Sivir: The Battle Mistress

Sivir is a Bottom lane Marksman champion released on February 21, 2009, one of the original League of Legends champions. She is classified as a Marksman (both current and legacy class), plays exclusively in the Bottom lane, and is Ranged with 500 attack range. Adaptive type: Physical. Resource: Mana. Base MS: 335.

Last changed patch V26.02. Store price: 225 BE / 260 RP – Sivir is the cheapest champion in the game at 225 BE, making her the default recommendation for any new player entering the bot lane role. Her design concept is straightforward: consistently strong wave clear via Q and W, passive MS for safe positioning, E as a spell-block safety net, and R as a teamfight enabler. What makes Sivir effective at high levels is the On the Hunt R cooldown interaction – autos reducing ability cooldowns during R means skilled players can cycle Q/E/W significantly faster than the listed cooldowns suggest, fundamentally changing her damage pattern during extended fights and objectives.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6002645.16
Mana (MP)3401224.93
HP53.2514.07
MP5621.73
Armor (AR)30108.66
Attack Damage (AD)60109.16
Magic Resist (MR)3055.56
Movement Speed (MS)335335 + Fleet of Foot
Attack Range500 (Ranged)500 (fixed)
Base AS0.625 (ratio N/A)Bonus AS: 0–31.46%
Missile Speed17501750 (fixed)
Crit. DMG200%200%

💡 500 Attack Range vs 600 (Standard ADC): Sivir has 500 attack range compared to the standard ADC range of 550–600. This is 10–20% shorter auto range than Jinx, Caitlyn, or Ashe, meaning Sivir must position slightly closer in fights and lane. The trade-off is compensated by Fleet of Foot’s 55–75 bonus MS on every champion hit – Sivir’s shorter range becomes less significant because she repositions faster than longer-range ADCs after each auto. The passive MS effectively extends her safe operating distance after each attack.

Passive: Fleet of Foot

INNATE: Sivir’s basic attacks (on-attack) and ability hits against enemy champions grant her 55–75 (based on level) bonus movement speed decaying over 1.5 seconds, refreshing on subsequent hits.

Level RangeBonus Movement SpeedEffective MS at 335 base
Level 1+55 MS~390 MS (briefly)
Level 10+65 MS~400 MS (briefly)
Level 18+75 MS~410 MS (briefly)
With R (30% at rank 3)+75 + 100.5 MS~510 MS (briefly, combined)
Decay duration1.5 secondsRefreshes on each champion hit

💡 Fleet of Foot in Lane – The Anti-Kite Tool: Every auto attack and every ability that hits an enemy champion refreshes Fleet of Foot. In a lane trade where Sivir autos 3 times while the enemy kites, Fleet of Foot refreshes 3 times across the 3 autos, maintaining near-constant bonus MS for the duration of the trade. Against support engages (Leona, Nautilus, Thresh hook), the passive MS activates from the first auto hit after the CC resolves, allowing Sivir to reposition faster than standard ADCs during the recovery window. Boomerang Blade Q hitting on the return pass also refreshes Fleet of Foot – double proc potential from a single Q throw.

Q: Boomerang Blade

Cost: 55/60/65/70/75 Mana  |  CD: 10/9.5/9/8.5/8 sec  |  Cast Time: 0.25–0.1 (based on bonus AS)  |  Target Range: 1250  |  Width: 180/200  |  Speed: 1450/1200 (out/return)

ACTIVE: Sivir hurls her crossblade in the target direction, dealing physical damage to enemies within its path, increased by 0%–40% (+0%–12%)(based on critical strike chance). Boomerang Blade’s damage is reduced by 0%–60% based on non-champions hit. Upon reaching maximum range, the crossblade returns to her, resetting the damage modifier and dealing the same damage to enemies on its way back. Enemies can be hit only once per pass.

