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DRAVEN BUILD GUIDE: [3.9] Hear that? Death's knocking. by Astrumqt

by Astrumqt (last updated 9 months ago)

Featured4,530,036 Views 58 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)
3
Greater Quintessence of Life Steal(+6% Life Steal)
View Rune Details
Summoner Spells
View Summoner Details
21
1
8
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
1 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
8 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

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
1 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
8 Utility

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

Champion Matchups

Changelog

7/15/13
New passive

6/25/13
Updated starting items and item builds
Updated runes
Updated summoners
Updated masteries
Updated matchups

3/6/13
Updated supports section to reflect Thresh (along with moving previous supports around)

1/1/13
Updated runes section for further analysis on ArP runes

12/10/12
Updated a lot of sections to reflect Season 3 changes

11/25/12
Updated matchups for all the ADs including which supports I recommend for pickup

10/5/12
Added Lulu as a support
Updated matchup descriptions a bit

8/4/12
Edited Items chapter

7/23/12
Added/edited to matchups chapter

7/18/12
Guide created

Introduction

I'm Astrumqt and I was a Diamond player in all three brackets by the end of Season 2. I firmly believe that Draven is borderline overpowered if you pick your matchups properly. He does not work in every matchup but when he does, it's well worth what he brings to the table.

When Draven was released I didn't know what to make of him. The first few days of playing him I thought that while he has a good laning phase, his late game/teamfight is underwhelming. After playing him a lot, I'm here to tell you that this is a complete misunderstanding by the community. Draven has a very good late game if you get down your muscle memory. While there are more consistent AD carries out there who still pack damage (e.g Vayne), Draven offers a very powerful laning phase that can put your opponents out of the game early.

Pros:
- One of if not THE strongest laning phase (if paired with a good support)
- Two mediocre escape mechanics
- Global ultimate to finish kills
- Rewards skillful mechanics of axe-catching with good damage output
- Cocky attitude

Cons:
- High skillcap
- Does not work in all matchups and must be picked carefully
- Two mediocre escape mechanics
- You will miss catching an axe in some fights no matter how good you claim to be
- Hard to pull off teamfight/lategame (though again, I argue can be overcame)

Masteries/Runes/Summoner Spells

Making this section just to make it. There is not much to say here; it's pretty standard. Skip along if you want.

Masteries
I used to go 21/9/0 but I started running into mana issues. Also, the points in utility for lower Summoners (keep in mind that Summoner's Insight and Mastermind stack on your Flash) make going utility invaluable. Having your Flash up for the next teamfight earlier is just too good. Also keep in mind that we dip one into Defense for the Barrier mastery pickup because it's worth giving up Runic Affinity in Utility (you give up ~30 seconds extra on a red/blue buff and a bit longer for Baron buff, big whoop).

Runes - AD vs. ArP
I've run the math on it and as far as I can tell, AD runes make your Axes hit harder than ArP INITIALLY. This is simply due to the fact that your Axes scale off of AD, so its bonus damage scaling does better than the base damage armor penetration. HOWEVER, ArP runes start to scale better the more AD you get, which I've estimated to be around +20 AD from items is where the even point is.

This means that no matter what you start, you will hit harder still with AD runes than ArP runes. However, once you buy any 20 or more (or 10 or more, if you did LS+2 or Doran's Blade), then ArP runes will start to scale better. This means that:

AD Runes Pros:
- Outdamages ArP runes before the initial "big" item buy (BF Sword, Pickaxe)
- Easier time last hitting

ArP Runes Pros:
- Scales better with big AD purchases

If you're curious as to how much more damage you will scale with, it's around a ~14 damage difference with a fully stacked Bloodthirster, so we're not exactly being terribly weaker with AD runes.

My philosophy is this: Runes are meant to press your advantage in lane. This is the same reason you, for example, would run flat MR Glyphs mid versus MR/Level Glyphs on an AP carry. The even point is level 9, so why not run per level? But of course we run flat MR. Draven early game is all about pressing every advantage you can get, so I will still recommend AD runes over ArP.

TL;DR: AD for early game laning, ArP for scaling. I recommend AD but choice is up to you.

Summoner Spells

So the reasoning I have switched to recommending Barrier is simply because it's too stupid safe not to take it. Why take Ignite when you can just Barrier two ticks of it? Why take Cleanse and risk fighting the opponent's Barrier (for which your Cleanse does nothing against)? It's just overall harder to outplay Barrier (not impossible, just harder). It also helps with bullshit characters like Vi/Zed/Zac who do unavoidable damage to you with their ult.


