Normal order: R > Q > W > E.
N/A
предметы / Процент побед / Популярность
N/A
26.9N/A
- Полная цена
- 2,950
- Цена
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Полная цена
- 1,100
- Цена
- 300
+25% Attack Speed +45 Move Speed
- Полная цена
- 3,000
- Цена
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Полная цена
- 2,950
- Цена
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Полная цена
- 3,000
- Цена
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Полная цена
- 1,100
- Цена
- 300
+25% Attack Speed +45 Move Speed
- Полная цена
- 2,950
- Цена
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Полная цена
- 3,000
- Цена
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Полная цена
- 3,500
- Цена
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
N/Aпредметы
- Полная цена
- 3,000
- Цена
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
51.42%- Полная цена
- 2,950
- Цена
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
51.18%- Полная цена
- 1,100
- Цена
- 300
+25% Attack Speed +45 Move Speed
51.84%- Полная цена
- 3,500
- Цена
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
54.72%- Полная цена
- 3,300
- Цена
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
50.72%- Полная цена
- 3,400
- Цена
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
52.63%- Полная цена
- 2,650
- Цена
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
48.83%- Полная цена
- 1,250
- Цена
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
42.72%- Полная цена
- 2,500
- Цена
- 625
+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.
48.68%- Полная цена
- 2,750
- Цена
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
55.07%- Полная цена
- 3,000
- Цена
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
55.65%- Полная цена
- 3,050
- Цена
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
58.20%N/A
- Полная цена
- 50
- Цена
- 50
Consume Restores +120 Health over 15 seconds.
48.43%- Полная цена
- 1,000
- Цена
- 300
+20 Attack Damage 10 Lethality
48.43%- Полная цена
- 1,000
- Цена
- 300
+20 Attack Damage 10 Lethality
50.79%- Полная цена
- 350
- Цена
- 350
+10 Attack Damage
53.90%- Полная цена
- 1,000
- Цена
- 300
+20 Attack Damage 10 Lethality
53.90%N/A
- Полная цена
- 3,000
- Цена
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Полная цена
- 1,100
- Цена
- 300
+25% Attack Speed +45 Move Speed
- Полная цена
- 3,500
- Цена
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
- Полная цена
- 3,000
- Цена
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Полная цена
- 1,100
- Цена
- 300
+25% Attack Speed +45 Move Speed
- Полная цена
- 3,400
- Цена
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
- Полная цена
- 3,400
- Цена
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
- Полная цена
- 1,100
- Цена
- 300
+25% Attack Speed +45 Move Speed
- Полная цена
- 3,000
- Цена
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
N/Aпредметы
- Полная цена
- 3,000
- Цена
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
48.11%- Полная цена
- 3,500
- Цена
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
49.55%- Полная цена
- 1,100
- Цена
- 300
+25% Attack Speed +45 Move Speed
47.81%- Полная цена
- 3,400
- Цена
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
49.24%- Полная цена
- 3,300
- Цена
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
50.09%- Полная цена
- 2,650
- Цена
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
48.00%- Полная цена
- 2,950
- Цена
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
52.66%- Полная цена
- 3,050
- Цена
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
49.89%- Полная цена
- 3,000
- Цена
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
51.77%- Полная цена
- 3,000
- Цена
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
46.49%- Полная цена
- 1,250
- Цена
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
49.01%- Полная цена
- 3,200
- Цена
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
46.95%N/A
- Полная цена
- 50
- Цена
- 50
Consume Restores +120 Health over 15 seconds.
