Sivir Build Guide by TheLoLguidelines
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.
Everything you need to know
GUIDE TABLE OF CONTENTS
Greetings summoners and welcome!
Pros / Cons
Core Build : A Three Way Game
Spell Shield list / Enemy Threat level and Item Recommendation
Match results (Screenshots / Recordings)
Achievements + Update notes
In responds to the recent change to Sivir, I play her around the clock to ensure I can select the best out of many new ways to play her.
Please be patient as I adjust the guide accordingly.
Thanks in advance!
PS. Any advice is appreciated.
Ladies and Gentlemen!
I proudly present to you this guide about Sivir which has achieved top rated ideal champion guide on MobaFire as of date February 1st 2012 around 6pm GMT+1 timezone. I thank everyone that has contributed to this champion's reborn image! Never thought from the gutter people think she came from, that one day I would come home from work, log on to MobaFire and see my guide to be above all the others. This moment means a lot to me!! To Sivir and to the whole community that benefits from all the patience and efforts people put in to help me create the guide as it is today.
Thank you so much!!
'READ ALL ABOUT IT!!!', the boy shouts on the corner of the street.
And why?, we wonder...
Here is why! Sivir got herself a spot on a article written by Stevo's in his top 20 LOL guides! The link to his website with a lot of LOL news and other articles.
Stevo's GETTHERAX Website
Big credits to him!!
For those who requested me to watch me play, I have set up a Live stream on own3d.tv.
For now I will post it in this section of the guide, but will move on to the match recording chapter soon. Since this is the first chapter, everyone will see it sooner.
Link to my live stream is Meridianprime channel Follow me up under Meridianprime. Stream times will be around 6pm (GMT+1) till midnight (GMT+1) timezone.
I like to ask you all to help me get this Sivir guide to maintain the best for the community to use.
For that I like to alternate the chapter : Sivir vs Champ X, in how you like to have it formatted, what information you like to have me put in here. It has to be short and to the point.
Please send in your idea's and information to my Inbox.
Based on the reactions I will redo this chapter and put your name down in Credits :)
Greetings summoners and welcome!
I'm Meridianprime, level 30 and playing on the EU West servers. After playing a few introduction matches as Ashe, a champion rotation forced me to pick another champion. I simply picked one from the new selection that I also saw during a practice match with bots. Sivir was my choice due to her similarity as ranged, easy to play champion. Later on I discovered there is actually a HUGE difference between Ashe and Sivir concerning viability. Since I love a challenge in games, I kept playing her, making the best out of an unloved, unwanted, overlooked champion.
Here I am, making this guide for other players that like to try out and learn more about Sivir. My efforts of making her be loved again, understood and NOT to be underestimated!!
So... what have I done to create this guide?
Reading and testing other guides on Mobafire
Using a champion build program to compare items on LeagueCraft
Created an Excel sheet to compare battle results based on item choices
Experience from nearly 2000 games ( This includes custom made games with bots / friends prior to the Co-op vs. AI mode ) For my exact game count on queued game modes check LoLKing.net
Learn and listen to other players with more experience
Be creative forming knowledge in a pleasant to read guide ( See Credits section for more details )
Please feel free to express your thoughts, relevant information, constructive criticism and other points of improvements in the comment section FAAAAAARRRR below. I hope you enjoy reading all this as it was for me to write. Thank you for your time!
Pros / Cons
Now that you know something about me and the guide in general. Lets view in on the champion Sivir itself. What is her power and her weakness.
Some champions are good in taking damage ( Amumu, Alistar, Rammus), others can jungle better (Warwick, Shaco) or excel in ganking ( Nocturne). Some can support another by healing ( Taric), shielding (Kayle), buffing ( Sona) or stunning the opponents like ( Leona).
The ability to auto attack 6 targets, shield a hostile ability, enhancing every allied unit nearby. Sivir can PUSH like no other. All those goodies have their downfall...
Avoid her CONS and exploit her PROS and you shall have joy playing her.
