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Sivir Build Guide by Simplifyx

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League of Legends Build Guide Author Simplifyx

The Battle Mistress

Simplifyx Last updated on April 15, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

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Hello people on MOBAFire, my name's Simplifyx (Now name changed to InvertedPrødigy), for those who have not read my Vayne guide, this will pretty much be the same introduction with some changes here and there. I have been playing this game for a while now and I have decided to make a guide, since I am fairly decent with this champion ever since I started playing her again, Sivir, The Battle Mistress. This is my second guide on MOBAFire, and hope you can give me feedback on what I can improve or add to this guide. Thank You(As the Reader) and also thanks to jhoijhoi for the line dividers, as well as MissMaw for the format for some of the sections! Please finish reading this guide or testing it before voting. Constructive criticism is also welcomed! If you have any questions, or if you want to support me by making banners/signatures for me, please PM me on MOBAfire! (Or add me on AIM if you'd like : , Follow me on Twitter! @SimplifyxLoL)

Don't mind me, too poor to afford skinz.

Okay, I know my ranked stats aren't great, and doesn't show that I'm any good with her, but I will update this picture the more ranked games I play with Sivir.

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Other Guides (Will Be Updated Every New Guide)

My Vayne Guide:The Night Hunter

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Sivir, The Battle Mistress

The beautiful and deadly champion known as Sivir has been a favorite of League summoners for close to a decade. A soldier-for-hire outside of the Fields of Justice, she is the embodiment of a highly successful mercenary on modern day Runeterra. Sivir has little interest in the ''cribbage sheets'' - as she calls them - of League influence bartering. Instead, she is motivated by material wealth and riches, and she is paid handsomely for her services. Sivir is one of the wealthiest individuals found anywhere on Valoran. Sivir owns multiple residences in a number of different city-states, as well as ownership stakes in a number of businesses all across Valoran. Her detractors, either envious of her success or acrimonious of her flexible morality, have begun to use Sivir as a symbol of what is wrong with the mercenary nature of the League. Sivir dismisses her critics, saying that while her personal code of ethics is less ruthless than her competitors, ''Everyone has a price.''

Sivir has earned many titles and accolades throughout her illustrious career, but the one she held until recently was ''Battle Mistress of Noxus''. Now she is simply known as ''The Battle Mistress'' after breaking her contract with the Noxian High Command. Sivir dared to object to the Noxian war against the peaceful island state of Ionia, though less about the morality of the issue than the planning behind it; her predictions of a bloody stalemate came true when the Ionians held off the relentless assaults of the Noxians. Claiming that the Noxian High Command had lost its direction, she left Noxus and made her services available to the Institute of War. The Noxian High Command has sent a number of contracted assassins to deal with its rogue mercenary, but none have delivered her or survived.

''Time and time again, Sivir proves that she has earned the right to call herself 'The Battle Mistress'.''
-- Jax

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Pros / Cons


    + Only 450 IP, a champion anyone can afford easily
    + Useful passive that helps chase enemies, especially early game
    + Spell Shied to block Spells and refunds mana
    + Ultimate is a team buff, giving both movement speed and attack speed buff

    -No real escape ability
    -Squishy, like most AD carries
    -Tends to be focused in team fights without good positioning

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Fleet of Foot
Sivir gains a short burst of Movement Speed when she attacks an enemy champion.
This passive, extremely useful early game, helps you catch up to your enemies and maybe even land another Boomerang Blade, which may result in a/another kill. This passive also helps in team fights, like when you feel you should back off, this skill will give you movement speed (hopefully enough) to evade the opposite team. Stack this with red buff and they might just have to use their escape spell to get away.

Boomerang Blade
Sivir hurls her crossblade like a boomerang, dealing damage each way.

Early game, this skill does cost a lot of mana, so it is a skill that you should not be spamming every time it is off cooldown. Use this well. (Aiming for champions:Avoid hitting minions for reduced damage, Aiming for Minions:Hit as many as possible for farm) Early game, this is your primary damage, and if you get into a fight with the other team during laning phase, try to hit as many champions as you can. Preferably focus the enemy that is closest to you in lane, but in team fights, try to stay alive while using this skill as much as possible (though most of your damage should come from your auto attacks).

Sivir's next basic attack will bounce between targets, dealing reduced damage with each successive hit.
During team fights, this ability is also part of your primary damage. By using this ability at the right time, you can reset your auto attack (from what I believe). This ability does not delay any extra damage that you can do in a team fight, but rather helps you do even more damage. This ability is on a relatively short cooldown with low mana cost, so spam it whenever you can in team fights.