47.07%- Полная цена
- 1,000
- Цена
- 300
+20 Attack Damage 10 Lethality
47.07%- Полная цена
- 1,000
- Цена
- 300
+20 Attack Damage 10 Lethality
46.77%- Полная цена
- 1,300
- Цена
- 1,300
+40 Attack Damage
49.55%Аугменты
Аугменты / Процент побед
| Имя | Редкость | Тир | Популярность | Игры | |
|---|---|---|---|---|---|
Выбирайте Transmute: Prismatic, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 56.25% | 5.76% | 848 |
Выбирайте The Brutalizer, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 53.65% | 6.52% | 960 |
Выбирайте Dual Wield, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 53.28% | 7.34% | 1,081 |
Выбирайте Critical Missile, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 52.67% | 18.43% | 2,713 |
Выбирайте Giant Slayer, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 52.03% | 8.03% | 1,182 |
Выбирайте Goredrink, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 51.17% | 9.56% | 1,407 |
Выбирайте Upgrade Hubris, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 50.74% | 11.90% | 1,752 |
Выбирайте Vampirism, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 50.68% | 13.51% | 1,989 |
Выбирайте Fan the Hammer, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 50.51% | 8.60% | 1,267 |
Выбирайте Scopier Weapons, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 50.41% | 17.39% | 2,561 |
Выбирайте Upgrade Infinity Edge, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 49.96% | 8.47% | 1,247 |
Выбирайте Get Excited, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 49.90% | 6.74% | 992 |
Выбирайте Soul Siphon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 49.79% | 6.48% | 954 |
Выбирайте Scopiest Weapons, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 49.47% | 10.16% | 1,496 |
Выбирайте Upgrade Collector, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 49.04% | 12.03% | 1,772 |
Выбирайте Deft, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 48.53% | 9.95% | 1,465 |
Выбирайте Critical Rhythm, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 47.79% | 15.65% | 2,304 |
Выбирайте Symphony of War, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 47.71% | 5.62% | 828 |
Выбирайте Thread the Needle, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 47.52% | 8.48% | 1,248 |
Выбирайте Lightning Strikes, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 47.49% | 7.99% | 1,177 |
Выбирайте Light 'em Up!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 47.49% | 5.55% | 817 |
Выбирайте Scoped Weapons, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 47.13% | 7.94% | 1,169 |
Выбирайте Typhoon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 46.27% | 8.38% | 1,234 |
Выбирайте Magic Missile, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 45.91% | 5.40% | 795 |
Выбирайте Tap Dancer, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 44.62% | 7.32% | 1,078 |
Выбирайте Executioner, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 44.35% | 6.85% | 1,008 |
Выбирайте Slow and Steady, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 39.81% | 5.87% | 864 |
Выбирайте Transmute: Chaos, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 60.87% | 2.50% | 368 |
Выбирайте Draw Your Sword, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 58.33% | 3.26% | 480 |
Выбирайте Red Envelopes, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 58.29% | 2.95% | 434 |
Выбирайте Stats on Stats!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 56.88% | 3.01% | 443 |
Выбирайте Blunt Force, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 56.69% | 3.25% | 478 |
Выбирайте Spin To Win, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 54.84% | 2.32% | 341 |
Выбирайте Pandora's Box, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 54.63% | 1.54% | 227 |
Выбирайте Donation, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 54.21% | 2.91% | 428 |
Выбирайте Tank It Or Leave It, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 53.90% | 1.83% | 269 |
Выбирайте Transmute: Gold, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 53.62% | 3.00% | 442 |
Выбирайте Stats!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 53.39% | 1.60% | 236 |
Выбирайте Goliath, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 53.08% | 2.53% | 373 |
Выбирайте Poro Blaster, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 52.84% | 1.56% | 229 |
Выбирайте Infernal Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 51.10% | 4.64% | 683 |
Выбирайте EscAPADe, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 50.83% | 4.09% | 602 |
Выбирайте It's Critical, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 49.08% | 3.32% | 489 |
Выбирайте Jeweled Gauntlet, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 48.49% | 3.82% | 563 |
Выбирайте Critical Healing, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 48.14% | 2.92% | 430 |
Выбирайте Firebrand, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 47.40% | 3.01% | 443 |
Выбирайте From Beginning to End, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 47.27% | 1.87% | 275 |
Выбирайте Slap Around, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 46.57% | 2.38% | 350 |
Выбирайте Shrink Engine, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 46.33% | 3.61% | 531 |
Выбирайте Double Tap, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 45.75% | 4.16% | 612 |
Выбирайте Speed Demon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 45.72% | 2.54% | 374 |
Выбирайте Cerberus, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 45.42% | 4.16% | 612 |
Выбирайте Mystic Punch, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 44.84% | 2.11% | 310 |
Выбирайте Spiritual Purification, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 44.29% | 1.90% | 280 |
Выбирайте Twice Thrice, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 43.62% | 3.94% | 580 |
Выбирайте ReEnergize, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 43.55% | 2.11% | 310 |
Выбирайте Shrink Ray, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 43.27% | 3.53% | 520 |
Выбирайте Vulnerability, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 42.17% | 2.13% | 313 |
Выбирайте Omni Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 61.61% | 0.76% | 112 |
Выбирайте Clown College, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 60.48% | 0.84% | 124 |
Выбирайте Restless Restoration, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 56.73% | 0.71% | 104 |
Выбирайте Nightstalking, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 56.20% | 0.82% | 121 |
Выбирайте Stats on Stats on Stats!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 55.90% | 1.32% | 195 |