+ One of (if not) the best pusher in the game
+ Turns a fight when mastering Spell Shield
+ Strong sub level 6 laning capacity
+ Easy to farm minions wave after wave
+ Good base defender =
- Extremely Squishy
- Targeted first in team fights
- Short auto attack range
- Needs to farm
- No CC =
The tiny pieces of a puzzle that makes a difference. As an AD carry, Sivir runs good on the following 21/9/0 set up.
+ Boosting up her offences on her auto attack in many ways possible to deal a counting blow!
+ Giving her the extra defense and HP for when she faces other AD carries.
Pretty much for every build on Sivir I go by the masteries shown above.
Putting 21 points in all the AD aligned dmg.
Selecting everything related to direct damage or attack speed
Spending points in Armor Pen and LifeSteal on a kill.
Now I could spend all 30 points in Offense, but some balanced selection proof to be more effective. Specially early game!
Spending 9 points on HP, Armor and MR
Additional health for those early trades
Armor and Magic Resist for spells and abilities
There are many runes out there. Some are good for tanks, others for junglers, some for late game and others early game. Sivir is definitely a late game champion. Boosting up this late game will of course make her insanely strong.
You have to make sure you farm and survive your early and mid game or there is nothing shiny about her extreme aligned late game runes! Therefore we pick the following runes to make Sivir overall excellent!
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Life Steal
Though ArP runes are best at late game. AD runes show a much better result after the remake of Sivir.
Having armor is a good way to sustain in the laning phase. Losing less HP makes a difference. Just be careful not to waste mana!
Any runes of survivability without losing other vital part results in these MR glyphs, giving her quite a boost against early game abilities.
The early attacks on minions might proof to be a rich source of lifesteal with 6% of ~100dmg per hit for your sustain early game.
The runes shown as above are tested, number crunched and displayed/compared in graphical tables to be the best fitting in AD carry champions (at least for Sivir). The knowledge on this comes from Theory crafter veteran : Searz. Please pay a visit and respect for his contribution.
Somewhat questionable by a variety amount of players. Mainly due play style, personal preference and from good/bad experience. Here I will show you a couple options of what spells you should pick when you meet those requirements and or preferences.
Aggressor / Harasser
Having Exhaust is not common on an ADC, but with some quick communication with your Jungler and Support it will lead to kills. Ofcourse your support will mostlikely have Exhaust, but they will return before that is back from cooldown. A nice rotation of your Exhaust and your support for whenever they return back in lane. Followed by a gank from the jungle or a tower dive will completely demoralize their ADC.
Ever got caught 1 vs 1 and you cant escape? Barrier may give you more HP in a form of a shield. But Exhaust can disrupt the output of the enemy, while slowing their movement. Making Exhaust > Barrier. The total output denied due to Exhaust is much higher than the shield Barrier gives you.
Defender / Tactical
So you are not the aggrssive type. Or facing a killer lane. Defending strats might be the way out to sustain the first part of the game. Just stay alive, farm the best you can. And as Sivir this is when you pick Spell Shield as 2nd spell to prevent taking damage from those poking abilities. E.g. spears, hooks, stuns.
Farmer / Backdooring
When you have a steady team and willing to stale assaults or having quite the poke ability. Your chances of backdooring and/or farming opportunes itself here. Taking the Teleport to take you to any lane to defend or head back into the fray after a quick recall. Specially with Season 4 ward change. There are plenty of spots to teleport to.
A few notes to clarify the above table.
As you see this spell is very well of use for defenders and farmer / backdooring purposes. As a defender you don't want to be long gone from your lane OR in later phases you like to use a quick teleport to another lane. Very well recommended by Beginner / Mediocre players with Defending / farming play style. For backdooring its an absolute must. Read later in my guide on how to succesfully backdoor.
I have seen many AD carries out there using this new spell Barrier. It allows players to add an extra method of aggression as well as a last resort of survival. Diving a turret can be painfull. Making the final blow and run away alive can be done easy with this spell or vice versa.
