Sivir Build Guide by Keledrath
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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.
Hello everyone, my name is Keledrath and I am a normal League player. I enjoy playing Sivir a lot, and was very excited for her visual update. I got even more excited when a friend of mine found a stash of PAX Sivir codes and sold me one at a discount.
Now, Sivir doesn't really work very well in the current meta for marksmen. A lot of this is the same reason I hear people whining about Quinn for: Short range. However, I remembered another friend of mine was experimenting with running Quinn top as a bruiser. So I've decided to try it with Sivir.
I am not a professional player. I am just someone who likes trying new things that seem like they have potential. GLHF everyone.
SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here.
|+ Very Strong pushing power allows for early towers
+ Spell Shield can disrupt an attempted gank
+ Rarely seen in play, so most people don't know how to play against her
+ Usually played in bottom lane, so if you are in Draft Pick and grab her early, the enemy bot lane might counter pick a Sivir who is going top.
|Sivir's greatest strengths at the moment are the sheer obscurity she has. She is so rarely played that people don't understand how she works, and they will expect her to go bottom, allowing you to use mind games in Draft Pick. Also, people will assume a Sivir top is a troll, and might not take you seriously. Until the third kill.|
|+ Squishy for a top laner
+ No true escape mechanism (spell shield and passive are something, but not a lot)
+ Team might call you a troll and give up before the game starts
+ Vulnerable to ganks because of no escapes and very easy pushing
|Sivir's primary weaknesses come from her traditional role as a marksman, namely that she is squishy, her escapes are unreliable, and, most obviously, people assume she is going to fill that role. Solo Queue is a terrible place full of terrible people (I'm not referring to anyone specifically, but we all know who I'm talking about). So before doing this ask your team if they are okay with you trying something that's a bit experimental|
|Worth it for anyone running Ignite. +5AD/AP for one point makes it the most efficient mastery in the game. The fact that I run Ghost is just a bonus.|
|Extra damage for last hitting|
|Matter of preference. I feel 1% attack speed is marginally better that 1%CDR.|
|You use AD, this gives AD. Sounds like a win to me|
|Armor Pen is really important to do damage while building not-damage|
|Best T1 Defensive maastery when not jungling (still get it then)|
|Armor is good. Go 3 here for physical only lane opponents like Riven or Darius|
|MR is also good. Drop to one point if you need three in the previous mastery|
|I like this mastery. Does exactly what masteries are meant to do: Help early game|
|Sivir's mobility is about move speed. You can take Safeguard is you prefer, but I would rather reduce slows.|
|+30 HP helps mitigate your early game squishiness. Another amazing mastery.|
|Only 1 point because the first point is 1.5% and following points are 1.25%|
|Same reasoning as Summoner's Wrath , potentially 10 stat points from one mastery point.|
|One point for the same reason as Juggernaut : first point is 2%, next points are 1.5%|
|Sivir can run into mana problems throughout the game, especially if the enemy team does not have spells you can easily predict and block.|
- Greater Quintessence of Armor Penetration: I find armor pen to be extremely powerful. Greater Quintessence of Attack Damage is also a valid option. I'm also curous about Greater Quintessence of Life Steal, but I don't have a set.
- Greater Mark of Armor Penetration: Same as quints, same alternatives.
- Greater Glyph of Scaling Magic Resist: Scaling MR is the ideal choice, but use flat if the enemy top is AP ( Rumble, Cho'Gath, Nidalee).
- Greater Seal of Armor: No other options, it will protect you from minions, from autoattacks, from getting murdered by the enemy Riven at level 1 (maybe not, but you might get to attack once before dying). Probably the most versatile runes in the game, get a playset.
|Ignite: Honestly, this is worth it just for the bonus from Summoner's Wrath . But it is also a great source of damage. A lot of people save it for getting the kill, but I usually pop it if I see them using a health potion to ensure that I get the full effectiveness out of it (not only the damage, but also the effective damage from denying their full healing). This also means I will have the bonus stats up most of the game||Ghost: I use Ghost instead of Flash because it has a shorter cooldown and it covers more distance.||Flash: Fine, have your crutch. It's still OP as hell.|
|Boomerang Blade has strong base damage, and will ultimately fall off late game, so get mileage out of it while you can. Ricochet is an Autoattack reset ability, it applies on hit effects to the firs target, and, at full build, your Ricochet will have around a 2-3 second CD. Now, what currently overpowered item has an ability with a 2 second CD that gives you an on hit effect? Finally, Spell Shield is a one point wonder, only the CD gets better.|
- FLEET OF FOOT: Sivir's passive is effectively Furor boots, but only with champions and it works from any source of damage. One way to use this when chasing an enemy who got out of range is to attempt to Ricochet up an incoming minions wave. If the blade bounces to them, then you will get a move speed bonus.
