// Recommended builds
The best trait and item combination at every level, 2 stars, by DPS.
// Top items
What each item adds on its own, in DPS, with no other item.
Builds by level
Every combination of Draven's own traits that a comp of the chosen level can reach, ranked by the DPS of its best 3-item build against three dummies with the team's shred, sunder and burn already on them. Numbers open the DPS Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.
| # | Traits | Best build | DPS · no items | DPS · with build | Open |
|---|---|---|---|---|---|
| 163 | 713 | CalculatorFind the comp |
No comp at this level can field Draven.
// Cast timeline
From the mana bar filling until mana can come in again. No mana comes in during this time.
- attack animation
- attack lands
- attack recovery
- cast window (mana locked)
First cast at 12.35 s with 0.85 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.
Step by step, in words
- Mana reaches 110/110: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
- 0.00 to 1.43 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
- 1.43 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.62 s at base attack speed (the attack delay is 16% of the attack animation).
- Attack loop: the attack lands at 16% of the attack animation (mana granted) and unlocks at 50%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
- Mana gain: 10 per attack; combat starts at 0/110.
- Overflow is banked: mana past 110 from attacks or regen is kept through the cast (108/110 plus 10 casts and comes back with 8). Same rule for every champion; only the amounts differ by role.
Bounty Seeker: Data tables
Bounties
Choose a bounty; your strongest Draven progresses it and earns the reward. Completing one lets you choose another. Hard bounties reward more.
| Bounty | Reward |
|---|---|
| Land 60 attacks | 1 random 5-cost champion |
| Cast 6 Abilities | 2 random 4-cost champions |
| Cast 8 Abilities | 6 free rerolls |
| Deal 10,000 damage | 7 gold |
| Deal 35,000 damage | 15 goldB.F. Sword |
| Deal 10,000 damage in a single combat | B.F. Sword |
| Slay 8 enemies | 12 gold |
| Slay 15 enemies | 1 random completed item |
| Deal the most damage on your team in a combat | 2 free rerolls |
| Be the last player standing in 3 combats | 2 random components |
| Score 14 takedowns | 10 XP |
5-cost ranged AD Carry (game role tag, range 5). As the comp's damage dealer it takes the best calculated damage items. Mana lock 1.43 s per cast against a 13.1 s fill (10% locked). Casts per minute at base speed 4.1; with Spear of Shojin 6.2, Blue Buff 6.2, a +45% attack speed item 5.7. Spear of Shojin and Blue Buff are within 0% of each other, so either keeps the loop rolling; the default mana-per-attack set stays.
5-cost ranged AD Carry (game role tag, range 5). When another champion carries, it holds the team Shred/Sunder and Burn items. Mana lock 1.43 s per cast against a 13.1 s fill (10% locked). Casts per minute at base speed 4.1; with Spear of Shojin 6.2, Blue Buff 6.2, a +45% attack speed item 5.7. Spear of Shojin and Blue Buff are within 0% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Sunder item and one Burn item for the team, plus the third item that adds the most calculated damage for Draven (566 DPS at 2 stars against three 2-star tanks). Ionic Spark, Evenshroud and Sunfire Cape are left out: at range 5 their aura would not reach the enemies.