This is purely meant to kill, shutting down enemies while you attack their teammates. Thought also good for defending and escape this has the intention to KILL. Rarely is this spell used to run away from a fight. So Exhaust should come with skilled aggression or you will find placing this spell on others not have an effective outcome.
Though not my favorite spell for a long time, this has proven me wrong. As soon as you know the map, range and tactical points of using it, Flash will definitely be a must to have. Not taking this will make Sivir be marked by any gank and jungler over and over again. NOT recommended for beginners due to its versatile use and purposes.
Actually don’t want to mention the don’t takes, since the rest of the picks are either more than obvious or just not tactically needed in Sivir's case. Not saying they aren’t viable. Just not meant for her role as ADC.
The Chase and Kite tool for Sivir.
After landing an AA, you manually move towards the direction they escape and hit them again as soon your AA is refreshed. Repeat this until they are behind their turrets or dead. Side note: If they are behind their turrets don't forget to use Ricochet via a minion. It might as well be the final dmg you need to kill them.
Another way of using this is to kite. The increase of speed makes you stay at max range. When they back out, use the CHASE MODE above.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
There are many alternatives to the sequence, depending on play style and opponents. The above is what makes me feel comfortable fighting the unknowns. A safe choice.
Q-W-Q-E or Q-W-E-Q
For agressive playstyle starting with this and max out Boomerang Blade will deal loads of damage as you will make direct hits with your Q. Works like a charm when you have a support with e.g. stun/slow.
Q-E-W-Q or W-E-Q-Q
For somewhat defensive players picking up Spell Shield as 2nd spell would be a good choice.
Also when you are facing agressive opponents or players with gap closers or ranged abilities, picking up the E as 2nd spell is a good alternative.
W-Q-W-E or W-Q-E-W
For pushing style, maxing out Ricochet will ensure a short durability on their turrets and they will take a considerable hit if they choose to remain close to their minions. Be sure to have the your wards up to par. Also combining this with your team pushing other lanes to make their jungler unable to protect all lanes. Good communication and warding is key here!
Her Boomerang Blade spell, a.k.a. mana suckage. Be careful when using this spell! It can clear out minion waves fast and get last hit on 2 or 3 of them per use. But it uses mana A LOT. Especially when leveling this baby up to level 4 or 5, it starts to use 70-110 mana. Try to hit them directly and on its way back for maximum damage. Considered to be the most damaging spell in the game at level 9, when used properly. See below the table of damage output.
Table of damage output based on
level 18 (~100 base AD)
170 bonus AD ( The Bloodthirster + Infinity Edge)
Incoming minion wave (6 of them)
DMG reduction from armor not included!!!
On it's Primary Route
DMG % from First hit
Total DMG done in %
Total DMG done
Minion total DMG
On it's return route
Dmg % from First hit
Total DMG done in %
Total DMG done
Minion total DMG
As you see the damage per minion is well the total of their entire HP bar. However, minions do become stronger overtime. As long you scale your damage alongside with their increase, you can keep pn clearing waves with just 1 boomerange blade EXCEPTION for when there is a siege minion in the middle of it!
This spell has been remade. It not only resets your auto attack with a very fast animation. It also bounces indefinitely (once per target). The mechanism is that it will bounce to the nearest target within its bounce radius. So its therefore wise to use it on the outer minions. It now has a cooldown of 9, 8, 7, 6, 5 seconds instead of 7, 6, 5, 4, 3.
In addition to this is that it will apply to your next 3 auto attacks instead of just your next. Plus, during the active mode of ricochet, your attack speed will increase according to your level of your On The Hunt.
Little Pro-tip... When chasing an enemy but failing to deal the final blow, try to hit the next minion wave. Ricochet will bounce forward and might catch up and delivers the final hit!
