Draven
DRAVENSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 10 | 9 | 8 | 7 |
| Cost | 45 | |||
| Base Damage | 45 | 50 | 55 | 60 |
| Bonus AD Ratio | 90% | 100% | 110% | 120% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 10 | |||
| Cost | 40 | 35 | 30 | 25 |
| Attack Speed | 25% | 30% | 35% | 40% |
| Move Speed | 50% | 55% | 60% | 65% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 15 | 14 | 13 | 12 |
| Cost | 70 | |||
| Base Damage | 75 | 120 | 165 | 210 |
| Slow | 25% | 30% | 35% | 40% |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 70 | 65 | 60 |
| Cost | 100 | ||
| Base Damage | 200 | 300 | 400 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+B← B47.5%5.2%3.2%
- Master+B← B47.7%4.9%2.2%
- ChallengerB← B49.4%4.6%0.6%
- LegendaryB← B49.1%4.8%0.6%
Tencent official (CN server) / ADC / 2026-11-07
Tier stays B at every rank, with only a 1.9 point win-rate spread — consistent across ranks.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among ADC
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)17 combos, by pick rateby win rate
- CombinationPickWin
- 51.9%
- 52.4%
- 49.8%
- 49.9%
- 53.6%
- 53.4%
- 50.3%
- 52.4%
- 51.8%
- 46.2%
- 50.9%
- 47.6%
- 49.5%
- 52.3%
- 49.8%
- 51.3%
- 56.0%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 48.7%
- 47.5%
- 47.6%
- 49.7%
- 49.5%
- 48.8%
- 46.9%
- 55.0%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 49.1%
- 47.9%
- 46.3%
- 46.6%
- 46.6%
- 47.2%
Official Tencent data (China server)Master+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)18 combos, by pick rateby win rate
- CombinationPickWin
- 52.0%
- 52.4%
- 50.5%
- 53.6%
- 47.0%
- 54.0%
- 49.9%
- 53.9%
- 46.2%
- 52.0%
- 50.8%
- 49.3%
- 49.6%
- 51.4%
- 50.7%
- 54.2%
- 54.9%
- 59.0%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 49.0%
- 47.6%
- 48.8%
- 49.7%
- 49.9%
- 48.3%
- 48.3%
- 54.8%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 49.4%
- 47.9%
- 46.9%
- 46.0%
- 46.6%
- 45.4%
Official Tencent data (China server)Challenger / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)17 combos, by pick rateby win rate
- CombinationPickWin
- 53.3%
- 53.3%
- 49.7%
- 52.0%
- 50.2%
- 60.8%
- 48.2%
- 53.1%
- 61.5%
- 57.6%
- 51.1%
- 59.3%
- 51.9%
- 43.4%
- 48.5%
- 46.8%
- 54.8%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 49.8%
- 49.1%
- 49.5%
- 51.1%
- 53.0%
- 50.5%
- 54.2%
- 42.3%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 50.1%
- 49.3%
- 47.9%
- 47.9%
- 43.1%
Official Tencent data (China server)Legendary / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 51.8%
- 56.0%
- 57.1%
- 63.0%
- 54.0%
- 56.2%
- 52.9%
- 45.2%
- 43.4%
- 51.0%
- 39.5%
- 45.0%
- 61.1%
- 58.3%
- 56.2%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 50.1%
- 46.8%
- 50.5%
- 51.6%
- 52.5%
- 47.8%
- 46.9%
- 46.5%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 49.8%
- 47.4%
- 48.4%
- 49.6%
- 48.6%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds6 builds (1 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
Items in these builds
Infinity Edge6 of 6
Dominik’s Regards6 of 6
Essence Reaver4 of 6
Bloodthirster4 of 6
Immortal Boots3 of 6
Gunmetal Greaves3 of 6
