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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
League of Draven (PASSIVE)
Draven Passive Ability
Introduction
Why Draven Jungle?
Hello and welcome to my Jungle Draven guide. First off you may have thought this guide was a joke, but in all honesty Draven's high base damage and carry potential fit well in this meta. When you have champions like Mordekaiser bot and Varus mid and Kindred jungle, you can potentially play some very different roles with champions you might not expect.
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When Does This Work?
Draven jungle is certainly situational. He needs a few things to be a viable pick. First the summoner playing him will have to be experienced at both Draven and jungling. Draven is a complicated character, and putting him in the jungle adds extra complication, but the rewards are also great. Jungling Dravens also require a tanky top laner and/or support-one that can initiate. Draven has small cc that aids in ganks but he does not have enough cc or tankiness to start fights. Even as a jungler he is primarily a back line champion.
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But why not scaling AD?
Draven has incredibly high base damage for the first few levels, so having flat attack damage will give him a clear advantage over other champions early on. Later, when he gets his items, he is even scarier as a carry and does not need to rely on scaling attack damage.
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Optional Runes:
Greater Mark of armor penetration There is merit in getting armor penetration on Draven, as it helps him deal more damage and really scales well into late game. However, this Draven build is focused on jungling, and this stat will prove pointless when you're trying to clear camps as they don't have armor (or very little).
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Boots:
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Pick an Enchantment:
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Jungling Item:
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Okay, but what about enchantments?
There's really only two enchantments you should consider for Draven. Devourer and Warrior. Let's discuss both.
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Core Items
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Pick up a defensive item:
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Item Alternatives:
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Example Full Build:
Item Sequence
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Above is a preview of Draven's abilities.
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Draven gains his fans' Adoration when he catches a Spinning Axe or kills a minion, monster, or tower. Killing enemy champions grants Draven bonus gold based on how much Adoration he has.
Explanation: This passive is a great way to get ahead even though you are in the jungle. The amount of gold you get from this passive can put you nearly an item ahead of everybody else later in the game if you're playing well. This passive makes it so that you can farm and play safe and still potentially be far ahead of your opponents.
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Draven's next attack will deal 45/55/65/75/85% Attack Damage bonus physical damage. The bonus is equal to 45/55/65/75/85% of his total Attack 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.
Ability Explanation: This ability is Draven's bread and butter. This thing will make you do loads of damage early game, and is the only reason Draven can actually jungle. Now there are a few complicated points I have to make about this ability:
- This axe scale with your attack damage and act as a basic attack just with more bonus damage. This bonus damage is not effected by the Sated Bonus but is calculated in when you crit something.
- You can guide and therefore predict where the axe will fall because it will go generally in the location you are headed when the autoattack lands. For example, if you attack an enemy champion and then move away from them, the axe will move in the direction you are headed once you attack them. If you change direction between attacking and catching the axe, then it will still go to its original destination.
- If you are standing still when you attack, the axe will either land right where you are or slightly to the side of you. You should have enough time to get to its destination before it lands.
- If Draven kills 6 minions in a row without dropping an axe, he gains bonus
League of Draven stacks.
The general use for this ability is to break through the enemy team's front line, duel the enemy champions, or refresh your
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Draven gains 40/45/50/55/60% increased Movement Speed for 1.5 seconds and 20/25/30/35/40% increased Attack Speed for 3 seconds. The Movement Speed bonus decreases rapidly over its duration.Catching a Spinning Axe will refresh the cooldown of Blood Rush.
Explanation:One of the main concerns of a Draven player is catching those axes. This is Riot's answer. This ability provides a speed boost that you might need to catch that straggling axe. Also, the attack speed boost is what makes him such a scary AD Carry. Even if he doesn't have a 
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Draven throws his axes, dealing 70/105/140/175/210 (+50% bonus Attack Damage) physical damage to targets hit and knocking them aside. Targets hit are slowed by 20/25/30/35/40% for 2 seconds.
Explanation: Draven's only cc comes packaged in a slightly unique ability. This ability functions very similarly to Janna's
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- Use this ability to open your ganks. Position yourself behind the enemy laner and throw it in such a way that it knocks them towards your base. This means get them on the half that is closest to your base.
- This ability can be used to deny airborne abilities, which is why it is like Janna's
Howling Gale. Say the enemy
Jarvan IV sees you and doesn't like you. If he positions himself as if he is going to do his (E) into (Q) combo, then you can throw this in his direction and knock him off course, effectively canceling his dash and knockup. The same goes for things like LeBlanc's
Distortion and Tristana's
Rocket Jump.
- Another thing that this skill can do similar to the above is interrupt channeled abilities. Use this to interrupt when a
Warwick uses his (R)
Infinite Duress on an ally. In a similar vein, if the enemy
Malzahar looks to be about to ult you, you can throw this out to interrupt him even while you're being suppressed, as long as you cast your
Stand Aside slightly before him.
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Draven hurls two massive axes to deal 175/275/375 (+110% bonus Attack Damage) 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 flight to cause it to return early. Deals 8% less damage for each unit hit (Minimum 40%) and resets when the axes reverse direction.
Ability Explanation:
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-
*This ability is best used to finish an enemy off in a duel. It casts very quickly so it can be used as a surprise burst after "retreating" out of vision.
*
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*It can be used to take objectives such as dragon or help minions push a lane from far away.
*If you see your enemies grouped up in a teamfight, be sure to use this ability. Just make sure that you don't use
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As you probable saw above, here is my recommended skill sequence for Jungle
Draven:
I don't recommend any other way of doing it. His Q is is primary source of damage and should therefore be maxed first. His W is an important tool for carrying mid to late game, but is a little less powerful until you get some built attack speed to stack with it. His E is mostly for its utility and should therefore be maxed last.
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