Meta, tier list & top-player builds from the China server · live
德莱文 · 荣耀行刑官 Marksman D
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 19 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Draven: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Draven players, captured in-game.
📖 How to play DravenCounted on 21 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
19 of the top 30 players have a public match history; the others keep theirs private.












































































The toughest lane matchups for Draven on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Caitlyn counters Draven: Her range and traps tax every axe catch: the axe's landing spot is visible, and she punishes it.
How to play Draven into Caitlyn: If the catch lands inside her poke, let the axe drop: your health is worth more than the stack. Ask your support to engage: you are stronger in the direct 2v2.
→ CaitlynWhy Samira counters Draven: Aggression against aggression, but she has the parry: her W blocks your heaviest axe at the exact key moment of the all-in.
How to play Draven into Samira: Wait out her W before using R. The first 2 levels are yours: force the fight before her kit comes online.
→ SamiraWhy Ashe counters Draven: Her constant slow complicates your axe catches, but if you reach her you delete her in three hits.
How to play Draven into Ashe: Drop the axe onto the minions when she is zoning the catch spot. With one support engage (or a Flash) she is dead: she has no escape.
→ AsheWhy Ezreal counters Draven: He pokes safely from afar, you deal triple his damage if he misuses the blink: patience versus power.
How to play Draven into Ezreal: Stand aggressively behind your minions: his Q does not pass through them. Punish every offensive blink: it is his only defense.
→ EzrealWhy Jhin counters Draven: An early skill duel: his fourth shot and the root against your axes. Whoever wins the first trade wins the entire lane.
How to play Draven into Jhin: Attack during his reload: count his 4 shots. Never stand in line with his W after a support root: that is where you die.
→ JhinThe champions Draven works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your damage only exists if you get the time to throw, hit and catch the axe back: Unstoppable Force (R) knocks up a whole group and hands you exactly those seconds. Ground Slam (E) then cuts the attack speed of whoever gets up, so you are the only one still hitting.
When you die, League of Draven (P) halves your Adoration stacks, so a death avoided is real gold and not just a life. Stand United (R) shields you from anywhere on the map and Shadow Dash (E) taunts whoever jumped you, while you stay put catching axes.
Adoration turns into gold the instant a takedown lands, and from level 7 Living Forge (P) lets you spend that gold without recalling: your spike arrives while the fight is still open. Brittle from Bellows Breath (W) also adds 30% to any crowd control.
The third Ntofo Strikes (Q) pulls the target in and stuns it for 0.75 seconds, which is the window where you open the axe loop with nothing at risk. And if they dive you afterwards, All Out (R) drags that diver out of the fight, rooted.
You live off boosted basic attacks, so enemy armour is the one thing that really slows you down: Judgment (E) grinds it away while you keep hitting. The 1.5-second silence from Decisive Strike (Q) also takes away the dash they would use to leave your range.
No marksman converts a lead into gold like you, because League of Draven (P) pays a bonus on every takedown. Shield Vault (W) is a point-and-click stun nobody dodges, so the level 3 gank ends in a kill instead of a chase.
You need a jungler who opens the lane early and protects you later: Audacious Charge (E) slows and Three Talon Strike (Q) knocks up on the third hit, then from mid game Crescent Guard (R) knocks everyone else away and clears your position.
To close you need a target that stays still for three axes in a row, and Infinite Duress (R) holds him there for a full second with no dash out. Blood Hunt (W) meanwhile drags Warwick onto whoever you already left under half health.
To catch the axe you have to step out in the open, and that is where they get you: Frenzying Taunt (E) forces the diver to punch an armoured ball while you keep the loop running. Defensive Ball Curl (W) even reflects the damage he is dealing back at him.
Your damage is physical and comes entirely from basic attacks: Denting Blows (P) strips 20% armour after three hits, and Cease and Desist (R) is unstoppable, so the enemy carry ends up pinned exactly where your axes land.
Worth it in games decided by one fight over an objective: inside Lamb's Respite (R) nobody can die, and for you a death avoided is also Adoration stacks that never get halved. It only works while you stay in the circle, though, and you want to move to catch.
