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Sivir Build Guide by Amberdragon

ADC [12.15] Amberdragon's Unbeatable Crit Sivir Guide

ADC [12.15] Amberdragon's Unbeatable Crit Sivir Guide

Updated on August 12, 2022
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League of Legends Build Guide Author Amberdragon Build Guide By Amberdragon 90 3 184,263 Views 6 Comments
90 3 184,263 Views 6 Comments League of Legends Build Guide Author Amberdragon Sivir Build Guide By Amberdragon Updated on August 12, 2022
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Runes: Mana Sustain

1 2 3
Lethal Tempo
Presence of Mind
Legend: Bloodline
Coup de Grace

Magical Footwear
Biscuit Delivery

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


1 2 3 4
vs Assasins/DPS
LoL Summoner Spell: Exhaust


LoL Summoner Spell: Flash


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

[12.15] Amberdragon's Unbeatable Crit Sivir Guide

By Amberdragon
I am an ADC main in the BR server, who mains Xayah and Kai'Sa. I also play Zeri, Jinx, Aphelios, Sivir, Miss Fortune and Samira. Occasionally a Kindred adc player.

I started playing Sivir in season 11 after I got a skin from a chest. I decided to try out the champion and saw how strong yet how simple she is. She is my go-to against CC, Caitlyn and when I just want to sit back, relax and win. Seriously, so many people underestimate Sivir but she is really easy to play and she does unexpected amounts of damage.

I had my fair share of Lethality games and decided that was not for me. Today I will show you that crit Sivir actually does damage and how I do it! Don't judge before you try, I am almost never irrelevant when playing crit Sivir.

For synergies, matchups, ability order and summoner spells see sections above and their respective notes.

Ability Rundown

Fleet of Foot

Sivir gains 55 / 60 / 65 / 70 / 75 Movement Speed for 1.5 seconds when she hits an enemy champion with Boomerang Blade, Ricochet or a basic attack. The amount changes every 5 levels.

Boomerang Blade

Cooldown: 10 / 9.5 / 9 / 8.5 / 8
Cost: 55 / 60 / 65 / 70 / 75
Range: 1250

Sivir hurls her crossblade, dealing 15 / 30 / 45 / 60 / 75 (+60% of ability power) (+0.8 / 0.85 / 0.9 / 0.95 / 1.0 per attack damage to all enemies it cuts through before returning, dealing damage a second time. This ability deals 60% less damage per non-champion hit, down to a minimum of 15%.


Cooldown: 12
Cost: 60 / 65 / 70 / 75 / 80
Range: 500

For the next 4 seconds, Sivir's gains 20 / 25 / 30 / 35 / 40% attack speed and her auto attacks are empowered to bounce to additional surrounding enemies dealing 30 / 35 / 40 / 45 / 50% AD physical damage each bounce for up to 8 bounces. This ability deals 65% damage towards minions.

These bounces critically strike if the auto attack generating them does. Ricochet also executes minions below 15 HP.

Spell Shield

Cooldown: 22 / 20 / 18 / 16 / 14

Sivir creates a magical barrier for 1.5 seconds that blocks the next incoming enemy ability. If an ability is blocked, Sivir restores 60 / 65 / 70 / 75 / 80% AD (+50% of ability power) health and triggers Fleet of Foot.

On the Hunt

Cooldown: 100 / 85 / 70
Cost: 100
Range: 1000

Sivir rallies her nearby allies, granting them 20 / 25 / 30% for 8 / 10 / 12 seconds.

Sivir's auto attacks against champions while On The Hunt reduce the cooldown of her basic abilities by 0.5 seconds. Takedowns on recently damaged enemies refreshes the duration of the hunt.

Why Crit?
It's her most consistent and reliable playstyle especially after her rework giving her crit scaling. If you go lethality you can get really fed and one shot everyone, or you can be absolutely useless the entire game. When you go crit, all you have to do is farm and get items that you will be really strong without actually having to worry about pulling off a complex kit. And farming on Sivir is REALLY easy

Crit is also easier because if you miss your Q at least your autos will deal damage. In teamfights, where enemies may get clumped up, you will get a lot of extra damage off with your W.

