Here, have an incomplete post about Sivir
Here. I was going to write up a massive post on Sivir and where she needs work...
but then I decided,
"you know what? Who's gonna read this? The forumgoers. Will it get a red response? Nah. Do I care? not really."
So I'll give you the benefit of what I already got done, but I'm quite finished hammering on this. It IS still pretty massive. Enjoy or ridicule, depending which forumgoer you are
**WARNING: this will be LONG. HEAVY MATH ahead. **
There has always been a wide range of speculation as to why Sivir is unpopular. The most common reason given is, Sivir has a poor range - but I think this is rather far from the truth. I will show you -exactly- where Sivir's true issue lies - and what might be done to fix it.
- PROBLEM 1: Not very good starting damage.
First, Boomerang Blade. This move sounds good on paper, but it under-performs in the lane. Each point grants 10% more AD ratio, and 20 more flat damage. This basically equates to about +30 damage until you recall to buy better items. I want to note, for comparison:
Ashe's Volley
- 1200 Range
- Cone skillshot (120, 138, 156, 174, 192) damage per volley with just 80 starting AD + level up AD.
- Damage is dealt to up to 7 targets in the cone, fully.
- Targets are frosted (slowed) as well. Useful for chase and escape.
- This skill has a flat cost of 60 mana.
Sivir's Boomerang Blade
- 1250 Range. Not that much further than Ashe's Volley.
- Straightline skillshot (a bit wide) (80, 115, 151, 189, 228) damage to the first target only, with 80 AD + level up AD. Only stronger after lv. 6.
- Can inflict 185% skill damage by striking only a single target, twice. (148 to 421) Especially lethal at lv. 9.
- Past early game, gains 10% more damage than Volley per AD, on that first target.
- But deals less damage than volley to every target other than the first. Can reliably penetrate minions but will deal far less damage than a 'leaked' Volley arrow, down to a minimum of 80% listed damage on a clean double hit.
- And of course does not slow.
- This skill costs from 70 to 110 mana increasing with rank.
Second, there's Ricochet. It deals a very large amount of total damage, but over a wide area. The actual single target damage increase, for Ricochet? Is pathetic. If you make the mistake of leveling it hard, you will inflict 40/48/57/67/78 damage per bounce, up to three times every 5 seconds. If you hit your enemy with ALL THREE bounces, this skill ramps in damage, per invested rank, about 15 damage total.
And that, really is just pathetic. It would be more useful for its long range, but your opponent can avoid the damage by moving away from his minions. You can make the cooldown quite low, but this threatens to spend all your mana.
Sivir's last 2 skills don't inflict damage. So, Sivir's early game is quite weak. And, it only gets worse.
..
- PROBLEM 2: Not very good last hitting.
Experienced last hitters know - *you don't ever want to 'graze' minions. *
You don't want to lock yourself into a skill animation - or far worse, an auto attack - to ALMOST kill a minion. You want to KILL it, to get the last hit. The more damage you do in one hit, the more likely you're going to get that gold. Think of auto-attacking a minion, like a game of roulette. (Particularly with lower-skilled players, this is close to true.) Your attacks are thrown into the mix with those of your minions. The bigger your attack damage, the more slots on the wheel you can claim...
If you graze a minion ... That is, if you attack a minion, fail to kill, and leave it with a tiny sliver of health, you just lost a minion kill, because an allied minion will kill it before you can attack it again. You should avoid attacking too early, to prevent this and ensure your CS - but the less damage your attacks do, the harder it gets to time. In fact, some supports, like Nami, cannot reliably last-hit later on if they buy too much support items, because their damage is just too low. This is mostly a support problem... but...
Throwing Boomerang Blade through the minions will deal a decent amount of damage to the first - and increasingly poor damage to every other minion struck. 60 damage (40% x2) is not good for last hitting. Minions that are struck only once on the way back, due to weird motion, could take as little as 30 damage. It's a great way to GRAZE a bunch of minions at once, putting them all too low to last hit before they die. A Sivir that is focused around harassing a squishier lane opponent will probably cost themselves a few minions through Boomerang Blade grazing them.
But it's not even the worst skill.
