get
prime

Sivir Build Guide by

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

Sivir, the hot burster.

Last updated on February 9, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
8
10
12
14
Ability Key W
2
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 3


Guide Top

Introduction

Hi guys. I wanted to make a build, that shows how I build sivir. I won't go very much into details, but I might get a few. Alright, let's get started.


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Pros / Cons

Pros:
Sivir has a huge burst early game.
Good farming ability with her W spell.
A spellshield, who also gives you mana! Karthus ulti now manaheals... Cool.
Your ulti also buffs your team, which you turn a teamfight very much.
She's pretty good late game also.

Cons:
Pretty squishy if not you're not getting any defensive.


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Runes

For marks I pick armor penetration marks. Why? - Because they are the best runes for any AD. Yeah, flat AD might be nice early game, but useless late game. Some of you might think, that Sivir is supposed to win a game early, and yes, she is supposed to do that, but it doesn't always happend, and that's where the armor pen runes really gives an advantage.

For seals I pick flat mana regeneration because Sivir is very mana dependant until the Manamune. Those seals let's you almost spam your Boomerang blade, and that will pay off with some kills, I promise.

For glyphs I pick CDR flat or pr. level or magic resist. I like the CDR because, it, yeah... Reduce cooldown... nuff said. The magic resist is also a very good choice, if you're bad at surviving and would like a bit of surviability.

For quintessence I pick armor pen... Same reason as marks.


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Masteries

For masteries I go 21/6/3. Sivir is an powerful AD champion, and that's why you go 21 in offense. I pick 6 points in defence because it will help me alot against harrasses and so on. And finally I go 3 in utility, because 10% less time death is very, very nice to have.


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Summoner Spells

For summoner spells I pick Flash and Ghost because I love them, I do really love that combo. Ever tried to run into a bush where two freaks are waiting for you? And when you step in there comes a HUGE boom, and then you're at 20% hp. Yeah, Flash alone might save you, but when they got flash also? Then you're still screwed... But with ghost and your spellshield also? You're unstoppable. And the same if you're chasing. You're going to be very fast with your ulti and ghost. That's just priceless. That's my opinion. You could also go with Exhaust, Flash or Ignite, Flash. I think, that is the best choices.


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Creeping / Jungling

You would and should ALWAYS last hit, and only last hit creeps!! End of discussion..