Выбирайте Back to Basics, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 54.96% | 0.89% | 131 |
Выбирайте Quest: Urf's Champion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 54.62% | 0.88% | 130 |
Выбирайте Weighted Popoffs, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 52.53% | 0.67% | 99 |
Выбирайте Homeguard, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 51.54% | 0.88% | 130 |
Выбирайте Don't Blink, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 51.14% | 0.60% | 88 |
Выбирайте Leg Day, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 50.79% | 1.28% | 189 |
Выбирайте Escape Plan, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 50.65% | 1.05% | 154 |
Выбирайте Dropkick, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 50.23% | 1.50% | 221 |
Выбирайте Snowball Upgrade, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 50.00% | 0.60% | 88 |
Выбирайте Soul Eater, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 49.62% | 0.90% | 133 |
Выбирайте Pinball, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 49.49% | 0.67% | 99 |
Выбирайте Watch Out Grapefruit, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 47.83% | 0.78% | 115 |
Выбирайте Growth Spurt, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 47.47% | 0.67% | 99 |
Выбирайте Goldrend, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 47.37% | 0.77% | 114 |
Выбирайте Glass Cannon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 47.26% | 1.37% | 201 |
Выбирайте King Me, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 46.70% | 1.24% | 182 |
Выбирайте Blade Waltz, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 46.36% | 0.75% | 110 |
Выбирайте Biggest Snowball Ever, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 45.71% | 0.71% | 105 |
Выбирайте Cheating, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 45.68% | 1.10% | 162 |
Выбирайте Flashy, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 45.45% | 0.67% | 99 |
Выбирайте Rabble Rousing, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 45.31% | 0.87% | 128 |
Выбирайте Bread And Butter, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 45.09% | 1.17% | 173 |
Выбирайте Recursion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 43.37% | 0.56% | 83 |
Выбирайте Crit Ncast, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 42.45% | 0.94% | 139 |
Выбирайте Upgrade Sword of Blossoming Dawn, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 41.96% | 0.76% | 112 |
Выбирайте Buff Buddies, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 41.48% | 0.92% | 135 |
Выбирайте Overflow, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 40.70% | 0.58% | 86 |
Выбирайте Hextech Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 39.29% | 0.57% | 84 |
Выбирайте Infinite Recursion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 38.71% | 0.63% | 93 |
Выбирайте Mad Scientist, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 34.58% | 0.73% | 107 |
Выбирайте Ultimate Revolution, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 30.00% | 0.68% | 100 |
Выбирайте Erosion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 61.54% | 0.35% | 52 |
Выбирайте Mad Scientist, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 55.56% | 0.43% | 63 |
Выбирайте Little Devil, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 50.91% | 0.37% | 55 |
Выбирайте Apex Inventor, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 49.09% | 0.37% | 55 |
Выбирайте Heavy Hitter, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 49.09% | 0.37% | 55 |
Выбирайте Skilled Sniper, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 47.14% | 0.48% | 70 |
Выбирайте Kill Secured, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 45.95% | 0.50% | 74 |
Выбирайте Poltergeist, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 45.28% | 0.36% | 53 |
Выбирайте Divine Intervention, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 45.07% | 0.48% | 71 |
Выбирайте Tank Engine, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 44.16% | 0.52% | 77 |
Выбирайте Veil of Warding, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 43.94% | 0.45% | 66 |
Выбирайте Ocean Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 43.84% | 0.50% | 73 |
Выбирайте Repulsor, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 43.08% | 0.44% | 65 |
Выбирайте Quantum Computing, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 42.62% | 0.41% | 61 |
Выбирайте OK Boomerang, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 41.79% | 0.46% | 67 |
Выбирайте Ultimate Awakening, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 39.66% | 0.39% | 58 |
Выбирайте Quest: Steel Your Heart, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 38.46% | 0.35% | 52 |
Выбирайте It's Killing Time, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 38.03% | 0.48% | 71 |
Выбирайте Snowball Roulette, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 36.84% | 0.52% | 76 |
Выбирайте Ethereal Weapon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 36.71% | 0.54% | 79 |
Выбирайте Bread And Cheese, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 35.29% | 0.35% | 51 |
Выбирайте With Haste, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 35.19% | 0.37% | 54 |
Выбирайте Marksmage, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 29.09% | 0.37% | 55 |
Draven Skill Combos
Extracted from the skill order guide
Go Q > E > W when the enemy team has multiple champions that can repeatedly reach you and your team lacks reliable peel.
The clean default is simple: play R > Q > W > E, switch to R > Q > E > W only when peel and interruption are more important than chase, and never abandon Q first unless a specific Mayhem rule or augment directly changes how Draven deals his main damage.
Max Q first, take R whenever it is available, max W second, and leave E for last unless the lobby gives you a clear reason to change.
Draven Counters
Counters and threats extracted from the matchup guide
Counters
5Draven counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Draven is countered by these champions in ARAM: Mayhem.
Read counter detailsDraven Team Comp Highlights
Partner patterns extracted from the team comp guide
Thresh
Thresh gives Draven two things he loves: forced targets and a bailout. Hook or Flay holds an enemy in Draven’s attack range, while Lantern lets Draven take an aggressive axe path without being permanently stuck there.
Nautilus
Nautilus gives Draven the simplest kill pattern: point-and-go lockdown. His engage forces enemies to stop kiting, and Draven’s raw axe damage punishes anyone who gets pinned in the middle of the lane.
