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Sivir Build Guide by Vapora Dark

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League of Legends Build Guide Author Vapora Dark

Vapora's Guide To Sivir

Vapora Dark Last updated on November 20, 2016
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Ability Sequence

2
4
5
7
9
Ability Key Q
1
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R

Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 18

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Defense: 12

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0





Vapora Dark
Hey guys, my name is Vapora Dark. I'm a two-season Master tier player from EUW who mains ADC. I've written multiple ADC guides and now I'm writing one for Sivir.

Sivir has been one of my favourite ADC's ever since the change to Ricochet that allowed it to crit and turned her into a kind of late-game hypercarry rather than just the ult bot she's traditionally been. IMO this makes her a very fun champion since she has both a lot of individual impact, and still retains that team-wide ultimate buff that rewards you for being a good team player as well.

In this guide I will teach you the correct way to play and build Sivir, and provide you with general ADC advice that's needed to play any champion of the role correctly.

Follow me on Twitter @VaporaDark if you wanna hear from me outside of the guide, I recently started using it and would like people to actually see the things I may choose to Tweet. :)

If you like Sivir and would enjoy talking about her, come participate in /r/SivirMains on Reddit!

And if you ever want to see how I personally play Sivir, feel free to follow me on Twitch. If you want to see me play Sivir, please follow and let me know in the chat if you catch me streaming!




Now coaching!


If you're struggling to improve then for £10 (Paypal only) I can do a VOD review of one of your games.

I'm a multi-season Master tier player specialising in ADC and mid lane. If you're interested, PM me here on MOBAFire, on Reddit, or on Twitter to start setting it up.

The focus of the coaching is to show you what kind of mistakes you make without realizing on a game-by-game basis, and to teach you the fundamentals necessary to spot your own mistakes and improve on them yourself. If you feel like you're doing everything you can in your games but still can't seem to consistently win and climb, like every game is a coinflip as to whether you win or lose regardless of how you perform, then that's where I come in and show you what you're doing wrong, or what you should be doing but aren't, as someone that's been playing for 5 years and can stroll through Bronze-Diamond Elo blindfolded with both hands tied behind my back while playing first-time ADC Karma.

With that being said, onto the guide. :)





Sivir's been a pretty high win rate ADC ever since the change to Ricochet, and Riot seems content with her strength right now so it seems unlikely that she'll be receiving nerfs any time soon. She's safe to pick up and spam for freelo without worries of her being nerfed next patch and having to find another ADC to practice.

Sivir's strengths are her waveclear, which is the strongest of any AD carry, her safety in On The Hunt and Spell Shield, and her damage once she has a fully maxed Ricochet with 30% CDR and some crit.

Her biggest weakness is her auto-attack range of 500, tied with Lucian as the lowest range ADC in the game, unless you count Urgot but no one does. :^) However to make up for this she can harass enemies outside of her auto-attack range with Ricochet and Boomerang Blade, and can use these to help her farm. On The Hunt also helps her kite and stay safe in many situations where her low range may be detrimental, as does Spell Shield.

She has a few losing matchups but there are few matchups where Sivir gets outright destroyed, given how safe she is.





|| FLASH || Flash is the strongest summoner spell in the game, there is almost no champion that doesn't run it. It's an incredibly versatile spell, being able to be used either offensively or defensively. There is absolutely no circumstance in which you wouldn't want to run Flash, if you don't you'll be the easiest person on your team to gank and catch out, and you'll potentially miss out on a lot of kills that get away using their own Flash while you're unable to close the gap because you don't have Flash yourself. ||

|| HEAL || Heal is likewise taken every single game by both ADCs, and sometimes by mid laners as well. On a role like ADC, where you naturally have a lot of in-built damage, you want a summoner spell that'll increase your survivability to help you keep putting out damage, rather than an offensive one like Ignite. In season 3 ADC's would use Barrier until Heal got reworked into its current state, Heal is still the best choice on ADC over 2 years later as Barrier is a very selfish summoner in the sense that it only affects you, while Heal affects you and one more team-mate, which in a duo lane is very strong. Even though Heal is mitigated by Ignite, a common pick on supports and mid laners, it's still often the superior defensive spell for keeping yourself safe thanks to the movement speed boost, and the fact that it affects another team-mate as well just cements it as the single, most optimal defensive spell for ADC. ||




AD marks give the strongest relevant stats for your role. These will help you last-hit better, allow you to deal more damage in trades through auto-attacks and Boomerang Blade, and increase your DPS.

You take armor because it's the most stat-efficient rune you can take through seals. Flat HP seals also give good stats nowadays, but armor is just straight up a better stat to take on bot lane. Both aim to make you tankier but armor is better for that when you're laning against an ADC.

You take magic resist here because again it's the most stat-efficient rune to take, although here you have room for a little variation, given that the enemy bottom lane's main damage threat is 90% of the time physical.

On caster ADC's, it's common to take 5 magic resist glyphs and 4 mana regen glyphs. On more auto-attack oriented ADC's it's common to run 4 or 5 attack speed glyphs and fill the rest of the slots with magic resist. Although Sivir basically becomes a manaless at 3-4 items thanks to Essence Reaver, in laning phase she benefits a lot from mana regen as most of her harass comes from spells.

If you don't like the idea of wasted stats you can run some attack speed glgyphs instead, or just full magic resist as MR is the most stat efficient glyph you can take on ADC.

Even if you're a fan of running lots of MR/attack speed in glyphs, if possible you should keep a full magic resist glyph page in reserve in case you find yourself laning against a high magic damage support such as Annie, Brand or Sona.

