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Sivir Build Guide by Lillmy

Middle What goes around comes around [Sivir 12.10]

Middle What goes around comes around [Sivir 12.10]

Updated on June 15, 2022
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12,267 Views 0 Comments League of Legends Build Guide Author Lillmy Sivir Build Guide By Lillmy Updated on June 15, 2022
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Runes: Aery (Caster Poke)

1 2 3 4 5
Sorcery
Summon Aery
Manaflow Band
Transcendence
Scorch

Domination
Taste of Blood
Ultimate Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4 5 6
Botlane Default
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

Items

Threats & Synergies

Threats Synergies
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Extreme Threats
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Synergies
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Champion Build Guide

What goes around comes around [Sivir 12.10]

By Lillmy
Hail fellow Sivir player. Loading in to a game and don't know what to build? First of all if that is the case then I would not go to Mobafire for help. But since you are already here, I guess it doesn't hurt to stay a little longer.

I can unfortunately not give you credibility as a Sivir player. What I can do however is make myself seem somewhat aware of what I am doing.

I am Sérenity on EUW and am a hardstuck Diamond 3-2 player who enjoys experimenting with different champions and builds. My most recent build that I have come to love is my Triple S build, Shurelya's Speed Sivir. This is by no means a build to climb with, but it can be used in coordinated teams who rely on speed to be played.


If you're a Sivir enthusiast or just someone who is looking for new and fun builds to play then feel free to try this build out in your games and rush your team to victory!
ABILITY
ORDER
1

Q
2

E
3

W
4

W
5

W
6

R
7

W
8

Q
9

W
10

Q
11

R
12

Q
13

Q
14

E
15

E
16

R
17

E
18

E


Q ABILITY
Sivir hurls her crossblade like a boomerang, dealing damage each way.
This is your main damage tool in lane for trading and poking. At level 1 without items and runes it is able to deal 182 damage to any hero hit by both instances of the ability.

It will continue to be your main damage tool later into the game if you choose to follow a caster build.


W ABILITY
Sivir's next few basic attacks will bounce to nearby targets, dealing reduced damage to secondary targets.
If you go for a traditional marksman build then Ricochet will be your primary damage cooldown for fights later on into the game. While in lane, it is an excellet poking and pushing tool. Enemy champions near the minions will take damage while you shove the wave.


E ABILITY
Creates a magical barrier that blocks a single enemy ability cast on Sivir. She receives Mana back if a spell is blocked.
This is Sivir's safety ability in lane. The potential of the ability is very high as it can block any single ability. While other adcs have limited ways of avoiding abilities, Sivir can simply absorb them for her own gains.

The mana return is not a joke either, one blocked ability can easily give you enough mana to clear another wave.


ULTIMATE ABILITY
Sivir leads her allies in battle, granting them a surge Move Speed for a period of time. Additionally passively grants Sivir bonus Attack Speed while Ricochet is active.
After unlocking On The Hunt is when Sivir can assist her team with more than simply damage. The speed is nice and over a few seconds of its use you can cover some distance. Pair it with Shurelya's Battlesong and you can throw your team into the enemy team at an incredibly high speed.
WORK IN PROGRESS
When selecting what runes you want for the game, ask yourself these questions.

✧ What do I want to accomplish?


✧ What compliments my gameplan?


✧ What runes do I like to use?


Runes don't define how you play, they are meant to compliment what you already want to do. If you are playing a poke mage with cc you would maybe pick Arcane Comet. Meanwhile a tank who wants to engage and survive burst right after engaging might pick Aftershock. You simply need to know what you want to do and which runes can help you to do so. So now with that out of the way, let's go over a few examples of rune setups.

Poke Setup Summon Aery



This is a great setup against enemies who aren't too dangerous and which you want to punish early. I like this setup against champions like Viktor, Akali, Vayne, Veigar who want to farm early and stay safe.

This setup can easily be paired with Shurelya's Battlesong utility build because Summon Aery's damage falls off later on so you might wanna focus more on the utility instead and have damage as a bonus after the speed.

For the secondary tree go Domination with Taste of Blood for the lane sustain and Ultimate Hunter for the ultimate cooldown reduction. If you're not going with Shurelya's Battlesong then you can swap out Ultimate Hunter for
Relentless Hunter, it's up to your personal preference.


Scaling Caster Setup First Strike



First Strike is a nice option if you have a lane opponent that you can outrange. The damage from First Strike is not the highest, but the gold it gives let's you reach your power spikes earlier, letting you get to your carry point earlier. I take First Strike against enemies such as Yasuo, Sylas, and Kai'Sa.

Any of the caster builds can be played with this setup as it doesn't rely on auto attacks and more on just burst damage and range, which you have with your Boomerang Blade.