Lulu
Lulu turns Draven from a high-damage marksman into a much harder champion to punish. Shielding, speed, and emergency protection let him keep catching axes in spaces where most carries would have to give ground.
Renata Glasc
Renata is valuable because Draven often dies right before finishing a target. Her protection and hostile-zone control can buy the extra moment he needs to complete a kill, especially when the enemy overcommits into his axe range.
Orianna
Orianna gives Draven structured fights. Her ball control discourages enemies from stacking on his axe landing spots, and her shield or movement support helps him reposition without giving up all damage.
Synergy mechanism: Thresh gives Draven two things he loves: forced targets and a bailout. Hook or Flay holds an enemy in Draven’s attack range, while Lantern lets Draven take an aggressive axe path without being permanently stuck there. Combo: Thresh looks for Hook or Flay when an enemy steps past minions, then Draven walks up with Spinning Axe already active and follows with Stand Aside if the target tries to dash or sidestep. If Draven overextends for the final hit, Lantern should be saved until the enemy commits damage, not thrown too early. Best scenario: This pairing is strongest into teams with one exposed carry or a short-range bruiser trying to farm the wave. Thresh can start the pick, Draven can cash the burst, and the lane can reset before the enemy backline gets a clean angle. Enemy answer: The enemy will hide behind minions, bait Hook, then dive Draven during the miss window. They may also hold displacement or silence for the moment Draven steps toward a falling axe. Failure risk: If Thresh throws Lantern before the fight truly turns, Draven may use it for a small reposition and then have no escape when assassins arrive. If Hook lands too deep, Draven can be baited into chasing through control zones. Recovery: After a missed engage, Thresh should stand between Draven and the enemy front line instead of fishing again immediately. Draven should catch safer axes behind the wave, let Stand Aside interrupt the first diver, and wait for Thresh’s next peel tool before walking forward. 2. Nautilus Synergy mechanism: Nautilus gives Draven the simplest kill pattern: point-and-go lockdown. His engage forces enemies to stop kiting, and Draven’s raw axe damage punishes anyone who gets pinned in the middle of the lane. Combo: Nautilus starts on the closest high-value target, Draven follows instantly rather than waiting for a perfect backline angle, and Whirling Death can be sent through the locked target if the enemy clumps behind them. Stand Aside is best held for the enemy’s escape or counter-dash, not used as the first button. Best scenario: This duo shines when Draven’s team has enough follow-up damage to delete the first target before the enemy can trade back. A front-to-back fight with Nautilus anchoring the middle gives Draven predictable axe zones and fewer flank threats. Enemy answer: Smart enemies will let Nautilus engage the tank, then collapse on Draven while Nautilus is too far forward to peel. They can also spread out so Whirling Death does not hit multiple priority targets. Failure risk: If Nautilus engages beyond Draven’s safe attack range, Draven either loses damage by staying back or dies trying to catch up. This is especially bad when the enemy has hard dive waiting behind their frontline. Recovery: Nautilus should switch from engage to bodyguard mode after one failed all-in. Stand near Draven, punish the first champion that crosses the minion line, and let Draven rebuild pressure through short trades instead of forcing another deep hook. 3. Lulu Synergy mechanism: Lulu turns Draven from a high-damage marksman into a much harder champion to punish. Shielding, speed, and emergency protection let him keep catching axes in spaces where most carries would have to give ground. Combo: Draven starts a trade when he has a safe axe landing spot, Lulu speeds or shields him as he steps forward, then saves her strongest defensive tool for the enemy diver rather than spending everything on poke damage. If the enemy commits multiple bodies, Draven kites back while Lulu disrupts the closest threat. Best scenario: This pairing is best when Draven is the main damage source and the enemy has one or two divers who must reach him to win. Lulu lets Draven take controlled aggressive trades, then flips the fight when the dive lands and fails to kill him. Enemy answer: The enemy will try to bait Lulu’s defensive cooldowns with fake engage, then re-enter when Draven walks forward for an axe. Long-range poke can also chip Draven before Lulu gets full value from saving him in all-ins. Failure risk: If Lulu uses protection too early, Draven may feel safe and chase into a second wave of crowd control. If Draven ignores axe safety and runs past his frontline, Lulu cannot cover every angle at once. Recovery: When defensive tools are down, Draven should stop forcing cash-in plays and farm from behind minions. Lulu should ping or posture defensively, save the next shield for committed damage, and help Draven retake space one short trade at a time. 4. Renata Glasc Synergy mechanism: Renata is valuable because Draven often dies right before finishing a target. Her protection and hostile-zone control can buy the extra moment he needs to complete a kill, especially