Spell Shield
Creates a magical barrier that blocks a single enemy ability cast on Sivir. She receives Mana back if a spell is blocked.
This ability is pretty straight-forward, as long as you block an ability within 3 second of using it, you get back mana (think it was 125 mana per block). However, this ability will waste your mana if you do not block any abilities, and it is also on a fairly long cooldown.

On The Hunt
Sivir leads her allies into battle granting them increased Movement and Attack Speeds for a period of time.
This ability synchronizes with your passive so much. By giving you extra attack speed and movement speed, you will be able to stick onto your enemies for pretty much a whole fight. It is a team buff, increasing everyone's movement speed near you by 20% and their attack speeds by 30/45/60% depending on what level your ulti is. Use this skill to initiate or run away.

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Damage

Marks - Attack Damage Marks helps you with last hitting, gives you bonus damage throughout the game, and can scales into your Boomerang Blade as well as your Ricochet. Your Boomerang Blade also has a high AD scaling

Seals - You should be in bottom lane, and you should be laning against an AD carry, in which Armor will help you survive longer in lane, and will lower the chances of you dying by lowering the amount of damage you take from physical attacks.

Glyphs - Magic Resist Glyphs can help you against their AP mid, or if they have an AP support. This will also help you survive a little longer in team fights, but since these are getting a little nerf, it is optional to use these or not. An example of an AP support - Lux

Quints - Same reason as Marks, to last hit, and to raise damage on your Boomerang Blade/Ricochet.

Here are a list of Alternative runes and reasons listed below.

Marks - Greater Mark of Desolation - Get this if you think the enemy team is likely to build armor against you, then these choices will be better than Greater Mark of Attack Damage. Both Armor Pen and Flat Attack Damage Marks are awesome on AD carries, and most AD carries use either one or the other.

Seals - No better alternative - The enemy team is extremely likely to have an AD carry, and even if they don't, having Armor is still very nice to have. Some AP casters/AD carries are one-time bursts, so if you stay back a little bit, you won't get killed instantly.

Glyphs - Greater Glyph of Attack Speed OR Greater Glyph of Scaling Magic Resist - Get Attack Speed Glyphs if you think the enemy team does not compose of much AP champions. Get Scaling Magic Resist if their AP composition is only for late game, and their early game is not as good. You will have more Magic resist and you will survive for longer durations of time, maybe even lifesteal your way back to full health.

Quints - No better alternative - For some other champions, they may be able to run lifesteal quints or maybe even movement speed, but for Sivir, she already has a good passive and if you get The Bloodthirster first, you won't need the 6% lifesteal.

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Take 21 into Offense, but the other 9 points can be put into either defense or utility, depending on who you are laning against. Pictures of what masteries to take are listed below (offense/utility). For defense, take 3 points in Hardiness, 1 point in Summoner's Resolve/Resistance depending on what summoner spells you are going to take, 4 points in Durability, and 1 point in Veteran's Scars.

Tier 1: 3 points in Brute Force for extra attack damage, and 1 point in Summoner's Wrath for the extra attack damage/ability power when Ignite is down. Replace Summoner's Wrath with Butcher if you are using another spell like Heal or Cleanse.

Tier 2: 4 points in Alacrity to be able to add points into the next tier, more attack speed, and is better than anything on it level or below for Sivir.

Tier 3: 4 points in Deadliness for the increased attack damage per level and to add a point into the next tier. Weapon Expertise for the additional armor penetration which is useful even if you're running either attack damage or armor penetration runes.

Tier 4: 1 point in Lethality because Sivir is an AD carry and most (if not all) have some kind of crit damage, which results in more damage output. 3 points in Vampirism for the extra lifesteal for sustain in lane, may save you sometimes, when you are dying from an ignite maybe?

Tier 5: 3 points in Sunder because like I said before, armor penetration is useful and is also the most useful place to put the points in this tier.

Tier 6: 1 point in Executioner to deal more damage to targets below 40% health. Though 6% may not seem like a lot, or maybe it does who knows, but it actually contributes to a lot of your damage especially in team fights.


Tier 1: 1 point in Summoner's Insight to get the 15 seconds off Flash. 3 points in Expanded Mind for the extra mana due to mana problems and to move on to the next tier with 1 more point in Improved Recall if you want to.

Tier 2: 3 points in Meditation because again, of mana problems early game. Take 1 point in Swiftness if you didn't take Improved Recall in Tier 1.

