Meta, tier list & top-player builds from the China server · live
希维尔 · 战争女神 Marksman C
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 22 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Sivir: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Sivir players, captured in-game.
📖 How to play SivirCounted on 24 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
22 of the top 30 players have a public match history; the others keep theirs private.
























































































The toughest lane matchups for Sivir on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Draven counters Sivir: The shield blocks ONE thing and his axes are two, plus everything else: in raw damage there is no contest.
How to play Sivir into Draven: Boomerang the wave and him together: the shove is your defense. Save the shield for his support's CC, not for the axes.
→ DravenWhy Samira counters Sivir: Your shield stops a single link of her chain: the other four run you over anyway.
How to play Sivir into Samira: Shield her entry taunt-dash: you deny her the style. Use the team R to disengage: you are the getaway bus.
→ SamiraWhy Vayne counters Sivir: Shove versus scaling: you steal her lane and plates, she steals your late game. A punctuality race.
How to play Sivir into Vayne: Endless waves into the tower: make her choose between cs and health. Shield the Condemn, always. Close with your team before her 3 items.
→ VayneWhy Ezreal counters Sivir: The shield absorbs his W or R, and the duel becomes who farms better while poking.
How to play Sivir into Ezreal: Constant boomerang: your Q hits twice when lined up well. Your R wins every race to an objective.
→ EzrealWhy Ashe counters Sivir: Utility versus utility: her R starts fights, yours moves them. Her slow, though, taxes your re-entries.
How to play Sivir into Ashe: Shield ON her R: you cancel the entire engage. Win the farm with the shove and rotate the map faster than her.
→ AsheThe champions Sivir works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your page says it: hard crowd control has to come from your team, because On The Hunt (R) buffs speed and locks nobody down. Unstoppable Force (R) knocks up the whole group and Ricochet (W) bounces through enemies clumped together with nowhere to scatter.
Your game is shoving the wave and rotating: from level 7 Living Forge (P) hands you shopping from range, so you never recall and never lose a wave. Brittle from Bellows Breath (W) then adds 30% to the crowd control your own kit does not have at all.
Boomerang Blade (Q) and Ricochet (W) pay off most on targets standing close together: Crunch (E) gathers them, Wallop (W) stuns them for 1.25 seconds and GNAR! (R) into a wall leaves them there. You can do none of those three things yourself.
Thundering Smash (Q) is an on-foot charge that speeds up as it closes and ends in a stun: On The Hunt (R) starts it already at pace, and anyone without a dash ready has no time left to run. Stormbringer (R) also shuts off the turret above you.
Worth it in games decided by towers: you are the two best wave clearers on the map, and Acceleration Gate (E) on top of On The Hunt (R) puts your team under the turret before they can rotate back. In a real teamfight, though, he protects you from nobody.
His page says the more ground he covers the harder he hits, and On The Hunt (R) is movement speed for the whole team: Devastating Charge (E) arrives already at top speed and Onslaught of Shadows (R) splits their line in two before they turn around.
Powerball (Q) has to build up speed before it hurts: On The Hunt (R) skips that ramp for him, and his bot ganks land before you ever have to spend Spell Shield (E). Frenzying Taunt (E) is then the only hard lockdown the two of you own between you.
Ricochet (W) chips three or four enemies at once instead of just one: the moment any of them drops under 35% health, Blood Hunt (W) pushes Warwick's speed and attack speed to 150% and Infinite Duress (R) suppresses them for a full second.
Nothing in your kit stops anybody: Curse of the Sad Mummy (R) freezes the group for a second and a half and leaves it bunched up, which is the shape where Boomerang Blade (Q) pierces every one of them in a single throw.
Highlander (R) makes him immune to slows and On The Hunt (R) piles movement speed on top: he becomes impossible to keep away. But between the two of you there is not one hard crowd control effect, so the rest of the team has to bring it.
Destiny (R) reveals the whole map and teleports him onto the target, and On The Hunt (R) brings the other three along behind him: a pick turns into a five-on-four. A Gold Card from Pick a Card (W) is meanwhile the hard lockdown your kit lacks.
