Introduction to Draven
I started playing Draven less than 5 days prior to this guide, my first guide ever I would like to contribute to this community. I was like "Dam dood, this guy Draven...I like him", and as I played him I've gotten really well with him, and started experimenting with him. Eventually I found out an awesome build with him, which allows him to reign most of the game. He's definitely one of the funner heros to play with, requiring skill to a certain extent and having extreme carry abilities. Draven is the "Glorious Executioner", and brother of Darius, except this guy lets his prisons run only to get cut down half way with a chucking axe been thrown at them.![champ/draven.png [champ/draven.png]](guide/champ/draven.png)
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![champ/draven.png [champ/draven.png]](guide/champ/draven.png)
![champ/draven.png [champ/draven.png]](guide/champ/draven.png)
![champ/draven.png [champ/draven.png]](guide/champ/draven.png)
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![champ/draven.png [champ/draven.png]](guide/champ/draven.png)
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![champ/draven.png [champ/draven.png]](guide/champ/draven.png)
Pros
- Does immense amount of damage throughout the game.
- Can chain combos together quite well with his combination of skills.
- Very strong AD carry if built properly.
- Global ultimate, able to hit targets twice, great team fight aid.
- Great harass and easy farm.
- Has a quick move spell, along with increased attack speed as well.
- With Runes, Masteries, and a Doran's Blade early game, you can easily take down two champions if used properly.
Cons
- Squishy AD carry.
- Certain Skill-cap required.
- Axes might make you run into baits/out of positions where you can be picked off.
- Barely any escape skills.
How to play Draven (Skills)
Well, Draven is one of the harder champions to use in League. Veteran players will probably have little to no trouble on to how to use Draven. He needs a certain skill-cap to utilize him with or it will be certain death to you. He is definitely one of the more "Heavy" hitting AD champions known to the game so far. His spinning axes themselves without runes are strong enough to take down nearly any hero early game, mid, and even late game. ![skills/draven/p.png [skills/draven/p.png]](guide/skills/draven/p.png)
Wicked Blades
Passive Skill
- Draven's passive ability is Wicked Blades : Draven's Critical Strikes deal bonus physical damage over time. Spinning Axe also causes this effect even if it does not Critically Strike.
This passive is a great finish off, early/mid game for wiping heros that have low health left and plan to flee like children. This skill is activated by Draven's Spinning Axes or if his basic attack strikes a critical.
![skills/draven/q.png [skills/draven/q.png]](guide/skills/draven/q.png)
Spinning Axes
First Skill :Q
- Draven's first skill Spinning Axes : 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.
Is what makes Draven so unique about himself. You should definitely max this out when you have the chance. This is a heavy hitter which makes your basic attacks shoot axe chunks at heros taking down nearly half their health at the beginning of the game in two hits. It also makes minion last hitting quite easy as well. This is the skill which actually requires some skill to make Draven somewhat hard to play.
You should always keep Spinning Axes on at all times in team fights, it can destroy squishy AP/AD heros and sometimes tanks pretty easily. How this skill works is that when you have Spinning Axes set on, an animation of Draven will show him spinning his axe will appear, meaning you just activated his first skill. Be cautious, this is a TIMED skill, which disappears one second before cooldown does. Every attack you hit with Spinning Axes, the axes themselves will bounce off the target in where you have to catch them (signaled by a yellow circle light) to re-use Spinning Axes again. You can do this repeatedly or until the timer runs out. You also may activate this skill twice to make Draven have TWO (2) Spinning Axes at any one time. I strongly prefer to max this skill as soon as possible, this helps increases Draven's damage output greatly.
![skills/draven/w.png [skills/draven/w.png]](guide/skills/draven/w.png)
Blood Rush
Second Skill : W
- 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.
This second skill Blood Rush is definitely one handy dandy kind of skill. This ability lets you increase your attack speed by a huge percentage and run speed for a huge percentage as well for a limited time of a few seconds. Blood Rush can help you chase down heros that are about to be sent to respawn, or escape from chasing enemies when your flash ability skill is down.
Another effect of Blood Rush is that if you catch one of your spinning axes, this ability is refreshed and there is no need to wait for cooldowns. This is an awesome ability to use in team fights because, all you have to do is stand behind the fight, throw your axes at the squishier heros, and smash Blood Rush to constantly have an increase of attack speed. This skill helps eliminate heros to respawn pretty quickly. I recommend you max this skill last, since level 1 of blood rush is really all you need to chase down and attack at an insane pace.
![skills/draven/e.png [skills/draven/e.png]](guide/skills/draven/e.png)
Stand Aside
Third Skill : E
- Draven deals physical damage by throwing his axes, knocking aside and slowing his targets.
This third skill of Draven makes it a sick combination of chasing down enemies along with Blood Rush. This skill does physical damage which makes it do more damage the more base attack you have! This is a fast long-ranged skill of Draven which allows you to shoot two axes at the way you want to shoot and slows enemies down. It also has a mini half a second or so snare which immobilizes hero, but only for a short amount of time.