Despite what I said about AD being the strongest stat for ADC in regards to marks, for quints you'll want to go with attack speed. The reason is that in quintessences, less AD is offered than in marks. For example, full AS marks will give ~15% attack speed, and full AS quints also give ~15% attack speed. But while full AD marks will give 8.6 AD, AD quints only give 6.75 AD.

I'm not sure why it works that way, but regardless, despite AD generally being a stronger stat on AD carries, attack speed is a stronger stat specifically in quintessences (and glyphs, AD glyphs aren't even worth considering).

Back when attack speed quints got buffed and this setup became meta, for up to a year later some people would swap one AS quint for an AD quint on high AD ratio caster type champs, such as Sivir. Since then people slowly stopped doing that and just run 3 AS quints, realizing that there's just no point in running a stat inefficient quint even if it gives a better stat. So I would not recommend doing that. 3 AS quints are the way to go.




12/18/0 vs 18/12/0

You'll want to go for the standard for ADC's, which is 18/12/0. The only possible alternative would be 12/18/0 to get Thunderlord's Decree and Precision , but Sivir neither has synergy with the increased burst from Thunderlord's, nor the extra magic penetration you would get from Precision .



FEROCITY

vs
Fury Sorcery

Although a lot of Sivir's damage comes from spells, +2% more damage isn't much, and as an ADC Sivir gains a lot out of attack speed as it'll improve last-hitting, make her auto-attack animation smoother and increase her DPS.


vs vs
Double Edged Sword Feast Expose Weakness

Double Edged Sword is kind of a noob trap (though admittedly even some pros take it). It mainly only benefits you if you get to freely put out damage while taking little to no damage in return, otherwise it ****s you over in any situation that isn't 1v1 since taking 1% extra damage from multiple people is worse than dealing 2% damage while you auto-attack one person. In general the mastery makes you more vulnerable to burst and more vulnerable to ganks, so I wouldn't recommend it as I think it's the only mastery in the game that can hurt you more than it helps you.

Feast is extremely under-rated by many, the sustain is super strong and can easily be the difference between winning or losing lane. Having Feast vs no Feast gives you a huge advantage in lane.

Expose Weakness is probably the strongest mastery in team-fights, but in lane it won't do too much for you as your support usually won't be doing much damage, so a % increase is negligible.

All in all I consider Feast the strongest due to how strong it is in lane. Expose Weakness is also a pretty strong mastery but with competition like Feast it's hard to justify taking it on ADC.


vs
Vampirism Natural Talent

While usually I would say there are arguments for both sides in Natural Talent vs Vampirism , for Sivir I plainly recommend Natural Talent . Since you'll almost always want Warlord's Bloodlust on Sivir and that gives more lifesteal the lower HP you are, taking +2% lifesteal with Vampirism effectively acts as less than +2% lifesteal in-game, as having extra lifesteal makes you higher HP which gives less Warlord's Bloodlust lifesteal, so taking the 2 of them together is kind of counterintuitive. It's not an argument against building lifesteal altogether while using Warlord's Bloodlust , since they do kind of synergize together in some ways (the longer you stay alive thanks to extra lifesteal, the longer you get to apply Warlord's Bloodlust lifesteal to survive even longer), but a portion of lifesteal as tiny as 2% seems kind of a waste in comparison to the extra AD from Natural Talent when you're not going to be effectively having quite as much lifesteal as +2% anyway.


vs
Bounty Hunter Oppressor

Oppressor is probably better if you have a high CC support who will constantly increase your damage output, but in general you'll want to go with Bounty Hunter on Sivir as you have no in-built CC of your own. The most use you'd get out of it is while you have red buff. It's not bad, but Bounty Hunter is usually better as you're bound to pick up kills if you play well, and if you don't play well then you're probably going to lose anyway. It's also worth noting that winning an all-in on bot lane can result in you picking up 2 kills whereas winning one in a solo lane would only give you 1 kill.


vs
Battering Blows Piercing Thoughts

Fairly straightforward. If you do more magic damage than physical damage, you go Piercing Thoughts . If you do more physical damage than magic damage, you go Battering Blows . The only ADC that deals more magic damage than physical damage is Corki, so on an ADC like Sivir, who deals almost no magic damage, Battering Blows is the clear winner, as Piercing Thoughts would only increase the damage from Rapid Firecannon if you build that, or from Tidecaller's Blessing/ Sunlight. And just so there's no room for confusion... No that does not mean you should take Piercing Thoughts if you have Nami or Leona as your support.


vs vs
Warlord's Bloodlust Fervor of Battle Deathfire Touch

The new Warlord's Bloodlust is fairly mediocre on most ADC's, but on Sivir it's particularly helpful since she's prone to getting bullied in lane due to her low auto-attack range, as well as being closer to damage threats than other ADC's late-game. The extra safety provided by Warlord's Bloodlust both early-game and late-game helps mitigate this weakness of Sivir's. Most ADC's would be hurt pretty badly by having to forgo Fervor of Battle , but most of Sivir's late-game damage comes from Ricochet rather than her actual auto-attacks anyway, so while missing out on that damage increase still sucks, you were never picking Sivir for her single-target DPS anyway.

Deathfire Touch is just weak on everyone not called Jhin, none of your abilities count as single target damage, so you'd always get half the effectiveness. And it mostly adds to your harass rather than your DPS, so you'd get a little out of it in lane but then out of lane it'd be unnoticeable.

