Sivir Build Guide

The Battle Mistress

Uploader Jinsuki
Updated 10 months ago
11,123
100%
Runes
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 3
    Greater Quintessence of Attack Speed (+4.5% attack speed)
  • 6
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Glyph of Mana Regeneration (+0.33 mana regen / 5 sec.)
Masteries
18 Ferocity
5/ 5
0/ 5
0/ 1
1/ 1
0/ 1
5/ 5
0/ 5
0/ 1
1/ 1
5/ 5
0/ 5
0/ 1
1/ 1
0/ 1
12 Cunning
0/ 5
5/ 5
0/ 1
1/ 1
0/ 1
5/ 5
0/ 5
0/ 1
1/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
0 Resolve
0/ 5
0/ 5
0/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
Skill Order
Q W E R
Boomerang Blade
Ricochet
Spell Shield
On The Hunt
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Alt text

Hello and welcome to my Sivir guide. This guide covers any lane that is in combination with a support, but does not include solo top or mid.

At the moment, Sivir is one of the best Marksmen to learn both in competitive play and Solo Queue. Her strengths lie in her relatively low cost build spike and safety in lane. Since her buffs to Ricochet allowing her to crit, she has massive team fight damage output as well as utility from her ultimate. In this guide, you'll learn both the optimal build path and the mindset you should maintain at each phase of the game in order to secure the highest probability of winning.

Pros

Ability to spell-block game-changing abilities at little to no cost

Able to push multiple lanes extremely quickly

Team fight pressure just by pressing her Ultimate

Relatively long zone of threat due to her ricochet and boomerang distance

Forces teams to split up to try to mitigate her damage

Cons

Low attack range, susceptible to early poke

Lack of mobility aside from her ult, requires good positioning

Very team reliant, loses most duels until she achieves 3-4 items, unless she outplays

Spell block is hard to predict and use efficiently, which can either make plays or bait you into bad positions

Alt text

The early game is most difficult for Sivir as she is a champion that highly relies upon her stats. The way you want to play the lane, is to ward out constantly to prevent jungle ganks, and push up the lane with your Ricochet and Boomerang. You can win against most lane matchups this way as there will not be another AD that can clear as effectively as you can. Be wary though, that you back off as soon as you push the wave, because you leave yourself susceptible to a bad trade if the enemy turret clears the minions and your opponents initiate upon you. Generally speaking, this is a solid strategy for making it through the early game, because Dragons are not very worth it and early skirmishes are not worth it as ADC. To ensure the highest win %, have your jungler gank other lanes as you push up to ensure that the rest of your team is ready for the mid / late game.

Objectives and Map Pressure

At this point you should have Essence Reaver and maybe even Statikk Shiv. At this point in the game, you can easily push up 1-2 lanes at the same time, allowing your team to rotate around the map for Rift Heralds, turrets, picks, and Dragons. You want to force the enemy AD to keep coming bot lane to clear waves slowly, as you just press Ricochet once and clear the entire wave in 2-3 seconds, before moving elsewhere. Pushing lanes is highly dangerous as the enemy team will be frustrated that you're causing so much map pressure, so be wary of picks and ward out if you decide to push solo with enemies missing on the map.

Teamfighting

If your team decides to group and fight, you should be good enough to fight with 1-2 items, but don't over commit as you're not that strong without Infinity Edge. Your main source of damage comes from your Ricochets critting for 600+ damage per target, so try to stall until then. You want to make picks during this time with your ultimate, and group for sieges as opposed to full out 5v5's, but you're more than well equipped to do so anyways.

A quick tip on teamfights as any marksman is that you should always be focusing the front line in this order:

Bruisers --> Tanks --> Backline

Bruisers are generally any tanky melee or frontline champion that can solo you in a 1v1 setting or deal massive damage (>30% of your HP). You want to focus them and not go past them, because as soon as you get close, they will focus their damage onto you. If two of the frontline bruisers are within range of you, you're almost certainly dead, especially if one of the backline has the ability to follow up with ranged damage. The ONLY case you should go for the backline, is if the frontline currently has NO cooldowns AND the backline is preoccupied with your team's bruiser or assassin. In this special scenario you are allowed to go for backline IF you feel that you can finish them off without risking your death. However, in 99% of situations you want to be focusing the frontline and positioning well to not get CC'd or chunked. Sivir is especially good at doing so, because her ricochet allows her to hit the backline without putting herself in danger. Therefore, even if your team initiates, if you feel that they saved cooldowns for you, don't walk up and start attacking until you are absolutely certain that you can get good damage off without risking your life. It is often best to wait 3-5 seconds after initiation to begin attacking, because most bruisers and assassins will be forced to hit a target instead of waiting for you, lest their team dies.