This skill does a hefty amount of damage and is a great way to initiate team fights when everyone is just mobbed in front of you fighting each other. This skill also pushes heros/minions/creeps away giving you a clear center path, knocking enemies to either left or right of the direction in which you threw your blades. I prefer to max this skill after maxing spinning blades, helps does the extra damage and chase.
![skills/draven/r.png [skills/draven/r.png]](guide/skills/draven/r.png)
Whirling Death
Fourth Skill ULTIMATE : R
- 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.
This skill... is just absolute domination. Whirling death helps A L O T in team fights, chasing enemies running down lanes, unexpected return sneak attacks, sniping across the map with two high speed axe blades. This skill can hit enemies twice and is a global ulti. It's much similar to Ezreal's ulti, other than the fact that it can shoot back in the same direction back to Draven. Once this ultimate hits one hero, it will automatically return back to Draven, but if they are all mobbed in one area, it will hit through them once, and come back to Draven hitting them again.
This ultimate can indefinitely turn around a team fight in a couple of seconds. If you see everyone crowded in one area, you just send this flying and chunk a good amount of health bars away from them, sending them one step closer to respawning. You can also insure alot of kills when your allies are about to last hit since it does a ridiculous amount of damage on its first hit, making it a Kill-Stealing skill somewhat.
Draven Mid solo or AD bot, possibly top?
As I've explained in the items chapter above, those are mostly the final items that you have to aim for to make Draven a sick character. I've played Draven only mid and bot, never have I tried top, but if they have a jungler and only one champion up top (most definitely a bruiser), you would destroy him regardless with the current build I've stated up top.Start Off the Game (Early-Game)
With a Doran's Blade
you will most indefinitely need this early game to bring pain too opposing players, within two hits with your spinning axes
and your passive "Wicked Blades",
you will have already took down most opposing enemy champion in two hits guaranteed, with or without runes regardless. (Of course with runes your axes would do tremendous pounding.) After your first run back to base, you should HAVE at least a minimum of 350 or 475 gold, depending on the amount you have, you should get another Doran's Blade
or boots of speed
in whichever order you wish depending with the amount of gold you have. This already gives you a slight advantage of speed to retrieve your spinning axes
and an attack damage boost to further more inflict more damage to enemies. You should have upgraded your boots of speed
into berserker greaves
by now.Your inventory should look like this somewhat early-game
+
+ ![items/berserkers-greaves.png [items/berserkers-greaves.png]](guide/items/berserkers-greaves.png)
Somewhat into the game (Mid-Game)
Okay, so you should have a feel of what's going on in-game, by now you should know if your team is doing well or not. This strongly determines soley on your Draven build.. You should be building Trinity force
as soon as you can after getting your early-game build, this is where Draven seriously rips through 1v1's and 1v2's in most cases. When you are building trinity force
, build it in this order
->
->
= ![items/trinity-force.png [items/trinity-force.png]](guide/items/trinity-force.png)
It is mostly Sheen
passive ability that makes Trinity force
a must-get, it allows your basic attacks to have an increase of attack, due to your base with a 2 second cool-down which activates in almost every team fight because you'll be catching your spinning axes
and smashing blood rush
while wiping noobs off the map to respawnation. Phage
is another awesome item that gets fused with Sheen
and Zeal
that gives you bonus health which you need to survive while also giving you the ability to slow enemies down making your chases that much easier, combined with your attack speed and damage, it is considered forcefully sending your opponents head to your knees. Ah with Zeal
combined with the other two components, you pretty much become a monster around 20-25 minutes in-game and able to take down most champs (unless they are fed to a point where they are like 15-0), you can pretty much take out any champion 1v1.With these three combined, you have TRINITY FORCE
, this secures much of mid-game and some of late-game. Your inventory should look like this mid-game
+
+
+ ![items/trinity-force.png [items/trinity-force.png]](guide/items/trinity-force.png)
Game should have ended by you owning noobs, but if not (Late-Game)
Alright, usually when I play with this build, the game ends right after I destroy some noobs with Trinity Force
, you should be able to force them to surrender or push into their Nexus by yourself or team, but there are some cases where their team is just ridiculously fed. When this happens, you gotta build up the way you build a normal AD carry now. Your first item you should get right after your Trinity is The Bloodthirster
![items/the-bloodthirster.png [items/the-bloodthirster.png]](guide/items/the-bloodthirster.png)
It doesn't really matter which order you build to get The Bloodthirster
, I usually go with the Vampiric scepter
because I personally think that life steal is more important than damage at this point because if you're low, you can just hit some creeps to gain health back, but you could choose otherwise and pick up a B.F sword
first for harder hits. After getting your Bloodthirster
charge it to give a bonus +40 damage and extra 12% life steal. After finishing your Blood Thirster, it's time to get a Phantom Dancer
. As any AD carry, to me, phantom dancers are a must. Usually I don't have enough gold so I don't buy Phantom Dancer