Flash for kills, use it to escape. Mandatory.

Others

If their team is heavy CC, Cleanse could be a good pickup. Cleanse is also good for setting up outplays with Exhaust as that's honestly the only thing that stops you from winning the full on engage bot. However, take it with a grain of salt because again, Barrier is just a stupid safe summoner; you will probably lose the engage if the opponent has Barrier and you have Cleanse. Riot, remove Barrier pls.


I run Ignite when I want to be cheesy and their characters have low base stats (think Ezreal/Janna/Sona/Soraka). It's incredibly efficient in lower Elo games as people just get caught out too easily.


Not worth.

Axes - How To

[http://i.imgur.com/voB8B.gif]


Axes can be confusing at first but really, it's just as the gif shows. Right before your axe hits the target, you LEAD it to where you want to go by clicking prior to it landing. This also means that the closer your target is, the harder it will be to lead. If you want to hit something and fall back, just do so and your axe will come back. You can basically control where your axe will land by leading, including just standing still (it will land in a general area around you).

Mastering this into muscle memory is Draven's core. When you're chasing, it is important to lead your axe forward. Doing a simple right click will NOT work.

Throw. Lead. Catch (if you want to). It's a simple concept but can take time to master.

Kiting with Blood Rush



This video is just to demonstrate how you can attack move with Draven's Blood Rush (his W). It resets on every axe catch so theoretically if you can juggle all the time you'll have both of his steroids always up (restrained by mana). Obviously the video is a demonstration and your opponent won't run at you stupidly like that but what it does show you is what the champion is capable of with good mechanics.

Chasing is a bit easier and essentially the same mechanics as shown, so you can imagine his killing potential.

Items

(almost always; especially with Lifesteal Quints)

Early Buybacks
->
Pick these items up on your first two buybacks. The Vamp Scepter will sustain you very well due to how hard your Spinning Axes are hitting. You could (should) pick up a BF Sword if you got kills or are just ahead in farm to snowball harder.

Core (read below)


Lategame pickups
if anyone on the team has ~125+ Armor (almost always they do)
if health stack
if you're somehow so ahead that they haven't built either


QSS is almost always applicable, even if for just one Exhaust. Just assess whether or not they have any CC that is holding down your uptime DPS in teamfights and buy it accordingly.


Notes on other possible items


It's considered "Essential" on Draven by Riot but I honestly don't see it. You're investing 2200 into an item that gives 45% Attack Speed (which doesn't even work when it's on cooldown). Now, 100% Crit seems enticing to quickly burst someone down, but the usability on the item has a window of 3 seconds or 3 autos. If you fail to pull this off (and believe me, you probably will), your 2200 investment goes down the drain for 60 seconds. Invest an extra 600 for the Phantom Dancer instead.


Another item recommended by Riot. It's a pretty good item no doubt, but not on Draven. Sure you can proc it on people with your ult and that's amazing, but only if you have others that can take advantage of it, such as your bruisers or assassins. Also keep in mind that Draven's new passive no longer applicable here for proccing stacks. For the same price tag of a Bloodthirster, you're down -50 AD (ouch), +250 Health (health is okay, but probably not the determining factor of life/death on an AD), +10% CDR (not needed on Draven), and +15 ArPen (good). And then of course you compare the Lifesteal loss vs. % Armor Reduction gain. I think realistically if you consider the item for Draven, Last Whisper is still the way to go. As I said, CDR is pointless so the Brutalizer (1337) vs. Pickaxe (875) build path trumps it.


The only argument here is the Sheen procs with his constant W uptime. It's not that bad, but I don't recommend this item solely because it's not something you would want to get first and there are other items that take priority. Now, it can be good if you did something like a BT, PD, TF, but that's assuming the opponent doesn't have 125+ armor (which never happens) or that you don't need a defensive item (again, unlikely). Consider also that the AP on the item is completely wasted. The utility from Phage is not needed as Draven chases people down fine with Stand Aside and Blood Rush. 4200 gold better spend elsewhere, in my opinion.


Going to say no. Tenacity is probably not going to help you survive much longer as a squishy AD carry. While it gives absurdly good movement speed and attack speed (superior and equivalent to a PD, respectively), it lacks the critical strike rating that we want. The CDR is wasted and the +20 AD is laughable for a 2850 item. Buy it only as a 6th item when you can sell your Berserker's Greaves.


