouble. You could always outsustain her which would do good. I would go with another hyper agressive support like , or a sustain focused support like . Shes annoying because of her long 650 auto attack range and if she brings AP, she can pack a huge punch. This match up on one that you need to be sure that you hit level two first and have control of the lane. If you do not have control of the lane, she can zone you hard, and if she is a good Annie, the lane is gonna be hell.
Ashe
Difficulty
Favors You
She is almost like cait, but she isnt as good at cait. Her damage isn't as high so as long as you go in with your support, it should be an easy lane. Also try not to be kiting too hard by her W and auto attacks. At the moment, Ashe is not very strong, but her late game is still really good. If their jungler is camping their lane, Ashe can initiate a gank easily with her so watch out. It isn't bog enough to start [ , but if the Ashe is really good with her arrows, I would get a .
Blitzcrank
Difficulty
Favors You
If this is a good Blitzcrank, he will mess up your day. If the enemy blitz is watching where your axes are falling, this would be one of those times you need to drop your axes. That is IF only your axe proves to drop not behind the minions. Other than that, I would play how I would as any other ADC against a blitzcrank. That would mean standing behind minions or your support at almost all times, and also dodging the hooks. If the blitzcrank is really agressive and he wants to run up to you to get his , just kite him. Whiling kiting him you can get a lot of damage, so if you see him running at you, just , and kite him. If he pulls you, evaluate the situation. If you are healthy enough and they are lowered because you kited them or maybe you have minions on your side attacking them, stand your grounds and fight. If you get pulled and you have a support or something, just simply go straight for the enemy ADC. Just kill them and then you can focus on blitz after.
Caitlyn
Difficulty
Favors Enemy
She is probably your hardest counter. You can still win it if your support can jump on her with you, but if she can kite you... you might be in trouble. Yet remember you can still easily get an auto attack ( with Q ) in easily by simply pressing ur W for a MS boost. Her E + Q combo is what can mess you up so try dodge those skill shots. I would recommend a support like tresh or blitzcrank because if a hook is landed, it is very hard got caitlyn to simply get out of it.
Corki
Difficulty
Favors You
You out damage him in almost every way. His range isnt very much more so your AA damage will out damage anything of his. With his new Q, it is easily dodged so all he has after that is his AA. I personally have never had a problem against Corkis. His damage is still decent and if she gets fed he can still obviously carry. Never the less, his laning is not as strong as Draven and his late game isn't as good at Draven's. This should be a rather either lane if you and your support play it out right.
Ezreal
Difficulty
Favors You
You do a lot of more damage but if he kites you and get a full AA > Q > AA combo, his damage is high enough to compete with your. Play cautious and dodge. Try work together with your support to catch his guy because he is really mobile. If you duel him, make sure he somehow wastes his , because if he has it, he can simply run away or kite you and then burst you. I would be agressive early game against ezreal and pressure him. It would force him to spam which would take up all his mana. Once he is OOM (out of mana) , he has no chance to fighting and you could zone him or simply kill him.
Graves
Difficulty
Favors You
This is a pretty even match up, Graves has less AA damage, but has burst. But what makes him even is his passive gives him so much armor, he almost takes as little damage as you do. Overall if he lands his combo on you, his damage will be just a little less than yours, except he has tankiness so it ends up being about equal. Try dodge his buckshots and work with your support to win the lane. He falls off late game, so your late game is still stronger. If you win the lane, even by a little, it is good enough because you are going to scale better than he does.
Janna
Difficulty
Favors You
Janna helps almost all supports win trades, so play this match - up smart. If there is an enemy Janna, I run up , as in to auto attack, so it baits in her shield . If she does fall for the bait and shields her ally, simply wait for the shield to fade, and then go in to fight. She does not have the greatest kill potential, but she has some. Her is great CC and it could stop you in your tracks during a skirmish if it makes you drop an axe. The worst lane would to go against something like + . The only way to beat a Janna often times is to out sustain her with something like a , or to kill her with like a good aggressive support like or .
Jinx
Difficulty
Favors You
Jinx is a hot pick right now but you can beat her. If you uses ONLY her cannon form, she may be a problem but she will run out of mana quickly. Once she does, she will be easy because her 425 range is no match for your damage. I would recommend trying to make her waste her mana and then it should be easy to beat her.
Kogmaw
