

Sivir
The Battle Mistress
How this differs from the live game
- Ricochet (W) toggles bouncing randomly attacks
- Spell Shield (E) gain mana instead of health when triggered
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
Flat AD marks and quints strengthen last-hitting, basic trades, and Boomerang Blade because Q reads bonus AD. Armor seals are mandatory for bot-lane trading, while MR glyphs cover support poke and mid-game magic damage.
This is a corrected 21/9/0 ADC page: 21 offense for attack speed, AD, armor penetration, crit scaling, and Executioner; 9 defense for lane durability. The rejected extra Unyielding points are removed so the page totals exactly 30.
Skill order
ultimate at 6, 11 and 16Fleet of Foot
- Boomerang Blade (Q) takes points at levels 1, 4, 5, 7, 9.
- Ricochet (W) takes points at levels 2, 8, 10, 12, 13.
- Spell Shield (E) takes points at levels 3, 14, 15, 17, 18.
- On The Hunt (R) takes points at levels 6, 11, 16.
Max Q first for the strongest lane poke and wave clear, then W for sustained ricochet damage, taking one early E for spell-blocking key support engage or poke. R is taken at 6, 11, and 16.
Alternative — Max W before Q only when you are safely farming and need constant shove more than Boomerang Blade trading, but Q max was the standard lane order.
Why these items
Openingsall within the 475 starting gold
Doran's Blade start — Default Season 3 ADC start when you expect normal trading; the AD, health, and on-hit sustain are exactly what Sivir wants in lane.
Long Sword sustain start — Use when planning an earlier Vampiric Scepter or when the lane is poke-heavy enough that two potions matter more than Doran's Blade stats.
Boots and potions start — Use into skillshot-heavy or engage lanes where dodging hooks, bubbles, or bindings is more important than winning raw stat trades.
Corein buy order
1Berserker's Greaves900gBerserker's Greaves were the default ADC boots, giving Sivir the attack speed she needs for Ricochet and teamfight DPS.
2The Bloodthirster3,200gThe Bloodthirster was a common Season 3 rush, giving high AD for Boomerang Blade and sustained lifesteal for lane and sieges.
3Phantom Dancer2,800gPhantom Dancer adds the attack speed, crit, and movement Sivir needs to compensate for short range and keep Ricochet damage flowing.
4Last Whisper2,300gLast Whisper was mandatory once armor items appeared, keeping Sivir's physical damage relevant into front lines.
Situationalonly when the game asks for it

Mercurial Scimitar3,700gBuy Mercurial Scimitar when one hard CC or suppress-style debuff decides fights and Cleanse or Spell Shield is not enough.

Blade of The Ruined King3,200gBuy Blade of the Ruined King against high-health bruisers or tanks when you need stronger single-target kiting and an active slow.

Statikk Shiv2,500gBuy Statikk Shiv instead of Phantom Dancer when you want faster wave clear, earlier grouped pressure, and cheaper mid-game tempo.

Hexdrinker1,350gBuy Hexdrinker early against threatening magic burst before upgrading later only if the shield remains necessary.

Guardian Angel2,750gBuy Guardian Angel late when you are the main carry and the enemy team has enough dive to force through Spell Shield.
One build, written by a player. Newest first.
Write a Sivir buildBuild
Runes and masteries
x9Glyph of Cooldown ReductionGlyph
- Cooldown Reduction +7.20%
Not the author's. This is a 21/9/0 physical carry page for the author's Manamune into Statikk Shiv, Infinity Edge, and Last Whisper build. The Utility points favor Flash uptime and mana support, matching Tear/Muramana and the cooldown-reduction glyphs. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Fleet of Foot
- Boomerang Blade (Q) takes points at levels 1, 4, 5, 7, 9.
- Ricochet (W) takes points at levels 2, 8, 10, 12, 13.
- Spell Shield (E) takes points at levels 3, 14, 15, 17, 18.
- On The Hunt (R) takes points at levels 6, 11, 16.
Not the author's. Max Boomerang Blade first for lane damage and poke, then Ricochet to scale with the author's attack-speed and crit items, leaving Spell Shield for last after one early point. Inferred from the build and text they did publish.
Why these items
Corein buy order
1
2Manamune2,100g
3
4Muramana2,100g
5Zeal1,175g
6Statikk Shiv2,500g
7Infinity Edge3,800g
8Last Whisper2,300g
Situationalonly when the game asks for it

Zephyr2,850g

The Bloodthirster3,200g

Sword of the Divine2,150g
Notes
the author's own wordsSivir: New Season, New Targets — rated 9.2/10 from 29 votes on MOBAFire.
What the guide does not publish: the rune "Quintessence of Armor Penetration" is not in the Classic catalog; the guide never fills in an ability sequence.
Build by Glacialwrath, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/sivir-new-season-new-targets-270475).
Abilities
per rankFleet of Foot
Sivir gains a short burst of Movement Speed when she attacks an enemy champion.
Boomerang Blade5 ranks
Sivir hurls her crossblade like a boomerang, dealing damage each way.
- Damage
- 80 / 125 / 170 / 215 / 260 + 100% bonus AD + 75% AP
- Cooldown
- 9s
- Cost
- 80 / 90 / 100 / 110 / 120 Mana
- Range
- 1200
Ricochet5 ranks
Sivir's next basic attack will bounce between targets, dealing reduced damage with each successive hit.
- Cooldown
- 0.5s
- Range
- 20
Spell Shield5 ranks
Sivir creates a magical barrier on herself that blocks a single enemy ability. She regains Mana if an ability is successfully blocked.
- Cooldown
- 22 / 19 / 16 / 13 / 10s
- Cost
- 75 Mana
- Range
- 20
On The Hunt3 ranks
Sivir leads her allies into battle granting them increased Movement and Attack Speeds for a period of time.
- Cooldown
- 100 / 90 / 80s
- Cost
- 100 Mana
- Range
- 1000
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri outranges Sivir and wins if Charm or Spirit Rush ever turns the poke trade into a full rotation, but Sivir can steal windows by Spell Shielding the key crowd control.
Watch for Charm: it removes your ability to kite and guarantees Orb of Deception plus Fox-Fire follow-up.
How to beat
Hold just outside Charm range and make Ahri spend Orb of Deception on the wave before stepping up for Boomerang Blade plus Ricochet. Save Spell Shield for Charm, not random Fox-Fire, then punish while Charm and one Spirit Rush charge are unavailable.
Later Ahri remains better at picking Sivir in side lanes, while Sivir is much stronger in grouped fights if she is not charmed. Stay with frontline, keep Spell Shield for Charm, and use On The Hunt to either collapse after Ahri commits or disengage her flank.
- Do not Spell Shield the first half of Orb unless it will kill you; Charm matters more.
- Boomerang Blade can hit Ahri after her first Spirit Rush if you throw it along her dash path.
- If Ahri uses Spirit Rush only to dodge Q, back out until the remaining charges expire.

AkaliUnfavoured
Akali's repeated Shadow Dance gap-closes and Twilight Shroud deny Sivir the clean auto spacing she needs to win a marksman duel.
Watch for Shadow Dance: it crosses Sivir's attack range repeatedly and lets Akali force melee burst after Mark of the Assassin.
How to beat
Stay near minions or allies only when you can immediately leave Twilight Shroud; fighting inside it gives Akali too many free seconds. Spell Shield Mark of the Assassin if possible, then kite backward with Fleet of Foot and On The Hunt once she spends a Shadow Dance charge.
Later Akali wins isolated side-lane fights if she reaches Sivir with charges, but Sivir contributes more reliable teamfight damage from behind peel. Group, buy magic protection if she is fed, and force Akali to enter through vision before using On The Hunt.
- Do not chase into Twilight Shroud; let it expire and reset your spacing.
- Spell Shielding Mark of the Assassin denies both damage and the mark detonation setup.
- On The Hunt is best used after Akali commits, not before she has chosen a target.

AlistarFavoured
Alistar can disrupt Sivir but lacks sustained damage to kill her alone unless she walks into his combo under bad terrain or turret pressure.
Watch for Pulverize: it starts the knockup window that lets Headbutt reposition you before you can kite.
How to beat
Keep enough distance that Alistar must Headbutt first instead of walking into Pulverize. Spell Shield Headbutt or Pulverize, then punish him during the long cooldowns while staying out of melee range.
Later Alistar still does not win the side-lane duel, but his teamfight value comes from breaking Sivir's formation. Hit whoever is in front, save Spell Shield for the engage spell, and use On The Hunt after Unbreakable Will is forced or when your team needs to kite away.
- If Alistar walks at you without Flash, kite backward and make him spend Headbutt.
- Spell Shielding Headbutt often ruins his whole combo because he cannot move you into Pulverize range.
- Do not waste cooldowns into Unbreakable Will unless your team is already disengaging.