Default ADC Setup Lethal Tempo



Lethal Tempo gives you a huge DPS boost when you build a normal crit build on Sivir because of the additional attack speed. If you don't need the extra sustain from Fleet Footwork, then this is the rune page for a default ADC game. I like to go this setup if both team comps will allow for a mostly front-to-back gamestyle in the favor of my team.

If the enemy has a Vayne I might reconsider this and instead go for either Press the Attack or just a Caster build instead in an attempt to punish her early before she gets to ger power spike.

Sivir can quickly activate Press the Attack with auto+W+auto+auto, which after learning On The Hunt becomes a very quick combo. This gives Sivir a quick auto attack combo and can be a great option for burst damage with a crit build.


Lethal Tempo gives you great consistent damage and is a perfect rune choice for a regular ADC build when you are not in need of the utility that Fleet Footwork brings.


Fleet Footwork gives you extra healing and sustain in addition to a burst of movement speed. It can be a great pick into poke matchups in which you will be trading autos more frequently than abilities.


Conqueror stacks way too slowly on Sivir for it to be viable. If you want consistent damage with your autos then you pick Lethal Tempo. If you want the healing you can pick Fleet Footwork.





Overheal is quite something. If you are paired up with a healing support and you've decided to go Fleet Footwork then this could give you some additional safety with a shield over your maximum health. Late game it can act as a mini mountain soul and if you pair it up with Bloodthirster you will gain a lot of extra health to work with.


Triumph gives you additional gold and healing after acquiring a takedown. Kills are very common in low elo and this rune can easily grant you a lot of gold over the course of a game. The healing is also nothing to look over. In a 2v2 scenario, having the heal after a kill can be the deciding factor if you win the 1v1 after the 2v2.


Sivir's mana issues is no secret and Presence of Mind can definitely help with sustaining some of that. The mana regeneration portion upon damaging an enemy champion can help in the laning phase to afford that one last Boomerang Blade to clear the wave before going out of mana. The mana regeneration can activate from so little as a single Ricochet bounce.





Legend: Alacrity is the attack speed legend rune. This is a damage boost even at level 1 as it gives you 3% attack speed at the start by just picking it.


Legend: Tenacity is the tenacity legend rune. It gives you 5% tenacity at level 1 and once fully stacked will give you 30% tenacity. This is a great option if the enemy team has tons of crowd control and you don't prioritize the other Legend runes.

With this fully stacked, Morgana's Dark Binding would only last 2.1 seconds instead of the usual 3 seconds at max rank. But you do have Spell Shield, so this would mostly only be needed if you mess up the Spell Shield and they take advantage of that.


Legend: Bloodline is the lifesteal and defensive option of the legend runes. It gives lifesteal per stack and once fully stacked it also gives you an additional 100 health. This is probably the best one in the current meta out of the three because of the sustain and durability.





Coup de Grace increases your damage against enemies below 40% health. This is a great option if your primary focus will be squishy targets.


Cut Down increases your damage against enemies with more maximum health than you. This is great if the enemy team has multiple high health enemies such as tanks or bruisers that will need to be dealt with.


Last Stand requires you to be low on health to gain the benefit of the bonus damage, which is risky for an ADC who usually wants to stay as healthy as possible. The increased damage while below 30% health is higher than that of Coup de Grace, but it's at the expense of your safety instead of the enemy's.

Electrocute gives you additional burst damage if you land 3 seperate attacks or abilities on a target. It is by no means the best option but it is doable. I would simply pick Dark Harvest or Hail of Blades over Electrocute because of how much more reliable they are at respective jobs.


I don't see much use of Predator on Sivir as I haven't tried it out and it sounds impractical. I could see it being a niche choice if you were to play a movement speed roaming build and running in at the enemy with tons of speed. But other than that, nope.


Dark Harvest is the rune many default to when playing caster Sivir. Sivir is able to poke down enemies enough to activate Dark Harvest and with it she can easily stack up its damage. She can pressure waves to force enemies to stay in order to get more stacks than she should get.


I haven't tried Hail of Blades out in an actual game. But the additional attack speed on the first few attacks could help sometimes. Since Sivir has an auto attack reset in her kit, she gets 4 sped up attacks instead of 3. I think the rapid fire of auto attacks with Hail of Blades on a lethality or crit build could work.




Becuase Sivir has no built in crowd control in her kit. Cheap Shot would only really work if you play with a support that has cc. It can be great in some scenarios, but it is not reliable as you can't really utilize it by yourself.


Taste of Blood is the best rune in this slot of the Domination tree. Over the course of a lane, Taste of Blood can be the tool that gets you a health lead over your opponent. You can activate Taste of Blood through Ricochet bounces, making it very easy to activate against melee enemies.


No dashes or blinks in sight, never pick Sudden Impact unless you wish to play without a rune in this slot. Flash can trigger it but it's not even close to worth.