Difficulty
Favors You
Kogmaw's early game hingers him too much. As long as you play it right early game and shut him down, the game will be in your favor. Even late game, with + + + , you will be doing 1.3 k crits, which is more damage kogmaws auto attacks will do. YET, he has the W range advantage so maybe sure you get into range.
Lucian
Difficulty
Favors You
Lucian has a weird playstyle that is heavy reliant on his passive and Q. Dont get poked and try dodge the Q. Dont let him AA you for free and you will win this lane with ease. He has good mobility with his W and E but just use your to CC him. Late game his late game is not as good as yours so going even in late is good enough. Yet, early game you do more damage than he does so I would still be really aggressive against him because I know I would win a trade as long as I don't do anything stupid like take too much minion damage or take a tower shot.
Lulu
Difficulty
Favors You
Lulu has a good chance to stopping a Draven. She has good damage with her passive and her makes catching his axes really hard because you are slowed so much. Her is really annoying and just stops your damage output for a while. I would have another half passive support like , , or to go against her. Yet, if you trust your support, you can always go with a really hard kill lane like with , but if you go with an agressive support , make sure the enemy ADC is not very mobile like .
Missfortune
Difficulty
Favors You
MF is actually really tanky HP wise for an ADC. You out damage her in pure AA and that is generally all she has with the expection of her ult. You should win. Yet, her auto attack then then another auto attack is a pretty strong combo. Don't take those combos for free and make sure to at trade, because you will almost always come out on top, because you are Draven. Have confident ALL the time, and you will win. This is no exception.
Quinn
Difficulty
Favors You
Quinn is is very bad on ADC so she shouldn't be very hard. Don't get hit by her blind before you fight and the match up will be easy. She actually has decent damage but her abilities doesn't make it easy for her to get the damage off. If you just play smart like standing behind your minions and harassing whenever you can, this lane should be easy.
Sivir
Difficulty
Favors You
After the Sivir buffs Sivir has become alot stronger. You easily out damage her with your auto attacks (AA) but her Q is a monster early game. Make sure you don't get hit by her both ways because it will do MASSIVE damage early game. To avoid being easily hit, make sure you and your support are the ones who engage on Sivir first and not her and her support. Do this because if she has a Taric, a stun could easily be followed up by a that will hit both ways. I would NOT recommend a predictable support like Annie because she can easily block her stun. I would recommend someone like or but yet a really good could always do the trick.
Sona
Difficulty
Favors You
Sona is really annoying if you get outsustained, that means you can only try out sustain her with a , or go all in with a or , because she is really squishy early game. A lot of Sonas recently have been bring AP, and with AP, that means she would most likely have about 20 - 25 armor and 450 HP level one. Just push the lane quickly and hit level two first. If you don't have an all in support , just in and land a few auto attacks. That should easily at least half her and you have won the lane.
Teemo
Difficulty
Favors You
Hes not difficult at all, but just remember to kill him...Kill all teemos...
Thresh
Difficulty
Favors Enemy
If this guy is played on someone who is really good or knows how to play thresh good... you aren't going to have a fun time. The only way to beat a Draven, is to be even more AGGRESSIVE than he is, and the only way to do that is if you have a support like thresh. His will have you locked up and he has great follow up. Plus, he also has good damage himself with his passive. He is still beatable if you have a good support and you dont get combod and you play it out right. I would pick someone like , , or because if he did hook me, I would know my support has me pretty protected so I would simply go for their ADC if I get hooked. I would simply recommend just banning Thresh or having him as your support, because his pressure in lane is pretty OP.
Varus
Difficulty
Favors You
He is a medium lane, you have the advantage with more AA damage, but his ULT and E stops u in place so you MAY drop your axe and therefore lose 1/2 if your damage. Not only does he make it hard to catch your axes, but his damage is really good because of his stacks. If he pokes you down with his , you might be in trouble, so try not to.
Vayne
Difficulty
Favors You
Be aggressive early game and you will WRECK HER. She will out scale you slightly so make sure to shut her down. Late game you will dish out about 1.3 k crits but she will have similar damage with more utility, so make sure you have an aggressive support. Try not to get kited too much. Always remember, as intimidating she may appear, she can't out damage you early game. This means if she is aggressive with her auto attacks or often s to get harrass, simply stand your ground and her and you will easily win the trade.