Sivir's kit revolving around speed (her passive, R) makes you a natural kiting machine and hard to catch if enemies can't burst you outright.That means, you do really well in extended fights if you build appropriately.
Pros & Cons


+Never Picked/Banned
+Great scaling
+Very easy to play
+High DPS and burst if built properly
+Flexible for your team comp
+Easy to farm with
+People underestimate you


-Bad vs tanks
-Low auto range
-Weak early game
-Vulnerable to burst
-Very item-reliant
-Never meta
-Playstyle can get boring
How to Win on this Champ?

Farming Frenzy

First thing you have to do is farm well, and that is much easier than it seems!

Sivir has insane wave clear with her W and Q. After some practice with her you will be able to tell when you can two-shot an entire wave to get all the juicy CS. If you have bad CS with Sivir you are doing something wrong. You can get very close to 10 cs per minute on her, while still having map impact.

To clear waves you obviously need a lane or jungle to farm. Because your clear is so good, you can very easily push lane and rotate with your team, which means you don't have to give up CS to contest objectives or go to a skirmish. If you are a little behind in tempo, you have your R to catch up.

But WHY is farming so important?
Simple: You are a scaling champion that relies entirely on items to get strong. More farm = more gold = more items = more carry. You can int the entire laning phase, but if you are farming well you WILL get strong. Trust me. Kills are a plus and come naturally once you get more items.

Using Sivir's Kit

Okay so now you will pay attention to your farming. Next steps are learning how you do damage mechanically and through a good build!

Crit Sivir still does a ton of damage on her Q. Things you need to know about this ability:

- It will follow you wherever you go, so you can use Flash or Galeforce to reposition your Q in a way you will hit your enemy.
- It does more damage if you don't hit minions or jungle monsters! But it deals individual damage so if you hit minions when you throw Q but you don't hit them when coming back you will deal full damage on way back.
- It comes back more slowly.
- It gives you better push than W in the early game, but late game you don't need it to decimate waves. Use it sparingly then.

Your W is your next form of damage. Here's what you need to know:

- It's an auto reset, so when trading you always want to aa+W+aa
- Hitting tower while it's active will make the effect bounce on enemies if they are close enough. (use for waveclear under enemy tower!)
- It can hit the same enemy more than once, up until 8 times. Great for late game waveclear and clumped up teamfights.
- It gives you attack speed while it's active.
- Early on you don't have enough AD and crit to one-shot waves with W, so use it when minions are low instead.

Your E is what makes you a nuisance. Here's what you have to keep in mind:

- It blocks ABILITIES, not magic damage or CC. It can block a Morgana Q or it can block a Zed shuriken.
- It heals and gives movement speed whenever it's consumed. Use it to sustain in lane.
- Hold it against strong engage/CC supports. Against poke supports and enchanters, use it to get your HP back up when they try to harass.

Your R is honestly underwhelming but it is better after the rework.

- It can be used to run away, or to go in
- Auto attacks reduce your other abilities' cooldown, like Navori Quickblades passive. I believe they stack too.
- Duration resets on takedown, which makes it stronger when used aggressively. But it has low duration in early game, avoid using it too early in a fight so you are guaranteed to get a reset after a kill
Sivir's best build after rework is crit and that is my focus in this guide.

But within crit there are two items which I focus my build around and I play with them having different things in mind (you could combine them but you always want Infinity Edge third item).

Phantom Dancer has great synergy with Sivir because it's passive adds up with Sivir's own passive, giving her even better kiting, and it also gives her some much needed attack speed that makes her crit build shine.

Essence Reaver, on the other hand, gives you more damage, sheen passive (which becomes even more valuable late game when you can spam Q and W) and mana. You trade DPS for a little more burst and better mana management. Remember mana is a huge problem for Sivir!