ParameterValue
Physical Damage (per pass)60/85/110/135/160 (+70% bonus AD)(+60% AP)
Total Max Champion Damage120/170/220/270/320 (+140% bonus AD)(+120% AP)
Minimum Damage (after reduction)24/34/44/54/64 (+28% bonus AD)(+24% AP)
Crit Damage Bonus+0%–40% based on crit chance (+0%–12% additional from crit scaling)
Non-champion Reduction0%–60% per non-champion hit on same pass
Range (outbound)1250 units
Cast Time Scaling0.25 at 0% bonus AS, 0.1 at maximum bonus AS

💡 Double Hit = 320 (+140% bonus AD) Total: If the same champion is hit on both the outbound and return pass, total damage at max rank is 320 (+140% bonus AD)(+120% AP). With 300 bonus AD: 320 + 420 = 740 physical damage from a single Q. This requires the champion to stand at a position where both passes travel through them – the outbound pass hits them going out, then the blade must return through the same position. Against stationary or slowed targets, consistent double-hits are achievable. Against mobile champions who reposition after the first hit, only the outbound pass connects.

💡 Crit Chance Amplifies Q Damage: Boomerang Blade’s damage increases by up to 40% at 100% crit chance (plus an additional 0%–12% bonus). At 100% crit (IE + Galeforce build), Q deals 40% more damage per pass before crit modifiers. A full-crit Q at max rank: 160 × 1.4 = 224 base per pass × 2 = 448 base total, then +140% of 300 bonus AD (420), total approximately 868 physical damage on a double-hit at full crit. Building crit amplifies Q damage substantially beyond what standard percent displays suggest.

💡 Cast Time Scales with Bonus AS: Boomerang Blade’s cast time reduces from 0.25 seconds (at 0% bonus AS) to 0.1 seconds (at maximum bonus AS). With high attack speed from W’s 40% bonus AS during Ricochet, Q’s effective cast time is approximately 0.12–0.15 seconds. In a fight where Sivir activates W for the AS buff then immediately presses Q, the Q throws noticeably faster than the base cast time suggests. Activating W before Q in any trading sequence reduces Q’s cast time – always W before Q when both are available.

W: Ricochet

Cost: 60 Mana  |  CD: 12 sec  |  Cast Time: None  |  Effect Radius: 500  |  Speed: 1750/1000

ACTIVE: Sivir empowers her crossblade for the next 4 seconds, gaining bonus attack speed and causing her basic attacks to bounce to additional surrounding enemies, dealing physical damage to them. If the triggering attack critically strikes, the bounces will do so as well for (200%+30%) damage. Ricochet deals 65% damage against minions and executes them if they would be left below 15 health. Bounces occur up to 8 times and can target each enemy up to one additional time per empowered attack. They prioritize the nearest new target, then the nearest target if no new targets are available. Ricochet resets Sivir’s basic attack timer if it was not already active. The target does not have to be visible to be bounced to.

ParameterValue
Duration4 seconds
Bonus Attack Speed20/25/30/35/40%
Bounce Damage40/42.5/45/47.5/50% AD per bounce
Minion Bounce Damage26/27.625/29.25/30.875/32.5% AD
Maximum Bounces per Auto8 bounces
Crit BounceIf triggering attack crits, all 8 bounces also crit at (200%+30%)
Minion Execute ThresholdBelow 15 health after bounce damage
Bounce TargetingNearest new target, then nearest target (not limited to visible)

💡 Ricochet as Wave Clear: During W’s 4 seconds, every Sivir auto bounces up to 8 times in a 500-radius sphere. A standard minion wave of 6 minions is cleared in approximately 2–3 autos during Ricochet at high attack speed. The minion execute at below 15 HP means low-HP minions that survive the bounce damage are eliminated automatically, preventing wave management errors from partial-health minions. This is the fastest wave clear of any ADC – Sivir clears the entire wave 2–3 auto attacks faster than any other Marksman during W uptime.

💡 Crit Bounces – AoE Crit Burst: When a Ricochet auto critically strikes, all 8 bounces also critically strike for (200%+30%) damage each. At 100% crit (every auto crits), every Ricochet auto produces 8 × (200%+30%) crit bounces simultaneously. Against a 5-enemy cluster at 2000 HP each, a single Ricochet crit auto hits all 5 for approximately 50% AD × 2.3 = 115% AD crit bounce damage per target. With 300 bonus AD: approximately 345 damage per bounce per target × 5 enemies = 1725 total damage distributed from one crit auto during Ricochet. Full-crit Sivir in a grouped teamfight deals exceptional AoE damage through this mechanic.

