Necrotisis' Guide to Sivir
Quick Sivir AD ADC Build
Best Overall Build
The above build is generally correct for most games of Sivir.
Some matches you will want to start cull instead of dorans blade, generally this is done into opposing hypercarry champions, as the kill threat in lane is lower and the scaling is more valuable.
Be sure to use W as an autoattack-reset, because it allows you to stack lethal tempo a tiny bit faster.
Ability order is Q > W > E.
The Scaling health rune shard is usually stronger than armor or magic resist as long as you don't die before level 4 or 5. Into some lanes, you may want to take the more guaranteed early survivability, but most people won't punish you for taking health instead of armor or magic resist. (Note: the scaling health rune shard is also incredibly good with stoneplate, as it makes the shield just a tiny bit larger and the health is worth far more due to the resistances from stoneplate.)
I'm Necrotisis, M7 Sivir, and as of writing this, NO LONGER the only person to write a Sivir guide on this website, so you're NO LONGER stuck with me (lucky you).
When should you lock Sivir, and why?
Even post changes, this hasn't really changed, however she is now a much more viable general hypercarry in comparison to before the changes.
Sivir is a champion who is known most commonly for her insane waveclear and her spell shield. You should consider locking Sivir if the opposing team has one or two really big important abilities with really long cooldowns (examples include Rumble ultimate, Caitlyn ultimate, Seraphine ultimate, etc), or if you expect the enemy team to be pushing for objectives and you want to stifle that through your insane waveclear.
Sivir now is a very threatening late-game carry with her insane front to back teamfight potential and consistent DPS against entire enemy teams due to her W.
Sivir takes a lot of time to be super useful, as you want to generally have 3 items before you're particularly threatening in a teamfight.
Her low range is her biggest weakness. While your Q does help slightly to mitigate this, it no longer has quite as much damage threat as it used to, and you rely much more on lethal tempo in concert with your W to pump damage.
Enemy team compositions where their carries have similar scaling to yours but greater range (which would be champions like Jinx, Viktor, Ashe, Varus, etc) are going to consistently make you feel weaker because they have more teamfight pressure than you.
The other weakness of this low range is enemy divers. Things like a Jarvan or Vi are either going to be in range to ult you or you wont be in range to auto-attack them.
Her other large weakness is her slow scaling, as mentioned earlier. This can generally not be too much of an issue as long as you nab every CS you can get and try to take as many kills as possible. Your Infinity Edge is your win condition.
Arguable the most important facet of this champion, and one of her strongest moments in any given game.
Teamfighting as SIvir you stack lethal tempo on the enemy tanks, press w, and then watch as you put the enemy team's health bars through a blender.
Just make sure you stand in a safe position behind your frontline and auto every time it is safe to do so.
Below are the rune pages I use personally for Sivir.
It's important to identify if you're able to build Shieldbow or if you're literally the only damage on your team and should go Kraken to get as much damage as possible, because this changes whether you go legend bloodline or legend alacrity.
- Kraken Slayer
- Resolve Secondary
Swapping out Runes is as follows:
Lethal Tempo: Never swap it out. If you think you need fleet for this game, you shouldn't have locked sivir in the first place.
Triumph over Presence of Mind: Honestly not recommended, mana restore on takedown allows you to keep ricochet up, and you should have lifesteal to be healthy enough to keep fighting most of the time.
Bloodline of Alacrity: Go bloodline if you don't intend to build lifesteal in your first or second item, if you do plan on going lifesteal early, just take alacrity.
Cut down over Coup de Grace: Viable in some cull lanes where you expect the enemy to go dorans blade, but in general coup is better because you want to be getting takedowns whenever possible, both for the presence of mind restore and to keep your ultimate up as much as possible.
Honestly there are a lot of good choices here, the following are listed in order of personal preference.
Sorcery: Very strong tree. Nimbus can help increase your survivability, transcendence is access to ability haste, which is good because you generally arent building any, celerity increases the potency of your ultimate and passive, and gathering storm takes your scaling to an even further extreme level.
Resolve: Also a strong tree, generally when you're expecting teamfights to be incredibly drawn out or you're taking second wind to help stabilize a rough looking lane. Revitalize can be viable here if you're going shieldbow, but generally conditioning and overgrowth is the strongest set here.