Zombie Wards are nice to have and can definitely be a great rune choice. However, I do think in order to make it work you will require Umbral Glaive for the ward clearing aid.


Ghost Poro gives you safety in that your wards "last longer". You are able to get a mini ward in the area of your most recently expired ward for 90 seconds. This would be my go to in this row because of the added safety this rune can provide.


Zombie Ward, Ghost Poro, and Eyeball Collection all grant the same amount of adaptive force once fully stacked. The one with the fastest stacking potential is Eyeball Collection as it requires takedowns to stacks. If you can stack it quickly then it can prove great, but in a game where you might not be gettin many takedowns you might want to opt for one of the other options in this row.




If you want to reach your power spikes earlier or am in an aggressive lane you can go for Treasure Hunter to snowball your leads a little more. The end value isn't very high, but 550 gold is 550 gold.


The item haste granted to you by Ingenious Hunter is easily overshadowed by the other options in this row.


Relentless Hunter gives you quicker out of combat movement speed. This rotating power is great on Sivir as she has great waveclear and can quickly collect sidelane waves and then return to her team.


While Relentless Hunter gives you out of combat movement speed, Ultimate Hunter reduces the cooldown of your combat movement speed ability. I always try to get Ultimate Hunter if I am going for a Shurelya's Battlesong utility build.

Summon Aery is great for early game poke if you wish to whittle down your opponent during the lane. You can activate Summon Aery even by just hitting the enemy with a Ricochet bounce, making this great against melee enemies that want to farm.


Arcane Comet is the older sibling of Summon Aery. It packs a bigger punch but the cooldown is longer. It is also dodgable, meaning that you won't always gain the bonus damage it provides. Hitting a single Arcane Comet is the equivalent of three Summon Aery procs in the first few levels. It does however not activate on Ricochet bounces. I like it if I focus on a mid/late game poke build.


Sivir can quickly gain the benefits of Phase Rush with Q+Auto+W+Auto, however it does not provide her with any additional fighting power and she already possesses very safe escape tools with Spell Shield and On The Hunt.





Manaflow Band provides you with a much needed increased mana pool and mana regeneration. It is ESSENTIAL on caster Sivir as you will be spending a lot of mana to throw out your Boomerang Blade.


Nullifying Orb is not really a rune you default towards and has always been situational. In this case, the trade from Manaflow Band to Nullifying Orb is severe. I would only pick Nullifying Orb against an enemy comp with +3 AP champions.


Nimbus Cloak is not bad, it does not however exceed the strength of Manaflow Band, similiar to Nullifying Orb. If you go sorcery primary then this might be an okay pick if you really NEED the speed. But I would not advice to pick Sorcery secondary to get Nimbus Cloak as there are better options in other rune trees such as Bone Plating and/or Taste of Blood.




The additional ability haste that you receive from Transcendence is really nice, and cooldown reduction on takedowns can definitely come in handy. Especially considering that Spell Shield has a long cooldown. Transcendence can easily shave off a few seconds on Spell Shield's cooldown when it activates.


Celerity makes you more elusive and works well with Fleet of Foot and On The Hunt. It is a very forgiving rune and can save you from being in a bad position sometimes. It can help you chase, escape, dodge, and rotate, even if just slightly.


Absolute Focus lets you hit harder while you are healthy. This is especially useful on caster Sivir as you will often be finding yourself far back and poking the enemy while high on health. The bonus damage early is also not to neglect, as it can be the difference between if you or the enemy gets first blood.




Scorch is a potent early game poke rune that gives your Boomerang Blade an additional punch. It can be useful if you are up against an enemy that is weak early and has to scale into the late game. Scorch can then be used to punish them for being weak early and allows you to dominate lane a little harder.


Waterwalking has pretty much no business being on Sivir as it is mostly picked by junglers who will be fighting in the river or by supports who will roam through the river. You as Sivir want to do neither, at least not early into the game which is when Waterwalking is most relevant. It can help with rotations, but that's so very niche and is outshined by the other options in this row.


Gathering Storm gives you way stronger scaling. You gain more stats as the game goes on for longer and later on it can give you a ton of free damage that you wouldn't have without it.

Grasp of the Undying is very situational is quite a chore to make work on Sivir. If you're playing into a team in which you NEED the extra health you can stack from Grasp of the Undying then you can go for it. But for laning, almost all the other rune pages give you more pressure in lane.


Aftershock can not be activated with Sivir's kit as she provides no hard crowd control. Not that it would make Aftershock great on her even if she did have as it is mostly a tank rune after the changes way back in time.


Sivir can activate Guardian for herself and a nearby ally when you take enough damage. This is of course great, but very rarely will you be playing with Guardian as it trades any kind of offense or poking you could've had if you picked another keystone. I would CONSIDER going Guardian if I'm in botlane against Lucian & Nami and am going to play the utility build. It's better on the support and by picking it yourself you concede any lane pressure for safety.





