Arrr, VRC.LOL

Bot · Normal DraftMatchup chartPatch 16.20.1

Draven vs Teemo

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

DravenVSTeemo

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseBottomside

Pick two champions from th' list.

Arrr, role fit

BotDraven

Draven has an established Bot carry course that can scale through shared-course farm and work wit' a Support partner.

Arrr, primary role
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Bot

Arrr, evidence-supported Draven Bot

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

Doran's Bow

400 doubloons

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.

1
First aboard gear

Hubris

2,800 doubloons

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.

2
Boots

Berserker's Greaves

1,100 doubloons

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.

3
Core

Hexoptics C44

2,800 doubloons

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.

4
Late

Infinity Edge

3,500 doubloons

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.

5
Flexible

Lord Dominik's Regards

3,300 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

6
Arrr, late sustain

Bloodthirster

3,400 doubloons

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, they burst meArrr, Guardian Angel protects a completed damage core from one decisive death.Spy full course

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

  1. First aboard gearHubris
  2. BootsBerserker's Greaves
  3. CoreHexoptics C44
  4. LateInfinity Edge
  5. Guardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course

Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.

  1. First aboard gearHubris
  2. BootsBerserker's Greaves
  3. CoreHexoptics C44
  4. Wit's End
  5. FlexibleLord Dominik's Regards
  6. Arrr, late sustainBloodthirster

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, they burst meArrr, Guardian Angel protects a completed damage core from one decisive death.Spy full course

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

  1. First aboard gearHubris
  2. BootsBerserker's Greaves
  3. CoreHexoptics C44
  4. LateInfinity Edge
  5. Guardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course

Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.

  1. First aboard gearHubris
  2. BootsBerserker's Greaves
  3. CoreHexoptics C44
  4. Wit's End
  5. FlexibleLord Dominik's Regards
  6. Arrr, late sustainBloodthirster

Arrr, runes and summoner spells

Arrr, runes and summoner spellsDravenBot

Arrr, preserve firing space and turn longer fights into sustained damage.

Normal Draft, matey
Arrr, primary tree

Precision

Lethal TempoPresence of MindLegend: AlacrityCut Down
Arrr, secondary tree

Sorcery

CelerityGathering Storm
Arrr, summoner spells
FlashBarrier
Coordinate th' Support

Avoid duplicating th' same defensive spell without a reason. Barrier protects th' user; Heal can protect both nigh th' ship course partners.

Cleanse be specific

Pick Cleanse only when removable crowd control be th' course or fight problem and ye can use it reliably.

Arrr, matchup notes

What changes when Teemo is opposite you?

Pre-battle kit comparison
Arrr, strategic interaction

Arrr, force an early contest

High early attack pressure can punish a course that needs time and mana to stabilise.

Arrr, early to mid

Look fer course pressure, first aboard recalls and early prizes afore scaling carries shipshape several gear.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

Trick reminders

Draven reminders

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

Against Teemo

  • Teemo's Toxic Shot punishes sailors who get hit and back aboard out, so stay at a seaworthy range until ye're shipshape to commit.
  • It can be valuable to use Oracle's Lens(Trinket) to destroy mushrooms 'round key locations.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, they burst me

Guardian Angel

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

Arrr, magic damage reaches me

Wit's End

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

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Draven

  1. P
    League of DravenEnglish

    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 AxeEnglish

    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) 300
  3. W
    Blood RushEnglish

    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.

    Wait fer reload (s) 12 · Cost 40/35/30/25/20 · Charted reach (units) 1000
  4. E
    Stand AsideEnglish

    Draven 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) 1050
  5. R
    Whirling DeathEnglish

    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.

    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 100

Teemo

  1. P
    Guerrilla WarfareEnglish

    If Teemo stands still and takes no actions for a short duration, he becomes Invisible indefinitely. If he's in brush, Teemo can enter and maintain his Invisibility while moving. After leaving Invisibility, Teemo gains the Element of Surprise, increasing his Attack Speed for a few seconds.

  2. Q
    Blinding DartEnglish

    Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and blinding it for the duration.

    Wait fer reload (s) 7 · Cost 70/75/80/85/90 · Charted reach (units) 680
  3. W
    Move QuickEnglish

    Teemo scampers around, passively increasing his Move Speed until he is struck by an enemy champion or turret. Teemo can sprint to gain bonus Move Speed that isn't stopped by being struck for a short time.

    Wait fer reload (s) 14 · Cost 40 · Charted reach (units) 20
  4. E
    Toxic ShotEnglish

    Each of Teemo's attacks will poison the target %i:OnHit% On-Hit, dealing damage on impact and each second after for 4 seconds.

    Charted reach (units) 680
  5. R
    Noxious TrapEnglish

    Teemo throws an explosive poisonous trap using one of the mushrooms stored in his pack. If an enemy steps on the trap, it will release a poisonous cloud, slowing enemies and damaging them over time. If Teemo throws a mushroom onto another mushroom it will bounce, gaining additional range.

    Cost 75/55/35 · Charted reach (units) 600/750/900

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Prioritise farm, spacing and coordination wit' Support

1
Course

Clash th' opposing carry's income and trade when both course partners can participate.

2
Sea chart play

Finish th' wave afore rotating unless th' fight be immediate and clearly reachable.

3
Fights

Stand astern o' allied control and loadout damage on reachable targets afore stepping toward th' back aboard line.

Pings, movement and prizes

Draven Bot sea chart course

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.

Ahead

Carry th' lead into th' next aboard seaworthy fight

Ping
Use Target on th' reachable foe, Peril when Support or Jungle be too far across th' waters astern, and On Me Way after th' wave be secured.
Arrr, farm or rotate
Finish th' wave, recall on th' gear timing and rotate wit' protection. Do nay cross river alone to save a few seconds.
Prize
Attack from th' seaworthy side o' th' prize and keep damaging th' nearest reachable threat. Preserving th' shutdown matters more booty than chasing.
Even

Loadout th' gear timing and move together

Ping
Use Target to align wit' Support, Foe Lost overboard when either Bot foe leaves and Peril if an engage begins outside yer seaworthy range.
Arrr, farm or rotate
Rotate after th' wave or when th' prize fight be immediate and reachable. Communicate if staying fer th' wave be th' safer call.
Prize
Enter astern o' vision and allied control. Keep a course astern from th' foe engage afore starting sustained damage.
Behind

Shorten exposure and recover promised doubloons

Ping
Use Retreat afore Support or Jungle forces a fight ye cannae damage, and Foe Lost overboard as soon as th' taking th' victory Bot course leaves.
Arrr, farm or rotate
Avoid being first aboard into river. Move wit' Support after th' seaworthy wave, or trade an unsafe prize fer protected farm.
Prize
Stand beside peel and attack whoever enters seaworthy range. Do nay cross foe control to reach th' opposing carry.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Secure th' wave

    Finish seaworthy farm and communicate th' recall or move afore th' prize setup begins.

  2. 2
    Arrr, enter protected

    Walk wit' Support or another ally and choose th' side where foe engage cannae reach ye first aboard.

  3. 3
    Arrr, set attack space

    Keep an exit course and identify th' nearest target ye can damage without crossing foe control.

  4. 4
    Arrr, stay alive

    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

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options