More like Blade of the Ruined Astrum, hello?? But seriously, this item is inferior to Bloodthirster on Draven. AD scaling is just too good for Spinning Axe. By buying BotRK, you lower your Spinning Axe damage to deal some percentage health damage. Consider it as like a second item to replace the PD pickup or a fourth item to replace the LW pickup.

Early Game

As Draven, you control the lane. This should always be the case. If you have lost control of your lane, you probably played it wrong or picked Draven into the wrong matchup. If I had to give Draven one primary objective it would be to come out ahead in the laning phase, preferably with kills. This is not always possible against high skilled opponents and certain matchups; see chapter on matchups.

General Guidelines
Levels 1-3 are very critical and must be played both aggressively and delicately. One misplay and you could cause their AD to get a double kill. Remember here that minions will PROBABLY do more damage to you than your enemies, so be cautious of minion aggro. However, with careful enough harass, you should win trades through pure damage output and start to zone.

The general rule of thumb is this: Attack them with your Q up whenever they go in for a creep. More experienced AD players know how to deal with this (and will do the same to you) but by doing this, you will generally come out on top.

Mid Game

Mid game Draven is probably where he's strongest if played right. His ultimate actually does damage to everyone at this point and their bruisers aren't tanky enough to sustain a lot of your Spinning Axes. If you are winning bot, I highly recommend letting your jungler know that you are stronger and a Dragon should be forced.

Not only do you do Dragon fast due to your Blood Rush reset, but you force a fight. Doing so keeps the snowball going and puts your team further in the lead, assuming everything went well. If so, continue to farm, take bottom turret, and start roaming mid.

Remember, you are not necessarily a late game super carry, so forcing fights while you are strong is important. Taking bottom and mid turret at mid game is critical. If all went well it will be an easy transition into late game.

Late Game

Late game Draven is actually quite tough even for an experienced player. Positioning is always the top priority but comes at the cost of missing axes. My biggest advice would be to play the teamfight out in your head. Okay, is that Malphite going to dive me? Do I have Flash up? Is their Kennen flash ulting me every fight? Would QSS help?

These are questions you'll have to ask yourself and play to them accordingly. From my experience Draven is not a tank killer (mainly because I go Bloodthirster) unless you are constantly catching axes. His rather weak escape mechanics will get him dived leaving him with very little options. His weakness really shows here and will be a true test of your AD carry skills.

There is not much more I can say that will make you a better player here. Just play and learn from every fight.

Supports

In this section I'll tell you the supports that you'll want and those you want to avoid.

Favorable Supports


Thresh is just an overall monster support. Good poke, good initiation, good playmaker with lantern. He gets naturally tanky and is just really tough to deal with. There is really nothing he doesn't do and there's no reason not to consider him with Draven. One pull and they are either dead or are blowing both summoners to survive. Solid pick almost all the time.


Nami's pretty overpowered I think. She can apply good poke by herself with her E and W, she can set up kills with her Q and R, and to top it off she has a good heal. Her bubble can be downright unfair if she lands it consistently and is invaluable later in teamfights. If Thresh is banned, she is my other go-to these days.


Janna is a very safe and overall effective support for Draven. The AD shield steroid paired with your Q steroid is enough to devastate the AD out of lane. She can play passively and offensively enough to get kills; not many supports can do both.


Lulu's pretty amazing overall, but it depends on the Lulu. If the Lulu is aggressive early with Q harass, you can follow up easily for easy zoning/kills. Her speedup is great for when you Blood Rush; this punishes low mobility supports such as Soraka/Sona very easily. Her ult is very anti-assassin and anti-all-in, so if the enemy has a lot of assassins, pick Lulu for sure.


Leona is downright unfair at times with Draven. Her passive makes your axes to ludicrous damage. If you're looking for an all-in lane, this is it. Watch out for lanes where they have strong poke, though. Lulu and Caitlyn will probably give you trouble.


Sona's poke combined with her ult will be devastating enough. She will provide a speedup/slow for those chase downs and get you kills. She is also great later for her ult.


Decent/Risky Supports


The cow is okay in matchups where the enemy doesn't have poke. Never pick Alistar into Lulu, Caitlyn, or Sona. He will get poked down too much and will be a mediocre healbot for you. The Alistar also has to be smart (which is hard to find nowadays). Only consider him if you trust.


Robot in any lane is hit or miss. If your Blitzcrank has opportunities for hooks and lands them, then great, an enemy has been slain. But if not, he can be a burden. This isn't really Draven specific.