You are the marksman who turns a lead into gold faster than anyone, and he is the mid who can show up in your lane from level 5: Destiny (R) teleports him bot for a 3v2. In lane, a gold Pick a Card (W) is a 1.25-second stun nobody dodges.
You have no real escape: Blood Rush (W) is a speed burst that fades in a second and a half, not a dash. Hero's Entrance (R) lands from across the map with a shield on you and a knock-up on whoever was on top of you, and Justice Punch (E) does the same up close.
Nevermove (E) does not slow: it roots and drags the target into your range, which for a marksman with no dash is the only way to get a body standing still in front of you. And Vision of Empire (W) deals 50% more damage to anyone already locked down.
With the Ball attached to you, Orianna's damage moves wherever you step to catch, and Command: Protect (E) leaves you a shield and resistances in the most exposed spot. Then Command: Shockwave (R) bunches them into a line, where Whirling Death (R) takes them all.
Every Stand Aside (E) that lands is an airborne, and Last Breath (R) turns that knockback into a long lockdown on the whole group: you are the one arming his ultimate, not a tank. In return Wind Wall (W) eats the ranged burst that would kill you.
Honest version: in the first minutes he gives you nothing - he lives off the lead you create. He is worth it in long games, because as you start to fall off Riftwalk (R) has just become unmanageable: the team still has a carry when your snowball stops.
A target stunned by Death Sentence (Q) and knocked back into place by Flay (E) stands still for three boosted axes, which is all you need to close. And when they jump you, the Dark Passage (W) lantern is the exit your kit does not have.
Your damage depends on how many axes you catch, and to catch them you have to get there: the Song of Celerity (E) aura is free movement speed on every rotation. Hymn of Valor (Q) adds attack damage to your trades and Crescendo (R) opens the window where you just fire.
Rocket Grab (Q) drags the enemy carry onto you and Power Fist (E) holds her up an instant longer: from there a full Spinning Axe (Q) rotation kills her before she lands. Every takedown like that is extra gold through League of Draven (P).
You are forced to stand in the middle to keep catching: Stand Behind Me (W) puts Braum in front of you and hands you armour and magic resist, while Unbreakable (E) eats the frontal hit that would break your rotation. Glacial Fissure (R) knocks up whoever walks in.
Zenith Blade (E) roots, Shield of Daybreak (Q) stuns and Solar Flare (R) extends the chain: those are the seconds where you throw, hit and catch without the target moving a step. And every attack of yours detonates Sunlight (P).
Dying costs you half your Adoration stacks, and Chronoshift (R) is the one button that cancels that exact death. Meanwhile a double Time Bomb (Q) stuns for 1.2 seconds and Twisted Timeflow (W) shields and hastes you, which is what gets you under the axe in time.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | D | 47.64% | 5.53% | 2.36% | #19 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | D | 47.74% | 5.15% | 2.04% | #19 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | D | 48.42% | 4.78% | 0.86% | #21 / 22 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | D | 50.79% | 4.39% | 0.67% | #20 / 22 |
Draven, the Glorious Executioner, is Wild Rift's highest-skill-ceiling marksman - a lane bully who turns his own Spinning Axes into a snowballing auto-attack machine instead of relying on scaling alone. Nearly all of his damage is physical and delivered through boosted autoattacks, so a Draven who keeps catching his axes out-trades and out-scales almost every other ADC in the game. Miss too many catches, though, and he's just a fragile marksman with none of that bonus damage to show for it.
Skill order: Q > E > W
Lane like a bully: pre-throw Spinning Axe before every auto-attack so the bonus damage never goes to waste, and always move to catch the rebound - that single habit is what separates a strong Draven from a weak one. Use Stand Aside to punish any overextension or to knock back an aggressor mid-trade, and press for a kill whenever the enemy misplays, since Adoration stacks convert straight into bonus gold. Play a touch safer in the moments you don't have an axe in hand, since that's exactly when a gank or an all-in hurts the most.
From the mid game onward, Draven wants to be a kiting, sustained-damage carry rather than a frontline brawler: stay tucked behind your frontline, keep the Q-auto loop running, and use Whirling Death from max range to poke or tag multiple targets before anyone commits. Save Stand Aside for whichever diver reaches your backline, since the knockback and slow buy your team time to peel or collapse onto them. Prioritize the softest carry you can safely hit, and treat Blood Rush as a repositioning and chasing tool rather than an opener.