How to choose between Them?

Phantom Dancer is ideal when you need more DPS and/or you are free to auto enemies a lot. Even if you are not easily within auto range, you can use R and have spellshield ready to gap close to enemy then run them down with your PD passive. You can get this as your second item or fourth item.

Essence Reaver is ideal when you want more damage in shorter trades and you do not need to auto enemies a lot in order to kill them. It is also great to help with mana problems especially in the early game. You can get this as a first item (considering that you have to rely on W attack speed and will need to work around shorter trades) or you can get it as your second item.

Both items are good and it is honestly more of a personal preference.

How to choose my Mythic?

Kraken Slayer is always good as your standard mythic because it is the best mythic for DPS and a big early game spike. Beacause Sivir has nothing going for her in her kit when she is against tanks (no max health or % armor damage), Kraken is a must buy if you are against any armor stackers. And because everyone has easy access to armor in the game, Kraken will help you against Zhonya's Hourglass and Plated Steelcaps users.

You go Galeforce if you want burst (paired with Essence Reaver, The Collector) or if you need the dash for whatever reason. I personally don't like it, I only take it when absolutely necessary. The % speed you get from Galeforce has good synergy with R to help you with your lack of mobility.

Shieldbow is the worst mythic for Sivir and it is almost never worth to build it. It gives you no damage so you take longer to scale, and the shield is just bad. Only reason why you would build this is if you are against fed AD assassins. Even then, you can use E, Galeforce and R to survive assassins like Kha'Zix, Nocturne and Zed. Your Q also has some AP scaling so you can say feck it and go Zhonya's Hourglass instead, especially because Serpent's Fang exist to cut the Shieldbow shield. Just don't waste your gold with this item.

3rd Item?

Always go Infinity Edge, it's a huge item spike for you. Only reason why you would reconsider this is if enemy is very tanky and you are behind... In this case, Lord Dominik's Regards is what you should go.


For Crit Sivir you always go Berserker's Greaves because your attack speed is kinda bad but important for this build. You do not need the ability haste from Ionian Boots of Lucidity for crit, because your main source of damage will be your autos and Q.

4th-5th item and situationals

Lord Dominik's Regards is always good because as I have said, Sivir generally does poorly against armor. Even if against no tanks, this item will still give you a hand in shredding through the enemy champion's base armor.

Bloodthirster will give you an extra layer of defense in the late game, both from the shield and the lifesteal. If you don't need armor pen, or if you are into a high damage team, Bloodthirster is a great option.

Guardian Angel is great if you are the carry and dying could mean you lose the game. However, I advise against building this is you have not been managing to keep yourself alive or if you have poor positioning.

Navori Quickblades is only good if you can consistently auto enemies. This item goes really well with Essence Reaver because you will have the mana to spam your Q and W, but it still has better synergy with Phantom Dancer because you can get more autos (therefore more chance to crit) off. It stacks with R cooldown reduction.

If enemy team has heavy AP damage, especially burst AP champions, Maw of Malmortius is your best friend. Pair it with Bloodthirster to have more chance surviving those pesky mages.

Only buy Mercurial Scimitar if enemy has a Mordekaiser, Malzahar or if they have too much CC for your E to handle.

Collector is just an honorable mention, because I don't use this item in most of my games. It helps with burst, so it is great against squishy champions and the passive is actually useful to execute hard to kil champions. That's all. I don't like it because I find the other items go better with my crit playstyle. It is generally bad as a late game item as well and honestly kind of a bait.

Best keystone for crit Sivir in my opinion. It gives you attack speed, which is necessary in order to be doing damage on this build. The extra range is really nice in order to kill enemies before they can get away from you! Pretty standard and decent in any game.

Fleet can be picked if you feel like you are going to get bullied in lane and will need the extra sustain. The movement speed is also nice when paired with your passive.

Overall not the best, Lethal Tempo is better, but if you have an aggressive engage or hook support PtA will give you some extra damage to capitalize on your support's catch in the early game.

