
Champion guide
Patch 26.15Sivir
The Battle Mistress
- Marksman
- Bot
- Mana
A shield that swallows the spell meant to kill you and an ultimate that launches the whole team forward. Sivir doesn't win duels: she wins the fights she chose.
Where these numbers come from
They are pulled from the mode's own files for patch 26.15, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 460+82
- HP regen (per 5s)
- 4.8+0.55
- Mana
- 246+43
- Mana regen (per 5s)
- 7+0.5
- Attack damage
- 52+2.9
- Attack speed
- 0.679+3.28 %
- Armor
- 20+3.25
- Magic resist
- 30+0
- Attack range
- 425
- Move speed
- 335
Abilities
Passive
Fleet of Foot
Sivir gains a short burst of Movement Speed when she attacks an enemy champion.
QBoomerang Blade
5 ranks- Cooldown
- 9 s
- Cost
- 80/90/100/110/120 Mana
- Range
- 1,200
- Damage
- 80/125/170/215/260 (+100 % AD bonus +75 % AP)
Sivir hurls her crossblade like a boomerang, which deals 80/125/170/215/260 (+100 % AD bonus +75 % AP) magic damage to the first unit and 20% reduced damage to each subsequent target down to a minimum of 40%.
WRicochet
5 ranks- Cooldown
- 0.5 s
- Cost
- No cost
- Range
- 20
Sivir's basic attack will bounce to 1/2/3/4/5 additional targets, dealing 25% less damage with each bounce.
ESpell Shield
5 ranks- Cooldown
- 22/19/16/13/10 s
- Cost
- 75 Mana
- Range
- 20
Sivir creates a spell shield for 3 seconds that blocks the next incoming enemy ability. If an ability is blocked by the shield, Sivir regains 150 Mana.
ROn The Hunt
3 ranks- Cooldown
- 100/90/80 s
- Cost
- 100 Mana
- Range
- 1,000
Sivir's battle prowess emanates for 15 seconds, increasing her Attack Speed by 25/45/65% and Movement Speed by 25%. Nearby allies gain 50% of Sivir's benefits for the duration.
In short
Sivir is the most tactical marksman on this roster. Spell Shield isn't a passive safety net, it's a duel button: it erases the ability the enemy engage is built on and hands you mana back when it connects. Used well it's worth more than a completed item, and it changes how the other team is allowed to approach you at all.
Around that, Ricochet turns any wave to dust and On The Hunt gives your whole team the movement and attack speed to catch an enemy who didn't want to fight. Her weakness is physical: she attacks from closer than most marksmen and owns nothing to escape once somebody has landed on top of her.
Strengths and weaknesses
Your tower pressure is the best in the game. With Ricochet and a little attack speed you delete a wave in a heartbeat, bounce it into the champion standing behind, and force an enemy rotation just by existing on a side lane. Your ultimate is an engage tool as much as an escape: it lets a whole team run an opponent down or peel off a fight that went wrong, and its value is decided before contact, not during.
In exchange, your attack range is short for a carry, which parks you inside the danger zone of everything that jumps. Your poke lives entirely on Boomerang Blade, an expensive projectile that drains you when you miss. And if you spend the shield at the wrong moment, you're a slow, immobile target with a very ordinary health bar.
Laning phase
The early game is a mana management exercise. Boomerang Blade is costly, so only throw it when the same line hits the champion and the wave, angled so it connects on the way out and the way back. Ricochet costs you nothing by comparison: the only risk is shoving the wave by accident, so save it for moments when you accept pushing, or trades where the enemy stands just behind their minions.
Spell Shield is your real skill expression in lane. Watch their support, not their carry: the root or stun is what decides the phase. A shield raised a fraction of a second before they commit erases the spell, refunds you mana, and turns their aggression into a gift. A shield burned on reflex against a harmless spell costs you your life a second later.
Power spikes
Your first genuine spike isn't an item, it's the level where your shield is back often enough to be up for every enemy approach. From then on the botlane is yours if you read their opening, because they can no longer engage without throwing their best button into nothing.
After that, Sivir scales like any marksman: the first attack speed item with a crit effect moves Ricochet from a clearing tool to a real teamfight damage source, and armor penetration puts you back in the game against front lines. Unlike most carries, you don't need to be ahead to matter, because your ability to shove towers generates gold even in a losing game.
Teamfights and positioning
You stand further back than any other marksman, because your range is the shortest. Stay behind the front line, wait for their crowd control to be spent, then walk forward hitting. In a pile, Ricochet does more total damage than any clean single-target attack, so look for the angle where your primary target is surrounded by bodies instead of the tidy duel.
Never fire On The Hunt into the middle of a fight on reflex: it's an opening or a retreat spell, used the moment your team commits or the moment it disengages. As for the shield, keep it for the ability that would genuinely kill you, the enemy initiator's. Raising it against a damage spell with no lockdown wastes the one button that could have flipped the fight.