Support Synergy

Janna synergizes really well with Draven because her shield not only is a shield, but gives AD. This means he does EVEN MORE damage on his Q early levels. She also is just a great overall support. She has some kill support with her and , but it will be up to you to make the larger plays. Yet, with a good , you will win every trade in lane and should dominate.

Nami works well in almost any ADC and draven is no exception. Her , is a huge CC ability, and if she lands it, it garentees a kill. You have insane damage and her , makes you do every more damage. She is an overall very good support and her ult and simply all her abilities help you at all times. Nami works great with all supports.

Fiddle makes a very nice kills lane with alot of kill potential. Level 6 with a support fiddle is a huge damage spike, remember to go all in if you both hit level 6, because + , makes for huge burst. Plus his , is crazy hard CC. This is an aggressive lane. As you are pushing the minions, fiddle can spam his and that could get good harass. This is a lane that you might want to eventually freeze and zone them.

Thresh is the famous kill lane support and he works really well with draven. A thresh hook can set up a kill easily with draven and his lantern and boxes can come in handly if a Draven goes too deep. This is also an aggressive lane that can be controlled easily. Remember how to zone and try zoning them if you know you are in control of the lane.

Soraka actually doesnt do that bad with draven. He can spam his W now with the mana and she keeps him healthy, yet this lane doesnt have as much kill potential as you may want ( as a Draven ). With a Soraka just remember that you need to make the plays. I would recommend being hyper agressive in this lane if you want to get kills and not only just farm all game. Being hyper agressive means getting in a free auto attack when ever you arent CSing. Then once they are maybe at 1/2 health, I would go all in.

Sona works pretty nicely with Draven but doesnt have as much kill potential as much as others has but still more than a Soraka. She has poke and you can go all in with her ult. Just like nami, she is an overall pick and works great with almost all ADCs and Draven is no exception. As long as she is not a free kill for the enemies, she should do great.

Lulu works nicely too. Her slow and pixies help Draven stick to the target and her ult comes in handly in those close brawls that Dravens always get into. Recently she has become popular because of her new AP scalings and is often seen in mid. If she is a support, she most likely will bring AP. This means you would want to push the lane and get pressure so she can get her AP to do work. Once you have the lane in your control, she can easily zone the enemy.

Leona is AMAZING in a kill lane. Her passive makes that first auto attack do about 140 damage level two and is insane damage early game. She provides a lot of kill potential which a draven wants. Like other aggressive supports, she is an overall great initiator. Having the CC she brings is very bad. I always love having Leonas.

Annie has gotten really popular lately and provides really good kill potential which you look for. Her stun makes it really easy to land a good ult and your . Like a lot of other lanes, make sure you push the lane quickly and get pressure. Annie can bring immense pressure to a lane and you can easily capitalize that to zone your opponent and snow ball the game.

Same as Annie, She has good potential, except she has a really good shield. I would pick annie over a Morg because annie has a much easier and consistant stun than a Morgana binding, but Morgana is still viable. Yet, Morg is a great counter to certain cases like going against a . She is just so great in this match up because her , simply stops EVERY ability of him (except his shield of course) . This also applies to leona.

Early Game

PUSH THE LANE FIRST. As the aggressor you want to get into lane first. By getting into lane first you want to push the lane first or well as hard as you can. By doing this you will hit level 2 and 3 before your opponent. That moment you and your support hit level 2 while your opponents are level 1 is the PERFECT moment you go in and get an easy first blood. The and combo will let you stick to them and it should be GG. But also remember WARD EARLY SO THERE IS NOT THREAT OF A QUICK LEVEL 3 JUNGLER GANK ... Other than that remember : AGGRESSION ! You have the strongest early game with your Q. Use it. Capitalize on it. Win the game.

I originally had an amazing Aphromoo draven video here but the video has been taken down. So instead i have presented the famous rush hour bot lane : Doublelift + Aphromoo. Doublelift in general is an amazing ADC himself (eventhough I fell he is a little bit too arrogant and isn't as good as wildturtle IMO), yet his Draven is not the worlds greatest. I would not like to come across as too cocky, but I feel I could individually play a just as good draven. (Note: I am ONLY taking about draven, and his vayne (and any other adc) is most likely better than mine.) Nevertheless, he is definitely at least a diamond 1 draven. With the communication and synergy between him and aphromoo, the two are definitely LCS material and they have proven to one of the best bot lanes in the world. This video shows their thought process and the typical Draven materials. You see him being the aggressor and always pushing the lane. You see them using their pushing and early game advantages effectively and using their power level ups well (meaning hitting level 2 or level 6 before their opponite). The only minor flaws he makes (aside of building tri-force which is NOT a good item on Draven), is his tendencies to drop his axes every now and then as well as over aggression.