Fervor of Battle has been the meta ADC keystone ever since it got buffed and Thunderlord's Decree nerfed. The DPS it adds is huge for a mastery, and as an ADC you'll want almost as much DPS as you can get. Sivir is one of the only exceptions by taking Warlord's Bloodlust over Fervor of Battle , but if you're confident in your ability to survive/win lane without Warlord's, or if you're an LCS player expecting to lane swap, or if like me you're a guy that hates losing lane to ganks and would rather lane swap to get ahead for free than risk falling behind in a 2v2 for whatever reason, then you can take Fervor of Battle for the extra DPS.

I don't think it should make a huge difference whether you go Fervor of Battle or Warlord's Bloodlust anyway. While Warlord's is more viable on Sivir than on other ADC's, it's not like Fervor of Battle is any weaker on her, so as much as it can be situational I think it's also a matter of personal preference. You can't go wrong whichever keystone you take, both are strong on Sivir.



CUNNING

vs
Wanderer Savagery

You don't get much out of Wanderer as you don't generally roam. Savagery on the other hand improves your last-hitting and makes it easier/possible to last hit under tower. I don't care how much of a god you think you are at last-hitting, Savagery will unarguably improve your average CS by running it every game compared to not running it every game, and that's stronger than moving faster while out of combat.


vs vs
Runic Affinity Secret Stash Assassin

Easy choice here. Runic Affinity does almost nothing for you because you spend very little actually holding a buff unlike junglers who can use it to extend their buff duration in the early-game. Assassin likewise does almost nothing for you because you'll be laning 2v2 and will therefore very rarely actually be in a 1v1 scenario. As an ADC you're not really meant to be 1v1'ing to begin with (not that that stops me from trying :D) as you're more suited for just dishing out DPS with the protection of the meat shields that like to call themselves your 'team-mates'. Secret Stash is therefore the strongest option. It may not seem like much but as always, sustain tends to be under-rated. The extra 10% duration gives you 15 more HP per HP pot, and the instant HP restore adds another 20, so this mastery gives you 35 extra HP per Health Potion. The extra mana often comes in handy as well.


vs
Merciless Meditation

As an ADC your job is to do damage, Merciless is the better choice for it. It actually adds quite a bit of damage to your kit, especially vs tanks who tend to spend more time below 40% HP than other champions. Meditation is decent early-game, but ends up becoming useless after a few items when Sivir basically becomes a manaless champion because she restores more mana than she expends with Essence Reaver and Spell Shield.


vs
Dangerous Game Bandit

Bandit wouldn't give you much gold each game, but Dangerous Game can very often save your life. Early-game, when you can sometimes be mana starved the mana restore on each kill is also really useful.





nothing
Fleet of Foot (Passive)

Sivir gains 30 / 35 / 40 / 45 / 50 Movement Speed for 2 seconds when she hits an enemy champion with Boomerang Blade, Ricochet or a basic attack. The amount changes every 5 levels.


Pretty simple passive. You hit something, you move faster, boom. Mainly used for kiting or chasing, but it can also be used just to run away by throwing Boomerang Blade behind you onto chasing enemies, to get a movement speed boost from it when it hits them. If they dodge it then it still disrupts their chase, helping you get away.

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Boomerang Blade (Q)

Sivir hurls her crossblade like a boomerang, dealing 25 / 45 / 65 / 85 / 105 (+50% of ability power) (+0.7 / 0.8 / 0.9 / 1.0 / 1.1 of total attack damage) physical damage to the first unit and 15% reduced damage to each subsequent target down to a minimum of 40%.


Sivir's main harass in lane. It hits like a truck, especialy if you can get it to hit twice, so getting a good Q off can be extremely impactful in lane.

Boomerang Blade does less damage to targets the more enemies it hits beforehand, so try to avoid harassing with it through minions a lot unless you actually want to push the lane.

In fights, if you're fighting with a team-mate that has a stun, save casting Boomerang Blade until your target is stunned so they can't Flash or anything to dodge it, to guarantee that you'll get as much damage from it as possible.

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Ricochet (W)

Sivir's next 3 basic attacks bounce to nearby enemies, dealing 60 / 65 / 70 / 75 / 80 % of her attack damage to each additional enemy hit. Enemies can only be hit once but there is no limit on how many targets can be hit per attack.

Ricochet's cooldown starts once the ability is cast and the buff duration lasts 4 seconds.



Late-game this is your main source of damage, often doing even more damage than your auto-attacks themselves. If your auto-attack crits then so will Ricochet, so once you have Essence Reaver, Phantom Dancer, Infinity Edge and a rank 5 Ricochet you'll do scary amounts of AoE damage. And unlike other AoE ADC's like Miss Fortune, you have this damage available to you on a 4 second cooldown.

Remember that Ricochet is an auto-attack reset, meaning that when you press W you will immediately begin another auto-attack even if you just finished an auto-attack. Here's a demonstration of Echo Fox KEITHMCBRIEF using Sivir's auto-attack reset, and here's myself demonstrating the AA-reset technique very clearly with Talon.

nothing
Spell Shield (E)

Creates a magical barrier which blocks a single enemy ability used on Sivir. Lasts up to 1.5 seconds. If an ability is blocked by the shield, Sivir regains 80 / 95 / 110 / 125 / 140 mana.


In lane this helps you cancel out harass and regain mana in the process, or prevent engages/avoid CC used for any other purpose. It's most effective when used vs CC usually, but most of your use in lane will be to block harass such as from Piercing Light or Piltover Peacemaker.

In team-fights you'll almost always just want to save it for CC or to block things such as Mimic to prevent yourself taking huge damage.

If you're winning lane and don't have to worry about blocking certain spells, feel free to spam Spell Shield liberally on any spell coming to you just to use it as mana sustain.

