Beautiful Draven Guide
Summoner Spells Back to Top
New Runes Back to Top
Masteries Back to Top
Abilities Back to Top
Items Back to Top
Matchups Back to Top
You generally want to try to get level 2 before Jhin. If you have a level 2 advantage, you can charge at Jhin usually and burn at least 1 summoner spell.
Weak laner. Mainly got for poke in lane. Do extended trades when her E is down. Mid game, watch for her Q-->Q snare combo.
Judging Item Choices Back to Top
This comes with experience, so I will list factors that you should keep in mind throughout the game.
Judging 2v2 Matchup Back to Top
- How should I play to win this lane?
- How will my enemy play to win this lane, knowing how I will play?
- How should I play to counter my enemy's counterplay?
- Who will hit level 2 first?
- Is my support a kill support?
- If my support is a kill support, should we push for level 2 advantage?
- When is my kill support strong?
- Is my support a sustain support?
- If my support is a sustain support, should I go for a heavy level 1 trade?
- Is my support a poke support?
- Is my support a passive support?
- How does my lane partner utilize that support?
- Does my support know how to do a jungle camp? Does my support know what to do in lane if we do a jungle camp?
- Same questions as for my support, but in a different context.
- If the enemy has a strong level 2, how do I counteract that? Should I push for level 2 first? Should I counteract their push?
- Did enemy bottom lane start a camp? How should I counteract that?
- When is enemy ADC strong?
- Does enemy ADC have poke?
- What items does the enemy ADC have? Can I trade against that?
- What abilities will they use to trade with me? How will I win trades against that? Can I trade against that?
Support Synergies Back to Top
Judging Team Composition and Win Condition Back to Top
At every point in every game, you should always be thinking of your win condition. Team composition plays a large role in judging your win condition. At every point in the game, you should have an idea on what your win condition is and how to accomplish it.
Early Game Back to Top
- In the first minion wave, you will usually try to keep the minions evenly balanced at all times. If the enemy has 3 minions you must make sure you have 3 minions as well. Don't let them get a minion advantage, but don't push it yet.
- When the second wave arrives, you will can choose to kill the 3 melee minions as fast as possible to get a level 2 advantage. Using that level 2 advantage, you can zone the enemy if they are smart and back away. Otherwise, simply use your blood rush and attack them until they are pushed back to turret. If the enemy tries to fight, they will die 95% of the time if you don't misplay massively.
- To get 2 axes by the time you enter the lane, you should start your axes at 1:36 and hit a jungle monster at least twice. You can start your second axe as the first is about to expire, so you will have two axes when you get to lane.
- You hit level 2 upon the death of the 3rd melee creep of the 2nd minion wave.
- You hit level 2 upon death of the first melee creep of the 2nd minion wave if you lose 1 melee creep after doing a level 1 camp.
- You're fairly strong at level 5 compared to a lot of ADC's.
- If you get pushed back early, you may get a second Doran's Blade with potions.
- If your support doesn't know how to do krugs and you are blue side, you can simply do the small krug for a small xp advantage to level 2.
- Be wary of minion damage. If the champion you are hitting is near minions which are in range to switch target to you, you will take a large amount of damage. Caster minions especially hurt, because they deal twice the damage than that of melee minions.
- You may get 5 man ganked when you hit level 5, because teleports will be up.
- You may get ganked at around 3:30 if enemy jungler started top side.
- You may get ganked at around 2:45 if enemy jungler is doing a level 2 gank.
- If you find yourself getting hit by skillshots often, you should look to position yourself around the edge of your minions. This way, you somewhat expose yourself to bait the enemy's skillshot, while being able to quickly hide behind your minions to block the skillshot. Pay attention to your position around minions at all times. Dodging skillshots is 80% positioning. 10% is mouse positioning. 5% is reaction time. 5% is prediction.
