- Tier
- T3
- Peringkat
- #79
- Rasio menang
- 48.68%
- Rasio pilih
- 0.72%
Sylas saat ini masuk kategori T3 dalam data ARAM Mayhem. Lihat panduan champion

Sivir saat ini masuk kategori T3 dalam data ARAM Mayhem.
Sivir the Battle Mistress
Yes, Sivir is safe when your team can play around wave control and grouped fights. If the enemy has to walk through minions or narrow space, keep pushing with your ricochets and punish them while they clear. The tradeoff is that she can feel low-impact if your team never steps forward after you win the wave.
Sivir wants to soften the enemy team before the full engage starts, then turn the fight with team speed and steady autos. If both teams are grouped, hit the closest safe target and let bounces create pressure instead of chasing a backliner. The tradeoff is that forcing deep angles usually removes your biggest strength: clean, safe damage uptime.
Use both, but do not treat Sivir like a pure poke champion. If the enemy is hiding behind minions, your bouncing attacks are often the most reliable way to pressure them. The tradeoff is mana and positioning; spamming every spell from max range can leave you empty or too far back when your team commits.
Hold Spell Shield for the spell that actually changes the fight, not the first random poke that touches you. If the enemy has a hook, hard engage, or high-value crowd control, wait for that cast and block it before stepping forward. The tradeoff is patience: using it for comfort can leave you defenseless during the real punish window.
Use it when your team is ready to move, either to start a fight, chase after a blocked engage, or kite back from a dive. If your frontline lands a good opening, activate it early enough that allies can actually reach the target. The tradeoff is that using it only for yourself often wastes Sivir’s best teamfight tool.
She can, but she needs space created by wave pressure, shields, slows, or threat from another carry. If your team is squishy, play shorter trades and save speed for disengage instead of forcing an all-in. The tradeoff is slower fights; you may win by bleeding the enemy down rather than instantly killing someone.
Stand near allies who can punish the diver and keep your Spell Shield for the first reliable engage tool. If a diver commits, kite backward while attacking the closest target instead of running in a straight line without dealing damage. The tradeoff is target access: you may not hit their carries early, but surviving the dive usually wins the fight later.
Use minion waves aggressively so the enemy has to clear instead of freely aiming at champions. If a dangerous poke spell is predictable, block it with Spell Shield and immediately answer with your own pressure while that spell is unavailable. The tradeoff is that pushing too far without vision or ally backup can expose you to hard engage.
Snowball is risky on Sivir because she normally wins by spacing, not by diving into the enemy team. If your comp has a clear follow-up engage and you need a way to join a collapse, it can work as a situational tool. The tradeoff is severe: a bad recast puts a marksman in the middle of the fight with no easy exit.
Look for augments that improve repeated attacks, safe damage uptime, movement, or survivability while grouped. If an augment helps you keep hitting through a long fight, it usually fits Sivir’s plan better than a flashy one-shot option. The tradeoff is burst; you may give up immediate kill pressure for more reliable teamfight value.
Choose based on the enemy team and how fights are playing out. If you can stand and attack, damage-focused builds reward your ricochet pressure; if you are constantly threatened, a defensive or utility piece can buy enough time to keep firing. The tradeoff is timing, because defensive choices often delay your strongest damage spike.
Stand slightly behind your frontline and angle your attacks through the enemy’s front line rather than walking sideways for a risky backline hit. If the enemy clumps in the lane, your bounce damage does the work while you stay protected. The tradeoff is target control: you may not choose every bounce, but you avoid giving the enemy a clean engage.
Sivir is weakest when her wave is gone, her Spell Shield is down, and the enemy has a direct path to engage. If that happens, back up immediately and wait for your team to reset the line before trying to trade again. The tradeoff is losing short-term pressure, but staying alive matters more than squeezing in one extra attack.
Clear waves safely, protect your health, and make the enemy spend resources before they can hit your turret or force a dive. If they overcommit through minions, use your team speed to either disengage cleanly or turn on the first target that steps too far. The tradeoff is patience: you may have to give ground until one blocked spell or bad enemy engage creates the comeback fight.
The biggest mistake is wasting defensive tools and then walking forward like nothing changed. If Spell Shield or team speed is unavailable, play more conservatively until the next real fight setup. The tradeoff is lower pressure for a moment, but it prevents the classic Sivir death where you had damage ready and no way to survive long enough to use it.