AmumuEven
Sivir can kite Amumu and block Bandage Toss, but one missed Spell Shield can let him chain stun into Despair and Tantrum long enough to win.
Watch for Bandage Toss: it closes the whole gap and starts Amumu's stun chain into Curse of the Sad Mummy.
How to beat
Fight at max range and make Amumu prove he can land Bandage Toss before you commit autos. Spell Shield Bandage Toss whenever possible; if he misses or it is blocked, turn with Boomerang Blade and kite out of Despair range.
Later Amumu is more dangerous in teamfights than side lanes because Curse of the Sad Mummy can lock Sivir's whole team. Sivir should stay spread from teammates, hold Spell Shield for Bandage Toss or the ultimate, and use On The Hunt to disengage after his first engage fails.
- A blocked Bandage Toss usually gives you the entire trade window.
- Do not stand close enough for Curse of the Sad Mummy just to finish one extra auto.
- Boomerang Blade is easiest to land while Amumu walks straight at you after missing Q.

AniviaUnfavoured
Anivia's range, wall control, and Rebirth make it difficult for Sivir to finish a duel before being zoned or bursted by chilled Frostbite.
Watch for Flash Frost: it stuns or chills you, enabling double-damage Frostbite and letting Anivia place Crystallize behind you.
How to beat
Stay lateral to the minion wave so Flash Frost cannot tag you and clear together, and save Spell Shield for Flash Frost or Crystallize trap moments. Only commit after Flash Frost is down; otherwise poke with Boomerang Blade and avoid extended fights inside Glacial Storm.
Later Anivia controls side lanes and sieges better if she has mana, while Sivir is stronger at fast rotations and front-to-back DPS. Use On The Hunt to leave Glacial Storm zones and do not dive the egg unless her stun and wall are already spent.
- Spell Shield can let you walk through the wall trap timing instead of burning Flash.
- If Anivia has Rebirth, count the egg as a second health bar before committing.
- Do not fight in Glacial Storm just because Ricochet is bouncing through the wave.

AnnieUnfavoured
Annie's longer auto range and instant stun burst beat Sivir unless Spell Shield cleanly denies the stun engage.
Watch for Pyromania-stunned Summon: Tibbers: it removes your movement and deals the burst that starts Annie's kill window.
How to beat
Track Annie's stun stacks and give ground when Pyromania is ready. Spell Shield the stun spell, then immediately trade while Tibbers or Disintegrate is down; without the stun, Sivir can kite her short effective range.
Later Annie's flash-stun threat is more important than the 1v1, and Sivir's teamfight damage wins if she survives the opener. Keep Spell Shield for the stun, consider a cleanse item if Annie is the main engage, and use On The Hunt after Tibbers lands to reposition the whole team.
- Do not let Annie hold stun while you walk up for a Ricochet trade.
- A visible Pyromania stack count changes the lane; back off before the fourth spell lands.
- If you block Tibbers, immediately move out so the aura does not keep burning you.

AsheEven
Ashe outranges and controls Sivir with slows, but Sivir has stronger burst trading if she blocks Enchanted Crystal Arrow and lands both halves of Boomerang Blade.
Watch for Enchanted Crystal Arrow: it stuns you long enough for Ashe to keep you slowed with Frost Shot and win the chase.
How to beat
Avoid straight-line spacing where Volley and Arrow both connect for free. Spell Shield Enchanted Crystal Arrow, then use On The Hunt to close the range gap and trade hard while Ashe has no hard crowd control.
Later Ashe offers better pick initiation, while Sivir gives stronger teamwide engage speed and waveclear. In side lane, the winner is usually whoever lands or blocks Arrow; in teamfights, keep Spell Shield for Arrow and use On The Hunt to punish its miss.
- Do not chase Ashe without On The Hunt if Frost Shot is already active on you.
- Spell Shielding Arrow is the matchup's biggest swing; do not spend E on Volley poke.
- Boomerang Blade is easier to confirm after Ashe stops to cast Volley.

BlitzcrankFavoured
Blitzcrank's duel depends almost entirely on Rocket Grab, and Sivir's Spell Shield lets her deny the only reliable way he reaches her.
Watch for Rocket Grab: it pulls you into Power Fist and Static Field, removing your range advantage.
How to beat
Stand behind minions until you are ready to bait Rocket Grab, then Spell Shield it and punish during the long cooldown. If Blitzcrank uses Overdrive to run at you, kite backward and avoid melee range for Power Fist.
Later Blitzcrank is still dangerous because one hook can decide a teamfight, but he should not beat Sivir alone without landing it. Stay in minion cover, hold Spell Shield for Rocket Grab, and use On The Hunt to collapse after his hook misses.
- Do not Spell Shield Static Field passive damage when Rocket Grab is available.
- After Rocket Grab is blocked, you can safely step forward for several autos.
- Power Fist only matters if he is already in melee; respect Overdrive flanks.

BrandUnfavoured
Brand's spell range and percent-health passive punish Sivir heavily, and Spell Shield can block only one part of his multi-spell burst.
Watch for Sear: if Brand has already applied Blaze, it stuns you and confirms Pillar of Flame plus Pyroclasm.
How to beat
Stay outside Conflagration range unless you are ready to trade, because point-click Blaze turns Sear into a stun threat. Spell Shield Sear when you are ablaze, then retreat from Pillar of Flame and re-enter once his stun setup is gone.
Later Brand is stronger in clustered teamfights if Pyroclasm can bounce, while Sivir is better at spread front-to-back fights. Keep distance from allies when marked by Blaze, use Spell Shield on Sear or Pyroclasm, and activate On The Hunt to leave Pillar zones.
- When Blaze is on you, every Sear is a stun attempt; sidestep before attacking.
- Do not stand near a low-health minion or ally when Pyroclasm is available.
- Blocking Conflagration is only worth it if it prevents the Blaze stun setup.

Cho'GathEven
Sivir can kite Cho'Gath before he reaches her, but Rupture or Feral Scream into Feast can end the duel quickly.
Watch for Feral Scream: it silences you so you cannot Spell Shield or use On The Hunt before Cho'Gath follows with Rupture and Feast.
How to beat
Keep max auto range and move unpredictably so Rupture is never free. Spell Shield Feral Scream if he is close, or Rupture if he casts from range, then punish while he has no way to stop your kiting.
Later Cho'Gath becomes hard for Sivir to kill in a side lane once Feast stacks and armor arrive, but Sivir is better at clearing waves and enabling team rotations. Do not duel him in choke points; use On The Hunt to kite around his frontline and buy anti-health damage if he is the main target.
- If Cho'Gath gets close enough to silence first, you are already late to retreat.
- Spell Shielding Feast is possible but risky; avoid the range instead.
- Boomerang Blade punishes Cho'Gath after he stops to cast Rupture.

CorkiUnfavoured
Corki's longer range, mixed damage, armor shred, and Valkyrie escape make him favored in equal-item marksman duels.
Watch for Gatling Gun: it shreds your armor while Corki keeps firing, making the extended trade much worse for Sivir.
How to beat
Do not stand in Gatling Gun's cone for a full trade; step sideways or back until it expires. Spell Shield Phosphorus Bomb or a Missile Barrage hit to swing a short trade, then commit only if Valkyrie is down or he has used it aggressively.
Later Corki remains stronger in isolated poke duels, while Sivir is better at waveclear and teamwide engage. Force grouped fights where On The Hunt gives your frontline access, and avoid side-lane all-ins unless Valkyrie is unavailable.
- If Corki Valkyries forward, turn immediately with Boomerang Blade before he exits your range.
- Do not trade autos through a full Gatling Gun channel.
- Spell Shielding Phosphorus Bomb denies both damage and some of Corki's trade setup.

Dr. MundoUnfavoured
Dr. Mundo is difficult for Sivir to finish because Infected Cleaver controls spacing and Sadism outheals her burst unless she has anti-heal or enough sustained damage.
Watch for Infected Cleaver: it chunks and slows Sivir, letting Mundo keep walking into Burning Agony and Masochism range.
How to beat
Stay behind minions to block Cleaver and never let the first slow start the chase. Spell Shield Cleaver when you have no cover, then kite with Fleet of Foot; only commit hard after Sadism is down or when you have Grievous Wounds available.
Later Mundo usually wins extended side-lane stat checks if Sivir lacks anti-heal, but Sivir is more valuable in grouped fights by shredding waves and speeding her team around him. Buy Executioner's Calling when he is a real target and use On The Hunt to kite, not to chase through his ultimate.
- Minions are your best defense because Cleaver is the only clean way he starts the duel.
- Do not burst into Sadism and then stand still for the return chase.
- Ricochet can keep pressure while you avoid giving him a direct Cleaver line.