Table of damage output in % of your total AD of 300
(With thanks for Warlemming for the numbers)
Ratio of your AD
Total % of AD
50% - 70%
150% - 170%
50% - 70%
200% - 240%
50% - 70%
250% - 310%
50% - 70%
300% - 380%
50% - 70%
350% - 450%
This spell tells you when a Sivir player is Pro or not. Simply blocking a spell isn't rocket science. But since there are more than 100 different champions with all different abilities and effects. It’s only the master of Sivir that knows what spell is viable to block or not. The use of this spell determines the outcome of a fight mano-a-mano. On successful block you gain 60(lvl 1)-120(lvl 5) mana back. Nice, but when people know this they can fake an attack and let you use Spell Shield for nothing.
Good to use when a team fight initiates, when escaping, when tower diving or when you backdoor / push the turret. A gank from the woods will be lethal and Spell Shield will just be enough to let you take down the turret before you die.
A list of what it CAN and what you SHOULD block can be seen in the Chapter : "Spell Shield list / Enemy Threat level and Item Recommendation" further below.
Sivir speed steroid has been changed as well. From being a turrets destroyer by means of insane attack speed increase for 10 seconds to you and those around you. It will now passively add attack speed to your active Ricochet.
The movement speed while active has been buffed insanely. From 20% to 60% for the first 4 seconds followed by 6 seconds of 20%.
Mainly used now to run back into the fray after a recall (120 sec CD on lvl 1 to 80 sec CD on lvl 3). Even sub 60 seconds when having the proper CDR items/buffs. Very usefull for making Sivir appear anywhere on the map in no time. Ensuring kills in teamfights or a succesfull escape after being ganked.
FUN NOTE: Combine Homeguard Mobility boots with her Ultimate after a recall or teleport from base. :)
Core Build : A Three Way Game
What is a core build? A core build is a set of items required (highly recommended) to your champion in order to perform optimumly.
These items are essential to make a tank take damage without dying after a combo, a support being able to assist and an ADC to deal effective damage.
Thats right EFFECTIVE damage! Taking items with high amount of AD may look like you deal damage, but it's like throwing elephants. It hurts but it ain't go fast.
Capping out your attack speed, may look fancy and cool, but you are just a rapid firing feathers.
The point to deal EFFECTIVE damage is to balance all the variables.
This means you require the following.
Increasing the damage per hit makes last hitting minions easier. This also benefits your Boomerang Blade, which is your butter and bread for farming that gold.
Passively gained by On The Hunt. Makes you attack more smoothly, more often and increasing your overal DPS. Specially vs turrets, since they are immuum to abilities and most item effects.
Critical Strike Chance
Upping your CSC will help you in teamfights vs those pesky squishies. Also handy to mow down jungle objectives.
Armor Reduction / Penetration
Tanks are to be ignored, but a good tank is hard to avoid. Forcing yourself through the enemy frontline just to get their squishies, isn't the way Sivir is made for. So Drilling through their armor will make them retreat.
To obtain the above, you have your items as well as your champion abilities to synergize properly.
Sivir's abilities lean more towards Attack speed (passive on her On The Hunt and auto attack reset on her Ricochet), so we have the attack speed started.
Therefore her core build towards EFFECTIVE damage is to balance out those 4 points.
Let the games begin!
Doran's Blade contains all the elements to get on top of things. Attack Damage, Health and Life Steal
The Health Potion is to recover some lost health while trading attacks with the opposing ADC
Use the [warding totem] in the brush or river to cover vision on the enemy support or possible gank.
These items are pretty much a no-brainer regardless of who you face on bot lane. The Doran's Blade will be sold later on around Mid / Late game to make place for other items.
Early Game : "GL & HF"
From this point it all depends on how the game goes. It can go well for you, some good trades, early kill, maybe even first blood. Get the money rolling in makes you able to purchase nice items that forms up towards your core build.
However, all of those can be in your disadvantage as well. Making your laning phase go like sirup and earning money at a minimum wage.
When things goes horribly bad
2nd doran's blade - Adding a little of each with little money to spend balances things our or might even turn the tide.
When things just not turn in your favor
A Long Sword - You are now halve way towards your Vampiric Scepter, making last hitting a little easier and trades a bit more into your favor.
