Disclaimer: This article contains curated tips, guides, other useful information posted on Inven KR by the users. Please note that such guides and information are not objective truths and may not reflect the latest patch or meta changes.
*Original guide from LoL Inven KR by 보쌈고지 (bossamgoji) [Link]
◆ Statistics
◆ Runes
- Attack Damage : +5.7
- Attack Speed : 9.6%
- Armor : 9
- Mana Regen : +0.99
- Magic Resist : +1.34
- Life Steal : +1.5%
1. All-Purpose ADC Runes
Attack Damage 0.95 * 9
Armor 1 * 9
Magic Resist 1.34 * 9
Attack Speed 4.5% * 3
This is a common rune page for any ADCs. It’s not the most effective for Draven, but he can still use it and do all right in most situations. Also, so many people put 4 - 5 AS runes on blues to have a 16% AS rune page, but doing that decreases the effectiveness of the runes by a lot. Blue AS only increases AS by 0.64% each, which means it is little more efficient to take MR runes to try and get protection from the AP pokes than taking the rather inefficient blue AS runes. I will explain this further later on, but It’s far better to take Mana Regen runes on blues if enemy AP pokes aren’t too much to handle.
2. Tweaked Version of ADC Runes
Attack Damage 0.95 * 6 + Attack Speed 1.7% * 3
Armor 1 * 9
Magic Resist 1.34 * 9
Attack Speed 4.5% * 2 + Life Steal 1.5% * 1
Natural Talent from the 3rd tier Ferocity Mastery was buffed, which helps out with the early game AD greatly (Level 1 +2, Level 18 +10). When you choose Natural Talent, however, you’ll lose the 2% life steal from the Vampirism mastery. To compensate for the loss, taking Life Steal runes is a good way to supplement sustainability. This was mentioned often and developed by the people on the ADC message board.
3. Sustain Runes for 9~10% Attack Speed and Fervor
Attack Damage 0.95 * 6 + Attack Speed 1.7% * 3
Armor 1 * 9
Magic Resist 1.34 * 9
Attack Speed 4.5% * 1 + Life Steal 1.5% * 2 – Opt for Natural Talent Mastery
Or
Attack Damage 0.95 * 9
Armor 1 * 9
Magic Resist 1.34 * 9
Attack Speed 4.5% * 2 + Life Steal 1.5% * 1 – Opt for Vampirism Mastery
For Draven to be able to spin 2 axes with ease, he has to gain about 9~10% attack speed from runes in the early game. To maintain this minimum attack speed, take 1 Quint and 3 red attack speed runes or take 3 Quint attack speed runes to have at least 9% attack speed into the Rift. If you have about 9~10% attack speed set up from the runes, you can flexibly choose which mastery to take.
4. Runes to Supplement Draven’s Extreme Mana Hunger Very Early Game
In situations where the enemy bot’s harass is manageable or the enemy team is all AD, change up the rune pages by switching out MagicResist runes for Mana Regen runes. Draven’s W Level 1 costs 40 Mana, which is a huge constraint in the Draven’s early laning phase. Supplementing that with Mana Regen runes helps a little bit, and you can restore mana fairly quickly to fight again after draining all of his Mana.
◆ Mastery
[Fresh Blood] vs [Feast]
Since Draven often continuously harasses with increased auto attack damage to enemies, almost like using poking abilities, Fresh Blood’s increased damage effect is very efficient for him. When Draven suddenly uses W to increase movement speed to get an auto off, the enemy team knows they can’t easily trade with Draven since his autos are stronger, which means they’ll end up losing the trade. Of course, Feast is also a good choice, especially when the enemy team has a lot of pokes, because you’ll need the extra sustain. But the reason Feast is less efficient on Draven is that Feast gives Flat 20 health. Draven always has Life steal from runes or masteries, so his Life steal from minions is pretty large. Compared to other ADCs, the flat 20 Life steal won’t feel noticeable on Draven.
