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.
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.
Threats to Sivir with this build
|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.|
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.
Boomerang Blade (Q)
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.
Cooldown: 9 / 8 / 7 / 6 / 5 Seconds
Spell Shield (E)
On the Hunt (R)
Pros / Cons
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.
|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.|
|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.|
= 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.
= 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.
|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.|
|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.)|
|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?).|
|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.|
|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.|
|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.|
|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?|
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.
Sivir is a relatively strong laner, mainly due to her ability to trade well and Spell Shield.
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.
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.
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.
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.
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 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.
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!
= 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.
7 / 13 / 15 (2): Added the following sections:
= Patch Notes
7 / 6 / 15: Published Guide with following sections:
= Pros / Cons
= Summoner Spells
= Skill Sequence
= Update Log