Draven - Build Guide
Draven is a ranged carry, whose ego makes him invincible; I was just kidding about the invincibility. Unfortunately, I was not kidding about the ego; Draven is easily the most egotistical champion but his skills back up his Nautilus sized perception of himself so it's all good. Draven's damage output is amazing and his abilities help you get kills that are just out of reach from his basic attacks. Draven is squishy and susceptible to high amounts of damage like most other carries, so a word to beginners; be careful when matching up against tanks and regular ad champs like Darius and Xin Zhao. Now without further ado; the builds.
Like with any champion, the champion spotlight is a great place to start. I would stick to this build if I was a beginner but there a few circumstantial changes I would make.
If you play mid a lot or would like to play Draven mid; swap out the 9x Per Level MR glyphs and get 9x Flat MR glyphs.
For Summoner Spells:
You may want to consider Heal and Flash or Heal and Ignite as your summoner spells. This is because Draven is relatively squishy and getting a grasp of what his position is in a team fight may take a few games to understand. In the meantime, the heal will help you cope with large amounts of damage taken in a teamfight and keep you alive longer. Choosing between Flash and Ignite is up to you; Flash will give you better coverage in team fights and potential in ganking, escaping and map presence. The Ignite will give you extra damage. It can help secure kills when your champion spells have been exhausted and igniting someone and walking away while watching them die is easily one of the best feelings ever. Finally do not pick spells like Teleport; spells like Teleport are important but not for beginners. You will probably regret not picking Flash or Ignite in a fight or when you're pinned down.
For the Build:
Stick with build in the champion spotlight like I mentioned earlier. However if you find yourself being beaten down by the enemy team then you may want another defensive item. If the other team is primarily MR then you may want to consider a Force of Nature in place of the Bloodthirster. If the other team is primarily AD then try something like Sunfire cape or Randuin's Omen. Randuin's and Force give you good health regen along with the higher resistance. The Sunfire will give you a steady source of damage against anyone in your perimeter.
Like with the Nautilus guide only use this if you are comfortable with Draven and have sufficient experience. I say this only because this will be more AD and attack speed focused. I will give you a final build but there will be optional items I will have at the end which you may sub in if necessary.
Grab a Doran's Blade next
Build Boots into lvl 2
Grab the Merc Treads 99.99994343% of times; if the other team lacks CC and AP then go with the Tabi.
Grab a second Doran's Blade only if you are doing well in lane and need to keep it up
Otherwise start building this
Staple Draven item; damage improvement, increases lethality of crit strike
Next build into
Attack speed, movement speed, and better chance of crit strike.
Build this next
Now why Wit's End; doesn't make any sense, well think again. Wit's End will give you a lot of MR for someone who attacks as fast as Draven. Not to mention, an additional 42 attack damage in essence. This is even more effective in scenarios where someone uses Thornmail against you; the armor deals 30% of your own damage back as magic damage, so if your MR goes up as you attack your Thornmail wearing foe, you will be able sustain the fight. This MR at the 4 second mark will be comparable to Banshee's Veil.
Next up in the place of the Doran's Blade
Super Beast damage, and ridiculous lifesteal. Unfortunately for your enemies, killing or assisting makes this even more powerful, topping out at 100dmg and 20% lifesteal.
Armor pen and additional damage
Your final build should look like
This build is looking at
+180dmg (excluding runes, masteries, Draven's base dmg, Bloodthirster stacks, Wit's End bonus)
+25 armor/55MR (MR excluding Wit's End stacks)
+95% attack speed (of base)
+12% Lifesteal (excluding Bloodthirster stacks)
+55% Crit strike chance
+12% Move Speed
Now remember those situational items I was talking about at the beginning of the advanced guide; good, this is where they come in.
This item can be swapped for the Bloodthirster. This item can be swapped in but DRAVEN PROS ONLY, I'M DEAD SERIOUS. Even if you've gotten good, this is for the masters of the Q and W combo for Draven. Do not even attempt this until you can use 2 spinning axes well. Then you need to incorporate the W properly. Anyways here's the item:
Manamune; da fuq is probably your reaction but hear me out. This is why I said only Draven pros. When the bonus is maxed out for the Manamune, the additional damage will be 47; which isn't as good as say Bloodthirster but the difference is that Draven can run out of mana quick. Even at say lvl 18, I have had problems with this guy in long teamfights. When popping Draven's W quickly after catching a spinning axe, the Manamune bonus can add up quickly. The Q and W combo is very effective, when you keep popping the W after catching an axe, as this will have Draven darting around like crazy and make him harder to target. This is great to help sustain Draven's mana in long fights, it's especially useful with the low cooldowns. If you don't experience long team fights in the late game, don't go for this. It's not worth it in that scenario. In long, drawn out battles, the shitload of extra mana may be just what you need to win.
This item can take the place of Wit's End
It adds a lot more damage, and it is more helpful when you need the extra MR to be sustained not short-term. Also the magic damage block is amazing; it is more expensive than Wit's End, so just be aware.
This can be subbed in for Last Whisper or Bloodthirster
This adds more damage and gives you health and mana regen. It also gives you splash damage. In compact team fights, it will create problems for anyone near your target. This item is great and its utility in compact fights is amazing but the fact that Tiamat has 3 additional abilities but they aren't as powerful as the secondary abilities of the Bloodthirster or Last Whisper. Do not sub this in for the Last Whisper if the enemies have armor stackers or armored tanks (tanks with a couple armor items).
Finally you can put this in if you want for Wit's End
The extra armor and passive are amazing. The revive is wonderful and very, very useful. That being said, there's a reason I took it out of the stock advanced build. Assume that someone has killed you and that you've been revived. If it was in a teamfight, unless you luck out, the enemies will just rape you as soon as you revive. The only times when this is useful is when you have a hard fought battle and you leave your enemy with barely any health, or you die in a group/team fight and you have enough room to flash or W to safety.
Always start with a point in Draven's Q. The Spinning Axes are extremely useful in farming, bleeding opponents, and shelling out extra damage. Next procede with a point in W. The Q and W combo is extremely powerful as I have mentioned before. Get a point in E at level 3. Max Q first, then W, then E. Also pick up the 3 points in the R at 6, 11, 16.