E: Spell Shield

CD: 24/22.5/21/19.5/18 sec  |  Cast Time: None

ACTIVE: Sivir gains a spell shield for 1.5 seconds. Upon successfully blocking a hostile effect, she heals herself and activates Fleet of Foot after 0.25 seconds.

ParameterValue
Shield Duration1.5 seconds (active window)
Heal on Block60/65/70/75/80% AD (+50% AP)
Fleet of Foot TriggerActivates 0.25 seconds after successful block
BlocksAny hostile ability that targets Sivir OR hits Sivir (targeted or AoE)
Cooldown24/22.5/21/19.5/18 seconds

💡 E Blocks ANY Hostile Ability: Spell Shield blocks any hostile ability – targeted spells (Blitzcrank hook, Thresh hook, Lux binding, Zed Death Mark, Fizz shark), AoE abilities that hit Sivir (Morgana Q, Orianna ball, Lissandra AoE), ultimate abilities (Malzahar suppression, Warwick suppress), and crowd control from any source. E counters single-ability engage patterns completely – a Blitzcrank whose hook is blocked cannot follow up, a Zed whose Death Mark is blocked deals no execute damage, a Malzahar whose R is blocked suppresses no one. High-level Sivir E usage requires reading the enemy support’s intended CC timing and pre-pressing E with 0.5–1 second anticipation.

💡 E Heal at Max Rank: Spell Shield heals for 80% AD (+50% AP) on successful block. With 300 bonus AD (plus 60 base): 360 × 0.8 = 288 HP heal from a single successful E block. Against assassins whose primary damage source is a single targeted ability (Zed R, Fizz R, Talon R), E-blocking the ability heals Sivir while negating the primary damage component. The heal alone can swing a close trade from a loss to a win. In 2v2 bot lane fights, successful E blocks regularly convert losing trades into winning ones through the combined block + heal + Fleet of Foot repositioning.

⚠️ E Does Not Block Basic Attacks or Item Actives: Spell Shield only blocks ability damage and effects – not basic attacks, not turret shots, and not item actives. Against Senna, Caitlyn, or Varus whose primary lane damage is enhanced auto attacks, E does not mitigate their primary damage output. E is specifically an ability-interrupt tool, not a general damage mitigation shield. Against auto-attack-heavy supports (Kog’Maw support, Senna), E provides significantly less value than against ability-CC supports.

R: On the Hunt (Ultimate)

Cost: 100 Mana  |  CD: 120/100/80 sec  |  Cast Time: None  |  Effect Radius: 1000

ACTIVE: Sivir gains On the Hunt for a duration and grants it to nearby allied champions for the remaining duration. ON THE HUNT: Gain bonus movement speed. While active, Sivir’s basic attacks (on-attack) reduce her basic abilities’ current cooldowns by 0.5 seconds each. Sivir can refresh the duration of her On the Hunt buff whenever she scores a takedown against an enemy champion within 3 seconds of damaging them.

ParameterValue
Buff Duration8/10/12 seconds
Bonus Movement Speed20/25/30%
Ally Range1000 units (shares with nearby allies)
Auto CD Reduction0.5 seconds per basic attack on-hit (basic abilities only)
Refresh ConditionTakedown within 3 seconds of damaging the target
Cooldown120/100/80 seconds
Abilities Affected by CDRQ, W, E (basic abilities) – not R itself

💡 The 0.5s Auto CDR – The Hidden Power Multiplier: On the Hunt’s most underrated mechanic is the 0.5-second cooldown reduction to basic abilities per auto attack while active. At 1.5 AS (base + W’s 40% AS), Sivir lands 1.5 autos per second during R = 0.75 seconds of CDR per second on Q, W, and E simultaneously. Q’s base cooldown is 8–10 seconds; at 0.75s CDR per second from autos, Q’s effective CDR during R is -0.75s per second = effective Q cooldown of approximately 3–4 seconds during R rather than 8–10. This transforms Sivir’s Q from an occasional poke into a frequent sustained poke during teamfights where R is active.