Tier 3: 1 point in Runic Affinity for the extra buff duration because you should be getting red buffs, maybe blue buffs and baron buffs later on into the game. This will help you keep that buff longer for a slight advantage.

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Summoner Spells/Alternate Spells

The reason I get these two spells is because Ignite is a good finish off for an assassin. This spell also scales pretty well into late game, considering it IS true damage. If someone would take Exhaust, I suggest it be your support, but you can take any of the following spells instead of Heal. Completely optional.

Flash is necessary for almost all AD carries, since you should be the one getting focused by the enemy team most of the time. You will be able to make a quick escape and continue killing. This is one of the best spells and is a good spell for both offense and defense.

Alternative Summoner Spells

If you feel you do not need heal or you can get your support to get heal instead. People rarely use this, and although I prefer Ignite, this is a viable choice.


If you think movement speed is better on Sivir to go with the passive and ultimate than a split second flash, go for it. This works really well to get in range of her passive to work, and can also give you even more movement speed while your passive is up, allowing you to chase for long distances. You will be a great chaser, but sometimes Flash will give you a better escape route.


Never used, don't think I will need map control/getting back in lane faster/ganking other lanes because they usually do well. Can be used for escape purposes, but there are lots of better spells for assassins such as Sivir.


Get this if you think their team composition is composed of a lot of CC's that can really hurt you. You can also get this if you are afraid of their summoner spells. For example, they can Ignite for finishing you off, but you can just Cleanse out of it and continue back to base or something.

Can save you in lane lots of times, as long as you use it before you get hit with an Ignite, then you won't heal that much.


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Item Sequence

Berserker's Greaves

The Bloodthirster

Phantom Dancer

Guardian Angel

Last Whisper

Infinity Edge

  • : // If you don't have a sustain support, or if you like the extra movement speed. I usually take this even if I have sustain supports, as I find last hitting fairly easy without Doran's Blade, don't need the extra health, and the 3% lifesteal is just a little bonus for starting with a Doran's Blade
  • : // This item is nice if you need the extra health in lane, if you have a support that can health you back to full health, and if you need help last hitting. Starting with this item will lower your movement speed, but can sometimes be worth it if you have good jungle.
  • : // This is the standard type of boots for most AD carries, and rarely should this be replaced with other boots. And by rarely, I mean almost never. The attack speed is needed for Vayne especially since it can help proc Silver Bolt
  • : // This item is a core item, as well as Bloodthirster, but it depends on what you get first. If you are dominating your lane and don't need sustain, but would rather have more damage when you crit, take this item. Take it ONLY if you are winning your lane. If you are losing, your best bet would to go The Bloodthirster

    Get Last Whisper before Guardian Angel if they are stacking armor, and Guardian Angel before Last Whisper if they are focusing you.

    Example Builds

    Pure Offense/Glass Cannon

  • Offensive and Defensive

  • The rest of the builds are up to you. These are pretty much the standard builds for most AD carries. Play around with it a bit and find the one that you think you can play best with.

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(Around Level 6 or so, because you gain attack damage after every level)

When the opponent minions reach your turret(at full health)
Front Minions - Let them take 2 turret shots, then you attack the same minion once.
Back Minions - Let them take 1 turret shot, then attack the same minion once.

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Realistic Lane Matchups (AD Carries)

Credits to BlackIceT for the Matchup Format.
Section Completed (13/13) -


Ashe's Skill Set

Difficulty Pre-6: Easy

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Ashe
Stay behind your minions, because all/almost all Ashe's max Volley first. It will not hit you if you stay behind your minions, especially if there is a group of them. Engage only if your support is aggressive (hit Boomerang Blades, maybe some extra harass), have health advantage, and you're sure their jungler is nowhere near.

Her Frost Shot is strong end game, but sort of weak early game. However, if their jungler is near, they might be able to kill you because of that slow(or at least they might burn a summoner or two).

Care if you know she has Enchanted Crystal Arrow, because you might be winning at first, then an unexpected arrow might cause you a death. If you know her ultimate is on cooldown, you have an advantage if yours is up. If you have good reactions, you can also Spell Shield her Enchanted Crystal Arrow.


-Consider engaging team fights if Enchanted Crystal Arrow is on cooldown
-Be wary of her Focus and Volley combo at level 1. It can leave you at half health.
-It's almost impossible to run away from her end game, so you probably have a better chance at killing her than running away.