When you get ganked often and are not save to step to far in
Getting Boots of Speed is good for when the enemy team's jungler is babysitting on your lane. Enabling you to extend your position for some creep score!
When things are just doing steady, nothing special
A nice combo of Vampiric Scepter and Boots of Speed to start your way to harass, sustain and maybe kill. Having less trouble last hitting, lifestealing from trades and have more mobility when the enemy jungler decides to pay a visit.
When you make First Blood or early kill, not missing many creeps
Keep hording money up till you a can purchase your B. F. Sword Having this will make you hit A LOT harder since it's still early game. Keep up the focus on last hitting as well as every trade you can make to deny their creep score.
When you are dominating your lane and denying the enemy ADC a lot of creeps
Keep it up as long it last, buying B. F. Sword, Boots of Speed and Vampiric Scepter
Zone out their ADC and keep poking them. Have your support ward the river to prevent your domination to end.
You may safely say that you are outskilling the opponent's ADC. Inform your team and have your jungler address other lanes to have your team dominate on multiple lanes.
Work your way up to the final build in this phase. Ask your jungler for help if you fall behind and inform your team to have a little more patience. Changing your strategy might turn the tide and have you crawl back up. Keep buying Health Potion with any remaining gold you have. The sustain you have from it is easy worth a few more cs per run.
After this point, you pack quite some damage. Your Boomerang Blade hits hard, a nice reset on your ricochet or just the triple blades flying around can add up the damage over time. After levels 6 you even got yourself some additional attack speed during your Ricochet
This is the time for your first objectives. Dragon, tower and considering launching an assault on your lane to set the score.
Mid game : "Bye bye laning phase, say hello to roaming"
Now that we got the early game behind us and start working on our map presence, we might consider getting the next items.
Also this is the time you consider getting objectives like turrets and dragon. You slowly make your appearance elsewhere on the map to help your team.
Assisting mid or top for a quick kill or turret dive will topple off the enemy team. However, keep your bot turret your main focus.
The last thing you want to happen is to have the opposing ADC get fed by free farm. Choose your moments wisely!
When you are struggling from a rough start
Buying Berserker's Greaves makes you recall without being away for to long. This helps you return faster from recalls.
When all goes normal
Start to pick up some objectives like Dragon, turret. With items like The Bloodthirster and Berserker's Greaves to keep your lane stable, your health sustained and staying save from ganks. Keep last hitting and trade with your opponents.
When you are still dominating
Go for Zeal first. Since you don't have to focus on being stomped down. You can focus more on higher output than mobility. Since Zeal contains both, you can get the Berserker's Greaves later. Also The Bloodthirster has less priority over Zeal and Phage. Your Vampiric Scepter should lifesteal enough. Having Phage will keep you on their heels with the movement effect on hit and extra health. As final you can upgrade your items to The Bloodthirster and Berserker's Greaves
Keep working on the farm until you are up to speed with your opponent's ADC. Avoid direct conflicts. Get help from your jungler or ask for a brief lane switch. The latter not always the best, but as long it's just for a few waves of free farm it should be fine.
Lets take a look at your items. You have Attack Speed from your Ultimate (passive), You have high AD items, some Critical Strike Chance and nice bonus effects like lifesteal, movement speed and more HP.
Objectives like Dragon and Turrets should be on the main menu now. You are able to jungle by yourself to get the red buff or raise a quick hit and run to counter jungle. Never stop farming. Focus on last hitting. When you decide to push use the following sequence to clear waves with ease.
Auto Attack the first minion > Hit Ricochet and hit the first minion again once or twice > Switch target to the next minion to clear out the entire wave. Try not to use your Boomerang Blade unless they are to strong.
Mid / Late game : "The fights for the objectives"
Mid/late game phase is when the serious teamfights starts. Such as fighting for turrets, securing dragon or early baron. The outcome of these fights are won by tactics and good communications. One member falls will be the beginning of a snowball effect where others will fall or give up crucial objectives, strenghtening the winning team.