Always take Presence of Mind, Sivir is very mana hungry and your E doesn't restore it anymore. You need your abilities to deal damage and they cost a fairly high amount in the early game so that you can't perma-push lane.

If you are really confident about your mana usage, you can go Triumph but PoM is more reliable even late game.

Take Legend: Bloodline for sustain. You will not build lifesteal in most of your games (because games often end around your IE spike), so Bloodline will be very valuable to you.

You can also take Legend: Alacrity. It feels very good if you don't build AS items early on but it lacks the late game sustain. Ideally, you only get this if you don't have Phantom Dancer or Kraken Slayer, and if you will be building Bloodthirster after your Infinity Edge.

Go Cut Down or Coup de Grace depending on your needs. Cut down against HP builders, Coup de Grace for the rest of the games. If enemy has engage support in lane you always want to take Cut Down because these supports are tanky and you will not be doing a lot of damage to them early on.

In the Domination tree I rarely ever take Taste of Blood, other runes are better. But if you need some little extra sustain in lane it helps.

Eyeball Collection is the best option among its peers. Ghost Poro can be taken too but it takes longer to stack, and Zombie Ward is bad because your support will usually be the one to take down wards.

Treasure Hunter is your snowball rune and you take it when you think you can get going and you really want to reach that juicy Infinity Edge spike sooner. Other than that, Ingenious Hunter is the other best rune in the domination tree for you but it is very situational. Only take it if you are going to be building Galeforce or Essence Reaver. Even if you will, the inspiration and sorcery trees offer better runes for Sivir.

Free boots make a huge difference especially when you are behind, buy unless you want to get Berserker's Greaves early, you can take this rune as a standard.

Take Biscuit Delivery for more lane sustain. It gives you mana and health to sustain in lane when you are the weakest. It will be very good in a hard lanes but also good as a standard. Take it if you struggle to manage mana or if you see you will have less lane pressure.

You can take Cosmic Insight if you don't want Magical Footwear. It gives you ability haste on your summoners and on any items that have cooldown, so it is nice to pair it with Galeforce and Essence Reaver as well.

In the Sorcery tree we are usually looking into more damage and some utility. Take Manaflow Band for more mana sustain. You can take Nullifying Orb if against heavy burst magical damage, especially in lane.

Overall not what you are looking for in the sorcery tree, but if you would rather not take Manaflow Band, you can take Transcendence if you want more ability haste, or Absolute Focus if you are into good matchup and able to keep high HP.

Take Gathering Storm for late game scaling. Sivir is a scaling champion and the extra AD this rune provides feels great.
How to Farm

1. Don't use abilities on minions that are half health unless you are fast pushing.

Reason being: you can't last hit all of them at once. If you have to use abilities to thin the wave, your W and autos will be enough. Low elo players (myself included) tend to be bad at csing because we are impatient. But look at any high elo player farming - they spare their abilities, use auto attacks when minions have high hp and wait patiently to last hit and get all the cs. If they can't auto, they use their abilities to last hit.

Sivir is really good at clearing waves, but in laning phase you should know how to last hit properly because otherwise, you will soon run into mana issues. With your Ricochet now executing minions below 15 HP last hitting is a bit easier, at the cost of your push strength.

2. Practice farming under tower

It is simpler than it looks.
If melee minion is full health it takes 2 tower shots + 1 auto attack to kill them.

If caster minion is full health it takes 1 tower shot, and 2 autos if you are very low level, 1 auto if you ar higher level or with items. If you have to farm under tower pre level 5 auto minion once, let it take tower shot and then last hit.

"But wait, my minions already dealt damage to enemy minions!"

You will have to practice a bit. Ideally if you see the tower shot will kill the minion you have to auto or use abilities so that you can leave it low enough to last it, and that is something that takes some getting used to

3. Farming safely

Sometimes enemies will harass you when you go for cs. This can be deadly at times, so always pay attention to enemy and ADC movements to see if they are going to harass you. If you think they are you can use your Q to farm the most dangerous minions. It may even be worth it to walk up and have E ready to neutralize support poke ability.

