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Sivir Build Guide by XRalience

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author XRalience

[AD Carry] Sivir - The Battle Mistress

XRalience Last updated on July 13, 2015
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Ability Sequence

2
4
5
7
9
Ability Key Q
1
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Sivir with this build

Threat
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High
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Threat Champion Notes
2
Corki Corki does not do very well into Sivir. She can Spell Shield his Q and Ult, Corki's main sources of damage. However, respect his mid-game power spike. Win by stalling the came out, as Corki falls off toward the end-game.
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Introduction

Hey guys (and gals), XRalience here with a champion build guide, featuring Sivir. I'm currently in the division Gold IV, nothing too great, but it could be worse.

In my opinion, although she is one of the oldest champions, Sivir is still very fun to play. Her Spell Shield is arguably one of the best abilities in the game if utilized correctly, and her Ultimate grants tremendous teamfight mobility.

Without further ado, let's get into the guide!


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Abilities

Fleet of Foot (Passive)

Sivir gains 30 / 35 / 40 / 45 / 50 movement speed at levels 1 / 6 / 11 / 16 / 18 for 2 seconds when she hits an enemy champion with her abilities or basic attacks.
Range: --
Cooldown: --
Mana: --

Boomerang Blade (Q)
ACTIVE: Sivir hurls her crossblade to a target location, which then returns to her. Enemies in its path take 25 / 45 / 65 / 85 / 105 (+ 70 / 80 / 90 / 100 / 110% AD) (+ 50% AP) physical damage, with 15% reduced damage to each subsequent target, down to a minimum of 40%.
Range: 1250
Cooldown: 9 Seconds
Mana: 70 / 80 / 90 / 100 / 110

Ricochet (W)
ACTIVE: Sivir's next 3 basic attacks bounce to nearby enemies, dealing 50 / 55 / 60 / 65 / 70% AD to each additional enemy hit. Only the first target is affected by on-hit effects.
Range: --
Cooldown: 9 / 8 / 7 / 6 / 5 Seconds
Mana: 60

Spell Shield (E)
ACTIVE: Sivir creates a magical barrier that lasts up to 1.5 seconds, blocking the next enemy ability used on Sivir. If an ability is blocked by the shield, Sivir gains 80 / 95 / 110 / 125 / 140 mana.
Range: --
Cooldown: 22 / 19 / 16 / 13 / 10
Mana: No Cost

On the Hunt (R)
PASSIVE: Sivir gains 40 / 60 / 80% bonus attack speed while Ricochet is active.

ACTIVE: Sivir rallies her allies for 8 seconds, granting all nearby allies an initial 60% movement Speed bonus that reduces to 20% after 2 / 3 / 4 seconds.
Range: 1000
Cooldown: 120 / 100 / 80 Seconds
Mana: 100


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Pros / Cons

Pros
+ Great teamfighting.
+ No extremely weak stage of the game.
+ Spell Shield allows for a high skill cap.
+ Decent AOE.
+ Great waveclear.
+ Easy kiting with Passive.
Cons
- No reliable gap closer outside of Ultimate.
- Spell Shield long cooldown at early levels.
- Weak if behind.
- Squishy.
- Does little damage to armor stacking teams.


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Runes

Introduction:
At first glance, the Runes may seem a bit odd. I've taken them from the professional player Deft. After experimenting for a bit, I found his rune page very beneficial on most AD Carries, including Sivir.