Command: Shockwave (R) yanks them all into one spot: Ricochet (W) bounces from body to body and Boomerang Blade (Q) skewers them in a line. Command: Protect (E) on you is a shield plus resistances against the first hit, the one you must never take.
In China Nasus is a mid laner, and Wither (W) is the best answer there is to the duellists that walk you down: it guts both movement and attack speed for whole seconds. Spirit Fire (E) meanwhile shreds the armour of the group Ricochet (W) bounces through.
Slicing Maelstrom (R) re-marks everyone every half second and Mark of the Storm (P) stuns at three stacks: a whole group held still for more than a second. On The Hunt (R) is what gets him in from the flank before they even notice.
The Nevermove (E) recast drags enemies into one pile, exactly the shape Ricochet (W) wants. To do it, though, he has to stand in the middle of them, and you have no crowd control at all to pull them off him: you need a real frontline.
Your kit locks nobody down and hers does nothing else: Zenith Blade (E) roots, Shield of Daybreak (Q) stuns and Solar Flare (R) pins the centre while slowing everyone else by 80%. You are the sustained damage that window is asking for.
Death Sentence (Q) is the pick your page says has to come from a teammate, and The Box (R) slows anyone leaving Ricochet (W) range by 99%. The Dark Passage (W) lantern pulls you back out when Fleet of Foot (P) is not enough on its own.
You are the fastest lane in the game: an empowered Inspire (E) gives a shield and speed to you and to whoever stands next to you, on top of Fleet of Foot (P) and On The Hunt (R). And Focused Resolve (W) roots up to two enemies, which you cannot do at all.
Grand Entrance (W) knocks up and The Quickness (R) charms the same targets: nearly two seconds of back-to-back crowd control, which is the entire window your sustained damage needs. Battle Dance (E) then brings him back to shield you when you get dived.
Spell Shield (E) blocks one spell and the rest of the all-in still lands: Unbreakable (E) covers exactly that, intercepting projectiles and cutting incoming damage by 35%. Glacial Fissure (R) meanwhile knocks up the line Ricochet (W) bounces through.
You are the one ADC who does not suffer from a support that keeps vanishing: you clear the wave alone and Spell Shield (E) covers the gank. Bone Skewer (Q) into Phantom Undertow (E) comes back with a target already dead. Lose the lane, though, and you really are alone.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | C | 48.63% | 3.68% | 0.06% | #15 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | C | 48.65% | 3.68% | 0.06% | #15 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | C | 48.69% | 3.69% | 0.04% | #17 / 22 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | D | 48.33% | 3.79% | 0.03% | #21 / 22 |
Sivir is Wild Rift's premier wave-clearing Marksman, built around sustained physical damage, self-peeling mobility, and a spell shield that swings lane trades in her favor. Rather than leaning on one big burst combo, she chips away with Boomerang Blade and Ricochet while Fleet of Foot rewards every landed hit with a burst of speed. She's the pick when you want a marksman who can shove waves, roam, and still hold her own in a duel.
Skill order: Q > W > E (take R whenever it's available)
Lean on Boomerang Blade to poke and clear waves in one or two hits, and remember its cast time gets shorter the more attack speed you have, so it only gets snappier as you itemize. Throw up Spell Shield proactively before an opponent's key spell rather than saving it for a 'perfect' moment — a whiff only costs half the cooldown, so there's little downside. Grab a little crit chance early since it boosts Q's damage directly, then use your superior clear to shove, freeze, or roam to river skirmishes earlier than a standard marksman could.
From the mid game on, sit at max range and use Boomerang Blade to poke or soften grouped enemies before committing. Trigger Ricochet once you're locked onto the priority target to ramp your attack speed and pressure it faster, letting the bounced hits pick off whoever is standing nearby. Save On The Hunt for the moment your team needs to catch a target, disengage together, or regroup for an objective siege — while it's active, keep landing damage to stack Morale for bonus attack damage, and pushing to 8 stacks refreshes the buff and re-triggers the team-wide speed boost. Positioning stays simple: never take the first hit, and lean on the passive's speed to reset into safety after every trade.