[Vampirism] vs [Natural Talent]
This is my personal preference, but since AP is useless on Draven, I would say Vampirism is a little better on Draven. Even though Natural Talent is a decent choice for Draven, who benefits from the little bit of AD early game and the AD increase late game, the advantage he gets from Vampirism is immense compared to other ADCs. You should definitely take these points into considerations when it comes to choosing your own masteries. One tip I could give is that if the enemy team has a lot of pokes, Vampirism is better than Natural Talent.
[Double Edged Sword] vs [Battle Trance]
Bounty Hunter is a mastery that’s not very helpful for Draven, who somehow has to manage to get a kill early game. Bounty Hunter doesn’t help Draven’s early damage at all since it slowly gets better over time after stacking kills.
Double Edged Sword is pretty good because every poke would hurt more—Draven can harass with auto. But during skirmishes or teamfights when Draven has to go in and deal damage as he tanks enemy damage, this mastery would kill Draven faster, which is the opposite of what we want. Battle Trance is a standard mastery for an AA based ADC, Draven, since it helps him deal sustained damage. You can gamble with Double Edged Sword or Battle Trance as you prefer. If you want to hit hard, go with Double Edged Sword. If you want to play safe, go with Battle Trance.
[Warlord’s Bloodlust] VS [Fervor of Battle]
Originally, Draven was always better with Warlord’s. Before the patch, Draven was one of the best ADCs that synergize with Life steal. Warlord’s existed as if it was a mastery specifically for Draven, and the pick rate and the win rate were also phenomenal. But later patches made it so that Fervor increases AD instead of bonus damage, and Warlord also got nerfed. Now masteries have become flexible, depending on the matchups. Warlord is still great on Draven, but Fervor’s AD increase and the duration of its stacks are even better for Draven. Fervor’s incentives can also become useless if Draven loses the early game hard, so we must carefully analyze matchups before choosing the Keystone mastery. First off, if the enemy bot is tough, you’re going to have to take Warlord’s to increase sustainability. Try and stack Draven’s passive and sustain until your jungler comes to get you a kill. If the enemy bot lane is okay, or if they can’t constantly poke Draven down, then take Fervor to further amplify Draven’s damage. Compensate the lacking sustain with Runes and Vampirism, and getting Vamp scepter on the 1st back. Today, Fervor’s pick rate and win rate has increased quite a bit. Since the win rates of Warlord and Fervor do not differ too much, we can tell that Fervor has become a good Keystone mastery for Draven in certain situations.
[This is why we can’t give up un Warlord, even when Fervor gets buffed… No life steal items used...]
About Cunning and Resolve...
Cunning was originally a fine choice for Draven, but now Resolve is better. Cunning masteries were nerfed again, which now makes it impossible to not take awesome masteries from Resolve.
Recovery helps Draven in lanes against a tough enemy bot duo. Tough Skin provides a little bit of tankiness from enemy attacks for an in-boxer Draven when he is in a close combat.
The choice between Runic Armor and Veteran’s Scar depends completely on personal preference. If you like to fight in the 2v2 bot lane and like to fight hardcore, Veteran’s Scar’s 50 Health could buy you an auto or two, which could be the crucial deciding factor in a bot lane fight. If you’d rather prefer to trade slowly and look for kills over time, Runic Armor would be better since its effectiveness scales over time. Runic Armor makes Draven’s already insane Lifesteal even better, so its effectiveness on Draven is higher than other ADCs. When the Keystone Mastery is Warlord’ or if ally support is a healer, Runic Armor tends to work more efficiently. But if the enemy support can force a 2v2 fight like Thresh, Blitzcrank, or Nautilus, take Veteran’s Scars~
About Fearless and Insight...