Explanation:

The 9 Marks of Attack Damage are standard on AD Carries. They provide you with more damage (it's the AD Carry's job to output damage) and are very helpful in terms of early game trades and last hitting. 100% must; there is no alternative.
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In terms of seals, although you are the AD Carry, it's not worth it to give up the defensive stats available for more offensive ones. I prefer using 9 Seals of Armor, as they provide essential damage reduction against the opposing AD Carry in the early game. Though highly recommended, there is an alternative: Seals of Health.
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The 5 Glyphs of Magic Resist will help against AP supports, such as Sona and Janna. These are useful during laning, where the 6.70 extra Magic Resist will help you stay in lane. Another option are the Glyphs of Scaling Magic Resist, which trade a weaker laning phase for a stronger late-game.
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These are the four flexible Glyph spots, mostly dependent on personal preference. After experimenting a bit, I found that Glyphs of Mana Regeneration suit me the best. Other options here include more Glyphs of Magic Resist or Glyphs of Attack Speed.
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For the quintessence slot, I usually take 3 Quints of Attack Speed. The 13.5% Attack Speed they provide is amazing and scales well into the late-game. Other options include Quints of AD for more power during the laning phase or greater quintessence of lifestealQuints of Lifesteal for sustain in the early- to mid-game.


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Masteries

As for my Masteries on Sivir, I take the standard 21/9/0.

Masteries
4/5
1/1
3/5
1/1
1/1
3/5
2/1
1/
1/
3/
1/
2/5
2/5
1/1
3/5
1/1

Offense
= The 4/4 points in Fury are self-explanatory; more Attack Speed equals more damage.
= Butcher is very useful for last-hitting, as you would've killed the minion that lived 1-2 HP. Besides that, it helps us unlock Masteries further down the tree.
= I take 3/3 points in Brute Force to gain as much extra Attack Damage as possible.
= The point in Feast is very useful for the sustain during laning phase, provided you are farming properly.
= Martial Mastery. Four extra AD for free? Sign me up. On a more serious note, there's no reason not to pick up Martial Mastery.
= 3/3 points in Executioner is very useful for securing kills. Ever had an enemy slip away with a sliver of health? Here's the solution.
= In Warlord I usually take 2/3 points. Some people take 3/3 in Warlord in exchange for 3/4 in Fury, though I, as a player, prefer AS over AD.
= Dangerous Game is really, really useful in clutch situations. Sometimes it allows you to survive that last turret shot after a tower dive, or the last tick of ignite from an assassin. Either way, take a point in this one.
= Frenzy is very, very powerful, especially if it has stacked up. 15% AS from a single Mastery point is absurd. Take a point in Frenzy, as it also provides one of the twenty points necessary to unlock Havoc.
= Devastating Strikes is one of the best Masteries to have in the current tank meta. With tanks everywhere, the 6% Armor Penetration really helps you output as much damage as possible. As a result, I take 3/3 points.
= Ah, Havoc, the Mastery at the bottom of the tree. It just lets you deal 3% more damage overall, whether it be Basic Attacks or Spells. A must-have on most champions that aren't tanks.

Defense
= I usually take 2/2 points in Block to give me the slight edge in early game trades. The little things do add up sometimes.
= Recovery is surprisingly useful for a Mastery this high up the tree, thus it deservers the 2/2 points. Sivir's base Health Regeneration is 5.2/5 seconds - this Mastery will increase that by nearly 40%.
= Though Unyielding benefits melee champions more, it is still standard for AD Carries. "A hit point saved is a hit point earned."
= The 3/3 points in Veteran Scars improves Sivir's early-game by a notable amount. At Level 1, it effectively increases your health by 7%.
= 1/1 point in Juggernaut stays relevant throughout the entire game, as it is a percent bonus. A must-have.


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Summoner Spells

Take Flash. Just do it. It is irreplaceable due to the extra mobility it provides to all AD Carries. This spell is especially necessary on a champion like Sivir, who lacks reliable escapes and gap closers.
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Heal is highly recommended, though it can be replaced. It is very useful for kiting, baiting a tower dive, or using the speed to chase down a kill. Heal is especially beneficial to the AD Carry, since he/she can heal their lane partner as well. Another option is Barrier, although it is slightly harder to use and has less of an impact in a duo lane.


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Items

Starting Items

Doran's Blade is, by far, the best starting item on AD Carries. The +70 Health, along with your Masteries, lets you achieve over 600 Health at Level 1. The 7 AD really helps during last-hitting minions and early lane trades. Finally, though 3% may not seem like much, the Lifesteal means that every time you Auto-Attack during laning phase, you are regaining ~2 HP. Also pick up a Health Potion for sustain and a Warding Totem for vision.