💡 Ally MS Buff – Teamfight Initiator and Disengage Tool: On the Hunt grants 20–30% movement speed to all nearby allied champions for the remaining duration after activation. The 1000-unit sharing radius covers most teamfight cluster sizes. In a 5-man dive initiation, R cast before the engage gives the entire team 30% additional MS for 12 seconds – comparable to a 12-second Shurelya’s activation applied to 5 champions simultaneously. Against teams attempting to disengage after an objective, R provides the team the MS advantage to chase effectively. R is Sivir’s primary team contribution beyond her individual damage output.

💡 R Duration Refresh on Takedowns: Scoring a champion takedown within 3 seconds of damaging that champion refreshes R’s full duration. In a teamfight where Sivir’s R leads to 3 champion kills (within 3 seconds of damaging each), R’s 12-second duration is effectively refreshed 3 times, extending the team MS buff and CDR window significantly beyond the base 12 seconds. The refresh condition is lenient – any damage (auto, Q, W bounce) within 3 seconds qualifies. In snowball fights where Sivir’s team kills multiple enemies, R can remain active for 30+ seconds continuously.

🔄 On the Hunt CDR – Effective Cooldown Table

During R at rank 3 (12 seconds), with 1.5 AS (W active + base), generating 0.75 CDR per second:

AbilityBase CD (rank 5)CDR Rate During REffective CD During R
Q: Boomerang Blade8 seconds-0.75s per second from autos~3–4 seconds effective
W: Ricochet12 seconds-0.75s per second from autos~5–6 seconds effective
E: Spell Shield18 seconds-0.75s per second from autos~9–10 seconds effective
R: On the HuntNot affected by CDRN/A80 seconds (fixed)

💡 Implication: During a 12-second R window with consistent auto-attacking, Sivir can cast Q 3 times instead of the standard 1–2 times. W can be reactivated once during the R window (normally not available for a second cast). E becomes available twice instead of once. This effectively doubles Sivir’s total ability output during her R window, making the 12 seconds of R activation her highest personal damage phase in any fight.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Wave Clear Dominance from Level 1: Sivir’s Q at level 1 clears the 3 ranged minions in one hit (reduced by non-champion hits but still significant). Activating W at level 3 clears the entire wave in 2 autos. No other ADC matches Sivir’s wave clear efficiency at any level. Use this to build and maintain wave priority for objective control (drake at 5 minutes) and to deny the enemy support gold from support item procs on minions that never exist long enough to be hit.
  • E as Reactive Spell Block: Do not pre-cast E without a specific ability to block. E has an 18–24 second cooldown at early ranks and its value is entirely in the block. Against Blitzcrank support: track his Q cooldown (~15 seconds), E approximately 0.5 seconds before the expected hook attempt. Against Leona: E when Zenith Blade is mid-flight toward Sivir (it is a targeted projectile that E blocks). Against Thresh: E when the lantern/hook is thrown. React to the animation, not the cast bar – most hooks have 0.25–0.5 second travel time after cast, which is the E window.
  • Fleet of Foot in Lane Kiting: After every auto attack and every Q hit on the enemy ADC or support, Fleet of Foot activates and decays over 1.5 seconds. Use the 1.5-second MS window to reposition after each auto – auto → step back → auto → step back. This kiting pattern is accelerated by Fleet of Foot compared to standard ADCs who have no post-auto repositioning bonus. Against melee supports or bruiser supports (Leona, Nautilus) who are trying to close the gap, Fleet of Foot provides enough repositioning to auto-attack out of their melee range after each hit.

Mid Game (Levels 7–13)

  • R Before Dragon and Baron Fights: On the Hunt at rank 2 provides 25% MS for 10 seconds to the entire team. Cast R before the enemy team approaches Dragon or Baron rather than after the fight begins. The 10-second window covers the full approach + fight duration for most objective contests. The team’s 25% MS advantage makes rotating from mid lane to objectives faster than the enemy team’s rotation, creating positional advantages before the fight even begins.
  • W → Q Sequence for Maximum DPS: Activating W before Q serves two purposes: W’s 40% bonus AS reduces Q’s cast time (0.25 to ~0.12 seconds), and W’s bouncing autos deal damage to nearby enemies while Q travels. In a gank scenario where an ally is also present: W → Q (reduced cast time) → autos while Q travels (bouncing to jungler or support target) → Q returns for second hit. W before Q is always the correct ability order when both are available.
  • CDR Window Exploitation During R: During On the Hunt, track auto count for CDR. At 1.5 AS: 6 autos = 3 seconds = 2.25 seconds CDR on Q. Q’s 8-second CD – 2.25 = Q available in 5.75 seconds from first auto. In practice, aim to throw Q every 4–5 seconds during R rather than waiting for the full base cooldown. The CDR is invisible to the cooldown display and players who don’t actively track it miss 1–2 additional Q throws per fight.