Fearless used to be more effective on Draven since he is an in-boxer ADC, but after the nerf, try to take the OP mastery Insight. The reason is that bot lanes fight straight on 2v2s very often. After those fun fights, use the Insight to rotate your Heal and Flash cooldowns much faster than the enemy team. Use this to your advantage to get ahead by forcing a fight when the enemy team does not have their summoner’s up. Remember that if the enemy ADCs have biscuits, their summoner CDs are long. If you can use the fact that enemy summoner’s aren’t back up to plan out a gank with your support and jungle to get ahead, you’re using strategy fit for an elite league player. This has so much usefulness. The ADC role was created to team fight, and being an amazing team fighter truly makes you a good ADC. The 45 seconds reduced CD on Flash… I probably won’t need to explain anymore. It’s just really an OP mastery.
◆ Skill Build
▶ Spinning Axe(Q) Tips
How to Keep 2 Axes When Going to Lane for the First Time After Leashing
Start spinning an axe at about 35 seconds into the game to use it on the spawned monster. It will then be possible to start the lane with two axes if you cast Q once more right before the first one ends.
How to Get Ahead by Actively Trading at Level 2 with Double Axes
Draven with double axes and W attack & movement speed buffs can pressure the enemy hard at Level 2. Casting W right before catching an axe will reset the cooldown on W to maximize the attack & movement speed buffs and dish out damage.
You don’t have to go catch the thrown axe right away.
In dealing damage while standing still) and when you’re spinning 2 axes, you don’t have to move to catch the first thrown axe before you cast your second auto attack because you have enough time to catch the first axe. (Use the fact that the axe doesn’t bounce far when Draven doesn’t move much.) In other words, don’t focus too much on catching the first axe, and throw both axes at the enemy first, and then move to catch the first. (Activating W is a must, though.)
[It’s not late to go to catch the axe after throwing both axes.]
How to De-aggro Turret
Draven’s auto has a slow projectile speed. Even when Draven’s in front of the turret, once Draven throws his auto and backs off, Draven does not get any Turret Aggro. Abusing this advantage, he can apply some huge pressure on the enemy ADC trying to farm CS hugging the turret.
Relationship Between Enemy CC and Draven’s Axe
Imagine Draven having 2 spinning axes and his Q up again, so he can spin another axe. When should he use Q? Using Q then would waste a spare spinning axe, which is a huge damage loss for Draven. Try and use it efficiently. The time to use it is when you get hit by an Enemy CC or a slow. When you get CCed or slowed after throwing an axe, you can’t get to the location where the axe is landing, which makes you drop an axe. That’s when you cast Q to recharge to have 2 spinning axes again and unleash your full potential damage for the enemy.
When to Give Up an Axe
(1) When you could miss a kill because the axe bounced to the sides or the back
When axes bounce to an unintended place while chasing an enemy, you have to become a decisive Draven player who knows to give up that axe. It’s very hard to give up an axe, Draven’s baby, but as you become more proficient with him, this happens more often. Make it a point to practice deciding when to give up that axe. The video below shows the player giving up an axe because the axe bounced to the back while farming CS, and another one because the axe bounced to the side while chasing an enemy. This Draven knew he’d miss the kill if he went for the axe, so he gives up the axe and flashes forward for the kill. Meanwhile this Draven seems to know the Ultimate utilization tips that I’ll explain later in the guide. He saved the ult to use it just when the enemy is walking by the wall, so there is absolutely no way to dodge the ult when Draven delivers burst damage to the enemy.
(2) When you want to bait out enemy skills
Draven not only gives up his axe when it bounces randomly while chasing an enemy, but also to bait out enemy skills on purpose. Enemies usually try to harass Dravens by poking or throwing major CC abilities to the location where the axe is landing. Using this against the enemy, play as if you’re always going to drop at least one axe. You can always recharge the axe by pressing Q again. Discarding one still doesn’t change the fact that you have 2 spinning axes. Practicing this might be what all it requires to play Draven. Proficiency in giving up axes... will get you up to a higher Elo.
