Sivir Build Guide by Twi1ightSparkle
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Not Updated For Current Season
Not Updated For Current Season
My Summoner name is Kuchiki Toko and I present to you my AD Carry Sivir guide!
You may wonder why am I writing this for a champion that already has a great, extremely detailed Meridianprime's Sivir guide.
Well, here's the answer: my manual has a different approach — a Video-guide approach, the primary idea of which is to teach you, the reader, how to use different AD Carry techniques, such as Orb-Walking and Kiting, how to use Sivir's skills to a full potential, and how to become a better AD carry in general.
Enjoy you read, summoners, and remember: practice is everything!
I consider myself an average soloqueue player with a silver Elo badge (which is pretty bad, I know). I love playing AD carries, especially Sivir and Kog'Maw.
Here are my Sivir ranked stats:
- Greater Quintessence of Attack Damage and Greater Mark of Attack Damage: These runes are the best all-around choice, since they provide you with additional AD for better last-hitting, increase Boomerang Blade's damage by a bit (it has almost 2.0 bonus AD ratio if it hits single target twice), and make your autoattack harass a lot stronger.
- Greater Seal of Armor: Armor will help you mitigate some damage of your opponent (who 90% of time will be AD carry and deal primarily physical damage).
- Greater Glyph of Magic Resist: I choose Flat Magic Resist because opposing support's damage is 90% magic; AD's like Kog'Maw, Corki, Ezreal dish out a lot of magic damage too. If you know you'll be facing an unconventional support AD champion like Pantheon or Gangplank, you may take Greater Glyph of Scaling Magic Resist(to defend yourself from magic damage mid-lategame) or Greater Glyph of Attack Speed.
Other viable choices
- 3x Greater Mark of Attack Damage+6x greater quintessence of Desolation+3x Greater Quintessence of Attack Damage: This setup will increase your mid-lategame damage, but it'll be a bit harder to lasthit.
- Greater Seal of Scaling Mana Regeneration/ greater seal of replenishment: If you're unfamilliar with Sivir's manacosts.
- Greater Glyph of Scaling Mana Regeneration: A little bit of mana regeneration for the same purposes as above.
That's a tricky one. In orger to understand the usage of this little beauty, you have to watch this Chaox's video:
This setup capitalises on defensive stats provided by 9 points in Defense, which makes you more durable (helps you resist harass). 21 in Offense is a given for any AD carry.
Other viable choices
- 9 in Utility, taking
- 2 in Defense + 7 in Utility, taking the same masteries as above minus Runic Affinity while investing 2 in Hardiness .
Flash: Everyone takes it, why wouldn't you? On a serious note, Flash helps you reposition yourself during teamfights, escape ganks and sticky situations. Since Sivir has no dash ability (like Arcane Shift, Valkyrie, or Rocket Jump), Flash is her only escape ability apart from her On The Hunt, which has a long animation and woun't save you from hard-CC abilities like Unstoppable Force, Solar Flare, Gravity Field, or Curse of the Sad Mummy.
Ignite: Great spell that helps you counter Heal, Imbue, Divine Blessing, Wish while adding a bit more damage. Lifesteal is being reduced by 50% as well.
Heal: It was nerfed, but it's still a good alternative to Ignite. With the help of Heal you'll be able to heal-bait your opponents into diving you/engaging on you, be able to surive through Requiem, Trueshot Barrage, or Mega Inferno Bomb, but your Spell Shield is a better defense against those.
Cleanse: This spell works similar to Quicksilver Sash, but doesn't remove suppressions ( Infinite Duress, Impale, Nether Grasp). Both QSS and Cleanse can't help you out with neither knock-ups, nor knock-backs. Great summoner spell against Leona, Taric, Malphite ( Ground Slam), and other champions with hard and/or strong soft-CC.
Try to predict next spell that will hit you and time your Spell Shield, Cleanse, Flash, and Quicksilver Sash accordingly.
Check out this Cpt Jack's video:
Now here comes the fun part! Sivir has 4 usable abilities: poke-nuke skill-shot — Boomerang Blade, rather unique autoattack enchancer on a low cooldown — Ricochet, pocket Banshee's Veil — Spell Shield, and AoE AtkSpeed+MoveSpeed aura ultimate — On The Hunt. Her passive is Fleet of Foot — brief MoveSpeed buff's given to you after you autoattack an enemy champion.
I'm maxing this first because of its ridiculous early-game damage ( Ricochet doesn't bring much to the table when your CritChance is 0%).
Ricochet is the only AA reset ability apart from Vayne's Tumble on a ranged champion ( Double Up doesn't count, sorry Miss Fortune).
But that's only one side of Ricochet. The other side is that your Ricochet-charged AA will not only deal 20-80 bonus damage, but also will bounce to another enemy, up to 5. With every bounce the damage from your enchanced AA will decrease by 20% down to a 33% cap. That means that 5th enemy hit by Ricochet will be dealt 26 (+0.33 of total attack damage), down from 80 (+1.0 of total attack damage) at level 13 (when your Ricochet should be level 5).
Ricochet-charged AA procs on-hit effects such as Sheen only on first enemy hit ( Trinity Force is shown as a recommended item simply because of that), but it can also crit, that's why it's maxed second — you woun't have any CritChance before your Zeal Or Cloak of Agility. If you'll be lucky enough to crit both with AA and follow up with critical Ricochet, you'll understand why AA resetting abilities are so strong on AD carries.
This ability has three main uses:
- Blocking CC: if you'll get CC'd in a teamfight, you're pretty much dead, simple as that. Shielding spells like Unstoppable Force, Infinite Duress, or Charm will save you from being instakilled by your enemies who will prioritize you over any other champion in your team except for AP carry. Blocking enemy support CC in lane is a lot easier than doing the same in teamfights, because a) you're not being distracted as much and b) 90% of CC from your enemy is easily shieldable, except for Infuse and Terrify. Before the game you have to understand which spells at botlane are easily blockable and which are not; which are top-priority and which ones not.
- Evading damage: Requiem, Stranglethorns, Chum the Waters are examples of spells which should be shielded whenever possible due to their extremely high damage. Blocking abilities like Piercing Arrow or Phosphorus Bomb will help you to survive your enemies' poke in lane.
- Regaining mana: Baiting your lane opponents into using spells like Ice Blast, Piltover Peacemaker, Rocket Grab, stepping on Bushwhack and Yordle Snap Trap will help you with your mana problems and annoy your enemies. Shielding at tribush or at river will help your jungler gank your lane unnoticed.