I've since reconsidered my stance on Taric. He's not the worst but he's not the best either. Taric shines when the AD can insta-burst someone down in a stun (Graves, Corki, or Tristana to name a few). Just through experience, I've found Draven Taric to be decent at best.


Zyra's not bad but she's not the best either. She does a lot of damage on her own and provides a lot of utility. Even if she misses her snare, the plant can still slow them for you, and sometimes, that's all you need to catch up to them and kill them. Pick her if your team needs a good disengage.


Supports to Avoid

I'm not a fan of Soraka. She is meant to sustain and farm while Draven is meant to bully and zone. They do not work well together and while you may not die, your role in lane isn't just to survive. Let them pick her up instead and crush her easily.


Now you're probably wondering why I don't recommend Nunu. In most cases I just have not had success with this support. The attack speed and movement speed are hardly needed as Draven just gets them from his Blood Rush. He can work in some cases but generally, other supports outshine him when it comes to Draven.

Matchups

I'll run you through all the matchups categorized by difficulty. Note that this is just my experiences with the matchups and may be completely different for you depending on your playstyle. I give you my recommendation for support pickups for each matchup, but take them with a grain of salt. It's also probably worth saying that I left out a lot of supports that would work in certain matchups, so I'm open to suggestions there.

Hard


Caitlyn can be quite annoying to deal with. The ideal situation for a Draven is to go 1-for-1 in autos since yours do way more. The problem is Caitlyn will always be attacking you more than you are so she will always have the HP advantage. Being careful with footsies isn't an option here as she outranges you by 100. I also don't recommend facing this matchup if the Caitlyn has Sona as the poke/sustain game is just too strong. This is assuming top level Caitlyn play, so don't be too worried for the general case.

Recommended Support:


Miss Fortune poses two problems: Her autos are almost on-par with yours in terms of damage and she bears better base stats than you. If that's not enough, she has a skill to throw at you right after an auto. With that said, her mobility is quite low so the potential for punishing her mistakes is there. You would probably lose this matchup if she got a Janna with her. I would recommend Janna to make sure you come out on top of trades, Blitzcrank to punish her low mobility (sure kill on a good pull), or Fiddlesticks to silence her ults, break her passive with silence, and a fear to seal the deal.

Recommended Support:


What makes this matchup isn't the fact that he can use his Q to where you'll catch your axe. He outranges you by 25 and his 1-2-3 combo with his E equalizes up trades. You really have to play your footsies carefully on this one. I would run an engage support against Varus to try and win out trades and start zoning. If at any time Varus misses his E or just uses it sparingly, don't pass up the opportunity to go in.

Recommended Support:


Toss-Ups (skill matchups)


While Corki will be weaker than you in the early levels, he will do well on the first buyback. His damage output with Phosphorous Bomb will equalize any trades you go for (unless you have a (good) Janna). He can harass you back with rockets as you catch your axes and Valkyrie away when he needs to. You really have to be careful if he has a shutdown support like Taric or Blitzcrank. Try to just oom him with a sustain support.

Recommended Support:


I like this matchup quite a bit. It's mostly skill dependent and can go either way. However, it is probably 60-40 in Draven's favor. Graves functions in that he will kill you in one all-in, so you have to be careful for an opponent like Taric or Blitzcrank or Thresh. This is strengthened in that you are in huge risk of being engaged on while completely blinded by smokescreen. With that said, you outrange him by 25 and should do more damage after the trade.

Recommended Support:


A Nunu Kog lane is very strong overall and can eventully push you out of lane if you weren't dominant enough. Kog's damage output is definitely up there and if he has the right situation given to him he will punish you. My biggest advice to this matchup would be to play to Kog's cooldowns and go in when his W is not up. I'd tell you to play aggressive early, but it's entirely matchup dependent with what support he has.

Recommended Support:


Twitch actually does pretty well against Draven if he plays it right. Twitch's damage output in lane is crazy and if is man enough to stay and fight, can probably win with a stacked up Expunge combo. It's fairly a skill dependent matchup. Tell your support to carry a pink ward for the all-in.

Recommended Support:


I'm almost hesitant to put this down as an easy matchup, as it is for the general case of Vayne players, but this can go horribly wrong if you're not careful against a skilled Vayne. Flat out, you'll beat her levels 1-5. However, if she has careful spacing and comes back even on the first buyback, it can get interesting. You absolutely need to avoid getting Condemned into the wall or you lose. Her ultimate will make up for any Doran's blade she might be behind and the stealth will make you lose 1v1. I recommend really aggressive supports here (I don't list Blitzcrank as it's tough to grab a Vayne, but if you're confident in the Blitz, go for it).