▶ Blood Rush(W) Tips
Casting W Right Before Catching an Axe to Reset W Cooldown
Using this method lets you chase enemies easily with the sudden boost of movement speed and lets you attack faster with the sudden boost of attack speed buff. Since Draven’s W is off cooldown, you can easily walk out when you need to.
What it Means to Frequently Use W in Early Levels
Just because you know how to reset cooldown on W, wasting the attack & movement speed buffs to pressure the enemy will drain your Mana much faster than you expected since W Level 1 costs 40 Mana. Try and be cautious about trading as you spend your Mana because you can’t even get much off of the early game W. Wait a bit to level up (because of the last patch) since W costs less Mana at a higher level, which is when you should spam W to kite.
Using W When Draven is Able to Deal Damage Uninterrupted
Many Draven players cast W before catching an axe to reset the W cooldown in skirmishes or teamfights. But why should they suffer from the mana hunger in spamming W every time? I’m going to talk about W’s movement & attack speed buffs that many people don’t know about. Although activating it grants movement & attack speed, the movement speed buff doesn’t last for long and fades almost instantly, but the attack speed buff lasts for a pretty long time. Certainly, it’s understandable for Draven to continuously use W since he needs the movement speed boosts to constantly position properly, but when it comes to dealing damage freely or killing an objective, spamming W every cooldown shows that the player does not fully understand the W’s attack speed buff. W attack speed buff lasts longer than you think when W is cast. You’ll simply waste Mana if you’re pressing W every chance you get, trying to kill the objective faster or deal more damage because spamming just means you’re getting the W attack speed buff when your previous buff hasn’t even ended. If you don’t need the movement speed, you can dish out respectable DPS by going easy on W, preferably every 3-4 axes caught, since the attack speed buff lasts for a long time.
▶ E Skill Utilization
Disrupting Enemy Channeling Skills with E
All enemy channeling skills can be interrupted with Draven’s E. When enemies are channeling skills like MF ult or Jhin ult, throw E as soon as you’re in a range to disrupt. It can confuse the enemies because of the short stun and the slow. Its range is 1050, which can be used to disrupt a channeling ability from afar.
Don’t wait for the perfect opportunity to use E
Don’t be scared to use E when clearing a lane. There comes a time when Draven, with just a bit of extra AD, can clear the caster minions with E + one spinning axe. So when the enemy backs away, push the lane as fast as possible to make the enemy miss more CS. Some of Draven players exclusively use E during fights, but never to clear waves. Don’t fall into this habit and use E to clear the caster minions with a single hit.
How to counter enemy engagement with E
When enemy bruisers like Kha’zix, Camile, or Riven try to go for Draven or other allies, Draven’s E can stop or halt their approaches. This buys your team some time to get away or counterattack.
Draven’s Basic Combo
Auto-E-Auto-R
When the enemy gets hit by E, Draven can definitely get an auto off. This Combo uses that point to suddenly deal burst damage. Once you start a trade by autoing the enemy, the enemy will try to flee to get away from Draven. Right when the enemy is sitting on the edge of Draven’s auto range, auto attack and throw your E to stun and slow the enemy. After that, you can get more autos off than you could have. Originally in situations like this, Draven fidgets a little when he throws E because of its cast time, making his next auto to take a bit longer. However, the auto-E-auto combo allows Draven to get two hits on an enemy that is out of Draven’s Attack Range. Because of this, the enemy will run low on health, and if Draven ults, it could mean a kill. The video below shows baiting out Malzahar’s Exhaust, Jinx’s Heal and Flash because of this combo. Always remember to auto-E-auto when you’re looking for a kill.
When Draven Can Go for the Backline
Draven goes for the backline when his E hits an enemy damage dealer. Often times, Draven’s Axes seem so weak against full tanks, but our in-boxer HongChul (a Korean celebrity who resembles Draven) shines brightest when he can hit the backline. Start off safely by hitting tanks, but when the enemy backline walks up close to deal damage, throw the long range E. If it connects with their backline, boldly walk forward and hit the damage dealer. Going for the backline instead of the frontline will have better results more often than you think. Draven’s Spinning Axe becomes most powerful when he hits a squishy. Remember that the reason you pick Draven is not to get rid of tanks and frontliners fast, but to strike fear into the hearts of enemy damage dealers.