When teamfights keep breaking loose
Your team requires your presence in teamfights while you lack behind in your build. Getting Enchantment: Homeguard makes you able to farm and ninja recall back into the fray. Pushing on all fronts you quickly recover from the early fall backs due to your farming and wave clearing abilities.
When lanes are being pushed
A The Bloodthirster is more of less required to clear waves with your Ricochet as well as lifestealing due to their pokes. Since auto attacking won't occure often, it's better to focus your attacks on high direct damage. Therefore building Phage and perhaps Last Whisper prior to Trinity Force is somewhat a better choice.
When all things go normal
Go and complete your Trinity Force and focus on pushing lanes and being available in team fights. Keep a solid timer on the dragon, keep it warded at all times to make sure you can take it without the enemy knowing it.
When you have the upper hand
By this time you should go all out on damage output. Trinity Force, The Bloodthirster and Last Whisper to shut down any of their tank / offtanks makes no room for their recovery. Yet stay alert for anyone jumping on you. As you might be the only damaging force of your team. With these items it doesn't matter who you attack. As long you stay out of the heat.
Leave no opportunity unused for objectives. Be everywhere as much as possible. Don't feel bad to use your On The Hunt to reach a certain location faster instead of escaping from it. Smart hit and run missions will do the trick. Forcing them to defend wherever you pop up, wastes their time running towards you. Meantime you are long gone and already preparing your next hit and run. Coordination with your team and creating ambushes can turn a teamfight in an ACE. Go back and shop and be as strong as you possibly can. Sell your Doran's Blade and Health Potion remaining in your inventory.
Heading well ahead into the late game it's outcome is as good as certain. Keep a cool head and stay focussed to progress it's path.
Late game : "Every step counts"
Late Game. Here, anything can happen. Either you are fed, your team dominates lanes, but this also goes for your enemy team. A roaming Akali can be a nuance. A tanky bruiser hammering down your midlaner. An annoying Master Yi backdooring all the time. You name it! Every step you take has consequences.
When things went bad
The game is lost. Coming back from this requires not only your utmost skills but also a failure from the enemy forces. A well fed Akali is on a streak. Nasus the QQ master Q'ed up his Q to the point of one shotting. Check out the Spell Shield list / Enemy Threat level and Item Recommendation to find out the Recommended items to pick for whoever causes the most trouble. Be informed that surrendering may seem a quicker way to end it, nontheless, 1 mistake can turn the tide into your favor. Don't ever give up and do the best you can!
Enchantment: Homeguard is for now a safe bet and lets your defend your base quite efficiently.
When things went steady
Both teams balanced out. Equal is kills and farm. You can either choose to go all out or play it tactically. Check out the Spell Shield chapter for Recommended items incase your team plans on something. Coordinate and win a teamfight. Force Baron and make sure you sweap out their jungle whenever you won a teamfight. They can't go hiding after their revival into their jungle and return stronger unnoticed. Buying a B. F. Sword starts out for an Infinity Edge or one of the most recommended items to counter your team. [Mercurial Scimitar]
When you have the upper hand
Why are you still playing??? Finish it! Get Dragon, Baron and assault their base! Get Enchantment: Homeguard, Infinity Edge or even a Blade of the Ruined King. Keep a close tap on their location and push. The time has come for them to surrender. Do not get cocky and solo your way to victory.
Getting both Elixir of Fortitude and Elixir of Brilliance will give you an edge for a short time to deal the higher card in battle and win the face off. Making Baron a snack for your team.
Congratulations! You have won the match or defended valiantly. You took the right steps according to the flow of the match. Learn from what you could and compliment good team play.
League of Legends has a dynamic game play. Adjust accordingly to what happens. No game is the same. Enemies aren't bots, they are unpredictable. The best way is to have experience which will grow over time. Don't expect to win just because you picked the items accordingly. It's a game of action and reaction. A combo of chance and skill. If they see you building offenses, expect to be shut down. It's like one big game of rock, paper and scissors. One strategy counters the other.