right away (unless you are fed to infinity and beyond). I wouldn't bother getting the critical gloves and dagger, I'd just save up for zeal
, then move onto Phantom Dancer
right away. With this build right now, you should have no problem annihilating squishy AD/AP carries regardless how much health they have. Be smart and hide in bushes or behind the main fights and pick out the squishy carries to win team battles. Don't charge in the front lines, even though you can initiate/engage with Stand Aside
to harass them a bit, but auto-attack from the back lines.Your inventory should then look something like this late game:
+
+
+
+
+ ![items/phantom-dancer.png [items/phantom-dancer.png]](guide/items/phantom-dancer.png)
Game still not ending? Do not worry or fear
Well sometimes if games drag out to be an hour or so long, it's time to whip out the big guns. Normally I'd sell the Doran's blade
to get my items stated above, but if I get the farm fast enough from minions or champions, I'll usually keep them until I have enough to buy a Last Whisperer
or infinity edge
in one go. Depending on the situation you're in, say there's a really brolic tank that you just can't rip down, go for the Last Whisperer
, you will be able to murder ANYONE by then, along with an infinity edge
to pour more damage onto the battle field. Your inventory should look something like this end-game:
+
+
+
+
+ ![items/last-whisper.png [items/last-whisper.png]](guide/items/last-whisper.png)
*** Don't think you're invincible because you are one of the strongest heros on the map and outdamage mostly everyone 1v1, YOU WILL DIE if you get caught in a disable even for a second against two VERY FED HEROS**
Other than that, have fun with the build!
Summoner Spells
Summoner Spells
Flash
You always will need Flash
for heros that don't have good escape skills, Draven has his blood rush that'll increase movement speed, but only for a few seconds. Flash
along with blood rush
is a sick combination and helluva escape go if you're in a sticky situation, flash through a wall and godspeed away. Choose flash and one other summoner spell you wish, I recommend either Ignite
or Heal
Ignite
I personally prefer ignite because I won't be in much situations where I will risk myself to die, and I would pour all my assets into putting DPS onto my enemies as much as I can. With a combination of "Wicked Blades"
activated and ignite
, it will legit cause "true" DPS, especially early-game if you harass with spinning axes
.
Heal
I would suggest Heal
only if you're always constantly in the front lines and engaging enemy champions, it'll help you, but on a defensive note. Heal
is what most squishy AD carries use, and I guess it's pretty handy in a tight situation where you're about to die, but luckily you have heal
with you.*** I usually do pretty well with ignite, to show the pain to enemy champions to know how fast you can output damage on them, so you will be ready to finish them off before they have a chance to react.***
Final Comments, have fun in League!
I don't really know what else to say, but here's a summary of the major points. "Garen"tee your victories
Sorry for being the illest cheese head and put that corny joke in, but here they are xD
- Build as much damage you can possibly get with the early game build, it'll mostly be all you need.
- Masteries and Runes are useful, if you have limited points, pour them into offence in the order as I've shown in the top, to utilize Draven to his potential as a godly DPS executioner. If you cannot afford runes, it's fine, you just won't have such a greater advantage early game, but the physical damage and quintessence runes that add physical damage do help alot up to a bonus of +15 on top of your base attack.
- TRINITY FORCE
IS A MUST, it is the key and advantage that Draven has over most DPS AD carries, with Sheen's ability and his power to constantly use his skill, the only limit is Sheen's 2 second cooldown. It rips through nearly anything/everything. - Lifesteal, Attack Speed, and Damage is what you need (in that order), time to get strong
- Use your "Stand Aside"
skill and ultimate "Whirling Death"
in team fights when everyone is mobbed together, don't fear wasting mana or cool down, it DOES turn the tide of the fight. - Play smart, you're an AD hero with a unique build, but nonetheless, you're still a squishy carry, hide in the push and if someone is out of position, annihilate them. Don't do stupid chases where you 100% cannot chase them.
- Stick with the team, you'll need someone soaking damage so you get some time to start attacking their main carries.
- I mainly put the majority of the rest of my mastery points into defense because, extra armor early game sure does help.
The Combo
***This is my combo for engagement, one run and done go. I first use my spinning axe
, keep it up by harassing the hero a bit until I have the chance to re-activate my spinning axe
again. When they are coming towards me, I will use Blood Rush
to run to them before they have a chance to run back, then when they are in my line for Stand Aside
I activate the skill. You can also control the spinning axes
when you are running, either back or forth. You have to click to where you're heading before the axe hits the target and the marker will anticipate where the axe will bounce back (unless you are standing still). If anything, they will be slowed down to little or no health. Finish them with Whirling Death
and you just got first blood ;)***![[http://i49.tinypic.com/2mpbiuv.png]](http://i49.tinypic.com/2mpbiuv.png)
Here's some of the recent games I've played using this build, most of them ended in 20 minutes and that defeat was a suffer, nonetheless was extremely fun ;) Enjoy to my first ever Jack of Blades guide!
P.S: Tried to keep it short and simple!
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