Draven’s enormous firepower only shows when he hits a squishy. Draven really can’t do much to tanks with tons of Health and Armor. Although hitting the tanks first is ideal and that’s how you should start a fight, be proactive and practice going for the enemy backline when you can hit the enemy backline. This will help you out a lot in making you become a better team fighter later on.
▶ R Skill Utilization
Casting Ult Right Before Getting Hit by an Enemy CC
If enemy has a CC up, Draven becomes a sitting duck when he gets hit by the CC. If you think a little ahead, you can deal damage to the enemy in the time you’re incapacitated. First off, as long as Draven presses his ult, it will fly just like Ezreal’s. When the enemy CCs you, and you use your ult at the same time, you can effectively spend your casting time of your ult during the stun duration, during which you wouldn’t have been able to use anything while stunned.
How to Get a Confirm Hit with Draven’s Ultimate
To improve the ultimate accuracy, use Draven’s ultimate when the enemy is right next to you. Pushing the enemy to the wall is another way because even when they try to walk away from the wall, the ult will hit them. Always Keep your eyes on the walls to bully them with an ultimate when the time comes.
How to Time Draven’s Ultimate
(1) There are 3 situations in which Draven can use his ult in teamfights.
(2) To snipe the low-health enemies fleeing from a teamfight
Near the end of the team fight, use your ult on retreating enemies.
(3) To use it in a burst combo during teamfights
During fights, mix ult in a combo to deal burst damage.
How to Hit the Returning Ultimate
Using the fact that Draven’s returning ultimate maximizes damage, when you go snipe the enemy, practice moving so that you hit the returning ultimate. If Flash is necessary depending on the situation, don’t be afraid to use it.
▶ Concerning Draven’s Passive
Don’t Hit Minions or Monsters with the Spinning Axe Off
One habit that you wouldn’t notice because it’s so trivial, but can hurt you in the long run, is Hitting Minions or Monsters without the Spinning Axe. Because of Draven’s passive, Draven has to farm CS with his spinning axes, but these trivial habits like finishing off minions with the regular auto or not spinning the axes at all in hitting minions can decrease the amount of gold Draven gets when he scores a kill. Therefore, be mindful of having the Spinning Axes on when hitting minions or monsters. Every penny counts.
When Playing Draven, Do Whatever It Takes to Get the Kill Before Dying
Because you lose half the passive you’ve gained upon death, Draven players, obviously, lose their minds if Draven dies before he scores a kill. Draven players couldn’t be happier if they proc their passive, then die. Death is an inevitable part of gameplay. Sometimes you’ve just got to back off. If you decide that you’re dead, deal as much damage as you can to the enemy no matter what. Having guts is what really defines Draven. With proper items and life steal, he can make the enemy panic if he just keeps hitting the enemy like no tomorrow, even at a disadvantage, . Draven actually heals with life steal and can turn the the tides of battle pretty frequently. If you’re going to die anyway, hit the enemy as much as you can to proc your passive before dying.
Communicate with Your Team
Through the recent buff, a message pops up saying how much Adoration stacks Draven has every time he reaches a certain number of stacks. On top of this you should ask your team to gank or yield a kill since you have x amount of Adoration stacks yourself. Obviously, many people acknowledge the fact that Draven has the ability to snowball hard with the destructive power he has when he has some kills, but many people still forget about Draven’s potential. Try to remind your teammates once in a while to let them help Draven pick up kills. Saying all of the necessary things and reminding your teammate are the best way to bring other each other’s potential.