First Back
Assuming normal lane conditions, you should be buying B. F. Sword or Pickaxe (if you can't afford a B. F. Sword). If you happen to back with less than 875g, eg. Level 1 fight, buy whatever you can to increase your AD, even if it's just a Long Sword. If you bought an AD item and the opposing AD Carry hasn't yet gotten the same, try to push your advantage as much as possible.
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Avarice Blade is a way to help you get back into the game. With its gold income stats, you should be able to slowly close the gap between you and your lane opponent. The combat stats are pretty dismal, though, so definitely play passive in lane after purchasing this. If you are behind and have some spare gold, consider buying a second Doran's Blade due to its extremely gold efficient stats and the sustain that it provides.
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Boots are a very underrated item. Using these, it could be the difference between getting away and getting caught, chasing down an enemy compared to him getting away, or allowing you to dodge a skillshot that otherwise would've hit. Don't procrastinate on buying Boots of Speed unless you have something like 1550g flat.
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Scrying Orb is a very useful and almost mandatory item on AD Carries. Below are a list of reasons:
+ Can be used to check nearby brushes.
+ Face-ckecking Dragon or Baron without putting yourself in danger.
+ Sets up your Auto-Attacks onto enemies that are *barely* out of vision, as you can't attack someone who isn't in sight.
You will usually buy Scrying Orb on your first back, and should definitely have it by the 20-minute mark.

Core Items
Infinity Edge should be the first completed item that you should have. The extra AD and the 250% Critical Strikes are almost essential for most AD Carries. (Plus, it builds out of B.F. Sword and Pickaxe.)
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Berserker's Greaves are a must have on most AD Carries (with the exception of Ezreal, Kog'Maw, and Corki) for lack of a better option. The 45 Movement Speed from Tier 2 boots is a must have, and the Attack Speed stat is the best one available (You wouldn't be getting something like Sorcerer's Shoes, especially since Sivir deals no magic damage).
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Phantom Dancer is one of the best late-game items, period. The 50% Attack Speed is absurd, and the 35% Crit Chance synergizes really well with Infinity Edge. The Passive of Phantom Dancer is useful, too (minion block, anyone?).
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Statikk Shiv is the item to get instead of Phantom Dancer when behind. It provides the same stats (though not as much), costs less, helps waveclear, and builds out of your Avarice Blade. If you make it to late-game, though, sell your Statikk Shiv for a Phantom Dancer, as cost shouldn't be a problem anymore and better stats are the only concern.
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Last Whisper is essential in the current meta, and deserves the spot in your items right after Phantom Dancer/ Statikk Shiv. You will need it to get through tanky front lines with lots of defensive stats. Alternatively, you could pick up Youmuu's Ghostblade instead, though it doesn't synergize that well with Sivir.

5th Item
The Bloodthirster is the recommended option for your Fifth Item 90% of the time. It gives 80 more Attack Damage, as well incredible sustain. The over-heal shield is nice, too, especially for those pesky Assassins that try to 100-0 you.
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Though you really won't be buying this often, Blade of the Ruined King is also an viable option. It is preferred over The Bloodthirster when the enemy team has lots of tanks, due to the percent-of-HP damage that is dealt. This item is also very useful for kiting, and could be bought when the enemy has a "Run at the AD Carry" composition. However, because BotRK only provides 10% Lifesteal and 25 AD, The Bloodthirster will usually be much stronger.