Late Game (Level 14+)

  • Teamfight Wave Position – Max Ricochet Value: In late-game teamfights where both teams are grouped, Sivir’s W bounces hit up to 8 additional targets per auto in a 500-radius sphere. Against a 5-man cluster, each auto potentially bounces to all 5 enemies (prioritizing new targets first). With crit: every bounce crits. The optimal Sivir teamfight position is just outside direct CC range (500 attack range) with the enemy cluster within the 500-unit bounce radius. Too far away reduces bounce coverage; too close risks CC.
  • On the Hunt as Chase/Disengage: At rank 3, R provides 30% MS for 12 seconds plus the CDR. In situations where the enemy team is attempting to disengage after losing a fight, R immediately converts the entire team’s pursuit into a 30% MS advantage. The enemy champions without equivalent MS items or abilities cannot outrun the entire Sivir team simultaneously. Post-fight R activations to chase are often more impactful than pre-fight R activations when the fight was already won.
  • Double Q Timing Against Grouped Enemies: Against enemies clustered at Baron or Dragon who are not mobile, position Sivir so the Q passes through multiple champions on both the outbound and return pass. A Q aimed at a cluster of 3 champions hits all 3 outbound (each hit reduces damage modifier), returns, hits all 3 again. The total damage across all 6 hits (3 outbound + 3 return) is substantial in late-game AoE burst. The return pass resets the damage modifier independently, so champions hit on the return receive full (not reduced) return-pass damage.

⚔️ Core Combo Guide

  1. Wave Clear Combo: W (Ricochet active, 4 seconds) → 2–3 autos (8 bounces each, clearing full wave including execute on sub-15 HP minions) → Q (during W: reduced cast time, bounces alongside auto bounces) → W auto CDR from On the Hunt if R is active
  2. Teamfight Engage: R (30% MS buff to team, CDR active) → W (Ricochet: bounce AoE active) → Q through enemy cluster (outbound + return = double hit on stationary targets) → autos (CDR 0.5s per auto during R) → E if CC ability incoming → Q again when available (~4–5 seconds into R window from CDR)
  3. Lane Trade: W (AS buff, reduced Q cast time) → Q (full cast time reduced, crit bonus if crit built) → autos during Q travel (Fleet of Foot activated from Q hit) → E if enemy support engages with CC ability → reposition using Fleet of Foot MS after each auto
  4. E Block Reaction Sequence: Enemy CC ability telegraphed → E (0.5 second anticipation before ability lands) → E blocks ability → heal from block + Fleet of Foot activates 0.25 seconds after block → W (retaliate during MS window) → Q through enemy ADC → autos

❌ Common Mistakes and How to Avoid Them

  • Pre-Casting E Without a Target: Spell Shield lasts only 1.5 seconds. Pressing E anticipating an ability that never comes wastes the 18–24 second cooldown entirely. Never press E without a specific, imminent hostile ability to block. The correct mindset is reactive E usage: wait for the wind-up animation of an enemy ability, then press E during the cast time or projectile travel. Proactive E usage should only occur when an enemy champion’s cast bar is visible and the ability is guaranteed incoming.
  • Q into Minion Wave Without Bouncing Through: Boomerang Blade’s damage reduces by 0%–60% per non-champion hit on the same pass. Firing Q through a full minion wave before reaching the enemy champion deals significantly reduced champion damage (60% reduction from 6 minion hits). Aim Q at angles that hit no or few minions before reaching the champion, or fire Q when the minion wave is not between Sivir and the target. The return pass resets the reduction regardless of outbound non-champion hits.
  • Not Activating R Before Engages: On the Hunt’s primary value for the team is the MS buff granted before the enemy closes the gap. Pressing R reactively (after CC lands or after the fight begins) means allies are already inside the engage range without the MS advantage that R provides for positioning. Cast R when the engage is visually incoming but has not yet connected – the 0.4-second gap between R cast and the engage landing is when the team needs the MS most.
  • Forgetting CDR During R Window: On the Hunt’s 0.5-second CDR per auto is invisible in the UI – the cooldown timer does not show the accelerated reduction clearly. Many Sivir players miss the second or third Q cast during R because they are waiting for the base cooldown to expire rather than tracking that autos have already reduced the remaining CD. Mentally track auto count during R: at 6+ autos, Q’s 10-second CD has approximately 4 seconds remaining from CDR acceleration, ready for the second cast.
  • Positioning Outside Ricochet Bounce Range: W’s bounces operate within a 500-radius sphere from the initial target. If Sivir positions 600+ units from the enemy cluster, autos hit the nearest champion but bounces may not reach the clustered teammates behind them. During W, position so the enemy cluster is within 500 units of the primary auto target – not 500 units from Sivir, but 500 units from whoever Sivir is auto-attacking.