Caitlyn's Skill Set

Difficulty Pre-6: Easy

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Caitlyn
Have an aggressive support if you want to kill her, or have a sustain support if you want it to be a farm lane. Personally, I think Caitlyn's are easy to win lane against and I usually ask for an aggressive support. Land Boomerang Blade and if she spams lots of skills, you should be able to kill her without dying or burning spells (possibly).

If you are low on mana and see a Yordle Snap Trap, you can use Spell Shield. Who doesn't want free mana?! But if you do this, make sure it isn't a bait, because their jungler may be near and you just used your shield.

If you see her use Ace in the Hole and you are sure you are about to die, try to Spell Shield if you can. If you can't, Flash behind someone and try not to kill them.


-Aggressive support=Go for the kill, Sustain support=Play passively
- Spell Shield the Yordle Snap Trap if no one is near and you are sure it isn't a bait
-Match her Piltover Peacemaker by landing your Boomerang Blade. Try not to hit minions.


Corki's Skill Set

Difficulty Pre-6: Medium / Hard

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Corki
Stay back, farm well, if he moves up past his minions, back up a little so he won't hit you with his Phosphorus Bomb. If he jumps in with Valkyrie, then he will have to use his summoners to get away probably, since he will have no escape spells. When he uses his Gatling Gun, try to stay out of range so he can't lower your armor. The more armor reduction you receive from his Gatling Gun, the more damage you take.

When he gets level 6 and his Missile Barrage, he can poke incredibly well. Try and stay a little behind your minions so he cannot hit you even if he aims at you. As above said, if he engages with Valkyrie, dodge his Gatling Gun(Retaliate with Boomerang Blade and Ricochet if you know you won't get killed doing so), and then proceed to finishing him off or leave him be.


-Think about engaging into fight if Valkyrie is down, but make sure their jungler is not near.
-Stay behind minions so he can't hit his skills, because all of it are somewhat like skillshots.
-Good Boomerang Blade and Ricochet with his Valkyrie and Flash down might get you a kill.


Draven's Skill Set

Difficulty Pre-6: Medium

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Draven
You don't really counter him if he is good, but it will be an even lane in my opinion. If he can aim Spinning Axe and pick it up, Blood Rush, throw Spinning Axe again, he MIGHT win lane, however, both teams should have junglers, so it depends on them as well. His Spinning Axe's base damage is pretty high, so don't fight with him early game without a jungler gank. You should be able to take him down easily if you get to late game, with at least 2 core items. His utility skill, Stand Aside, apparently snares you for about .5 seconds, so try not to get hit by that. Who knows, you might get insta-killed in that .5 seconds.

Whirling Death is a global ultimate, and has an okay base damage, but the scaling is at 110% Attack Damage. If he has a lot of attack damage, they will do a lot of damage if it hits you once, not to mention on the way back as well. Avoid getting hit by this if you can, and if you will die on its return, Flash over to avoid it. He can slightly alter the path of it, so pay attention to his movements.

-Do not trade with him early without a jungler gank, unless he misses his Spinning Axe and you know you can deal more damage to him than he does to you. Try to get a sustain support.
-If you do not have a sustain support, try your best to stay away from him so he cannot harass you too much. If he deals too much damage to you, you have a better chance of matching him end game if you go back than if you stay and maybe give him a kill. Missing some creeps is better than losing 300~500 of your health.
-Watch Whirling Death and alert your team if you see Draven using it across the map. Call "Draven Ult" if you can and ping direction as well as fall back.


Ezreal's Skill Set

Difficulty Pre-6: Easy / Medium

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Ezreal
Same as a lot of AD Ranged, stay behind your minions so Ezreal's Mystic Shot and Arcane Shift will not hit you. His Mystic Shot hurts if it hits you early game, so try and avoid it, though after the patch, it does a lot less.

If you catch him with his Arcane Shift and maybe Flash down, attempt to land your Boomerang Blade and try to get off a Ricochet as well, and if it works, proceed from there. If you cannot, just focus on farming and play aggressive or try to get a kill off the support if you get a jungle gank.

Make sure you know when he will fire his Trueshot Barrage, because if he hits it when you are low, you will probably die. Use your Spell Shield if it is up.


-His Mystic Shot lowers the cooldowns of his other skills everytime he hits a target, so try not to get hit by it in a 1v1.
- Spell Shield his Trueshot Barrage if you see it coming or Flash if your Spell Shield is down and you will die if you don't.
-Stay behind minions and focus on farming if you have a sustain support.