when the enemy overcommits into his axe range. Combo: Draven plays forward enough to threaten a cash-in, Renata holds her bailout until lethal pressure actually arrives, and the team punishes enemies who keep hitting through her disruption. If the enemy clumps to finish Draven, her ultimate-style fight control can turn their commitment into a bad trade. Best scenario: This pairing is strongest into melee-heavy teams that must run through the same corridor to reach Draven. They dive, Renata delays the kill, Draven keeps attacking the nearest threat, and the enemy loses the clean burst window they needed. Enemy answer: Enemies can answer by poking first, waiting out Renata’s key save, or splitting their engage so Draven cannot hit freely while Renata controls only one angle. Burst from outside Draven’s attack range is also a problem. Failure risk: The combo fails when Draven expects Renata’s save to replace positioning. If he catches axes toward the enemy backline with no frontline nearby, even a delayed death may not become a winning fight. Recovery: After Renata’s save is used, Draven should immediately reset behind his tank or kite toward health relic space instead of chasing. Renata should then play for zoning and peel, not a second aggressive contest without her main safety window. 5. Orianna Synergy mechanism: Orianna gives Draven structured fights. Her ball control discourages enemies from stacking on his axe landing spots, and her shield or movement support helps him reposition without giving up all damage. Combo: Orianna places the ball on or near Draven when the enemy is looking to dive, then punishes the collapse as Draven kites backward with axes. If Draven’s team starts first, a tank or Snowball engage can carry the ball in while Draven follows with sustained attacks and Whirling Death through the trapped line. Best scenario: This synergy is excellent when the enemy has to group in the narrow lane to reach Draven. Orianna makes that path dangerous, and Draven benefits because enemies cannot freely rush his axe zones without risking a teamfight swing. Enemy answer: The enemy will spread out, poke Orianna’s shield target before committing, or wait until the ball is positioned away from Draven. Assassins may also flank from a side angle so the ball cannot cover every threat. Failure risk: If Draven and Orianna desync, Draven may walk forward while the ball is still zoning elsewhere. That leaves him with damage but no defensive field, which is exactly when hard engage punishes him. Recovery: Draven should track where the ball is before stepping into axe catch locations near the enemy. If the ball is away, he should play slower, use Stand Aside for peel, and let Orianna reposition before the next trade.
Draven’s best teams do not need to be fancy. They need one champion to start fights cleanly, one champion to stop divers, and enough shielding or zoning that Draven can keep attacking without being forced off every axe. If those jobs are covered, he can play aggressively without gambling the whole fight on one catch.
Draven ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Draven plays as a strong front-to-back marksman, standing behind tanks and using axe damage to win repeated trades in a stable backline pocket. | He becomes a high-risk tempo weapon focused on creating kill windows before fights get messy, as extra engage angles and augments disrupt slow patterns. | Play for controlled aggression and kill windows, not safe backline scaling. |
| Axe Catching Logic | Clean axe rhythm is rewarded, and catching forward axes works because enemies play a predictable line in the narrow map. | Axe markers can become bait due to sudden gap closers, long-range crowd control, or augment-driven burst. Drop axes that pull you into danger. | A lost axe is recoverable. A dead Draven is not. Choose survival over rhythm. |
| Stand Aside Usage | Players often use it as poke or minor disruption during slower fights when threats are more readable. | Treat it as a stop sign for committed divers, assassins, or Snowball follow-ups. Using it early for damage wastes your key defensive tool. | Hold Stand Aside for when enemies commit, not for poke damage. |
| Blood Rush Timing | Functions as a simple movement and attack steroid tied to your axe cycle, often spammed to stay active. | Save it for moments that change fights: dodging engage, sidestepping Snowballs, chasing confirmed low targets, or resetting spacing after frontline shifts. | Save Blood Rush for real threats, not just to look active. |
| Snowball Interaction | Snowball can be a fun engage tool, but Draven should already be careful with reckless use. | Treat enemy marks near you as possible all-ins. Shift sideways, hold Stand Aside for follow-up, and punish enemies who arrive too deep. | Respect Snowball more than you use it. Dodge and punish, do not int. |
| Build Discipline | Raw damage stacking gets rewarded because Draven can dominate short trades and snowball gold leads. | If dying before meaningful attacks, prioritize durability, lifesteal, or anti-burst. One extra second of uptime often deals more real damage than greedier builds. | Build for survival first when facing dive. Dead Draven deals zero damage. |
Champion Analysis
Роль / Процент побед