EvelynnUnfavoured
Evelynn's camouflage and burst let her start the duel on Sivir, which removes the spacing advantage Sivir needs to win.
Watch for Agony's Embrace: it damages and slows you at the start of Evelynn's all-in, making it hard to kite Ravage and Hate Spike.
How to beat
Treat missing Evelynn as already nearby and avoid isolated lanes without vision. Spell Shield Agony's Embrace or Ravage, then use On The Hunt immediately to create distance and turn only once her first burst is spent.
Later Evelynn remains a stronger pick and side-lane threat, while Sivir wins grouped fights if her team reveals or peels the engage. Stay near teammates, keep defensive vision paths covered, and do not spend Spell Shield on stray Hate Spike before Evelynn commits.
- If Evelynn appears in melee range, kite first and trade second.
- Spell Shielding Agony's Embrace denies the slow that makes her chase stick.
- Do not farm past river alone when her location is unknown.

EzrealEven
Ezreal can poke and kite with Mystic Shot and Arcane Shift, but Sivir's Spell Shield and stronger wave-backed burst give her winning windows if he misses Q.
Watch for Essence Flux: it damages Sivir and reduces her Attack Speed, undercutting her all-in trade.
How to beat
Fight around minions so Mystic Shot is harder for Ezreal to land directly, and save Spell Shield for Essence Flux or Arcane Shift's damage during the all-in. Commit after he uses Arcane Shift or misses Mystic Shot, because that is when his passive stacks and cooldown cycling fall off.
Later Ezreal is safer in side lanes and poke setups, while Sivir gives stronger grouped engage and waveclear. Use On The Hunt to force through his poke, but do not chase too deep after Arcane Shift unless your team can follow.
- Minion cover matters because Mystic Shot cooldown refunds keep Ezreal's duel moving.
- Blocking Essence Flux is better than blocking a low-value Mystic Shot in an all-in.
- If Ezreal Arcane Shifts forward, he has given you the window to fight back.

FiddlesticksUnfavoured
Fiddlesticks wins if Terrify or Crowstorm starts the fight, but Sivir can beat him when Spell Shield breaks the fear or Drain channel setup.
Watch for Terrify: it removes your control long enough for Fiddlesticks to channel Drain or keep you inside Crowstorm.
How to beat
Do not enter fog or brush where Crowstorm can begin on top of you. Spell Shield Terrify, then interrupt his plan by leaving Drain range and firing back while his fear is down.
Later Fiddlesticks is far more relevant in teamfight ambushes than in honest duels, while Sivir's job is to keep her team moving out of Crowstorm. Ward flanks, spread enough that Dark Wind is awkward, and use On The Hunt as soon as his ultimate channel lands.
- If you block Terrify, Fiddlesticks often cannot keep Drain attached.
- Do not stand near minions or allies when Dark Wind can bounce into repeated silence.
- Crowstorm from fog is the real fight; open-ground Fiddlesticks is much easier to kite.

GangplankEven
Gangplank's Parrrley poke and Cannon Barrage slow can force Sivir out, but she wins sustained range trades if she blocks the key shot and keeps him at arm's length.
Watch for Parrrley: it gives Gangplank ranged burst from outside melee and applies his pressure without letting Sivir freely kite him.
How to beat
Hold max range and make Gangplank spend Parrrley before you walk up for Ricochet trades. Spell Shield Parrrley when it would start or finish a trade, then kite back from Raise Morale movement speed and avoid standing in Cannon Barrage.
Later Gangplank can threaten side lanes with sustained poke and global zone control, while Sivir is better in direct 5v5 movement fights. Use On The Hunt to leave Cannon Barrage or force after it is down, and do not let him walk into melee where Grog-Soaked Blade matters.
- Spell Shielding Parrrley is the cleanest way to win short trades.
- Do not chase through Cannon Barrage; the slow gives him time to re-enter with another Parrrley.
- Gangplank's Remove Scurvy does not answer your damage, so punish him when his movement burst is down.

GarenFavoured
Sivir wins if she keeps Garen outside melee range, but one Decisive Strike catch turns the duel into an execute setup.
Watch for Decisive Strike: the speed burst and silence let Garen cross the last gap and stop Spell Shield or Boomerang Blade while he starts his damage.
How to beat
Hold max auto range and keep moving after every attack so Fleet of Foot makes Decisive Strike spend most of its duration chasing. Spell Shield Decisive Strike if he reaches you, then kite out Judgment and re-engage while his gap close is gone.
Later Garen becomes harder to kill in a side lane if he can use brush and fog to start close, but Sivir still controls open space. In teamfights, hit the nearest target and use On The Hunt to keep him from ever reaching your backline cleanly.
- Tap him often enough to break Perseverance before committing to a longer trade.
- Do not Spell Shield Judgment unless Decisive Strike is already down; the silence is what kills your escape.
- If he turns on Courage, keep kiting instead of dumping Boomerang Blade into its defensive window.

GragasUnfavoured
Gragas has more burst and displacement than Sivir can comfortably answer, and Spell Shield only covers one part of his combo.
Watch for Explosive Cask: it displaces Sivir into Body Slam range or away from her retreat path, removing her spacing advantage.
How to beat
Stay wide of minion waves so Barrel Roll and Body Slam cannot line up for free, and save Spell Shield for Explosive Cask unless Body Slam is the only way he can reach you. Commit only after Body Slam misses or is used on minions, then punish during the cooldown with autos and Boomerang Blade.
Later Gragas is much stronger at forcing picks and disrupting teamfights, while Sivir contributes safer sustained damage and engage speed. In side lane, do not stand near walls or turret angles where Cask can throw you into a full combo.
- A blocked Cask is usually the green light to fight; a blocked Barrel Roll usually is not.
- Body Slam stops your chase if you run directly at him, so kite diagonally after he uses it.
- Barrel Roll's attack speed slow makes extended autos worse; step out before trading back.

HeimerdingerUnfavoured
Heimerdinger wins set-up duels because turrets punish Sivir's short range and his grenade can deny her only clean all-in window.
Watch for CH-1 Concussion Grenade: the direct stun or surrounding blind stops Sivir's damage long enough for turrets and rockets to win the trade.
How to beat
Do not duel him inside multiple H-28G Evolution Turrets; clear or drag him away from the nest first. Hold Spell Shield for Concussion Grenade, then step in only after it misses or is blocked and use Ricochet to punish him while his turret line is thin.
Later Heimerdinger remains better in entrenched side-lane positions, but Sivir is far better when teams rotate and fight in open lanes. Use On The Hunt to move around his setup instead of slowly walking into turrets.
- Ricochet can damage him through turret clutter, but standing still to use it loses the trade.
- If rockets are selecting you as the closest target, you are already too far forward.
- Spell Shielding grenade matters more than shielding rockets because blind ruins your follow-up autos.

JannaFavoured
Janna lacks the damage to kill Sivir alone, but her disengage makes the duel slow unless Sivir baits her cooldowns first.
Watch for Monsoon: it knocks Sivir out of kill range and resets the fight after Janna has absorbed the first engage.
How to beat
Walk her down with autos and save Spell Shield for Howling Gale if she charges it in your path. Do not spend On The Hunt until Zephyr or Monsoon has been forced, because otherwise she simply creates distance and wastes your chase window.
Later Janna is not a side-lane duelist, but she can erase Sivir's engage timing in full teamfights. Sivir should pressure waves, group first, and use On The Hunt after Janna commits disengage rather than before.
- Her shield can make a short trade look even; wait it out before judging the all-in.
- Spell Shielding Howling Gale keeps your chase alive, but Monsoon still denies the finish.
- If she holds Monsoon, push the wave instead of overchasing into her team.

Jarvan IVUnfavoured
Jarvan IV beats Sivir when he lands his engage because Cataclysm removes the kiting space her kit depends on.
Watch for Cataclysm: it traps Sivir in melee range where Jarvan's armor shred, passive hit, and slow can finish the duel.
How to beat
Stay outside Demacian Standard plus Dragon Strike range and punish him only after the combo is down. Spell Shield Cataclysm if possible; if he already used it, fight while moving along the wall edge and save On The Hunt for the moment the arena drops or you can create space.
Later Jarvan remains a stronger side-lane catcher, while Sivir is more valuable in grouped fights if she is not trapped first. Stand behind terrain or allies so his first engage target is not you, then use Ricochet once he commits.
- Do not burn Spell Shield on Dragon Strike poke if Cataclysm is available.
- His passive front-loads damage, so the first melee hit matters more than later autos.
- If Standard plus Dragon Strike misses, he has no clean way to keep up with Fleet of Foot.