Graves's Skill Set

Difficulty Pre-6: Medium / Hard

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Graves
If you see him Quickdraw to you, back up a little, as he will probably follow up with a Buckshot. If he uses Smoke Screen to block your escape route, try to go around it, because it will slow you inside, and narrow your vision.

If they have a stun support, try to not get stunned, because Graves can follow up easily with his Quickdraw, Buckshot, and Collateral Damage combo. It deals a lot of damage, maybe even kill you.


-If you are to fight Graves, try to estimate when his Buckshot is down at least, but Collateral Damage if you can as well.
-This can be a farming lane if you have a sustain support that can play well. If you have a bad sustain support, Graves might have Ignite and your support will die if they are the aggressive AD carry/Support composition.
-Avoid his Smoke Screen, because it can set up ganks for his jungler if he aims it well. Spell Shield his Buckshot or Collateral Damage if you see it coming.


Jayce's Skill Set

Difficulty Pre-6: Medium / Hard

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Jayce
If the Jayce you are playing is good (changes forms, lands skill shots, etc), then you will most likely need lots of jungler presence or else you will likely die. His Mercury Cannon / Mercury Hammer changes give him additional movement speed from Hetech Capacitor, which can help him catch up to you and whack you with his To The Skies! / Shock Blast Thundering Blow / Acceleration Gate combo. Depending on which skill he maxes first, you will have to play differently.

If you notice that Jayce is maxing out his To The Skies! / Shock Blast, then you would stay behind minions and hopefully he will miss most of his shots. For more veterans playing Sivir, you COULD fight Jayce if you wanted to, but you would have to Spell Shield dodge his skill shots, or whatever skill he is maxing first.

If you notice that Jayce is maxing out his Thundering Blow / Acceleration Gate, you can probably assume that he will stay in his Mercury Hammer form a lot, or use the change for either movement speed or to last hit without getting harassed by you. If he changed forms and chases after you, try to run away, and hopefully he won't be able to catch you. If he does manage to catch up to you, try to Spell Shield whatever you think will deal the most damage to you. Avoid playing aggressive until your Spell Shield is up again.


- Spell Shield to reduce Jayce's damage, since his Thundering Blow / Acceleration Gate does lots of damage.
-Stay behind minions or Spell Shield if you see a To The Skies! / Shock Blast coming.
-Try not to fight unless you know his cooldowns are low, you have a jungler with you, if you have more health/damage, or all of the above.


Kennen's Skill Set

Difficulty Pre-6: Easy / Medium

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Kennen
Dodge his Thundering Shuriken, and if you see his Electical Surge's passive up, back up a little until he uses his next auto attack. Try not to get stunned by him, because if he stuns you, then their jungler can gank a lot easier.

Once you see him use his Slicing Maelstrom, Flash out immediately unless you think you can kill him for sure without dying.


-Makes Kennen extremely easier to kill when his Slicing Maelstrom is down, since Kennen needs his stun to be effective.
-Avoid his Electrical Surge passive attack, as it does 80% of his attack damage at level 5.
-Stay behind your minions and dodge his attacks, Spell Shield any of his skills if you can.


Kog'Maw's Skill Set

Difficulty Pre-6: Medium

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items:

How to Counter Kog'Maw
Try to get a stun support so it makes landing your Boomerang Blade a lot easier. Kog'Maw is squishy, so landing one will do enormous amounts of damage. Spell Shield his Void Ooze as it is one of the only skills you can block other than his Caustic Spittle and Living Artillery, but it also slows you.

Once he gets Living Artillery, when you try to 1v1 him without Spell Shield, don't stay in place for him to land his Living Artillery because it does more damage for each consecutive one.


-Don't stay in place for him to land Living Artillery.
-Get early ganks from jungle as he doesn't have any real escape spells.
-Landing Boomerang Blade and Ricochet will give you a big advantage on him.

Miss Fortune

Miss Fortune's Skill Set

Difficulty Pre-6: Easy / Medium

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Miss Fortune
Don't trade with her if you rely on your support to heal you, or if you have Heal, because her Impure Shots reduce your healing, so it won't be as effective. Try not to stand behind your support as she shoots her Double Up, because it does more damage to the person behind him/her. Make it Rain gives sight of a brush, and slows you, so Tumble out of it.

When she shoots her Bullet Time, stay out of the range, even though it is used to clear minions mobs as well, it can do a lot of damage to squishy champions. I'm not sure if you can Spell Shield the Bullet Time, but if you can't, then just Spell Shield the Double Up preferably because it is the attacking ability that does the most damage.