Mid Game

As long as you weren't destroyed in the early game, your mid game is awesome. With a bloodthirster and Statikk Shiv ,you have insane damage. Remember to kite and be behind your tanks. You should also feel comfortable dueling. Maybe ward the tri, push bot lane a bit and see if the enemy ADC comes to push it. If they do, just and stick to them with and that will help you snowball even more. At this stage the lane phase is over but you still can't be making silly mistakes. Make sure to be close to your team and don't get caught out of position. During the mid game your team and you should start grouping for Dragons, towers, and tense teamfights.

Late Game

Your late game isn't as strong as Vayne's or Kogmaw's but its still pretty damn strong. If you are full build ( meaning 5 damage items and 1 tanky item ) you will be doing insane damage. A critical strike with and (and of course the and )will be doing about 1.3k crits on minions and 700 - 1000 crits on champions ( depending on their armor ). To add onto that you have a 250 damage proc. Not being caught is essential since the death timers start getting in the 40s and the 50s. Never face check a bush, even to ward. A general tip to any player on any role is : Don't go warding by yourself if you put yourself at risk of being caught out of position . I have seen countless times a support or jungler goes warding Baron area by themselves, just to be caught out which leads to them taking an easy Baron and easy game. If you are in that tense situation, let the tanks go in and facecheck the bushes IF MANDATORY. It is best to throw skill shots in the bush or create a distraction, or force a team fight somewhere else.

Teamfights

Stay behind your tanks. If you see your tanks DIVE for an enemy carry, you can send ur ult to help them. Kite with your support, and carry your team to victory. Don't take any big risk such as going to take a risky 1v1, because if you lose, it's going to hurt your team a lot. You can always watch the video that I put for the early game. Late game is where positioning becomes the deciding factor for most games. If you or anyone in your team is caught out, it might cost you guys the game. Learn to ward up and not to be caught out. Positioning is something that can be learning through watching other ADCs or simply experience. I cannot simply explain how to position because there are simply too many exceptions. A general rule of thumb for positioning is to be behind your tanks with your support. Yet, if one day you are feeling it or something, you can go hard in the paint like Hi Im Gosu

Conclusion

Draven is an ADC with VERY strong early game and if you abuse it correctly you can single handedly carry your team to victory. You make look up videos on Draven mechanics but once you get that down and know a thing or two from this guide, you should be fly. If you ever wanna contact me, im not some god that would never except your friend request. If you really want me to help you personally, if you add me and message me, I might be able to give you some personal tips and maybe you can play a game or two with me. Good luck on perfecting your Draven and have a nice day :)

Comments

July 3, 2014 - 02:13 PM #1

Try to give some more rune chapter information - you're mainly talking about life steal. The same problem occurs with the mastery chapter - you're only explaining a few points and no other possibilities to use the 30 points are given. Remove the tool tip icons in the Flash-Cleanse summoner spell chapter. Also fix the Bloodthirster/Zhonyas description. Your skill explanations need more detail and the mid/late game and team fighting chapter need some work too.

June 21, 2014 - 10:08 AM #2

Great guide man.

April 29, 2014 - 03:00 AM #3

This guide is very impressive! I've mained ADC for awhile and Draven was the hardest one for me to learn. This guide really helped me get a better feel for the type of ADC Draven is. Thanks!

February 18, 2014 - 06:37 AM #4

You need more info just about everywhere to get featured.

February 11, 2014 - 12:32 AM #5

http://sh.st/cM6P

January 12, 2014 - 03:32 AM #6

Very well written and explained guide. Thanks for all the explanations and that video !

December 7, 2013 - 09:53 PM #7

HOOOOOOOO THIS IS SO GUUD I GOT OUT OF SILVER WITH USING THIS GUIDE LOOK ME UP godsfame

December 7, 2013 - 09:52 PM #8

sooooooo gud mang i use this again i hit diamond with draven look me up fgt ign is pandarawr

December 7, 2013 - 09:49 PM #9

holy shit amazy gide 10/10 would use agin

December 7, 2013 - 09:35 PM #10

Bryce gtfo if you could get friends that would be great

Username
Don't have an account? Create One!