JaxUnfavoured
Jax is a bad duel for Sivir because Counter Strike blanks her autos and Leap Strike forces melee range.
Watch for Counter Strike: it dodges Sivir's basic attacks and then threatens the stun that lets Jax finish the all-in.
How to beat
Never stand in range where Leap Strike plus Counter Strike can start the fight for free. When he activates Counter Strike, stop autoing, kite backward, and Spell Shield the stun if he jumps onto you; only commit after Counter Strike ends.
Later Jax outscales Sivir in side-lane duels and will eventually force her away from isolated farm. Sivir's answer is grouped waveclear and teamfight speed, where she can hit front line while allies control Jax's engage.
- Boomerang Blade still damages through Counter Strike, but staying close to land both hits is dangerous.
- If Spell Shield absorbs the Counter Strike stun, you can often turn the trade immediately.
- Do not chase a low Jax while Leap Strike is coming back up.

KarthusEven
Sivir can dodge and punish Karthus in open space, but Wall of Pain and Defile make any trapped close-range fight costly.
Watch for Wall of Pain: the slow and resistance shred keep Sivir inside Lay Waste and Defile long enough for Karthus to win the damage race.
How to beat
Fight at the edge of your auto range and keep sidestepping Lay Waste instead of planting for Ricochet. Spell Shield Wall of Pain or Requiem depending on the situation: block Wall if it decides the duel, block Requiem if he is trying to finish from range.
Later Karthus offers more unavoidable teamfight damage, while Sivir offers stronger engage, waveclear, and cleanup. In side lane, she can win if she has room to kite, but killing him still means respecting Death Defied afterward.
- Do not stand in Defile just to land the return hit of Boomerang Blade.
- After killing him, immediately leave his corpse range before Death Defied spells finish you.
- Spell Shield can deny Requiem, so track whether he is saving it for your low-health retreat.

KassadinUnfavoured
Kassadin's silence and repeated Riftwalks deny Sivir's spell timing and make her short range easy to punish.
Watch for Null Sphere: the silence prevents Sivir from using Spell Shield or Boomerang Blade during Kassadin's burst window.
How to beat
Harass before level 6 and keep the wave in open ground so he cannot Riftwalk from fog into instant silence. Once he has Riftwalk, save Spell Shield for Null Sphere when possible and commit only after he spends Riftwalk forward without enough damage to finish.
Later Kassadin becomes a much stronger side-lane assassin and can choose when to fight. Sivir should avoid isolated lanes without vision and win through fast waveclear, grouped pushes, and On The Hunt rotations.
- If Null Sphere hits before Spell Shield is active, you lose the ability to answer the combo.
- Do not chase through fog after a low Kassadin; Riftwalk turns the corner into a re-engage.
- Fleet of Foot helps only after you attack him, so it does not stop the first Riftwalk gap close.

KatarinaEven
Sivir can beat Katarina if Spell Shield denies the key damage, but Shunpo makes spacing mistakes instantly punishable.
Watch for Death Lotus: if Sivir has no interrupt or shield timing available, the channel wins the all-in at close range.
How to beat
Keep enough distance that Shunpo is her only way in, then punish the landing with Boomerang Blade and autos while moving away. Spell Shield Bouncing Blade for trade control or Death Lotus for survival, and use On The Hunt to leave the channel zone rather than trying to stand and race it.
Later Katarina is more dangerous in messy teamfights with resets, while Sivir is stronger when her team holds formation. Save Spell Shield and movement tools for Katarina's entry instead of spending them on poke before she appears.
- Do not let Bouncing Blade mark you for a free Shunpo trade if you can shield it.
- When she Shunpos defensively, push forward; when she Shunpos onto you, kite immediately.
- Voracity matters only if someone dies, so clean target focus is more important than chasing her alone.

KayleUnfavoured
Kayle outranges Sivir during Righteous Fury and can negate Sivir's burst or final autos with Intervention.
Watch for Intervention: Kayle becomes immune during Sivir's commit window, wasting Boomerang Blade and the first seconds of On The Hunt.
How to beat
Do not trade while Righteous Fury is active unless you can force a short hit and retreat. Bait Reckoning or shield it, then look for damage after Righteous Fury drops; if she casts Intervention, immediately kite out and restart when immunity ends.
Later Kayle is usually the stronger finished side-lane duelist because ranged splash autos and immunity decide extended fights. Sivir should clear waves quickly and fight grouped, using On The Hunt to force Kayle's Intervention on someone other than herself before committing damage.
- Spell Shield Reckoning when possible; the slow is what lets Kayle keep Righteous Fury autos on you.
- Do not throw Boomerang Blade into Intervention unless it will hit after the immunity expires.
- If Righteous Fury is down, Kayle's listed melee range makes her much easier to punish.

KennenUnfavoured
Kennen outranges Sivir and can stack Mark of the Storm into a stun before Slicing Maelstrom finishes the fight.
Watch for Slicing Maelstrom: it adds repeated magic damage and Marks, forcing a stun if Sivir stays in his radius.
How to beat
Stay behind minions to make Thundering Shuriken harder to land, and back up when Electrical Surge can convert an existing mark. Save Spell Shield for the third Mark or the engage spell that would complete the stun, then fight only after Lightning Rush or Slicing Maelstrom is down.
Later Kennen is a stronger teamfight threat if he reaches Sivir's backline, while Sivir is better at starting fights from outside his flank angle. In side lane, avoid long trades once he has ultimate and use waveclear to deny him clean all-ins.
- One Mark is a warning; two Marks means stop trading until you can shield or leave.
- Do not chase into Lightning Rush, because it sets up the ultimate radius.
- Spell Shielding the stun trigger is often better than shielding the first shuriken.

Kog'MawUnfavoured
Kog'Maw wins extended marksman duels when Bio-Arcane Barrage is active because his range and percent-health damage outscale Sivir's short reach.
Watch for Bio-Arcane Barrage: it extends Kog'Maw's attack range and adds percent-health magic damage, letting him hit Sivir before she can trade evenly.
How to beat
Do not fight into Bio-Arcane Barrage unless you are already close enough to burst him with both hits of Boomerang Blade. Spell Shield Void Ooze to avoid the slow, then use On The Hunt to close during W downtime or disengage when it turns on.
Later Kog'Maw is the better pure front-to-back damage dealer if protected, but Sivir has better engage speed, waveclear, and team mobility. In side lane, Sivir must force short windows around Bio-Arcane Barrage cooldown rather than taking a full-range DPS race.
- Track Bio-Arcane Barrage by behavior: if he suddenly outranges you, stop trading.
- Icathian Surprise can punish a close kill, so turn away immediately after finishing him.
- Void Ooze is the Spell Shield target when it decides whether you can reach him.

Lee SinUnfavoured
Lee Sin wins if Sonic Wave lands, but Sivir can turn the duel when Spell Shield denies his entry or kick timing.
Watch for Sonic Wave / Resonating Strike: the mark gives Lee Sin a targeted dash into execute damage and melee follow-up.
How to beat
Keep minions between you and Sonic Wave, and do not waste Spell Shield before his Q is committed. If Sonic Wave misses or is blocked, punish hard with autos and Boomerang Blade; if he reaches you, save movement for after Dragon's Rage displacement.
Later Lee Sin is less of a scaling side-lane carry than Jax, but he remains excellent at picking Sivir with fog-of-war Q or kick angles. Sivir should group, keep waves shoved, and use On The Hunt after Lee Sin commits so he cannot reset the fight freely.
- Blocking Sonic Wave denies both the damage and Resonating Strike follow-up.
- Do not stand near his allies or wards when dueling, because Safeguard changes his angle suddenly.
- Dragon's Rage can kick you away from your team or into his, so position with your back path in mind.