Draven the Glorious Executioner serves as a ranged ADC and high-burst marksman in ARAM: Mayhem, excelling at dealing devastating single-target damage through his spinning axes. His identity centers on aggressive playmaking and mechanical skill, rewarding players who can consistently catch axes to maintain pressure and stack his passive. Draven's core advantage comes from Adoration, his passive, which grants bonus gold on kills based on stacks accumulated through catching returning axes. This creates a snowball potential unique to Draven, where successful execution translates directly into accelerated gold income and item power spikes. His damage pattern revolves around Q, Spinning Axe, which enhances auto-attacks with bonus damage. After each enhanced attack, axes fly back toward Draven, requiring him to move to the landing spot to catch them. This mechanic defines his gameplay rhythm and positioning requirements. W, Blood Rush, provides movement speed and attack speed, helping Draven reposition for catches or chase down targets. E, Stand Aside, offers AoE knockback and slow, giving Draven a practical defensive tool to push away enemy divers and protect his backline. R, Whirling Death, throws two massive axes across the entire ARAM battlefield, functioning as a long-range poke tool or execute against low-health enemies. ARAM's narrow terrain makes axe catching significantly harder than on Summoner's Rift, as limited space restricts movement options and makes positioning more predictable. Players must practice adjusting their movement patterns to account for the constrained environment. The single lane format does benefit Draven's R, as the axes can traverse the full length of the battlefield without obstruction, creating opportunities to secure kills on retreating enemies or poke before engagements. Draven's strategic value lies in his extremely high auto-attack damage output and execute potential, making him a premier choice for teams seeking a dedicated damage carry. His E knockback adds utility that helps compensate for his fragility when facing dive compositions. However, his weaknesses are substantial: he must catch axes to function optimally, he is fragile without defensive tools, he lacks mobility beyond Blood Rush's temporary speed boost, and his mechanical difficulty is high compared to other marksmen. These factors make Draven a high-risk, high-reward champion who demands practice and confidence. His success depends heavily on the player's ability to balance aggressive damage output with the positional awareness needed to catch axes while avoiding enemy engage.
Ключевые советы
Блог гайдов / N/A
Draven wins Mayhem fights by making enemies respect his axe zones rather than playing like a passive backline turret. He functions as a lane bully who steps forward when enemy control tools are unavailable and backs off before return engage lands. Fights should start from a prepared axe, not a panic auto, with positioning that places catch points slightly behind or to the side. If an axe drops forward into enemy engage range, abandoning it costs less than giving the enemy a free hook, stun, or Snowball follow-up. Draven excels at following clean engages but struggles with face-checking the narrow lane. Frontliners should draw the first spell, and when enemies answer with crowd control, Draven steps into auto range to attack the nearest target. Short trades become all-ins only when enemies lack a clean stop button. Stand Aside should be held for the second enemy rather than the first, since the initial champion may be baiting peel while the real threat commits behind them. Diagonal kiting during dives keeps axe catch points away from the pursuer's path and forces enemies to choose between following, taking autos, or leaving the axe zone. This works especially well near side walls where enemies have less room to dodge. When the team is being engaged upon, Draven should hit the closest locked target rather than wasting time walking around a tank, as his damage can eliminate frontline champions when they are crowd controlled. Enemies target skillshots at axe landing spots, so trapped catches should be abandoned. Retreat through minions when possible, as they block linear threats and force assassins into awkward paths. Standing slightly off-angle behind minions or beside a tank keeps axes landing in safer side pockets instead of the enemy skillshot lane. One step of space behind the catch point prevents enemies from controlling movement patterns. Snowball serves as a punish tool rather than a blind engage button. Draven can follow a marked low-health carry, but second-casting into five ready spells loses axes and wastes damage. Mark first, watch for defensive movement or control spells, then decide if the second cast is safe. Never second-cast when the axe landing zone is behind and the team cannot follow. When behind, stop catching forward axes and play for cleanup instead of first blood. Stay alive through the opening engage, then step forward when enemy chase breaks formation. Give up turret chip if the wave is lost and peel is down, as preserving health matters more than defending a few autos. The best Draven games feel controlled rather than reckless. Prepare axes before fights, punish missed engage, use Snowball only when follow-up is real, and drop any catch that would lead to death. If axe zones stay safe, enemies must choose between backing up forever or walking into sustained damage.