Late-game this spell will have a 6 second cooldown, so remember to use it every time it's up rather than using it once then forgetting about it.

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On The Hunt (R)

Passive: Sivir gains 40 / 60 / 80 % bonus Attack Speed while Ricochet is active.

Active: Sivir rallies her allies for 8 seconds, granting all nearby allies an initial 40 / 50 / 60% Movement Speed bonus that reduces to 20% after 2 / 3 / 4 seconds. Allies that enter On The Hunt's radius after the cast are given the same bonus movement speed value and duration Sivir currently has.



On The Hunt is what makes Sivir such a teamwide utility-focused ADC. It basically defines Sivir as a champion, though less so now that Ricochet deals so much damage and you have a reason to pick her other than for pressing R.

It can be used for a variety of situations, including running away, disengaging as a team, enhancing a team's engage, or just signalling to your team that they should engage. It's really hard to waste it since there's almost no situation where your team doesn't benefit from the speed boost.

In lane you'll want to use it either to help you secure kills, to improve the effectiveness of a gank from your team-mate, to run away from bad fights, or to run away when being ganked.




ABILITY SEQUENCE


You max your skills in the order of R-Q-W-E. Boomerang Blade is Sivir's strongest way of trading in lane, so you'll max it first to be able to hold your own against the enemy ADC. Afterwards, you max Ricochet because it'll lower the CD, improving your DPS, waveclear and team-fight AoE, especially once you pick up some crit chance. I will often start maxing Ricochet early, after 3-4 points in Boomerang Blade because I want to make sure I have it fully maxed by the time I have Essence Reaver and Phantom Dancer, since Boomerang Blade max isn't as good out of lane and this is around the time that laning phase would end, and switching to an earlier Ricochet max in time to match your first items powerspike ensures you'll be as strong as possible when mid-game arrives. Spell Shield is maxed last as there aren't many benefits to maxing it besides the low cooldown and you generally won't need to be spamming it.





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Doran's Blade

This is the best start for all ADC's because it provides you with all the most important stats for laning; AD so you can last-hit and fight better, HP so you're harder to kill, and lifesteal so you can regenerate your HP between trades.

One might compare the start to Long Sword and say that Long Sword start is better because aside from having 2 more AD it allows for 3 Health Potions rather than 1 with Doran's Blade, and the effective health you get from 3 Health Potions is higher than with Doran's Blade and 1 Health Potion.

While this is true, that only works so long as you survive long enough to make use of all 3 Health Potions. Doran's Blade's +70 HP applies from the moment you get into lane and works alongside the Health Potion whenever you decide to chug that, so a Doran's Blade user vs a Long Sword user has a huge advantage in fights.

While the Long Sword user would theoretically have higher HP overall after 2-5 minutes of trading, if it ever comes down to an all-in the Long Sword user is just going to be much squishier and therefore weaker. They either have to give up lane control and farm under tower to avoid fights, or they risk dying/blowing summoners to get away from an all-in.

Theoretically if the lane goes 2-5 minutes with 0 all-ins, only short trades, then the Long Sword user will indeed have had higher effective HP overall, but the Doran's Blade user retains the benefits of his Doran's Blade all game long, while the Long Sword user has already used all his Health Potions, and thus will either need to buy a Doran's Blade themselves on their next back to keep up with the enemy ADC, meaning they're behind 100 gold from the 2 extra Health Potions they wasted on their first back, or will just continue laning and playing the entire game with the disadvantage of having no extra sustain or tankiness.

The upside would be that they'll theoretically finish their core build 350 gold quicker (not really applicable to Infinity Edge ADC's), but this gets cancelled out by the 300+ gold they'll hand over should they ever die as a result of their lack of Doran's Blade, as well as by any CS disadvantages that result from it.
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Cull

This item was introduced in season 6 with the intention of being an alternative starting item to Doran's Blade. Well for that purpose it's terrible, far worse than even the Long Sword start, so don't EVER start Cull.

However, I've always liked it as an item that you buy on one of your first backs whenever you have gold left over/you don't quite have enough gold for the item you really want, such as buying Cull if you go back without enough gold for Pickaxe on an Infinity Edge ADC.

In Sivir's case, as she wants to build Long Swords early-game to build into Essence Reaver, if you find yourself wanting to buy a Long Sword, you can buy a Cull instead if you can afford it. While it gives 3 less AD, it does give you some extra sustain that will last you longer than whatever Health Potions you'd buy with the Long Sword, and eventually when you farm 100 minions while holding it it pays itself off, meaning the extra sustain and 7 AD it's been giving you for the past 10-15 minutes end up being completely free (with the opportunity cost not having been able to spend the initial 450 gold on anything else). Once you sell it, it ends up giving you a profit of 180 gold as well as having given you some free stats, so it's a nice item to pick up early on. Just don't buy it any later than ~7 minutes, because then it takes too long to pay itself off.
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Essence Reaver

The greatest addition of season 6 for Sivir and all other spellcaster ADC's. It not only deals with the issue of there being absolutely no item for ADC's to build to manage their mana costs (aside from Manamune which sucked and sucks on everyone not called Ezreal), it also gives you a huge 30% CDR once you complete your first core items, which is insane for a champion as reliant on her spells as Sivir is.
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Phantom Dancer

Statikk Shiv is not very good on Sivir because of the fact that it kills minions that Ricochet would usually bounce onto, gimping her waveclear and AoE in the process. Which is ironic, given that Shiv is meant to be the waveclear/AoE Zeal upgrade.

