
Doran's Bow
400 doubloonsRecommendations await inspection
This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.
Bot · Normal DraftMatchup chart
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Old chart, matey. Recommendations await inspection. Draven has an established Bot carry course that can scale through shared-course farm and work wit' a Support partner.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Bot
Recommendations await inspection

Recommendations await inspection
This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

Recommendations await inspection

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.
Recommendations await inspection
Old chart, matey
Arrr, Guardian Angel protects a completed damage core from one decisive death.
Item ye would replace
Lord Dominik's Regards→
Guardian Angel
Old chart, matey
Arrr, Wit's End adds magic resistance without giving up attack speed.
Item ye would replace
Infinity Edge→
Wit's End
Arrr, runes and summoner spells
Arrr, preserve firing space and turn longer fights into sustained damage.
Avoid duplicating th' same defensive spell without a reason. Barrier protects th' user; Heal can protect both nigh th' ship course partners.
Pick Cleanse only when removable crowd control be th' course or fight problem and ye can use it reliably.
Arrr, matchup notes
Strong early trades can deny a scaling carry th' quiet course they want.
Arrr, early to midLook fer course pressure, first aboard recalls and early prizes afore scaling carries shipshape several gear.
Keep Alistar visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

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

Arrr, Wit's End adds magic resistance without giving up attack speed.
Trick reference
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.
Wait fer reload (s) 12/11/10/9/8 · Cost 45 · Charted reach (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.
Wait fer reload (s) 12 · Cost 40/35/30/25/20 · Charted reach (units) 1000Draven throws his axes, dealing physical damage to targets hit and knocking them aside. Targets hit are slowed.
Wait fer reload (s) 16/15/14/13/12 · Cost 70 · Charted reach (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.
That exported range ain't a verified in-game distance. Check the ability's current tooltip, matey.
Wait fer reload (s) 100/90/80 · Cost 100Alistar charges his roar by stunning or displacing enemy champions or when nearby enemies die. When fully charged he heals himself all nearby allied champions.
Alistar smashes the ground, dealing damage to nearby enemies and tossing them into the air.
Wait fer reload (s) 14/13/12/11/10 · Cost 50/55/60/65/70 · Charted reach (units) 365Alistar rams a target with his head, dealing damage and knocking the target back.
Wait fer reload (s) 14/13/12/11/10 · Cost 50/55/60/65/70 · Charted reach (units) 650Alistar tramples nearby enemy units, ignoring unit collision and gaining stacks if he damages an enemy champion. At full stacks Alistar's next basic attack against an enemy champion deals additional magic damage and stuns them.
Wait fer reload (s) 12/11.5/11/10.5/10 · Cost 50/55/60/65/70 · Charted reach (units) 350Alistar lets out a wild roar, removing all crowd control effects on himself, and reducing incoming physical and magical damage for the duration.
Wait fer reload (s) 120/100/80 · Cost 100Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Pressure farm wit' yer Support while keeping th' wave and river warded; two foes can still punish an isolated carry.
Move after th' wave be secured and attack th' prize from a position yer crew can defend.
Deal damage to th' closest seaworthy target and preserve th' shutdown. Th' lead matters only while ye remain alive.
Clash th' opposing carry's income and trade when both course partners can participate.
Finish th' wave afore rotating unless th' fight be immediate and clearly reachable.
Stand astern o' allied control and loadout damage on reachable targets afore stepping toward th' back aboard line.
Farm nigh tower or wit' nigh th' ship crewmates. Give up isolated minions instead o' offering another kill.
Avoid being first aboard into river and trade an unsafe prize fer income when th' crew cannae contest.
Wait fer foe cooldowns and attack whoever enters yer seaworthy range; survival creates more booty damage than a desperate flank.
Pings, movement and prizes
Protect income and coordinate wit' Support. Yer movement should follow th' wave, while yer pings make target choice and peril clear th' deck afore th' fight begins.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Finish seaworthy farm and communicate th' recall or move afore th' prize setup begins.
Walk wit' Support or another ally and choose th' side where foe engage cannae reach ye first aboard.
Keep an exit course and identify th' nearest target ye can damage without crossing foe control.
Continue useful damage without chasing astern from th' prize or donating a shutdown.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.