Sivir
SIVIRSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 9.5 | 9 | 8.5 | 8 |
| Cost | 55 | 60 | 65 | 70 |
| Base Damage | 70 | 100 | 130 | 160 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 12 | |||
| Cost | 60 | |||
| Attack Speed | 25% | 30% | 35% | 40% |
| Attack Damage | 30% | 35% | 40% | 45% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 22 | 20 | 18 | 16 |
| Attack Damage | 65% | 70% | 75% | 80% |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 80 | 70 | 60 |
| Cost | 100 | ||
| Bonus Attack Damage | 2 | 2.5 | 3 |
| Cooldown Reduction | 20% | 25% | 30% |
| Duration | 8 | 10 | 12 |
| Move Speed | 15% | 20% | 25% |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+C← C50.3%4.9%0.1%
- Master+C← B50.4%5.0%0.1%
- ChallengerB← B50.4%5.6%0.1%
- LegendaryB← B50.5%6.1%0.1%
Tencent official (CN server) / ADC / 2026-11-06
Tier moves C → B across ranks, a 0.2 point spread in win rate.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among ADC
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Core items (3)16 combos, by pick rateby win rate
- CombinationPickWin
- 53.2%
- 49.9%
- 54.4%
- 53.0%
- 52.2%
- 54.9%
- 51.7%
- 60.5%
- 54.5%
- 49.4%
- 54.6%
- 48.1%
- 51.4%
- 51.4%
- 54.0%
- 51.5%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 49.7%
- 50.5%
- 50.2%
- 50.9%
- 54.0%
- 47.2%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 51.5%
- 49.0%
- 49.4%
- 52.0%
- 48.9%
Official Tencent data (China server)Master+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Core items (3)16 combos, by pick rateby win rate
- CombinationPickWin
- 53.2%
- 49.4%
- 54.5%
- 52.0%
- 52.2%
- 51.2%
- 61.2%
- 55.5%
- 53.5%
- 49.7%
- 55.6%
- 50.8%
- 51.9%
- 48.4%
- 51.7%
- 54.3%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 49.7%
- 50.5%
- 49.6%
- 50.5%
- 54.6%
- 48.3%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 51.6%
- 49.0%
- 49.4%
- 52.3%
- 48.3%
Official Tencent data (China server)Challenger / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 52.6%
- 49.2%
- 55.5%
- 51.4%
- 51.8%
- 52.2%
- 61.1%
- 51.3%
- 52.8%
- 52.1%
- 52.7%
- 50.6%
- 59.4%
- 65.9%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 50.2%
- 50.0%
- 46.9%
- 55.0%
- 53.7%
- 48.8%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 52.1%
- 48.2%
- 50.6%
- 47.0%
- 52.2%
Official Tencent data (China server)Legendary / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 54.1%
- 53.5%
- 56.0%
- 59.6%
- 53.3%
- 48.7%
- 65.5%
- 49.4%
- 43.2%
- 62.0%
- 49.2%
- 55.7%
- 49.1%
- 46.3%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 49.1%
- 51.2%
- 55.8%
- 52.6%
- 49.0%
- 48.2%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 49.9%
- 52.6%
- 48.3%
- 48.4%
- 47.4%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds4 builds (2 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
- PRO
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Guardian Angel
Bloodthirster
Navori Quickblades
Mortal Reminder
Yun Tal Wildarrows
Dominik’s Regards
Infinity Edge
Experimental Hexplate
Maw of Malmortius
Black Cleaver
Mercurial Scimitar
Blade of the Ruined King
Serylda’s Grudge
The Collector
Fiendhunter Bolts
Rapid Firecannon
Phantom Dancer
Hexoptics C44
Essence Reaver
Immortal Shieldbow
Stormrazor
Runes
Keystone
Resolve
Sorcery
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3Changed
Base Stats
- Base Attack Damage: 58 → 60
- Attack Speed Ratio: 0.625
- Base Attack Speed: 0.625
- Base Bonus Attack Speed: 0.3
- Attack Speed per Level: 0.01
Fleet of Foot
- Movement Speed bonus: 31 - 45 (based on level) → 55 - 70 (based on level)
Boomerang Blade
- Damage: 10 / 30 / 50 / 70 + 75 / 80 / 85 / 90% Attack Damage + 60% Ability Power × 50% × Critical Rate → (70 / 100 / 130 / 160 + 70% × bonus Attack Damage + 60% Ability Power) × (1 + Critical Rate × 40% + (Critical Damage-2) × 40% × Critical Rate)
- Non-champion damage ratio: 80% → 75%
Ricochet
- Damage: 4 / 6 / 8 / 10 + 15 / 18 / 21 / 24% Attack Damage → 37.5% / 40% / 42.5% / 45% Attack Damage
- Minion ratio: 75% → 70%
On the Hunt
- Initial Movement Speed bonus: 15% → 15 / 20 / 25%
- Initial Movement Speed duration: 10 / 11 / 12 seconds → 8 / 10 / 12 seconds
- Cooldown reduction ratio: 30 / 35 / 40% → 20 / 25 / 30%
- Attack Damage per morale stack: 2 / 3 / 4 → 2 / 2.5 / 3
- Re-triggering refreshes Hunt duration.
