
Doran's Bow
400 goldThis is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.
Bot · Normal DraftMatchup 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.
Normal Draft · Bot
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

Completes the six-item inventory with high attack damage and sustain for extended late fights.
Complete build choices
Recommendation review pending
Best when: Guardian Angel protects a completed damage core from one decisive death.
Best when: Wit's End adds magic resistance without giving up attack speed.
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
High early attack pressure can punish a lane that needs time and mana to stabilise.
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.

Guardian Angel protects a completed damage core from one decisive death.

Wit's End adds magic resistance without giving up attack speed.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
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.
Draven's next attack will deal bonus physical 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.
Cooldown (s) 12/11/10/9/8 · Cost 45 · Listed range (units) 300Draven gains increased Move Speed and Attack Speed. The Move Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.
Cooldown (s) 12 · Cost 40/35/30/25/20 · Listed range (units) 1000Draven throws his axes, dealing physical damage to targets hit and knocking them aside. Targets hit are slowed.
Cooldown (s) 16/15/14/13/12 · Cost 70 · Listed range (units) 1050Draven hurls two massive axes to deal 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 less damage for each unit hit and resets when the axes reverse direction. Executes enemies who have less health than Draven's number of Adoration stacks.
Cooldown (s) 100/90/80 · Cost 100 · Listed range (units) 20000Veigar is the greatest Evil to ever strike at the hearts of Runeterra - and he's only getting bigger! Striking an enemy Champion with a spell or scoring a takedown grants Veigar permanently increased Ability Power.
Veigar unleashes a bolt of dark energy that deals magic damage to the first two enemies hit. Units killed by this bolt grant Veigar some ability power permanently.
Cooldown (s) 6/5.5/5/4.5/4 · Cost 30/35/40/45/50 · Listed range (units) 1000Veigar calls a great mass of dark matter to fall from the sky to the target location, dealing magic damage when it lands. Stacks of Phenomenal Evil reduce Dark Matter's cooldown.
Cost 60/65/70/75/80 · Listed range (units) 950Veigar twists the edges of space, creating a cage that Stuns enemies that pass through.
Cooldown (s) 20/18.5/17/15.5/14 · Cost 70/75/80/85/90 · Listed range (units) 725Blasts target enemy champion, dealing a large amount of magic damage, increasing based on the target's missing health.
Cooldown (s) 120/90/60 · Cost 100 · Listed range (units) 650Adapt 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.