⚙️ Recommended Build and Itemization

Core Items

  • Kraken Slayer: Every third auto deals true damage. With Ricochet’s 8 bounces per auto, the Kraken true damage proc on the third auto hits the primary target. In extended Ricochet windows, Kraken procs regularly throughout the 4-second duration. The true damage bypasses the armor that counters Sivir’s otherwise all-physical-damage kit. Combined with On the Hunt’s CDR-accelerated Q casts, Kraken procs are more frequent than on standard ADCs.
  • Galeforce: Active dash ability provides Sivir her only real mobility outside Fleet of Foot. The crit amplifies Boomerang Blade’s 0%–40% damage bonus scaling and Ricochet’s AoE crit bounces. Galeforce’s MS bonus stacks with Fleet of Foot and On the Hunt for extreme repositioning speed windows. The dash is Sivir’s primary escape tool against engage-heavy compositions.
  • Infinity Edge: Amplifies Q’s crit bonus (40% additional at 100% crit), Ricochet’s crit bounces (200%+30% per bounce × 8 bounces per auto), and all auto-attack damage. At 100% crit (Galeforce + IE + one crit item), every Ricochet auto produces 8 crit bounces simultaneously. IE converts Sivir’s AoE output from moderate wave clear into legitimate AoE teamfight damage against grouped targets.

Situational Items

  • Lord Dominik’s Regards: Magic penetration and armor penetration against high-HP/armor targets. In metas where the enemy team stacks Warmog’s + Sunfire, Sivir’s otherwise all-physical damage kit is reduced significantly. LDR’s armor penetration percentage amplifies every Q hit, auto-attack, and Ricochet bounce simultaneously. Effective against Cho’Gath, Mundo, Malphite tank compositions.
  • Phantom Dancer: Attack speed + crit + movement speed. The Spectral Waltz MS bonus stacks with Fleet of Foot for extended kiting. The Lifeline passive provides a shield at 20% HP – meaningful for Sivir who lacks a defensive ability beyond E. The AS amplifies W’s already-high bounce frequency and increases CDR per second during On the Hunt’s active window.
  • Mortal Reminder: Against healing-heavy compositions (Soraka, Aatrox, Samira life steal). Sivir’s consistent auto-attack pattern during Ricochet applies Mortal Reminder’s Grievous Wounds to every bounce target simultaneously. In a 5-enemy cluster where Ricochet bounces to all 5, Grievous Wounds applies to all 5 within one auto-attack’s bounce pattern.

⚔️ Counter Picks & Matchups

✅ Sivir Counters

1. Ashe – Ashe’s lack of mobility makes her a consistent E-block target. Enchanted Crystal Arrow (R) is a global skillshot that E blocks entirely, denying Ashe’s primary engage tool. Sivir’s wave clear forces Ashe’s support into an extended lane phase where Ashe’s Volley poke cannot match Sivir’s Q + W efficiency.

2. Jhin – Jhin’s slow reload pattern (4-shot clip) creates predictable windows between Sivir’s E and Jhin’s highest-damage fourth shot. Sivir’s wave clear outpaces Jhin’s lane control. Jhin’s W root is blockable by E. Sivir’s Q double-hit threatens Jhin’s lower HP pool in trades.