4. Farming mid-late game

As an ADC it is important to farm consistently. Around the time where the first tower falls you ideally want to go to the mid lane and farm there while your team is not doing anything important.

If your mid laner wants to stay mid, farm side lanes (top or bot) then rotate with the team to mid. If your tower is down, make sure the entrances to your jungle are warded. If you have no vision you have to stay closer to your tower. If there is nothing to farm, or nothing to do, or it is too risky to walk up to minions, farm jungle camps your jungler is not going to take.

One good thing about Sivir is that you have such good wave clear that you can simply sit in lane and basically one-shot the wave before your ally comes to take/share the cs!
Wave Management
I feel it is difficult to explain wave management in text format so I will try to keep this short and simple as possible for your convenience.

There are three main types of wave management and each have their usages and a way to accomplish: fast pushing, slow pushing and freezing.

1. Fast push

This is usually what low elo players do constantly, especially newer players. This is when you quickly kill minions, which results in a thin wave that crashes under the enemy tower.

Fast pushing is easy - you auto attack frequently and use your abilities.

Ideally you want to fast push when you want to quickly crash your wave on the enemy tower to recall, fall back and/or make the enemy laner lose cs.

Fast pushing has the disadvantage that it can actually create a freeze (which I will get into) if you don't push fast enough or at the wrong times, which makes you lose cs instead. When trying to push the wave too fast you may end up losing a lot of minions as well especially if you lack attack speed.

2. Slow push

Slow pushing is when you create a big minion wave that slowly pushes to the enemy tower.

You can create a slow push by keeping the enemy minion wave smaller than yours, but not killing them too quickly. You can achieve this by killing caster minions since they deal more damage, and last hitting melee minions. If the enemy allows this to happen you will have bought enough time to stack 2 minion waves. Once that is done you usually want to fast push to crash them or wait for another wave to stack and then crash.

Slow pushing has a few advantages.

You can use it to set up tower dives since it gives you more time to position for the dive. Your minions will also aggro enemy champions once they hit you and you are close to your minions.

You can use it to trade. If the enemy trades with you and your wave is bigger, the minions will deal a huge chunk of damage in the trade. In early levels this is especially important!

It is hard for the enemy to freeze a massive wave especially if you have the pushing power to kill the enemy minions and crash the wave.

You can zone the enemy away from cs when you have a bigger wave to back you up.

The main disadvantage is when you are away from your push. If the wave is slow pushing into the enemy tower and you cannot get close to it, your minions will kill the enemy minions too fast and deny you xp and gold. Likewise, enemies can use the advantages of slow push against you.

3. Freeze

A freeze is when the wave is stuck and doesn't push to either one side or the other.

Freezing is the hardest to get the hang of because it depends on the position the wave clashes and how healthy minions are. In laning phase ideally you want the freeze to happen just  outside of your own tower range so that it can be beneficial to you. Having a freeze happen in enemy territory is extremely dangerous for you and puts the enemy in a safe position.

To freeze the wave outside of your tower range you need to have around 3 or 4 healthy minions on the area of the closest bush to your tower. To keep the freeze you want to last hit minions, but if you see the freeze is turning into a slow push (into your tower) you will have to thin the wave by killing caster minions (since they deal more damage they will kill your wave faster and cause the freeze to break). If the wave is becoming a slow push into enemy tower, just let it happen so that you can keep denying enemy gold and xp. The enemy will stop this from happening if they auto the wave.

To freeze the wave in the middle of the lane you need only to keep an equal amount of minions on both sides.

A freeze in enemy territory usually hapens when you try to fast push, but your wave clashes with the upcoming minion wave just outside enemy tower range. This type of freeze is good for the enemy as it leaves you vulnerable, and if you recall during such freeze you will possibly lose an entire wave of gold and xp.