Mercurial Scimitar3 of 6
The Collector2 of 6
Hexoptics C442 of 6
Rapid Firecannon2 of 6
Galeforce1 of 6
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Runes
Keystone
Resolve
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Champions with similar builds
Patch Changes
Ver. 77.3aBuffCombat power Lv15 9,900 → 9,902 (±0.0%)
Spinning Axe
- Bonus Attack Damage ratio: 80/90/100/110% → 90/100/110/120%
Blood Rush
- Attack Speed: 20/25/30/35% → 25/30/35/40%
Whirling Death
- Bonus Attack Damage ratio: 130% → 150%
7.3Changed
Base Stats
- Attack Damage per Level: 4.5 → 3.8
- Base Health: 630 → 650
- Health per Level: 128 → 132
- Attack Speed Ratio: 0.679
- Base Attack Speed: 0.679
- Base Bonus Attack Speed: 0.11
- Attack Speed per Level: 0.03
League of Draven
- Bounty: 80 + (stacks) × 4 → 60 + (stacks) × 3
Spinning Axe
- Damage: 45 / 50 / 55 / 60 + 100 / 110 / 120 / 130% → 45 / 50 / 55 / 60 + 80 / 90 / 100 / 110%
Whirling Death
- Damage falloff per hit: 8% (minimum 40%) → 5% (minimum 50%)
- [New] Enemy champions hit whose current Health is lower than Draven's current Adoration stacks are executed.
Analysis
Nothing equippedCombat Power at Lv15 is 9,902 (#131 of 142, #20 of 26 Marksman). Down from #116 at Lv1: it ranks higher early.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Marksman median | Rank |
|---|---|---|---|---|
| 1 | 5,554 | 5,897 | 5,544 | 116 |
| 2 | 5,844 | 6,459 | 5,924 | 128 |
| 3 | 6,328 | 6,934 | 6,418 | 126 |
| 4 | 6,613 | 7,485 | 6,880 | 133 |
| 5 | 6,958 | 7,899 | 7,352 | 132 |
| 6 | 7,198 | 8,244 | 7,648 | 133 |
| 7 | 7,540 | 8,552 | 7,938 | 131 |
| 8 | 7,827 | 8,948 | 8,262 | 131 |
| 9 | 8,121 | 9,378 | 8,635 | 132 |
| 10 | 8,383 | 9,716 | 8,922 | 133 |
| 11 | 8,727 | 10,018 | 9,168 | 131 |
| 12 | 9,011 | 10,461 | 9,551 | 132 |
| 13 | 9,310 | 10,786 | 9,864 | 131 |
| 14 | 9,532 | 11,138 | 10,153 | 132 |
| 15 | 9,902 | 11,462 | 10,439 | 131 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Bonus gold on champion kills300G
One takedown per 90s- Bonus physical damage (empowered attack)296G
Combat only: 50%At most once per 8sSkill ranks from level- +25-40% attack speed200G
- +50-65% move speed (decaying)333G
Combat only: 50%Survival factorMove speed % as flatChampion medianSkill ranks from level- Physical damage691G
- Slow456G
Combat only: 50%Survival factorMove speed % as flatChampion medianSkill ranks from level- Physical damage (first hit)263G
Combat only: 50%Damage valued like healingSkill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
One takedown per 90s
One kill or assist every 90 seconds (10 in a 15-minute match) is assumed. Uncapped stacks count half of that as the mid-match average.
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
| Lv 15 | Draven | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,498 | 1,832 | 2,422 | 2,732 |
| Armor | 105 | 34 | 104 | 127 |
| Magic Resist | 50 | 45 | 60 | 80 |
| Attack | 119 | 50 | 109.5 | 147 |
| Attack Speed | 1.039 | 0.735 | 0.951 | 1.252 |
| Move Speed | 340 | 335 | 350 | 360 |
| HP regen | 17 | 14 | 19 | 29 |
| MP | 1,390 | 802 | 1,080 | 1,390 |
| MP regen | 30 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