-Easier to trade hits with her(if you want) if you have an aggressive support that can do some damage, and doesn't rely too much on heal. Examples of these are Alistar, Blitzcrank, and Taric.
- Spell Shield whenever you can without a chance of dying.
-When running away from her, attack her once, because if you don't, her passive lets her catch up to you easily, probably getting her the kill. You will also get movement speed for this. Two birds with one stone right? :D


Tristana's Skill Set

Difficulty Pre-6: Medium

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items:

How to Counter Tristana
Be careful when trading with Tristana, especially if she has a stun support. Her Rocket Jump will give her a huge lead in health if she lands it, and will also slow you significantly afterwards. This skill also makes her a great turret diver, since it refreshes on assist or kill. Be careful if you are extremely low. Her Rapid Fire is like her godmode when she is in the back of a team fight. Tristana has tons of range, but this should be nothing to Sivir since she can close gaps with the team by using On The Hunt. Close in on her and take her down first end game, but do not jump into the enemy team first.

Her Buster Shot can be used in many ways. She can Rocket Jump over someone and Buster Shot them into her team, or it can be used to finish someone off, since it has a decent amount of base damage.


-If they have a stun support, try and stay out of their range. If it is an Alistar, play safe, because he is a support that can stun, heal for a little amount, but is also tanky.
-Kill Tristana before she has the full 7 seconds of Rapid Fire because those 7 seconds might have saved/killed your team.
- Spell Shield her Rocket Jump or Buster Shot, whichever you think will deal more damage and possibly kill you.


Varus's Skill Set

Difficulty Pre-6: Medium

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Varus
If you trade with Varus, try to do it behind minions. If he uses his Piercing Arrow, it will do less damage for each unit it passes through, therefore resulting in taking less damage. Blighted Quiver is a passive, and gives him some bonus damage somewhat like Vayne's Silver Bolts, you can't dodge this, and if Varus maxes this first, he might deal some burst because of the % health damage associated with it. Hail of Arrows reduces healing, so if you have a sustain support that is going to heal you, try not to stay in it.

Varus's Chain of Corruption will spread to others during team fights, so try to stay away from your team a little bit, but not so far away that you're going to be useless. As long as you don't get snared by it, you might be able to survive and even ace their team. If you do get snared, like all the time, I recommend getting a Quicksilver Sash in order to escape it. YOU DON'T DO DAMAGE WHEN YOU'RE DEAD! GET A QUICKSILVER SASH.


-Stay behind minions so his Piercing Arrow will do less damage to you, especially if he maxes this skill first. It's base damage is fairly high if he charges it up long enough. Spell Shield if you see it coming, assuming it's off cooldown.
- Varus will snare your entire team in team fights if he's good and if you're all grouped together, rendering you unable to chase or run. Therefore, he is the top priority for you, and should kill him first, even if he is negative and not doing so well. Do not go for him if it means something like you vs 3+ people.
-His passive gives tremendous attack speed on killing targets, even if he has no attack speed, it will give him equal attack speed to yours if you have a Phantom Dancer. I'm pretty sure it stacks as well, so try to finish him first.


Vayne's Skill Set

Difficulty Pre-6: Medium / Hard

Skill Sequence: On The Hunt > Boomerang Blade > Ricochet > Spell Shield

Usual Starting Items: & x3

How to Counter Vayne
Try not to trade with Vayne unless you harassed well with Boomerang Blade and Ricochet, while having leftover mana. Make sure you have enough mana to Spell Shield, because if it is a Condemn Vayne, you won't be able to block anything without mana, even if you have good reactions.

Vayne's Final Hour will give her stealth for every Tumble during a team fight. Try to get your team to buy an Oracle's Elixer and focus her down before she melts down your whole team in a team fight.


-Play passively early unless you have a good aggressive support while landing your skills with leftover mana.
-Try to catch Vayne alone without her team. That way, it will make team fights a lot easier to win since it is a 4v5. Be careful of her Tumble damage early game if she is maxing that first, as it gives lots of additional damage with a short cooldown.
-Her passive helps her catch up to you, and it will be even easier if she uses Final Hour. The only ability you can Spell Shield is her Condemn, so you better have good reactions or you won't be getting any mana back from her.