LeonaFavoured
Leona cannot usually kill Sivir alone if Sivir shields the engage and kites outside melee range.
Watch for Zenith Blade: it is Leona's way to reach Sivir and start the stun chain with Shield of Daybreak and Solar Flare.
How to beat
Stand behind minions and hold Spell Shield for Zenith Blade or Solar Flare, whichever is the spell that starts the catch. Once her engage misses or is blocked, kite backward and attack during Eclipse without chasing into melee range longer than needed.
Later Leona is far more relevant as a teamfight engager than as a side-lane duelist. Sivir should keep Spell Shield for the first crowd-control spell aimed at her and use On The Hunt to either outrun the engage or follow after Leona misses it.
- If Zenith Blade is blocked, Leona has to walk at your 425 range with no real damage threat.
- Do not stand still after shielding Solar Flare; Shield of Daybreak still stuns if she reaches you.
- Eclipse makes her look tanky, but it does not help her stick once her gap close is gone.

LuluEven
Lulu's shield, slow, and Wild Growth make her hard to finish, but Sivir has the stronger sustained damage if she avoids the control chain.
Watch for Whimsy: its disable or speed swing stops Sivir's chase and lets Lulu reset the trade around Pix damage and Glitterlance.
How to beat
Trade in short bursts, stepping sideways from Glitterlance and avoiding fights where Pix is already positioned to double-line the slow. Spell Shield Whimsy when you commit; after Help, Pix! or Wild Growth is spent, Sivir can continue the chase with On The Hunt.
Later Lulu is not trying to side-lane duel Sivir, but she can make another carry survive Sivir's engage in teamfights. Sivir should force movement across the map and look to bait Lulu's defensive cooldowns before committing to a target.
- If Pix is on a minion or ally, Glitterlance can come from a second angle; watch the fairy, not just Lulu.
- Wild Growth can deny a close-range finish, so keep moving instead of stacking on top of her.
- Spell Shielding Whimsy is much more valuable than shielding Help, Pix! damage.

LuxEven
Sivir can punish Lux after binding is down, but one Light Binding forces her to eat the full spell combo.
Watch for Light Binding: the root locks Sivir in place for Lucent Singularity and Finales Funkeln, removing her dodge-based defense.
How to beat
Stay behind minions and make Lux use Light Binding before you commit. Spell Shield Binding if it is aimed at you directly, then close with On The Hunt and keep moving out of Lucent Singularity's slow field while landing autos.
Later Lux remains dangerous in teamfights because she can pick Sivir before the fight starts, while Sivir offers stronger sustained damage and engage once Binding is unavailable. In side lane, the matchup depends almost entirely on whether Sivir blocks or dodges the first root.
- Do not Spell Shield Lucent Singularity poke if Light Binding is still available.
- After Binding misses, Lux has to rely on slow zones while you can force the DPS check.
- Prismatic Barrier can erase Boomerang Blade chip, so commit only when you can keep autoing afterward.

MalphiteUnfavoured
Malphite is built to punish Sivir because Ground Slam cripples her DPS and Unstoppable Force gives him a guaranteed way to start the fight if Spell Shield is down.
Watch for Unstoppable Force knocks Sivir up and puts Malphite in Ground Slam range, taking away her kiting window.
How to beat
Stay outside his engage range and use autos only when Granite Shield is down so Boomerang Blade and Ricochet actually stick. Save Spell Shield for Unstoppable Force if you can read the commit; if he spends it or misses, kite backward with On The Hunt and punish while Ground Slam is on cooldown.
Later Malphite usually wins the side-lane duel if he can force contact, while Sivir contributes more sustained teamfight damage if she is not the first target. Fight behind your frontline and treat Spell Shield as your answer to his engage, not to Seismic Shard poke.
- Do not waste damage into Granite Shield before the real trade.
- Spell Shielding Seismic Shard is fine for lane, but losing it before Unstoppable Force can decide the fight.
- After Ground Slam lands, stop trying to stand and trade autos; create space first.

MalzaharEven
Sivir can deny Malzahar's most important spell with Spell Shield, but if Nether Grasp or Malefic Visions lands at the wrong time she cannot out-DPS the full combo.
Watch for Nether Grasp suppresses Sivir long enough for Null Zone and Malefic Visions to finish the duel.
How to beat
Hold Spell Shield specifically for Nether Grasp unless Malefic Visions would otherwise force you out before the all-in. Push his Voidling and wave with Ricochet, dodge Call of the Void sideways, then commit when his silence or ultimate is down.
Later Finished builds make this more about cooldown discipline than raw damage: Malzahar can still delete one target, but Sivir clears waves and wins grouped fights if she blocks the suppression. In teamfights, stay just outside his flash-ultimate range until he uses Nether Grasp on someone else.
- Spell Shield can turn his ultimate from a kill setup into a free engage for you.
- Do not stand in Null Zone while suppressed targets are being burned nearby.
- Killing Voidlings with Ricochet reduces his duel pressure before you step forward.

Master YiUnfavoured
Master Yi's Highlander prevents Sivir from controlling distance with slows and Alpha Strike lets him dodge Boomerang Blade while sticking through her burst of movement speed.
Watch for Highlander gives Yi the speed and attack speed to stay on Sivir until she runs out of space.
How to beat
Fight only with a lane or turret path to kite through, and wait for Alpha Strike before throwing Boomerang Blade so he cannot vanish through it. If he uses Meditate to stall, stop wasting burst into the reduction and reposition for the next auto-Q cycle.
Later Yi is the stronger isolated side-lane duelist once items are finished, especially if he reaches Sivir without being crowd-controlled. Sivir's job late is to group, waveclear, and use On The Hunt to help the team disengage or collapse on him after Alpha Strike.
- Do not open with Boomerang Blade while Alpha Strike is available.
- Ricochet bounce damage matters less than clean single-target kiting here.
- Fleet of Foot helps only if Yi has not already activated Highlander.

Miss FortuneEven
Miss Fortune has longer range and stronger front-loaded trading, but Sivir can block a key slow or Double Up and punish Bullet Time by moving out or interrupting the angle with distance.
Watch for Bullet Time can erase Sivir if Make It Rain traps her in the cone without Spell Shield or On The Hunt.
How to beat
Do not stand behind low-health units where Double Up can bounce into you. Hold Spell Shield for Make It Rain when she is setting up Bullet Time, then use On The Hunt to exit the cone and re-enter once the channel is wasted.
Later Miss Fortune's teamfight ultimate is scarier if Sivir's team stacks in a choke, while Sivir is better at sustained cleanup and rotations. In side lane the duel stays playable, but Sivir must not give MF the first Q bounce or a full ultimate channel.
- Step away from dying minions to deny high-value Double Up angles.
- Spell Shielding Make It Rain often prevents the Bullet Time setup.
- If she channels Bullet Time at max range, move sideways first before returning damage.

MorganaFavoured
Morgana relies on landing Dark Binding or Soul Shackles, and Sivir's Spell Shield lets her ignore the key catch while winning the auto-attack duel.
Watch for Dark Binding roots Sivir long enough for Tormented Soil and Soul Shackles to become relevant.
How to beat
Hold Spell Shield for Dark Binding unless Soul Shackles is already attached and about to stun. Trade from auto range after Binding misses or is blocked, then keep moving so Tormented Soil does not get full duration value.
Later Morgana is much more important as a teamfight control support than as a duelist. Sivir should pressure waves and grouped fights, using Spell Shield to deny the first bind while staying outside Soul Shackles tether range when possible.
- Black Shield does not stop Sivir's basic attack damage.
- Do not chase through Tormented Soil just to finish one extra auto.
- If Soul Shackles connects, On The Hunt can help break the tether before the stun.

NasusUnfavoured
Nasus beats Sivir if he reaches Wither range because the stacking slow and attack-speed reduction remove her only real duel pattern.
Watch for Wither slows Sivir's movement and attack speed over time, taking away both kiting and damage output.
How to beat
Stay outside Wither range until he spends it or you can Spell Shield it on reaction. Harass while Fury of the Sands is down, but if he activates ultimate and walks through your damage, use On The Hunt to disengage rather than trading into Siphoning Strike resets.
Later Nasus becomes a much stronger side-lane duelist than Sivir once Siphoning Strike has stacked. Sivir should clear waves from range and force grouped fights where her ultimate and ricochets matter before Nasus gets a clean Wither on her.
- Spell Shielding Wither is the matchup's main skill check.
- Do not duel him inside Spirit Fire; the armor reduction makes every Siphoning Strike worse.
- If Fury of the Sands is active, kite out the duration before recommitting.