With her quick waveclear and strong push power, Sivir could make use of Demolish as a way to take towers a little quicker than normal. It is the most reliable rune in this row for her. If I go Resolve as my main rune tree then I would probably pick up Demolish if there are no shield supports to help with Shield Bash.


Font of Life can not be activated with Sivir's kit as she provides no crowd control. She could activate it after getting Serylda's Grudge, but picking a rune with an item as its activation condition is not tha effective and will most likely not prove useful.


Sivir has no built in shields in her kit and would require help from teammates or Guardian to activate Shield Bash. It could be okay if you are playing with a Lulu or a Karma as they heavily rely on shields.





If the enemy team has multiple high damage threats in the late game then Conditioning can give you some additional tankiness. It is not much as you are not focusing on building resistances, but it can still provide you with some needed protection.


Second Wind can prove useful if you're up against a champion who will be poking you a lot. It can provide you with some needed sustain so you get away with 1 health every time instead of dying.


Being a ranged ADC means that you are fragile and the most consistent way of dealing with you is by bursting you down quickly. At any stages of the game Bone Plating can give a ton of extra health to work with if the enemy combos into it. Even at level 1 it is able to block 90 damage in total.





Overgrowth provides you with increased tankiness later into the game. If the enemy has high damage threats in the late game you can pick this up to hopefully be able to withstand their damage.

Since the 12.10 update, the value of this rune has increased now because of the % maximum health gain once you reach 15 stacks. 3.5% Maximum health is more now than it was back in 12.9.


Revitalize's additional healing power increases life steal and omnivamp and can help with additional healing. It also increases your healing taken from allies while you are below 40% maximum health. Revitalize is a great choice if you are paired with a support who's trying to keep you alive like Soraka or Janna. It also synergizes with runes like Taste of Blood or Second Wind.


Unflinching gives you tenacity and slow immunity which can definitely come in handy if you are up against a team with a lot of crowd control. Someone like Ashe who focuses on slowing her opponents might feel the usage of this rune in some scenarios.

Glacial Augment can not be activated with Sivir's kit as she provides no hard crowd control. Do not pick this unless you wish to play without a keystone rune.


I don't really find Unsealed Spellbook appealing when there are so many other good options that suit and compliment Sivir's playstyle better. I guess someone could make it work, but I personally wouldn't even bother trying to make it work.


Because of Sivir's incredible range, she is easily able to outrange many champions in lane to activate First Strike. Mages like Xerath and Lux are able to outrange her and can disable it, but most of the time they won't be able to remove it efficently because of your Spell Shield.

First Strike does not give you raw fighting power like you would get from Lethal Tempo or Dark Harvest, and instead you gain power from being ahead in gold of your opponent. If you keep your farm even, then you will inevitably end up ahead of them because of First Strike.





Hextech Flashtraption is not something I find valuable. It is often used by engage supports in order to gain distance and suprise your enemies by being very close. You will never catch me playing Sivir with Hextech Flashtraption.


Magical Footwear is 300 free gold and an additional 10 movement speed on any boots you buy. This gives you more gold to build towards your items and makes you faster later on into the game. The drawback is that you can't get boots early, which in some matchups can be necessary.


A free Stopwatch that can be used to save your life. Into some matchups where you want boots first the only option is really Perfect Timing. I would never pick Hextech Flashtraption.





Future's Market let's you take "loans" from the shop at a 50 gold deposit. With this rune you are able to be around 250 gold early to your items. I don't really know the usage of Future's Market except for when you might want items early, but out of these 3 options, I think this is the weakest one for Sivir. Because of the 50 gold lending fee, don't use Future's Market on weaker purchases and wait for things such as finishing boots, your first item and such.


Minion Dematerializer increases your already incredible waveclear by up to 12% on a minion type. Placing them all on melee minions let's you clear the wave in about 2 seconds at level 7. The extra waveclear is just really nice on you and will save you a lot of time.


If you're in a tough matchup that pokes you a lot you can take Biscuit Delivery to relieve some of the pressure they're applying to you. Not only that, but each biscuit also grants you maximum mana which is very nice to have.





Reduced cooldown on summoner spells and items. The reduced cooldown of summoner spells gives you more safety, as it means you have valuable spells ready more often. It also reduces the cooldown of all activatable items, inlcuding Stealth Ward.


Approach Velocity gives you increased speed against enemies afflicted by crowd control, increased if it's your own crowd control. This requires an ally to activate or Serylda's Grudge. Pair it with Fleet of Foot and you have a very gross and potent chase potential.


Time Warp Tonic let's you instantly use 30% of the healing from a potion or biscuit, acting as a mini instant heal. This can definitely come in handy if you need some on demand healing in a trade or while being attacked. The additional movement speed can also be used for defensive or offensive purposes.
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