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Realistic Lane Matchups (AD Carries) TL;DR

Ashe - Easy
Caitlyn - Easy
Corki - Medium / Hard
Draven - Medium
Ezreal - Easy / Medium
Graves - Medium / Hard
Jayce - Medium / Hard
Kennen - Easy / Medium
Kog'Maw - Medium
Miss Fortune - Easy / Medium
Tristana - Medium
Varus - Medium
Vayne - Medium / Hard

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Gameplay - Early Game

Starting Items

There are two ways to start off for most AD carries, including Sivir. You can either start with Doran's Blade if you have a sustain support such as Soraka, Sona, Taric, etc. OR you can start out with Boots of Speed and Health Potion if you don't have a sustain support such as Blitzcrank, Lulu, Janna, etc.

Doran's Blade will help you last hit easier, give you a little health bonus, and small amounts of lifesteal.
Boots of Speed Health Potion will help you sustain in lane longer, and you might farm up more gold than if you started with Doran's Blade. I usually start this path, unless I feel like I'm going to play really aggressive, then I take Doran's Blade for the extra damage. It also works better than some other AD carries. Since you have a movement speed passive like Vayne, catching up to people should be easier if you started Doran's Blade.

Last Hitting
Only attack the minions when they are about to die, therefore, you will not push the lane as far as you would if you were auto attacking. Not pushing your lane can lead to many opportunities. For example, you can get a gank from your jungler much easier, easier farm with low fear of getting ganked, and you can also get a lot more gold as you should be getting 90% of the last hits. Last hitting gives you the gold from killing minions, thus causing you to get your items faster. This is very important as an AD carry, and all of them should learn this. If you don't learn this, you are not playing an AD carry to the best of their ability.

For those who haven't noticed it yet, I am using some reference from my Vayne guide because I am too lazy to take new pictures when I can just use one of my older ones. Maybe I'll change it next time.

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Gameplay - Mid/Late Game

These sections are basically doing the same thing. This is when team fights start to happen, and people are fighting over Dragon/Baron control. Tell your supports to get Vision Wards or you can get it as well if you have extra gold with an extra slot.

Do not wander off alone, and stick with the team. Wander off alone, and you will die or maybe cause your team. If you see a wave pushing at bottom but it didn't reach your turret yet, do not leave your team in a team fight or else you might make that team fight a 4v5.

Everyone should have nearly full builds now, assuming they didn't disconnect, or feeding extremely hard. Planting a Sight Ward or Vision Ward at certain places might actually catch the enemy team off guard, thus causing a slight, or even game-changing advantage.

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Team Fights

Before team fights, try to buy at least one elixir, preferably Elixir of Fortitude or Elixir of Agility, they will help you deal more damage in team fights.

During team fights, it is better if you stay a little behind your team, as the enemy team will try to close in on you. Be careful if they try to come from behind, because in doing so, you will have easily become their first target.

The targets you should aim for in order are:
AD carry > AP carry > Solo top/Support > Tank

The solo top/support/tank will obviously try to keep you off their carries, but that's also what your team is for. Your team should be trying to catch their AD/AP carry with a snare/stun/suppress or something just long enough for you to burst them down.

Remember to use On The Hunt before you start a team fight, as it gives you and your team bonus attack speed and movement speed. This will give you a slight advantage because they will be trying to catch you with your ultimate on, unless they have no focus and start attacking the person closest to them.

Of course, if you see an AD carry all the way in the back, do NOT jump into 4 other people just to get to them. You will (probably) die instantly making it another 4v5. Aim whoever is closest to you that is not the tank. Unless the tank is extremely squishy, do not focus them in a team fight.

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League of Legends Replay (LoLReplay)

Coming Soon!

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Patch/Release Notes

Release Notes – 11/11/2009
On the Hunt Attack Speed increase for allies should now be properly reduced in half for allies.

Release Notes – 11/30/2009
Spiral Blade is now called Boomerang Blade
Boomerang Blade now deals 10% reduced damage with each target hit (40% minimum)
Boomerang Blade base Damage increased to 75/125/175/225/275 from 75/100/125/150/175
Boomerang Blade now fires directionally even if targeting a point outside of the cast range
Spell Shield Duration reduced to 3 seconds from 8 seconds
Spell Shield Cooldown reduced to 28/24/20/16/12 from 55/45/35/25/15
Spell Shield restores 150 mana on successful spell block
Ricochet damage reduction on bounce decreased to 22% from 25%

Release Notes – 12/16/2009
Basic Attack Projectile Speed increased to 1200 from 800
Spiral Blade Damage modified to 60/115/170/225/280 from 75/125/175/225/275
Spell Shield Mana Restore on Spell Block reduced to 125 from 150
Fixed a bug with On the Hunt causing it to last too long on allies
On the Hunt Attack Speed reduced to 25/45/65% from 25/50/75%
On the Hunt Movement Speed reduced to 30% from 35%

Release – 2/23/2010
On The Hunt movement speed bonus reduced to 25% from 35%

Release Notes – 3/15/2010
Attack range reduced to 400 from 450

Release Notes – 6/23/2010
Fixed a bug where Boomerang Blade double-procced cast effects like Guinsoo's Rageblade

Release Notes – 9/7/2010
Typos corrected in the level up tooltips for Spell Shield and Boomerang Blade.