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N/A / Аугменты
Draven the Glorious Executioner requires disciplined positioning and precise axe management to succeed in Mayhem fights. His game plan centers on claiming space without donating axes to dangerous catch positions, trading in short bursts rather than extended brawls, and treating Snowball as a follow-up tool rather than a blind engage button. During early levels, Draven should start slightly behind his frontline to preserve room for axe catches, since enemy poke, Snowball engages, and long-range crowd control can quickly eliminate safe catching space. He must be willing to drop an axe if the catch point would walk him into a hook, stun, or forced Snowball chain. The proper trading rhythm involves walking up when the frontline threatens, throwing one or two empowered autos, then stepping back before enemies can answer. Draven loses value if he never pressures health bars, but one bad catch path can cost summoners or his life. Snowball serves as a follow-up tool early, used to enter auto range after allied tanks land their own crowd control. Throwing it first into five ready enemies typically leaves Draven with no exit and no time to deal damage. When behind minions, he can hold Snowball to punish low-health targets that step forward after using mobility, but only if his support or frontline can move with him. Augment choices should favor options that make autos safer, more frequent, or harder to punish. Against heavy dive, survival takes priority over greed. Against slow poke and weak engage, damage augments help push enemies off the wave. Pushing works when the team can protect Draven and the wave is safe, since fast wave control enables easier axe catches. Stalling becomes necessary when enemies have better early engage or long-range punish tools. By mid levels, Draven becomes oppressive if allowed to hit freely. He should stand close enough to punish enemy cooldowns while keeping diagonal escape paths open, moving in small arcs around fights to maintain pressure while avoiding return fire. Trades work best after enemies miss engage or spend poke on the wave. Mid-game Snowball becomes a kill-confirm tool on targets already controlled, slowed, cornered, or separated from peel, but the threat of the recast can force panic movement without committing to a dangerous dash. Late-game Draven should rarely be the first champion visible in threat range. He stands behind his frontline but close enough to punish targets caught by crowd control. Late trades focus on forcing commitment rather than chip damage, hitting the closest safe champion and backing up when multiple enemies face him. Snowball serves primarily for finishing, repositioning with winning engages, or punishing separated targets. Every late-game decision should lead to either a safe structure take, a controlled retreat, or a committed teamfight with protection in place. Draven needs space, a target, and the discipline to drop dangerous axes to force enemies through brutal damage to win.
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Процент побед / Популярность
Draven the Glorious Executioner excels when fights start on his terms, with enemies walking into his axe zone rather than him chasing through theirs. When ahead, his primary strength is controlling space by standing behind his frontline and forcing opponents to commit through minions, traps, or allied poke before he exposes himself. His damage output becomes brutal enough that one caught enemy can chain into a full team fight, but this power comes with a critical weakness: he remains easy to punish if he overextends before his team arrives. Enemies will deliberately aim skillshots at his axe landing spots, so Draven must learn to drop axes that drag him toward death and catch only those that keep him alive. The key to managing a lead is patience. Draven should make enemies spend resources to reach him, then punish during the empty cooldown window. He does not need fancy flank angles when fed—clean axe paths, a teammate in front, and the discipline to stop chasing once fights turn messy are more valuable. Snowball should be used to finish isolated or trapped targets, not to engage blindly against multiple unseen cooldowns. After kills, he should pressure towers only with a clear exit plan, avoiding the common throw of staying for extra damage while low or without escape tools. When behind, Draven must abandon the main character mindset. His role shifts to farming safely, protecting his health, and waiting for enemies to overcommit into his team's control. Bad axe catches become unrecoverable mistakes, so he must drop any axe that lands past his frontline, inside a mage zone, or near a hook angle. He should fight second rather than first, letting his frontline draw out enemy cooldowns before stepping into range to hit the closest safe target. Tunneling the enemy carry while behind leads to death; killing the frontline late is often better than dying trying to reach the backline early. Snowball becomes a defensive tool or confirmed follow-up rather than an engage option. Blind aggression while behind turns Draven into shutdown fuel for the enemy. He must accept low-damage moments where he only hits a tank or clears a wave, as surviving the first engage keeps him relevant for the next fight. Recovery comes from punishing enemy mistakes—fed opponents diving tower, chasing too far, or splitting focus—rather than trying to win fair fights. Augment choices should match the situation. Damage augments work when the team provides peel, but become worthless if Draven is the first target controlled. Mobility and repositioning augments cover his biggest weakness when worth too much gold. Defensive and sustain augments help him survive burst or poke respectively, but do not make him a tank. The fundamental rule across both states is simple: make enemies overreach first, then convert their mistake into a swing.
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Чемпионы / Роль
Draven the Glorious Executioner brings a unique gold-snowball identity to ARAM: Mayhem through his passive, League of Draven, which transforms caught Spinning Axes into potential reward stacks that pay out on champion takedowns. This passive defines his strategic approach more than any other element of his kit. In Mayhem, the passive determines whether Draven converts one strong early fight into a commanding gold lead or falls behind as a short-range marksman with expensive habits. Players must play around cash-out windows carefully, holding ground behind frontline allies and attacking the closest enemy rather than greedily chasing poke damage when a payout is ready. Dying with a large reward built up represents the worst possible trade, as it resets the enemy team's opportunity to recover. Spinning Axe serves as Draven's core damage tool and the foundation of his entire play pattern. The empowered attacks create axe drop locations that Draven must catch to maintain his damage loop. Clean Q uptime makes him hit like a fed carry, while messy axe management leaves him vulnerable to dives and allows enemies to ignore him. The axe landing spot telegraphs where Draven intends to stand next, giving alert opponents a clear target for skillshots and crowd control. Smart Draven players catch only axes that keep them alive or maintain lethal pressure, abandoning catches that would place them in danger. In teamfights, axes should be caught only within the team's control zone, behind tanks or near peel support. Blood Rush provides burst movement and attack speed that rewards controlled aggression rather than serving as a free escape from poor positioning. The ability supports Draven's ideal attack rhythm of stepping in, throwing an axe, catching, and repositioning. Using it to maintain proper spacing proves far more valuable than sprinting into enemy cooldowns or overchasing through dangerous territory. Wasting W leaves Draven without chase or retreat power, creating a prime window for enemy divers to collapse on him during his next axe catch attempt. Stand Aside functions as Draven's primary self-peel and his answer to enemy commitment. This line skillshot disrupts and slows enemies, making it most valuable when saved for champions who can actually kill him rather than wasted on retreating tanks. A well-timed E can stop the first dive and create the cash-out opportunity Draven needs. Missing this ability removes his best peel option and forces more conservative positioning until it returns. Whirling Death extends Draven's reach across the map, allowing him to finish low-health targets and cut through grouped enemies in ARAM's single lane. The ultimate works best when enemies are lined up, crowd controlled, or trapped between Draven's team and their retreat path. Firing along escape routes rather than directly at standing targets maximizes the chance of hitting both the outgoing and returning paths. Draven players must balance patience with execution, as holding R forever for a perfect cast often costs more than securing a reliable kill or assist that triggers a passive payout.