Inspiration: Mostly this tree is one you take for slightly magical footwear and biscuits. This combo allows you to have a safer lane with the biscuits and the free boots is effectively a free kill, as it's 300 gold you aren't spending on your tier 1 boots.
As usual with most bot laners, you are generally expected to take heal, which is useful because of its self peel capabilities, as well as being able to save both you and/or your support.
I personally find Barrier to be stronger than heal with the new durability, but you're lacking the ability to save your support (and you're lacking the movespeed, which is sometimes worth more than the extra durability of barrier).
If you need to survive an assassin or a very fast champion (think zeri, jinx, etc.) exhaust is a lifesaver. It allows you to create distance to start kiting if they close the gap or just reduce their damage to save your life.
Cleanse is only really strong if the enemy team has a lot of cc that you will have a difficult time dodging or spell shielding. This is notably champions like Leona or Pantheon who have point and click CC. Cleanse is also strong if you're worried about being exhausted, as it cleanses summoner spell debuffs.
Ghost is incredibly strong if you are most of your teams damage and can viably kite out the enemy team. Taking ghost means you're all in on teamfighting, but it can leave you with a weaker lane depending on the matchup.
- Common Summoner Spells
- Most Common
Of course, the most important part of any build is the items. Proper itemization can win or lose a game for you.
Immortal Shieldbow > Phantom Dancer > Infinity Edge is my standard.
Kraken Slayer: If you are the only champion on your team who is damage focused, and need as much damage as you can buy, swap in this over Immortal Shieldbow.
Mortal Reminder: If you're facing a lot of healing, swap Phantom Dancer for Mortal Reminder.
The Collector: Generally I wouldn't buy this item. It's only strong when you are trying to push a lead and are up levels on your opponent. Even then, it's usually better to build the serrated dirk really early and then go into a standard build, selling the dirk whenever you need the gold or inventory space.
Rapid Firecannon: If you need the range to get that first lethal tempo stack, swap Phantom dancer for Rapid Firecannon.
Lord Dominik's Regards: If you need to shred through tanks.
Bloodthirster: If you need sustain for either poke damage or teamfights.
Mercurial Scimitar: If you need the cleanse but wanted another summoner spell.
Gargoyle Stoneplate: If you already have enough damage and you just need longer uptime.
- Crit Sivir
If you've made it to the end of this, I genuinely hope you found this guide useful. I'd appreciate it if you also took a look at my guide for CSing Senna ADC, which you can either find through my profile or by looking up Senna ADC guides.
Share your thoughs, feedback, comments...
I have some major Question Marks in my head right now.
Starting with Runes:
A) Why do you not recommand ever going for Absolute focus to double down on mid to late game damage output.
B) Why do you prefer Spellhaste (trancendace when your R reduces cooldowns anyway)
C) Why do you prefer Coup de Grace when your explaining that Sivir's best playstyle is front2back hitting tanks. Combined with Overgrowth and ScalingHP rune, reducing your Lord Dom.'s efficiency dramatically.
A) Why do you recommand Shieldbow as the standart buy? Sivir has a disgusting scaling with attack speed due to her W. So kraken will overall outperform Shieldbow, especially against most front2back combs where you need Lord Dominiks max damage. Shieldbow should be the optional mythic, if you really really need it badly.
B) Why would I ever need to go for serrated dirk as Sivir; or Collector in general?
C) I agree with the rest of the optional Ideas, exept Gargoyles. I really need an explanation for this one xd. Why should I be investing 3200gold into 60Ar/Mr + an irrelivantly small shield, over great defensive options such as Guardians Angel; Randuins Omen; Wits end; Spirit Visage; Mercurial Scimmitar; or even Edge of Night? Especially when you recommand opting into a defensive Mythic (Shieldbow) anyway.
A) In our current meta, I personally would recommand Ghost as the secondary Spell to be way above its competition. It doubles down on Sivirs incredible Kiting and Rundown Power; helps to secure kills to reset Ult and is currently incredibly valueable into dive and snowball teamcombs. Althought I need to say: This is just a personal recommandation.
I would be happy to hear your oppinion on my points stated above.
Overall I do like your Guide and it grants some good insights. I would like to see an additional subchapter in which you could break down Sivir's laning phase and how one can best utilize on her strenghs and weaknesses.