- BOOMERANG BLADE (Q): This is Sivir's poke, early game damage, wave clear, and mana sink. The range is actually not as long as a lot of people seem to think ( Caitlyn outranges it with Piltover Peacemaker), but it's damage is fantastic. It is also your most mana expensive ability. Never use if you would be left without the mana for a Spell Shield unless it is a guaranteed kill. Remember that there is a considerable travel time, so you can zone your opponent by leading them.
- RICOCHET (W): This is the source of your damage both in the very early and very late game. It is an autoattack reset, so your ideal trade will involve going AA->W->AA. This will take about the time it would normally take you for 2 AAs, so that is a 50% damage increase without counting that the W hit does bonus damage. This is also how you will regularly proc Spellblade once you get it. A Trinity Force enhanced trade (AA-W-AA) hit for 3x your total damage (from the 3 AAs involved) + the bonus damage from W + 2x your base AD.
- SPELL SHIELD (E): This ability is your best escape. It is also your mana sustain. This guide contains a list of spells to be blocked, as well as ease/priority.
- ON THE HUNT (R): Sivir's ultimate is made for teamfights and pushes. One of the biggest strengths of having Sivir top is that it means you also have a second Marksman to benefit from your ult. Other good teammates for this are Attack speed based characters (a sustained damage Diana or a jungle Irelia or Jax) and champiosn who simply need to move faster ( Hecarim, obviously, but also champs like Amumu, or anyone who built a Sunfire Cape
Any time I reference a stat number, I refer to my example full build
|Along with 2x Health Potions, this is my preferred start.|
|This gives you a Sight Ward and a Health Potion. This is the start for playing passive and sustaining in lane.|
|I felt like I needed to include this for completeness, but the only time I can think of that I would use this is if I were a Platinum+ player smurfing with friends who were new to the game.|
|You are building a bruiser, which means that tenacity is important. Spell Shield will protect you from some CC, but not all of it.|
|Spellblade is incredibly good on Sivir because of the synergy with Ricochet. This will build into either Trinity Force or Iceborn Gauntlet.|
|A solid item. The GP10 is a bit lackluster, but it is something. The crit isn't huge, but it only takes one surprise crit to turn a trade into a kill. And the final part of this item, extra gold on every last hit, is great for Sivir, who has an amazing ability to quickly farm and split push. Eventually, this will become either Statikk Shiv or Atma's Impaler.|
|This item is currently in a very overpowered state. I went over the damage increase in the description of Ricochet, but the thing I didn't mention is that the combo I described works on towers as well as champions. Also, Sivir can actually use every stat on this item. Mana, health, AD, AS and MS are useful on everyone. The crit is a bit silly on it's own, but you will have at least one other crit item built out of Avarice Blade. Further, Boomerang Blade actually does have a .5 AP scaling, so even the AP isn't going completely to waste.|
|Build this if your team is fighting early. The longer you can keep the Avarice Blade the more money it will make you, but if your team would rather fight than farm, you need your items to give you stats, not gold.|
|Go for this if no one else on your team is getting one. The damage and CDR are both nice, but the armor shred and armor pen are huge for your damage output.|
|This item is a good buy if the enemy team is AP heavy (Top, jungle, and mid all primary magic damage). If you think you'll need this, get the Hexdrinker early. The upgrade is underwhelming, so it will probably be one of your last purchases|
|Lot's of HP, and the regen is you main form of recovering without backing.|
|The tanky counterpart to Trinity Force, this item also makes you even more inescapable by giving you a slow. Build against an AD heavy team (>2 AD focused champs)|
|Again, usually should be built by someone else on the team, but if no one will, take the hit..|
|This is what you buy if you can talk the jungler into buying Frozen Heart against that hellish team I mentioned earlier|
Your role in teamfights depends on how you ended up building. If most of your items are from the damage tree, act like a marksman. If you are more in line with the example build, then your goal is to find their carry and kill them. Your opponents will have two options: either let you kill their carry, or try to CC you through Spell Shield and Mercury's Treads, which leaves your carry untouched and dishing out the dps. Either way, try to land Boomerang Blade on as many enemies as you can
|Thank you all for reading. Please comment, and please just give this build a try. I play normals, and fairly irregularly (I don't enjoy solo queue, so I don't play outside of duo queue, prefer to have 2 friends with me). I am posting this to try and get people to try it and find out how it works at different levels of play.
SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here.