Freezing allows you to zone the enemy away from cs, set up for ganks and keep you protected from ganks. If you manage to freeze the wave in the middle of the lane you give more room for your support to engage or catch the enemy from the bushes or the alcove. Keep in mind the enemy support could do the same.

To break a freeze in middle or enemy territory you need to get close and fast push. If that's too dangerous, ask your jungler for help. If the enemy fights it's a 3v2 in a best case scenario. To break the freeze close to your tower you can just let the enemy wave stack and crash or you can thin it and begin a slow push towards the enemy tower.

As you can see freezing is the one that requires the most practice and attention so if you are still new to this just start by trying to avoid freezes from happening and learning fast push & slow push. Once that's more settled on your mind try to practice creating and keeping freezes!

Golden tip #1:

If the enemy fast pushes to recall, watch to see if their wave is going to crash. If you or your support can hold 3-5 minions and the enemy recalls you will naturally create a freeze on your side and you can safely recall as you will only lose about 2-3 minions at most while the enemy will lose an entire wave. If you do it correctly the wave will not crash on your tower. Abuse this to get level leads especially in lower elo!!! If you just pay attention you will see enemies often giving you free opportunities to freeze.

Golden tip #2:

This goes beyond laning phase. If your team is playing the neutral game and there are no objectives to contest, seek to keep a freeze on your side of the map once your tower is down. This is especially good if you are behind and needing to catch up on cs and xp. Many people just fast push at this point, but it is not always the best choice as if you have a frozen wave deep into your territory the enemy team will either
1: lose a ton of cs and xp
2: go there to stop the freeze (which puts them in perfect spot to get collapsed on)

Golden tip #3: Cheater recall

A cheater recall is basically when you create an early slow push with a cannon wave, crash it and instantly recall. This allows you to get an item advantage in early levels as the enemy will have to stay to farm under tower and then crash their wave on your tower. If they don't do this they will have to take a bad recall... and while they are forced to choose the lesser evil, you can seek to punish them using your item lead.
To have a cheater recall you need to get lane prio (ideally you want jungler to start top or leashless) and let the wave slow push into enemy tower in a way the third minion wave will crash and you can recall. You need a cannon wave to crash because this will give you more time to get back to lane and not lose cs & xp.

Golden tip #4: Immediate level advantage

For this you need your jungler to start top/leashless and the enemy bot lane to leash.
Sit in the bush closest to the enemy tower, and when minions arrive, exit the bush and hold the wave there until your minions catch up.
What happens is that because the wave did not meet in the middle, your minions will focus on an enemy minion and kill it faster. So when enemy laners return, they will lose a melee and thus lose their level 2 spike. Get your level 2 earlier and pressure them!
ADC Survival Guide
It is common knowledge that Summoner's Rift is a very perilous place to the average adc player. Nowadays you can get one shot by the worst 0/10 Yasuo or Irelia. Even the enemy enchanter support can solo kill you.

This is why this section of the guide exists. Hopefully you will be able to last longer following some of these tips!

Know your limits

You can only do so much when you have no summs, when you have had a stressful day at work/school and you can't move your fingers because it’s too chilly outside. On top of that you could be playing against your personal counter - like for instance, maybe you just can't play against Twitch with any champion because he always wins regardless of what you do and you tilt so much.

It's important to be real and understand your limits as a player - whether you are against a champion you cannot stand, how much BS you can take before tilting and running it down, how many buttons you can press at once to survive a teamfight, how aware you are of your cooldowns. Play safe/cool when you know you are at a personal disadvantage.

Know your champion's limits

You can only do so much on Sivir without your E or R - so pay attention to your champion's limits. Don't go to a teamfight  or position aggressively when you don't have the tools to defend yourself.

You can be 10/1 and still lose to the average assassin player if your self peel is down and you are surrounded by 3 enemies. If you were a m7 high elo Irelia player you could probably 1v3 or even 1v5, but you are not playing Irelia - you are playing Sivir. Players who often main other roles fail to respect their champion's limits when they play off-role.