6th Item
Guardian Angel should be the defensive item of choice against balanced team compositions. Also, if you are vital to your team's success in a teamfight, pick up a Guardian Angel so you can continue to spit out DPS after the revive.
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Randuin's Omen is not usually seen on AD Carries, and should only be bought situationally. It could work if the enemy has an AD heavy team composition or a really fed ADC. Assuming neither of these circumstances arise, you should turn to another defensive item instead.
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Banshee's Veil is, in my opinion, a very underrated item. The +100% HP Regeneration is often overlooked, especially since the stats provided are pretty mediocre. This item will help a lot against AP heavy teams, and the Spell Shield from its passive can prevent an Assassin from bursting you down (double Spell Shield OP).
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Against Crowd Control heavy teams, Quicksilver Sash is a must-have due to the cleanse. Once late-game is reached and builds are being completed, there is no reason not to build it into Mercurial Scimitar, as the Active is retained. The AD will boost your damage even further, and the MR should keep you a bit safer.
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Double Phantom Dancer isn't a bad option when a defensive item isn't needed. With Infinity Edge, this build boasts a 90% Crit Chance, taking advantage of the IE Passive to its fullest. Once you have this built, your Attack Speed becomes ridiculous, and will allow for absolutely maximum DPS in fights. However, if you choose this build path, you have to be extra careful not to be blown up (Dead AD Carry = 0 DPS).

Other Items
Though I usually procrastinate on Boot Enchantments, I really like Alacrity at any point in the game. The tad bit of Movement Speed can be really helpful at times, and can also aid roaming around the map. Realistically, if your team is ahead, Alacrity is the only viable option. As Sivir, Furor is rarely necessary because it is pretty much the same as your passive.
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The Homeguard Enchantment is very, very useful for defending your Nexus when behind. You can also buy it to rush back to lane before precious CS dies to your turret, or if you need to show up at a fight right after a recall.
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The Elixir of Wrath should be bought when you have nothing else to spend your Gold on. It is definitely the best Elixir for AD Carries, as it provides both Lifesteal and Attack Damage. When your full build is complete, just buy the Elixir of Wrath so you don't waste Gold by just letting it sit around in your pocket.
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This reasoning behind this is pretty much same as above. Farsight Orb is not really necessary during the game, but if you have access to extra Gold, why not buy a Trinket upgrade?


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Skill Sequence

>> >> >>
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
Q
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E

Maxing Order
As with nearly every champion, you always want to prioritize your Ultimate Ability, as it is the strongest. Take On The Hunt at whenever possible, at Levels 6, 11, and 16.

Next, on Sivir, we want to max our Q. This is because of the boosted damage that it gains as it is leveled up. I usually take a point at Level 2, and have it maxed by Level 9.

Third, we want to level our W. We now want to prioritize Ricochet for the lower cooldown as well as increased AOE damage and waveclear capabilities. I take a point at Level 1, and max it by Level 13.

Lastly, we level Spell Shield. This is because it does not gain much after you put one point into it. Sure, you get 15 extra mana and a 3 second reduction on the cooldown, but dumping a point into the one of the other abilities has a much higher impact. I usually take the the first point at Level 3.

Early Leveling Order
Usually, during the first three levels, I level my abilities in this order: > > . This is so I can push the wave Level 1, and go aggressive after hitting Level 2 first. Lastly, I take Spell Shield at Level 3 so I have access to all three abilities.

Alternatively, this skill order can be used: > > . I do this when the enemy hits Level 2 first, causing me to play more defensive, hence leveling Spell Shield at Level 2. This is also extremely viable if the opposing lane has an engage support ( Blitzcrank, Leona, Alistar, etc.). Then, I take Boomerang Blade at Level 3, to once again, round out my abilities.


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Laning

Sivir is a relatively strong laner, mainly due to her ability to trade well and Spell Shield.

Level 1
When Level 1, always push the wave as fast as possible using your Ricochet. It will help ensure that you will reach Level 2 faster. In bottom lane, this is especially important because it is two people leveling up instead of one. In order to ensure this, you can, if your jungler isn't already, take Krugs (Blue Side) or Gromp (Red Side). The XP from these camps should give you a lead.