Expect the unexpected and always be one step ahead. One simple missclick or minor decision can make the difference between winning or losing.
Choose wisely summoner and grow stronger every game. Learn as much you can even if you face a rough start, harsh progression or even an inevitable defeat.
Every champion has its own unique role. Either being the tank / initiator, ganker, jungler, map awareness, pusher, carry, you name it. Sivir's role is PUSH and take down turrets. Sounds like child's play, but executing it correctly require some experience and skill. The timing on when you should GO or NOT is the question. Here I lay down some examples on when to GO and NOT.
Always notify your team on your Teleport timer. It makes them organize a "fake" push to draw enemy champions to their location at the time your Teleport is ready to be used. A good team will bait, lure, provoke or threatening them to take down a turret.
This also works if they pushing you. Let your team defend (not initiate a team fight) poke them with range attacks to drop down their HP a little.
Where are my enemies?
You have either visual confirmation of all enemy champions or they are dead with quite enough deathtime left for you to take the tower.
Do you have a lane where your minions are about to reach their turret? If not they will be notified of your attempt long before you can commence the takedown. To increase your chances you should always keep your lanes pushed as far as safety allows you.
Is my ultimate up?
Without it makes it a lot harder to take down turrets as well getting your squishy *** back to safety.
When meeting all the requirement, you can initiate operation takedown.
Step outside visual range so enemies do not see you using your Teleport.
Teleport to a lane where minions are nearing their turret.
Use Ricochet on the turret as much as possible. It will clear any incoming minion wave.
Final check on enemies to determine your safety timer (time you have left before they can gank you)
Safe your On The Hunt for when they gank you.
When you sense an enemy is missing from the field and might be coming for you. Either take the turret down and suffer a death or run for it if you think you cannot take it down in time.
Activate your Spell Shield in case they start out with a stun ( like Ashe )
Try to position yourself away from the jungle so you have more reaction time for when they popping out of the jungle.
When the turret is down, RUN! If they ganked you and you cannot survive a run, FIGHT! Take down as much HP as possible. You might even take them out as well.
(Recorded game with such moment --> Loss game, took a turret down while being ganked by Ashe and Akali, took them both down along with me.)
Run to a brush, call home and go shop. And simply kill time before Teleport is back up.
When no enemies are visible
When your lanes nearing your own turret. Pushing will take too long to stay unnoticed
Low on HP unless you have good life steal
Enemies have their Teleport spell or ability ready to use.
Your team simply cannot handle a team fight (even plain defending and let you push)
If you still go... prepare to be flamed, cussed at, learn all form of noobism and get killed without a chance of not even reaching the turret or barely damage it.
Spell Shield list / Enemy Threat level and Item Recommendation
This section has been completely re-vamped. NEW layout!!
THE OLD LAYOUT
Space Essence Theft
Ability proc. Block the ability = block the proc.
Orb of Deception
Better block the way back, due to true damage.
Blocks one out of the three
Tricky to block but important
Blocks one out of the three
THE NEW LAYOUT
AHRI, THE NINE-TAILED FOX
Why the change?
- The list was long and tedious to scroll through. Now at least a lot shorter. By means of spoiler tabs.
- It wasn't much of a visual appeal. Simple colored, small, darkish.
- More information regarding facing such champion.
BLUE : Free mana spells by walking into the spell when you feel like it. E.G. Traps laying around the field visual to the naked eye.
GREEN : Skill shots that can be dodged by walking into another direction. Baitable, free mana when you want to block it. Easy to react upon.
YELLOW : These are locked on, easy/decent reactable spells but only deal damage.
ORANGE : Hard to block spell since it near to insta-hit, can be used to fake an attack so Sivir will use her SS for nothing. Require skilled timing / anticipation to block it.
RED : Should be BLOCKED at all times. Either due sick damage or a start of a deadly combo (e.g. stun or taunt)
WHITE : UNBLOCKABLE, just try to avoid it or Tank & Spank.