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Choose Champion Build:
Spells:
Teleport
Flash
Ability Order
Fleet of Foot (PASSIVE)
Sivir Passive Ability
Introduction
*Great early and mid game damage
*Good end game damage
*Good farmer
*Decent survivor w/ult, dodge, and shield
*Great lane/tower pusher
*Great backdoor champion
*Great team steroid with ult
*Great end game multi target dps
Cons:
*Squishy
*No natural CC
*Not the best end game single target dps
*Runs low on mana quite often
Fleet of Foot applies a passive dodge to
Boomerang Blade is the bread and butter of
Ricochet is
Spell Shield is
On the Hunt is an incredible ultimate. It can allow you to bash down towers very quickly, take down enemy champions, chase, escape, and best of all, buff your entire team, which can definitely turn team fights in your favor, very quickly. It gives you and surrounding allies a movement speed and attack speed buff.
Flash is stupidly good. It allows for absurd escapes, as well as instant repositioning to land a finishing Other viable options:
If you're having issues with people escaping with a stupidly small amount of health left,
Philosopher's StoneThere are two ways I like to open with this build. The first: Pick up a
I'll follow both openings up with
Following this, I'll grab an
Philosopher's Stone
Mid game:
I mark the opening of
Philosopher's Stone
End game:
At this points, our items have
Situational Items:
Now, situationally, I may forgo some or all of the items I have down as end-game items, in favor of other more effective replacements.
Offensive Items:
Defensive items:
Hybrid Items:
Greater Seal of Replenishment: I use these because they provide
Greater Quintessence of Desolation: I take these for the same reason as my marks.
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I'm currently testing the viability of other Seals, especially on the second build, as Philosopher's Stone will provide most of the mana you'll need through a large portion of the game. As suggested by Levidica, I may end up mixing a
Offense:
Deadliness is a good option as Critical strikes are very powerful on
This is an incredibly good mastery. The 15% spell penetration will really boost the output of
I do consider this mastery viable for
Lethality is a potent mastery on Defense:
Combined with
Ardor is an excellent mastery, if you feel like specing all the way down to it. It adds a very nice attack speed bonus, and a slightly less useful, but still nice ability power buff.Utility:
A good mastery for
Awareness is excellent on
And if we still don't have teleport up enough for our liking,
Early Game:
Mid / End Game:
Now, you can really start pushing lanes make sure you have wards up before pushing too heavily, or at least have vision/knowledge of the location of most or all of their team. Farming in this stage, will come somewhat naturally. Push lanes, and if a team fight seems imminent, don't hesitate to run over and join in. Your damage and ultimate will be very helpful in team fights. whenever there's a break in the action, either continue farming, or return to buy items. A good tactic at this point is to push one lane heavily, and then back off, and
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It's in a very rough form right now. I just wanted to get the idea out there, as I haven't seen any other
Feel free to leave my any commentary, suggestions, ideas, or edits, as well as any questions you may have. I'm more than happy to hear any feedback you may have.







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