VRC.LOL

Bot · SwiftplayMatchup guidePatch 16.20.1

Draven vs Zed

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

DravenVSZed

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneBot

Choose two champions from the list.

Role fit

BotDraven

Draven has an established Bot carry plan that can scale through shared-lane farm and work with a Support partner.

Primary role
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Swiftplay · Bot

Marksman baseline

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Swiftplay opening · separate from item 1

Guardian's Hammer

950 gold

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

1
First item

Kraken Slayer

3,000 gold

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

2
Boots

Berserker's Greaves

1,100 gold

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

3
Critical damage

Infinity Edge

3,500 gold

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

4
Armour pen

Lord Dominik's Regards

3,300 gold

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

5
Safety

Guardian Angel

3,200 gold

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

6
Late sustain

Bloodthirster

3,400 gold

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

Choose the route before play

Recommendation review pending

AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route

Best when: Mortal Reminder combines armour penetration with anti-heal.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Critical damageInfinity Edge
  4. Mortal Reminder
  5. SafetyGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Critical damageInfinity Edge
  4. Wit's End
  5. SafetyGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route

Best when: Mortal Reminder combines armour penetration with anti-heal.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Critical damageInfinity Edge
  4. Mortal Reminder
  5. SafetyGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Critical damageInfinity Edge
  4. Wit's End
  5. SafetyGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Runes and summoner spells

Runes and summoner spellsDravenBot

Preserve firing space and turn longer fights into sustained damage.

Swiftplay
Primary tree

Precision

Lethal TempoPresence of MindLegend: AlacrityCut Down
Secondary tree

Sorcery

CelerityGathering Storm
Summoner spells
FlashBarrier
Coordinate the Support

Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.

Cleanse is specific

Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.

Matchup notes

What changes when Zed is opposite you?

Pre-game kit comparison
Strategic interaction

Test the early lane

Strong early trades can deny a scaling carry the quiet lane they want.

Early to mid

Look for lane pressure, first recalls and early objectives before scaling carries complete several items.

Your plan

Use the route you prepared

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.

Ability reminders

Draven reminders

  • If Draven doesn't move, Spinning Axe will fall near his present location. It will fall directly on him, or just to the right or left.
  • If Draven does move after attacking, Spinning Axe will lead him in the direction of his movement. Use this to control where the Spinning Axe will go.
Ability reminders

Against Zed

  • Zed receives bonus effect from Attack Damage items he purchases, so Armor is super effective against him.
  • After Zed uses his Living Shadow, he is at his most vulnerable as his damage, slow, and mobility are both dependent upon it.
  • Zed's Shadow Slash can only slow you if his shadow hits you with it.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Mortal Reminder

Mortal Reminder combines armour penetration with anti-heal.

Magic damage reaches me

Wit's End

Wit's End adds magic resistance without giving up attack speed.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Draven

  1. P
    League of Draven

    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.

  2. Q
    Spinning Axe

    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) 300
  3. W
    Blood Rush

    Draven 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) 1000
  4. E
    Stand Aside

    Draven 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) 1050
  5. R
    Whirling Death

    Draven 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.

    The exported range is not a verified gameplay distance. Check the current ability tooltip.

    Cooldown (s) 100/90/80 · Cost 100

Zed

  1. P
    Contempt for the Weak

    Zed's basic attacks against low health targets deals bonus Magic Damage. This effect can only occur once every few seconds against the same enemy champion.

  2. Q
    Razor Shuriken

    Zed and his shadows throw their shurikens. Each shuriken deals damage to every enemy hit.

    Cooldown (s) 6 · Cost 75/70/65/60/55 · Listed range (units) 900
  3. W
    Living Shadow

    Passive: Zed gains energy whenever he and his shadows strike an enemy with the same ability. Energy can only be gained once per cast ability. Active: Zed's shadow dashes forward, remaining in place for a few seconds. Reactivating Living Shadow will cause Zed to switch positions with this shadow.

    Cooldown (s) 20/19/18/17/16 · Cost 40/35/30/25/20 · Listed range (units) 650
  4. E
    Shadow Slash

    Zed and his Shadows slash, dealing damage to nearby enemies. Enemies hit by a Shadow's slash are slowed.

    Cooldown (s) 5/4.5/4/3.5/3 · Cost 40 · Listed range (units) 290
  5. R
    Death Mark

    Zed becomes untargetable and dashes to an enemy champion, marking them. After 3 seconds the mark triggers, repeating a portion of all the damage Zed dealt to the target while they were marked.

    Cooldown (s) 120/110/100 · Listed range (units) 625

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Prioritise farm, spacing and coordination with Support

1
Lane

Match the opposing carry's income and trade when both lane partners can participate.

2
Map play

Finish the wave before rotating unless the fight is immediate and clearly reachable.

3
Fights

Stand behind allied control and build damage on reachable targets before stepping toward the back line.

Pings, movement and objectives

Draven Bot map plan

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.

Ahead

Carry the lead into the next safe fight

Ping
Use Target on the reachable opponent, Danger when Support or Jungle is too far away, and On My Way after the wave is secured.
Farm or rotate
Finish the wave, recall on the item timing and rotate with protection. Do not cross river alone to save a few seconds.
Objective
Attack from the safe side of the objective and keep damaging the nearest reachable threat. Preserving the shutdown matters more than chasing.
Even

Build the item timing and move together

Ping
Use Target to align with Support, Enemy Missing when either Bot opponent leaves and Danger if an engage begins outside your safe range.
Farm or rotate
Rotate after the wave or when the objective fight is immediate and reachable. Communicate if staying for the wave is the safer call.
Objective
Enter behind vision and allied control. Keep a route away from the enemy engage before starting sustained damage.
Behind

Shorten exposure and recover guaranteed gold

Ping
Use Retreat before Support or Jungle forces a fight you cannot damage, and Enemy Missing as soon as the winning Bot lane leaves.
Farm or rotate
Avoid being first into river. Move with Support after the safe wave, or trade an unsafe objective for protected farm.
Objective
Stand beside peel and attack whoever enters safe range. Do not cross enemy control to reach the opposing carry.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Secure the wave

    Finish safe farm and communicate the recall or move before the objective setup begins.

  2. 2
    Enter protected

    Walk with Support or another ally and choose the side where enemy engage cannot reach you first.

  3. 3
    Set attack space

    Keep an exit route and identify the nearest target you can damage without crossing enemy control.

  4. 4
    Stay alive

    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

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

Open full buildCompare counter options