- In addition to positioning to avoid skillshots, consider pre-positioning. If you know your minion is going to die soon, start moving to prepare for a better position a few seconds in the future. For example, if you see that the enemy wave is pushing, the enemy has a Thresh , and you have 3 allied minions remaining, you should start positioning to be as far away from the hook as possible and behind your support.
- When choosing which minion to last hit when multiple are dying simultaneously, pick cannon over melee over caster. You will gain more gold this way.
- If you are ahead or have support/jungler pressure, consider freezing the lane. Freezing can allow you to take advantage of the enemy's mistake of overextending. As a rule of thumb, you will need 4 enemy caster minions alive after each wave of minions.
- To break the enemy's freeze, you need to push your minions into the enemy tower. You can ask your jungler to show himself in your lane for a brief moment. You can do one of the following two methods. Always be sure to ward and know whether you can win a 2v2 before attempting these methods. The enemy may try to hit you while you are focused on hitting minions.
- If you want the enemy minions to slowpush toward you, you can push the wave slowly so that when your minions hit the tower, the enemy minions are arriving at their tower.
- If you want to reset the wave when the enemy is trying to freeze, try to hit the minion wave as soon as it arrives. Ask your support to hit the minions if he/she can. You want the tower to kill your minions so that nothing obstructs the next minion wave. This way, by the time the next minion wave arrives, both minion waves will arrive in the middle of the lane, thus resetting the lane.
- After securing a kill, you generally want to push the lane. This ensures the enemy laner misses the xp and gold from your minions. If you decide to base and shop, by the time you get back to lane, the minion wave will be pushing back toward you. It will either slow push if the enemy doesn't push, or the lane will be near your tower. Because the wave will be near you, you can either freeze or look for a kill on the enemy to snowball your lead. If you cannot push the wave fast enough, ask your jungler to push with you if he/she just ganked for you. Otherwise ask your support.
- You may look to push the wave instead of freezing sometimes. By pushing the wave, you can trade more efficiently, because you will have more minions than the enemy. Furthermore, because your are pushing, you will hit level power spikes slightly ahead of the enemy. You may also look to poke the enemy under tower, forcing them to miss cs. Pushing may also be a good idea when you are looking to get a level 2 or level 6 advantage.
- Learn how much damage towers deal to melee minions and caster minions. To last hit under tower, you may need to set up the creeps before they reach tower. You should learn when the minions are at critical health and should be hit before the creeps reach tower.
- Under tower, you generally farm casters by waiting for a tower shot, then hitting the caster with a spinning axe. To farm melees, you let the tower hit the creep twice, then hit the melee.
- Sometimes, when farming under tower, the tower shots may not synchronize correctly with your allied minions' damage. You may want to allow the tower shots to hit as stated in the previous point. Then, allow the next tower shot to fly midair. You then kill the minion before that extra tower shot lands.
- Sometimes, under tower, you may want to stand point blank on top of the minion you want to hit. This may compensate for low attack speed due lower particle travel time. Under some circumstances, multiple minions may be about to in quick succession. This trick may mean the difference in getting all of them vs missing some.
- You should position yourself to take as little poke from the enemy as possible while under tower. If you are killing melee minions, you should stand 550 range (auto attack range) away from the melee minion and enemy champion (200-300 range behind your turret). When killing caster minions, stand near the wall between your tower and the edge of the map (the small gap between tower and the wall). This way, the enemy champion must walk as far into the tower range as possible in order to hit you. The hitting zone of the tower is a circle around the tower. Because you are standing as close as possible to the center of the tower, the enemy must walk as close as possible to the tower to hit you.
- There are 2 disadvantages to the position mentioned above. The first is that a good enemy Thresh may throw a lantern on top of you, forcing your character to walk forward toward him, because his lantern will block your path from moving backward in that tiny gap. You make yourself somewhat vulnerable here. The other disadvantage of this position is that you may get hit by skillshots here, because you have few places to dodge. If the enemy has skillshots, also consider positioning behind minions (opposite side of previous position, while hugging tower). These minions will counteract the enemy's auto attacks somewhat when they switch targets to the enemy champion who auto attacks you. They will also mitigate skillshot damage.
