Yep, she's usually built around the idea of being a siege master and an almost guaranteed win for laning phase with her extreme safety and harass she provides. She brings the highest range of any ADC (650) at level 1 for auto attacks, and is only (eventually) outclassed by Kog'Maw with Rank 3+ Bio-Arcane Barrage, Tristana at level 16+, Jinx with level 4+ Switcheroo!, or Twitch with Spray and Pray (RIP Rat-Ta-Tat-Tat) up.
Even these abilities pale in comparison to her headshot range of 1300 on a trapped or netted target. The closest is Twitch with Ult up at 850 range.
While she's not typically considered a hyper-carry due to her requiring significant "prep work" to maintain her kiting prowess and make the most out of her kit, it's not uncommon for her to quickly chunk down 2-3 squishies that run into her traps and get 2-shotted by her raw damage that she builds. She doesn't do super hot in teamfights if she can't get targets to step on her traps, even with her vastly superior range. She can only melt tanks down so hard as she lacks any real "steroids" in her kit beyond headshots to make the most of out her auto-attacks. Her Ultimate is also very lackluster most of the time, as any competent team will just position in a spot where someone who won't die will take the bullet. As opposed to someone like Jhin, who has 4 rounds he can fire wherever he pleases, making positioning require frame-perfect standing/retreating, something that is very difficult to accomplish with different movement speeds and ideas of where to go. Not to mention if the other 4 members of his team slow/CC a target, it's a guaranteed hit (unless he whiffs it).
Step-in Ashe, Kog'Maw, or Sivir - some of my more favorite hyper-carries around. They all NEED a fair amount of items to even become useful with their kits, but utilize the items some of the best in the game. They can't get away with having only an Infinity Edge in their kit and think that's enough, they need 3-4-5-6 items to even begin showing their strengths.
Ashe's Ultimate is the bread and butter teamfight starter. Shoot it at a target, your frontline is guaranteed to get on top of them, and now you are free to unload. Ashe also brings an AD/AS steroid with her Q that can instantly proc all Black Cleaver stacks (if you build it - I'd highly advise having Darius or someone else doing that job for you so you can itemize further into damage). Ashe brings 0 mobility. Zip, zilch, nada, nothing. She is a kiting machine and team-wide destroyer. She doesn't gain any range on her abilities (aside from that one shot if you build a Rapidfire Cannon) and is rather ahead of the pack with a 600 range. The way her passive works incentivizes consistently whacking at a target, dealing more damage if you hit them recently. The bonus damage scales with Crit as well as the slow, so she becomes quite the nightmare late game if you can't close the gap in time to finish her. Her Volley is also a nightmare to deal with, being able to CS and harass at the same time while pre-readying her passive so if she does decide to trade after hitting you with it, prepare for tons of damage. Ashe is one of the few champions late-game that will gladly stand toe-to-toe with Draven as her damage numbers go through the roof from her scaling.
Kog'Maw is the end-all-be-all 1v5 champion for the most part. There are teams specifically crafted around protect the Kog'Maw, known as "Juggermaw" setups. Lulu Mid, Karma Top, Lee Sin Jungle, Nami Support? Yeah Kog'Maw probably isn't going to die, he will likely be front-lining and melting each and every target he runs into with raw numbers, while being healed/shielded into oblivion. He already does a ton of damage without items, but with just a couple (BotRK, Rageblade, Hurricane, etc.) he puts the entire team on his back. The downside, similar to Ashe, he has 0 mobility. For Kog'Maw, this is usually fine, as once he reaches terminal velocity (full build) he becomes capable of literally standing still at a moderate distance and melting tanks like there's no tomorrow. It's always going to be a fight if you engage on him, he's going to throw out whatever he can and likely come up positive where his team can clean up (unless you can 1-shot him, then he'll just deal AoE true damage to the team). Fighting Kog'Maw late game is a very quick stat-check. Do I have the stats to...nope I'm respawning in 38 seconds again...fuck. His Ultimate is almost really nice at level 16 being able to execute what would-be stragglers from a very great distance (1800).
Sivir might not be seen too often in the LCS nowadays, but she's certainly brings hyper-carry potential. She's the absolute queen of waveclear and will quickly have an enemy ADC under their tower by Wave 2. Her Ultimate is best used as a team-buffer (or minions, if you REALLY need them to get to that tower for the backdoor bonus to be removed) which is why you'll often see her with Karma. Those 2 together create, effectively, a team-wide Righteous Glory every half a minute or so to charge in. Sivir doesn't bring a lot of self-peel. She has a Spell Shield (E) that can block a single spell, however beyond that she's hopeless. Her passive is nice to help kite enemies around, but her true power lies in teamfights. She only has 500 attack range (500...the same as Jayce, Swain, and Teemo) and realistically no way of buffing it. Usually you'd never want champions like this to get remotely close to a fight and spam Boomerang Blades in hopes of chunking enemies down, but with a line full of tanks they will absorb most of it or lock on to you just as fast. This is where Sivir is very clever: Ricochet. Sivir's next 3 attacks bounce off a new target until there is none. If the first hit crits, ALL of the Ricochets will crit. This is how she reaches the backline and melts an entire team. Sivir with an Infinity Edge, Phantom Dancer, Statikk Shiv, Essence Reaver, Lord Dominik's Regard, and T2 Boots will decimate and entire team faster than they know what hit them. The Tanks aren't what she's worried about killing/chunking out - although that is a bonus - she's using them to bounce her blades off to their squishies they're standing in front of. It only takes a couple of them to make it so your team can safely dive their back line and clean up. Sivir thrives in massive teamfights, and fights where the enemy is standing next to their minions, making it that much easier to bounce some boomerangs around. It's makes it incredibly difficult to stop her from CS'ing in lane, as walking up to trade an auto when she hits a minion, you are likely to get hit by 2-3 Ricochets before she turns on you and melts your health bar. Most people tend to take the "fuck it I'm not standing near the minions with Sivir autoing" sort of route and let her freely clear them. This lets Sivir get stronger faster, and makes her have a very strong presence in lane. Post 6 she'll scream and run at you, happily assisting the jungler who wants to dive you.