- Movement Speed granted on re-trigger: 25% → 15 / 20 / 25%
7.1dChanged
Base Stats
- Attack Damage per level: 3.5 → 4
Boomerang Blade
- Attack Damage Ratio: 70/75/80/85% → 75/80/85/90%
Analysis
Nothing equippedCombat Power at Lv15 is 9,572 (#138 of 142, #24 of 26 Marksman). About the same as #129 at Lv1.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Marksman median | Rank |
|---|---|---|---|---|
| 1 | 5,364 | 5,897 | 5,544 | 129 |
| 2 | 5,766 | 6,459 | 5,924 | 134 |
| 3 | 6,165 | 6,934 | 6,418 | 135 |
| 4 | 6,568 | 7,485 | 6,880 | 135 |
| 5 | 6,832 | 7,899 | 7,352 | 139 |
| 6 | 7,061 | 8,244 | 7,648 | 141 |
| 7 | 7,292 | 8,552 | 7,938 | 141 |
| 8 | 7,648 | 8,948 | 8,262 | 140 |
| 9 | 7,928 | 9,378 | 8,635 | 139 |
| 10 | 8,186 | 9,716 | 8,922 | 141 |
| 11 | 8,424 | 10,018 | 9,168 | 140 |
| 12 | 8,797 | 10,461 | 9,551 | 139 |
| 13 | 9,069 | 10,786 | 9,864 | 138 |
| 14 | 9,312 | 11,138 | 10,153 | 139 |
| 15 | 9,572 | 11,462 | 10,439 | 138 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- +55-70 move speed (decaying)128G
Combat only: 50%Survival factorAt most once per 8sChampion median- Physical damage789G
Combat only: 50%At most once per 8sSkill ranks from level- +25-40% attack speed222G
- Physical damage (ricochet, on hit)391G
Combat only: 50%At most once per 8sSkill ranks from level- Heal (on blocking an ability)114G
- Spell shield (read as crowd-control removal)258G
- +55-70 move speed (Fleet of Foot, decaying)32G
Combat only: 50%Conditional bonus: 50%Read as a similar priceSurvival factorChampion medianSkill ranks from level- +15-25% move speed (self + one ally)683G
- 20-30% basic ability cooldown reduction171G
Combat only: 50%You and one allySurvival factorMove speed % as flatChampion medianSkill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Conditional bonus: 50%
Bonuses that depend on the target's or your own state (extra effects on burning enemies, detonating marks, "if already ..." bonuses) and effects tied to a position or situation (near turrets, in brush, moving toward a low-health ally) assume the condition holds 50% of the time, so they count at half. Effects triggered by your own death are assumed once per 90 seconds, like takedowns. Empowerments spent by another ability (such as Karma's Mantra) count the bonus once per that ability's cooldown.
Read as a similar price
Effects without a price are read as the closest existing formula: vision as avoiding a gank death (half an escape tool's chance), blocking attacks or projectiles as a shield for the same time, untargetable time (invisibility, etc.) as crowd control on the enemy, range as the move speed of the approach distance saved, experience as gold (1 = 0.5 gold), and stolen or reduced enemy stats as stats (or defense) you gain.
You and one ally
Heals and shields that also reach an ally are counted for two people: you and one ally.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
| Lv 15 | Sivir | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,392 | 1,832 | 2,422 | 2,732 |
| Armor | 97 | 34 | 104 | 127 |
| Magic Resist | 48 | 45 | 60 | 80 |
| Attack | 116 | 50 | 109.5 | 147 |
| Attack Speed | 0.900 | 0.735 | 0.951 | 1.252 |
| Move Speed | 340 | 335 | 350 | 360 |
| HP regen | 17 | 14 | 19 | 29 |
| MP | 1,180 | 802 | 1,080 | 1,390 |
| MP regen | 27 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