NidaleeEven
Nidalee can win with spear poke into cougar execute, but Sivir can block Javelin Toss and out-trade if Nidalee commits without landing setup damage.
Watch for Javelin Toss chunks Sivir from long range and creates the health gap Nidalee needs to pounce in.
How to beat
Keep minions between you and long spears, and use Spell Shield on Javelin Toss rather than small trap damage. If she misses spear or uses Primal Surge defensively, push forward with On The Hunt and force her cougar form to retreat instead of burst.
Later Nidalee is more threatening in poke and split-map skirmishes, while Sivir is better in grouped 5v5s with waveclear and team speed. In a side lane, do not chase into brush where Prowl and traps let her reset the fight.
- A blocked spear usually means you can take space immediately.
- Avoid brush duels; her passive and Bushwhack make the angle worse for you.
- Boomerang Blade is easiest to land after she uses Pounce aggressively.

Nunu & WillumpFavoured
Nunu is hard to chase down but lacks the sustained damage to beat Sivir alone unless Ice Blast and Absolute Zero get full value.
Watch for Ice Blast slows Sivir's movement and attack speed, making it hard to kite out of Absolute Zero.
How to beat
Spell Shield Ice Blast when he steps up, then punish during the cooldown because he has little ranged pressure afterward. If he starts Absolute Zero, immediately walk out with On The Hunt instead of standing to finish autos.
Later Nunu rarely wants a true duel with Sivir; he matters more by buffing an ally and controlling teamfight space. Sivir wins isolated fights if she avoids the ultimate channel, but in grouped fights she should respect Blood Boil on the enemy carry.
- Do not burn Spell Shield on Consume; it is not aimed at you.
- Absolute Zero is only scary if Ice Blast already slowed you.
- Ricochet can pressure him while he hides behind minions waiting for Ice Blast.

OlafUnfavoured
Olaf's Undertow chain and Ragnarok let him run through Sivir's spacing tools, and Reckless Swing gives him reliable damage once he reaches melee.
Watch for Ragnarok lets Olaf ignore disables and keep chasing while Undertow repeatedly slows Sivir.
How to beat
Dodge Undertow laterally and punish only when the axe lands far enough away that he cannot instantly pick it up. Spell Shield the first Undertow or Reckless Swing depending on range, then use On The Hunt to disengage during Ragnarok rather than trying to race his low-health attack speed.
Later Olaf remains favored in the side lane because Sivir has no hard peel to stop Ragnarok. In teamfights, Sivir should kite backward with her team and turn only after Olaf's ultimate duration or health bar is exhausted.
- If Olaf catches his axe at your feet, the duel is already bad.
- Do not all-in him just because he is low; Berserker Rage makes that his strongest window.
- Spell Shielding Undertow before Ragnarok creates the cleanest escape.

PantheonUnfavoured
Pantheon wins short fights with point-click stun and burst, while Aegis Protection can block a key Sivir auto during her narrow trading window.
Watch for Aegis of Zeonia stuns Sivir and guarantees Heartseeker Strike damage if Spell Shield is unavailable.
How to beat
Keep enough distance that he must telegraph the leap, and save Spell Shield for Aegis of Zeonia rather than Spear Shot when an all-in is possible. After his stun is blocked or used, kite out Heartseeker Strike's cone and punish while his passive shield is down.
Later Pantheon falls off as a sustained duelist compared with true carries, but he can still kill Sivir if he starts from fog or arrives with Grand Skyfall. Sivir should group and force front-to-back fights where Pantheon's single-target engage gets absorbed before she commits.
- Break Aegis Protection with a low-value auto before using Boomerang Blade if possible.
- Spell Shielding the stun is far more valuable than blocking poke.
- Move sideways out of Heartseeker Strike; backing straight up can keep you in the cone.

RammusUnfavoured
Rammus is a direct anti-marksman duel because Powerball starts the fight, Puncturing Taunt forces Sivir to hit him, and Defensive Ball Curl reflects her damage.
Watch for Puncturing Taunt forces Sivir to attack Rammus during Defensive Ball Curl, turning her own autos against her.
How to beat
Hold Spell Shield for Puncturing Taunt if he is already in range, or Powerball if blocking the knockup is the only way to avoid contact. Stop attacking while Defensive Ball Curl is active when you are not taunted, then kite out with On The Hunt after the taunt ends.
Later Rammus wins the side-lane duel if he gets on top of Sivir, especially with armor stacked. In teamfights, Sivir must wait out his engage and let teammates handle him while she avoids hitting Ball Curl more than necessary.
- Do not Ricochet into him for free reflect damage when Defensive Ball Curl is active.
- Spell Shield can block the taunt, which is usually the fight-deciding spell.
- If Powerball misses, he has a much harder time forcing the duel.

RyzeUnfavoured
Ryze outranges Sivir with targeted spells and Rune Prison makes it difficult for her to kite before his low-cooldown rotation wins the trade.
Watch for Rune Prison roots Sivir in range of Ryze's full spell rotation and Desperate Power follow-up.
How to beat
Use Spell Shield on Rune Prison whenever he steps into cast range, then back out before his passive lets the next rotation come up. Fight only after he has spent Rune Prison or Desperate Power, and use Boomerang Blade from max range instead of walking into repeated Overload trades.
Later Ryze scales into a stronger close-range duelist, while Sivir's late value is waveclear and team movement. In teamfights, stay outside Rune Prison range until he commits forward, then burn him with your team rather than taking an isolated spell rotation.
- Blocking Rune Prison is better than blocking a single damage spell.
- Do not stand near minions when Spell Flux can bounce value through the wave.
- Desperate Power gives him enough sustain that short poke is better than extended trading.

ShacoEven
Shaco can win if Deceive creates a backstab burst or box fear, but Sivir can survive the opener with Spell Shield and out-DPS him if she identifies the real target.
Watch for Deceive lets Shaco appear behind Sivir for Backstab damage and a sudden Two-Shiv Poison chase.
How to beat
Avoid fighting near likely Jack In The Box setups, and keep moving so Deceive does not get a clean back angle. Spell Shield Two-Shiv Poison or the box fear after he appears, then use Ricochet and Boomerang Blade to hit both Shaco and Hallucinate clone while you kite.
Later Shaco is stronger in ambushes and messy side-lane setups, while Sivir is stronger in grouped fights where he cannot isolate her. Stay with vision and teammates; if he burns Deceive without killing you, On The Hunt turns the fight back on him.
- Do not chase him into boxes after Hallucinate or Deceive.
- Boomerang Blade can reveal which target is real by damage patterns and movement, but do not stand still to check.
- Spell Shielding Two-Shiv Poison denies both damage and the chase slow.

ShenEven
Shen is hard for Sivir to kill through Feint and sustain, but his damage is low enough that Sivir can win if she blocks Shadow Dash and keeps spacing.
Watch for Shadow Dash taunts Sivir and gives Shen the contact he needs for Ki Strike and Vorpal Blade trades.
How to beat
Hold just outside Shadow Dash range and Spell Shield the dash when he commits. After the taunt is blocked or missed, kite backward and punish Feint's downtime rather than wasting burst into the shield.
Later Shen usually impacts the map more with Stand United than by dueling Sivir. Sivir can pressure waves, but she must be ready to use On The Hunt to collapse when Shen leaves the lane or to disengage if he taunts from fog.
- Feint can absorb a surprising amount of your first Boomerang Blade hit.
- Spell Shielding Shadow Dash turns his engage into a lost trade.
- If Shen channels Stand United in front of you, push damage immediately or force him to cancel.

SingedEven
Sivir can kite Singed in open space, but one Fling into Poison Trail and Mega Adhesive can flip the duel into a chase she cannot win.
Watch for Fling throws Sivir behind Singed into Poison Trail, reversing her kite path and costing her spacing.
How to beat
Never chase directly through Poison Trail; hold max auto range and make him run toward you first. Save Spell Shield for Fling when he closes, then use On The Hunt after Insanity Potion is active to maintain distance until his speed window fades.
Later Singed is better at side-lane disruption and forcing bad chases, while Sivir is better grouped when she can clear waves and speed her team around him. Do not match his map movement alone unless you have room to retreat without crossing poison.
- Spell Shielding Fling is the difference between kiting and being dragged through poison.
- Mega Adhesive matters most when it blocks your escape route, not when it is thrown behind you.
- If Insanity Potion is active, stop chasing and make him overextend first.

SionUnfavoured
Sion's point-click stun and lifesteal ultimate make extended close-range trades bad for Sivir unless she blocks Cryptic Gaze and kites before Cannibalism takes over.
Watch for Cryptic Gaze stuns Sivir long enough for Sion to close and begin Cannibalism-fueled attacks.
How to beat
Stay at the edge of auto range and keep Spell Shield for Cryptic Gaze when he walks forward. If Death's Caress is active, back away before it detonates, then re-engage once the shield is gone and Cannibalism is not running.
Later Sion can become a stronger isolated duelist if he reaches Sivir with stun and ultimate active. Sivir should avoid side-lane stat checks and instead group, where she can Spell Shield the stun and use On The Hunt to kite him as a team.
- Do not burst into Death's Caress unless you can break it before he detonates.
- Executioner's Calling is valuable only when Cannibalism healing is deciding the fight.
- Spell Shielding Cryptic Gaze gives you the clean window to punish his short range.