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Блог гайдов / Тир
Draven in ARAM: Mayhem punishes sloppy hands faster than most marksmen. If you keep your axes controlled, fight from a safe lane angle, and cash in damage when enemies are already committed, he feels brutal. If you chase every axe, walk into crowd control, or burn forward buttons for style, you become the easiest shutdown on the bridge. Chasing every axe no matter where it lands means walking into hooks, knockups, traps, and burst zones just to keep damage rolling. Treat each axe as an offer, not an order. Catch the ones that land behind your front line or to the side of danger, and let unsafe ones drop. If you stepped too far forward, stop attacking, retreat behind your nearest ally, and wait for the enemy's engage tools to be spent before rebuilding pressure. Throwing autos while standing still in the center of the lane makes axe patterns predictable and allows enemy skillshots to line up easily. Move after every attack with purpose and angle catches toward your side of the lane. If you get clipped because you were planted, immediately kite backward instead of trying to win the trade. Using speed boost only to run forward for one more hit leaves no escape when enemies turn. Use speed to dodge, reposition, or secure safe catches first, and only use it aggressively when enemy crowd control or burst has already missed. If you spent it forward and the fight flips, drop the next risky axe, walk diagonally back, and use minions or allies to block follow-up skillshots. Saving displacement or interrupt tools until after a diver reaches you results in eating the full engage. Use these tools early against obvious dash paths or melee champions running straight at you. If the diver reaches you, focus on creating space, attack the closest target, and move toward teammates who can peel. Firing the ultimate with no setup and no escape plan causes you to lose tempo while enemies sidestep or punish your position. Use it when targets are slowed, trapped in narrow lane angles, retreating in a straight line, or distracted by your frontline. If the ultimate misses, back up, clear the wave safely, and wait for the next crowd-control chain. Catching axes at the edge of enemy threat range while low on health allows even light poke to finish you. Prioritize survival over perfect axe uptime when low, and disengage fully until healing or shields appear. Do not hover near the next axe marker just because it feels bad to drop it. Using Snowball as a default engage button rather than a finishing or dodge tool leads to arriving in melee range as a marksman and dying before damage matters. Follow only when the target is isolated, low, and their team cannot instantly collapse. Playing as if Draven must always start damage first causes enemies to save every major spell for you. Let tanks, bruisers, poke, or crowd control create the first opening, then step up when someone is already slowed or displaced. Greeding for kills when enemies still have punish tools available trades your life for damage that may not secure the takedown. Confirm kills only when the target has no escape path or your team can follow instantly. Ignoring enemy engage patterns because damage feels high leads to enemies starting fights exactly where you planned to stand. Track the enemy's best engage spell before each wave and angle catches backward or sideways when it is available.
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Draven
Is Draven a good pick in ARAM: Mayhem? Yes, if you can keep attacking and catch axes under pressure. Pick him when your team has at least one champion who can start fights or peel, then play around short burst windows instead of walking forward alone. The tradeoff is brutal: if you drop axes or get zoned off the wave, your damage falls off fast and safer marksmen become easier to execute. What is Draven trying to do in fights? Draven wants to hit the closest safe target with Spinning Axe active, then cash in when someone gets low. If enemies burn crowd control or dash forward, step into a clean angle, attack once or twice, and back out before they can turn. The tradeoff is that chasing too hard for one kill often puts your axe marker in a dangerous spot. How should I manage Spinning Axe in Mayhem? Keep one axe going before fights and add pressure when your team is ready to contest space. If the catch spot lands forward into enemy threat, let it drop and reset rather than eating a full engage for one more empowered attack. The damage loss hurts, but dying with axes spinning is worse than rebuilding from safety.
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