Draven is a Champion that Gets Ahead When He Pushes, Dives, and Dies
Because of Draven’s passive, Draven can maximize the snowball effect in a very unique way that’s quite different from other ADCs. Other ADCs try their best not to die since they don’t have to have the kills. They focus on getting CS, they constantly farm and avoid deaths even if their scores show 0/0/0. That’s a good strategy and a fast way to get strong. However, Draven scales quite differently because of his unique passive. When Draven gets a kill, he gets bonus 50 gold + passive Adoration stacks. Using this point, when allied minions all crash into the enemy turret and if you can kill the enemy under the turret, killing the opponent while dying in the process is very beneficial. If I were to list every reason...
First, it’s beneficial because you get to proc the passive stacks that you might never proc. You’d also waste half of them if you simply die.
Second, if you get a kill, you always get 50 extra gold
Third, killing the enemy under the turret makes them miss all the gold and EXP from minions.
Finally, you get to back quickly... – This was a joke.
Because of these reasons, if you think there’s some degree of skill difference, Draven—instead of farming all game to get strong, or stopping the enemy bot lane from keeping up with the game—is one of those ADCs who can anti-carry and get extremely ahead in the bot lane to dictate the game.
◆ Items
There Is No One Universal Draven Build
Draven’s builds aren’t set in stone like other ADCs. For example, Sivir must go for the Essence 30% CD builds, and Jinx always has to rush Runaan’s and IE. Draven, on the other hand, doesn’t have a one-size-fit-all build like that. The most important thing is to choose which items to rush, depending on the situation. His final build sure may look the same as any other ADCs, but Draven is unique. The fact that he has to catch his axes, maximizing sustain to absorb damage as he deals damage, lets him have much more diverse builds. Let’s quickly go over which items go well with Draven, and when and how you should get those items.
Items Draven Should Get When Enemy APs are Getting Scary Early Game
[Mercurial Scimitar]
First off, rush Scimitar first if enemy APs have CCs and look to be scary at the same time. Draven becomes a no effective damage champ when he fails to catch his axes. No matter how shiny your items are, if the enemy stops you from catching the axes, the item efficiency suffers massively. Therefore, Draven has to build Scimitar early against a CC heavy comp to nullify the slows and CCs to better catch the axes. It helps sustainability because it also has Lifesteal. But it doesn’t synergize as well with other items, so consider you options carefully before rushing it.
[Maw of Malmortius]
Build Maw if APs are getting big, but don’t have that many CCs. It’s an item for AP nukers who can one shot Draven before he could even deal any damage to life steal. Absorb the AP bombardment with this Item, you can fight the enemy to massively Life steal with the Life Line effect. Usually, I choose this item first when I happen to play Mid Draven over ADC Draven.
When to Get Youmuu’s or Cleaver
[Youmuu’s Ghostblade][The Black Cleaver]
When your team has many AD champs like Camile, Jayce, or Rengar, Cleaver is a good choice in helping the team’s damage. With 30% CD, giving up axes becomes easier as Spinning axe CD decreases. It can prevent getting picked off for being so squishy and allows quickly kiting and escape when caught
[The Bloodthirster]
Bloodthirster for Draven?
This is the best item on Draven. Bloodthirster provides high AD, Life steal, and safety through a bit of extra shield, and the power increases in longer games. To Draven, the effects are even better and more efficient. That’s why Draven frequently builds a Bloodthirster as their 1st or 2nd item when all the other ADCs build it mid to late game. The reason Bloodthirster synergizes so well with Draven is because it augments the Spinning Axe damage by providing high attack damage. Since Draven has to be close to the enemies for his being an in-boxer ADC, in which he has to risk his Health as he deals damage, the Bloodthirster shields during fights help Draven sustain and live a little longer. The most important part is that it has 20% Life steal. Draven can utilize this high life steal better than other ADCs. Draven’s amount of Life steal is on a different level. Draven’s Spinning Axes apply the life steal effects—leveling up Q skills greatly enhances the amount of life steal. When he has his Q maxed, he life steals about twice as much as the other ADCs. Because of this characteristic, if the enemy is not able to quickly finish off Draven with Life steal items, he can deal sustained damage as he life steals and won’t die like a zombie. Bloodthirster shields help greatly in preventing Draven to be picked off. Every stat of Bloodthirster just really synergizes well with Draven, which is the reason why Draven must build Bloodthirster. Show the enemy how terrifying it is to heal from near death to full HP if they don’t one shot Draven.
