This ultimate is similar to Ezreal's; global, high damage, and scaling. However, I believe this ability is better than Ezreal's as it can hit twice and has the potential to hit targets that you missed on the first cast.
Remember that you can return the blades early, giving you a possible kill or for more efficient farming/pushing power.
I take this ability whenever able; at levels 6, 11, and 16.
Early Game - Gaining Power
At the starting stage of the game, it is important to farm as much as you can to get your core items quickly. Remember, 20 minion kills roughly equal a champion kill. I try to have a minimum of 100 minion kills by 20 minutes into the game.
Stick with your support for safety and don't play overly aggressive.
If you spawn on Blue Team, you can opt to kill the double golems for a small gold and experience advantage.
Make smart use of Spinning Axe to maximize your damage and minimize your risk of death. it is important not to go out of your way to catch a Spinning Axe if it means you take free damage. It is especially dangerous against kill lanes or crowd control composition as it is easier to get caught.
Use Stand Aside to assist your jungler with ganks as well as running from an incoming jungler.
Blood Rush should be used either aggressively or defensively, use it according to the situation. Blood Rush can also be used to get back into lane faster after buying.
Mid Game - Objectives!
If you don't already have your core items, you should be getting close. This is a key moment for most AD carries as your damage output will begin to increase quickly. The crit chance and damage will make your passive's damage very noticeable; making you a key target in team fights.
You are very good at killing Dragon and Baron with continuous Spinning Axe spam/juggling. Your ultimate is useful for quickly pushing lanes or "sniping" distant enemies, which will open up other objectives on the map.
Dragon initially spawns at 2:30 and spawns every 6 minutes after death.
Baron initially spawns at 15:00 and spawns every 7 minutes after death.
Your ultimate can be used to steal these objectives if you time it right, but it is also based on where you are when you cast it, and if it hits a champion first.
Make sure to use Stand Aside to disrupt a cluster of enemies at a Dragon or Baron to open up an opportunity to steal it or delay it for another time.
Late Game - Justify the Means
Late Game Tips
When it becomes late in the game, your skills will be put to the test the most. A Guardian Angel may be a good option to replace a QSS as most champions on both sides will either be really tanky or hurt a lot.
Your passive gives you a big damage advantage over other AD carries, the difficulty comes from juggling Spinning Axe while avoiding or targeting an enemy.
Make sure that catching a Spinning Axe will not put you in danger; take note of the enemy champions and their abilities so you aren't caught off guard.
Late Game Strengths and Weaknesses
Why is Draven stronger than most AD carries?
His passive allows him to deal extra bonus damage that other AD carries do not get. Best of all, he doesn't require hitting a Spinning Axe to proc this effect, just crit, which his Spinning Axe can also do.
However, one of Draven's main weaknesses is control. Most carries need to basically right click or use an ability here and there. Draven needs to actively move and use abilities to be at his full potential, and it is very hard to juggle Spinning Axes when you need to be auto attacking.
His damage is based a lot off momentum and proper use of abilities; never use an ability without a purpose or a plan.
It will be hard to control your abilities while be targeted by enemies and having proper positioning. The best Draven players will be able to keep a cool head under stress while managing their champion.
Team Fights - More than Right Clicking
Team Fight Basics
Like other AD carries, your main job in team fights is doing damage.
Draven is different from other AD carries as he takes a lot more attention to his ability usage and positioning to maximize his potential.
You want to either open up with or use your ultimate as a finisher, depending on the situation. You can also use Stand Aside to slow the enemy team or hold off until they try to retreat.
After Whirling Death and/or Stand Aside, use Blood Rush into a Spinning Axe, and while weaving auto attacks, do your best to catch your Spinning Axe to refresh Blood Rush's cooldown.
Now you usually have two options, hopefully you caught your Spinning Axe and you can use Blood Rush to continue to focus high value targets on the enemy team or use Blood Rush to kite the assassin or tank oriented champion that while be trying to peel you off of their carry.
If you are fed, most champions will shred like tissue paper, but your main targets will still be enemy AP or AD carries to stop the enemy source of damage in team fights.
Make sure to coordinate with your teammates; convince your tank/initiator to stay within 600 distance of you at all times to give you breathing room for attacking enemies and to have protection of your own. Make sure to focus their AD or AP carry and stick with your tank and support for constant assistance.
Always stay a little to the side of your team, DO NOT cluster up, especially against AoE compositions that can wipe out your team without anything you can do about it. Always have a plan against certain team compositions, running blind into battle is a surefire way to lose the game.
Thank you for reading my Draven guide, like and comment if this build has helped you.
Questions in the comments section will be answered if the guide doesn't explain it or a certain choice needs further explanation.
Positive comments and Likes are greatly appreciated and encourage me to improve current and future guides.