
Guardian's Hammer
950 goldAdds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.
Bot · SwiftplayMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Draven has an established Bot carry plan that can scale through shared-lane farm and work with a Support partner.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Swiftplay · Bot
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Adds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.

Completes the six-item inventory with high attack damage and sustain for extended late fights.

Adds attack speed and movement speed for champions whose repeated basic attacks remain central to the route.

Increases critical-strike damage after a reliable critical core is established; it does not repair a route with too little critical chance.

Adds percentage armour penetration against targets who have built meaningful armour.

Adds a revive for a high-value late fight after the functional damage or durability core is established.

Adds high attack damage and sustain after the route can already reach targets and survive long enough to keep attacking.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Recommendation review pending
Best when: Mortal Reminder combines armour penetration with anti-heal.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Wit's End adds magic resistance without giving up attack speed.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
Preserve firing space and turn longer fights into sustained damage.
Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.
Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.
Matchup notes
Strong early trades can deny a scaling carry the quiet lane they want.
Early to midLook for lane pressure, first recalls and early objectives before scaling carries complete several items.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Mortal Reminder combines armour penetration with anti-heal.

Wit's End adds magic resistance without giving up attack speed.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
League of Draven is the always-on rule shaping Draven's normal trading and fight pattern. Watch its in-game state before committing.
Spinning Axe contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 12/11/10/9/8 · Cost 45 · Listed range 300Blood Rush contributes basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 12 · Cost 40/35/30/25/20 · Listed range 1000Stand Aside is a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 16/15/14/13/12 · Cost 70 · Listed range 1050Whirling Death contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 100/90/80 · Cost 100 · Listed range 20000Pit Grit is the always-on rule shaping Sett's normal trading and fight pattern. Watch its in-game state before committing.
Knuckle Down contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 9/8/7/6/5Haymaker contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 18/16.5/15/13.5/12 · Listed range 25000Facebreaker contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 16/14.5/13/11.5/10 · Listed range 490The Show Stopper contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 120/100/80 · Listed range 400Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Pressure farm with your Support while keeping the wave and river warded; two opponents can still punish an isolated carry.
Move after the wave is secured and attack the objective from a position your team can defend.
Deal damage to the closest safe target and preserve the shutdown. The lead matters only while you remain alive.
Match the opposing carry's income and trade when both lane partners can participate.
Finish the wave before rotating unless the fight is immediate and clearly reachable.
Stand behind allied control and build damage on reachable targets before stepping toward the back line.
Farm near tower or with nearby allies. Give up isolated minions instead of offering another kill.
Avoid being first into river and trade an unsafe objective for income when the team cannot contest.
Wait for enemy cooldowns and attack whoever enters your safe range; survival creates more damage than a desperate flank.
Pings, movement and objectives
Protect income and coordinate with Support. Your movement should follow the wave, while your pings make target choice and danger clear before the fight begins.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Finish safe farm and communicate the recall or move before the objective setup begins.
Walk with Support or another ally and choose the side where enemy engage cannot reach you first.
Keep an exit route and identify the nearest target you can damage without crossing enemy control.
Continue useful damage without chasing away from the objective or donating a shutdown.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.