So instead you'll want to build Phantom Dancer, a great item on Sivir since it gives her some survivability to manage her low auto-attack range, and increases the effectivenss of Warlord's Bloodlust since it'll be harder to take her down, giving her more time to lifesteal up and survive.
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Berserker's Greaves

While the 10% CDR from Ionian Boots of Lucidity would slightly increase your AoE damage, almost all Sivir's single-target damage comes from auto-attacks, and thus Berserker's Greaves for the +35% AS increase is your best choice. You should buy them very early on, possibly even right after B. F. Sword since on top of the extra movement speed they give they're also the most cost-efficient AS item in the game.
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Infinity Edge

At this point you've already finished your core build and you can move on to situational purchases. Infinity Edge isn't so much "situational" as it is a luxury item, but it's the item that takes priority by default if there isn't any situational item that you need to have, or if you can afford to delay it if you do need it, because the extra damage it provides is a huge power spike. With Essence Reaver and Phantom Dancer you already have strong, frequent crits, and Infinity Edge increases the frequency even further with its 20% crit chance and makes your crits much stronger by increasing your crit damage by 50% (crits go from 200% damage to 250% damage.

This is also the point where I mentioned earlier you may as well be manaless because it becomes almost impossible to run out of mana on Sivir after this purchase unless all you're doing is poking with Boomerang Blade.

Even if you sometimes have to delay it for more important items in a particular situation, Infinity Edge should always be part of your 6 item build on Sivir, due to Ricochet's insane synergy with it.
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Mercurial Scimitar

You build this item whenever you feel you're consistently getting screwed over by CC from a high CC team, or if you know that someone on the enemy team can potentially completely ruin your game with just one click ( Infinite Duress, Nether Grasp, Equilibrium Strike, Puncturing Taunt...).

Theoretically you can just stay out of range of these CC's, and some people (lower Elo me included) fall into the trap of thinking "with good enough positioning and skill I can make sure I don't ever get hit by these spells, so I don't need Mercurial Scimitar". While not technically wrong, to be positioned in a way that you can never be hit by any important CC's means that you have to play extremely defensively, frequently sacrificing damage because you're standing so far back from CC threats that you're not in auto-attack range of anything.

Mercurial Scimitar overall just enables you to play more aggressively because you don't have to soil your pants and run at the sight of anyone who can CC you for 2+ seconds, or can CC you long enough for them to burst you down single handedly while you can't move or fight back ( Lissandra, Annie, Irelia).

It also gives you the option of positioning super aggressively early on in fights to bait and waste important enemy cooldowns such as Infinite Duress or Frozen Tomb when they see you as a squishy, juicy target, only for you to cleanse the CC and run backwards to a safer position and continue doing your job of dealing damage, with the threat of their ultimates down and no one on your team having had to take it in your place.

The build path is somewhat flexible, sometimes you think "I need the cleanse active soon but not necessarily right now" and can build Vampiric Scepter first (or you can just build it first because you can afford it before Quicksilver Sash), and other times you think "I need the cleanse active right now, hoooly" so you build Quicksilver Sash first.

If you build Quicksilver Sash first you might think "well do I really need to upgrade it to Scimitar now? All I wanted was the cleanse active, which I have, so I can just keep building damage and upgrade it to Mercurial Scimitar once I've finished the rest of my build". This was common last season but with the season 6 changes, Mercurial Scimitar lost only 5 AD while receiving 10% lifesteal. Because of this, once you have Quicksilver Sash, Mercurial Scimitar is an extremely effective item to purchase next, as for 2400 gold, you will gain 75 AD, 10% lifesteal, and 5 MR, which is an insane amount of stats for that amount of gold.

The only exception to delaying the upgrade is when you need Last Whisper and/or its upgrades ASAP.
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Lord Dominik's Regards

Contrary to last season's Last Whisper, you don't have to build it every single game, and absolutely don't have to build it as your 3rd item all the time. Changing it from full armor penetration to bonus armor penetration makes it penetrate less armor vs tanks and almost no armor vs squishies, so it's overall a weaker item from last season. Now it's situational for when you actually need to counter armor stacking, so it should usually be a core buy vs Rammus or Malphite.

If you're going to buy it, always start with Last Whisper then Giant Slayer, if the enemies don't have enough armor to make Last Whisper worth it yet then you don't need to build Lord Dominik's Regards at all until later on when they do have armor.
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Maw of Malmortius

You build this in games where heavy AP damage is a problem for you and Mercurial Scimitar won't do much for you, the primary example for this being while playing against LeBlanc or any fed assassin. In comps where 2-3 of the main damage source is AP you should also heavily consider this unless you're confident in your ability to dodge all damage/your team's ability to soak it up before they can reach you.
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The Bloodthirster

This is the standard lifesteal item to build ever since Mercurial Scimitar's nerf, because it gives +10 AD and also because the extra 10% lifesteal and shield make you a lot more durable.

Only build Mercurial Scimitar in its place if you absolutely need the QSS active. Otherwise you can sometimes build both if you don't need the armor penetration from Lord Dominik's Regards.
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Sterak's Gage

The counter to no-counterplay assassins like Rengar and Talon. They shouldn't be able to burst you down through the shield, but due to the nature of their kits they have no way of killing you in a team-fight without activating the shield either.

Right now I think Guardian Angel is a better item for this purpose, but you can build Sterak's Gage while GA is on cooldown if you have the gold for it while full build.
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Blade of the Ruined King

While not as strong as last season, it still really is a great item to deal with super tanky team comps. I'll sometimes build it as my third item and follow it up with Lord Dominik's Regards when the enemy team is so tanky that I don't feel like I do any damage, and if the reason for that is not mostly armor-based.