- Situationally, the enemy may dive you while you are farming under turret. Sometimes you may outplay the enemy by forcing the turret to body-block your character model. If the enemy doesn't use the Attack Champions Only hotkey (~ key by default), they will likely hit the tower instead. The tower can also help you kite melee champions by bodyblocking for you as you run around the tower.
Playing from Behind Back to Top
There are two situations of being behind. You yourself are behind your opposing laner, or your teammates are behind their counterparts.
- If the enemy laner has pushed the lane into your tower after killing you or forcing you to base, you will get back to lane with the lane just outside your tower. As a result, your minions will reach the lane first, focus firing the enemy minions and pushing the lane. In this scenario, you should last hit as long as you can to build up a slow push into the enemy. In some cases, these minions will help you trade with the enemy enough for you to win a fight and get back in the game. You should not walk up with your minions unless you have a support, because even the slowpushed minions might not save you against 2 champions.
- If you can push the slowpushed minions into tower, you will be able to reset the minion wave, allowing you to farm more safely once the lane is reset close to your tower. While the minions are dying under tower, you might go for some hits on the tower of trade the enemy. Make sure you have wards to be careful of ganks. Make sure you don't take tower shots. If the enemy support has strong cc zoning abilities to kill you, you should back off and farm Krugs/Gromp as the lane resets.
- If you and your support cannot force the slowpushed minions into tower in the previous bullet point, you should not stay in the lane. The minions are frozen and you are in a bad position to get ganked or die running to your tower. Ask your jungler to come show his/herself so you can push the minions into tower and reset the lane.
- If you are behind almost to the point of the enemy snowballing, you should look to group with your team, so you can get potential picks with your team. This may prevent the enemy laner who is ahead from basing on a large amount of gold, because their team may get picked.
- You may opt to keep your yellow trinket if your teammates aren't warding. Be sure to drop wards as you move around the map. I recommend having a pink ward in your inventory whenever you have money. You can drop it to keep your jungle safe or immediately replace a pink ward you had dropped earlier.
- Once you hit an item powerspike, you may look to group with your team, so your team doesn't continue losing to their lane counterparts. This will help prevent snowballing.
- Sometimes, if you are snowballed, you may look to split push instead of grouping, because the enemy team's solo laners may be strong teamfighters (strong AOE or CC abilities).
Mid Game Back to Top
At this point, you will have 1 or 2 major items completed. You will outdamage the enemy ADC most of the time at this point. Take a look at the "Judging Team Composition and Win Condition" option to see what you should be doing.
- Draven is a strong teamfighter.
- Draven has weak sieging.
- Be aware of what CC is a threat to you in a teamfight.
- Be aware of what damage is a threat to you in a teamfight.
- It may be wise to not join a teamfight with autoattacks until you know the key cooldowns of the enemy.
- You want vision of flanks wherever you decide to go.
- Don't facecheck. Don't get picked.
- After taking an objective, try to take the enemy jungle camps on your way out. The red and blue buffs are the important ones to take.
- If you get control of the enemy jungle (kill enemy wards, drop your own wards at their chokepoints), you can often hide in a bush to get a pick.
- Spend as little time in bottom lane as possible when the timer hits 20 minutes. Only go bottom to farm super waves, though your top laner will usually be farming it because of teleport. You will lose a lot of pressure at baron if you show yourself bottom. You can sneak a baron if the enemy shows 2 people bottom at 20 minutes.
- A general rule of thumb is that you can baron whenever 2 people on the enemy team are dead or bottomside and your team has 5 members, sometimes 4 is enough.
- Grab dragons when you can't get a turret after a major fight. Turrets generally matter more than dragons.