Level 1 Ricochet goes so far as to halve your damage - effectively HALVING your last hit power - and graze every single (?) minion in the wave... AND it locks you into a 1.4 second autoattack pause. In the sensitive early levels, using Ricochet carelessly will cause you to miss GOBS and GOBS of last hits. It will wound your farming if you try to harass the enemy with it, unless you are extremely frugal with its use. If you make the mistake of actually trying to FARM, with Ricochet? You will CRIPPLE your CS. And due to the Katarina-style bouncing, if you target a minion in the middle, you might not hit them all (hence, maybe NOT every single minion is hit. On V-shapes, hitting as few as 2 on a bad bounce is common.) You have to hit the minion on the outer edge to strike all the targets, and hope they don't space out into a weird shape.
And it will absolutely push the lane, every time. If that's what you are going for, great. But with no CC, no dashes or escapes, and spellshield on a long cooldown so early, Sivir doesn't have the best tools to slip out of ganks pre-6.
But, there is still one more problem.
..
- PROBLEM 3: Weak item synergy
Sivir's high-potential ratios and low initial stats, make her a very item-dependent champion. Sivir's attack damage at 18, between 84 and 129 maximums, is a despondent 103. Her health is poor and her attack range is anemic. She's got to have items, or she simply can not fight... You would think such a gold-dependent, item-hungry champion would have a wide variety of effective purchases to augment her skills.
However... the actual range of effective items for Sivir is shockingly poor.
Boomerang Blade is decent enough. But Sivir's Ricochet is nothing less than the single worst-affinity skill in the game. As a result, all of Sivir's strongest, most effective builds, basically ignore her Ricochet skill altogether, and focus around dealing damage to a single standard auto attack target from her 550 range, and/or clipping distant enemies with Boomerang Blade.
Why is Ricochet the worst-affinity skill in League? Because, it is nearly impossible to itemize for Ricochet effectiveness. And the few items that would appear to improve it, often do not. As a result, Ricochet's primary use, aside from siege relief or pushing, is for the short, 3-attack increase to attack speed when running down an enemy. It's really that bad.
Ricochet:
- Cannot Crit (No infinity edge)
- Doesn't benefit from lifesteal (No bloodthirster)
- or spellvamp (No revolver)
- Doesn't count as skill damage (No Liandry's Torment)
- OR magic damage (No Deathfire Grasp cheese)
- Applies no On-Hit effects. (No Wit's End, Bork, nothing.)
** People willing to take my word for it, can skip down. ** Let me get really thorough, to show how bad it really is.
Sivir's Ricochet is only affected by Cooldown Reduction items, and so-called "NON-HIT" items - items that apply on-hit affects that are not currently classified as on-hit effects, but trigger when a champion deals ANY kind of physical damage. These are limited to exactly 2 stats and 3 item cases:
-
Added Attack Damage Stat (at weakened, 50-70% efficiency. This is built into the skill.)
-
Added Armor Penetration Stat (at 100% efficiency)
-
The True Damage effect from the Blessing of Elder Lizard
-
The Furor Enchantment on Tier 2 boots
-
The Armor Shred from The Black Cleaver
-
In a unique and interesting twist, the True Damage from Spirit of the Elder Lizard.
Let me bring that item up for a moment. This item, Spirit of the Elder Lizard, illustrates Ricochet's problems, it's a good example.
It actually can significantly improve the damage of Ricochet - the Incinerate damage contributes from 16 to 32 True Damage over 3 seconds. When Triggered, the Ricochet buff does in-fact last for 6 seconds; meaning, you CAN activate Richochet, land 1 hit, wait 3 seconds, land another, wait 3 more, and land a third. This will apply and fully tick the debuff, to every foe struck, 3 times.
The result of this waiting, is 45-90 more damage per use of Ricochet. That isn't too bad in the midgame, especially when compared with potential AD increases. It's also worth noting that Spirit of Elder Lizard will proc from Boomerang Blade hits as well. This approach also reduces Sivir's mana expenditure on spamming Ricochet, and give her pretty good extreme-range poking; a single tap pays off nicely for the cost. There are other benefits too.