Most games you don't want to build it and especially not as a 3rd item, but very rarely it can be necessary.
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Mortal Reminder

The obvious use of this is to counter champions who gain tankiness through heal or sustain. It's generally the least built Last Whisper upgrade, but if the enemy team has sustain-focused champions that are a very high threat then you should build this in place of Lord Dominik's Regards. The great thing about Mortal Reminder is that it's equally effective whether you're ahead or behind, so if you're playing from behind vs something like a Dr. Mundo and you can't kill him, all you need to do is auto-attack him to reduce Sadism's healing by half, greatly improving your team's chances of killing him even if you yourself don't have the damage for it.
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Rapid Firecannon

If you don't feel like building Phantom Dancer because you're a man and men don't build defensive stats, this is the next best alternative. Statikk Shiv is bad because it actually hurts your waveclear by killing minions that your Ricochet needs to bounce onto to bounce onto the rest of the wave, so that's not an option. Instead you can enjoy the aggressive Rapid Firecannon without having to worry about not having enough waveclear, since Sivir has that in excess.
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Guardian Angel

This has been a really strong istem ever since it had its cost reduced to 2400 gold. The situations in which you want to build it are when it's hard for you to survive vs the enemy team (ever tried kiting a Rengar?). Building GA is resigning to the fact that you can't make it through raw skill alone, but can keep yourself useful by reviving once they've already blown their cooldowns on you, or by giving the enemy team less incentive to want to kill you in the first place since they know you're just going to revive if they focus you down.

Usually you'd want this only as a 6th item, but if you're really fed then you can build this as a 5th item, once you have your core of Berserker's Greaves, Essence Reaver, Phantom Dancer and Infinity Edge, if you're carrying and the only way you can lose is if the enemy team somehow manages to kill you. The early Guardian Angel makes that really hard for them.
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LANING PHASE


Generally you'll want to start with Ricochet at level 1, as Sivir has a lot of matchups that she can't properly trade against early on if she can't hit a point blank Boomerang Blade, as the damage decreases if it goes through minions.

Ricochet means you'll have even worse trades, but very few ADC's can out-push level 1 Sivir if she starts Ricochet, so you can just out-push the enemy bot lane and rely on avoiding trades as they won't want to trade against you if you have the minion advantage. Later on you'll probably level up Q at level 2 and you can land good Q's easier once the enemy bot lane has no minions left, especially when the ADC is at their tower trying to last-hit minions under tower, where he's a sitting duck.

Sometimes you can start Q at level 1 instead if you intend to play aggressively right away, which makes the most sense when you have a stronger level 1 bot lane with a support such as Janna or Thresh vs Leona or Alistar, but with the supports in reverse you would get out-traded pretty hard against any ADC, so you would definitely want to start Ricochet and go with the route of avoiding trades.

At level 2 you can also optionally skill Spell Shield if you know you lose trades and you just want to minimize the damage dealt to you. It's especially useful vs champions with very telegraphed/reactable harass, such as Inner Flame/ Soulflare or Hymn of Valor. It's less smart to try and use it against spells that leave you with less time to react, such as a Piercing Light cast through minions.

Throughout laning phase your win condition is almost always just to shove every wave into tower and force the enemy ADC to last-hit there. Sivir isn't great at harassing under tower with auto-attacks, but when the enemy ADC is trying to last-hit under tower it's the easiest position for you to land point blank Boomerang Blades, and you may be able to get some auto-attacks off while they're last-hitting caster minions too.

Whenever you're shoved under tower, have Q on CD and can't poke anyone with auto-attacks, you should be auto-attacking the tower to make sure it goes down as soon as possible, since it's a +650g boost in power for you if your team allows you to take full local gold (as they should).


OUT OF LANE


Outside of laning phase, your objective is to destroy the nexus. No I'm not kidding, that's literally the best way to describe it. Every action you take in laning phase is to set you up for mid-late game, every action you take outside of laning phase is to bring you one step closer to destroying the enemy nexus. The way you do this is by performing actions that will make killing the enemy team easier (acquiring gold, dragons, barons) so that you have less resistance, and destroying towers as a way to acquire gold, have better control of the map, and open up routes to the nexus.

At this point you should be grouping with your team as much as possible to teamfight and siege down towers. Sivir isn't the best at directly dealing damage to towers during sieges due to her low auto-attack range, but Spell Shield should keep you relatively safe as you sneak in whatever auto-attacks you can, and you can use Boomerang Blade and Ricochet to harass champions under their tower to whittle them down, as well as Ricochet wiping out whole minion waves single handedly as soon as they come.

Sieging towers is pretty simple, but you need to be careful about it. When both teams are alive and your team is trying to take a tower, it's your job to do as much damage as you can to the tower without dying. You need to do as much damage as you can while remaining safe. This means you can't just walk up to the tower and stand there auto-attacking until it dies; this leaves you open to get engaged upon, unless there's no resistance from the enemy team. Instead you have to repeatedly poke the tower. Walk up to it, attack it a bit, back off if someone dangerous is walking up to you. Now you might think "but what if they never stop protecting their tower? Doesn't that mean it's never safe for me to auto-attack it?". If they're constantly standing in a defensive position in relation to their tower, then they're in range for your team to poke them and force them back. They need to be in a place where it's safe for them to sit and look for a good engage, where your team has no way to attack them besides tower diving them, which only works when you're super ahead. And if they advance, that takes them further out of safety, so if you match their movements to stay safe from an engage, they'll be forced to move back for their own safety again, as they don't want to get engaged on either, nor poked down to a point where they need to back to recover their HP.