Late Game Back to Top
Take a look at Judging Team Composition and Win Condition. This point of the game comes much earlier. Inner and inhibitor turrets are much weaker. Oftentimes, the game will likely be snowballed in 1 team's favor at this point. Winning will be extremely hard if you are losing.
- VISION - Get it with your team, get it away from the enemy team.
- DO NOT GET PICKED - Stick with your team most of the time, only go where there is vision, don't let teammates go out to ward solo - warding is a team effort.
- PRESSURE - Push out side lanes before you start pressuring areas of the map.
- Look at barons and dragons for teamfights and picks.
- If 1 side of the map is getting pressured by enemy, you had better be pressuring somewhere else or stopping that pressure. This comes with experience.
- After taking an objective, try to take the enemy jungle camps on your way out. The red and blue buffs are the important ones to take.
- When you know an enemy is going to clear a large minion wave, you can try hiding in a bush and ambushing the enemy for a pick. If you are on the other side of the map, and your minion wave is pushing on the other side, you can grab control (clear enemy wards, drop your own wards, drop your own pinks) of the opposite side of the map and dance around an objective until the enemy sends one to clear the super wave.
- Sometimes people will make a dumb mistake trying to clear minions in bot lane. If you react quickly, you can potentially get picks or a baron.
Tips and Tricks Back to Top
- The time to control axes depends on the travel time between your axe and the target. You can control your axes during the time that your axe is midair. The closer you are to your target, the less time you have to control the direction of its landing position.
- When kiting someone who is on top of you, you should turn on Blood Rush (W) and perhaps Stand Aside (E) the enemy and run away a short distance before throwing axes. This will increase the travel distance of your axes, so you can actually control axes.
- If the enemy on top of you is too fast (Udyr, Master Yi), and you are too slowed (Darius, blue smite+exhaust Shyvana with BOTRK), you can either flash to gain distance, or you can hit S to stand still. If you decide to hit S, you will deal more DPS, because you can fully utilize your attack speed. You may die, but you likely weren't going to escape anyway. You have a chance of living with the increased DPS of hitting S. Hitting S is very effective if you are ahead in the mid game, because you will usually outdps the enemy diver.
- You can use flash to control your close range Whirling Death (R) and secure a kill when the enemy tries to flash or dash the return damage of the R.
- If the enemy is close, don't E before you R. This may knock the enemy aside from your R.
- Learn the range of various gapclosers and hooks, so you can position and use your E better.
- You can use your E on most gapclosers, but keep in mind that your E has an animation time before it casts. You should preempt your E based on range of the gapcloser or cast it as the gapclosing skillshot animation starts, such as Leona's Zenith Blade (E).
- You can E->Flash for an instantaneous surprise Stand Aside.
- When killing objectives or buffs, you can stand next to a wall to make axe catching easier. The axes will now land either to 1 side of you or on top of you, because you eliminated one of the places that the axes can land. This makes more axes land on top of you.
- When trying to dodge skillshots or move more accurately, you should bring your mouse close to your character model. This way, you can change directions much more quickly, giving you that extra time to dodge a skillshot.
- You should learn the cast animations of champions, such as champion hand movement. When you are afraid of enemy aoe, cc, or pick spells, you can dodge with higher success rate. For example, Annie's hands move differently depending on her spell, which gives you an indicator of whether she may be using her ultimate.
- You can react to dangerous enemy CC, aoe, or pick spells more quickly if you turn up the volume, wear earphones, or a headset. You naturally react faster to sound, so learn the sounds that occur when a champion starts certain spells, such as Malphite's ultimate.
- When chasing people while using W, you will notice that you outrun your axes. To continue to catch axes while chasing, you have 3 options. First, you may stutter step with the stop (S) key. If you tap the S key twice in quick succession while clicking forward the while time, you will move slightly slower due to stuttering. You should do this when you're walking above your axes. You will end up catching axes near the edge of the circle, allowing for maximum movement speed while maintaining axes. This is my most used method. Second, you can, instead of stutter stepping, click backward a bit to cause your character to walk backward. Then you can continue forward again. This method is good if you need to dodge an enemy CC skillshot while chasing, because your mouse is positioned closer to your model. You may be more prone to misclicking with this method. Lastly, if you have another axe ready to be started, you may opt to drop one of your axes, catch the other one, and start a new one, allowing you to gain that extra little distance to net a kill.