Level 2
If your opponents hit Level 2 first, back off. I cannot stress this enough. It is better to miss a couple CS than to farm and maybe lose the lane. In this lane, taking E is the best option, as your Q won't be of much use when behind. On the contrary, if you hit Level 2 first, level your Boomerang Blade and go aggressive, especially if you have a minion advantage. Enough harass here can result in a kill (rarely), or force the opposing ADC out of lane.

Level 3 - Level 5
During this time, you would play like any other lane. Focus on farming minions for gold income, and harass your opponent when you aren't. Trade often, as Sivir is good at trading during laning. Her Ricochet can also be used as an AA reset, and her Spell Shield can prevent return damage. Also, be sure to ward. It is not only the Support's responsibility to ward. You should use your Yellow Trinket whenever possible. After switching to Scrying Orb, buying Wards wouldn't hurt.

Level 6+
This is where Sivir really has the potential to be a kill lane. Her Ultimate provides a lot of engage as well as chase potential. Only go all-in when you know you can win, as you may be put in a deep deficit otherwise. Through this stage, continue farming as your main source of income. If you have done well, by the end of laning, your team should be able to take the Bottom Lane Turret and maybe Dragon.


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Teamfighting

Teamfighting is where Sivir really shines. On the Hunt grants your whole team mobility, allowing them to steamroll enemies or kite. As an AD Carry, your job is to provide the DPS during such fights, so make sure you auto-attack as much as possible on top of your spells.

Using Boomerang Blade
During teamfights, don't forget to use your abilities! If you find clumped up enemies, throw your Boomerang Blade at them, forcing them to either tank the damage or give up their positioning. It can also be used to pick off a low health, retreating champion.

Using Ricochet
Ricochet is the ability that provides Sivir's AoE damage. Once again, it can be used as an auto-attack reset, allowing you to maximize your damage as much as possible. The 40 / 60 / 80% Attack Speed bonus will also help increase your DPS. Because your W has a relatively low mana cost & cooldown, feel free to use it 2-3 times during the same fight.

Using Spell Shield
Pay attention! Many players miss spells that could possibly be blocked because they aren't paying attention. During messy fights, try to prioritize which spells you want to block. For example, just dodge Zap! from Jinx when you know Vi is going to come and Ult you. In other words, don't let your Spell Shield get baited.

Using On the Hunt
Using On the Hunt is simple - either activate it when your team decides to engage, or your team is engaged upon. The massive Movement Speed buff provided to your allies will increase their mobility and aid toward a won teamfight.

Positioning
Positioning during a teamfight is very, very important. Always locate yourself behind your front-line to avoid being caught out. Though her range is short, Sivir's positioning is slightly less punishable than other ADC's, because of her Spell Shield. Also, never stand still during a teamfight. Try to move a little after each auto-attack to keep distance from dangerous enemies and increase the likelihood of dodging skillshots. If a tank charges you, don't just run, kite him/her backwards, so you will be doing some damage instead of none. Though it seems rather minor, this will help you contribute to the teamfight as much as possible.


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Patch Notes

These will be the Patch Notes regarding Sivir since the release of this guide.

Patch 5.13: None.


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Conclusion

All in all, I want to thank you for reading my guide about Sivir. If you liked my guide or found it helpful, an upvote would be much appreciated. As usual, I am open to constructive criticism to improve this guide.

Best of luck playing Sivir!

My Build Guides


~ XRalience
Notes
= Tune in occasionally for updates to this guide. I will not have a set schedule for updating, but will renew the information when necessary.
= Special thanks to jhoijhoi's Making a Guide guide for helping me with my own. I would have never gotten as far without it!
= Any artwork, such as banners, would be much appreciated! I will make sure to give credit where it is due. PM me if you are interested.


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Update Log

7 / 13 / 15 (2): Added the following sections:

= Laning
= Teamfighting
= Patch Notes
7 / 13 / 15: Added my ELO in "Introduction", upon request.
7 / 6 / 15: Published Guide with following sections:
= Introduction
= Abilities
= Pros / Cons
= Runes
= Masteries
= Summoner Spells
= Items
= Skill Sequence
= Conclusion
= Update Log