So you should think of sieging as, slowly whittling down a tower. It almost never takes a single minion wave to destroy a tower (unless you have baron buff), it can take many, many waves, but slowly but surely, the tower will go down if you can siege it properly.

When you're attacking a tower with enemies nearby you always want to be positioned at max distance from the tower while you auto-attack, and in between auto-attacks you should move backwards then forwards, so that while your auto-attack is "on cooldown", you're not spending any more time closer to the danger than necessary. It's also good habit in case they start to try an engage and you're already automatically moving backwards the moment you finish your auto-attack, meaning you'll often protect yourself from an engage faster than you can actually react to it, so long as you notice in time to not move back towards the tower for your next auto-attack.



Against teams with very high wave clear (hello Anivia), it can be very hard if not impossible to siege down towers, especially inhibitor towers that actually recover HP all the time. Your options in these situations are to engage on the enemy team under their tower, which only works when you're reaaaaaaaally far ahead, or go get baron. The enemy team won't usually just give up baron for free though, and so you can use this to bait them into a fight. They'll need to constantly have vision on baron to make sure you're not doing it, which can be hard to keep up if your team places pinks and uses Oracle's Lens to clear their wards, so at some point they might have no choice but to face check baron to make sure you're not doing it. Even if you are, you can take the opportunity to turn around and team-fight.




Ever wondered how pros can get 300 CS at 30 minutes before? No, it's not completely down to "insanely good last-hitting mechanics". You can do it too, just by using a simple wave control technique. Watch this video to understand how minion waves work (it'll also go through lane freezing again).



So when 2 minion waves collide on bot lane, in the middle of the lane, you should be there to push those 6 minions. And then you leave bot lane. No, you don't stay to push the 2nd minion wave too and force your wave to hit the tower. Aside from being at risk if you do that, it's also just not smart to do it. Because once you clear the first wave and your minions advance to crash into the next minion wave, your minions will be on the enemy's side of the map, and as you just learnt from the video, that means that the wave will slowly but inevitably start to push towards your side of the map.

After clearing that first wave you just go pressure mid or teamfight or whatever, then you just return bot lane in 2-3 minutes when the enemy minion wave has finished pushing to your tower (and make sure to get there before the minions start dying to the tower). At that point it'll be a 15-20 minion wave. Assuming it's 20 minions, and you've been off of bot lane for 2 minutes, you'll be getting 20 minions for the 2 minutes you've spent off lane, keeping with the 10 cs per minute rule you always want to aim for (though won't always be able to achieve).

But even if it isn't quite 20 minions, the time that you've spent off of bot lane, you'll have spent farming mid lane, and maybe even jungle monsters. You'll essentially be farming 2 lanes at once, keeping you easily above the 10 CS per minute rule so long as you can consistently get to the bottom lane wave in time before the minions start dying to the tower. This won't always be possible, as CS isn't the most important thing in the game. Sometimes you'll be busy teamfighting, or making sure you're around in case a teamfight starts. But in general you'll want to go farm the wave as much as possible, then push the wave onto the enemey's side of the map to restart the push, both to get ahead in farm and to avoid having a huge minion wave destroy your tower.

When the wave that you're pushing is a cannon wave, that messes with this technique a little bit. Because you'll be killing the enemy cannon minion and letting your own cannon minion push uninterrupted, the enemy minion wave won't slowly push up to your tower. Instead your minions will continue to push forwards, very slowly. When it's a cannon wave, you should either push the 2nd wave too (if it's safe to do so, not at all safe to do when the enemy team is ahead in towers and enemy threats are unaccounted for on the minimap), or just recognize that you won't be able to get the wave to push back to you in this specific situation and settle for creating a slow push instead, rather than trying to create a farming opportunity for yourself later on.

The video also explains how to create a slow push, but this technique is very rarely useful in solo queue with how uncoordinated everyone is outside of very high Elo. Keep it in mind in case you ever think it could be useful, but most of the time it just ends up creating a huge minion wave for the enemy AD carry to farm, getting him ahead in farm instead of you. It's better suited for ranked 5s assuming your team understands the strength of a slow push, or if you're a high Challenger player and for some reason reading a MOBAFire guide.

In some situations, notably when you expect to be sieging for a while and especially sieging towers that are really close to the enemy base, such as inner towers and inhibitor towers, it's really not ideal to have to force yourself to go back bot lane to farm every 2 minutes. If you do the technique and you can't go bot you'll essentially have just created a slow push against yourself, causing the enemy minions to die to tower, wasting gold, damaging your tower, and possibly even destroying it. Rather than putting yourself in that situation, this is when you want to create a slow push against the enemy team, as they'll hopefully be too busy defending against the siege to send someone to clear bot. This way they'll be the ones losing minions to the tower, taking tower damage, and possibly losing a tower if it's already low. And if they do send someone to clear it, you'll either have an easier time sieging or your team will be able to dive the enemy team 5v4 under tower.




When it comes to team-fighting as an ADC, there is one golden rule which is the most basic team-fighting rule of all, and yet makes you an infinitely better team-fighter if you start following it; attack whoever's closest to you. If you stand at the back, behind your frontline, and just auto-attack whichever enemy is absolutely closest to you, you have the best possible positioning, as you'll only be in focus range of whoever's diving you, or whoever you're attacking. It's recommended in general to take down the enemy carries before the tanks, but as the ADC if you try to attack a carry then you're in range of every single member of the enemy team, and if they all focus you then you'll go down in under a second. By keeping your distance and attacking just whatever's closest, you'll be hardest to kill, and can therefore output maximum DPS by just staying alive and being able to auto-attack all fight long. The only time you should attack the enemy team's carries is when there's no other enemies standing between you and them.