SkarnerUnfavoured
Sivir can kite Skarner before he reaches her, but if Crystalline Exoskeleton survives long enough for Impale range the duel usually flips against her.
Watch for Impale suppresses Sivir and drags her through Skarner's melee damage window.
How to beat
Hold max Boomerang Blade range and spend autos only when Fleet of Foot lets you keep distance. Save Spell Shield for Impale unless Fracture is clearly the only spell that can reach you, then commit while Crystalline Exoskeleton is broken because he loses both speed and attack speed.
Later Finished Skarner is still hard to side lane into because Flash or speed-boosted Impale can start the fight on his terms. Sivir is stronger in teamfights if she stays behind peel and uses On The Hunt to disengage his first charge or punish after Impale is blocked or cleansed.
- Do not burn Spell Shield on the first Crystal Slash; it is not the fight-deciding spell.
- Breaking Crystalline Exoskeleton before he enters melee range is your best real opening.
- If he reaches you without using Impale, keep walking until he is forced to cast it into Spell Shield.
- Ricochet is low value once he is alone; use it mainly as an auto reset while kiting.

SonaFavoured
Sona has poke and Crescendo, but Sivir outdamages her in a sustained duel and can deny the only hard crowd control with Spell Shield.
Watch for Crescendo stuns Sivir long enough for Sona to unload Power Chord and aura damage safely.
How to beat
Stay outside Sona's 550 auto range until she spends Hymn of Valor or shows a Power Chord setup, then trade with Boomerang Blade and Ricochet. Hold Spell Shield for Crescendo; once it is blocked or down, Sivir can run her down with Fleet of Foot and On The Hunt.
Later Sona is not a side-lane duelist, so Sivir wins isolated fights if she respects Crescendo. In teamfights, do not clump into her ultimate; Sivir's job is to shield the engage note and use On The Hunt to force or reset the fight.
- Track Power Chord count before stepping into auto range.
- Spell Shielding Crescendo usually decides the duel outright.
- If she uses Aria of Perseverance before you commit, wait out the defensive aura instead of trading into it.
- Boomerang Blade punishes her short cast ranges without entering her auto trade for long.

SorakaFavoured
Soraka can silence and heal through short trades, but she lacks the damage and lockdown to beat Sivir alone unless Sivir wastes cooldowns into Astral Blessing and Wish.
Watch for Infuse silences Sivir, preventing Spell Shield, Boomerang Blade, or On The Hunt during her defensive window.
How to beat
Do not all-in through Astral Blessing's armor unless Soraka is already low. Bait Infuse with a short forward step, Spell Shield it if possible, then commit with Ricochet and Boomerang Blade before Wish can completely reset the trade.
Later Sivir wins the side lane because Soraka cannot force a kill alone. In teamfights, Soraka's value is keeping carries alive, so Sivir should hit the reachable target and consider anti-heal if Soraka's heals are deciding extended fights.
- Spell Shielding Infuse lets you keep casting while she loses her main peel spell.
- Executioner's Calling matters only if you are actually cutting through Soraka-backed healing.
- Do not judge her health bar before Wish; assume one extra heal is coming.
- Avoid standing in repeated Starcall range during a slow chase.

TaricEven
Sivir can kite Taric forever in open space, but a Dazzle stun into close-range Shatter and Radiance can make his armor-heavy trade surprisingly dangerous.
Watch for Dazzle stuns Sivir and lets Taric walk into his highest-damage range.
How to beat
Respect Dazzle range and avoid straight-line chases where Taric can turn and stun. Save Spell Shield for Dazzle, not Shatter; once the stun is blocked, kite backward and punish while he has no reliable way to stay on you.
Later Taric still should not beat Sivir in a long side-lane chase unless he catches her near terrain or with help. In teamfights, he is more valuable as armor aura and point-click setup, so Sivir should shield Dazzle and use On The Hunt to reposition around his front line.
- Dazzle deals more damage when Taric is close, so do not let the stun land after he has already walked up.
- His Shatter aura makes short physical trades worse than they look.
- Spell Shielding Dazzle gives you a clean chase window before his heal cycle matters.
- Kite away from minions if Ricochet bounces are not helping you damage him.

TeemoUnfavoured
Teemo's longer range, Toxic Shot, and Blinding Dart beat Sivir's auto-based damage unless she blocks the blind and avoids mushroom terrain.
Watch for Blinding Dart denies Sivir's basic attacks during the most important part of the trade.
How to beat
Treat the duel as a cooldown test: step up to invite Blinding Dart, Spell Shield it, then answer immediately with Ricochet and Boomerang Blade. Do not chase through brush or narrow paths once Noxious Trap is available; force him into open lane where his traps cannot decide the fight.
Later Teemo remains annoying in side lanes because mushrooms punish Sivir's low range chase patterns. Sivir is usually more useful in grouped fights, where Spell Shield can block blind and On The Hunt lets her team ignore trap zones or disengage after hitting one.
- If Spell Shield is down, do not auto-trade into Blinding Dart.
- Boomerang Blade can punish Teemo while you wait out blind range.
- Fleet of Foot drops his Move Quick passive when your auto connects, making the second half of the chase easier.
- A single mushroom often gives him enough time to reset the duel.

TristanaUnfavoured
Tristana outranges Sivir and has stronger all-in control, so Sivir must win by blocking Rocket Jump or Buster Shot and forcing a fight during Rapid Fire downtime.
Watch for Rocket Jump lets Tristana choose the fight, land a slow, and keep Sivir inside her longer attack range.
How to beat
Do not start the duel from Tristana's max range; she gets too many free autos before Sivir can answer. Spell Shield Rocket Jump if she jumps in, or Buster Shot if she is using it to deny your all-in, then punish while Rocket Jump and Rapid Fire are unavailable.
Later Tristana's scaling range makes the side-lane duel worse for Sivir when both are finished. Sivir's teamfight angle is waveclear and team speed: force grouped fights before Tristana gets a clean front-to-back range advantage.
- Her passive range scaling makes this matchup worse with levels, not just items.
- If Rocket Jump is down, Tristana loses her clean escape from On The Hunt.
- Do not throw Boomerang Blade after Buster Shot unless you can account for the knockback changing the return path.
- Ricochet bounces are not enough to offset her direct single-target DPS.

TryndamereUnfavoured
Sivir can kite Tryndamere early in open space, but Spinning Slash, Mocking Shout, critical strikes, and Undying Rage make the equal-item duel favor him if he ever sticks.
Watch for Undying Rage prevents the kill while Tryndamere spends several seconds cutting Sivir down.
How to beat
Keep him at the edge of Boomerang Blade range and never walk close enough for Mocking Shout to hit while your back is turned. Save On The Hunt for after Spinning Slash, then kite out Undying Rage instead of trying to finish him through it.
Later Tryndamere wins most finished side-lane duels because Sivir cannot kill him fast enough through Undying Rage and sustained crits. Sivir should group, clear waves safely, and use On The Hunt to force fights where Tryndamere has to run through multiple champions.
- Turn to face him before Mocking Shout if you can; avoiding the slow is often the duel.
- Do not spend Boomerang Blade into Undying Rage unless it helps zone him after the ultimate ends.
- If Spinning Slash is down before he reaches you, you can kite aggressively for a few seconds.
- Frozen Mallet turns your autos into real spacing tools in this specific melee chase.

Twisted FateEven
Sivir wins the sustained auto fight, but Twisted Fate can decide the duel with Gold Card setup if Spell Shield is mistimed.
Watch for Pick A Card Gold Card stuns Sivir and guarantees Wild Cards or follow-up autos.
How to beat
Watch the card cycle and keep enough distance that Twisted Fate must reveal his chosen card before entering range. Spell Shield Gold Card, then hard commit with On The Hunt because his remaining damage is much easier to race without the stun.
Later In side lane, Sivir can beat Twisted Fate if she survives the first card, but Destiny and Gate mean he often avoids honest duels and creates numbers advantages elsewhere. In teamfights, Sivir should shield Gold Card when it is aimed at her and use her waveclear to limit his split-push pressure.
- Do not Spell Shield Wild Cards if Gold Card is still loaded.
- Destiny's reveal and slow can ruin your escape path even before he appears.
- If he locks Blue or Red Card, you have a short window to trade without stun threat.
- Boomerang Blade is easiest to land while he pauses to throw Pick A Card.

