Jungle · Normal Draft · Matchup guide · Patch16.20.1
Draven vs Vex
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
VS
Role fit
Jungle · Draven
Draven is normally played Bot and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.
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
?
Unreviewed route
No reviewed Draven Jungle build
Draven is normally played Bot and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.
A different lane's items are not relabelled as correct. Role income, map access and starting rules can change the whole purchase order.
Build value through repeated combat while keeping Smite for camps and objectives.
Normal Draft
Primary tree
Precision
ConquerorTriumphLegend: AlacrityLast Stand
Secondary tree
Domination
Sudden ImpactRelentless Hunter
Summoner spells
FlashSmite
Keep Smite
Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.
Change the movement spell
Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.
Matchup notes
What changes when Vex is opposite you?
Pre-game kit comparison
Kit comparison
Respect the opponent's reliable threat
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
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 reference
Compare both kits
Ability referenceData Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units)Data Dragon 16.20.1
Draven
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.
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
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
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
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
Vex
P
Doom 'n Gloom
Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Q
Mistral Bolt
Launch a damaging missile that accelerates mid-flight.
Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
W
Personal Space
Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
E
Looming Darkness
Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
R
Shadow Surge
Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000
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.
Ahead plan
Convert tempo into camps, vision and objectives
1
Pathing
Take efficient camps between plays so a lead does not disappear into repeated waiting.
2
Map play
Use lane priority before invading or starting an objective, and leave when nearby lanes cannot move.
3
Fights
Enter through controlled vision and keep a route out; a winning Jungler still loses a shutdown when isolated.
Even plan
Keep the clear moving and choose high-information plays
1
Pathing
Track opposing camps and lane states instead of forcing the first visible target.
2
Map play
Trade sides of the map when contesting would require weaker lanes to move first.
3
Fights
Save important control for the enemy who threatens your carries or objective access.
Behind plan
Recover guaranteed camps and avoid desperate invades
1
Pathing
Path through known territory and help lanes only when the opponent is genuinely vulnerable.
2
Map play
Cross-map rather than arriving late to a lost objective, then restore defensive vision with an ally.
3
Fights
Play around the strongest teammate and make the enemy commit into your control.
Pings, movement and objectives
Draven Jungle map plan
Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.
Ahead
Turn tempo into controlled territory
Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even
Choose the play with the clearest information
Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind
Trade the map instead of forcing recovery
Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup
Four calls, in order
Pings create a shared plan; they do not replace checking waves, vision and who can move.
1
Before the route
Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.
2
Check priority
Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.
3
Control entry
Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.
4
Finish or turn
Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.
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.