But even THIS item is counter-intuitive in its effect: To get full use, Sivir must delay her normal attack speed all the way down to 1 autoattack per 3 seconds. (1/3rd an attack per second). Compared to her near-1.5 attacks per second when proccing ricochet at level 18, her base damage output is reduced to less than a quarter of what it should be. Add in the fact that Ricochet's cooldown goes from minimum 4.2 seconds to 10.2, and you are throwing away a colossal chunk of your single target DPS by waiting for Spirit of the Elder Lizard to tick on your targets.
The bottom line is, despite being one of the only items affecting her Ricochet, this trick doesn't work especially well. One of the only 2 stats that affect Ricochet 1-to-1, is Cooldown Reduction, and stalling Spirit of Elder Lizard proc, adds 6 un-reduceable seconds to that cooldown needlessly. It's a neat trick early-to-midgame, but just doesn't work in the lategame. NOTHING works.
Let's check out the only other example of note. Ricochet benefits from Cooldown at a high rate, Armor Penetration at a high rate, and AD at a middling one, but actually does very quietly, and COUNTER-INTUITIVELY, benefit from one other stat:
Of all things, ATTACK SPEED. Ricochet doesn't actually benefit very much from attackspeed: At first glance you would think it doesn't benefit at all. After all, no matter how much attackspeed you stack, you will still get only 3 Ricochets per cooldown cycle. Stacking attackspeed doesn't actually increase the total number of ricochets - or total ricochet damage - you get.
Therein lies the secret, though. Maxing your attack speed will cause your Ricochet to completely discharge in just 0.6 seconds, instead of 1.25 seconds without.
Because Ricochet only starts to cool down once the last stack has been used, this actually grants 0.65 seconds of hidden cooldown reduction. With a core 3-second cooldown on Ricochet from full 40% CDR, the actual cooldown goes from 4.25 seconds to 3.6. This means, maxing your attackspeed secretly grants you up to 15% extra DPS increase on Ricochet.
And it only takes 172% Attackspeed to get! ... I did say it doesn't benefit very much. The added scaling is very poor. Worst of all, Boomerang Blade does NOT scale with Attack Speed. If you itemize for Ricochet with high attackspeed, you wound your Boomerang Blade's damage.
So in the end, the only item, in the entire game, that benefits Ricochet directly without crippling something else, is the Black Cleaver. Ricochet benefits from Cooldown and Armor Penetration, and that's it.
..
If you believed me that Ricochet was Worst-Affinity Skill in League, and skipped down, stop here.
- SOLUTIONS: So, what kind of items ARE effective on Sivir?
The best approach, as I mentioned earlier, is to swear off Ricochet altogether aside from its attackspeed bonus. Naturally Sivir scales pretty well with attack damage. This amplifies Boomerang Blade quite a bit (especially on a double hit!) But the other stat Sivir really benefits from, is Cooldown Reduction. All her skills - BB, Ricochet, Spell Shield and On The Hunt - benefit a great deal from higher cooldown. It is in Sivir's interest to maximize her cooldown as soon as possible.
This runs us into another problem, though: Sivir is Mana-Hungry. Raising her skill use by 40%, also raises her mana expenditure by 40%. While Sivir could play chicken with Spellshield to fix her mana, that's not the safest or most reliable approach for an ADC. A mana-fix item like Chalice of Harmony or Tear of the Goddess, or a Jungle item, can go a long way towards repairing her mana problems. Spirit of the Elder Lizard makes a second appeal here - occasionally nabbing jungle creeps with Conservation can supplement her gold-lust and repair her woeful mana, the damage gain is decent, and it grants Cooldown as well. This time, the quality of the total gain, makes it a reasonable item choice. (You also get that stalled-richochet trick in the early-to-midgame as an added bonus. But let's ignore that for now.)
Then there's spell shield. The effectiveness of this skill can be improved with banshee's veil (if you properly let it absorb a skill), and cooldown reduction. However spellshield represents something very interesting for Sivir. At max cooldown, Spellshield will activate and protect Sivir from one skill use, for 1.5 seconds, as frequently as 6 seconds. Assuming you activate this skill as often as you can, Sivir can nullify as much as 25% skill damage posed against her.
-- and that's where work stopped