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Draven
the Glorious Executioner
VS
Top
HARD MATCHUP · 0.82
Ashe
Est.: AD damage

🔴 Live In-Game Update

Once the game starts, mark how the enemy is actually building; situational item advice recalculates instantly. For a text-free, big-icon view during the match: 🎮 Game Mode

Items the enemy bought

🗡 Core Item Build — for Draven, against the Ashe matchup (patch 16.14.1)

Game style: 🛡 Full Tank ⚖ Balanced ⚔ Full Damage (default for Draven: ⚖ balanced)
1
Infinity Edge
3500 gold
DPS 60 → 138
Advantage 0.37 → 0.85
Efficiency ≥%98
2
Berserker's Greaves
1100 gold
DPS 138 → 157
Advantage 0.61 → 0.69
Efficiency ≥%106
3
Hexoptics C44
2800 gold
DPS 157 → 269
Advantage 0.42 → 0.72
Efficiency ≥%100
4
Stormrazor
3200 gold
DPS 269 → 414
Advantage 0.48 → 0.74
Efficiency ≥%98
5
Lord Dominik's Regards
3300 gold
DPS 414 → 608
Advantage 0.5 → 0.73
Efficiency ≥%65
6
Yun Tal Wildarrows
3100 gold
DPS 608 → 853
Advantage 0.51 → 0.71
Efficiency ≥%85

🛡 Situational Items vs the Enemy

Death's Dance 3300 gold
Ashe deals physical damage; armor reduces physical damage by the formula. Your survival time 5.4s → 6.8s (duel advantage 1.8 → 2.7).
Berserker's Greaves BOOTS PICK
All boots were tested in the duel model; this gave the highest advantage (1.8 → 1.98, survival 5.4s → 5.4s).

🎯 Skill Order — computed from DPS gain per rank (reference: 30 AP / 122 AD)

Level-up priority: E > Q > W (R always at 6 / 11 / 16)

1
Q
2
E
3
E
4
Q
5
E
6
R
7
E
8
Q
9
E
10
Q
11
R
12
Q
13
W
14
W
15
W
16
R
17
W
18
W
Q — Spinning Axe
DPS gain per rank: 9.1 / 1.3 / 1.5 / 1.9 / 2.3 (total 16.1)
W — Blood Rush
DPS gain per rank: 0.0 / 0.0 / 0.0 / 0.0 / 0.0 (total 0.0)
E — Stand Aside
DPS gain per rank: 5.8 / 2.4 / 2.7 / 3.1 / 3.5 (total 17.5)
R — Whirling Death
DPS gain per rank: 5.3 / 2.8 / 3.5 (total 11.6)

📐 Mathematical Proof

All advice is derived from the duel simulation below. Both sides are assumed to have spent equal gold for their level according to their own profile.

LevelGoldYour DPSEnemy DPSYour EHPEnemy EHP Kill (s)Die (s)Advantage
64000 135176 15521476 10.98.8 0.81
119000 239295 26382546 10.78.9 0.84
1614500 378455 38723764 10.08.5 0.85

THE MODEL'S FORMULAS AND ASSUMPTIONS

  • Stat growth: stat(L) = base + growth×(L-1)×(0.7025 + 0.0175×(L-1)) — Riot's official formula.
  • Damage multiplier: 100 / (100 + resistance). Penetration stats are subtracted before resistance.
  • DPS = auto-attack DPS (AD × attack speed × crit multiplier) + ability rotation DPS (base damage + ratio×stat ÷ cooldown) — ability data is read from the current patch.
  • Duel advantage = your time-to-die ÷ your time-to-kill the enemy. Above 1: you win the duel.
  • Enemy model: the enemy spends gold equal to yours on stats fitting their own profile (fair duel). Healing counts as +22% effective HP; Grievous Wounds cuts it by 60%.
  • Item efficiency = stat value ÷ price. Stat values are derived from the table on the right (this patch's basic items); since passive effects aren't included, efficiency is a lower bound.
  • Range (kite) factor: a melee champion can apply 75% of its DPS to a ranged enemy.
  • Item selection target: score = min(die, 1.25×kill) ÷ kill + 0.6×(10 ÷ kill). That is: first survive enough to win the duel; defense beyond that is waste, gains come from kill speed.
  • Ratio matching: attack items must include the stat your ability ratios depend on (an AP champion isn't offered a pure AD/crit item); defensive items are open to everyone, their value set by the duel.
  • Ability numbers (base damage + ratios, rank by rank) come from the community source Meraki Analytics; Riot doesn't publish these in official data, so this source is used. If unavailable, a generic rotation is assumed (150 base + 0.55×AP + 0.4×AD, 8s cooldown).
  • If the enemy's real items are marked, the model uses those items' exact stats instead of a generic gold spread.
  • The RUNE PAGE is chosen entirely by math: the keystone is picked from the archetype pool by duel score (with a small priority to the meta standard); minor runes by a 'duel effect + utility' score per row, and the secondary tree is the one whose best two minor runes sum highest. Rune values are derived from Riot's descriptions; utilities invisible in a duel (ult cooldown/mana) are scored separately.
  • GAME STYLE (dengeli): 'tank' rewards absolute survival time (defense/EHP items rise), 'damage' rewards kill speed, 'balanced' both. Tank champions default to 'tank'; changeable at the top. Defense type is chosen by the enemy's damage (armor vs AD, magic resist vs AP).
  • Item passives are partly modeled: max-HP burn (Liandry, Blackfire), damage amplification (Riftmaker, Shadowflame), on-hit magic (Nashor). So items with strong passives are ranked by real effect, not just flat stats. Some items' numbers are template-hidden in Riot's data (like Nashor, Demonic), so that part may be missing.
  • TEAM MODE: in a live game, item score is computed weighted against the whole enemy team, not one enemy — the lane opponent 40%, the other 4 enemies share the remaining 60% equally. Each enemy is modeled with their real items; the armor/magic-resist decision is set by the team's damage split.

STAT GOLD VALUES (derived from this patch)

StatGoldSource Item
Ability Haste50.0 Glowing Mote
1% Crit Chance40.0 Cloak of Agility
1% Life Steal37.5 default
Lethality35.0 Serrated Dirk (residual)
Attack Damage32.5 B. F. Sword
1% Attack Speed25.0 Dagger
Armor20.0 Cloth Armor
Magic Resist18.9 Negatron Cloak
Ability Power18.5 Needlessly Large Rod
Move Speed12.0 Boots
Health2.6 Giant's Belt
Mana1.0 Sapphire Crystal

✨ Rune Page

Precision (Primary)

Lethal Tempo
Attacking an enemy champion grants you Attack Speed, up to 6 stacks. At max stacks, deal bonus adaptive damage On-Attack.
Triumph
Legend: Alacrity
Coup de Grace

Sorcery (Secondary)

Gathering Storm
Absolute Focus

Stat Shards

Attack Speed
Adaptive Force
Health

The keystone Lethal Tempo was chosen from the archetype pool by duel score; minor runes by effect + utility score.

⚡ Summoner Spells

In the top lane Teleport recovers lost waves and creates plays for the bot lane.