Slow Siege and Picking

Late game is when you hit 4-5 items, at this stage you are more than ready to group for every fight possible as long as you make sure that you have the same amount of team members or more than your opponent at the time of fighting. Due to the current death timers, getting picked off at this period of the game is devastating so you want to utilize both your map pressure and team fighting capabilities by not getting solo'd, and wait for your teammates at all costs. Sieging at this point of the game is also very risky due to death timers, and potential of being flanked, so what you want to do is force favorable fights, and then go for turrets, as your damage can easily overwhelm turret defenses once your opponents are dead and their base defenseless. For this reason, baron fights are also highly favorable, if you can bait your opponents to come check it, but do not try to fight both baron and your opponents unless you are at least 7-8k gold ahead of the enemy team, or have a really good composition against theirs.

Difficult at first to play against as he can trade damage onto you with his Dash and passive, also his Piercing Light (Q) is hard to spellblock as it comes nearly instantaneously. With enough practice, if you are able to deflect this, his trades become very weak. Since Lucian is a good lane abuser with the correct support, I recommend avoiding trades with him and pushing up the lane as much as possible as he does not scale well without snowballing.

A fairly simple matchup, Ezreal is heavily reliant upon his Mystic Shot, so if you ever find yourself in a duel with him, as long as you can dodge or block 2+ of them, you should easily win the fight. It is important to stand behind minions at all times in order to avoid his poke. Pushing up to turret against him is not that great as his Mystic Shot cooldown is low enough to allow him to farm easily. It is better in this case to trade with him while behind minions and zone him from the wave, while looking for a gank.

This will most likely be your most difficult matchup as she does not rely upon spells to hit you, and your range is severely lower than hers. Her early game 1-3 will be really annoying to deal with as she can zone you from the wave, so early on I would recommend backing off and allowing her to push to turret while you soak experience and don't allow her to snowball. Once you hit 6, it'll be difficult for her to push up as your ultimate will allow your team to catch her out if she does so. If she is not focusing on poking you, push up the wave as fast as possible with your Boomerangs and Ricochets so that she'll be busy last hitting instead of zoning.

Similar to Caitlyn, there's nothing really you can do in this situation early on if he decides to go aggro on you. Try to avoid trades and push up the waves as fast as possible, as catching axes and last hitting takes full mental effort, but be careful of his movement speed burst as he can easily trade from afar and catch up to you. Keep a good distance and farm into the mid-game. If you can get 1-2 ganks off on him after level 6, assuming you haven't died, you can reset his stacks to keep his pressure healthy.

Relatively difficult to play against due to his range and damage. You can't trade with him because, although you can block a spell, the raw blunt damage he does with his autos, 4th shot, deathfire touch, and his support can add on quickly. You want to abuse his inability to CS at turret easily, and his lack of wave-clear and push up to turret safely. Be warned that he can snare you from a huge range, so if the jungler ganks, be ready to spellshield his root even if he's not on the same screen.

Ashe's only advantage in lane is her 600 range, and frost arrows that bypass your shield and slow you indefinitely as you don't have mobility. Her volley is extremely easy to spellshield, so you can use it to gain mana if you need to. Her early game is relatively weak, so you do not need to push the wave up, and since her mobility is quite low, you can freeze the lane to setup for jungle ganks. Post-6 you should save your spellshield for potential arrows.

A really strong opponent because, her E and R are counted as multiple spells, so you can only really block her Q. She can bait out your shield by trading auto-attacks, which are indefinitely stronger than yours early on with her passive, and destroy your spellshield with an E. This is a good lane to push up as her waveclear is not that great, and her bullying potential is large.

Twitch actually is a difficult matchup in the early game. His E is really hard to predict, and he could easily bait out your shield by auto-ing until you're low. You can only really spellshield his slow, as it moves slowly. To play out this lane push up and back off. Occasionally he will go invisible and try to slow you by throwing his slowing bomb, and you can easily back off and shield it, allowing you to escape. Be careful to never overextend against him, as his dueling potential is really good once he gets one or two items.

This is actually a tricky matchup if two highly skilled players are playing against each other. Both of you will do massive damage in the late game to the opposing enemy teams, but kog'maw has a severe range advantage. When he activates bio arcane barrage, back off until it wears off and only trade when it's down. In the late game, this holds especially true, and only fight him if you he's at around half health and you are sure you can burst him down quickly. Never focus him unless you are sure you can burst him within 1-2 seconds because his sustained damage will shred anyone. A common mistake for marksmen, is that they will feel pressured by the damage output by the enemy carry. Position well, and only overextend in teamfights if all potential dangers are null.

Sivir is an extremely strong pick that you should consider taking even when you can't see opponents picks. She plays well into almost every matchup, and even if she doesn't you have the tools to force lane to stall out until you get your items. This guide should give you the tools you need to succeed in mindset, but it is up to you to practice the rest.

Thanks for reading this far, and look out for my future guides.

Comments coming soon!
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