VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Sivir

the Battle Mistress

Sivir is a ranged damage dealer who needs safe spacing and time to keep attacking. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

BotMostly physical damageRanged attacks
Usual roleBot
ClassMarksman
DifficultyMedium · 4/10
Basic attacksRangedRanged basic attacks · 500 range.
Damage profileMostly physical damageMost normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
Reference patch16.20.1

Strengths and limits

What Sivir does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Can maintain ranged damage when positioning and target access remain safe.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Loses reliable output when forced away, controlled or reached before creating distance.
  • Needs the player to respect cooldowns, resources and the opponent's route into the fight.

Riot ally tips

Use these while learning the champion
1

Sivir's Boomerang Blade returns to her after reaching the max range, so you can shift position to hit enemies who would otherwise have evaded it.

2

Ricochet resets Sivir's basic attack timer on activation, so activating this immediately after landing a normal basic attack will maximize damage output.

3

Try saving Spell Shield for enemy abilities that can disable you such as stuns and roots.

Riot opponent tips

What an opponent is told to watch for
1

Boomerang Blade costs a lot of mana to cast, so dodging it sets Sivir back. If it hits you on the way out, avoid its path on the way back.

2

Sivir is a powerful pushing champion, so leaving her unattended in a lane for too long will often result in your turrets being destroyed.

3

When laning against Sivir, it is possible to throw off the timing of her Spell Shield by faking an advance, then backing off.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Sivir in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily physical pressure

Armour can reduce the broad physical profile. Separate basic attacks from physical abilities before relying on an item passive that only affects attacks.

Fight rhythm

Repeated access matters

The threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control before the repeated pattern settles in.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Maintain safe, repeatable damage

Target access and survival time usually matter more than one ambitious hit. Reposition between attacks and avoid giving up the safe damage line.

Control check

Movement may be the cleaner defence

When hard control is not the main threat, distance, vision and a safe route out can be more useful than buying Tenacity automatically.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Sivir?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Plated Steelcaps usually fit better

Armour and attack reduction address repeated physical basic attacks. The passive does not reduce every physical ability.

Choose Mercury's Treads instead when magic damage or reducible crowd control across the full team matters more.
Repeated attacksHealing or sustainPossible critical strikes
PHYSICAL DEFENCE

Physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive is specific to attacks.

Match the item to attacks, critical strikes or ability burst rather than buying armour from the label alone.
REPEATED ATTACKS

Repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit your champion.

Do not use this as an answer to physical spells that are not attacks.
CRITICAL STRIKES

Critical strikes

Randuin's Omen

Critical-strike reduction can matter after a real critical build appears.

Champion identity alone does not prove that critical strikes will be purchased.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Sivir fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Sivir is normally played Bot and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
JungleUnestablished route

Historical reference. Recommendation review pending. Sivir is normally played Bot and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
MidUnestablished route

Historical reference. Recommendation review pending. Sivir is normally played Bot and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Sivir is normally played Bot and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Kit reference

Sivir abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Fleet of Foot

What it doesSivir gains a short burst of Move Speed when she attacks an enemy champion.

Practical readFleet of Foot is the always-on rule shaping Sivir's normal trading and fight pattern. Watch its in-game state before committing.

Q
Q ability

Boomerang Blade

What it doesSivir hurls her crossblade like a boomerang, dealing damage each way.

Practical readBoomerang Blade contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown10/9.5/9/8.5/8 secCost55/60/65/70/75Listed range1200 units
W
W ability

Ricochet

What it doesSivir's next few basic attacks gain additional attack speed and bounce to nearby targets, dealing reduced damage while bouncing.

Practical readRicochet contributes basic-attack interaction and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown12 secCost60Listed range20 units
E
E ability

Spell Shield

What it doesCreates a magical barrier that blocks a single enemy ability cast on Sivir. She receives health and a burst of movement speed if a spell is blocked.

Practical readSpell Shield is part of Sivir's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown24/22.5/21/19.5/18 secListed range20 units
R
Ultimate

On The Hunt

What it doesSivir leads her allies in battle, granting them a surge of Move Speed for a period of time. In addition, Sivir's attacks reduce her spell cooldowns.

Practical readOn The Hunt is part of Sivir's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown120/100/80 secCost100Listed range1000 units

Levels 1–18

Sivir · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1600 Health340 Mana
Level 3753 Health406 Mana
Level 61,011 Health518 Mana
Level 111,513 Health735 Mana
Level 162,105 Health991 Mana
Level 182,368 Health1,105 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityBoomerang Blade

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 110 secRank 29.5 secRank 39 secRank 48.5 secRank 58 sec
W
Basic abilityRicochet

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks12 sec
E
Basic abilitySpell Shield

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 124 secRank 222.5 secRank 321 secRank 419.5 secRank 518 sec
R
UltimateOn The Hunt

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1120 secRank 2100 secRank 380 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1600340 ManaChoose the first basic ability
2675372 ManaAdd another basic ability or rank
3753406 ManaAdd another basic ability or rank
4836442 ManaSpend one ability point
5921479 ManaSpend one ability point
61,011518 ManaFirst ultimate rank normally available
71,104558 ManaSpend one ability point
81,201600 ManaSpend one ability point
91,301643 ManaSpend one ability point
101,405688 ManaSpend one ability point
111,513735 ManaSecond ultimate rank normally available
121,624783 ManaSpend one ability point
131,739833 ManaSpend one ability point
141,857884 ManaSpend one ability point
151,980937 ManaSpend one ability point
162,105991 ManaFinal ultimate rank normally available
172,2351,047 ManaSpend one ability point
182,3681,105 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

Open Sivir buildsPrepare a matchupBrowse champions