Recognize the biggest threats

This is both champions as a whole and specific champion abilities. Malphite may not be a huge threat himself, but his R is, so you want to be ready to react accordingly when his R is up. If you know you can't outplay a Zed then track him on the map and keep your distance. On champion select, instead of waiting for the game to start, stop and think about what abilities in the game can kill you and plan how you can avoid getting hit by them.


The enemy team is: Malphite top, Yasuo mid, Warwick jungle, Ezreal and Yuumi in the bot lane.

Step 1: List what can kill you in a game/teamfight

Malphite R+ Yasuo R combo
Yasuo Q+R
Ezreal combo + R
Yuumi R
Warwick R

Step 2: List how you can survive those threats

1. Bring Exhaust for Warwick and Yasuo

2. Bring Heal to not die from Ezreal combo

3. Build Galeforce to dodge Warwick R, Yasuo Q, Ezreal R, Yuumi R, Malphite R

4.Build Immortal Shieldbow if you think you can't use Galeforce (this goes back to knowing your limitations)

5. Time your Spell Shield to avoid all the listed abilities that can kill you.

6. Time your Flash to avoid enemy abilities

7. Use your On The Hunt to kite Yasuo and Warwick or to run away

Step 3: adapt to your game

Maybe warwick and Ezreal are not fed but Yasuo is. What do you do? Well then your priority should be holding your E, exhaust and Flash to dodge Malphite R and Yasuo Q+R. You can also avoid being in the same lane as Yasuo and keep an extra eye out for him during teamfights. Maybe get a Mortal Reminder for Yuumi if your team doesn't build anti-heal.

Go into the game with a game plan on how you will survive each and every threat.

Position well in teamfights

Sivir is a backline carry which means you should be positioning fairly back in teamfights. You don't want to be the one going into fog of war to ward, or the frontliner, or the backline diver.

If you play around getting picks, stay out of sight and just behind your support or team engager so that you can quickly follow up their catch.

If you play around enemy engaging on you, stay back to avoid enemy initial engage and use your self peel tools to protect yourself from enemy divers/assassins. If there are none, you still want to avoid enemy engage and focus on killing the closest target to you or the enemy carry if they are mispositioned.

Position well on the map

Stay away from enemy threats (usually assassins or fed bruisers, but it can also be mages or enemy ad carry). Don't sit alone in lane and avoid pushing too far into enemy territory without vision. Be in position to rotate to baron/drake skirmishes.

Use blue wards, vision plants and control wards

Adcs have to ward too. Be mindful of your wards since you don't have many - every time you want to stick to one side of the map, use vision control to make sure you are not getting flanked.

Good recall timing & Greeding

If you are sitting on a lot of gold and your team is not around, recall. You are usually a key member of the team to take objectives so it's important you are there for your team when they need you - sometimes staying to push one extra wave or take a few jungle camps will cost you a baron because you had a late recall. Sometimes you will die for being too greedy!

Try to have your recall aligned with your support in the early game. Recall when you have a lot of gold, when you need full mana/hp and when the enemy gives you an opening to do so (when you are not getting pressured/ when they are not looking to make plays on the map). Good recall timing is extremely important so that you don't fall behind and so you are not alone/mispositioned.
That's all I have for now. Thank you for taking interest in my guide! I hope it was helpful.

If you have any suggestions or feedback, feel free to let me know. I will keep updating this guide!

Last updated: patch 12.15
Last changes: Updated for new patch. Update for her rework: her build and playstyle remains largely the same, just stronger and more effective. Still pretty strong after nerfs. Updated runes.

Planned updates: I am happy with this guide as of now. I will be focusing on improving my other guides instead. Will keep an eye for minor adjustments post-rework.

Good Luck & Have Fun playing Sivir!

League of Legends Build Guide Author Amberdragon
Amberdragon Sivir Guide
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[12.15] Amberdragon's Unbeatable Crit Sivir Guide

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