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Your first ten games on Sivir: a smurf opener

A ten-game plan for Sivir on a fresh account — the abilities to drill, the real cooldowns to respect, and the habit that costs the most games.

Sivir splash art

Why Sivir on a new account

A new account gives you ten normal games before ranked opens. That is the only stretch where you can misplay Sivir at no cost to your rating, and most players spend it on autopilot.

Sivir is a marksman whose job in a fight is to deal damage every second of a fight from behind people who can absorb one. 500 attack range means Sivir wins by not being where the fight is. Spacing is the whole skill, not a detail of it.

Sivir is mana-gated, which is the real limit on how often you can contest a wave early.

Sivir loading art

Drill these, in this order

Fleet of Foot icon
Passive

Fleet of Foot

Sivir gains a short burst of Move Speed when she attacks an enemy champion.

Boomerang Blade icon
Q

Boomerang Blade

Sivir hurls her crossblade like a boomerang, dealing damage each way.

Cooldown 10/9.5/9/8.5/8sCost 55/60/65/70/75 {{ abilityresourcename }}Range 1200
Ricochet icon
W

Ricochet

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

Cooldown 12sCost 60 {{ abilityresourcename }}Range 20
Spell Shield icon
E

Spell Shield

Creates 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.

Cooldown 24/22.5/21/19.5/18sRange 20
On The Hunt icon
R

On The Hunt

Sivir 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.

Cooldown 120/100/80sCost 100 {{ abilityresourcename }}Range 1000

Skill order, and how to reason about it

Take On The Hunt at levels 6, 11 and 16 — the ultimate is always worth the point it costs.

For the basic abilities, Spell Shield (E) gains the most from being ranked: its cooldown falls by 6 seconds between rank 1 and max, which is the largest improvement in the kit. That is the usual argument for maxing it first.

This is reasoning from the cooldown data, not a win-rate ranking — a matchup that punishes you can invert it.

Games one to four: last-hitting only

Do not look for kills. Farm, and watch the cooldown figures above — a marksman that walks up with its main ability down is giving away a free trade, and at rank one those cooldowns are at their longest.

Ranged last-hitting under tower is its own skill, and these are the games to practise it deliberately.

Games five to ten: trading patterns

Now use the cooldowns. The recurring error for this class is stepping forward for one more auto-attack — it never feels like a mistake in the moment, which is exactly why it survives into ranked.

Riot's own notes on playing Sivir

These are the designers' words, not ours — the tips shipped in the client for Sivir.

What the stat line does between level 1 and 18

StatLevel 1Level 18
Health6002368
Attack damage6060
Armour3098
Magic resist3351.7

Movement speed 335 and attack range 500 do not grow with levels — they are the two numbers that stay true all game.

Full Sivir page — abilities, stats and every skin →

Champion data from Riot's Data Dragon, patch 16.16.1. SmurfVault is not endorsed by Riot Games.