Release Notes – 10/4/2010
Attack range increased to 425 from 400

Release Notes – 10/18/2010
On the Hunt attack speed bonus increased to 30/60/90% from 25/45/65%
On the Hunt now provides 1/3 of the attack speed bonus to allies
Spell Shield mana return increased to 150 from 125
Spell Shield cooldown reduced to 22/19/16/13/10 from 28/24/20/16/12

Release Notes – 11/1/2010
Boomerang Blade now scales with 75% of Sivir's attack damage
Boomerang Blade base damage reduced to 20/70/120/170/220 from 60/115/170/225/280
Health per level increased to 82 from 76

League of Legends v1.0.0.109 – 1/17/2011
Ricochet bounce radius reduced to 450 from 500
Ricochet damage loss per bounce increased to 25% from 22%

Release Notes v1.0.0.111 – 2/15/2011
Boomerang Blade
Damage reduction to each subsequent target increased to 20% from 10%
Now scales from bonus attack damage instead of total attack damage
Base damage increased to 75/120/165/210/255 from 20/70/120/170/220
Attack damage ratio increased to .95 from .75

Release Notes v1.0.0.112 – 2/28/2011
Fixed a bug with Boomerang Blade that was causing certain items to not show their bonus attack damage in the tooltip

Release Notes v1.0.0.113 - 3/14/2011
Fixed a bug where Fleet of Foot had stopped working

Release Notes v1.0.0.114 – 3/28/2011
Fixed a bug where some of her tooltips referred to 'Spiral Blade' instead of 'Boomerang Blade'

Release Notes v1.0.0.118b – 5/23/2011
Boomerang Blade
Missile speed increased to 1350 from 1200
Attack damage ratio increased to 1 from .95
Base damage increased to 80/125/170/215/260 from 75/120/165/210/255

Volibear Patch Notes - 11/29/2011
Attack range increased to 500 from 425
Attack missile speed increased to 1400 from 1200
Updated her attack frames to be more responsive
Base attack speed reduced to .658 from .679
Base attack damage reduced to 49 from 52.11
Updated recommended items
Fleet of Foot (Passive) – Remake
Sivir’s basic attacks against enemy champions grant her 50 Movement Speed for 2 seconds
Boomerang Blade
Mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
Damage changed to physical from magic
Bonus attack damage ratio increased to 1.1 from 1.0
No longer has an ability power ratio
Ricochet - Remake
Sivir’s next basic attack bounces to 5 additional targets dealing 20/35/50/65/80 (+ 1.0 Attack Damage) physical damage to the first target and 25% reduced damage to each subsequent target. 7/6/5/4/3 second cooldown. 40 Mana cost.
On The Hunt
Now additionally applies the buff to allies who come into range while On the Hunt is active rather than only on activation.
Attack speed bonus changed to 30/45/60% from 30/60/90%
Allied attack speed gain increased to half of Sivir’s bonus from a third
Cooldown adjusted to 100/90/80 seconds from 90

Ahri Patch Notes - 12/13/2011
Boomerang Blade
Base damage reduced to 70/115/160/205/250 from 80/125/170/215/260
Now scales with ability power at a 0.5 ratio
Damage falloff per bounce reduced to 20% from 25%
Fixed a bug which caused Ricochet to cost additional mana on throwing the projectile
Updated recommended items

Ziggs Patch Notes - 01/31/2012
Boomerang Blade
Damage reduced to 60/105/150/195/240 from 70/115/160/205/250
Bonus attack damage ratio reduced to 1.0 from 1.1
On The Hunt
Movement speed bonus reduced to 20% from 25%
Duration reduced to 10 from 15

Spectator Mode Patch Notes - 04/30/2012
Boomerang Blade bonus attack damage ratio increased to 1.1 from 1.0

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*Published guide

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Hall of Fame

Post pictures of your scores with this build and I will add it here !