- When you need to kite someone in an intense fight, I sometimes recommend holding down spacebar (lock screen). This allows you keep track of your character more easily and lowers your chance of misclicking. When the enemy is near your character, the time to control axes decreases, as explained earlier. Using right clicks allows you to click to control your axes and target selection more effectively, because pressing A key + left click + right click is slower. Right clicks back and forth between moving your character and clicking the enemy can cause you to misclick. Holding spacebar keeps enemies close to a constant distance around your character, so you can get more rhythmic mouse movement and reduce the amount of mouse movement you need to make.
- Baron Rule of 3: If the enemy has at most 3 members on top side of map, start baron. If enemy has 2 members dead, 3 members alive, start baron. If baron is above 3k health, peel off baron. If baron is below 3k health, finish baron.
Draven Patch Updates Back to Top
- Lowering projectile speed increases the travel time of the axe before it bounces back to produce a mark on the ground. As explained in Tips and Tricks section, the travel time determines the time you have to control the axe landing location. This will make kiting slightly easier.
- Lower travel speed may mean that sometimes your auto attack might not connect on the enemy before you die.
- Shorter attack frame means that grabbing attack speed is less needed, because your animation is now naturally less clunky. You'll be less likely to cancel auto attacks due to the long animation. This should compensate for the lower projectile speed.
- Overall a nice buff. Inexperienced Draven players can learn the animation timing and axe catching more easily. Experienced Draven players can now kite better when targets are near them.
About This Guide Back to Top
- Know the basic concepts of the game - objectives, vision, last hitting, zoning, champion abilities, mechanics, animation canceling / "orbwalking". After learning the basic concepts of the game, you can better understand this guide.
- Always think about how to improve.
- Don't blame teammates. You can always play better. You probably made a mistake that made your teammate make a mistake, or you made a mistake and made your teammate's play look bad.
- Accept losses as ways for you to improve. Everyone loses. You lose because you could have played better.
- Add more supports to support synergies
- Support rankings
- Support matchups
- Include example item builds at different stages of game with explanation
- Improve Playing from Behind section
- Organize Tips and Tricks section into categories
- Add Minion Wave Control subsection to Mid Game section and Late Game section
- Improve Minion Wave Control subsection in Early Game section - Creep Denying, Tower Denying/Pushing
- Add Flash Control tips
- 9/21/2015 - Trinity Force item and explanation added. Nautilus support synergy added
- 9/28/2015 - Added skillshot dodging and E->Flash to Tips and Tricks section, Added Farming under Turret tips under Early Game section
- 10/19/2015 - Added basic Playing from Behind section
- 10/21/2015 - Added comment about high AD, low AS build in Judging Item Choices section
- 10/26/2015 - Early Game Section: Added Minion Wave Control section. Name change: Extensive Draven Guide -> Beautiful Draven Guide
- 10/27/2015 - Early Game Section: Added more general tips, and more farming under tower tips. Added TLDR
- 10/28/2015 - Early Game Section: Added more farming under tower tips - proper positioning, general tips
- 11/10/2015 - Added Baron Rule of 3 to Tips and Tricks section
- 11/11/2015 - Added Patch Updates Section
- 11/12/2015 - Update Items, Masteries Sections
- 11/27/2015 - Added spacebar usage tip in Tips and Tricks section
- 4/5/2016 - Updated items and masteries to patch 6.6
- 7/20/2018 - Updated runes and items.
TLDR Back to Top
- Control axe drop location by clicking in the direction you want them to drop.
- Position well at all times: laning phase, mid game, late game.
- Objectives and baron win games.
- Be efficient.