3. Kog’Maw – Kog’Maw has no mobility or CC to prevent Sivir’s kiting via Fleet of Foot. Sivir’s Q range (1250) exceeds Kog’s Bio-Arcane Barrage extended range safely. Wave clear advantage prevents Kog from free-farming to his late-game power spike without contest.

❌ Sivir is Countered By

1. Yasuo – Wind Wall completely blocks Boomerang Blade in both directions (outbound and return). Wind Wall is a hard counter to Sivir’s primary damage ability – a correctly positioned Yasuo Wind Wall eliminates Q’s damage contribution for its entire 4-second duration. Yasuo’s mobility makes E blockable only with exceptional read of his Sweeping Blade approach angle.

2. Caitlyn – Caitlyn’s 650 attack range versus Sivir’s 500 creates a consistent range disadvantage in lane. Caitlyn’s Yordle Snap Trap + Peacemaker Q poke requires Sivir to either E-block traps (wasting E on a non-CC effect) or take poke damage. Caitlyn’s tower-diving power with Ace in the Hole punishes Sivir’s shorter kiting range under towers.

3. Draven – Draven’s early physical damage output through Spinning Axes significantly outpaces Sivir’s base damage in a 2v2. Stand Aside (E) knockback is blockable by Sivir’s E, but Blood Rush (W) move speed after catching axes makes Draven extremely difficult to disengage from via Fleet of Foot. Draven’s DPS during early levels where Sivir’s W doesn’t yet have high bounce damage is Sivir’s weakest window.

FAQ

Q: What does E block exactly – targeted spells, AoE, or both?

A: Spell Shield blocks any hostile ability – targeted spells, skillshots, and AoE abilities that hit Sivir. It does NOT block basic attacks, turret shots, or item actives. Specific examples: Blitzcrank hook (yes), Thresh hook (yes), Lux binding (yes, skillshot), Morgana Q (yes, skillshot), Malzahar R suppression (yes), Warwick R suppress (yes), Zed Death Mark (yes, the mark itself), Caitlyn trap (yes, the trap trigger ability). Yasuo Wind Wall is not an ability cast at Sivir – it blocks Sivir’s Q instead, which E cannot counter.

Q: How many times can Ricochet bounce per auto?

A: Up to 8 bounces per empowered auto attack. Each bounce can hit each enemy once per triggering attack (the primary target) and once additional time (from bounce). In a 5-enemy cluster: primary target hit once + 4 bounces to the other 4 enemies + potentially bouncing back to already-hit targets a second time if all new targets are exhausted. Against a 5-man cluster, all 5 champions can be hit once minimum with up to 8 bounces from a single auto. The target does not need to be visible to be bounced to.

Q: When should I use R?

A: On the Hunt’s optimal cast timing is before the enemy engage lands or before your team’s engage commits. Pre-fight R provides: (1) the team’s 30% MS advantage for positioning, (2) Sivir’s CDR window from the first auto attack, (3) the full 12-second buff duration for extended fights. Post-engage R is useful primarily for chase scenarios (enemy disengaging after losing a fight). Never use R as a pure personal damage tool – the CDR value is significant but the team MS application is Sivir’s most impactful R contribution.

Q: Is Sivir good for beginners?

A: Yes, with a caveat. Sivir’s wave clear and Q/W mechanics are easy to execute. Her passive Fleet of Foot provides natural kiting speed. R’s team buff requires minimal decision complexity (use before fights). The caveat: E requires significant game knowledge to use correctly – knowing which abilities to block and when requires extensive matchup familiarity. At beginner levels, E will often be used incorrectly (too early, on wrong abilities). This doesn’t heavily punish beginners since Sivir functions without perfect E usage, but it significantly limits her effectiveness against experienced opponents.

Q: Does Boomerang Blade Q damage reduce on the return pass from the outbound non-champion hits?

A: No – the damage modifier resets upon reaching maximum range and the return pass starts fresh with no reduction from the outbound pass’s non-champion hits. Each pass is independent. The only reduction that carries is from champion hits on the same pass – a champion hit on the outbound pass cannot be hit again on the return pass, since “enemies can be hit only once per pass.” Champions hit outbound are eligible to be hit again on the return pass because that is a separate pass with a fresh modifier.

Champions

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