Once Draven gets a Bloodthirster, he alone can take control of Dragons because of his high damage and life steal. If time allows, take a Dragon by yourself. Being able to take a Dragon on your own greatly helps out your team.
[Rapid Firecannon] VS [Phantom Dancer]
About Draven’s attack speed Item Choice
Draven’s attack speed item is either Rapid Firecannon or Phantom Dancer. Double attack speed items aren’t the most efficient on Draven, so he normally just gets one attack speed item to aid himself to catch the axes. Berserker’s alone works just fine in the early game, but it’s good to build one attack speed item in the mid to late game. Now then, which attack speed item should we go with?
Rapid Firecannon
First off, Rapid Firecannon helps and acts as a good poking ability when it comes to Draven dealing significant AA damage on enemies. Although Draven’s range is 550, Draven can use this Rapid Fire to deal a high damage poke to the enemy down from afar when both teams try to look for a fight. Furthermore, it helps Draven to hold onto the double spinning axes before a teamfight starts. Spinning both axes before a fight starts still remains a difficult proficiency test, even for the most experienced Draven players. You have to somehow manage and keep on spinning the axes using your surroundings or Q CDs. Rapid Fire greatly helps out your axe management when you run into situations like these.
Phantom Dancer
Even though Rapid Fire is so efficient, you have to sometimes choose the Phantom Dancer over the Rapid Fire. Because of the way Draven fights, he faces the opponent and fights head on in most cases. This is when Phantom Dancer becomes amazingly effective for Draven. 12% damage reduction every fight helps Draven tank a little more damage and prevents him from getting one shotted as he tries to deal more damage. It also makes it possible for him to life steal in combat to attract more aggro as he survives longer than he normally would. Phantom Dancer is an attack speed item, but it is such an insurance item for Draven. Therefore, Phantom Dancer is better in an explosive teamfight, whereas Rapid Fire is better in a gridlock situation to keep the axes spinning. So choose and build an attack speed item depending on the situation. One thing to remember is that you have to have hit the enemy at least once to activate the damage reduction effect. Remember to hit the enemy once before you start fleeing.
[Youmuu’s Ghostblade]
What does Youmuu mean for Draven?
It’s an Iconic item to snowball. Draven gains a huge amount of gold on kill with his passive, which makes it possible for him to get a lot farther ahead than the enemy team and quickly end the game after accumulating all the leads. Because of this, Draven’s win rate before the 25-minute mark is sitting on 60%. Youmuu becomes a huge help to Draven since it provides the valuable movement speed out of combat and high AD increase, active effect, and lethality. Youmuu’s is a big deal in trying to snowball the early to mid game. It’s also a very cheap item, which means you’ll be able to complete it early, and killing just becomes much easier after getting the Youmuu. Therefore, if the game stalls out, it only gets hard for the Draven who has the worst time trying to survive in a teamfight. If you’d like to prevent this from happening, building Youmuu early will help you snowball and close out games early.
[Infinity Edge]
Infinity Edge to Draven?
It’s an item that exemplifies the terror of the Draven’s axe damage. When an already strong Draven gets an IE, the enemy backlines easily crumble in 2-3 hits. But IE on Draven can have polarizing results. IE’s stability is significantly lower than that of the other items, so you need to make sure that you’re that much ahead than everyone else in the game when you decide to get the item. It’s true that IE is a very strong item, but it could sometimes backfire on Draven.
Sort by:
Comments :0