The best players of all know not only when to follow that one basic rule, but also when to take even further measures to stay safe. Before you ever even get into a team-fight, you should have already analyzed what all the threats to you on the enemy team are, and play more safely or aggressively accordingly. For example, if a Shyvana is the one trying to dive you, you'd want to follow the rule of attacking whatever's closest, and just kite her while your team also hopefully tries to peel her.



But sometimes you need to turn the safety notch up another level and straight up walk away from someone that could be a threat to you. For example, if you're playing vs Talon, you cannot be one of the ones trying to focus him down while he still has enough cooldowns and HP to be a threat. Even if he's the only person in range of you, and you have 3-4 team-mates around you, you still can't be auto-attacking him until the threat he presents has been neutralized ( cutthroat goes on CD, or he gets so low that he'd die before he could burst you). All the skill and mechanics in the world won't stop him bursting you down in half a second if he gets near enough. And you not only need to stay out of his E range, you also have to account for the extra movement speed he can get from Youmuu's Ghostblade and Shadow Assault, and how quickly they can help him close the gap. Not to mention how quickly he could cover a huge distance to get you with Flash.

No, when you're playing against Talon and you see him running in your direction, you stay as far the f**k away from him as you can get. Don't help your team kill him, that's not your job. Your job is to not die to assassins, and your team's job is to protect you from assassins, which in a lot of cases, they must do by killing the assassin whenever he tries to get to you, hopefully unsuccessfully. If the assassin commits their cooldowns onto someone else when they realize they can't get to you, that's when it's safe for you to walk back into the fight. Or if the assassin gets CC'd and blown up uselessly before they get to do anything, then it's also safe!





Champions that present such a large threat to you aren't just limited to assassins ( Talon, Zed, LeBlanc) that can burst you down within a second. Other champions, mostly if fed, can just out-duel you so brutally, that even if you have 2-3 team-mates helping you in an effective 1v3/1v4, you're still going to die if they can get in range of you. Champions that can commonly do this when fed are bruisers like Irelia, Jax, Renekton, etc. Champions tanky enough to qualify as tanks while still dealing huge damage to a squishy target like you, especially when fed.

Against champions like these, it's really necessary for you to watch out and keep your distance. You can try poking at them with Boomerang Blade and the occasional auto-attack, but you can't fully commit to DPS'ing them down until again, they either fall so low at your team's hands that they're no longer a threat, or realizing that they can't get to you, they commit their most important cooldowns (mobility and/or CC) onto someone else. In Irelia's case, it's safe to commit onto her when she's used either Bladesurge, as she won't be able to gap close to you or burst you with it (though Flash may still pose a threat), or Equilibrium Strike, as it'll prevent her using her deadly 2 second stun on you. And if she's used both then until they come off of cooldown she presents almost no threat at all, so long as you maintain good positioning and kite if she tries to walk towards you.

When following the rule of "attack whoever's closest", often you'll have to choose between two champions that are at a more or less equal distance from you, and it'll be optimal for you to attack one or the other, but it's hard to be completely certain about who the right target is. That being said, here are some things for you to consider which will hopefully lead to you making the right choice:

1) Which is the bigger threat?
You'll want to take out whoever's the biggest threat not just to yourself, but to your team as a whole, and disregard the weaker enemy. Sometimes it's not very clear cut, others you have to choose between a fed Riven and a 1/1/5 jungle Sion, in which case it's a very obvious choice which you should focus.

2) Who would die faster?
When the targets are equally threatening, you'll want to focus whichever one is squishiest/lower HP, as the sooner they're out of the fight, the sooner your team gains a numbers advantage. Sometimes even if they're the lower threat, it's still worth focusing them down first if they're going to die significantly faster, but only sometimes, and it depends on how big a threat the other possible target is.

3) Who's least likely to get away from you?
The less mobile one is the least likely to walk away and succeed in getting away. You'll want to focus the least mobile one as they're the ones most likely to die if they get low. A tank with gap closers like Zac (and let's just say his passive isn't up so you don't need to worry about that) may get low, then just leave the fight with Elastic Slingshot before you can finish him off. If your other option is an equally tanky Nautilus for example, he's less likely to be able to get away alive when he gets low, so it'd be smarter to focus him in a situation where it's just as easy to auto-attack both.

Generally, from top to bottom those would be the most important factors to take into account respectively, but sometimes one factor, if it's big enough, can over-ride a generally more important factor. For example, choosing to DPS down a negative KDA, full AD Lee Sin, over a fed Riven, because you can kill the Lee in about 2 seconds while the Riven is both tankier and more mobile, so takes a fair while longer to kill.





That's it for my Sivir guide. I hope you found this helpful and learn to play Sivir as well as you want to. I personally think she's one of the more fun ADC's and hopefully you'll share this opinion!

If you enjoyed this guide you may also enjoy Vapora's Guide To Tristana, my guide to my favourite ADC. They have very different playstyles but I find Tristana equally if not more fun to play. Otherwise you may still want to read it if you're wanting to improve your ADC skills because it's kind of like a general ADC guide as much as it is a Tristana guide.

Special thanks to Janitsu for doing my banners and the coding in the mastery chapter.

If you're interested to see me play, follow my stream! I usually play Talon because that's what people want from me, but if you would like to see me play Sivir or any other ADC, let me know in the chat so I know there's demand for it.