Recommended Support:


Easy

* I'd like to note that just because I list these matchups as "easy" does not mean that they are a free win. There are no true rock paper scissors down at bot lane so take my analysis with a grain of salt before you criticize it.


It's debatable whether or not you can consider this a toss-up or an easy matchup, but I'll throw it down here for now just because the average case is easy. She outranges you by 50, but that's honestly not a big deal. Volley is quite tough to dodge consistently due to how it shoots out, so I recommend Janna here to shield them. Blitzcrank, Lulu, and Zyra can all punish her no-escape kit. As always with Ashe, be wary of level 6 arrows with gank follow ups as that will be enough to throw you behind in the lane.

Recommended Support:


This matchup used to be annoying, but it's a lot easier now with Ezreal's W gone. His base HP is the lowest out of the entire AD roster, so this makes level 1 aggression key. You hit him for far more than he hits you assuming you know how to dodge an Ezreal's Mystic Shot properly. The only problem is actually killing him as he usually always gets away with Shift. However, zoning is good enough.

Recommended Support:


Sivir's only chance to this matchup would be with a Taric support. I honestly don't see a Draven losing this matchup. You outrange her by 50 and her spellshield doesn't do anything for your axes, giving you permission to dominate the lane with ease.

It's also worth noting that you should not be afraid to run things like Taric or Blitzcrank which are often fabled to be countered by Sivir; if your support is good enough with mind games (e.g. Bait the shield with Shatter), the pressure alone of having to shield their spells is enough to zone them. There are a lot of good support picks to this matchup.

Recommended Support:


Fairly straightforward. She has no real answer to your axes will lose very early. The only way to lose this matchup is by getting caught by the opposing Alistar, Blitzcrank, Taric, or any other aggressive support. However, if your support keeps the bushes warded and you are winning in trades with the Tristana, your boy is literally done.

Recommended Support:


With the Urgot nerfs this matchup is pretty easy. There is not much to say about it other than dodge his E and watch for the level 6 swap for their jungle gank. As with any Urgot lane, I recommend sustain; let Draven do all the work. This is also the few times I'll recommend Soraka for Draven.

Recommended Supports;

League of Draven (Passive) Notes

[http://i.imgur.com/VGkxA7h.jpg]
When Draven catches a Spinning Axe, or kills a minion or monster, he gains one stack of Adoration. When Draven kills an enemy champion, he consumes half of his Adoration stacks and gains 3 gold per stack consumed. Draven loses half of his Adoration stacks upon death.


With patch 3.9, Riot wanted to tone down Draven's bullying in the laning phase. Fair enough; doing that much damage that early was fairly unfair in some matchups. They shifted the loss in power to a spike in gold accumulated by this new passive. To give a rough idea, 200 stacks is worth 300g, or an extra kill (200/2 = 100 * 3 = 300g).

There is a very well done article by Ramble (http://leagueoflegendramble.wordpress.com/2013/07/14/gold-value-calculation-on-old-dravens-passive/), but in summary, the hard facts are this:

1. Wicked Blades Draven started with 2 kills 1 assist worth of gold at level 1
2. Wicked Blades Draven started with around a Pickaxe worth of damage
3. Wicked Blades was worth more gold in the average case

Now, he does not. However, I don't believe you can view this change as a pure nerf; it's not entirely linear. Aside from the undoubted very early game nerf, I think overall, the new passive gets Draven to late game status faster. I have noticed that getting a kill means getting my Bloodthirster or Zeal on the very next buy as opposed to having to farm a bit more to get it. I have also noticed that getting Infinity Edge is no longer a pain if I'm snowballing correctly since the grind to BF is shorter. Here are some bullet points:

- LoD does nothing for you if your opponents are consistently feeding you kills (you won't have time to accumulate stacks)
- Conversely, LoD rewards you for killing opponents who aren't inherently worth much gold due to high amounts of death (the anti-Druiddroid tactics)
- Based on my averages, LoD gives you around ~120g extra per kill (take this with a grain of salt; pure statistics based on my data)


With that said, I think the passive still needs a bit of tweaking. Right now, you have to get a kill to cash out on the stacks. You get absolutely nothing for an assist which encourages holding back autos to last hit champion kills which I can assure you is not healthy for gameplay. As with all other champions, I should want to do max damage whenever I can. This does not encourage that. Even stacking items like Mejai's get something on assists as do ultimates like Highlander.