TwitchUnfavoured
Twitch outranges Sivir and wins the surprise all-in with Ambush, Venom Cask, Expunge, and Spray and Pray unless Sivir denies the opener and shortens the fight.
Watch for Ambush lets Twitch start with the first autos and stack Deadly Venom before Sivir can choose spacing.
How to beat
Do not stand in isolated fog or unwarded lane pockets where Ambush gives him the opener. If he appears, Spell Shield Venom Cask or Expunge depending on timing, then either burst him immediately with Boomerang Blade or use On The Hunt to exit Spray and Pray's line.
Later Twitch is favored in isolated finished duels because Spray and Pray turns range and opening position into lethal DPS. Sivir is better when grouped behind vision, using Ricochet and On The Hunt to punish Twitch after his stealth engage is revealed.
- A ward from Wriggle's or Feral Flare can matter more than a combat stat if Ambush is deciding fights.
- Do not run in a straight line inside Spray and Pray; sidestep the bolt line while leaving range.
- Spell Shielding Expunge after several poison stacks can swing the duel harder than blocking the slow.
- If Twitch opens without Spray and Pray, force him to use it defensively before committing fully.

VayneUnfavoured
Vayne's longer range, Tumble repositioning, Silver Bolts, and Final Hour invisibility make her a stronger pure duelist than Sivir.
Watch for Condemn knocks Sivir back and can stun her into a wall, ending her chance to trade back.
How to beat
Fight only in open space, away from walls, so Condemn cannot stun you. Spell Shield Condemn if she steps into the angle, then use Boomerang Blade during her visible moments and disengage if Final Hour lets her repeatedly reset target access.
Later Vayne is one of the better finished side-lane marksmen and usually beats Sivir in a clean duel. Sivir's answer is to group, shove waves, and use On The Hunt to start teamfights where Vayne has to spend Tumble defensively instead of chasing Sivir alone.
- Never duel her beside a wall or turret edge; Condemn stun is the matchup.
- Spell Shield does not stop Silver Bolts stacks already being built by autos.
- Boomerang Blade can hit where she tumbles if you cast after seeing the direction.
- Final Hour invisibility makes blind chasing with On The Hunt risky.

VeigarEven
Sivir can kill Veigar quickly if she blocks Event Horizon, but one stun into Dark Matter and Primordial Burst can erase her before she plays the DPS fight.
Watch for Event Horizon stuns Sivir when she crosses the cage edge and sets up Veigar's burst combo.
How to beat
Stay just outside Event Horizon threat until Veigar has to cast it defensively, then Spell Shield the cage edge or wait inside without crossing if you are trapped safely. Once Event Horizon is down, run him down with On The Hunt because he has little sustained damage into autos.
Later Veigar's finished burst makes side-lane mistakes fatal, but Sivir can still win if Spell Shield denies the stun or ultimate setup. In teamfights, do not be the first champion into Event Horizon; use Spell Shield and On The Hunt after the cage is placed to collapse or disengage.
- Spell Shield can block the stun from Event Horizon's edge, which is usually better than blocking Baleful Strike.
- If you are inside the cage, do not panic-walk through the wall without Spell Shield.
- Hexdrinker helps against his magic burst but does not fix a bad cage path.
- Primordial Burst is less punishing to Sivir than to AP champions, but the base burst still matters.

WarwickUnfavoured
Warwick's sustain and Infinite Duress punish Sivir's short range, so she needs to block the suppress or kite perfectly before he reaches her.
Watch for Infinite Duress suppresses Sivir and gives Warwick guaranteed damage and healing time.
How to beat
Poke with Boomerang Blade while staying outside ultimate range as long as possible. Save Spell Shield for Infinite Duress, then immediately create distance with On The Hunt and continue kiting; if he lands the ultimate, use Quicksilver Sash effects or disengage rather than trying to stand and race his healing.
Later Warwick is favored in side-lane duels if he has ultimate and enough durability to survive the first kite. Sivir is stronger grouped, where she can shield or cleanse Infinite Duress and let teammates punish Warwick while he is locked into the channel.
- Do not waste Spell Shield on Hungering Strike when Infinite Duress is available.
- Executioner's Calling cuts his passive and Hungering Strike healing during extended fights.
- Blood Scent makes low-health escapes unreliable; leave before you are in execute-chase range.
- On The Hunt is best used after his gap close, not before he commits.

WukongUnfavoured
Wukong's dash, armor shred, Decoy mind game, and Cyclone knockup give him the burst and stickiness Sivir hates in a 1v1.
Watch for Cyclone knocks Sivir up and keeps Wukong in melee range for his damage cycle.
How to beat
Hold enough range that Nimbus Strike cannot start for free off a nearby minion or clone angle. Spell Shield Cyclone's first hit if you can read the commit, then kite away from Decoy instead of wasting Boomerang Blade into the clone.
Later Wukong remains dangerous in side lanes because one Nimbus Strike into Cyclone can kill Sivir before she creates distance. In teamfights, Sivir should play behind the front line and use On The Hunt either to disengage his Cyclone or to chase after he spends Decoy.
- If he suddenly stops moving after trading, assume Decoy and reposition before casting Boomerang Blade.
- Crushing Blow's armor reduction makes the next autos hurt more than his first hit suggests.
- Avoid fighting near your own minion wave if it gives him an easy Nimbus Strike target.
- Spell Shielding Cyclone's knockup is the cleanest way to turn the duel.

ZileanEven
Zilean can kite and bomb Sivir from longer range, but he lacks sustained duel damage if Sivir blocks the key slow and waits out Chronoshift.
Watch for Time Warp slows Sivir, letting Zilean keep distance while Time Bomb and Rewind cycle damage.
How to beat
Do not chase through repeated Time Warp range without Spell Shield ready. Block Time Warp, close with On The Hunt, and force Chronoshift before committing your last burst; once the revive mark is active, back off briefly and re-engage as it expires or after he revives.
Later Zilean still avoids honest side-lane duels by speeding himself away and buying time with Chronoshift. Sivir is more useful in teamfights if she does not overchase him, using Ricochet on clustered enemies and saving Spell Shield for Time Warp or a bomb that would force her out.
- Spell Shielding Time Warp is often better than blocking Time Bomb because it lets you keep attacking.
- Do not finish him into Chronoshift unless you can control the revive location.
- His 600 range means he can start trades before you can auto back.
- If Rewind is available, expect a second bomb or speed change quickly.
No champion by that name.
18- Attack damage
- 312
- Ability power
- 0
- Armor
- 140.25
- Magic resist
- 84.6
- Attack speed
- 1.560
- Cooldown reduction
- 0%
- Critical strike chance
- 55%
- Move speed
- 399

Click an item to leave it out of the numbers.
Resources
- Health
- 1,992
- Health regen
- 14.15 / 5s
- Mana
- 977
- Resource regen
- 15.5 / 5s
Offense
- Attack range
- 425
- Crit chance
- 55%
- Crit damage
- 250%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QBoomerang Bladerank 5/5
- Damage
- 480
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.560
- Average hit
- 580.8
- Normal hit
- 318.2
- Critical hit
- 795.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 108.7 / s
- Time to kill
- 1.1s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 101.3
- Ability power
- 0
- Armor
- 75.25
- Magic resist
- 30
- Attack speed
- 1.058
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 335
Resources
- Health
- 1,854
- Health regen
- 14.15 / 5s
- Mana
- 977
- Resource regen
- 15.5 / 5s
Offense
- Attack range
- 425
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QBoomerang Bladerank 5/5
- Damage
- 260
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.058
- Average hit
- 101.3
- Normal hit
- 101.3
- Critical hit
- 202.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.3s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 246.25
- Ability power
- 0
- Armor
- 75.25
- Magic resist
- 30
- Attack speed
- 1.614
- Cooldown reduction
- 7.2%
- Critical strike chance
- 55%
- Move speed
- 420.44
Click an item to leave it out of the numbers.
Resources
- Health
- 1,854
- Health regen
- 14.15 / 5s
- Mana
- 2,157
- Resource regen
- 25.5 / 5s
Offense
- Attack range
- 425
- Crit chance
- 55%
- Crit damage
- 250%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QBoomerang Bladerank 5/5
- Damage
- 413
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.614
- Average hit
- 458.4
- Normal hit
- 251.2
- Critical hit
- 627.9
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 1.4s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.